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https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
Fix comment/style issues caused from w-izing.
This commit is contained in:
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a1951cefc0
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3203ad7d50
@ -21,7 +21,7 @@ AI_SwitchOrTryItem: ; 38000
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jr nz, DontSwitch
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ld hl, TrainerClassAttributes + TRNATTR_AI_ITEM_SWITCH
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ld a, [wInBattleTowerBattle] ; Load always the first wTrainerClass for BattleTower-Trainers
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ld a, [wInBattleTowerBattle] ; always load the first trainer class in wTrainerClass for BattleTower-Trainers
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and a
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jr nz, .ok
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@ -66,7 +66,7 @@ AIChooseMove: ; 440ce
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.ApplyLayers:
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ld hl, TrainerClassAttributes + TRNATTR_AI_MOVE_WEIGHTS
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; If we have a battle in BattleTower just load the Attributes of the first wTrainerClass (Falkner)
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; If we have a battle in BattleTower just load the Attributes of the first trainer class in wTrainerClass (Falkner)
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; so we have always the same AI, regardless of the loaded class of trainer
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ld a, [wInBattleTowerBattle]
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bit 0, a
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@ -6133,7 +6133,7 @@ LoadEnemyMon: ; 3e8eb
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; Notes:
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; BattleRandom is used to ensure sync between Game Boys
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; Clear the whole wEnemyMon struct
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; Clear the whole enemy mon struct (wEnemyMon)
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xor a
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ld hl, wEnemyMonSpecies
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ld bc, wEnemyMonEnd - wEnemyMon
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@ -6989,7 +6989,8 @@ ApplyStatLevelMultiplier: ; 3ecb7
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; 3ed45
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BadgeStatBoosts: ; 3ed45
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; Raise wBattleMon stats depending on which badges have been obtained.
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; Raise the stats of the battle mon in wBattleMon
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; depending on which badges have been obtained.
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; Every other badge boosts a stat, starting from the first.
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@ -602,7 +602,7 @@ ApplyPals:
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ld hl, wBGPals1
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ld de, wBGPals2
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ld bc, 16 palettes
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ld a, BANK(wPals)
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ld a, BANK(wGBCPalettes)
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call FarCopyWRAM
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ret
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@ -13,7 +13,7 @@ Credits:: ; 109847
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ld a, [rSVBK]
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push af
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ld a, BANK(wPals)
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ld a, BANK(wGBCPalettes)
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ld [rSVBK], a
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call ClearBGPalettes
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@ -352,7 +352,7 @@ INCBIN "gfx/splash/logo2.1bpp"
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CrystalIntro: ; e48ac
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ld a, [rSVBK]
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push af
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ld a, BANK(wPals)
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ld a, BANK(wGBCPalettes)
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ld [rSVBK], a
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ld a, [hInMenu]
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push af
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@ -326,7 +326,7 @@ PokeAnim_InitPicAttributes: ; d01d6
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ld [wPokeAnimPointer], a
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ld a, b
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ld [wPokeAnimPointer + 1], a
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; hl contains wTileMap coords
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; hl contains tilemap coords
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ld a, l
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ld [wPokeAnimCoord], a
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ld a, h
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@ -247,7 +247,7 @@ InitPokegearTilemap: ; 90da8 (24:4da8)
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xor a
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ld [hBGMapMode], a
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hlcoord 0, 0
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ld bc, wTileMapEnd - wTileMap
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ld bc, SCREEN_WIDTH * SCREEN_HEIGHT
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ld a, $4f
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call ByteFill
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ld a, [wPokegearCard]
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@ -39,26 +39,26 @@ _GetVarAction:: ; 80648 (20:4648)
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; RETVAR_STRBUF2: copy [de] to wStringBuffer2
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; RETVAR_ADDR_DE: return address in de
