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-rwxr-xr-xengine/battle/1a.asm10
1 files changed, 5 insertions, 5 deletions
diff --git a/engine/battle/1a.asm b/engine/battle/1a.asm
index 2770a459..6b502a31 100755
--- a/engine/battle/1a.asm
+++ b/engine/battle/1a.asm
@@ -11,10 +11,10 @@ DecrementPP: ; 68000 (1a:4000)
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, $D02D ; PP of first move (in battle)
+ ld hl, wBattleMonPP ; PP of first move (in battle)
call .DecrementPP
- ld a, [$D064] ; load pokemon status bits?
+ ld a, [W_PLAYERBATTSTATUS3] ; 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
@@ -26,12 +26,12 @@ DecrementPP: ; 68000 (1a:4000)
; 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 hl, wPartyMon1PP ; PP of first move (in party)
+ ld a, [wPlayerMonNumber] ; 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 a, [wPlayerMoveListIndex] ; 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