diff options
Diffstat (limited to 'engine/battle/1a.asm')
-rwxr-xr-x | engine/battle/1a.asm | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/engine/battle/1a.asm b/engine/battle/1a.asm new file mode 100755 index 00000000..2770a459 --- /dev/null +++ b/engine/battle/1a.asm @@ -0,0 +1,40 @@ +DecrementPP: ; 68000 (1a:4000) +; after using a move, decrement pp in battle and (if not transformed?) in party + ld a, [de] + cp a, STRUGGLE + ret z ; if the pokemon is using "struggle", there's nothing to do + ; we don't decrement PP for "struggle" + ld hl, W_PLAYERBATTSTATUS1 + ld a, [hli] ; load the W_PLAYERBATTSTATUS1 pokemon status flags and increment hl to load the + ; W_PLAYERBATTSTATUS2 status flags later + and a, 7 ; check to see if bits 0, 1, or 2 are set + ret nz ; if any of these statuses are true, don't decrement PP + bit 6, [hl] ; check 6th bit status flag on W_PLAYERBATTSTATUS2 + ret nz ; and return if it is set + ld hl, $D02D ; PP of first move (in battle) + call .DecrementPP + + ld a, [$D064] ; load pokemon status bits? + bit 3, a ; XXX transform status? + ret nz ; If it is, return. Pokemon Red stores the "current pokemon's" PP + ; separately from the "Pokemon in your party's" PP. This is + ; duplication -- in all cases *other* than Pokemon with Transform. + ; Normally, this means we have to go on and make the same + ; modification to the "party's pokemon" PP that we made to the + ; "current pokemon's" PP. But, if we're dealing with a Transformed + ; Pokemon, it has separate PP for the move set that it copied from + ; its opponent, which is *not* the same as its real PP as part of your + ; party. So we return, and don't do that part. + + ld hl, $D188 ; PP of first move (in party) + ld a, [$CC2F] ; which mon in party is active + ld bc, $2C ; XXX probably size of party pokemon's data structure + call AddNTimes ; calculate address of the mon to modify +.DecrementPP + ld a, [$CC2E] ; which move (0, 1, 2, 3) did we use? + ld c, a + ld b, 0 + add hl ,bc ; calculate the address in memory of the PP we need to decrement + ; based on the move chosen. + dec [hl] ; Decrement PP + ret |