Merge pull request #433 from roukaour/master

More code cleanup
This commit is contained in:
yenatch
2017-12-25 19:01:36 -05:00
committed by GitHub
106 changed files with 997 additions and 1009 deletions

View File

@@ -539,7 +539,7 @@ PlayDanger: ; e8307
ld a, [Danger]
bit DANGER_ON_F, a
ret z
and $ff - (1 << DANGER_ON_F)
and $ff ^ (1 << DANGER_ON_F)
ld d, a
call _CheckSFX
jr c, .asm_e8335
@@ -2299,7 +2299,7 @@ SetNoteDuration: ; e8a8d
; multiply NoteLength by delay units
ld l, 0 ; just multiply
call .Multiply
ld a, l ; % $100
ld a, l ; low
; store Tempo in de
ld hl, Channel1Tempo - Channel1
add hl, bc
@@ -2310,7 +2310,7 @@ SetNoteDuration: ; e8a8d
ld hl, Channel1Field0x16 - Channel1
add hl, bc
ld l, [hl]
; multiply Tempo by last result (NoteLength * delay % $100)
; multiply Tempo by last result (NoteLength * LOW(delay))
call .Multiply
; copy result to de
ld e, l

View File

@@ -141,7 +141,7 @@ AI_Setup: ; 385e0
.discourage
call Random
cp 30
cp 12 percent
jr c, .checkmove
inc [hl]
inc [hl]
@@ -453,7 +453,7 @@ AI_Smart_LeechHit: ; 387f7
.asm_38815
call Random
cp 100
cp 39 percent + 1
ret c
inc [hl]
@@ -594,7 +594,7 @@ AI_Smart_Selfdestruct: ; 388a6
; If enemy's HP is between 25% and 50%,
; over 90% chance to greatly discourage this move.
call Random
cp 20
cp 9 percent - 2
ret c
.asm_388c6
@@ -610,7 +610,7 @@ AI_Smart_DreamEater: ; 388ca
; The AI_Basic layer will make sure that
; Dream Eater is only used against sleeping targets.
call Random
cp 25
cp 10 percent
ret c
dec [hl]
dec [hl]
@@ -637,7 +637,7 @@ AI_Smart_EvasionUp: ; 388d4
; ...70% chance to greatly encourage this move if player is not badly poisoned.
call Random
cp $b2
cp 70 percent
jr nc, .asm_38911
.asm_388ef
@@ -653,7 +653,7 @@ AI_Smart_EvasionUp: ; 388d4
; If enemy's HP is above 25% but not full, 4% chance to greatly encourage this move.
call Random
cp $a
cp 4 percent
jr c, .asm_388ef
; If enemy's HP is between 25% and 50%,...
@@ -710,11 +710,11 @@ AI_Smart_EvasionUp: ; 388d4
ret
; Player is badly poisoned.
; 80% chance to greatly encourage this move.
; 70% chance to greatly encourage this move.
; This would counter any previous discouragement.
.asm_38938
call Random
cp $50
cp 31 percent + 1
ret c
dec [hl]
dec [hl]
@@ -791,7 +791,7 @@ AI_Smart_MirrorMove: ; 3895b
ret nc
call Random
cp $19
cp 10 percent
ret c
dec [hl]
@@ -816,7 +816,7 @@ AI_Smart_AccuracyDown: ; 38985
; ...70% chance to greatly encourage this move if player is not badly poisoned.
call Random
cp $b2
cp 70 percent
jr nc, .asm_389bf
.asm_3899d
@@ -832,7 +832,7 @@ AI_Smart_AccuracyDown: ; 38985
; If player's HP is above 25% but not full, 4% chance to greatly encourage this move.
call Random
cp $a
cp 4 percent
jr c, .asm_3899d
; If player's HP is between 25% and 50%,...
@@ -884,11 +884,11 @@ AI_Smart_AccuracyDown: ; 38985
ret
; Player is badly poisoned.
; 80% chance to greatly encourage this move.
; 70% chance to greatly encourage this move.
; This would counter any previous discouragement.
.asm_389e6
call Random
cp $50
cp 31 percent + 1
ret c
dec [hl]
dec [hl]
@@ -934,7 +934,7 @@ AI_Smart_ResetStats: ; 389f5
