diff options
Diffstat (limited to 'engine/battle/core.asm')
-rwxr-xr-x | engine/battle/core.asm | 2840 |
1 files changed, 536 insertions, 2304 deletions
diff --git a/engine/battle/core.asm b/engine/battle/core.asm index 60146902..f66f509f 100755 --- a/engine/battle/core.asm +++ b/engine/battle/core.asm @@ -1,107 +1,17 @@ BattleCore: -; These are move effects (second value from the Moves table in bank $E). -ResidualEffects1: -; most non-side effects - db CONVERSION_EFFECT - db HAZE_EFFECT - db SWITCH_AND_TELEPORT_EFFECT - db MIST_EFFECT - db FOCUS_ENERGY_EFFECT - db CONFUSION_EFFECT - db HEAL_EFFECT - db TRANSFORM_EFFECT - db LIGHT_SCREEN_EFFECT - db REFLECT_EFFECT - db POISON_EFFECT - db PARALYZE_EFFECT - db SUBSTITUTE_EFFECT - db MIMIC_EFFECT - db LEECH_SEED_EFFECT - db SPLASH_EFFECT - db -1 -SetDamageEffects: -; moves that do damage but not through normal calculations -; e.g., Super Fang, Psywave - db SUPER_FANG_EFFECT - db SPECIAL_DAMAGE_EFFECT - db -1 -ResidualEffects2: -; non-side effects not included in ResidualEffects1 -; stat-affecting moves, sleep-inflicting moves, and Bide -; e.g., Meditate, Bide, Hypnosis - db $01 - db ATTACK_UP1_EFFECT - db DEFENSE_UP1_EFFECT - db SPEED_UP1_EFFECT - db SPECIAL_UP1_EFFECT - db ACCURACY_UP1_EFFECT - db EVASION_UP1_EFFECT - db ATTACK_DOWN1_EFFECT - db DEFENSE_DOWN1_EFFECT - db SPEED_DOWN1_EFFECT - db SPECIAL_DOWN1_EFFECT - db ACCURACY_DOWN1_EFFECT - db EVASION_DOWN1_EFFECT - db BIDE_EFFECT - db SLEEP_EFFECT - db ATTACK_UP2_EFFECT - db DEFENSE_UP2_EFFECT - db SPEED_UP2_EFFECT - db SPECIAL_UP2_EFFECT - db ACCURACY_UP2_EFFECT - db EVASION_UP2_EFFECT - db ATTACK_DOWN2_EFFECT - db DEFENSE_DOWN2_EFFECT - db SPEED_DOWN2_EFFECT - db SPECIAL_DOWN2_EFFECT - db ACCURACY_DOWN2_EFFECT - db EVASION_DOWN2_EFFECT - db -1 -AlwaysHappenSideEffects: -; Attacks that aren't finished after they faint the opponent. - db DRAIN_HP_EFFECT - db EXPLODE_EFFECT - db DREAM_EATER_EFFECT - db PAY_DAY_EFFECT - db TWO_TO_FIVE_ATTACKS_EFFECT - db $1E - db ATTACK_TWICE_EFFECT - db RECOIL_EFFECT - db TWINEEDLE_EFFECT - db RAGE_EFFECT - db -1 -SpecialEffects: -; Effects from arrays 2, 4, and 5B, minus Twineedle and Rage. -; Includes all effects that do not need to be called at the end of -; ExecutePlayerMove (or ExecuteEnemyMove), because they have already been handled - db DRAIN_HP_EFFECT - db EXPLODE_EFFECT - db DREAM_EATER_EFFECT - db PAY_DAY_EFFECT - db SWIFT_EFFECT - db TWO_TO_FIVE_ATTACKS_EFFECT - db $1E - db CHARGE_EFFECT - db SUPER_FANG_EFFECT - db SPECIAL_DAMAGE_EFFECT - db FLY_EFFECT - db ATTACK_TWICE_EFFECT - db JUMP_KICK_EFFECT - db RECOIL_EFFECT - ; fallthrough to Next EffectsArray -SpecialEffectsCont: -; damaging moves whose effect is executed prior to damage calculation - db THRASH_PETAL_DANCE_EFFECT - db TRAPPING_EFFECT - db -1 +INCLUDE "data/battle/residual_effects_1.asm" +INCLUDE "data/battle/set_damage_effects.asm" +INCLUDE "data/battle/residual_effects_2.asm" +INCLUDE "data/battle/always_happen_effects.asm" +INCLUDE "data/battle/special_effects.asm" SlidePlayerAndEnemySilhouettesOnScreen: call LoadPlayerBackPic ld a, MESSAGE_BOX ; the usual text box at the bottom of the screen ld [wTextBoxID], a call DisplayTextBoxID - coord hl, 1, 5 + hlcoord 1, 5 lb bc, 3, 7 call ClearScreenArea call DisableLCD @@ -117,7 +27,7 @@ SlidePlayerAndEnemySilhouettesOnScreen: or c jr nz, .clearBackgroundLoop ; copy the work RAM tile map to VRAM - coord hl, 0, 0 + hlcoord 0, 0 ld de, vBGMap0 ld b, 18 ; number of rows .copyRowLoop @@ -138,25 +48,25 @@ SlidePlayerAndEnemySilhouettesOnScreen: jr nz, .copyRowLoop call EnableLCD ld a, $90 - ld [hWY], a - ld [rWY], a + ldh [hWY], a + ldh [rWY], a xor a - ld [hTilesetType], a - ld [hSCY], a + ldh [hTilesetType], a + ldh [hSCY], a dec a ld [wUpdateSpritesEnabled], a call Delay3 xor a - ld [H_AUTOBGTRANSFERENABLED], a + ldh [hAutoBGTransferEnabled], a ld b, $70 ld c, $90 ld a, c - ld [hSCX], a + ldh [hSCX], a call DelayFrame ld a, %11100100 ; inverted palette for silhouette effect - ld [rBGP], a - ld [rOBP0], a - ld [rOBP1], a + ldh [rBGP], a + ldh [rOBP0], a + ldh [rOBP1], a call UpdateGBCPal_BGP call UpdateGBCPal_OBP0 call UpdateGBCPal_OBP1 @@ -171,26 +81,26 @@ SlidePlayerAndEnemySilhouettesOnScreen: call SetScrollXForSlidingPlayerBodyLeft ; end background scrolling on line $60 call SlidePlayerHeadLeft ld a, c - ld [hSCX], a + ldh [hSCX], a dec c dec c jr nz, .slideSilhouettesLoop ld a, $1 - ld [H_AUTOBGTRANSFERENABLED], a + ldh [hAutoBGTransferEnabled], a ld a, $31 - ld [hStartTileID], a - coord hl, 1, 5 + ldh [hStartTileID], a + hlcoord 1, 5 predef CopyUncompressedPicToTilemap xor a - ld [hWY], a - ld [rWY], a + ldh [hWY], a + ldh [rWY], a inc a - ld [H_AUTOBGTRANSFERENABLED], a + ldh [hAutoBGTransferEnabled], a call Delay3 ld b, SET_PAL_BATTLE call RunPaletteCommand call HideSprites - jpab PrintBeginningBattleText + jpfar PrintBeginningBattleText ; when a battle is starting, silhouettes of the player's pic and the enemy's pic are slid onto the screen ; the lower of the player's pic (his body) is part of the background, but his head is a sprite @@ -211,13 +121,13 @@ SlidePlayerHeadLeft: ret SetScrollXForSlidingPlayerBodyLeft: - ld a, [rLY] + ldh a, [rLY] cp l jr nz, SetScrollXForSlidingPlayerBodyLeft ld a, h - ld [rSCX], a + ldh [rSCX], a .loop - ld a, [rLY] + ldh a, [rLY] cp h jr z, .loop ret @@ -277,7 +187,7 @@ StartBattle: ld hl, .outOfSafariBallsText jp PrintText .notOutOfSafariBalls - callab PrintSafariZoneBattleText + callfar PrintSafariZoneBattleText ld a, [wEnemyMonSpeed + 1] add a ld b, a ; init b (which is later compared with random value) to (enemy speed % 256) * 2 @@ -306,8 +216,8 @@ StartBattle: jr EnemyRan ; if b was greater than the random value, the enemy runs .outOfSafariBallsText - TX_FAR _OutOfSafariBallsText - db "@" + text_far _OutOfSafariBallsText + text_end .playerSendOutFirstMon xor a @@ -331,7 +241,7 @@ StartBattle: ld [wcf91], a ld [wBattleMonSpecies2], a call LoadScreenTilesFromBuffer1 - coord hl, 1, 5 + hlcoord 1, 5 ld a, $9 call SlideTrainerPicOffScreen call SaveScreenTilesToBuffer1 @@ -365,16 +275,16 @@ EnemyRan: ld a, SFX_RUN call PlaySoundWaitForCurrent xor a - ld [H_WHOSETURN], a - jpab AnimationSlideEnemyMonOff + ldh [hWhoseTurn], a + jpfar AnimationSlideEnemyMonOff WildRanText: - TX_FAR _WildRanText - db "@" + text_far _WildRanText + text_end EnemyRanText: - TX_FAR _EnemyRanText - db "@" + text_far _EnemyRanText + text_end MainInBattleLoop: call ReadPlayerMonCurHPAndStatus @@ -464,7 +374,7 @@ MainInBattleLoop: jr nz, .specialMoveNotUsed ld [wPlayerSelectedMove], a .specialMoveNotUsed - callab SwitchEnemyMon + callfar SwitchEnemyMon .noLinkBattle ld a, [wPlayerSelectedMove] cp QUICK_ATTACK @@ -497,7 +407,7 @@ MainInBattleLoop: jr nc, .playerMovesFirst ; if player is faster jr .enemyMovesFirst ; if enemy is faster .speedEqual ; 50/50 chance for both players - ld a, [hSerialConnectionStatus] + ldh a, [hSerialConnectionStatus] cp USING_INTERNAL_CLOCK jr z, .invertOutcome call BattleRandom @@ -511,8 +421,8 @@ MainInBattleLoop: jr .playerMovesFirst .enemyMovesFirst ld a, $1 - ld [H_WHOSETURN], a - callab TrainerAI + ldh [hWhoseTurn], a + callfar TrainerAI jr c, .AIActionUsedEnemyFirst call ExecuteEnemyMove ld a, [wEscapedFromBattle] @@ -549,8 +459,8 @@ MainInBattleLoop: jp z, HandlePlayerMonFainted call DrawHUDsAndHPBars ld a, $1 - ld [H_WHOSETURN], a - callab TrainerAI + ldh [hWhoseTurn], a + callfar TrainerAI jr c, .AIActionUsedPlayerFirst call ExecuteEnemyMove ld a, [wEscapedFromBattle] @@ -569,7 +479,7 @@ MainInBattleLoop: HandlePoisonBurnLeechSeed: ld hl, wBattleMonHP ld de, wBattleMonStatus - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .playersTurn ld hl, wEnemyMonHP @@ -594,7 +504,7 @@ HandlePoisonBurnLeechSeed: call HandlePoisonBurnLeechSeed_DecreaseOwnHP .notBurnedOrPoisoned ld de, wPlayerBattleStatus2 - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .playersTurn2 ld de, wEnemyBattleStatus2 @@ -603,16 +513,16 @@ HandlePoisonBurnLeechSeed: add a jr nc, .notLeechSeeded push hl - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] push af xor $1 - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a xor a ld [wAnimationType], a ld a, ABSORB call PlayMoveAnimation ; play leech seed animation (from opposing mon) pop af - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a pop hl call HandlePoisonBurnLeechSeed_DecreaseOwnHP call HandlePoisonBurnLeechSeed_IncreaseEnemyHP @@ -631,16 +541,16 @@ HandlePoisonBurnLeechSeed: ret HurtByPoisonText: - TX_FAR _HurtByPoisonText - db "@" + text_far _HurtByPoisonText + text_end HurtByBurnText: - TX_FAR _HurtByBurnText - db "@" + text_far _HurtByBurnText + text_end HurtByLeechSeedText: - TX_FAR _HurtByLeechSeedText - db "@" + text_far _HurtByLeechSeedText + text_end ; decreases the mon's current HP by 1/16 of the Max HP (multiplied by number of toxic ticks if active) ; note that the toxic ticks are considered even if the damage is not poison (hence the Leech Seed glitch) @@ -670,7 +580,7 @@ HandlePoisonBurnLeechSeed_DecreaseOwnHP: .nonZeroDamage ld hl, wPlayerBattleStatus3 ld de, wPlayerToxicCounter - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .playersTurn ld hl, wEnemyBattleStatus3 @@ -681,7 +591,7 @@ HandlePoisonBurnLeechSeed_DecreaseOwnHP: ld a, [de] ; increment toxic counter inc a ld [de], a - ld hl, $0000 + ld hl, 0 .toxicTicksLoop add hl, bc dec a @@ -717,7 +627,7 @@ HandlePoisonBurnLeechSeed_DecreaseOwnHP: HandlePoisonBurnLeechSeed_IncreaseEnemyHP: push hl ld hl, wEnemyMonMaxHP - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .playersTurn ld hl, wBattleMonMaxHP @@ -754,23 +664,23 @@ HandlePoisonBurnLeechSeed_IncreaseEnemyHP: ld [hl], a ld [wHPBarNewHP], a .noOverfullHeal - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] xor $1 - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a call UpdateCurMonHPBar - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] xor $1 - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a pop hl ret UpdateCurMonHPBar: - coord hl, 10, 9 ; tile pointer to player HP bar - ld a, [H_WHOSETURN] + hlcoord 10, 9 ; tile pointer to player HP bar + ldh a, [hWhoseTurn] and a ld a, $1 jr z, .playersTurn - coord hl, 2, 2 ; tile pointer to enemy HP bar + hlcoord 2, 2 ; tile pointer to enemy HP bar xor a .playersTurn push bc @@ -866,10 +776,10 @@ FaintEnemyPokemon: ld hl, wPlayerUsedMove ld [hli], a ld [hl], a - coord hl, 12, 5 - coord de, 12, 6 + hlcoord 12, 5 + decoord 12, 6 call SlideDownFaintedMonPic - coord hl, 0, 0 + hlcoord 0, 0 lb bc, 4, 11 call ClearScreenArea ld a, [wIsInBattle] @@ -936,7 +846,7 @@ FaintEnemyPokemon: .giveExpToMonsThatFought xor a ld [wBoostExpByExpAll], a - callab GainExperience + callfar GainExperience pop af ret z ; return if no exp all @@ -954,11 +864,11 @@ FaintEnemyPokemon: jr nz, .gainExpFlagsLoop ld a, b ld [wPartyGainExpFlags], a - jpab GainExperience + jpfar GainExperience EnemyMonFaintedText: - TX_FAR _EnemyMonFaintedText - db "@" + text_far _EnemyMonFaintedText + text_end EndLowHealthAlarm: ; This function is called when the player has the won the battle. It turns off @@ -993,11 +903,11 @@ ReplaceFaintedEnemyMon: ld e, $30 call GetBattleHealthBarColor setpal SHADE_BLACK, SHADE_DARK, SHADE_LIGHT, SHADE_WHITE - ld [rOBP0], a - ld [rOBP1], a + ldh [rOBP0], a + ldh [rOBP1], a call UpdateGBCPal_OBP0 call UpdateGBCPal_OBP1 - callab DrawEnemyPokeballs + callfar DrawEnemyPokeballs ld a, [wLinkState] cp LINK_STATE_BATTLING jr nz, .notLinkBattle @@ -1025,7 +935,7 @@ TrainerBattleVictory: ld b, MUSIC_DEFEATED_TRAINER .gymleader ld a, [wTrainerClass] - cp SONY3 ; final battle against rival + cp RIVAL3 ; final battle against rival jr nz, .notrival ld b, MUSIC_DEFEATED_GYM_LEADER ld hl, wFlags_D733 @@ -1053,12 +963,12 @@ TrainerBattleVictory: predef_jump AddBCDPredef MoneyForWinningText: - TX_FAR _MoneyForWinningText - db "@" + text_far _MoneyForWinningText + text_end TrainerDefeatedText: - TX_FAR _TrainerDefeatedText - db "@" + text_far _TrainerDefeatedText + text_end PlayBattleVictoryMusic: push af @@ -1124,11 +1034,11 @@ RemoveFaintedPlayerMon: ld [hl], a ld [wBattleMonStatus], a call ReadPlayerMonCurHPAndStatus - coord hl, 9, 7 + hlcoord 9, 7 lb bc, 5, 11 call ClearScreenArea - coord hl, 1, 10 - coord de, 1, 11 + hlcoord 1, 10 + decoord 1, 11 call SlideDownFaintedMonPic ld a, $1 ld [wBattleResult], a @@ -1143,10 +1053,10 @@ RemoveFaintedPlayerMon: ld a, [wPlayerMonNumber] ld [wWhichPokemon], a - callab IsThisPartymonStarterPikachu_Party + callfar IsThisPartymonStarterPikachu_Party jr nc, .notPlayerPikachu ld e, $3 - callab PlayPikachuSoundClip + callfar PlayPikachuSoundClip jr .printText .notPlayerPikachu ld a, [wBattleMonSpecies] @@ -1173,8 +1083,8 @@ RemoveFaintedPlayerMon: ret