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InitBattle: ; f5ff2 (3d:5ff2)
ld a, [wCurOpponent]
and a
jr z, asm_f6003
InitOpponent: ; f5ff8 (3d:5ff8)
ld a, [wCurOpponent]
ld [wcf91], a
ld [wEnemyMonSpecies2], a
jr asm_f601d
asm_f6003: ; f6003 (3d:6003)
ld a, [wd732]
bit 1, a
jr z, .asm_f600f
ld a, [hJoyHeld]
bit 1, a ; B button pressed?
ret nz
.asm_f600f
ld a, [wNumberOfNoRandomBattleStepsLeft]
and a
ret nz
callab TryDoWildEncounter
ret nz
asm_f601d: ; f601d (f:601d)
ld a, [wMapPalOffset]
push af
ld hl, wLetterPrintingDelayFlags
ld a, [hl]
push af
res 1, [hl]
call InitBattleVariables ; 3d:6236
ld a, [wEnemyMonSpecies2]
sub $c8
jp c, InitWildBattle
ld [wTrainerClass], a
call GetTrainerInformation
callab ReadTrainer
callab DoBattleTransitionAndInitBattleVariables
call _LoadTrainerPic ; 3d:615a
xor a
ld [wEnemyMonSpecies2], a
ld [$ffe1], a
dec a
ld [wAICount], a
coord hl, 12, 0
predef CopyUncompressedPicToTilemap
ld a, $ff
ld [wEnemyMonPartyPos], a
ld a, $2
ld [wIsInBattle], a
; Is this a major story battle?
ld a,[wLoneAttackNo]
and a
jp z,InitBattle_Common
callabd_ModifyPikachuHappiness PIKAHAPPY_GYMLEADER ; useless since already in bank3d
jp InitBattle_Common
InitWildBattle: ; f607c (3d:607c)
ld a, $1
ld [wIsInBattle], a
callab LoadEnemyMonData
callab DoBattleTransitionAndInitBattleVariables
ld a, [wCurOpponent]
cp MAROWAK
jr z, .isGhost
callab IsGhostBattle
jr nz, .isNoGhost
.isGhost
ld hl, wMonHSpriteDim
ld a, $66
ld [hli], a ; write sprite dimensions
ld bc, GhostPic
ld a, c
ld [hli], a ; write front sprite pointer
ld [hl], b
ld hl, wEnemyMonNick ; set name to "GHOST"
ld a, "G"
ld [hli], a
ld a, "H"
ld [hli], a
ld a, "O"
ld [hli], a
ld a, "S"
ld [hli], a
ld a, "T"
ld [hli], a
ld [hl], "@"
ld a, [wcf91]
push af
ld a, MON_GHOST
ld [wcf91], a
ld de, vFrontPic
call LoadMonFrontSprite ; load ghost sprite
pop af
ld [wcf91], a
jr .spriteLoaded
.isNoGhost
ld de, vFrontPic
call LoadMonFrontSprite ; load mon sprite
.spriteLoaded
xor a
ld [wTrainerClass], a
ld [$ffe1], a
coord hl, 12, 0
predef CopyUncompressedPicToTilemap
; common code that executes after init battle code specific to trainer or wild battles
InitBattle_Common: ; f60eb (3d:60eb)
ld b, $0
call RunPaletteCommand
callab SlidePlayerAndEnemySilhouettesOnScreen
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld hl, .emptyString
call PrintText
call SaveScreenTilesToBuffer1
call ClearScreen
ld a, $98
ld [$ffbd], a
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
call Delay3
ld a, $9c
ld [$ffbd], a
call LoadScreenTilesFromBuffer1
coord hl, 9, 7
ld bc, $50a
call ClearScreenArea
coord hl, 1, 0
ld bc, $40a
call ClearScreenArea
call ClearSprites
ld a, [wIsInBattle]
dec a ; is it a wild battle?