.asm_38a12
pop hl
call Random
cp $28
cp 16 percent
ret c
dec [hl]
ret
@@ -955,7 +955,7 @@ AI_Smart_Bide: ; 38a1e
call AICheckEnemyMaxHP
ret c
call Random
cp $19
cp 10 percent
ret c
inc [hl]
ret
@@ -997,7 +997,7 @@ AI_Smart_Moonlight: ; 38a3a
.asm_38a45
call Random
cp $19
cp 10 percent
ret c
dec [hl]
dec [hl]
@@ -1023,7 +1023,7 @@ AI_Smart_Reflect: ; 38a54
call AICheckEnemyMaxHP
ret c
call Random
cp $14
cp 8 percent
ret c
inc [hl]
ret
@@ -1126,7 +1126,7 @@ AI_Smart_Unused2B: ; 38a9c
.asm_38acd
call Random
cp $c8
cp 79 percent - 1
ret c
.asm_38ad3
@@ -1148,7 +1148,7 @@ AI_Smart_Confuse: ; 38adb
call AICheckPlayerHalfHP
ret c
call Random
cp $19
cp 10 percent
jr c, .asm_38ae7
inc [hl]
@@ -1272,7 +1272,7 @@ AI_Smart_SpeedDownHit: ; 38b40
call AICompareSpeed
ret c
call Random
cp 30
cp 12 percent
ret c
dec [hl]
dec [hl]
@@ -1304,7 +1304,7 @@ AI_Smart_HyperBeam: ; 38b63
.asm_38b72
; If enemy's HP is above 50%, discourage this move at random
call Random
cp 40
cp 16 percent
ret c
inc [hl]
call AI_50_50
@@ -1457,7 +1457,7 @@ AI_Smart_Counter: ; 38bf1
.asm_38c30
call Random
cp $64
cp 39 percent + 1
jr c, .asm_38c38
dec [hl]
@@ -1510,7 +1510,7 @@ AI_Smart_Encore: ; 38c3b
.asm_38c78
call Random
cp $46
cp 28 percent - 1
ret c
dec [hl]
dec [hl]
@@ -1657,7 +1657,7 @@ AI_Smart_Spite: ; 38cd5
jr nc, .asm_38d0b
call Random
cp $64
cp 39 percent + 1
ret nc
.asm_38d0b
@@ -1666,7 +1666,7 @@ AI_Smart_Spite: ; 38cd5
.asm_38d0d
call Random
cp $64
cp 39 percent + 1
ret c
dec [hl]
dec [hl]
@@ -1827,7 +1827,7 @@ AI_Smart_Conversion2: ; 38d98
.asm_38dc9
call Random
cp 25
cp 10 percent
ret c
inc [hl]
ret
@@ -1848,7 +1848,7 @@ AI_Smart_Disable: ; 38dd1
jr nc, .asm_38dee
call Random
cp 100
cp 39 percent + 1
ret c
dec [hl]
ret
@@ -1860,7 +1860,7 @@ AI_Smart_Disable: ; 38dd1
.asm_38df3
call Random
cp 20
cp 8 percent
ret c
inc [hl]
ret
@@ -2096,7 +2096,7 @@ AI_Smart_Protect: ; 38ed2
.asm_38f14
call Random
cp 20
cp 8 percent
ret c
inc [hl]
inc [hl]
@@ -2120,14 +2120,14 @@ AI_Smart_Foresight: ; 38f1d
jr z, .asm_38f41
call Random
cp 20
cp 8 percent
ret c
inc [hl]
ret
.asm_38f41
call Random
cp 100
cp 39 percent + 1
ret c
dec [hl]
dec [hl]
@@ -2317,7 +2317,7 @@ AI_Smart_Rollout: ; 38fef
; Otherwise, 80% chance to greatly encourage this move.
call Random
cp 200
cp 79 percent - 1
ret nc
dec [hl]
dec [hl]
@@ -2347,7 +2347,7 @@ AI_Smart_Attract: ; 39026
.first_turn
call Random
cp 200
cp 79 percent - 1
ret nc
dec [hl]
ret
@@ -2850,7 +2850,7 @@ AI_Smart_Solarbeam: ; 3920b
ret nz
call Random
cp 25 ; 1/10
cp 10 percent
ret c
inc [hl]
@@ -2875,7 +2875,7 @@ AI_Smart_Thunder: ; 39225
ret nz
call Random
cp 25 ; 1/10
cp 10 percent
ret c
inc [hl]
@@ -3387,7 +3387,7 @@ AI_Cautious: ; 39418
jr nc, .asm_39425
call Random
cp 230
cp 90 percent + 1
ret nc
inc [hl]
@@ -3513,7 +3513,7 @@ AI_Risky: ; 394a9
; Else, 80% chance to exclude them.
call Random
cp 200 ; 1/5
cp 79 percent - 1
jr c, .nextmove
.checkko
@@ -3586,13 +3586,13 @@ AIGetEnemyMove: ; 39508
AI_80_20: ; 39521
call Random
cp 50 ; 1/5
cp 20 percent - 1
ret
; 39527
AI_50_50: ; 39527
call Random
cp $80 ; 1/2
cp 50 percent + 1
ret
; 3952d

