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+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