pokecrystal-board/home/battle.asm

360 lines
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NASM
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UserPartyAttr:: ; 3945
push af
ld a, [hBattleTurn]
and a
jr nz, .ot
pop af
jr BattlePartyAttr
.ot
pop af
jr OTPartyAttr
; 3951
OpponentPartyAttr:: ; 3951
push af
ld a, [hBattleTurn]
and a
jr z, .ot
pop af
jr BattlePartyAttr
.ot
pop af
jr OTPartyAttr
; 395d
BattlePartyAttr:: ; 395d
; Get attribute a from the active BattleMon's party struct.
push bc
ld c, a
ld b, 0
ld hl, PartyMons
add hl, bc
ld a, [CurBattleMon]
call GetPartyLocation
pop bc
ret
; 396d
OTPartyAttr:: ; 396d
; Get attribute a from the active EnemyMon's party struct.
push bc
ld c, a
ld b, 0
ld hl, OTPartyMon1Species
add hl, bc
ld a, [CurOTMon]
call GetPartyLocation
pop bc
ret
; 397d
ResetDamage:: ; 397d
xor a
ld [CurDamage], a
ld [CurDamage + 1], a
ret
; 3985
SetPlayerTurn:: ; 3985
xor a
ld [hBattleTurn], a
ret
; 3989
SetEnemyTurn:: ; 3989
ld a, 1
ld [hBattleTurn], a
ret
; 398e
UpdateOpponentInParty:: ; 398e
ld a, [hBattleTurn]
and a
jr z, UpdateEnemyMonInParty
jr UpdateBattleMonInParty
; 3995
UpdateUserInParty:: ; 3995
ld a, [hBattleTurn]
and a
jr z, UpdateBattleMonInParty
jr UpdateEnemyMonInParty
; 399c
UpdateBattleMonInParty:: ; 399c
; Update level, status, current HP
ld a, [CurBattleMon]
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UpdateBattleMon:: ; 399f
ld hl, PartyMon1Level
call GetPartyLocation
ld d, h
ld e, l
ld hl, BattleMonLevel
ld bc, BattleMonMaxHP - BattleMonLevel
jp CopyBytes
; 39b0
UpdateEnemyMonInParty:: ; 39b0
; Update level, status, current HP
; No wildmons.
ld a, [wBattleMode]
dec a
ret z
ld a, [CurOTMon]
ld hl, OTPartyMon1Level
call GetPartyLocation
ld d, h
ld e, l
ld hl, EnemyMonLevel
ld bc, EnemyMonMaxHP - EnemyMonLevel
jp CopyBytes
; 39c9
RefreshBattleHuds:: ; 39c9
call UpdateBattleHuds
ld c, 3
call DelayFrames
jp WaitBGMap
; 39d4
UpdateBattleHuds:: ; 39d4
farcall UpdatePlayerHUD
farcall UpdateEnemyHUD
ret
; 39e1
GetBattleVar:: ; 39e1
; Preserves hl.
push hl
call GetBattleVarAddr
pop hl
ret
; 39e7
GetBattleVarAddr:: ; 39e7
; Get variable from pair a, depending on whose turn it is.
; There are 21 variable pairs.
push bc
ld hl, .battlevarpairs
ld c, a
ld b, 0
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
; Enemy turn uses the second byte instead.
; This lets battle variable calls be side-neutral.