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@@ -237,16 +237,16 @@ Functioncc220: ; cc220
; Appears to be unused.
xor a
ld [hBGMapMode], a
ld a, (VBGMap0 tile $28) % $100
ld a, LOW(VBGMap0 tile $28)
ld [hBGMapAddress], a
ld a, (VBGMap0 tile $28) / $100
ld a, HIGH(VBGMap0 tile $28)
ld [hBGMapAddress + 1], a
call WaitBGMap2
ld a, $60
ld [hWY], a
xor a
xor a ; LOW(VBGMap0)
ld [hBGMapAddress], a
ld a, VBGMap0 / $100
ld a, HIGH(VBGMap0)
ld [hBGMapAddress + 1], a
call BattleAnimDelayFrame
ret
@@ -1501,10 +1501,10 @@ BattleAnim_UpdateOAM_All: ; cc96e
jr nz, .loop
ld a, [wBattleAnimOAMPointerLo]
ld l, a
ld h, Sprites / $100
ld h, HIGH(Sprites)
.loop2
ld a, l
cp SpritesEnd % $100
cp LOW(SpritesEnd)
jr nc, .done
xor a
ld [hli], a

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@@ -1223,7 +1223,7 @@ BattleBGEffect_DoubleTeam: ; c8689 (32:4689)
xor $ff
inc a
ld d, a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld a, [hLYOverrideStart]
ld l, a
ld a, [hLYOverrideEnd]
@@ -1264,7 +1264,7 @@ BattleBGEffect_AcidArmor: ; c8709 (32:4709)
ld e, [hl]
ld d, 2
call Functionc8f2e
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld a, [hLYOverrideEnd]
ld l, a
ld [hl], $0
@@ -1275,7 +1275,7 @@ BattleBGEffect_AcidArmor: ; c8709 (32:4709)
.one
ld a, [hLYOverrideEnd]
ld l, a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld e, l
ld d, h
dec de
@@ -1554,7 +1554,7 @@ Functionc88a5: ; c88a5 (32:48a5)
ld a, [hLYOverrideEnd]
sub d
ld d, a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld a, [hSCY]
or a
jr nz, .skip1
@@ -1846,7 +1846,7 @@ BattleBGEffect_2a: ; c8a3a (32:4a3a)
ld [hLYOverrideEnd], a
ld a, [hLYOverrideStart]
ld l, a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
.loop
ld a, [hLYOverrideEnd]
cp l
@@ -1900,7 +1900,7 @@ BattleBGEffect_2a: ; c8a3a (32:4a3a)
ld a, [hLYOverrideEnd]
sub l
srl a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
.loop2
ld [hl], e
inc hl
@@ -2851,7 +2851,7 @@ BattleBGEffect_WavyScreenFX: ; c8fef (32:4fef)
ld l, a
inc a
ld e, a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld d, h
ld a, [hLYOverrideEnd]
sub l
@@ -2874,7 +2874,7 @@ BattleBGEffect_WavyScreenFX: ; c8fef (32:4fef)
BGEffect_FillLYOverridesBackup: ; c900b (32:500b)
push af
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld a, [hLYOverrideStart]
ld l, a
ld a, [hLYOverrideEnd]
@@ -2897,7 +2897,7 @@ BGEffect_DisplaceLYOverridesBackup: ; c901b (32:501b)
sub l
sub e
ld d, a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld a, [hLYOverrideStart]
ld l, a
ld a, $90