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; RETVAR_EXECUTE: call function
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dwb wStringBuffer2, RETVAR_STRBUF2
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dwb wPartyCount, RETVAR_STRBUF2
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dwb wStringBuffer2, RETVAR_STRBUF2
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dwb wPartyCount, RETVAR_STRBUF2
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dwb .BattleResult, RETVAR_EXECUTE
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dwb wBattleType, RETVAR_ADDR_DE
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dwb wTimeOfDay, RETVAR_STRBUF2
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dwb wBattleType, RETVAR_ADDR_DE
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dwb wTimeOfDay, RETVAR_STRBUF2
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dwb .CountCaughtMons, RETVAR_EXECUTE
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dwb .CountSeenMons, RETVAR_EXECUTE
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dwb .CountBadges, RETVAR_EXECUTE
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dwb wPlayerState, RETVAR_ADDR_DE
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dwb .wPlayerFacing, RETVAR_EXECUTE
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dwb wPlayerState, RETVAR_ADDR_DE
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dwb .PlayerFacing, RETVAR_EXECUTE
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dwb hHours, RETVAR_STRBUF2
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dwb .DayOfWeek, RETVAR_EXECUTE
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dwb wMapGroup, RETVAR_STRBUF2
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dwb wMapNumber, RETVAR_STRBUF2
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dwb wMapGroup, RETVAR_STRBUF2
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dwb wMapNumber, RETVAR_STRBUF2
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dwb .UnownCaught, RETVAR_EXECUTE
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dwb wEnvironment, RETVAR_STRBUF2
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dwb wEnvironment, RETVAR_STRBUF2
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dwb .BoxFreeSpace, RETVAR_EXECUTE
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dwb wBugContestMinsRemaining, RETVAR_STRBUF2
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dwb wXCoord, RETVAR_STRBUF2
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dwb wYCoord, RETVAR_STRBUF2
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dwb wXCoord, RETVAR_STRBUF2
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dwb wYCoord, RETVAR_STRBUF2
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dwb wSpecialPhoneCallID, RETVAR_STRBUF2
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dwb wNrOfBeatenBattleTowerTrainers, RETVAR_STRBUF2
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dwb wKurtApricornQuantity, RETVAR_STRBUF2
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@ -96,7 +96,7 @@ _GetVarAction:: ; 80648 (20:4648)
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jp .loadstringbuffer2
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; 806ef
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.wPlayerFacing: ; 806ef
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.PlayerFacing: ; 806ef
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; The direction the player is facing.
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ld a, [wPlayerDirection]
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and $c
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104
home/battle.asm
104
home/battle.asm
@ -25,7 +25,7 @@ OpponentPartyAttr:: ; 3951
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BattlePartyAttr:: ; 395d
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; Get attribute a from the active wBattleMon's party struct.
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; Get attribute a from the party struct of the active battle mon.
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push bc
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ld c, a
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ld b, 0
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@ -39,7 +39,7 @@ BattlePartyAttr:: ; 395d
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OTPartyAttr:: ; 396d
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; Get attribute a from the active wEnemyMon's party struct.
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; Get attribute a from the party struct of the active enemy mon.
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push bc
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ld c, a
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ld b, 0
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@ -136,100 +136,7 @@ UpdateBattleHuds:: ; 39d4
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; 39e1
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GetBattleVar:: ; 39e1
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; Preserves hl.
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push hl
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call GetBattleVarAddr
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pop hl
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ret
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; 39e7
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GetBattleVarAddr:: ; 39e7
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; Get variable from pair a, depending on whose turn it is.
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; There are 21 variable pairs.
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push bc
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ld hl, .battlevarpairs
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ld c, a
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ld b, 0
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add hl, bc
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add hl, bc
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ld a, [hli]
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ld h, [hl]
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ld l, a
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; Enemy turn uses the second byte instead.
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; This lets battle variable calls be side-neutral.
