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-rwxr-xr-xengine/battle/core.asm66
1 files changed, 37 insertions, 29 deletions
diff --git a/engine/battle/core.asm b/engine/battle/core.asm
index ee93023f..418447ba 100755
--- a/engine/battle/core.asm
+++ b/engine/battle/core.asm
@@ -834,8 +834,17 @@ FaintEnemyPokemon: ; 0x3c567
.wild
ld hl, W_PLAYERBATTSTATUS1
res AttackingMultipleTimes, [hl]
- xor a
- ld [wPlayerNumHits], a
+; Bug. This only zeroes the high byte of the player's accumulated damage,
+; setting the accumulated damage to itself mod 256 instead of 0 as was probably
+; intended. That alone is problematic, but this mistake has another more severe
+; effect. This function's counterpart for when the player mon faints,
+; RemoveFaintedPlayerMon, zeroes both the high byte and the low byte. In a link
+; battle, the other player's Game Boy will call that function in response to
+; the enemy mon (the player mon from the other side's perspective) fainting,
+; and the states of the two Game Boys will go out of sync unless the damage
+; was congruent to 0 modulo 256.
+ xor a
+ ld [wPlayerBideAccumulatedDamage], a
ld hl, wEnemyStatsToDouble ; clear enemy statuses
ld [hli], a
ld [hli], a
@@ -858,12 +867,12 @@ FaintEnemyPokemon: ; 0x3c567
dec a
jr z, .wild_win
xor a
- ld [wc0f1], a
- ld [wc0f2], a
+ ld [wFrequencyModifier], a
+ ld [wTempoModifier], a
ld a, SFX_FAINT_FALL
call PlaySoundWaitForCurrent
.sfxwait
- ld a, [wc02a]
+ ld a, [wChannelSoundIDs + CH4]
cp SFX_FAINT_FALL
jr z, .sfxwait
ld a, SFX_FAINT_THUD
@@ -943,7 +952,7 @@ EnemyMonFaintedText: ; 0x3c63e
EndLowHealthAlarm: ; 3c643 (f:4643)
xor a
ld [wLowHealthAlarm], a ;disable low health alarm
- ld [wc02a], a
+ ld [wChannelSoundIDs + CH4], a
inc a
ld [wccf6], a
ret
@@ -1036,7 +1045,7 @@ TrainerDefeatedText: ; 3c6e9 (f:46e9)
PlayBattleVictoryMusic: ; 3c6ee (f:46ee)
push af
ld a, $ff
- ld [wc0ee], a
+ ld [wNewSoundID], a
call PlaySoundWaitForCurrent
ld c, BANK(Music_DefeatedTrainer)
pop af
@@ -1092,8 +1101,7 @@ RemoveFaintedPlayerMon: ; 3c741 (f:4741)
ld [wLowHealthAlarm], a ;disable low health alarm
call WaitForSoundToFinish
.skipWaitForSound
-; bug? if the player mon faints while the enemy mon is using bide,
-; the accumulated damage is overwritten. xxx what values can [wLowHealthAlarm] have here?
+; a is 0, so this zeroes the enemy's accumulated damage.
ld hl, wEnemyBideAccumulatedDamage
ld [hli], a
ld [hl], a
@@ -1936,7 +1944,7 @@ DrawPlayerHUDAndHPBar: ; 3cd60 (f:4d60)
ld [hl], $0
ret z
xor a
- ld [wc02a], a
+ ld [wChannelSoundIDs + CH4], a
ret
.asm_3cde6
ld hl, wLowHealthAlarm
@@ -2954,7 +2962,7 @@ PrintMenuItem: ; 3d4b6 (f:54b6)
lb bc, 1, 2
call PrintNumber
coord hl, 8, 11
- ld de, wd11e
+ ld de, wMaxPP
lb bc, 1, 2
call PrintNumber
call GetCurrentMove
@@ -5279,7 +5287,7 @@ AdjustDamageForMoveType: ; 3e3a5 (f:63a5)
ld d,a ; d = type 1 of defender
ld e,[hl] ; e = type 2 of defender
ld a,[W_PLAYERMOVETYPE]
- ld [wd11e],a
+ ld [wMoveType],a
ld a,[H_WHOSETURN]
and a
jr z,.next
@@ -5293,9 +5301,9 @@ AdjustDamageForMoveType: ; 3e3a5 (f:63a5)
ld d,a ; d = type 1 of defender
ld e,[hl] ; e = type 2 of defender
ld a,[W_ENEMYMOVETYPE]
- ld [wd11e],a
+ ld [wMoveType],a
.next
- ld a,[wd11e] ; move type
+ ld a,[wMoveType]
cp b ; does the move type match type 1 of the attacker?
jr z,.sameTypeAttackBonus
cp c ; does the move type match type 2 of the attacker?
@@ -5320,8 +5328,8 @@ AdjustDamageForMoveType: ; 3e3a5 (f:63a5)
ld hl,wDamageMultipliers
set 7,[hl]
.skipSameTypeAttackBonus
- ld a,[wd11e]
- ld b,a ; b = move type
+ ld a,[wMoveType]
+ ld b,a
ld hl,TypeEffects
.loop
ld a,[hli] ; a = "attacking type" of the current type pair
@@ -5384,29 +5392,29 @@ AdjustDamageForMoveType: ; 3e3a5 (f:63a5)
; function to tell how effective the type of an enemy attack is on the player's current pokemon
; this doesn't take into account the effects that dual types can have
; (e.g. 4x weakness / resistance, weaknesses and resistances canceling)
-; the result is stored in [wd11e]
+; the result is stored in [wTypeEffectiveness]
; ($05 is not very effective, $10 is neutral, $14 is super effective)
; as far is can tell, this is only used once in some AI code to help decide which move to use
AIGetTypeEffectiveness: ; 3e449 (f:6449)
ld a,[W_ENEMYMOVETYPE]
- ld d,a ; d = type of enemy move
+ ld d,a ; d = type of enemy move
ld hl,wBattleMonType
- ld b,[hl] ; b = type 1 of player's pokemon
+ ld b,[hl] ; b = type 1 of player's pokemon
inc hl
- ld c,[hl] ; c = type 2 of player's pokemon
+ ld c,[hl] ; c = type 2 of player's pokemon
ld a,$10
- ld [wd11e],a ; initialize [wd11e] to neutral effectiveness
+ ld [wTypeEffectiveness],a ; initialize to neutral effectiveness
ld hl,TypeEffects
.loop
ld a,[hli]
cp a,$ff
ret z
- cp d ; match the type of the move
+ cp d ; match the type of the move
jr nz,.nextTypePair1
ld a,[hli]
- cp b ; match with type 1 of pokemon
+ cp b ; match with type 1 of pokemon
jr z,.done
- cp c ; or match with type 2 of pokemon
+ cp c ; or match with type 2 of pokemon
jr z,.done
jr .nextTypePair2
.nextTypePair1
@@ -5416,7 +5424,7 @@ AIGetTypeEffectiveness: ; 3e449 (f:6449)
jr .loop
.done
ld a,[hl]
- ld [wd11e],a ; store damage multiplier
+ ld [wTypeEffectiveness],a ; store damage multiplier
ret
INCLUDE "data/type_effects.asm"
@@ -6569,12 +6577,12 @@ CalculateModifiedStats: ; 3ed99 (f:6d99)
CalculateModifiedStat: ; 3eda5 (f:6da5)
push bc
push bc
- ld a, [wd11e]
+ ld a, [wCalculateWhoseStats]
and a
ld a, c
ld hl, wBattleMonAttack
ld de, wPlayerMonUnmodifiedAttack
- ld bc, wPlayerMonAttackMod
+ ld bc, wPlayerMonStatMods
jr z, .next
ld hl, wEnemyMonAttack
ld de, wEnemyMonUnmodifiedAttack
@@ -6985,8 +6993,8 @@ _LoadTrainerPic: ; 3f04b (f:704b)
; unreferenced
ResetCryModifiers: ; 3f069 (f:7069)
xor a
- ld [wc0f1], a
- ld [wc0f2], a
+ ld [wFrequencyModifier], a
+ ld [wTempoModifier], a
jp PlaySound
; animates the mon "growing" out of the pokeball