PlayerMonFaintedText: - TX_FAR _PlayerMonFaintedText - db "@" + text_far _PlayerMonFaintedText + text_end ; asks if you want to use next mon ; stores whether you ran in C flag @@ -1188,7 +1098,7 @@ DoUseNextMonDialogue: ld hl, UseNextMonText call PrintText .displayYesNoBox - coord hl, 13, 9 + hlcoord 13, 9 lb bc, 10, 14 ld a, TWO_OPTION_MENU ld [wTextBoxID], a @@ -1207,8 +1117,8 @@ DoUseNextMonDialogue: jp TryRunningFromBattle UseNextMonText: - TX_FAR _UseNextMonText - db "@" + text_far _UseNextMonText + text_end ; choose next player mon to send out ; stores whether enemy mon has no HP left in Z flag @@ -1263,9 +1173,9 @@ HandlePlayerBlackOut: cp LINK_STATE_BATTLING jr z, .notSony1Battle ld a, [wCurOpponent] - cp OPP_SONY1 + cp OPP_RIVAL1 jr nz, .notSony1Battle - coord hl, 0, 0 ; sony 1 battle + hlcoord 0, 0 ; sony 1 battle lb bc, 8, 21 call ClearScreenArea call ScrollTrainerPicAfterBattle @@ -1294,19 +1204,19 @@ HandlePlayerBlackOut: ret Sony1WinText: - TX_FAR _Sony1WinText - db "@" + text_far _Sony1WinText + text_end PlayerBlackedOutText2: - TX_FAR _PlayerBlackedOutText2 - db "@" + text_far _PlayerBlackedOutText2 + text_end LinkBattleLostText: - TX_FAR _LinkBattleLostText - db "@" + text_far _LinkBattleLostText + text_end ; slides pic of fainted mon downwards until it disappears -; bug: when this is called, [H_AUTOBGTRANSFERENABLED] is non-zero, so there is screen tearing +; bug: when this is called, [hAutoBGTransferEnabled] is non-zero, so there is screen tearing SlideDownFaintedMonPic: ld a, [wd730] push af @@ -1359,9 +1269,9 @@ SevenSpacesText: ; slides the player or enemy trainer off screen ; a is the number of tiles to slide it horizontally (always 9 for the player trainer or 8 for the enemy trainer) ; if a is 8, the slide is to the right, else it is to the left -; bug: when this is called, [H_AUTOBGTRANSFERENABLED] is non-zero, so there is screen tearing +; bug: when this is called, [hAutoBGTransferEnabled] is non-zero, so there is screen tearing SlideTrainerPicOffScreen: - ld [hSlideAmount], a + ldh [hSlideAmount], a ld c, a .slideStepLoop ; each iteration, the trainer pic is slid one tile left/right push bc @@ -1369,10 +1279,10 @@ SlideTrainerPicOffScreen: ld b, 7 ; number of rows .rowLoop push hl - ld a, [hSlideAmount] + ldh a, [hSlideAmount] ld c, a .columnLoop - ld a, [hSlideAmount] + ldh a, [hSlideAmount] cp 8 jr z, .slideRight .slideLeft ; slide player sprite off screen @@ -1435,7 +1345,7 @@ EnemySendOutFirstMon: ld [wAICount], a ld hl, wPlayerBattleStatus1 res 5, [hl] - coord hl, 18, 0 + hlcoord 18, 0 ld a, 8 call SlideTrainerPicOffScreen call PrintEmptyString @@ -1505,7 +1415,7 @@ EnemySendOutFirstMon: jr nz, .next4 ld hl, TrainerAboutToUseText call PrintText - coord hl, 0, 7 + hlcoord 0, 7 lb bc, 8, 1 ld a, TWO_OPTION_MENU ld [wTextBoxID], a @@ -1540,7 +1450,7 @@ EnemySendOutFirstMon: call LoadScreenTilesFromBuffer1 .next4 call ClearSprites - coord hl, 0, 0 + hlcoord 0, 0 lb bc, 4, 11 call ClearScreenArea ld b, SET_PAL_BATTLE @@ -1555,8 +1465,8 @@ EnemySendOutFirstMon: ld de, vFrontPic call LoadMonFrontSprite ld a, -$31 - ld [hStartTileID], a - coord hl, 15, 6 + ldh [hStartTileID], a + hlcoord 15, 6 predef AnimateSendingOutMon ld a, [wEnemyMonSpecies2] call PlayCry @@ -1571,16 +1481,16 @@ EnemySendOutFirstMon: jp SwitchPlayerMon TrainerAboutToUseText: - TX_FAR _TrainerAboutToUseText - db "@" + text_far _TrainerAboutToUseText + text_end TrainerSentOutText: - TX_FAR _TrainerSentOutText - db "@" + text_far _TrainerSentOutText + text_end ; tests if the player has any pokemon that are not fainted ; sets d = 0 if all fainted, d != 0 if some mons are still alive -AnyPartyAlive: +AnyPartyAlive:: ld a, [wPartyCount] ld e, a xor a @@ -1616,8 +1526,8 @@ HasMonFainted: ret NoWillText: - TX_FAR _NoWillText - db "@" + text_far _NoWillText + text_end ; try to run from battle (hl = player speed, de = enemy speed) ; stores whether the attempt was successful in carry flag @@ -1639,32 +1549,32 @@ TryRunningFromBattle: inc a ld [wNumRunAttempts], a ld a, [hli] - ld [H_MULTIPLICAND + 1], a + ldh [hMultiplicand + 1], a ld a, [hl] - ld [H_MULTIPLICAND + 2], a + ldh [hMultiplicand + 2], a ld a, [de] - ld [hEnemySpeed], a + ldh [hEnemySpeed], a inc de ld a, [de] - ld [hEnemySpeed + 1], a + ldh [hEnemySpeed + 1], a call LoadScreenTilesFromBuffer1 - ld de, H_MULTIPLICAND + 1 + ld de, hMultiplicand + 1 ld hl, hEnemySpeed ld c, 2 call StringCmp jr nc, .canEscape ; jump if player speed greater than enemy speed xor a - ld [H_MULTIPLICAND], a + ldh [hMultiplicand], a ld a, 32 - ld [H_MULTIPLIER], a + ldh [hMultiplier], a call Multiply ; multiply player speed by 32 - ld a, [H_PRODUCT + 2] - ld [H_DIVIDEND], a - ld a, [H_PRODUCT + 3] - ld [H_DIVIDEND + 1], a - ld a, [hEnemySpeed] + ldh a, [hProduct + 2] + ldh [hDividend], a + ldh a, [hProduct + 3] + ldh [hDividend + 1], a + ldh a, [hEnemySpeed] ld b, a - ld a, [hEnemySpeed + 1] + ldh a, [hEnemySpeed + 1] ; divide enemy speed by 4 srl b rr a @@ -1672,10 +1582,10 @@ TryRunningFromBattle: rr a and a jr z, .canEscape ; jump if enemy speed divided by 4, mod 256 is 0 - ld [H_DIVISOR], a ; ((enemy speed / 4) % 256) + ldh [hDivisor], a ; ((enemy speed / 4) % 256) ld b, $2 call Divide ; divide (player speed * 32) by ((enemy speed / 4) % 256) - ld a, [H_QUOTIENT + 2] + ldh a, [hQuotient + 2] and a ; is the quotient greater than 256? jr nz, .canEscape ; if so, the player can escape ld a, [wNumRunAttempts] @@ -1685,15 +1595,15 @@ TryRunningFromBattle: dec c jr z, .compareWithRandomValue ld b, 30 - ld a, [H_QUOTIENT + 3] + ldh a, [hQuotient + 3] add b - ld [H_QUOTIENT + 3], a + ldh [hQuotient + 3], a jr c, .canEscape jr .loop .compareWithRandomValue call BattleRandom ld b, a - ld a, [H_QUOTIENT + 3] + ldh a, [hQuotient + 3] cp b jr nc, .canEscape ; if the random value was less than or equal to the quotient ; plus 30 times the number of attempts, the player can escape @@ -1741,16 +1651,16 @@ TryRunningFromBattle: ret CantEscapeText: - TX_FAR _CantEscapeText - db "@" + text_far _CantEscapeText + text_end NoRunningText: - TX_FAR _NoRunningText - db "@" + text_far _NoRunningText + text_end GotAwayText: - TX_FAR _GotAwayText - db "@" + text_far _GotAwayText + text_end ; copies from party data to battle mon data when sending out a new player mon LoadBattleMonFromParty: @@ -1851,7 +1761,7 @@ LoadEnemyMonFromParty: ret SendOutMon: - callab PrintSendOutMonMessage + callfar PrintSendOutMonMessage ld hl, wEnemyMonHP ld a, [hli] or [hl] ; is enemy mon HP zero? @@ -1861,7 +1771,7 @@ SendOutMon: call DrawPlayerHUDAndHPBar predef LoadMonBackPic xor a - ld [hStartTileID], a + ldh [hStartTileID], a ld hl, wBattleAndStartSavedMenuItem ld [hli], a ld [hl], a @@ -1884,27 +1794,27 @@ SendOutMon: call RunPaletteCommand ld hl, wEnemyBattleStatus1 res USING_TRAPPING_MOVE, [hl] - callab IsThisPartymonStarterPikachu + callfar IsThisPartymonStarterPikachu jr c, .starterPikachu ld a, $1 - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a ld a, POOF_ANIM call PlayMoveAnimation - coord hl, 4, 11 + hlcoord 4, 11 predef AnimateSendingOutMon jr .playRegularCry .starterPikachu xor a - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a ld a, $1 - ld [H_AUTOBGTRANSFERENABLED], a - callab StarterPikachuBattleEntranceAnimation - callab IsPlayerPikachuAsleepInParty + ldh [hAutoBGTransferEnabled], a + callfar StarterPikachuBattleEntranceAnimation + callfar IsPlayerPikachuAsleepInParty ld e, $24 jr c, .asm_3cd81 ld e, $a .asm_3cd81 - callab PlayPikachuSoundClip + callfar PlayPikachuSoundClip jr .done .playRegularCry ld a, [wcf91] @@ -1919,42 +1829,42 @@ AnimateRetreatingPlayerMon: push af ld a, [wPlayerMonNumber] ld [wWhichPokemon], a - callab IsThisPartymonStarterPikachu + callfar IsThisPartymonStarterPikachu pop bc ld a, b ld [wWhichPokemon], a jr c, .starterPikachu - coord hl, 1, 5 + hlcoord 1, 5 lb bc, 7, 7 call ClearScreenArea - coord hl, 3, 7 + hlcoord 3, 7 lb bc, 5, 5 xor a ld [wDownscaledMonSize], a - ld [hBaseTileID], a + ldh [hBaseTileID], a predef CopyDownscaledMonTiles ld c, 4 call DelayFrames call .clearScreenArea - coord hl, 4, 9 + hlcoord 4, 9 lb bc, 3, 3 ld a, 1 ld [wDownscaledMonSize], a xor a - ld [hBaseTileID], a + ldh [hBaseTileID], a predef CopyDownscaledMonTiles call Delay3 call .clearScreenArea ld a, $4c - Coorda 5, 11 + ldcoord_a 5, 11 jr .clearScreenArea .starterPikachu xor a - ld [H_WHOSETURN], a - callab AnimationSlideMonOff + ldh [hWhoseTurn], a + callfar AnimationSlideMonOff ret .clearScreenArea - coord hl, 1, 5 + hlcoord 1, 5 lb bc, 7, 7 call ClearScreenArea ret @@ -1977,15 +1887,15 @@ DrawHUDsAndHPBars: DrawPlayerHUDAndHPBar: xor a - ld [H_AUTOBGTRANSFERENABLED], a - coord hl, 9, 7 + ldh [hAutoBGTransferEnabled], a + hlcoord 9, 7 lb bc, 5, 11 call ClearScreenArea - callab PlacePlayerHUDTiles - coord hl, 18, 9 + callfar PlacePlayerHUDTiles + hlcoord 18, 9 ld [hl], $73 ld de, wBattleMonNick - coord hl, 10, 7 + hlcoord 10, 7 call CenterMonName call PlaceString ld hl, wBattleMonSpecies @@ -1996,7 +1906,7 @@ DrawPlayerHUDAndHPBar: ld de, wLoadedMonLevel ld bc, wBattleMonPP - wBattleMonLevel call CopyData - coord hl, 14, 8 + hlcoord 14, 8 push hl inc hl ld de, wLoadedMonStatus @@ -2007,10 +1917,10 @@ DrawPlayerHUDAndHPBar: .doNotPrintLevel ld a, [wLoadedMonSpecies] ld [wcf91], a - coord hl, 10, 9 + hlcoord 10, 9 predef DrawHP ld a, $1 - ld [H_AUTOBGTRANSFERENABLED], a + ldh [hAutoBGTransferEnabled], a ld hl, wPlayerHPBarColor call GetBattleHealthBarColor ld hl, wBattleMonHP @@ -2038,16 +1948,16 @@ DrawPlayerHUDAndHPBar: DrawEnemyHUDAndHPBar: xor a - ld [H_AUTOBGTRANSFERENABLED], a - coord hl, 0, 0 + ldh [hAutoBGTransferEnabled], a + hlcoord 0, 0 lb bc, 4, 12 call ClearScreenArea - callab PlaceEnemyHUDTiles + callfar PlaceEnemyHUDTiles ld de, wEnemyMonNick - coord hl, 1, 0 + hlcoord 1, 0 call CenterMonName call PlaceString - coord hl, 4, 1 + hlcoord 4, 1 push hl inc hl ld de, wEnemyMonStatus @@ -2060,9 +1970,9 @@ DrawEnemyHUDAndHPBar: .skipPrintLevel ld hl, wEnemyMonHP ld a, [hli] - ld [H_MULTIPLICAND + 1], a + ldh [hMultiplicand + 1], a ld a, [hld] - ld [H_MULTIPLICAND + 2], a + ldh [hMultiplicand + 2], a or [hl] ; is current HP zero? jr nz, .hpNonzero ; current HP is 0 @@ -2073,45 +1983,45 @@ DrawEnemyHUDAndHPBar: jp .drawHPBar .hpNonzero xor a - ld [H_MULTIPLICAND], a + ldh [hMultiplicand], a ld a, 48 - ld [H_MULTIPLIER], a + ldh [hMultiplier], a call Multiply ; multiply current HP by 48 ld hl, wEnemyMonMaxHP ld a, [hli] ld b, a ld a, [hl] - ld [H_DIVISOR], a + ldh [hDivisor], a ld a, b and a ; is max HP > 255? jr z, .doDivide ; if max HP > 255, scale both (current HP * 48) and max HP by dividing by 4 so that max HP fits in one byte ; (it needs to be one byte so it can be used as the divisor for the Divide function) - ld a, [H_DIVISOR] + ldh a, [hDivisor] srl b rr a srl b rr a - ld [H_DIVISOR], a - ld a, [H_PRODUCT + 2] + ldh [hDivisor], a + ldh a, [hProduct + 2] ld b, a srl b - ld a, [H_PRODUCT + 3] + ldh a, [hProduct + 3] rr a srl b rr a - ld [H_PRODUCT + 3], a + ldh [hProduct + 3], a ld a, b - ld [H_PRODUCT + 2], a + ldh [hProduct + 2], a .doDivide - ld a, [H_PRODUCT + 2] - ld [H_DIVIDEND], a - ld a, [H_PRODUCT + 3] - ld [H_DIVIDEND + 1], a + ldh a, [hProduct + 2] + ldh [hDividend], a + ldh a, [hProduct + 3] + ldh [hDividend + 1], a ld a, $2 ld b, a call Divide ; divide (current HP * 48) by max HP - ld a, [H_QUOTIENT + 3] + ldh a, [hQuotient + 3] ; set variables for DrawHPBar ld e, a ld a, $6 @@ -2120,10 +2030,10 @@ DrawEnemyHUDAndHPBar: .drawHPBar xor a ld [wHPBarType], a - coord hl, 2, 2 + hlcoord 2, 2 call DrawHPBar ld a, $1 - ld [H_AUTOBGTRANSFERENABLED], a + ldh [hAutoBGTransferEnabled], a ld hl, wEnemyHPBarColor GetBattleHealthBarColor: @@ -2161,7 +2071,7 @@ CenterMonName: pop de ret -DisplayBattleMenu: +DisplayBattleMenu:: call LoadScreenTilesFromBuffer1 ; restore saved screen ld a, [wBattleType] and a @@ -2206,12 +2116,12 @@ DisplayBattleMenu: ld bc, NAME_LENGTH call CopyData ; the following simulates the keystrokes by drawing menus on screen - coord hl, 9, 14 + hlcoord 9, 14 ld [hl], "▶" ld c, 20 call DelayFrames ld [hl], " " - coord hl, 9, 16 + hlcoord 9, 16 ld [hl], "▶" ld c, 20 call DelayFrames @@ -2238,14 +2148,14 @@ DisplayBattleMenu: ld a, " " jr z, .safariLeftColumn ; put cursor in left column for normal battle menu (i.e. when it's not a Safari battle) - Coorda 15, 14 ; clear upper cursor position in right column - Coorda 15, 16 ; clear lower cursor position in right column + ldcoord_a 15, 14 ; clear upper cursor position in right column + ldcoord_a 15, 16 ; clear lower cursor position in right column ld b, $9 ; top menu item X jr .leftColumn_WaitForInput .safariLeftColumn - Coorda 13, 14 - Coorda 13, 16 - coord hl, 7, 14 + ldcoord_a 13, 14 + ldcoord_a 