ld hl, DrawEnemyHUDAndHPBar
ld b,BANK(DrawEnemyHUDAndHPBar)
call z, Bankswitch ; draw enemy HUD and HP bar if it's a wild battle
callab StartBattle
callab EndOfBattle
pop af
ld [wLetterPrintingDelayFlags], a
pop af
ld [wMapPalOffset], a
ld a, [wSavedTilesetType]
ld [hTilesetType], a
scf
ret
.emptyString
db "@"
_LoadTrainerPic: ; f615a (3d:615a)
; wd033-wd034 contain pointer to pic
ld a, [wTrainerPicPointer] ; wd033
ld e, a
ld a, [wTrainerPicPointer + 1] ; wd034
ld d, a ; de contains pointer to trainer pic
ld a, [wLinkState]
and a
ld a, Bank(TrainerPics) ; this is where all the trainer pics are (not counting Red's)
jr z, .loadSprite
ld a, Bank(RedPicFront)
.loadSprite
call UncompressSpriteFromDE
ld de, vFrontPic
ld a, $77
ld c, a
jp LoadUncompressedSpriteData
LoadMonBackPic: ; f6178 (3d:6178)
; Assumes the monster's attributes have
; been loaded with GetMonHeader.
ld a, [wBattleMonSpecies2]
ld [wcf91], a
coord hl, 1, 5
ld bc,$708
call ClearScreenArea
ld hl, wMonHBackSprite - wMonHeader
call UncompressMonSprite
predef ScaleSpriteByTwo
ld de, vBackPic
call InterlaceMergeSpriteBuffers ; combine the two buffers to a single 2bpp sprite
ld hl, vSprites
ld de, vBackPic
ld c, (2*SPRITEBUFFERSIZE)/16 ; count of 16-byte chunks to be copied
ld a, [H_LOADEDROMBANK]
ld b, a
jp CopyVideoData
Func_f61a6: ; f61a6 (3d:f61a6)
ld a, [wPredefRegisters]
ld h, a
ld a, [wPredefRegisters + 1]
ld l, a
ld a, [$ffe1]
ld [H_DOWNARROWBLINKCNT1], a
ld b, $4c
ld a, [wIsInBattle]
and a
jr z, .asm_f61ef
add b
ld [hl], a
call Delay3
ld bc, -41
add hl, bc
ld a, $1
ld [wNumMovesMinusOne], a
ld bc, $303
predef CopyDownscaledMonTiles
ld c, $4
call DelayFrames
ld bc, -41
add hl, bc
xor a
ld [wNumMovesMinusOne], a
ld bc, $505
predef CopyDownscaledMonTiles
ld c, $5
call DelayFrames
ld bc, -41
jr .asm_f61f2
.asm_f61ef
ld bc, -123
.asm_f61f2
add hl, bc
ld a, [H_DOWNARROWBLINKCNT1]
add $31
jr CopyUncompressedPicToHL
Func_f61f9: ; f61f9 (3d:61f9)
ld a, [wPredefRegisters]
ld h, a
ld a, [wPredefRegisters + 1]
ld l, a
ld a, [$ffe1]
CopyUncompressedPicToHL: ; f6203 (3d:6203)
ld bc, $707
ld de, $14
push af
ld a, [W_SPRITEFLIPPED]
and a
jr nz, .asm_f6220
pop af
.asm_f6211
push bc
push hl
.asm_f6213
ld [hl], a
add hl, de
inc a
dec c
jr nz, .asm_f6213
pop hl
inc hl
pop bc
dec b
jr nz, .asm_f6211
ret
.asm_f6220
push bc
ld b, $0
dec c
add hl, bc
pop bc
pop af
.asm_f6227
push bc
push hl
.asm_f6229
ld [hl], a
add hl, de
inc a
dec c
jr nz, .asm_f6229
pop hl
dec hl
pop bc
dec b
jr nz, .asm_f6227
ret
INCLUDE "engine/battle/init_battle_variables.asm"
INCLUDE "engine/battle/moveEffects/focus_energy_effect.asm"
INCLUDE "engine/battle/moveEffects/heal_effect.asm"
INCLUDE "engine/battle/moveEffects/transform_effect.asm"
INCLUDE "engine/battle/moveEffects/reflect_light_screen_effect.asm"
INCLUDE "engine/battle/moveEffects/mist_effect.asm"
INCLUDE "engine/battle/moveEffects/one_hit_ko_effect.asm"
INCLUDE "engine/battle/moveEffects/pay_day_effect.asm"
INCLUDE "engine/battle/moveEffects/paralyze_effect.asm"
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