View File

@@ -2573,11 +2573,11 @@ WinTrainerBattle: ; 3cfa4
.CheckMaxedOutMomMoney: ; 3d0b1
ld hl, wMomsMoney + 2
ld a, [hld]
cp MAX_MONEY % $100
cp LOW(MAX_MONEY)
ld a, [hld]
sbc MAX_MONEY / $100 % $100
sbc HIGH(MAX_MONEY) ; mid
ld a, [hl]
sbc MAX_MONEY / $10000 % $100
sbc HIGH(MAX_MONEY >> 8)
ret
; 3d0be
@@ -2602,17 +2602,17 @@ AddBattleMoneyToAccount: ; 3d0be
jr nz, .loop
pop hl
ld a, [hld]
cp MAX_MONEY % $100
cp LOW(MAX_MONEY)
ld a, [hld]
sbc MAX_MONEY / $100 % $100
sbc HIGH(MAX_MONEY) ; mid
ld a, [hl]
sbc MAX_MONEY / $10000 % $100
sbc HIGH(MAX_MONEY >> 8)
ret c
ld [hl], MAX_MONEY / $10000 % $100
ld [hl], HIGH(MAX_MONEY >> 8)
inc hl
ld [hl], MAX_MONEY / $100 % $100
ld [hl], HIGH(MAX_MONEY) ; mid
inc hl
ld [hl], MAX_MONEY % $100
ld [hl], LOW(MAX_MONEY)
ret
; 3d0ea
@@ -6384,25 +6384,25 @@ LoadEnemyMon: ; 3e8eb
; We're clear if the length is < 1536
ld a, [wMagikarpLength]
cp $06 ; $600 = 1536
cp HIGH(1536)
jr nz, .CheckMagikarpArea
; 5% chance of skipping size checks
; 5% chance of skipping both size checks
call Random
cp $0c ; / $100
cp 5 percent
jr c, .CheckMagikarpArea
; Try again if > 1614
ld a, [wMagikarpLength + 1]
cp $50
cp LOW(1614) + 2
jr nc, .GenerateDVs
; 20% chance of skipping this check
call Random
cp $32 ; / $100
cp 20 percent - 1
jr c, .CheckMagikarpArea
; Try again if > 1598
ld a, [wMagikarpLength + 1]
cp $40
cp LOW(1598) + 2
jr nc, .GenerateDVs
.CheckMagikarpArea:
@@ -6423,11 +6423,11 @@ LoadEnemyMon: ; 3e8eb
jr z, .Happiness
; 40% chance of not flooring
call Random
cp $64 ; / $100
cp 40 percent - 2
jr c, .Happiness
; Floor at length 1024
ld a, [wMagikarpLength]
cp 1024 >> 8
cp HIGH(1024)
jr c, .GenerateDVs ; try again
; Finally done with DVs
@@ -6462,7 +6462,7 @@ LoadEnemyMon: ; 3e8eb
.TreeMon:
; If we're headbutting trees, some monsters enter battle asleep
call CheckSleepingTreeMon
ld a, SLP ; Asleep for 7 turns
ld a, TREEMON_SLEEP_TURNS
jr c, .UpdateStatus
; Otherwise, no status
xor a
@@ -7009,14 +7009,14 @@ ApplyStatLevelMultiplier: ; 3ecb7
; Cap at 999.
ld a, [hQuotient + 2]
sub MAX_STAT_VALUE % $100
sub LOW(MAX_STAT_VALUE)
ld a, [hQuotient + 1]
sbc MAX_STAT_VALUE / $100
sbc HIGH(MAX_STAT_VALUE)
jp c, .okay3
ld a, MAX_STAT_VALUE / $100
ld a, HIGH(MAX_STAT_VALUE)
ld [hQuotient + 1], a
ld a, MAX_STAT_VALUE % $100
ld a, LOW(MAX_STAT_VALUE)
ld [hQuotient + 2], a
.okay3
@@ -7132,13 +7132,13 @@ BoostStat: ; 3ed7c
; Cap at 999.
ld a, [hld]
sub MAX_STAT_VALUE % $100
sub LOW(MAX_STAT_VALUE)
ld a, [hl]
sbc MAX_STAT_VALUE / $100
sbc HIGH(MAX_STAT_VALUE)
ret c
ld a, MAX_STAT_VALUE / $100
ld a, HIGH(MAX_STAT_VALUE)
ld [hli], a
ld a, MAX_STAT_VALUE % $100
ld a, LOW(MAX_STAT_VALUE)
ld [hld], a
ret
; 3ed9f
@@ -7217,7 +7217,7 @@ _BattleRandom:: ; 3edd8
ld b, 10 ; number of seeds
; Generate next number in the sequence for each seed
; The algorithm takes the form *5 + 1 % 256
; a[n+1] = (a[n] * 5 + 1) % 256
.loop
; get last #
ld a, [hl]
@@ -9135,10 +9135,10 @@ AddLastMobileBattleToLinkRecord: ; 3fa42
dec hl
ld a, [hl]
inc hl
cp MAX_LINK_RECORD / $100
cp HIGH(MAX_LINK_RECORD)
ret c
ld a, [hl]
cp MAX_LINK_RECORD % $100
cp LOW(MAX_LINK_RECORD)
ret
; 3fac8