13, 16 + hlcoord 7, 14 ld de, wNumSafariBalls lb bc, 1, 2 call PrintNumber @@ -2271,14 +2181,14 @@ DisplayBattleMenu: ld a, " " jr z, .safariRightColumn ; put cursor in right column for normal battle menu (i.e. when it's not a Safari battle) - Coorda 9, 14 ; clear upper cursor position in left column - Coorda 9, 16 ; clear lower cursor position in left column + ldcoord_a 9, 14 ; clear upper cursor position in left column + ldcoord_a 9, 16 ; clear lower cursor position in left column ld b, $f ; top menu item X jr .rightColumn_WaitForInput .safariRightColumn - Coorda 1, 14 ; clear upper cursor position in left column - Coorda 1, 16 ; clear lower cursor position in left column - coord hl, 7, 14 + ldcoord_a 1, 14 ; clear upper cursor position in left column + ldcoord_a 1, 16 ; clear lower cursor position in left column + hlcoord 7, 14 ld de, wNumSafariBalls lb bc, 1, 2 call PrintNumber @@ -2348,8 +2258,8 @@ DisplayBattleMenu: jp DisplayBattleMenu .RunAwayText - TX_FAR _RunAwayText - db "@" + text_far _RunAwayText + text_end .upperLeftMenuItemWasNotSelected ; a menu item other than the upper left item was selected cp $2 @@ -2485,8 +2395,8 @@ UseBagItem: ret ItemsCantBeUsedHereText: - TX_FAR _ItemsCantBeUsedHereText - db "@" + text_far _ItemsCantBeUsedHereText + text_end PartyMenuOrRockOrRun: dec a ; was Run selected? @@ -2517,7 +2427,7 @@ PartyMenuOrRockOrRun: call GBPalNormal jp DisplayBattleMenu .partyMonDeselected - coord hl, 11, 11 + hlcoord 11, 11 ld bc, 6 * SCREEN_WIDTH + 9 ld a, " " call FillMemory @@ -2562,7 +2472,7 @@ PartyMenuOrRockOrRun: predef StatusScreen2 ; now we need to reload the enemy mon pic ld a, 1 - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a ld a, [wEnemyBattleStatus2] bit HAS_SUBSTITUTE_UP, a ; does the enemy mon have a substitute? ld hl, AnimationSubstitute @@ -2609,7 +2519,7 @@ PartyMenuOrRockOrRun: ; fall through to SwitchPlayerMon SwitchPlayerMon: - callab RetreatMon + callfar RetreatMon ld c, 50 call DelayFrames call AnimateRetreatingPlayerMon @@ -2632,8 +2542,8 @@ SwitchPlayerMon: ret AlreadyOutText: - TX_FAR _AlreadyOutText - db "@" + text_far _AlreadyOutText + text_end BattleMenu_RunWasSelected: call LoadScreenTilesFromBuffer1 @@ -2662,18 +2572,18 @@ MoveSelectionMenu: ld de, wMoves ld bc, NUM_MOVES call CopyData - callab FormatMovesString + callfar FormatMovesString ret .writemoves ld de, wMovesString - ld a, [hFlags_0xFFFA] + ldh a, [hFlagsFFFA] set 2, a - ld [hFlags_0xFFFA], a + ldh [hFlagsFFFA], a call PlaceString - ld a, [hFlags_0xFFFA] + ldh a, [hFlagsFFFA] res 2, a - ld [hFlags_0xFFFA], a + ldh [hFlagsFFFA], a ret .regularmenu @@ -2681,17 +2591,17 @@ MoveSelectionMenu: ret z ld hl, wBattleMonMoves call .loadmoves - coord hl, 4, 12 + hlcoord 4, 12 lb bc, 4, 14 di ; out of pure coincidence, it is possible for vblank to occur between the di and ei ; so it is necessary to put the di ei block to not cause tearing call TextBoxBorder - coord hl, 4, 12 + hlcoord 4, 12 ld [hl], $7a - coord hl, 10, 12 + hlcoord 10, 12 ld [hl], $7e ei - coord hl, 6, 13 + hlcoord 6, 13 call .writemoves ld b, $5 ld a, $c @@ -2699,10 +2609,10 @@ MoveSelectionMenu: .mimicmenu ld hl, wEnemyMonMoves call .loadmoves - coord hl, 0, 7 + hlcoord 0, 7 lb bc, 4, 14 call TextBoxBorder - coord hl, 2, 8 + hlcoord 2, 8 call .writemoves ld b, $1 ld a, $7 @@ -2713,10 +2623,10 @@ MoveSelectionMenu: ld bc, wPartyMon2 - wPartyMon1 call AddNTimes call .loadmoves - coord hl, 4, 7 + hlcoord 4, 7 lb bc, 4, 14 call TextBoxBorder - coord hl, 6, 8 + hlcoord 6, 8 call .writemoves ld b, $5 ld a, $7 @@ -2770,7 +2680,7 @@ SelectMenuItem: jr z, .battleselect dec a jr nz, .select - coord hl, 1, 14 + hlcoord 1, 14 ld de, WhichTechniqueString call PlaceString jr .select @@ -2782,16 +2692,16 @@ SelectMenuItem: ld a, [wMenuItemToSwap] and a jr z, .select - coord hl, 5, 13 + hlcoord 5, 13 dec a ld bc, SCREEN_WIDTH call AddNTimes ld [hl], "▷" .select - ld hl, hFlags_0xFFFA + ld hl, hFlagsFFFA set 1, [hl] call HandleMenuInput - ld hl, hFlags_0xFFFA + ld hl, hFlagsFFFA res 1, [hl] bit 6, a jp nz, SelectMenuItem_CursorUp ; up @@ -2860,12 +2770,12 @@ SelectMenuItem: jp MoveSelectionMenu MoveNoPPText: - TX_FAR _MoveNoPPText - db "@" + text_far _MoveNoPPText + text_end MoveDisabledText: - TX_FAR _MoveDisabledText - db "@" + text_far _MoveDisabledText + text_end WhichTechniqueString: db "WHICH TECHNIQUE?@" @@ -2899,7 +2809,7 @@ Func_3d4f5: jr nz, .asm_3d4fd ld a, $1 .asm_3d4fd - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a call LoadScreenTilesFromBuffer1 call Func_3d536 ld a, [wTestBattlePlayerSelectedMove] @@ -2909,7 +2819,7 @@ Func_3d4f5: xor a ld [wAnimationType], a predef MoveAnimation - callab Func_78e98 + callfar Func_78e98 jp MoveSelectionMenu Func_3d523: @@ -2925,10 +2835,10 @@ asm_3d52d: jp MoveSelectionMenu Func_3d536: - coord hl, 10, 16 + hlcoord 10, 16 lb bc, 2, 10 call ClearScreenArea - coord hl, 10, 17 + hlcoord 10, 17 ld de, wTestBattlePlayerSelectedMove lb bc, LEADING_ZEROES | 1, 3 call PrintNumber @@ -2939,7 +2849,7 @@ Func_3d536: ret nc ld [wd11e], a call GetMoveName - coord hl, 13, 17 + hlcoord 13, 17 jp PlaceString AnyMoveToSelect: @@ -2989,8 +2899,8 @@ AnyMoveToSelect: ret NoMovesLeftText: - TX_FAR _NoMovesLeftText - db "@" + text_far _NoMovesLeftText + text_end SwapMovesInMenu: ld a, [wPlayerBattleStatus3] @@ -3073,8 +2983,8 @@ SwapMovesInMenu: PrintMenuItem: xor a - ld [H_AUTOBGTRANSFERENABLED], a - coord hl, 0, 8 + ldh [hAutoBGTransferEnabled], a + hlcoord 0, 8 lb bc, 3, 9 call TextBoxBorder ld a, [wPlayerDisabledMove] @@ -3086,7 +2996,7 @@ PrintMenuItem: ld a, [wCurrentMenuItem] cp b jr nz, .notDisabled - coord hl, 1, 10 + hlcoord 1, 10 ld de, DisabledText call PlaceString jr .moveDisabled @@ -3094,7 +3004,7 @@ PrintMenuItem: ld hl, wCurrentMenuItem dec [hl] xor a - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a ld hl, wBattleMonMoves ld a, [wCurrentMenuItem] ld c, a @@ -3107,7 +3017,7 @@ PrintMenuItem: ld [wWhichPokemon], a ld a, BATTLE_MON_DATA ld [wMonDataLocation], a - callab GetMaxPP + callfar GetMaxPP ld hl, wCurrentMenuItem ld c, [hl] inc [hl] @@ -3118,27 +3028,27 @@ PrintMenuItem: and $3f ld [wcd6d], a ; print TYPE/<type> and <curPP>/<maxPP> - coord hl, 1, 9 + hlcoord 1, 9 ld de, TypeText call PlaceString - coord hl, 7, 11 + hlcoord 7, 11 ld [hl], "/" - coord hl, 5, 9 + hlcoord 5, 9 ld [hl], "/" - coord hl, 5, 11 + hlcoord 5, 11 ld de, wcd6d lb bc, 1, 2 call PrintNumber - coord hl, 8, 11 + hlcoord 8, 11 ld de, wMaxPP lb bc, 1, 2 call PrintNumber call GetCurrentMove - coord hl, 2, 10 + hlcoord 2, 10 predef PrintMoveType .moveDisabled ld a, $1 - ld [H_AUTOBGTRANSFERENABLED], a + ldh [hAutoBGTransferEnabled], a jp Delay3 DisabledText: @@ -3202,7 +3112,7 @@ SelectEnemyMove: ld a, [wIsInBattle] dec a jr z, .chooseRandomMove ; wild encounter - callab AIEnemyTrainerChooseMoves + callfar AIEnemyTrainerChooseMoves .chooseRandomMove push hl call BattleRandom @@ -3267,7 +3177,7 @@ LinkBattleExchangeData: ld a, b .doExchange ld [wSerialExchangeNybbleSendData], a - callab PrintWaitingText + callfar PrintWaitingText .syncLoop1 call Serial_ExchangeNybble call DelayFrame @@ -3290,7 +3200,7 @@ LinkBattleExchangeData: ExecutePlayerMove: xor a - ld [H_WHOSETURN], a ; set player's turn + ldh [hWhoseTurn], a ; set player's turn ld a, [wPlayerSelectedMove] inc a jp z, ExecutePlayerMoveDone ; for selected move = FF, skip most of player's turn @@ -3443,7 +3353,7 @@ MirrorMoveCheck: .moveDidNotMiss call ApplyAttackToEnemyPokemon call PrintCriticalOHKOText - callab DisplayEffectiveness + callfar DisplayEffectiveness ld a, 1 ld [wMoveDidntMiss], a .notDone @@ -3486,8 +3396,8 @@ MirrorMoveCheck: jp ExecutePlayerMoveDone MultiHitText: - TX_FAR _MultiHitText - db "@" + text_far _MultiHitText + text_end ExecutePlayerMoveDone: xor a @@ -3499,29 +3409,29 @@ PrintGhostText: ; print the ghost battle messages call IsGhostBattle ret nz - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr nz, .Ghost - ld a, [wBattleMonStatus] ; player’s turn + ld a, [wBattleMonStatus] ; player's turn and SLP | (1 << FRZ) ret nz ld hl, ScaredText call PrintText xor a ret -.Ghost ; ghost’s turn +.Ghost ; ghost's turn ld hl, GetOutText call PrintText xor a ret ScaredText: - TX_FAR _ScaredText - db "@" + text_far _ScaredText + text_end GetOutText: - TX_FAR _GetOutText - db "@" + text_far _GetOutText + text_end IsGhostBattle: ld a, [wIsInBattle] @@ -3804,69 +3714,69 @@ CheckPlayerStatusConditions: ret FastAsleepText: - TX_FAR _FastAsleepText - db "@" + text_far _FastAsleepText + text_end WokeUpText: - TX_FAR _WokeUpText - db "@" + text_far _WokeUpText + text_end IsFrozenText: - TX_FAR _IsFrozenText - db "@" + text_far _IsFrozenText + text_end FullyParalyzedText: - TX_FAR _FullyParalyzedText - db "@" + text_far _FullyParalyzedText + text_end FlinchedText: - TX_FAR _FlinchedText - db "@" + text_far _FlinchedText + text_end MustRechargeText: - TX_FAR _MustRechargeText - db "@" + text_far _MustRechargeText + text_end DisabledNoMoreText: - TX_FAR _DisabledNoMoreText - db "@" + text_far _DisabledNoMoreText + text_end IsConfusedText: - TX_FAR _IsConfusedText - db "@" + text_far _IsConfusedText + text_end HurtItselfText: - TX_FAR _HurtItselfText - db "@" + text_far _HurtItselfText + text_end ConfusedNoMoreText: - TX_FAR _ConfusedNoMoreText - db "@" + text_far _ConfusedNoMoreText + text_end SavingEnergyText: - TX_FAR _SavingEnergyText - db "@" + text_far _SavingEnergyText + text_end UnleashedEnergyText: - TX_FAR _UnleashedEnergyText - db "@" + text_far _UnleashedEnergyText + text_end ThrashingAboutText: - TX_FAR _ThrashingAboutText - db "@" + text_far _ThrashingAboutText + text_end AttackContinuesText: - TX_FAR _AttackContinuesText - db "@" + text_far _AttackContinuesText + text_end CantMoveText: - TX_FAR _CantMoveText - db "@" + text_far _CantMoveText + text_end PrintMoveIsDisabledText: ld hl, wPlayerSelectedMove ld de, wPlayerBattleStatus1 - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .removeChargingUp inc hl @@ -3882,8 +3792,8 @@ PrintMoveIsDisabledText: jp PrintText MoveIsDisabledText: - TX_FAR _MoveIsDisabledText - db "@" + text_far _MoveIsDisabledText + text_end HandleSelfConfusionDamage: ld hl, HurtItselfText @@ -3922,11 +3832,11 @@ HandleSelfConfusionDamage: xor a ld [wAnimationType], a inc a - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a call PlayMoveAnimation call DrawPlayerHUDAndHPBar xor a - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a jp ApplyDamageToPlayerPokemon PrintMonName1Text: @@ -3939,9 +3849,9 @@ PrintMonName1Text: ; this likely had to do with Japanese grammar that got translated, ; but the functionality didn't get removed MonName1Text: - TX_FAR _MonName1Text - TX_ASM - ld a, [H_WHOSETURN] + text_far _MonName1Text + text_asm + ldh a, [hWhoseTurn] and a ld a, [wPlayerMoveNum] ld hl, wPlayerUsedMove @@ -3964,13 +3874,13 @@ MonName1Text: ret Used1Text: - TX_FAR _Used1Text - TX_ASM + text_far _Used1Text + text_asm jr PrintInsteadText Used2Text: - TX_FAR _Used2Text - TX_ASM + text_far _Used2Text + text_asm ; fall through PrintInsteadText: @@ -3981,8 +3891,8 @@ PrintInsteadText: ret InsteadText: - TX_FAR _InsteadText - TX_ASM + text_far _InsteadText + text_asm ; fall through PrintMoveName: @@ -3990,8 +3900,8 @@ PrintMoveName: ret _PrintMoveName: - TX_FAR _CF4BText - TX_ASM + text_far _CF4BText + text_asm ld hl, ExclamationPointPointerTable ld a, [wd11e] ; exclamation point num add a @@ -4013,24 +3923,24 @@ ExclamationPointPointerTable: dw ExclamationPoint5Text ExclamationPoint1Text: - TX_FAR _ExclamationPoint1Text - db "@" + text_far _ExclamationPoint1Text + text_end ExclamationPoint2Text: - TX_FAR _ExclamationPoint2Text - db "@" + text_far _ExclamationPoint2Text + text_end ExclamationPoint3Text: - TX_FAR _ExclamationPoint3Text - db "@" + text_far _ExclamationPoint3Text + text_end ExclamationPoint4Text: - TX_FAR _ExclamationPoint4Text - db "@" + text_far _ExclamationPoint4Text + text_end ExclamationPoint5Text: - TX_FAR _ExclamationPoint5Text - db "@" + text_far _ExclamationPoint5Text + text_end ; this function does nothing useful ; if the move being used is in set [1-4] from ExclamationPointMoveSets, @@ -4061,26 +3971,11 @@ DetermineExclamationPointTextNum: pop bc ret -ExclamationPointMoveSets: -; a grammar mistake was fixed (only concerning japanese) -; BIDE is in category 3, moved from category 2 - db SWORDS_DANCE, GROWTH - db $00 - db RECOVER, SELFDESTRUCT, AMNESIA - db $00 - db MEDITATE, AGILITY, TELEPORT, MIMIC, DOUBLE_TEAM, BIDE, BARRAGE - db $00 - db POUND, SCRATCH, VICEGRIP, WING_ATTACK, FLY, BIND, SLAM, HORN_ATTACK, BODY_SLAM - db WRAP, THRASH, TAIL_WHIP, LEER, BITE, GROWL, ROAR, SING, PECK, COUNTER - db STRENGTH, ABSORB, STRING_SHOT, EARTHQUAKE, FISSURE, DIG, TOXIC, SCREECH, HARDEN - db MINIMIZE, WITHDRAW, DEFENSE_CURL, METRONOME, LICK, CLAMP, CONSTRICT, POISON_GAS - db LEECH_LIFE, BUBBLE, FLASH, SPLASH, ACID_ARMOR, FURY_SWIPES, REST, SHARPEN, SLASH, SUBSTITUTE - db $00 - db $FF ; terminator +INCLUDE "data/moves/grammar.asm" PrintMoveFailureText: ld de, wPlayerMoveEffect - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .playersTurn ld de, wEnemyMoveEffect @@ -4128,7 +4023,7 @@ PrintMoveFailureText: call PrintText ld b, $4 predef PredefShakeScreenHorizontally - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr nz, .enemyTurn jp ApplyDamageToPlayerPokemon @@ -4136,24 +4031,24 @@ PrintMoveFailureText: jp ApplyDamageToEnemyPokemon AttackMissedText: - TX_FAR _AttackMissedText - db "@" + text_far _AttackMissedText + text_end KeptGoingAndCrashedText: - TX_FAR _KeptGoingAndCrashedText - db "@" + text_far _KeptGoingAndCrashedText + text_end UnaffectedText: - TX_FAR _UnaffectedText - db "@" + text_far _UnaffectedText + text_end PrintDoesntAffectText: ld hl, DoesntAffectMonText jp PrintText DoesntAffectMonText: - TX_FAR _DoesntAffectMonText - db "@" + text_far _DoesntAffectMonText + text_end ; if there was a critical hit or an OHKO was successful, print the corresponding text PrintCriticalOHKOText: @@ -4181,12 +4076,12 @@ CriticalOHKOTextPointers: dw OHKOText CriticalHitText: - TX_FAR _CriticalHitText - db "@" + text_far _CriticalHitText + text_end OHKOText: - TX_FAR _OHKOText - db "@" + text_far _OHKOText + text_end ; checks if a traded mon will disobey due to lack of badges ; stores whether the mon will use a move in Z flag @@ -4216,16 +4111,16 @@ CheckForDisobedience: .monIsTraded ; what level might disobey? ld hl, wObtainedBadges - bit 7, [hl] + bit BIT_EARTHBADGE, [hl] ld a, 101 jr nz, .next - bit 5, [hl] + bit BIT_MARSHBADGE, [hl] ld a, 70 jr nz, .next - bit 3, [hl] + bit BIT_RAINBOWBADGE, [hl] ld a, 50 jr nz, .next - bit 1, [hl] + bit BIT_CASCADEBADGE, [hl] ld a, 30 jr nz, .next ld a, 10 @@ -4370,24 +4265,24 @@ CheckForDisobedience: ret LoafingAroundText: - TX_FAR _LoafingAroundText - db "@" + text_far _LoafingAroundText + text_end BeganToNapText: - TX_FAR _BeganToNapText - db "@" + text_far _BeganToNapText + text_end WontObeyText: - TX_FAR _WontObeyText - db "@" + text_far _WontObeyText + text_end TurnedAwayText: - TX_FAR _TurnedAwayText - db "@" + text_far _TurnedAwayText + text_end IgnoredOrdersText: - TX_FAR _IgnoredOrdersText - db "@" + text_far _IgnoredOrdersText + text_end ; sets b, c, d, and e for the CalculateDamage routine in the case of an attack by the player mon GetDamageVarsForPlayerAttack: @@ -4401,7 +4296,7 @@ GetDamageVarsForPlayerAttack: ld d, a ; d = move power ret z ; return if move power is zero ld a, [hl] ; a = [wPlayerMoveType] - cp FIRE ; types >= FIRE are all special + cp SPECIAL ; types >= SPECIAL are all special jr nc, .specialAttack .physicalAttack ld hl, wEnemyMonDefense @@ -4422,9 +4317,9 @@ GetDamageVarsForPlayerAttack: ; in the case of a critical hit, reset the player's attack and the enemy's defense to their base values ld c, 3 ; defense stat call GetEnemyMonStat - ld a, [H_PRODUCT + 2] + ldh a, [hProduct + 2] ld b, a - ld a, [H_PRODUCT + 3] + ldh a, [hProduct + 3] ld c, a push bc ld hl, wPartyMon1Attack @@ -4444,8 +4339,8 @@ GetDamageVarsForPlayerAttack: ; if the enemy has used Light Screen, double the enemy's special sla c rl b -; reflect and light screen boosts do not cap the stat at 999, so weird things will happen during stats scaling if -; a Pokemon with 512 or more Defense has used Reflect, or if a Pokemon with 512 or more Special has used Light Screen +; reflect and light screen boosts do not cap the stat at MAX_STAT_VALUE, so weird things will happen during stats scaling +; if a Pokemon with 512 or more Defense has used Reflect, or if a Pokemon with 512 or more Special has used Light Screen .specialAttackCritCheck ld hl, wBattleMonSpecial ld a, [wCriticalHitOrOHKO] @@ -4454,9 +4349,9 @@ GetDamageVarsForPlayerAttack: ; in the case of a critical hit, reset the player's and enemy's specials to their base values ld c, 5 ; special stat call GetEnemyMonStat - ld a, [H_PRODUCT + 2] + ldh a, [hProduct + 2] ld b, a - ld a, [H_PRODUCT + 3] + ldh a, [hProduct + 3] ld c, a push bc ld hl, wPartyMon1Special @@ -4514,7 +4409,7 @@ GetDamageVarsForEnemyAttack: and a ret z ; return if move power is zero ld a, [hl] ; a = [wEnemyMoveType] - cp FIRE ; types >= FIRE are all special + cp SPECIAL ; types >= SPECIAL are all special jr nc, .specialAttack .physicalAttack ld hl, wBattleMonDefense @@ -4543,7 +4438,7 @@ GetDamageVarsForEnemyAttack: push bc ld c, 2 ; attack stat call GetEnemyMonStat - ld hl, H_PRODUCT + 2 + ld hl, hProduct + 2 pop bc jr .scaleStats .specialAttack @@ -4557,8 +4452,8 @@ GetDamageVarsForEnemyAttack: ; if the player has used Light Screen, double the player's special sla c rl b -; reflect and light screen boosts do not cap the stat at 999, so weird things will happen during stats scaling if -; a Pokemon with 512 or more Defense has used Reflect, or if a Pokemon with 512 or more Special has used Light Screen +; reflect and light screen boosts do not cap the stat at MAX_STAT_VALUE, so weird things will happen during stats scaling +; if a Pokemon with 512 or more Defense has used Reflect, or if a Pokemon with 512 or more Special has used Light Screen .specialAttackCritCheck ld hl, wEnemyMonSpecial ld a, [wCriticalHitOrOHKO] @@ -4575,7 +4470,7 @@ GetDamageVarsForEnemyAttack: push bc ld c, 5 ; special stat call GetEnemyMonStat - ld hl, H_PRODUCT + 2 + ld hl, hProduct + 2 pop bc ; if either the offensive or defensive stat is too large to store in a byte, scale both stats by dividing them by 4 ; this allows values with up to 10 bits (values up to 1023) to be handled @@ -4633,9 +4528,9 @@ GetEnemyMonStat: ld bc, wEnemyMon2 - wEnemyMon1 call AddNTimes ld a, [hli] - ld [H_MULTIPLICAND + 1], a + ldh [hMultiplicand + 1], a ld a, [hl] - ld [H_MULTIPLICAND + 2], a + ldh [hMultiplicand + 2], a pop bc pop de ret @@ -4666,7 +4561,7 @@ CalculateDamage: ; d: base power ; e: level - ld a, [H_WHOSETURN] ; whose turn? + ldh a, [hWhoseTurn] ; whose turn? and a ld a, [wPlayerMoveEffect] jr z, .effect @@ -4698,7 +4593,7 @@ CalculateDamage: .skipbp xor a - ld hl, H_DIVIDEND + ld hl, hDividend ldi [hl], a ldi [hl], a ld [hl], a @@ -4747,76 +4642,82 @@ CalculateDamage: ld b, 4 call Divide +; Update wCurDamage. +; Capped at MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE: 999 - 2 = 997. ld hl, wDamage ld b, [hl] - ld a, [H_QUOTIENT + 3] + ldh a, [hQuotient + 3] add b - ld [H_QUOTIENT + 3], a - jr nc, .asm_3e142 + ldh [hQuotient + 3], a + jr nc, .dont_cap_1 - ld a, [H_QUOTIENT + 2] + ldh a, [hQuotient + 2] inc a - ld [H_QUOTIENT + 2], a + ldh [hQuotient + 2], a and a - jr z, .asm_3e176 + jr z, .cap -.asm_3e142 - ld a, [H_QUOTIENT] +.dont_cap_1 + ldh a, [hQuotient] ld b, a - ld a, [H_QUOTIENT + 1] + ldh a, [hQuotient + 1] or a - jr nz, .asm_3e176 - - ld a, [H_QUOTIENT + 2] - cp 998 / $100 - jr c, .asm_3e15a - cp 998 / $100 + 1 - jr nc, .asm_3e176 - ld a, [H_QUOTIENT + 3] - cp 998 % $100 - jr nc, .asm_3e176 - -.asm_3e15a + jr nz, .cap + + ldh a, [hQuotient + 2] + cp HIGH(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) + jr c, .dont_cap_2 + + cp HIGH(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) + 1 + jr nc, .cap + + ldh a, [hQuotient + 3] + cp LOW(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) + jr nc, .cap + +.dont_cap_2 inc hl - ld a, [H_QUOTIENT + 3] + + ldh a, [hQuotient + 3] ld b, [hl] add b ld [hld], a - ld a, [H_QUOTIENT + 2] + ldh a, [hQuotient + 2] ld b, [hl] adc b ld [hl], a - jr c, .asm_3e176 + jr c, .cap ld a, [hl] - cp 998 / $100 - jr c, .asm_3e17c - cp 998 / $100 + 1 - jr nc, .asm_3e176 + cp HIGH(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) + jr c, .dont_cap_3 + + cp HIGH(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) + 1 + jr nc, .cap + inc hl ld a, [hld] - cp 998 % $100 - jr c, .asm_3e17c + cp LOW(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) + jr c, .dont_cap_3 -.asm_3e176 -; cap at 997 - ld a, 997 / $100 +.cap + ld a, HIGH(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE) ld [hli], a - ld a, 997 % $100 + ld a, LOW(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE) ld [hld], a -.asm_3e17c -; add 2 +.dont_cap_3 +; Add back MIN_NEUTRAL_DAMAGE (capping at 999). inc hl ld a, [hl] - add 2 + add MIN_NEUTRAL_DAMAGE ld [hld], a - jr nc, .done + jr nc, .dont_floor inc [hl] +.dont_floor -.done -; minimum damage is 1 +; Returns nz and nc. ld a, 1 and a ret @@ -4827,13 +4728,7 @@ JumpToOHKOMoveEffect: dec a ret - -UnusedHighCriticalMoves: - db KARATE_CHOP - db RAZOR_LEAF - db CRABHAMMER - db SLASH - db $FF +INCLUDE "data/battle/unused_critical_hit_moves.asm" ; determines if attack is a critical hit ; azure heights claims "the fastest pokémon (who are, not coincidentally, @@ -4841,7 +4736,7 @@ UnusedHighCriticalMoves: CriticalHitTest: xor a ld [wCriticalHitOrOHKO], a - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a ld a, [wEnemyMonSpecies] jr nz, .handleEnemy @@ -4852,7 +4747,7 @@ CriticalHitTest: ld a, [wMonHBaseSpeed] ld b, a srl b ; (effective (base speed/2)) - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a ld hl, wPlayerMovePower ld de, wPlayerBattleStatus2 @@ -4904,14 +4799,7 @@ CriticalHitTest: ld [wCriticalHitOrOHKO], a ; set critical hit flag ret -; high critical hit moves -HighCriticalMoves: - db KARATE_CHOP - db RAZOR_LEAF - db CRABHAMMER - db SLASH - db $FF - +INCLUDE "data/battle/critical_hit_moves.asm" ; function to determine if Counter hits and if so, how much damage it does HandleCounterMove: @@ -4921,7 +4809,7 @@ HandleCounterMove: ; the outcome may be affected by the player's actions in the move selection menu prior to switching the Pokemon. ; This might also lead to desync glitches in link battles. - ld a, [H_WHOSETURN] ; whose turn + ldh a, [hWhoseTurn] ; whose turn and a ; player's turn ld hl, wEnemySelectedMove @@ -5091,7 +4979,7 @@ ApplyDamageToEnemyPokemon: ld [wHPBarNewHP+1], a ld a, [hl] ld [wHPBarNewHP], a - coord hl, 2, 2 + hlcoord 2, 2 xor a ld [wHPBarType], a predef UpdateHPBar2 ; animate the HP bar shortening @@ -5209,7 +5097,7 @@ ApplyDamageToPlayerPokemon: ld [wHPBarMaxHP+1], a ld a, [hl] ld [wHPBarMaxHP], a - coord hl, 10, 9 + hlcoord 10, 9 ld a, $01 ld [wHPBarType], a predef UpdateHPBar2 ; animate the HP bar shortening @@ -5229,7 +5117,7 @@ AttackSubstitute: ; values for player turn ld de, wEnemySubstituteHP ld bc, wEnemyBattleStatus2 - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .applyDamageToSubstitute ; values for enemy turn @@ -5254,14 +5142,14 @@ AttackSubstitute: ld hl, SubstituteBrokeText call PrintText ; flip whose turn it is for the next function call - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] xor $01 - ld [H_WHOSETURN], a - callab Func_79929 ; animate the substitute breaking + ldh [hWhoseTurn], a + callfar Func_79929 ; animate the substitute breaking ; flip the turn back to the way it was - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] xor $01 - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a ld hl, wPlayerMoveEffect ; value for player's turn and a jr z, .nullifyEffect @@ -5272,12 +5160,12 @@ AttackSubstitute: jp DrawHUDsAndHPBars SubstituteTookDamageText: - TX_FAR _SubstituteTookDamageText - db "@" + text_far _SubstituteTookDamageText + text_end SubstituteBrokeText: - TX_FAR _SubstituteBrokeText - db "@" + text_far _SubstituteBrokeText + text_end ; this function raises the attack modifier of a pokemon using Rage when that pokemon is attacked HandleBuildingRage: @@ -5285,7 +5173,7 @@ HandleBuildingRage: ld hl, wEnemyBattleStatus2 ld de, wEnemyMonStatMods ld bc, wEnemyMoveNum - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .next ; values for the enemy turn @@ -5298,9 +5186,9 @@ HandleBuildingRage: ld a, [de] cp $0d ; maximum stat modifier value ret z ; return if attack modifier is already maxed - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] xor $01 ; flip turn for the stat modifier raising function - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a ; temporarily change the target pokemon's move to $00 and the effect to the one ; that causes the attack modifier to go up one stage ld h, b @@ -5317,25 +5205,25 @@ HandleBuildingRage: ldd [hl], a ; null move effect ld a, RAGE ld [hl], a ; restore the target pokemon's move number to Rage - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] xor $01 ; flip turn back to the way it was - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a ret BuildingRageText: - TX_FAR _BuildingRageText - db "@" + text_far _BuildingRageText + text_end ; copy last move for Mirror Move ; sets zero flag on failure and unsets zero