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ld a, [hBattleTurn]
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and a
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jr z, .getvar
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inc hl
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.getvar
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; var id
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ld a, [hl]
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ld c, a
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ld b, 0
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ld hl, .vars
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add hl, bc
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add hl, bc
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld a, [hl]
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pop bc
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ret
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.battlevarpairs
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dw .substatus1, .substatus2, .substatus3, .substatus4, .substatus5
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dw .substatus1opp, .substatus2opp, .substatus3opp, .substatus4opp, .substatus5opp
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dw .status, .statusopp, .animation, .effect, .power, .type
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dw .curmove, .lastcounter, .lastcounteropp, .lastmove, .lastmoveopp
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; player enemy
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.substatus1 db PLAYER_SUBSTATUS_1, ENEMY_SUBSTATUS_1
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.substatus1opp db ENEMY_SUBSTATUS_1, PLAYER_SUBSTATUS_1
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.substatus2 db PLAYER_SUBSTATUS_2, ENEMY_SUBSTATUS_2
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.substatus2opp db ENEMY_SUBSTATUS_2, PLAYER_SUBSTATUS_2
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.substatus3 db PLAYER_SUBSTATUS_3, ENEMY_SUBSTATUS_3
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.substatus3opp db ENEMY_SUBSTATUS_3, PLAYER_SUBSTATUS_3
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.substatus4 db PLAYER_SUBSTATUS_4, ENEMY_SUBSTATUS_4
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.substatus4opp db ENEMY_SUBSTATUS_4, PLAYER_SUBSTATUS_4
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.substatus5 db PLAYER_SUBSTATUS_5, ENEMY_SUBSTATUS_5
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.substatus5opp db ENEMY_SUBSTATUS_5, PLAYER_SUBSTATUS_5
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.status db PLAYER_STATUS, ENEMY_STATUS
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.statusopp db ENEMY_STATUS, PLAYER_STATUS
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.animation db PLAYER_MOVE_ANIMATION, ENEMY_MOVE_ANIMATION
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.effect db PLAYER_MOVE_EFFECT, ENEMY_MOVE_EFFECT
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.power db PLAYER_MOVE_POWER, ENEMY_MOVE_POWER
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.type db PLAYER_MOVE_TYPE, ENEMY_MOVE_TYPE
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.curmove db PLAYER_CUR_MOVE, ENEMY_CUR_MOVE
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.lastcounter db PLAYER_COUNTER_MOVE, ENEMY_COUNTER_MOVE
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.lastcounteropp db ENEMY_COUNTER_MOVE, PLAYER_COUNTER_MOVE
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.lastmove db PLAYER_LAST_MOVE, ENEMY_LAST_MOVE
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.lastmoveopp db ENEMY_LAST_MOVE, PLAYER_LAST_MOVE
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.vars
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dw wPlayerSubStatus1, wEnemySubStatus1
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dw wPlayerSubStatus2, wEnemySubStatus2
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dw wPlayerSubStatus3, wEnemySubStatus3
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dw wPlayerSubStatus4, wEnemySubStatus4
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dw wPlayerSubStatus5, wEnemySubStatus5
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dw wBattleMonStatus, wEnemyMonStatus
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dw wPlayerMoveStructAnimation, wEnemyMoveStructAnimation
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dw wPlayerMoveStructEffect, wEnemyMoveStructEffect
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dw wPlayerMoveStructPower, wEnemyMoveStructPower
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dw wPlayerMoveStructType, wEnemyMoveStructType
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dw wCurPlayerMove, wCurEnemyMove
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dw wLastPlayerCounterMove, wLastEnemyCounterMove
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dw wLastPlayerMove, wLastEnemyMove
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; 3a90
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INCLUDE "home/battle_vars.asm"
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FarCopyRadioText:: ; 3a90
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@ -293,8 +200,6 @@ BattleTextBox:: ; 3ac3
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StdBattleTextBox:: ; 3ad5
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; Open a textbox and print battle text at 20:hl.
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GLOBAL BattleText
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ld a, [hROMBank]
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push af
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@ -310,9 +215,6 @@ GLOBAL BattleText
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GetBattleAnimPointer:: ; 3ae1
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GLOBAL BattleAnimations
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GLOBAL BattleAnimCommands
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ld a, BANK(BattleAnimations)
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rst Bankswitch
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111
home/battle_vars.asm
Normal file
111
home/battle_vars.asm
Normal file
@ -0,0 +1,111 @@
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GetBattleVar:: ; 39e1
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; Preserves hl.
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push hl
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call GetBattleVarAddr
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pop hl
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ret
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; 39e7
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GetBattleVarAddr:: ; 39e7
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; Get variable from pair a, depending on whose turn it is.
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; There are 21 variable pairs.
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push bc
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ld hl, .BattleVarPairs
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ld c, a
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ld b, 0
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add hl, bc
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add hl, bc
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ld a, [hli]
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ld h, [hl]
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ld l, a
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; Enemy turn uses the second byte instead.
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; This lets battle variable calls be side-neutral.