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@@ -3576,14 +3576,14 @@ BattleCommand_DamageCalc: ; 35612
jr nz, .Cap
ld a, [hProduct + 2]
cp 998 / $100
cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
jr c, .dont_cap_2
cp 998 / $100 + 1
cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1) + 1
jr nc, .Cap
ld a, [hProduct + 3]
cp 998 % $100
cp LOW(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
jr nc, .Cap
.dont_cap_2
@@ -3601,21 +3601,21 @@ BattleCommand_DamageCalc: ; 35612
jr c, .Cap
ld a, [hl]
cp 998 / $100
cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
jr c, .dont_cap_3
cp 998 / $100 + 1
cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1) + 1
jr nc, .Cap
inc hl
ld a, [hld]
cp 998 % $100
cp LOW(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
jr c, .dont_cap_3
.Cap:
ld a, 997 / $100
ld a, HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE)
ld [hli], a
ld a, 997 % $100
ld a, LOW(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE)
ld [hld], a
@@ -3623,7 +3623,7 @@ BattleCommand_DamageCalc: ; 35612
; Minimum neutral damage is 2 (bringing the cap to 999).
inc hl
ld a, [hl]
add 2
add MIN_NEUTRAL_DAMAGE
ld [hld], a
jr nc, .dont_floor
inc [hl]
@@ -5651,10 +5651,10 @@ CheckIfStatCanBeRaised: ; 361ef
.no_carry
pop bc
ld a, [hld]
sub MAX_STAT_VALUE % $100
sub LOW(MAX_STAT_VALUE)
jr nz, .not_already_max
ld a, [hl]
sbc MAX_STAT_VALUE / $100
sbc HIGH(MAX_STAT_VALUE)
jp z, .stats_already_max
.not_already_max
ld a, [hBattleTurn]
@@ -6417,14 +6417,14 @@ CalcStats: ; 3661d
.check_maxed_out
ld a, [hQuotient + 2]
cp MAX_STAT_VALUE % $100
cp LOW(MAX_STAT_VALUE)
ld a, b
sbc MAX_STAT_VALUE / $100
sbc HIGH(MAX_STAT_VALUE)
jr c, .not_maxed_out
ld a, MAX_STAT_VALUE % $100
ld a, LOW(MAX_STAT_VALUE)
ld [hQuotient + 2], a
ld a, MAX_STAT_VALUE / $100
ld a, HIGH(MAX_STAT_VALUE)
ld [hQuotient + 1], a
.not_maxed_out
@@ -8367,7 +8367,7 @@ BattleCommand_Heal: ; 3713e
call GetBattleVarAddr
ld a, [hl]
and a
ld [hl], REST_TURNS + 1
ld [hl], REST_SLEEP_TURNS + 1
ld hl, WentToSleepText
jr z, .no_status_to_heal
ld hl, RestedText

View File

@@ -106,7 +106,7 @@ BattleAnimOAMUpdate: ; cca09
ld l, a
ld a, [wBattleAnimOAMPointerLo]
ld e, a
ld d, Sprites / $100
ld d, HIGH(Sprites)
.loop
ld a, [wBattleAnimTempYCoord]
ld b, a

View File

@@ -10,8 +10,12 @@ NUM_MOVES EQU 4
BASE_STAT_LEVEL EQU 7
MAX_STAT_LEVEL EQU 13
; turns that Rest sleep lasts
REST_TURNS EQU 2
; minimum damage before type effectiveness
MIN_NEUTRAL_DAMAGE EQU 2
; turns that sleep lasts
REST_SLEEP_TURNS EQU 2
TREEMON_SLEEP_TURNS EQU 7
; PlayerStatLevels and EnemyStatLevels indexes
; used for GetStatName

View File

@@ -120,3 +120,5 @@ const_value = 1
const HAPPINESS_REVIVALHERB ; 11
const HAPPINESS_MASSAGE ; 12
const HAPPINESS_GAINLEVELATHOME ; 13
MAX_DAY_CARE_EXP EQU $500000