flag on success MirrorMoveCopyMove: -; Mirror Move makes use of ccf1 (wPlayerUsedMove) and ccf2 (wEnemyUsedMove) addresses, +; Mirror Move makes use of wPlayerUsedMove and wEnemyUsedMove, ; which are mainly used to print the "[Pokemon] used [Move]" text. ; Both are set to 0 whenever a new Pokemon is sent out -; ccf1 is also set to 0 whenever the player is fast asleep or frozen solid. -; ccf2 is also set to 0 whenever the enemy is fast asleep or frozen solid. +; wPlayerUsedMove is also set to 0 whenever the player is fast asleep or frozen solid. +; wEnemyUsedMove is also set to 0 whenever the enemy is fast asleep or frozen solid. - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a ; values for player turn ld a, [wEnemyUsedMove] @@ -5359,8 +5247,8 @@ MirrorMoveCopyMove: ret MirrorMoveFailedText: - TX_FAR _MirrorMoveFailedText - db "@" + text_far _MirrorMoveFailedText + text_end ; function used to reload move data for moves like Mirror Move and Metronome ReloadMoveData: @@ -5388,7 +5276,7 @@ MetronomePickMove: ; values for player turn ld de, wPlayerMoveNum ld hl, wPlayerSelectedMove - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .pickMoveLoop ; values for enemy turn @@ -5410,7 +5298,7 @@ MetronomePickMove: ; it's used to prevent moves that run another move within the same turn ; (like Mirror Move and Metronome) from losing 2 PP IncrementMovePP: - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a ; values for player turn ld hl, wBattleMonPP @@ -5429,7 +5317,7 @@ IncrementMovePP: ld h, d ld l, e add hl, bc - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a ld a, [wPlayerMonNumber] ; value for player turn jr z, .updatePP @@ -5453,7 +5341,7 @@ AdjustDamageForMoveType: ld e, [hl] ; e = type 2 of defender ld a, [wPlayerMoveType] ld [wMoveType], a - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .next ; values for enemy turn @@ -5517,25 +5405,25 @@ AdjustDamageForMoveType: and $80 ld b, a ld a, [hl] ; a = damage multiplier - ld [H_MULTIPLIER], a + ldh [hMultiplier], a add b ld [wDamageMultipliers], a xor a - ld [H_MULTIPLICAND], a + ldh [hMultiplicand], a ld hl, wDamage ld a, [hli] - ld [H_MULTIPLICAND + 1], a + ldh [hMultiplicand + 1], a ld a, [hld] - ld [H_MULTIPLICAND + 2], a + ldh [hMultiplicand + 2], a call Multiply ld a, 10 - ld [H_DIVISOR], a + ldh [hDivisor], a ld b, $04 call Divide - ld a, [H_QUOTIENT + 2] + ldh a, [hQuotient + 2] ld [hli], a ld b, a - ld a, [H_QUOTIENT + 3] + ldh a, [hQuotient + 3] ld [hl], a or b ; is damage 0? jr nz, .skipTypeImmunity @@ -5598,7 +5486,7 @@ AIGetTypeEffectiveness: ld [wd11e], a ; store damage multiplier ret -INCLUDE "data/type_effects.asm" +INCLUDE "data/types/type_matchups.asm" ; some tests that need to pass for a move to hit MoveHitTest: @@ -5606,7 +5494,7 @@ MoveHitTest: ld hl, wEnemyBattleStatus1 ld de, wPlayerMoveEffect ld bc, wEnemyMonStatus - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .dreamEaterCheck ; enemy's turn @@ -5626,8 +5514,8 @@ MoveHitTest: ret z ; Swift never misses (interestingly, Azure Heights lists this is a myth, but it appears to be true) call CheckTargetSubstitute ; substitute check (note that this overwrites a) jr z, .checkForDigOrFlyStatus -; this code is buggy. it's supposed to prevent HP draining moves from working on substitutes. -; since $7b79 overwrites a with either $00 or $01, it never works. +; This code is buggy. It's supposed to prevent HP draining moves from working on substitutes. +; Since CheckTargetSubstitute overwrites a with either $00 or $01, it never works. cp DRAIN_HP_EFFECT jp z, .moveMissed cp DREAM_EATER_EFFECT @@ -5635,7 +5523,7 @@ MoveHitTest: .checkForDigOrFlyStatus bit INVULNERABLE, [hl] jp nz, .moveMissed - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr nz, .enemyTurn .playerTurn @@ -5689,7 +5577,7 @@ MoveHitTest: call CalcHitChance ; scale the move accuracy according to attacker's accuracy and target's evasion ld a, [wPlayerMoveAccuracy] ld b, a - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .doAccuracyCheck ld a, [wEnemyMoveAccuracy] @@ -5708,7 +5596,7 @@ MoveHitTest: ld [hl], a inc a ld [wMoveMissed], a - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .playerTurn2 .enemyTurn2 @@ -5723,7 +5611,7 @@ MoveHitTest: ; values for player turn CalcHitChance: ld hl, wPlayerMoveAccuracy - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a ld a, [wPlayerMonAccuracyMod] ld b, a @@ -5743,10 +5631,10 @@ CalcHitChance: ; decreases the hit chance instead of increasing the hit chance) ; zero the high bytes of the multiplicand xor a - ld [H_MULTIPLICAND], a - ld [H_MULTIPLICAND + 1], a + ldh [hMultiplicand], a + ldh [hMultiplicand + 1], a ld a, [hl] - ld [H_MULTIPLICAND + 2], a ; set multiplicand to move accuracy + ldh [hMultiplicand + 2], a ; set multiplicand to move accuracy push hl ld d, $02 ; loop has two iterations ; loop to do the calculations, the first iteration multiplies by the accuracy ratio and @@ -5761,29 +5649,29 @@ CalcHitChance: add hl, bc ; hl = address of stat modifier ratio pop bc ld a, [hli] - ld [H_MULTIPLIER], a ; set multiplier to the numerator of the ratio + ldh [hMultiplier], a ; set multiplier to the numerator of the ratio call Multiply ld a, [hl] - ld [H_DIVISOR], a ; set divisor to the the denominator of the ratio + ldh [hDivisor], a ; set divisor to the the denominator of the ratio ; (the dividend is the product of the previous multiplication) ld b, $04 ; number of bytes in the dividend call Divide - ld a, [H_QUOTIENT + 3] + ldh a, [hQuotient + 3] ld b, a - ld a, [H_QUOTIENT + 2] + ldh a, [hQuotient + 2] or b jp nz, .nextCalculation ; make sure the result is always at least one - ld [H_QUOTIENT + 2], a + ldh [hQuotient + 2], a ld a, $01 - ld [H_QUOTIENT + 3], a + ldh [hQuotient + 3], a .nextCalculation ld b, c dec d jr nz, .loop - ld a, [H_QUOTIENT + 2] + ldh a, [hQuotient + 2] and a ; is the calculated hit chance over 0xFF? - ld a, [H_QUOTIENT + 3] + ldh a, [hQuotient + 3] jr z, .storeAccuracy ; if calculated hit chance over 0xFF ld a, $ff ; set the hit chance to 0xFF @@ -5803,29 +5691,29 @@ RandomizeDamage: ret c ; return if damage is equal to 0 or 1 .DamageGreaterThanOne xor a - ld [H_MULTIPLICAND], a + ldh [hMultiplicand], a dec hl ld a, [hli] - ld [H_MULTIPLICAND + 1], a + ldh [hMultiplicand + 1], a ld a, [hl] - ld [H_MULTIPLICAND + 2], a + ldh [hMultiplicand + 2], a ; loop until a random number greater than or equal to 217 is generated .loop call BattleRandom rrca cp 217 jr c, .loop - ld [H_MULTIPLIER], a + ldh [hMultiplier], a call Multiply ; multiply damage by the random number, which is in the range [217, 255] ld a, 255 - ld [H_DIVISOR], a + ldh [hDivisor], a ld b, $4 call Divide ; divide the result by 255 ; store the modified damage - ld a, [H_QUOTIENT + 2] + ldh a, [hQuotient + 2] ld hl, wDamage ld [hli], a - ld a, [H_QUOTIENT + 3] + ldh a, [hQuotient + 3] ld [hl], a ret @@ -6001,7 +5889,7 @@ EnemyCheckIfMirrorMoveEffect: .moveDidNotMiss call ApplyAttackToPlayerPokemon call PrintCriticalOHKOText - callab DisplayEffectiveness + callfar DisplayEffectiveness ld a, 1 ld [wMoveDidntMiss], a .handleExplosionMiss @@ -6040,8 +5928,8 @@ EnemyCheckIfMirrorMoveEffect: jr ExecuteEnemyMoveDone HitXTimesText: - TX_FAR _HitXTimesText - db "@" + text_far _HitXTimesText + text_end ExecuteEnemyMoveDone: ld b, $1 @@ -6181,11 +6069,11 @@ CheckEnemyStatusConditions: ld [hl], a xor a ld [wAnimationType], a - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a ld a, POUND call PlayMoveAnimation ld a, $1 - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a call ApplyDamageToEnemyPokemon jr .monHurtItselfOrFullyParalysed .checkIfTriedToUseDisabledMove @@ -6332,7 +6220,7 @@ CheckEnemyStatusConditions: ret GetCurrentMove: - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jp z, .player ld de, wEnemyMoveNum @@ -6379,8 +6267,8 @@ LoadEnemyMonData: ld a, [wIsInBattle] cp $2 ; is it a trainer battle? ; fixed DVs for trainer mon - ld a, $98 - ld b, $88 + ld a, ATKDEFDV_TRAINER + ld b, SPDSPCDV_TRAINER jr z, .storeDVs ; random DVs for wild mon call BattleRandom @@ -6529,25 +6417,25 @@ DoBattleTransitionAndInitBattleVariables: ; link battle xor a ld [wMenuJoypadPollCount], a - callab DisplayLinkBattleVersusTextBox + callfar DisplayLinkBattleVersusTextBox ld a, $1 ld [wUpdateSpritesEnabled], a call ClearScreen .next call DelayFrame predef BattleTransition - callab LoadHudAndHpBarAndStatusTilePatterns + callfar LoadHudAndHpBarAndStatusTilePatterns ld a, $1 - ld [H_AUTOBGTRANSFERENABLED], a + ldh [hAutoBGTransferEnabled], a ld a, $ff ld [wUpdateSpritesEnabled], a call ClearSprites call ClearScreen xor a - ld [H_AUTOBGTRANSFERENABLED], a - ld [hWY], a - ld [rWY], a - ld [hTilesetType], a + ldh [hAutoBGTransferEnabled], a + ldh [hWY], a + ldh [rWY], a + ldh [hTilesetType], a ld hl, wPlayerStatsToDouble ld [hli], a ld [hli], a @@ -6587,7 +6475,7 @@ LoadPlayerBackPic: predef ScaleSpriteByTwo ld hl, wOAMBuffer xor a - ld [hOAMTile], a ; initial tile number + ldh [hOAMTile], a ; initial tile number ld b, $7 ; 7 columns ld e, $a0 ; X for the left-most column .loop ; each loop iteration writes 3 OAM entries in a vertical column @@ -6601,18 +6489,18 @@ LoadPlayerBackPic: add d ; increase Y by height of tile ld d, a inc hl - ld a, [hOAMTile] + ldh a, [hOAMTile] ld [hli], a ; OAM tile number inc a ; increment tile number - ld [hOAMTile], a + ldh [hOAMTile], a ld a, $2 ld [hl], a inc hl dec c jr nz, .innerLoop - ld a, [hOAMTile] + ldh a, [hOAMTile] add $4 ; increase tile number by 4 - ld [hOAMTile], a + ldh [hOAMTile], a ld a, $8 ; width of tile add e ; increase X by width of tile ld e, a @@ -6624,23 +6512,23 @@ LoadPlayerBackPic: call SwitchSRAMBankAndLatchClockData ld hl, vSprites ld de, sSpriteBuffer1 - ld a, [H_LOADEDROMBANK] + ldh a, [hLoadedROMBank] ld b, a ld c, 7 * 7 call CopyVideoData call PrepareRTCDataAndDisableSRAM ld a, $31 - ld [hStartTileID], a - coord hl, 1, 5 + ldh [hStartTileID], a + hlcoord 1, 5 predef_jump CopyUncompressedPicToTilemap ; does nothing since no stats are ever selected (barring glitches) DoubleOrHalveSelectedStats: - callab DoubleSelectedStats - jpab HalveSelectedStats + callfar DoubleSelectedStats + jpfar HalveSelectedStats ScrollTrainerPicAfterBattle: - jpab _ScrollTrainerPicAfterBattle + jpfar _ScrollTrainerPicAfterBattle ApplyBurnAndParalysisPenaltiesToPlayer: ld a, $1 @@ -6650,12 +6538,12 @@ ApplyBurnAndParalysisPenaltiesToEnemy: xor a ApplyBurnAndParalysisPenalties: - ld [H_WHOSETURN], a + ldh [hWhoseTurn], a call QuarterSpeedDueToParalysis jp HalveAttackDueToBurn QuarterSpeedDueToParalysis: - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .playerTurn .enemyTurn ; quarter the player's speed @@ -6698,7 +6586,7 @@ QuarterSpeedDueToParalysis: ret HalveAttackDueToBurn: - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a jr z, .playerTurn .enemyTurn ; halve the player's attack @@ -6788,35 +6676,35 @@ CalculateModifiedStat: ld b, 0 add hl, bc xor a - ld [H_MULTIPLICAND], a + ldh [hMultiplicand], a ld a, [de] - ld [H_MULTIPLICAND + 1], a + ldh [hMultiplicand + 1], a inc de ld a, [de] - ld [H_MULTIPLICAND + 2], a + ldh [hMultiplicand + 2], a ld a, [hli] - ld [H_MULTIPLIER], a + ldh [hMultiplier], a call Multiply ld a, [hl] - ld [H_DIVISOR], a + ldh [hDivisor], a ld b, $4 call Divide pop hl - ld a, [H_DIVIDEND + 3] - sub 999 % $100 - ld a, [H_DIVIDEND + 2] - sbc 999 / $100 + ldh a, [hDividend + 3] + sub LOW(MAX_STAT_VALUE) + ldh a, [hDividend + 2] + sbc HIGH(MAX_STAT_VALUE) jp c, .storeNewStatValue -; cap the stat at 999 - ld a, 999 / $100 - ld [H_DIVIDEND + 2], a - ld a, 999 % $100 - ld [H_DIVIDEND + 3], a +; cap the stat at MAX_STAT_VALUE (999) + ld a, HIGH(MAX_STAT_VALUE) + ldh [hDividend + 2], a + ld a, LOW(MAX_STAT_VALUE) + ldh [hDividend + 3], a .storeNewStatValue - ld a, [H_DIVIDEND + 2] + ldh a, [hDividend + 2] ld [hli], a ld b, a - ld a, [H_DIVIDEND + 3] + ldh a, [hDividend + 3] ld [hl], a or b jr nz, .done @@ -6850,7 +6738,7 @@ ApplyBadgeStatBoosts: ret ; multiply stat at hl by 1.125 -; cap stat at 999 +; cap stat at MAX_STAT_VALUE .applyBoostToStat ld a, [hli] ld d, a @@ -6868,13 +6756,13 @@ ApplyBadgeStatBoosts: adc d ld [hli], a ld a, [hld] - sub 999 % $100 + sub LOW(MAX_STAT_VALUE) ld a, [hl] - sbc 999 / $100 + sbc HIGH(MAX_STAT_VALUE) ret c - ld a, 999 / $100 + ld a, HIGH(MAX_STAT_VALUE) ld [hli], a - ld a, 999 % $100 + ld a, LOW(MAX_STAT_VALUE) ld [hld], a ret @@ -6882,33 +6770,34 @@ LoadHudAndHpBarAndStatusTilePatterns: call LoadHpBarAndStatusTilePatterns LoadHudTilePatterns: - ld a, [rLCDC] + ldh a, [rLCDC] add a ; is LCD disabled? jr c, .lcdEnabled .lcdDisabled ld hl, BattleHudTiles1 - ld de, vChars2 + $6d0 + ld de, vChars2 tile $6d ld bc, BattleHudTiles1End - BattleHudTiles1 ld a, BANK(BattleHudTiles1) call