Fix triple newlines left over from removing address comments

This commit is contained in:
Rangi
2018-06-24 23:22:50 -04:00
parent 91f914718a
commit 67d1364c7a
193 changed files with 3 additions and 1965 deletions

View File

@@ -219,7 +219,6 @@ SlotsLoop:
call DmgToCgbBGPals
ret
.PrintCoinsAndPayout:
hlcoord 5, 1
ld de, wCoins
@@ -231,7 +230,6 @@ SlotsLoop:
call PrintNum
ret
Unreferenced_Function92811:
; debug function?
ld a, [wSlotBias]
@@ -250,7 +248,6 @@ Unreferenced_Function92811:
ld [hl], a
ret
Unreferenced_Function9282c:
; animate OAM tiles?
ld hl, wcf66
@@ -271,7 +268,6 @@ endr
jr nz, .loop
ret
SlotsJumptable:
jumptable .Jumptable, wJumptableIndex
@@ -849,7 +845,6 @@ Slots_UpdateReelPositionAndOAM:
jr nz, .loop
ret
Unreferenced_Function92bbe:
push hl
srl a
@@ -863,7 +858,6 @@ Unreferenced_Function92bbe:
pop hl
ret
.Unknown_92bce:
db 0, 1, 2, 3, 4, 5
@@ -880,7 +874,6 @@ ReelActionJumptable:
ld l, a
jp hl
.Jumptable:
dw ReelAction_DoNothing ; 00
dw ReelAction_StopReelIgnoreJoypad ; 01
@@ -911,42 +904,36 @@ ReelActionJumptable:
ReelAction_DoNothing:
ret
ReelAction_QuadrupleRate:
ld hl, REEL_SPIN_RATE
add hl, bc
ld [hl], 16
ret
ReelAction_DoubleRate:
ld hl, REEL_SPIN_RATE
add hl, bc
ld [hl], 8
ret
ReelAction_NormalRate:
ld hl, REEL_SPIN_RATE
add hl, bc
ld [hl], 4
ret
ReelAction_HalfRate:
ld hl, REEL_SPIN_RATE
add hl, bc
ld [hl], 2
ret
ReelAction_QuarterRate:
ld hl, REEL_SPIN_RATE
add hl, bc
ld [hl], 1
ret
Slots_StopReel:
ld hl, REEL_SPIN_RATE
add hl, bc
@@ -973,7 +960,6 @@ ReelAction_StopReelIgnoreJoypad:
ld [hl], a
ret
ReelAction_StopReel1:
; If no bias: don't manipulate reel.
; If bias: manipulate reel up to wReel1ManipCounter (i.e. 4) slots,
@@ -995,7 +981,6 @@ ReelAction_StopReel1:
call Slots_StopReel
ret
.CheckForBias:
call Slots_GetCurrentReelState
ld a, [wSlotBias]
@@ -1010,7 +995,6 @@ ReelAction_StopReel1:
cp e
ret
ReelAction_StopReel2:
; If no bias: don't manipulate reel.
; If bias: manipulate reel up to wReel2ManipCounter (i.e. 4) slots,
@@ -1039,7 +1023,6 @@ ReelAction_StopReel2:
call Slots_StopReel
ret
ReelAction_StopReel3:
; Manipulate the reel up to wReel3ManipCounter (i.e. 4) slots,
; stopping early if the bias symbol is lined up for a win.
@@ -1074,7 +1057,6 @@ ReelAction_StopReel3:
call Slots_StopReel
ret
ReelAction_SetUpReel2SkipTo7:
; Unique reel 2 action (see Slots_StopReel2)
; Ensures that 7 symbols become lined up in the first two reels,
@@ -1103,7 +1085,6 @@ ReelAction_SetUpReel2SkipTo7:
ld [hl], 0
ret
ReelAction_WaitReel2SkipTo7:
ld hl, REEL_MANIP_DELAY
add hl, bc
@@ -1124,7 +1105,6 @@ ReelAction_WaitReel2SkipTo7:
ld [hl], 8
ret
ReelAction_FastSpinReel2UntilLinedUp7s:
call Slots_CheckMatchedFirstTwoReels
ret nc
@@ -1134,7 +1114,6 @@ ReelAction_FastSpinReel2UntilLinedUp7s:
call Slots_StopReel
ret
ReelAction_InitGolem:
; Ensures SEVENs are lined up if there's bias to SEVEN.