ld a, [hBattleTurn]
and a
jr z, .getvar
inc hl
.getvar
; var id
ld a, [hl]
ld c, a
ld b, 0
ld hl, .vars
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [hl]
pop bc
ret
.battlevarpairs
dw .substatus1, .substatus2, .substatus3, .substatus4, .substatus5
dw .substatus1opp, .substatus2opp, .substatus3opp, .substatus4opp, .substatus5opp
dw .status, .statusopp, .animation, .effect, .power, .type
dw .curmove, .lastcounter, .lastcounteropp, .lastmove, .lastmoveopp
; player enemy
.substatus1 db PLAYER_SUBSTATUS_1, ENEMY_SUBSTATUS_1
.substatus1opp db ENEMY_SUBSTATUS_1, PLAYER_SUBSTATUS_1
.substatus2 db PLAYER_SUBSTATUS_2, ENEMY_SUBSTATUS_2
.substatus2opp db ENEMY_SUBSTATUS_2, PLAYER_SUBSTATUS_2
.substatus3 db PLAYER_SUBSTATUS_3, ENEMY_SUBSTATUS_3
.substatus3opp db ENEMY_SUBSTATUS_3, PLAYER_SUBSTATUS_3
.substatus4 db PLAYER_SUBSTATUS_4, ENEMY_SUBSTATUS_4
.substatus4opp db ENEMY_SUBSTATUS_4, PLAYER_SUBSTATUS_4
.substatus5 db PLAYER_SUBSTATUS_5, ENEMY_SUBSTATUS_5
.substatus5opp db ENEMY_SUBSTATUS_5, PLAYER_SUBSTATUS_5
.status db PLAYER_STATUS, ENEMY_STATUS
.statusopp db ENEMY_STATUS, PLAYER_STATUS
.animation db PLAYER_MOVE_ANIMATION, ENEMY_MOVE_ANIMATION
.effect db PLAYER_MOVE_EFFECT, ENEMY_MOVE_EFFECT
.power db PLAYER_MOVE_POWER, ENEMY_MOVE_POWER
.type db PLAYER_MOVE_TYPE, ENEMY_MOVE_TYPE
.curmove db PLAYER_CUR_MOVE, ENEMY_CUR_MOVE
.lastcounter db PLAYER_COUNTER_MOVE, ENEMY_COUNTER_MOVE
.lastcounteropp db ENEMY_COUNTER_MOVE, PLAYER_COUNTER_MOVE
.lastmove db PLAYER_LAST_MOVE, ENEMY_LAST_MOVE
.lastmoveopp db ENEMY_LAST_MOVE, PLAYER_LAST_MOVE
.vars
dw PlayerSubStatus1, EnemySubStatus1
dw PlayerSubStatus2, EnemySubStatus2
dw PlayerSubStatus3, EnemySubStatus3
dw PlayerSubStatus4, EnemySubStatus4
dw PlayerSubStatus5, EnemySubStatus5
dw BattleMonStatus, EnemyMonStatus
dw wPlayerMoveStructAnimation, wEnemyMoveStructAnimation
dw wPlayerMoveStructEffect, wEnemyMoveStructEffect
dw wPlayerMoveStructPower, wEnemyMoveStructPower
dw wPlayerMoveStructType, wEnemyMoveStructType
dw CurPlayerMove, CurEnemyMove
dw LastPlayerCounterMove, LastEnemyCounterMove
dw LastPlayerMove, LastEnemyMove
; 3a90
FarCopyRadioText:: ; 3a90
inc hl
ld a, [hROMBank]
push af
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
ld [hROMBank], a
ld [MBC3RomBank], a
ld a, e
ld l, a
ld a, d
ld h, a
ld de, wRadioText
ld bc, 2 * SCREEN_WIDTH
call CopyBytes
pop af
ld [hROMBank], a
ld [MBC3RomBank], a
ret
; 3ab2
MobileTextBorder:: ; 3ab2
CELL_PHONE_TOP EQU $5e
CELL_PHONE_BOTTOM EQU $5f
; For mobile link battles only.
ld a, [wLinkMode]
cp LINK_MOBILE
ret c
; Draw a cell phone icon at the
; top right corner of the border.
hlcoord 19, 12
ld [hl], CELL_PHONE_TOP
hlcoord 19, 13
ld [hl], CELL_PHONE_BOTTOM
ret
; 3ac3
BattleTextBox:: ; 3ac3
; Open a textbox and print text at hl.
push hl
call SpeechTextBox
call MobileTextBorder
call UpdateSprites
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call ApplyTilemap
pop hl
call PrintTextBoxText
ret
; 3ad5
StdBattleTextBox:: ; 3ad5
; Open a textbox and print battle text at 20:hl.
GLOBAL BattleText
ld a, [hROMBank]
push af
ld a, BANK(BattleText)
rst Bankswitch
call BattleTextBox
pop af
rst Bankswitch
ret
; 3ae1
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GetBattleAnimPointer:: ; 3ae1
GLOBAL BattleAnimations
GLOBAL BattleAnimCommands
ld a, BANK(BattleAnimations)
rst Bankswitch
ld a, [hli]
ld [BattleAnimAddress], a
ld a, [hl]
ld [BattleAnimAddress + 1], a
ld a, BANK(BattleAnimCommands)
rst Bankswitch
ret
; 3af0
GetBattleAnimByte:: ; 3af0
push hl
push de
ld hl, BattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
ld a, BANK(BattleAnimations)
rst Bankswitch
ld a, [de]
ld [BattleAnimByte], a
inc de
ld a, BANK(BattleAnimCommands)
rst Bankswitch
ld [hl], d
dec hl
ld [hl], e
pop de
pop hl
ld a, [BattleAnimByte]
ret
; 3b0c