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@@ -0,0 +1,35 @@
EnvironmentColorsPointers:
; entries correspond to environment constants (see constants/map_constants.asm)
dw .OutdoorColors ; unused
dw .OutdoorColors ; TOWN
dw .OutdoorColors ; ROUTE
dw .IndoorColors ; INDOOR
dw .DungeonColors ; CAVE
dw .Env5Colors ; ENVIRONMENT_5
dw .IndoorColors ; GATE
dw .DungeonColors ; DUNGEON
; Valid indices: $00 - $29
.OutdoorColors:
db $00, $01, $02, $28, $04, $05, $06, $07 ; morn
db $08, $09, $0a, $28, $0c, $0d, $0e, $0f ; day
db $10, $11, $12, $29, $14, $15, $16, $17 ; nite
db $18, $19, $1a, $1b, $1c, $1d, $1e, $1f ; dark
.IndoorColors:
db $20, $21, $22, $23, $24, $25, $26, $07 ; morn
db $20, $21, $22, $23, $24, $25, $26, $07 ; day
db $10, $11, $12, $13, $14, $15, $16, $07 ; nite
db $18, $19, $1a, $1b, $1c, $1d, $1e, $07 ; dark
.DungeonColors:
db $00, $01, $02, $03, $04, $05, $06, $07 ; morn
db $08, $09, $0a, $0b, $0c, $0d, $0e, $0f ; day
db $10, $11, $12, $13, $14, $15, $16, $17 ; nite
db $18, $19, $1a, $1b, $1c, $1d, $1e, $1f ; dark
.Env5Colors:
db $00, $01, $02, $03, $04, $05, $06, $07 ; morn
db $08, $09, $0a, $0b, $0c, $0d, $0e, $0f ; day
db $10, $11, $12, $13, $14, $15, $16, $17 ; nite
db $18, $19, $1a, $1b, $1c, $1d, $1e, $1f ; dark

View File

@@ -1,6 +1,5 @@
; valid roofs: 0, 1, 2, 3, 4, or -1 for none
MapGroupRoofs: ; 1c021i
; entries correspond to Roofs (see below)
db -1 ; group 0 (unused)
db 3 ; group 1 (Olivine)
db 2 ; group 2 (Mahogany)
@@ -29,3 +28,11 @@ MapGroupRoofs: ; 1c021i
db -1 ; group 25
db 0 ; group 26 (Cherrygrove)
; 1c03c
Roofs: ; 1c03c
INCBIN "gfx/tilesets/roofs/0.2bpp"
INCBIN "gfx/tilesets/roofs/1.2bpp"
INCBIN "gfx/tilesets/roofs/2.2bpp"
INCBIN "gfx/tilesets/roofs/3.2bpp"
INCBIN "gfx/tilesets/roofs/4.2bpp"
; 1c30c

View File

@@ -1,28 +1,29 @@
; gray
RGB 31, 31, 31
RGB 25, 25, 25
RGB 13, 13, 13
RGB 00, 00, 00
; yellow
RGB 31, 31, 31
RGB 31, 31, 07
RGB 31, 16, 01
RGB 00, 00, 00
; red
RGB 31, 31, 31
RGB 31, 19, 24
RGB 30, 10, 06
RGB 00, 00, 00
; green
RGB 31, 31, 31
RGB 12, 25, 01
RGB 05, 14, 00
RGB 00, 00, 00
; blue
RGB 31, 31, 31
RGB 08, 12, 31
RGB 01, 04, 31
RGB 00, 00, 00
; brown
RGB 31, 31, 31
RGB 24, 18, 07
RGB 20, 15, 03

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@@ -0,0 +1,40 @@
BlkPacket_9a86:
db $21, $01, $03, $00, $00, $00, $13, $11, $00, $00, $00, $00, $00, $00, $00, $00
BlkPacket_9a96:
db $21, $01, $07, $05, $00, $0a, $13, $0d, $00, $00, $00, $00, $00, $00, $00, $00
BlkPacket_9aa6:
db $22, $05, $07, $0a, $00, $0c, $13, $11, $03, $05, $01, $00, $0a, $03, $03, $00
db $0a, $08, $13, $0a, $03, $0a, $00, $04, $08, $0b, $03, $0f, $0b, $00, $13, $07
BlkPacket_9ac6:
db $21, $01, $07, $05, $00, $01, $07, $07, $00, $00, $00, $00, $00, $00, $00, $00
BlkPacket_9ad6:
db $21, $01, $07, $05, $0b, $01, $13, $02, $00, $00, $00, $00, $00, $00, $00, $00
BlkPacket_9ae6:
db $21, $01, $07, $05, $01, $01, $08, $08, $00, $00, $00, $00, $00, $00, $00, $00
BlkPacket_9af6:
db $21, $01, $07, $05, $07, $05, $0d, $0b, $00, $00, $00, $00, $00, $00, $00, $00
BlkPacket_9b06:
db $22, $05, $03, $05, $00, $00, $13, $0b, $03, $0a, $00, $04, $13, $09, $02, $0f
db $00, $06, $13, $07, $03, $00, $04, $04, $0f, $09, $03, $00, $00, $0c, $13, $11
BlkPacket_9b26:
db $23, $07, $07, $10, $00, $00, $02, $0c, $02, $00, $0c, $00, $12, $01, $02, $00
db $0c, $02, $12, $03, $02, $00, $0c, $04, $12, $05, $02, $00, $0c, $06, $12, $07
db $02, $00, $0c, $08, $12, $09, $02, $00, $0c, $0a, $12, $0b, $00, $00, $00, $00
BlkPacket_9b56:
db $22, $03, $07, $20, $00, $00, $13, $04, $03, $0f, $00, $06, $13, $11, $03, $05
db $0f, $01, $12, $04, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
BlkPacket_9b76:
db $21, $01, $07, $10, $00, $00, $13, $05, $00, $00, $00, $00, $00, $00, $00, $00
BlkPacket_9b86:
db $21, $02, $07, $0a, $00, $04, $13, $0d, $03, $05, $00, $06, $13, $0b, $00, $00

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@@ -0,0 +1,3 @@
; blue
RGB 30, 26, 15
RGB 04, 17, 31

9
data/palettes/hp_bar.pal Normal file
View File

@@ -0,0 +1,9 @@
; green
RGB 30, 26, 15
RGB 00, 23, 00
; yellow
RGB 30, 26, 15
RGB 31, 21, 00
; red
RGB 30, 26, 15
RGB 31, 00, 00

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@@ -0,0 +1,4 @@
RGB 31, 31, 31
RGB 08, 19, 28
RGB 05, 05, 16
RGB 00, 00, 00

View File

@@ -0,0 +1,61 @@
; morn
RGB 28,31,16, 21,21,21, 13,13,13, 07,07,07 ; gray
RGB 28,31,16, 31,19,24, 30,10,06, 07,07,07 ; red
RGB 22,31,10, 12,25,01, 05,14,00, 07,07,07 ; green
RGB 31,31,31, 08,12,31, 01,04,31, 07,07,07 ; water
RGB 28,31,16, 31,31,07, 31,16,01, 07,07,07 ; yellow
RGB 28,31,16, 24,18,07, 20,15,03, 07,07,07 ; brown
RGB 28,31,16, 15,31,31, 05,17,31, 07,07,07 ; roof
RGB 31,31,16, 31,31,16, 14,09,00, 00,00,00 ; text
; day
RGB 27,31,27, 21,21,21, 13,13,13, 07,07,07 ; gray
RGB 27,31,27, 31,19,24, 30,10,06, 07,07,07 ; red
RGB 22,31,10, 12,25,01, 05,14,00, 07,07,07 ; green
RGB 31,31,31, 08,12,31, 01,04,31, 07,07,07 ; water
RGB 27,31,27, 31,31,07, 31,16,01, 07,07,07 ; yellow
RGB 27,31,27, 24,18,07, 20,15,03, 07,07,07 ; brown
RGB 27,31,27, 15,31,31, 05,17,31, 07,07,07 ; roof
RGB 31,31,16, 31,31,16, 14,09,00, 00,00,00 ; text
; nite
RGB 15,14,24, 11,11,19, 07,07,12, 00,00,00 ; gray
RGB 15,14,24, 14,07,17, 13,00,08, 00,00,00 ; red
RGB 15,14,24, 08,13,19, 00,11,13, 00,00,00 ; green
RGB 15,14,24, 05,05,17, 03,03,10, 00,00,00 ; water
RGB 30,30,11, 16,14,18, 16,14,10, 00,00,00 ; yellow
RGB 15,14,24, 12,09,15, 08,04,05, 00,00,00 ; brown
RGB 15,14,24, 13,12,23, 11,09,20, 00,00,00 ; roof
RGB 31,31,16, 31,31,16, 14,09,00, 00,00,00 ; text
; dark
RGB 01,01,02, 00,00,00, 00,00,00, 00,00,00 ; gray
RGB 01,01,02, 00,00,00, 00,00,00, 00,00,00 ; red
RGB 01,01,02, 00,00,00, 00,00,00, 00,00,00 ; green
RGB 01,01,02, 00,00,00, 00,00,00, 00,00,00 ; water
RGB 30,30,11, 00,00,00, 00,00,00, 00,00,00 ; yellow
RGB 01,01,02, 00,00,00, 00,00,00, 00,00,00 ; brown
RGB 01,01,02, 00,00,00, 00,00,00, 00,00,00 ; roof
RGB 31,31,16, 31,31,16, 14,09,00, 00,00,00 ; text
; indoor
RGB 30,28,26, 19,19,19, 13,13,13, 07,07,07 ; gray
RGB 30,28,26, 31,19,24, 30,10,06, 07,07,07 ; red
RGB 18,24,09, 15,20,01, 09,13,00, 07,07,07 ; green
RGB 30,28,26, 15,16,31, 09,09,31, 07,07,07 ; water
RGB 30,28,26, 31,31,07, 31,16,01, 07,07,07 ; yellow
RGB 26,24,17, 21,17,07, 16,13,03, 07,07,07 ; brown
RGB 30,28,26, 17,19,31, 14,16,31, 07,07,07 ; roof
RGB 31,31,16, 31,31,16, 14,09,00, 00,00,00 ; text
; overworld water
; morn/day
RGB 23, 23, 31
RGB 18, 19, 31
RGB 13, 12, 31
RGB 07, 07, 07
; nite
RGB 15, 13, 27
RGB 10, 09, 20
RGB 04, 03, 18
RGB 00, 00, 00

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@@ -0,0 +1,113 @@
PalPacket_9b96:
db $51, $48, $00, $49, $00, $4a, $00, $4b, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9ba6:
db $51, $2b, $00, $24, $00, $20, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9bb6:
db $51, $41, $00, $42, $00, $43, $00, $44, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9bc6:
db $51, $4c, $00, $4c, $00, $4c, $00, $4c, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9bd6:
db $51, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9be6:
db $51, $36, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9bf6:
db $51, $37, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9c06:
db $51, $38, $00, $39, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9c16:
db $51, $3a, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9c26:
db $51, $3b, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9c36:
db $51, $3c, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9c46:
db $51, $39, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9c56:
db $51, $2e, $00, $2f, $00, $30, $00, $31, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9c66:
db $51, $1a, $00, $1a, $00, $1a, $00, $1a, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9c76:
db $51, $32, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9c86:
db $51, $3c, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9c96:
db $51, $3d, $00, $3e, $00, $3f, $00, $40, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9ca6:
db $51, $33, $00, $34, $00, $1b, $00, $1f, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9cb6:
db $51, $1b, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9cc6:
db $51, $1c, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9cd6:
db $51, $35, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9ce6:
db $01, $ff, $7f, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9cf6:
db $09, $ff, $7f, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9d06:
db $59, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9d16:
db $89, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9d26:
db $89, $01, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9d36:
db $99, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9d46:
db $a1, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9d56:
db $b9, $01, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9d66:
db $b9, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
PalPacket_9d76:
db $79, $5d, $08, $00, $0b, $8c, $d0, $f4, $60, $00, $00, $00, $00, $00, $00, $00
PalPacket_9d86:
db $79, $52, $08, $00, $0b, $a9, $e7, $9f, $01, $c0, $7e, $e8, $e8, $e8, $e8, $e0
PalPacket_9d96:
db $79, $47, $08, $00, $0b, $c4, $d0, $16, $a5, $cb, $c9, $05, $d0, $10, $a2, $28
PalPacket_9da6:
db $79, $3c, $08, $00, $0b, $f0, $12, $a5, $c9, $c9, $c8, $d0, $1c, $a5, $ca, $c9
PalPacket_9db6:
db $79, $31, $08, $00, $0b, $0c, $a5, $ca, $c9, $7e, $d0, $06, $a5, $cb, $c9, $7e
PalPacket_9dc6:
db $79, $26, $08, $00, $0b, $39, $cd, $48, $0c, $d0, $34, $a5, $c9, $c9, $80, $d0
PalPacket_9dd6:
db $79, $1b, $08, $00, $0b, $ea, $ea, $ea, $ea, $ea, $a9, $01, $cd, $4f, $0c, $d0
PalPacket_9de6:
db $79, $10, $08, $00, $0b, $4c, $20, $08, $ea, $ea, $ea, $ea, $ea, $60, $ea, $ea

Some files were not shown because too many files have changed in this diff Show More