; Ensures nothing is lined up if there's no bias symbols.
@@ -1190,7 +1169,6 @@ ReelAction_WaitGolem:
ld [hl], 8
ret
ReelAction_EndGolem:
xor a
ld [wSlotsDelay], a
@@ -1202,7 +1180,6 @@ ReelAction_EndGolem:
ld [hl], 0
ret
ReelAction_InitChansey:
; Ensures the lining up of SEVEN symbols, but this mode is only possible
; when there is bias to SEVEN symbols (and even then, it's still rare).
@@ -1229,7 +1206,6 @@ ReelAction_InitChansey:
ld [wSlotsDelay], a
ret
ReelAction_WaitChansey:
ld a, [wSlotsDelay]
and a
@@ -1283,7 +1259,6 @@ ReelAction_DropReel:
ld [wSlotsDelay], a
ret
ReelAction_Unused:
call Slots_CheckMatchedAllThreeReels
ret c
@@ -1336,7 +1311,6 @@ ReelAction_WaitDropReel:
ld [hl], 8
ret
ReelAction_StartSlowAdvanceReel3:
; Ensures SEVENs are lined up if there's bias to SEVEN.
; Ensures nothing is lined up if there's no bias symbols.
@@ -1390,7 +1364,6 @@ ReelAction_WaitSlowAdvanceReel3:
call WaitSFX
ret
Slots_CheckMatchedFirstTwoReels:
xor a
ld [wFirstTwoReelsMatching], a
@@ -1418,7 +1391,6 @@ Slots_CheckMatchedFirstTwoReels:
scf
ret
.Jumptable:
dw .zero
dw .one
@@ -1439,7 +1411,6 @@ Slots_CheckMatchedFirstTwoReels:
.zero
ret
.CheckBottomRow:
ld hl, wCurrReelStopped
ld a, [wReel1Stopped]
@@ -1447,7 +1418,6 @@ Slots_CheckMatchedFirstTwoReels:
call z, .StoreResult
ret
.CheckUpwardsDiag:
ld hl, wCurrReelStopped + 1
ld a, [wReel1Stopped]
@@ -1455,7 +1425,6 @@ Slots_CheckMatchedFirstTwoReels:
call z, .StoreResult
ret
.CheckMiddleRow:
ld hl, wCurrReelStopped + 1
ld a, [wReel1Stopped + 1]
@@ -1463,7 +1432,6 @@ Slots_CheckMatchedFirstTwoReels:
call z, .StoreResult
ret
.CheckDownwardsDiag:
ld hl, wCurrReelStopped + 1
ld a, [wReel1Stopped + 2]
@@ -1471,7 +1439,6 @@ Slots_CheckMatchedFirstTwoReels:
call z, .StoreResult
ret
.CheckTopRow:
ld hl, wCurrReelStopped + 2
ld a, [wReel1Stopped + 2]
@@ -1479,7 +1446,6 @@ Slots_CheckMatchedFirstTwoReels:
call z, .StoreResult
ret
.StoreResult:
ld [wSlotBuildingMatch], a
and a
@@ -1492,7 +1458,6 @@ Slots_CheckMatchedFirstTwoReels:
ld [wFirstTwoReelsMatching], a
ret
Slots_CheckMatchedAllThreeReels:
ld a, SLOTS_NO_MATCH
ld [wSlotMatched], a
@@ -1523,7 +1488,6 @@ Slots_CheckMatchedAllThreeReels:
scf
ret
.Jumptable:
dw .zero
dw .one
@@ -1544,7 +1508,6 @@ Slots_CheckMatchedAllThreeReels:
.zero
ret
.CheckBottomRow:
ld hl, wCurrReelStopped
ld a, [wReel1Stopped]