FarCopyDataDouble ld hl, BattleHudTiles2 - ld de, vChars2 + $730 + ld de, vChars2 tile $73 ld bc, BattleHudTiles3End - BattleHudTiles2 ld a, BANK(BattleHudTiles2) jp FarCopyDataDouble .lcdEnabled ld de, BattleHudTiles1 - ld hl, vChars2 + $6d0 + ld hl, vChars2 tile $6d lb bc, BANK(BattleHudTiles1), (BattleHudTiles1End - BattleHudTiles1) / $8 call CopyVideoDataDouble ld de, BattleHudTiles2 - ld hl, vChars2 + $730 + ld hl, vChars2 tile $73 lb bc, BANK(BattleHudTiles2), (BattleHudTiles3End - BattleHudTiles2) / $8 jp CopyVideoDataDouble PrintEmptyString: ld hl, .emptyString jp PrintText + .emptyString db "@" @@ -6966,7 +6855,7 @@ BattleRandom: HandleExplodingAnimation: - ld a, [H_WHOSETURN] + ldh a, [hWhoseTurn] and a ld hl, wEnemyMonType1 ld de, wEnemyBattleStatus1 @@ -7000,1662 +6889,5 @@ PlayMoveAnimation: ld [wAnimationID], a call Delay3 predef MoveAnimation - callab Func_78e98 - ret - -JumpMoveEffect: - call _JumpMoveEffect - ld b, $1 - ret - -_JumpMoveEffect: - ld a, [H_WHOSETURN] - and a - ld a, [wPlayerMoveEffect] - jr z, .next1 - ld a, [wEnemyMoveEffect] -.next1 - dec a ; subtract 1, there is no special effect for 00 - add a ; x2, 16bit pointers - ld hl, MoveEffectPointerTable - ld b, 0 - ld c, a - add hl, bc - ld a, [hli] - ld h, [hl] - ld l, a - jp hl ; jump to special effect handler - -MoveEffectPointerTable: - dw SleepEffect ; unused effect - dw PoisonEffect ; POISON_SIDE_EFFECT1 - dw DrainHPEffect ; DRAIN_HP_EFFECT - dw FreezeBurnParalyzeEffect ; BURN_SIDE_EFFECT1 - dw FreezeBurnParalyzeEffect ; FREEZE_SIDE_EFFECT - dw FreezeBurnParalyzeEffect ; PARALYZE_SIDE_EFFECT1 - dw ExplodeEffect ; EXPLODE_EFFECT - dw DrainHPEffect ; DREAM_EATER_EFFECT - dw $0000 ; MIRROR_MOVE_EFFECT - dw StatModifierUpEffect ; ATTACK_UP1_EFFECT - dw StatModifierUpEffect ; DEFENSE_UP1_EFFECT - dw StatModifierUpEffect ; SPEED_UP1_EFFECT - dw StatModifierUpEffect ; SPECIAL_UP1_EFFECT - dw StatModifierUpEffect ; ACCURACY_UP1_EFFECT - dw StatModifierUpEffect ; EVASION_UP1_EFFECT - dw PayDayEffect ; PAY_DAY_EFFECT - dw $0000 ; SWIFT_EFFECT - dw StatModifierDownEffect ; ATTACK_DOWN1_EFFECT - dw StatModifierDownEffect ; DEFENSE_DOWN1_EFFECT - dw StatModifierDownEffect ; SPEED_DOWN1_EFFECT - dw StatModifierDownEffect ; SPECIAL_DOWN1_EFFECT - dw StatModifierDownEffect ; ACCURACY_DOWN1_EFFECT - dw StatModifierDownEffect ; EVASION_DOWN1_EFFECT - dw ConversionEffect ; CONVERSION_EFFECT - dw HazeEffect ; HAZE_EFFECT - dw BideEffect ; BIDE_EFFECT - dw ThrashPetalDanceEffect ; THRASH_PETAL_DANCE_EFFECT - dw SwitchAndTeleportEffect ; SWITCH_AND_TELEPORT_EFFECT - dw TwoToFiveAttacksEffect ; TWO_TO_FIVE_ATTACKS_EFFECT - dw TwoToFiveAttacksEffect ; unused effect - dw FlinchSideEffect ; FLINCH_SIDE_EFFECT1 - dw SleepEffect ; SLEEP_EFFECT - dw PoisonEffect ; POISON_SIDE_EFFECT2 - dw FreezeBurnParalyzeEffect ; BURN_SIDE_EFFECT2 - dw FreezeBurnParalyzeEffect ; unused effect - dw FreezeBurnParalyzeEffect ; PARALYZE_SIDE_EFFECT2 - dw FlinchSideEffect ; FLINCH_SIDE_EFFECT2 - dw OneHitKOEffect ; OHKO_EFFECT - dw ChargeEffect ; CHARGE_EFFECT - dw $0000 ; SUPER_FANG_EFFECT - dw $0000 ; SPECIAL_DAMAGE_EFFECT - dw TrappingEffect ; TRAPPING_EFFECT - dw ChargeEffect ; FLY_EFFECT - dw TwoToFiveAttacksEffect ; ATTACK_TWICE_EFFECT - dw $0000 ; JUMP_KICK_EFFECT - dw MistEffect ; MIST_EFFECT - dw FocusEnergyEffect ; FOCUS_ENERGY_EFFECT - dw RecoilEffect ; RECOIL_EFFECT - dw ConfusionEffect ; CONFUSION_EFFECT - dw StatModifierUpEffect ; ATTACK_UP2_EFFECT - dw StatModifierUpEffect ; DEFENSE_UP2_EFFECT - dw StatModifierUpEffect ; SPEED_UP2_EFFECT - dw StatModifierUpEffect ; SPECIAL_UP2_EFFECT - dw StatModifierUpEffect ; ACCURACY_UP2_EFFECT - dw StatModifierUpEffect ; EVASION_UP2_EFFECT - dw HealEffect ; HEAL_EFFECT - dw TransformEffect ; TRANSFORM_EFFECT - dw StatModifierDownEffect ; ATTACK_DOWN2_EFFECT - dw StatModifierDownEffect ; DEFENSE_DOWN2_EFFECT - dw StatModifierDownEffect ; SPEED_DOWN2_EFFECT - dw StatModifierDownEffect ; SPECIAL_DOWN2_EFFECT - dw StatModifierDownEffect ; ACCURACY_DOWN2_EFFECT - dw StatModifierDownEffect ; EVASION_DOWN2_EFFECT - dw ReflectLightScreenEffect ; LIGHT_SCREEN_EFFECT - dw ReflectLightScreenEffect ; REFLECT_EFFECT - dw PoisonEffect ; POISON_EFFECT - dw ParalyzeEffect ; PARALYZE_EFFECT - dw StatModifierDownEffect ; ATTACK_DOWN_SIDE_EFFECT - dw StatModifierDownEffect ; DEFENSE_DOWN_SIDE_EFFECT - dw StatModifierDownEffect ; SPEED_DOWN_SIDE_EFFECT - dw StatModifierDownEffect ; SPECIAL_DOWN_SIDE_EFFECT - dw StatModifierDownEffect ; unused effect - dw StatModifierDownEffect ; unused effect - dw StatModifierDownEffect ; unused effect - dw StatModifierDownEffect ; unused effect - dw ConfusionSideEffect ; CONFUSION_SIDE_EFFECT - dw TwoToFiveAttacksEffect ; TWINEEDLE_EFFECT - dw $0000 ; unused effect - dw SubstituteEffect ; SUBSTITUTE_EFFECT - dw HyperBeamEffect ; HYPER_BEAM_EFFECT - dw RageEffect ; RAGE_EFFECT - dw MimicEffect ; MIMIC_EFFECT - dw $0000 ; METRONOME_EFFECT - dw LeechSeedEffect ; LEECH_SEED_EFFECT - dw SplashEffect ; SPLASH_EFFECT - dw DisableEffect ; DISABLE_EFFECT - -SleepEffect: - ld de, wEnemyMonStatus - ld bc, wEnemyBattleStatus2 - ld a, [H_WHOSETURN] - and a - jp z, .sleepEffect - ld de, wBattleMonStatus - ld bc, wPlayerBattleStatus2 - -.sleepEffect - ld a, [bc] - bit NEEDS_TO_RECHARGE, a ; does the target need to recharge? (hyper beam) - res NEEDS_TO_RECHARGE, a ; target no longer needs to recharge - ld [bc], a - jr nz, .setSleepCounter ; if the target had to recharge, all hit tests will be skipped - ; including the event where the target already has another status - ld a, [de] - ld b, a - and $7 - jr z, .notAlreadySleeping ; can't affect a mon that is already asleep - ld hl, AlreadyAsleepText - jp PrintText -.notAlreadySleeping - ld a, b - and a - jr nz, .didntAffect ; can't affect a mon that is already statused - push de - call MoveHitTest ; apply accuracy tests - pop de - ld a, [wMoveMissed] - and a - jr nz, .didntAffect -.setSleepCounter -; set target's sleep counter to a random number between 1 and 7 - call BattleRandom - and $7 - jr z, .setSleepCounter - ld b, a - ld a, [wUnknownSerialFlag_d499] - and a - jr z, .asm_3f1ba ; XXX stadium stuff? - ld a, b - and $3 - jr z, .setSleepCounter - ld b, a -.asm_3f1ba - ld a, b - ld [de], a - call PlayCurrentMoveAnimation2 - ld hl, FellAsleepText - jp PrintText -.didntAffect - jp PrintDidntAffectText - -FellAsleepText: - TX_FAR _FellAsleepText - db "@" - -AlreadyAsleepText: - TX_FAR _AlreadyAsleepText - db "@" - -PoisonEffect: - ld hl, wEnemyMonStatus - ld de, wPlayerMoveEffect - ld a, [H_WHOSETURN] - and a - jr z, .poisonEffect - ld hl, wBattleMonStatus - ld de, wEnemyMoveEffect -.poisonEffect - call CheckTargetSubstitute - jr nz, .noEffect ; can't poison a substitute target - ld a, [hli] - ld b, a - and a - jr nz, .noEffect ; miss if target is already statused - ld a, [hli] - cp POISON ; can't poison a poison-type target - jr z, .noEffect - ld a, [hld] - cp POISON ; can't poison a poison-type target - jr z, .noEffect - ld a, [de] - cp POISON_SIDE_EFFECT1 - ld b, $34 ; ~20% chance of poisoning - jr z, .sideEffectTest - cp POISON_SIDE_EFFECT2 - ld b, $67 ; ~40% chance of poisoning - jr z, .sideEffectTest - push hl - push de - call MoveHitTest ; apply accuracy tests - pop de - pop hl - ld a, [wMoveMissed] - and a - jr nz, .didntAffect - jr .inflictPoison -.sideEffectTest - call BattleRandom - cp b ; was side effect successful? - ret nc -.inflictPoison - dec hl - set 3, [hl] ; mon is now poisoned - push de - dec de - ld a, [H_WHOSETURN] - and a - ld b, ANIM_C7 - ld hl, wPlayerBattleStatus3 - ld a, [de] - ld de, wPlayerToxicCounter - jr nz, .ok - ld b, ANIM_A9 - ld hl, wEnemyBattleStatus3 - ld de, wEnemyToxicCounter -.ok - cp TOXIC - jr nz, .normalPoison ; done if move is not Toxic - set BADLY_POISONED, [hl] ; else set Toxic battstatus - xor a - ld [de], a - ld hl, BadlyPoisonedText - jr .continue -.normalPoison - ld hl, PoisonedText -.continue - pop de - ld a, [de] - cp POISON_EFFECT - jr z, .regularPoisonEffect - ld a, b - call PlayBattleAnimation2 - jp PrintText -.regularPoisonEffect - call PlayCurrentMoveAnimation2 - jp PrintText -.noEffect - ld a, [de] - cp POISON_EFFECT - ret nz -.didntAffect - ld c, 50 - call DelayFrames - jp PrintDidntAffectText - -PoisonedText: - TX_FAR _PoisonedText - db "@" - -BadlyPoisonedText: - TX_FAR _BadlyPoisonedText - db "@" - -DrainHPEffect: - jpab DrainHPEffect_ - -ExplodeEffect: - ld hl, wBattleMonHP - ld de, wPlayerBattleStatus2 - ld a, [H_WHOSETURN] - and a - jr z, .faintUser - ld hl, wEnemyMonHP - ld de, wEnemyBattleStatus2 -.faintUser - xor a - ld [hli], a ; set the mon's HP to 0 - ld [hli], a - inc hl - ld [hl], a ; set mon's status to 0 - ld a, [de] - res SEEDED, a ; clear mon's leech seed status - ld [de], a - ret - -FreezeBurnParalyzeEffect: - xor a - ld [wAnimationType], a - call CheckTargetSubstitute ; test bit 4 of d063/d068 flags [target has substitute flag] - ret nz ; return if they have a substitute, can't effect them - ld a, [H_WHOSETURN] - and a - jp nz, .opponentAttacker - ld a, [wEnemyMonStatus] - and a - jp nz, CheckDefrost ; can't inflict status if opponent is already statused - ld a, [wPlayerMoveType] - ld b, a - ld a, [wEnemyMonType1] - cp b ; do target type 1 and move type match? - ret z ; return if they match (an ice move can't freeze an ice-type, body slam can't paralyze a normal-type, etc.) - ld a, [wEnemyMonType2] - cp b ; do target type 2 and move type match? - ret z ; return if they match - ld a, [wPlayerMoveEffect] - cp UNUSED_EFFECT_23 ; more stadium stuff - jr nz, .asm_3f2c7 - ld a, [wUnknownSerialFlag_d499] - and a - ld a, FREEZE_SIDE_EFFECT - ld b, $4d ; else use 0x4D/0x100 or 77/256 = 30.1%~ chance - jr z, .next1 - ld b, $1a ; 0x1A/0x100 or 26/256 = 10.2%~ chance - jr .next1 -.asm_3f2c7 - cp a, PARALYZE_SIDE_EFFECT1 + 1 ; 10% status effects are 04, 05, 06 so 07 will set carry for those - ld b, $1a ; 0x1A/0x100 or 26/256 = 10.2%~ chance - jr c, .next1 ; branch ahead if this is a 10% chance effect.. - ld b, $4d ; else use 0x4D/0x100 or 77/256 = 30.1%~ chance - sub $1e ; subtract $1E to map to equivalent 10% chance effects -.next1 - push af - call BattleRandom ; get random 8bit value for probability test - cp b - pop bc - ret nc ; do nothing if random value is >= 1A or 4D [no status applied] - ld a, b ; what type of effect is this? - cp BURN_SIDE_EFFECT1 - jr z, .burn1 - cp FREEZE_SIDE_EFFECT - jr z, .freeze1 -; .paralyze - ld a, 1 << PAR - ld [wEnemyMonStatus], a - call QuarterSpeedDueToParalysis ; quarter speed of affected mon - ld a, ANIM_A9 - call PlayBattleAnimation - jp PrintMayNotAttackText ; print paralysis text -.burn1 - ld a, 1 << BRN - ld [wEnemyMonStatus], a - call HalveAttackDueToBurn ; halve attack of affected mon - ld a, ANIM_A9 - call PlayBattleAnimation - ld hl, BurnedText - jp PrintText -.freeze1 - call ClearHyperBeam ; resets hyper beam (recharge) condition from target - ld a, 1 << FRZ - ld [wEnemyMonStatus], a - ld a, ANIM_A9 - call PlayBattleAnimation - ld hl, FrozenText - jp PrintText -.opponentAttacker - ld a, [wBattleMonStatus] ; mostly same as above with addresses swapped for opponent - and a - jp nz, CheckDefrost - ld a, [wEnemyMoveType] - ld b, a - ld a, [wBattleMonType1] - cp b - ret z - ld a, [wBattleMonType2] - cp b - ret z - ld a, [wEnemyMoveEffect] - cp UNUSED_EFFECT_23 ; more stadium stuff - jr nz, .asm_3f341 - ld a, [wUnknownSerialFlag_d499] - and a - ld a, FREEZE_SIDE_EFFECT - ld b, $4d ; else use 0x4D/0x100 or 77/256 = 30.1%~ chance - jr z, .next2 - ld b, $1a ; 0x1A/0x100 or 26/256 = 10.2%~ chance - jr .next2 -.asm_3f341 - cp a, PARALYZE_SIDE_EFFECT1 + 1 - ld b, $1a - jr c, .next2 - ld b, $4d - sub $1e -.next2 - push af - call BattleRandom - cp b - pop bc - ret nc - ld a, b - cp BURN_SIDE_EFFECT1 - jr z, .burn2 - cp FREEZE_SIDE_EFFECT - jr z, .freeze2 - ld a, 1 << PAR - ld [wBattleMonStatus], a - call QuarterSpeedDueToParalysis - ld a, ANIM_C7 - call PlayBattleAnimation2 - jp PrintMayNotAttackText -.burn2 - ld a, 1 << BRN - ld [wBattleMonStatus], a - call HalveAttackDueToBurn - ld a, ANIM_C7 - call PlayBattleAnimation2 - ld hl, BurnedText - jp PrintText -.freeze2 -; hyper beam bits aren't reseted for opponent's side - ld a, 1 << FRZ - ld [wBattleMonStatus], a - ld a, ANIM_C7 - call PlayBattleAnimation2 - ld hl, FrozenText - jp PrintText - -BurnedText: - TX_FAR _BurnedText - db "@" - -FrozenText: - TX_FAR _FrozenText - db "@" - -CheckDefrost: -; any fire-type move that has a chance inflict burn (all but Fire Spin) will defrost a frozen target - and 1 << FRZ ; are they frozen? - ret z ; return if so - ld a, [H_WHOSETURN] - and a - jr nz, .opponent - ;player [attacker] - ld a, [wPlayerMoveType] - sub FIRE - ret nz ; return if type of move used isn't fire - ld [wEnemyMonStatus], a ; set opponent status to 00 ["defrost" a frozen monster] - ld hl, wEnemyMon1Status - ld a, [wEnemyMonPartyPos] - ld bc, wEnemyMon2 - wEnemyMon1 - call AddNTimes - xor a - ld [hl], a ; clear status in roster - ld hl, FireDefrostedText - jr .common -.opponent - ld a, [wEnemyMoveType] ; same as above with addresses swapped - sub FIRE - ret nz - ld [wBattleMonStatus], a - ld hl, wPartyMon1Status - ld a, [wPlayerMonNumber] - ld bc, wPartyMon2 - wPartyMon1 - call AddNTimes - xor a - ld [hl], a - ld hl, FireDefrostedText -.common - jp PrintText - -FireDefrostedText: - TX_FAR _FireDefrostedText - db "@" - -StatModifierUpEffect: - ld hl, wPlayerMonStatMods - ld de, wPlayerMoveEffect - ld a, [H_WHOSETURN] - and a - jr z, .statModifierUpEffect - ld hl, wEnemyMonStatMods - ld de, wEnemyMoveEffect -.statModifierUpEffect - ld a, [de] - sub ATTACK_UP1_EFFECT - cp EVASION_UP1_EFFECT + $3 - ATTACK_UP1_EFFECT ; covers all +1 effects - jr c, .incrementStatMod - sub ATTACK_UP2_EFFECT - ATTACK_UP1_EFFECT ; map +2 effects to equivalent +1 effect -.incrementStatMod - ld c, a - ld b, $0 - add hl, bc - ld b, [hl] - inc b ; increment corresponding stat mod - ld a, $d - cp b ; can't raise stat past +6 ($d or 13) - jp c, PrintNothingHappenedText - ld a, [de] - cp ATTACK_UP1_EFFECT + $8 ; is it a +2 effect? - jr c, .ok - inc b ; if so, increment stat mod again - ld a, $d - cp b ; unless it's already +6 - jr nc, .ok - ld b, a -.ok - ld [hl], b - ld a, c - cp $4 - jr nc, UpdateStatDone ; jump if mod affected is evasion/accuracy - push hl - ld hl, wBattleMonAttack + 1 - ld de, wPlayerMonUnmodifiedAttack - ld a, [H_WHOSETURN] - and a - jr z, .pointToStats - ld hl, wEnemyMonAttack + 1 - ld de, wEnemyMonUnmodifiedAttack -.pointToStats - push bc - sla c - ld b, $0 - add hl, bc ; hl = modified stat - ld a, c - add e - ld e, a - jr nc, .checkIf999 - inc d ; de = unmodified (original) stat -.checkIf999 - pop bc - ld a, [hld] - sub 999 % $100 ; check if stat is already 999 - jr nz, .recalculateStat - ld a, [hl] - sbc 999 / $100 - jp z, RestoreOriginalStatModifier -.recalculateStat ; recalculate affected stat - ; paralysis and burn penalties, as well as badge boosts are ignored - push hl - push bc - ld hl, StatModifierRatios - dec b - sla b - ld c, b - ld b, $0 - add hl, bc - pop bc - xor a - ld [H_MULTIPLICAND], a - ld a, [de] - ld [H_MULTIPLICAND + 1], a - inc de - ld a, [de] - ld [H_MULTIPLICAND + 2], a - ld a, [hli] - ld [H_MULTIPLIER], a - call Multiply - ld a, [hl] - ld [H_DIVISOR], a - ld b, $4 - call Divide - pop hl -; cap at 999 - ld a, [H_PRODUCT + 3] - sub 999 % $100 - ld a, [H_PRODUCT + 2] - sbc 999 / $100 - jp c, UpdateStat - ld a, 999 / $100 - ld [H_MULTIPLICAND + 1], a - ld a, 999 % $100 - ld [H_MULTIPLICAND + 2], a - -UpdateStat: - ld a, [H_PRODUCT + 2] - ld [hli], a - ld a, [H_PRODUCT + 3] - ld [hl], a - pop hl -UpdateStatDone: - ld b, c - inc b - call PrintStatText - ld hl, wPlayerBattleStatus2 - ld de, wPlayerMoveNum - ld bc, wPlayerMonMinimized - ld a, [H_WHOSETURN] - and a - jr z, .playerTurn - ld hl, wEnemyBattleStatus2 - ld de, wEnemyMoveNum - ld bc, wEnemyMonMinimized -.playerTurn - ld a, [de] - cp MINIMIZE - jr nz, .notMinimize - ; if a substitute is up, slide off the substitute and show the mon pic before - ; playing the minimize animation - bit HAS_SUBSTITUTE_UP, [hl] - push af - push bc - push de - ld hl, HideSubstituteShowMonAnim - ld b, BANK(HideSubstituteShowMonAnim) - call nz, Bankswitch - pop de -.notMinimize - call PlayCurrentMoveAnimation - ld a, [de] - cp MINIMIZE - jr nz, .applyBadgeBoostsAndStatusPenalties - pop bc - ld a, $1 - ld [bc], a - ld hl, ReshowSubstituteAnim - ld b, BANK(ReshowSubstituteAnim) - pop af - call nz, Bankswitch -.applyBadgeBoostsAndStatusPenalties - ld a, [H_WHOSETURN] - and a - call z, ApplyBadgeStatBoosts ; whenever the player uses a stat-up move, badge boosts get reapplied again to every stat, - ; even to those not affected by the stat-up move (will be boosted further) - ld hl, MonsStatsRoseText - call PrintText - -; these shouldn't be here - call QuarterSpeedDueToParalysis ; apply speed penalty to the player whose turn is not, if it's paralyzed - jp HalveAttackDueToBurn ; apply attack penalty to the player whose turn is not, if it's burned - -RestoreOriginalStatModifier: - pop hl - dec [hl] - -PrintNothingHappenedText: - ld hl, NothingHappenedText - jp PrintText - -MonsStatsRoseText: - TX_FAR _MonsStatsRoseText - TX_ASM - ld hl, GreatlyRoseText - ld a, [H_WHOSETURN] - and a - ld a, [wPlayerMoveEffect] - jr z, .playerTurn - ld a, [wEnemyMoveEffect] -.playerTurn - cp ATTACK_DOWN1_EFFECT - ret nc - ld hl, RoseText - ret - -GreatlyRoseText: - TX_DELAY - TX_FAR _GreatlyRoseText -; fallthrough -RoseText: - TX_FAR _RoseText - db "@" - -StatModifierDownEffect: - ld hl, wEnemyMonStatMods - ld de, wPlayerMoveEffect - ld bc, wEnemyBattleStatus1 - ld a, [H_WHOSETURN] - and a - jr z, .statModifierDownEffect - ld hl, wPlayerMonStatMods - ld de, wEnemyMoveEffect - ld bc, wPlayerBattleStatus1 - ld a, [wLinkState] - cp LINK_STATE_BATTLING - jr z, .statModifierDownEffect - call BattleRandom - cp $40 ; 1/4 chance to miss by in regular battle - jp c, MoveMissed -.statModifierDownEffect - call CheckTargetSubstitute ; can't hit through substitute - jp nz, MoveMissed - ld a, [de] - cp ATTACK_DOWN_SIDE_EFFECT - jr c, .nonSideEffect - call BattleRandom - cp $55 ; 85/256 chance for side effects - jp nc, CantLowerAnymore - ld a, [de] - sub ATTACK_DOWN_SIDE_EFFECT ; map each stat to 0-3 - jr .decrementStatMod -.nonSideEffect ; non-side effects only - push hl - push de - push bc - call MoveHitTest ; apply accuracy tests - pop bc - pop de - pop hl - ld a, [wMoveMissed] - and a - jp nz, MoveMissed - ld a, [bc] - bit INVULNERABLE, a ; fly/dig - jp nz, MoveMissed - ld a, [de] - sub ATTACK_DOWN1_EFFECT - cp EVASION_DOWN1_EFFECT + $3 - ATTACK_DOWN1_EFFECT ; covers all -1 effects - jr c, .decrementStatMod - sub ATTACK_DOWN2_EFFECT - ATTACK_DOWN1_EFFECT ; map -2 effects to corresponding -1 effect -.decrementStatMod - ld c, a - ld b, $0 - add hl, bc - ld b, [hl] - dec b ; dec corresponding stat mod - jp z, CantLowerAnymore ; if stat mod is 1 (-6), can't lower anymore - ld a, [de] - cp ATTACK_DOWN2_EFFECT - $16 ; $24 - jr c, .ok - cp EVASION_DOWN2_EFFECT + $5 ; $44 - jr nc, .ok - dec b ; stat down 2 effects only (dec mod again) - jr nz, .ok - inc b ; increment mod to 1 (-6) if it would become 0 (-7) -.ok - ld [hl], b ; save modified mod - ld a, c - cp $4 - jr nc, UpdateLoweredStatDone ; jump for evasion/accuracy - push hl - push de - ld hl, wEnemyMonAttack + 1 - ld de, wEnemyMonUnmodifiedAttack - ld a, [H_WHOSETURN] - and a - jr z, .pointToStat - ld hl, wBattleMonAttack + 1 - ld de, wPlayerMonUnmodifiedAttack -.pointToStat - push bc - sla c - ld b, $0 - add hl, bc ; hl = modified stat - ld a, c - add e - ld e, a - jr nc, .noCarry - inc d ; de = unmodified stat -.noCarry - pop bc - ld a, [hld] - sub $1 ; can't lower stat below 1 (-6) - jr nz, .recalculateStat - ld a, [hl] - and a - jp z, CantLowerAnymore_Pop -.recalculateStat -; recalculate affected stat -; paralysis and burn penalties, as well as badge boosts are ignored - push hl - push bc - ld hl, StatModifierRatios - dec b - sla b - ld c, b - ld b, $0 - add hl, bc - pop bc - xor a - ld [H_MULTIPLICAND], a - ld a, [de] - ld [H_MULTIPLICAND + 1], a - inc de - ld a, [de] - ld [H_MULTIPLICAND + 2], a - ld a, [hli] - ld [H_MULTIPLIER], a - call Multiply - ld a, [hl] - ld [H_DIVISOR], a - ld b, $4 - call Divide - pop hl - ld a, [H_PRODUCT + 3] - ld b, a - ld a, [H_PRODUCT + 2] - or b - jp nz, UpdateLoweredStat - ld [H_MULTIPLICAND + 1], a - ld a, $1 - ld [H_MULTIPLICAND + 2], a - -UpdateLoweredStat: - ld a, [H_PRODUCT + 2] - ld [hli], a - ld a, [H_PRODUCT + 3] - ld [hl], a - pop de - pop hl -UpdateLoweredStatDone: - ld b, c - inc b - push de - call PrintStatText - pop de - ld a, [de] - cp $44 - jr nc, .ApplyBadgeBoostsAndStatusPenalties - call PlayCurrentMoveAnimation2 -.ApplyBadgeBoostsAndStatusPenalties - ld a, [H_WHOSETURN] - and a - call nz, ApplyBadgeStatBoosts ; whenever the player uses a stat-down move, badge boosts get reapplied again to every stat, - ; even to those not affected by the stat-up move (will be boosted further) - ld hl, MonsStatsFellText - call PrintText - -; These where probably added given that a stat-down move affecting speed or attack will override -; the stat penalties from paralysis and burn respectively. -; But they are always called regardless of the stat affected by the stat-down move. - call QuarterSpeedDueToParalysis - jp HalveAttackDueToBurn - -CantLowerAnymore_Pop: - pop de - pop hl - inc [hl] - -CantLowerAnymore: - ld a, [de] - cp ATTACK_DOWN_SIDE_EFFECT - ret nc - ld hl, NothingHappenedText - jp PrintText - -MoveMissed: - ld a, [de] - cp $44 - ret nc - jp ConditionalPrintButItFailed - -MonsStatsFellText: - TX_FAR _MonsStatsFellText - TX_ASM - ld hl, FellText - ld a, [H_WHOSETURN] - and a - ld a, [wPlayerMoveEffect] - jr z, .playerTurn - ld a, [wEnemyMoveEffect] -.playerTurn -; check if the move's effect decreases a stat by 2 - cp BIDE_EFFECT - ret c - cp ATTACK_DOWN_SIDE_EFFECT - ret nc - ld hl, GreatlyFellText - ret - -GreatlyFellText: - TX_DELAY - TX_FAR _GreatlyFellText -; fallthrough -FellText: - TX_FAR _FellText - db "@" - -PrintStatText: - ld hl, StatsTextStrings - ld c, "@" -.findStatName_outer - dec b - jr z, .foundStatName -.findStatName_inner - ld a, [hli] - cp c - jr z, .findStatName_outer - jr .findStatName_inner -.foundStatName - ld de, wcf4b - ld bc, $a - jp CopyData - -StatsTextStrings: - db "ATTACK@" - db "DEFENSE@" - db "SPEED@" - db "SPECIAL@" - db "ACCURACY@" - db "EVADE@" - -StatModifierRatios: -; first byte is numerator, second byte is denominator - db 25, 100 ; 0.25 - db 28, 100 ; 0.28 - db 33, 100 ; 0.33 - db 40, 100 ; 0.40 - db 50, 100 ; 0.50 - db 66, 100 ; 0.66 - db 1, 1 ; 1.00 - db 15, 10 ; 1.50 - db 2, 1 ; 2.00 - db 25, 10 ; 2.50 - db 3, 1 ; 3.00 - db 35, 10 ; 3.50 - db 4, 1 ; 4.00 - -BideEffect: - ld hl, wPlayerBattleStatus1 - ld de, wPlayerBideAccumulatedDamage - ld bc, wPlayerNumAttacksLeft - ld a, [H_WHOSETURN] - and a - jr z, .bideEffect - ld hl, wEnemyBattleStatus1 - ld de, wEnemyBideAccumulatedDamage - ld bc, wEnemyNumAttacksLeft -.bideEffect - set STORING_ENERGY, [hl] ; mon is now using bide - xor a - ld [de], a - inc de - ld [de], a - ld [wPlayerMoveEffect], a - ld [wEnemyMoveEffect], a - call BattleRandom - and $1 - inc a - inc a - ld [bc], a ; set Bide counter to 2 or 3 at random - ld a, [H_WHOSETURN] - add XSTATITEM_ANIM - jp PlayBattleAnimation2 - -ThrashPetalDanceEffect: - ld hl, wPlayerBattleStatus1 - ld de, wPlayerNumAttacksLeft - ld a, [H_WHOSETURN] - and a - jr z, .thrashPetalDanceEffect - ld hl, wEnemyBattleStatus1 - ld de, wEnemyNumAttacksLeft -.thrashPetalDanceEffect - set THRASHING_ABOUT, [hl] ; mon is now using thrash/petal dance - call BattleRandom - and $1 - inc a - inc a - ld [de], a ; set thrash/petal dance counter to 2 or 3 at random - ld a, [H_WHOSETURN] - add ANIM_B0 - jp PlayBattleAnimation2 - -SwitchAndTeleportEffect: - ld a, [H_WHOSETURN] - and a - jr nz, .handleEnemy - ld a, [wIsInBattle] - dec a - jr nz, .notWildBattle1 - ld a, [wCurEnemyLVL] - ld b, a - ld a, [wBattleMonLevel] - cp b ; is the player's level greater than the enemy's level? - jr nc, .playerMoveWasSuccessful ; if so, teleport will always succeed - add b - ld c, a - inc c ; c = sum of player level and enemy level -.rejectionSampleLoop1 - call BattleRandom - cp c ; get a random number between 0 and c - jr nc, .rejectionSampleLoop1 - srl b - srl b ; b = enemyLevel / 4 - cp b ; is rand[0, playerLevel + enemyLevel) >= (enemyLevel / 4)? - jr nc, .playerMoveWasSuccessful ; if so, allow teleporting - ld c, 50 - call DelayFrames - ld a, [wPlayerMoveNum] - cp TELEPORT - jp nz, PrintDidntAffectText - jp PrintButItFailedText_ -.playerMoveWasSuccessful - call ReadPlayerMonCurHPAndStatus - xor a - ld [wAnimationType], a - inc a - ld [wEscapedFromBattle], a - ld a, [wPlayerMoveNum] - jr .playAnimAndPrintText -.notWildBattle1 - ld c, 50 - call DelayFrames - ld hl, IsUnaffectedText - ld a, [wPlayerMoveNum] - cp TELEPORT - jp nz, PrintText - jp PrintButItFailedText_ -.handleEnemy - ld a, [wIsInBattle] - dec a - jr nz, .notWildBattle2 - ld a, [wBattleMonLevel] - ld b, a - ld a, [wCurEnemyLVL] - cp b - jr nc, .enemyMoveWasSuccessful - add b - ld c, a - inc c -.rejectionSampleLoop2 - call BattleRandom - cp c - jr nc, .rejectionSampleLoop2 - srl b - srl b - cp b - jr nc, .enemyMoveWasSuccessful - ld c, 50 - call DelayFrames - ld a, [wEnemyMoveNum] - cp TELEPORT - jp nz, PrintDidntAffectText - jp PrintButItFailedText_ -.enemyMoveWasSuccessful - call ReadPlayerMonCurHPAndStatus - xor a - ld [wAnimationType], a - inc a - ld [wEscapedFromBattle], a - ld a, [wEnemyMoveNum] - jr .playAnimAndPrintText -.notWildBattle2 - ld c, 50 - call DelayFrames - ld hl, IsUnaffectedText - ld a, [wEnemyMoveNum] - cp TELEPORT - jp nz, PrintText - jp ConditionalPrintButItFailed -.playAnimAndPrintText - push af - call PlayBattleAnimation - ld c, 20 - call DelayFrames - pop af - ld hl, RanFromBattleText - cp TELEPORT - jr z, .printText - ld hl, RanAwayScaredText - cp ROAR - jr z, .printText - ld hl, WasBlownAwayText -.printText - jp PrintText - -RanFromBattleText: - TX_FAR _RanFromBattleText - db "@" - -RanAwayScaredText: - TX_FAR _RanAwayScaredText - db "@" - -WasBlownAwayText: - TX_FAR _WasBlownAwayText - db "@" - -TwoToFiveAttacksEffect: - ld hl, wPlayerBattleStatus1 - ld de, wPlayerNumAttacksLeft - ld bc, wPlayerNumHits - ld a, [H_WHOSETURN] - and a - jr z, .twoToFiveAttacksEffect - ld hl, wEnemyBattleStatus1 - ld de, wEnemyNumAttacksLeft - ld bc, wEnemyNumHits -.twoToFiveAttacksEffect - bit ATTACKING_MULTIPLE_TIMES, [hl] ; is mon attacking multiple times? - ret nz - set ATTACKING_MULTIPLE_TIMES, [hl] ; mon is now attacking multiple times - ld hl, wPlayerMoveEffect - ld a, [H_WHOSETURN] - and a - jr z, .setNumberOfHits - ld hl, wEnemyMoveEffect -.setNumberOfHits - ld a, [hl] - cp TWINEEDLE_EFFECT - jr z, .twineedle - cp ATTACK_TWICE_EFFECT - ld a, $2 ; number of hits it's always 2 for ATTACK_TWICE_EFFECT - jr z, .saveNumberOfHits -; for TWO_TO_FIVE_ATTACKS_EFFECT 3/8 chance for 2 and 3 hits, and 1/8 chance for 4 and 5 hits - call BattleRandom - and $3 - cp $2 - jr c, .gotNumHits -; if the number of hits was greater than 2, re-roll again for a lower chance - call BattleRandom - and $3 -.gotNumHits - inc a - inc a -.saveNumberOfHits - ld [de], a - ld [bc], a - ret -.twineedle - ld a, POISON_SIDE_EFFECT1 - ld [hl], a ; set Twineedle's effect to poison effect - jr .saveNumberOfHits - -FlinchSideEffect: - call CheckTargetSubstitute - ret nz - ld hl, wEnemyBattleStatus1 - ld de, wPlayerMoveEffect - ld a, [H_WHOSETURN] - and a - jr z, .flinchSideEffect - ld hl, wPlayerBattleStatus1 - ld de, wEnemyMoveEffect -.flinchSideEffect - ld a, [wLinkState] - cp LINK_STATE_BATTLING - call z, ClearHyperBeam - ld a, [de] - cp FLINCH_SIDE_EFFECT1 - ld b, $1a ; ~10% chance of flinch - jr z, .gotEffectChance - ld b, $4d ; ~30% chance of flinch -.gotEffectChance - call BattleRandom - cp b - ret nc - set FLINCHED, [hl] ; set mon's status to flinching - call ClearHyperBeam - ret - -OneHitKOEffect: - jpab OneHitKOEffect_ - -ChargeEffect: - ld hl, wPlayerBattleStatus1 - ld de, wPlayerMoveEffect - ld a, [H_WHOSETURN] - and a - ld b, XSTATITEM_ANIM - jr z, .chargeEffect - ld hl, wEnemyBattleStatus1 - ld de, wEnemyMoveEffect - ld b, ANIM_AF -.chargeEffect - set CHARGING_UP, [hl] - ld a, [de] - dec de ; de contains enemy or player MOVENUM - cp FLY_EFFECT - jr nz, .notFly - set INVULNERABLE, [hl] ; mon is now invulnerable to typical attacks (fly/dig) - ld b, TELEPORT ; load Teleport's animation -.notFly - ld a, [de] - cp DIG - jr nz, .notDigOrFly - set INVULNERABLE, [hl] ; mon is now invulnerable to typical attacks (fly/dig) - ld b, ANIM_C0 -.notDigOrFly - push de - push bc - inc hl ; battle status 2 - push hl - ld a, [hl] - bit HAS_SUBSTITUTE_UP, a - ld hl, HideSubstituteShowMonAnim - ld b, BANK(HideSubstituteShowMonAnim) - call nz, Bankswitch - pop hl - pop bc - xor a - ld [wAnimationType], a - ld a, b - call PlayBattleAnimation - ld a, [hl] - bit HAS_SUBSTITUTE_UP, a - ld hl, ReshowSubstituteAnim - ld b, BANK(ReshowSubstituteAnim) - call nz, Bankswitch - pop de - ld a, [de] - ld [wChargeMoveNum], a - ld hl, ChargeMoveEffectText - jp PrintText - -ChargeMoveEffectText: - TX_FAR _ChargeMoveEffectText - TX_ASM - ld a, [wChargeMoveNum] - cp RAZOR_WIND - ld hl, MadeWhirlwindText - jr z, .gotText - cp SOLARBEAM - ld hl, TookInSunlightText - jr z, .gotText - cp SKULL_BASH - ld hl, LoweredItsHeadText - jr z, .gotText - cp SKY_ATTACK - ld hl, SkyAttackGlowingText - jr z, .gotText - cp FLY - ld hl, FlewUpHighText - jr z, .gotText - cp DIG - ld hl, DugAHoleText -.gotText - ret - -MadeWhirlwindText: - TX_FAR _MadeWhirlwindText - db "@" - -TookInSunlightText: - TX_FAR _TookInSunlightText - db "@" - -LoweredItsHeadText: - TX_FAR _LoweredItsHeadText - db "@" - -SkyAttackGlowingText: - TX_FAR _SkyAttackGlowingText - db "@" - -FlewUpHighText: - TX_FAR _FlewUpHighText - db "@" - -DugAHoleText: - TX_FAR _DugAHoleText - db "@" - -TrappingEffect: - ld hl, wPlayerBattleStatus1 - ld de, wPlayerNumAttacksLeft - ld a, [H_WHOSETURN] - and a - jr z, .trappingEffect - ld hl, wEnemyBattleStatus1 - ld de, wEnemyNumAttacksLeft -.trappingEffect - bit USING_TRAPPING_MOVE, [hl] - ret nz - call ClearHyperBeam ; since this effect is called before testing whether the move will hit, - ; the target won't need to recharge even if the trapping move missed - set USING_TRAPPING_MOVE, [hl] ; mon is now using a trapping move - call BattleRandom ; 3/8 chance for 2 and 3 attacks, and 1/8 chance for 4 and 5 attacks - and $3 - cp $2 - jr c, .setTrappingCounter - call BattleRandom - and $3 -.setTrappingCounter - inc a - ld [de], a - ret - -MistEffect: - jpab MistEffect_ - -FocusEnergyEffect: - jpab FocusEnergyEffect_ - -RecoilEffect: - jpab RecoilEffect_ - -ConfusionSideEffect: - call BattleRandom - cp $19 ; ~10% chance - ret nc - jr ConfusionSideEffectSuccess - -ConfusionEffect: - call CheckTargetSubstitute - jr nz, ConfusionEffectFailed - call MoveHitTest - ld a, [wMoveMissed] - and a - jr nz, ConfusionEffectFailed - -ConfusionSideEffectSuccess: - ld a, [H_WHOSETURN] - and a - ld hl, wEnemyBattleStatus1 - ld bc, wEnemyConfusedCounter - ld a, [wPlayerMoveEffect] - jr z, .confuseTarget - ld hl, wPlayerBattleStatus1 - ld bc, wPlayerConfusedCounter - ld a, [wEnemyMoveEffect] -.confuseTarget - bit CONFUSED, [hl] ; is mon confused? - jr nz, ConfusionEffectFailed - set CONFUSED, [hl] ; mon is now confused - push af - call BattleRandom - and $3 - inc a - inc a - ld [bc], a ; confusion status will last 2-5 turns - pop af - cp CONFUSION_SIDE_EFFECT - call nz, PlayCurrentMoveAnimation2 - ld hl, BecameConfusedText - jp PrintText - -BecameConfusedText: - TX_FAR _BecameConfusedText - db "@" - -ConfusionEffectFailed: - cp CONFUSION_SIDE_EFFECT - ret z - ld c, 50 - call DelayFrames - jp ConditionalPrintButItFailed - -ParalyzeEffect: - jpab ParalyzeEffect_ - -SubstituteEffect: - jpab SubstituteEffect_ - -HyperBeamEffect: - ld hl, wPlayerBattleStatus2 - ld a, [H_WHOSETURN] - and a - jr z, .hyperBeamEffect - ld hl, wEnemyBattleStatus2 -.hyperBeamEffect - set NEEDS_TO_RECHARGE, [hl] ; mon now needs to recharge - ret - -ClearHyperBeam: - push hl - ld hl, wEnemyBattleStatus2 - ld a, [H_WHOSETURN] - and a - jr z, .playerTurn - ld hl, wPlayerBattleStatus2 -.playerTurn - res NEEDS_TO_RECHARGE, [hl] ; mon no longer needs to recharge - pop hl - ret - -RageEffect: - ld hl, wPlayerBattleStatus2 - ld a, [H_WHOSETURN] - and a - jr z, .player - ld hl, wEnemyBattleStatus2 -.player - set USING_RAGE, [hl] ; mon is now in "rage" mode - ret - -MimicEffect: - ld c, 50 - call DelayFrames - call MoveHitTest - ld a, [wMoveMissed] - and a - jr nz, .mimicMissed - ld a, [H_WHOSETURN] - and a - ld hl, wBattleMonMoves - ld a, [wPlayerBattleStatus1] - jr nz, .enemyTurn - ld a, [wLinkState] - cp LINK_STATE_BATTLING - jr nz, .letPlayerChooseMove - ld hl, wEnemyMonMoves - ld a, [wEnemyBattleStatus1] -.enemyTurn - bit INVULNERABLE, a - jr nz, .mimicMissed -.getRandomMove - push hl - call BattleRandom - and $3 - ld c, a - ld b, $0 - add hl, bc - ld a, [hl] - pop hl - and a - jr z, .getRandomMove - ld d, a - ld a, [H_WHOSETURN] - and a - ld hl, wBattleMonMoves - ld a, [wPlayerMoveListIndex] - jr z, .playerTurn - ld hl, wEnemyMonMoves - ld a, [wEnemyMoveListIndex] - jr .playerTurn -.letPlayerChooseMove - ld a, [wEnemyBattleStatus1] - bit INVULNERABLE, a - jr nz, .mimicMissed - ld a, [wCurrentMenuItem] - push af - ld a, $1 - ld [wMoveMenuType], a - call MoveSelectionMenu - call LoadScreenTilesFromBuffer1 - ld hl, wEnemyMonMoves - ld a, [wCurrentMenuItem] - ld c, a - ld b, $0 - add hl, bc - ld d, [hl] - pop af - ld hl, wBattleMonMoves -.playerTurn - ld c, a - ld b, $0 - add hl, bc - ld a, d - ld [hl], a - ld [wd11e], a - call GetMoveName - call PlayCurrentMoveAnimation - ld hl, MimicLearnedMoveText - jp PrintText -.mimicMissed - jp PrintButItFailedText_ - -MimicLearnedMoveText: - TX_FAR _MimicLearnedMoveText - db "@" - -LeechSeedEffect: - jpab LeechSeedEffect_ - -SplashEffect: - call PlayCurrentMoveAnimation - jp PrintNoEffectText - -DisableEffect: - call MoveHitTest - ld a, [wMoveMissed] - and a - jr nz, .moveMissed - ld de, wEnemyDisabledMove - ld hl, wEnemyMonMoves - ld a, [H_WHOSETURN] - and a - jr z, .disableEffect - ld de, wPlayerDisabledMove - ld hl, wBattleMonMoves -.disableEffect -; no effect if target already has a move disabled - ld a, [de] - and a - jr nz, .moveMissed -.pickMoveToDisable - push hl - call BattleRandom - and $3 - ld c, a - ld b, $0 - add hl, bc - ld a, [hl] - pop hl - and a - jr z, .pickMoveToDisable ; loop until a non-00 move slot is found - ld [wd11e], a ; store move number - push hl - ld a, [H_WHOSETURN] - and a - ld hl, wBattleMonPP - jr nz, .enemyTurn - ld a, [wLinkState] - cp LINK_STATE_BATTLING - pop hl ; wEnemyMonMoves - jr nz, .playerTurnNotLinkBattle -; .playerTurnLinkBattle - push hl - ld hl, wEnemyMonPP -.enemyTurn - push hl - ld a, [hli] - or [hl] - inc hl - or [hl] - inc hl - or [hl] - and $3f - pop hl ; wBattleMonPP or wEnemyMonPP - jr z, .moveMissedPopHL ; nothing to do if all moves have no PP left - add hl, bc - ld a, [hl] - pop hl - and a - jr z, .pickMoveToDisable ; pick another move if this one had 0 PP -.playerTurnNotLinkBattle -; non-link battle enemies have unlimited PP so the previous checks aren't needed - call BattleRandom - and $7 - inc a ; 1-8 turns disabled - inc c ; move 1-4 will be disabled - swap c - add c ; map disabled move to high nibble of wEnemyDisabledMove / wPlayerDisabledMove - ld [de], a - call PlayCurrentMoveAnimation2 - ld hl, wPlayerDisabledMoveNumber - ld a, [H_WHOSETURN] - and a - jr nz, .printDisableText - inc hl ; wEnemyDisabledMoveNumber -.printDisableText - ld a, [wd11e] ; move number - ld [hl], a - call GetMoveName - ld hl, MoveWasDisabledText - jp PrintText -.moveMissedPopHL - pop hl -.moveMissed - jp PrintButItFailedText_ - -MoveWasDisabledText: - TX_FAR _MoveWasDisabledText - db "@" - -PayDayEffect: - jpab PayDayEffect_ - -ConversionEffect: - jpab ConversionEffect_ - -HazeEffect: - jpab HazeEffect_ - -HealEffect: - jpab HealEffect_ - -TransformEffect: - jpab TransformEffect_ - -ReflectLightScreenEffect: - jpab ReflectLightScreenEffect_ - -NothingHappenedText: - TX_FAR _NothingHappenedText - db "@" - -PrintNoEffectText: - ld hl, NoEffectText - jp PrintText - -NoEffectText: - TX_FAR _NoEffectText - db "@" - -ConditionalPrintButItFailed: - ld a, [wMoveDidntMiss] - and a - ret nz ; return if the side effect failed, yet the attack was successful - -PrintButItFailedText_: - ld hl, ButItFailedText - jp PrintText - -ButItFailedText: - TX_FAR _ButItFailedText - db "@" - -PrintDidntAffectText: - ld hl, DidntAffectText - jp PrintText - -DidntAffectText: - TX_FAR _DidntAffectText - db "@" - -IsUnaffectedText: - TX_FAR _IsUnaffectedText - db "@" - -PrintMayNotAttackText: - ld hl, ParalyzedMayNotAttackText - jp PrintText - -ParalyzedMayNotAttackText: - TX_FAR _ParalyzedMayNotAttackText - db "@" - -CheckTargetSubstitute: - push hl - ld hl, wEnemyBattleStatus2 - ld a, [H_WHOSETURN] - and a - jr z, .next1 - ld hl, wPlayerBattleStatus2 -.next1 - bit HAS_SUBSTITUTE_UP, [hl] - pop hl - ret - -PlayCurrentMoveAnimation2: -; animation at MOVENUM will be played unless MOVENUM is 0 -; plays wAnimationType 3 or 6 - ld a, [H_WHOSETURN] - and a - ld a, [wPlayerMoveNum] - jr z, .notEnemyTurn - ld a, [wEnemyMoveNum] -.notEnemyTurn - and a - ret z - -PlayBattleAnimation2: -; play animation ID at a and animation type 6 or 3 - ld [wAnimationID], a - ld a, [H_WHOSETURN] - and a - ld a, $6 - jr z, .storeAnimationType - ld a, $3 -.storeAnimationType - ld [wAnimationType], a - jp PlayBattleAnimationGotID - -PlayCurrentMoveAnimation: -; animation at MOVENUM will be played unless MOVENUM is 0 -; resets wAnimationType - xor a - ld [wAnimationType], a - ld a, [H_WHOSETURN] - and a - ld a, [wPlayerMoveNum] - jr z, .notEnemyTurn - ld a, [wEnemyMoveNum] -.notEnemyTurn - and a - ret z - -PlayBattleAnimation: -; play animation ID at a and predefined animation type - ld [wAnimationID], a - -PlayBattleAnimationGotID: -; play animation at wAnimationID - push hl - push de - push bc - predef MoveAnimation - callab Func_78e98 - pop bc - pop de - pop hl + callfar Func_78e98 ret |