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ld a, [hBattleTurn]
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and a
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jr z, .get_var
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inc hl
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.get_var
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; var id
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ld a, [hl]
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ld c, a
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ld b, 0
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ld hl, .BattleVarPointers
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add hl, bc
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add hl, bc
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld a, [hl]
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pop bc
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ret
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.BattleVarPairs:
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dw .Substatus1
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dw .Substatus2
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dw .Substatus3
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dw .Substatus4
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dw .Substatus5
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dw .Substatus1Opp
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dw .Substatus2Opp
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dw .Substatus3Opp
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dw .Substatus4Opp
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dw .Substatus5Opp
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dw .Status
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dw .StatusOpp
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dw .MoveAnim
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dw .MoveEffect
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dw .MovePower
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dw .MoveType
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dw .CurMove
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dw .LastCounter
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dw .LastCounterOpp
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dw .LastMove
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dw .LastMoveOpp
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; player enemy
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.Substatus1: db PLAYER_SUBSTATUS_1, ENEMY_SUBSTATUS_1
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.Substatus1Opp: db ENEMY_SUBSTATUS_1, PLAYER_SUBSTATUS_1
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.Substatus2: db PLAYER_SUBSTATUS_2, ENEMY_SUBSTATUS_2
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.Substatus2Opp: db ENEMY_SUBSTATUS_2, PLAYER_SUBSTATUS_2
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.Substatus3: db PLAYER_SUBSTATUS_3, ENEMY_SUBSTATUS_3
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.Substatus3Opp: db ENEMY_SUBSTATUS_3, PLAYER_SUBSTATUS_3
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.Substatus4: db PLAYER_SUBSTATUS_4, ENEMY_SUBSTATUS_4
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.Substatus4Opp: db ENEMY_SUBSTATUS_4, PLAYER_SUBSTATUS_4
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.Substatus5: db PLAYER_SUBSTATUS_5, ENEMY_SUBSTATUS_5
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.Substatus5Opp: db ENEMY_SUBSTATUS_5, PLAYER_SUBSTATUS_5
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.Status: db PLAYER_STATUS, ENEMY_STATUS
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.StatusOpp: db ENEMY_STATUS, PLAYER_STATUS
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.MoveAnim: db PLAYER_MOVE_ANIMATION, ENEMY_MOVE_ANIMATION
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.MoveEffect: db PLAYER_MOVE_EFFECT, ENEMY_MOVE_EFFECT
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.MovePower: db PLAYER_MOVE_POWER, ENEMY_MOVE_POWER
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.MoveType: db PLAYER_MOVE_TYPE, ENEMY_MOVE_TYPE
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.CurMove: db PLAYER_CUR_MOVE, ENEMY_CUR_MOVE
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.LastCounter: db PLAYER_COUNTER_MOVE, ENEMY_COUNTER_MOVE
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.LastCounterOpp: db ENEMY_COUNTER_MOVE, PLAYER_COUNTER_MOVE
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.LastMove: db PLAYER_LAST_MOVE, ENEMY_LAST_MOVE
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.LastMoveOpp: db ENEMY_LAST_MOVE, PLAYER_LAST_MOVE
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.BattleVarPointers:
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dw wPlayerSubStatus1, wEnemySubStatus1
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dw wPlayerSubStatus2, wEnemySubStatus2
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dw wPlayerSubStatus3, wEnemySubStatus3
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dw wPlayerSubStatus4, wEnemySubStatus4
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dw wPlayerSubStatus5, wEnemySubStatus5
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dw wBattleMonStatus, wEnemyMonStatus
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dw wPlayerMoveStructAnimation, wEnemyMoveStructAnimation
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dw wPlayerMoveStructEffect, wEnemyMoveStructEffect
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dw wPlayerMoveStructPower, wEnemyMoveStructPower
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dw wPlayerMoveStructType, wEnemyMoveStructType
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dw wCurPlayerMove, wCurEnemyMove
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dw wLastPlayerCounterMove, wLastEnemyCounterMove
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dw wLastPlayerMove, wLastEnemyMove
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; 3a90
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@ -117,7 +117,7 @@ PlaceVerticalMenuItems:: ; 1c89
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inc hl
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ld d, [hl]
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call GetMenuTextStartCoord
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call Coord2Tile ; hl now contains the wTileMap address where we will start printing text.
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call Coord2Tile ; hl now contains the tilemap address where we will start printing text.
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inc de
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ld a, [de] ; Number of items
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inc de
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