@@ -1555,7 +1518,6 @@ Slots_CheckMatchedAllThreeReels:
call z, .StoreResult
ret
.CheckUpwardsDiag:
ld hl, wCurrReelStopped + 2
ld a, [wReel1Stopped]
@@ -1566,7 +1528,6 @@ Slots_CheckMatchedAllThreeReels:
call z, .StoreResult
ret
.CheckMiddleRow:
ld hl, wCurrReelStopped + 1
ld a, [wReel1Stopped + 1]
@@ -1577,7 +1538,6 @@ Slots_CheckMatchedAllThreeReels:
call z, .StoreResult
ret
.CheckDownwardsDiag:
ld hl, wCurrReelStopped
ld a, [wReel1Stopped + 2]
@@ -1588,7 +1548,6 @@ Slots_CheckMatchedAllThreeReels:
call z, .StoreResult
ret
.CheckTopRow:
ld hl, wCurrReelStopped + 2
ld a, [wReel1Stopped + 2]
@@ -1599,12 +1558,10 @@ Slots_CheckMatchedAllThreeReels:
call z, .StoreResult
ret
.StoreResult:
ld [wSlotMatched], a
ret
Slots_CopyReelState:
ld de, wCurrReelStopped
ld a, [hli]
@@ -1617,7 +1574,6 @@ Slots_CopyReelState:
ld [de], a
ret
Slots_GetNumberOfGolems:
ld hl, REEL_POSITION
add hl, bc
@@ -1631,7 +1587,6 @@ Slots_GetNumberOfGolems:
ld a, e
ret
.Check7Bias:
ld a, [wSlotBias]
and a
@@ -1669,7 +1624,6 @@ Slots_GetNumberOfGolems:
jr c, .loop2
ret
Slots_InitBias:
ld a, [wSlotBias]
and a
@@ -1694,7 +1648,6 @@ Slots_InitBias:
ld [wSlotBias], a
ret
.Normal:
db $01, SLOTS_SEVEN ; 1/256
db $03, SLOTS_POKEBALL ; 1/128
@@ -1794,7 +1747,6 @@ Slots_AskBet:
and a
ret
.Text_BetHowManyCoins:
; Bet how many coins?
text_jump UnknownText_0x1c5049
@@ -1852,7 +1804,6 @@ Slots_AskPlayAgain:
scf
ret
.Text_OutOfCoins:
text_jump UnknownText_0x1c5079
db "@"
@@ -1927,7 +1878,6 @@ Slots_PayoutText:
farcall StubbedTrainerRankings_AddToSlotsWinStreak
ret
.PayoutStrings:
dbw "300@", .LinedUpSevens
dbw "50@@", .LinedUpPokeballs
@@ -1955,7 +1905,6 @@ rept 4
endr
ret
.Text_LinedUpWonCoins:
; lined up! Won @ coins!
text_jump UnknownText_0x1c509f
@@ -1993,21 +1942,18 @@ endr
ld [wSlotBias], a
ret
.LinedUpPokeballs:
ld a, SFX_3RD_PLACE
call Slots_PlaySFX
call WaitSFX
ret
.LinedUpMonOrCherry:
ld a, SFX_PRESENT
call Slots_PlaySFX
call WaitSFX
ret
Slots_AnimateGolem:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
@@ -2183,7 +2129,6 @@ Slots_AnimateChansey:
pop bc
ret
Slots_WaitSFX:
push bc
ld c, 16
@@ -2191,7 +2136,6 @@ Slots_WaitSFX:
pop bc
ret
Slots_PlaySFX:
push de
ld e, a
@@ -2200,7 +2144,6 @@ Slots_PlaySFX:
pop de
ret
; The first three positions are repeated to
; avoid needing to check indices when copying.
Reel1Tilemap: