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Start improving sprite movement engine (to do: identify bit flags)
Introduce maskbits N[, S]: optionally shift the bitmask
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@@ -1497,29 +1497,29 @@ CalcMonStatC: ; e17b
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jr z, .Special
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cp STAT_SDEF
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jr z, .Special
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; DV_HP = (DV_ATK & 1) << 3 + (DV_DEF & 1) << 2 + (DV_SPD & 1) << 1 + (DV_SPC & 1)
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; DV_HP = (DV_ATK & 1) << 3 | (DV_DEF & 1) << 2 | (DV_SPD & 1) << 1 | (DV_SPC & 1)
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push bc
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ld a, [hl]
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swap a
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and $1
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and 1
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add a
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add a
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add a
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ld b, a
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ld a, [hli]
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and $1
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and 1
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add a
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add a
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add b
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ld b, a
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ld a, [hl]
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swap a
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and $1
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and 1
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add a
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add b
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ld b, a
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ld a, [hl]
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and $1
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and 1
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add b
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pop bc
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jr .GotDV
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