Separate home/battle_vars.asm for easy data editing, same as home/hm_moves.asm

This commit is contained in:
Rangi 2018-01-25 18:10:41 -05:00
parent dcc0ca9b83
commit 7d3ad2136a
4 changed files with 120 additions and 97 deletions

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@ -96,7 +96,7 @@ const_value set 1
const BATTLETYPE_CELEBI const BATTLETYPE_CELEBI
const BATTLETYPE_SUICUNE const BATTLETYPE_SUICUNE
; GetBattleVar and GetBattleVarAddr arguments (see home/battle.asm) ; BattleVarPairs indexes (see home/battle.asm)
const_def const_def
const BATTLE_VARS_SUBSTATUS1 const BATTLE_VARS_SUBSTATUS1
const BATTLE_VARS_SUBSTATUS2 const BATTLE_VARS_SUBSTATUS2
@ -120,7 +120,7 @@ const_value set 1
const BATTLE_VARS_LAST_MOVE const BATTLE_VARS_LAST_MOVE
const BATTLE_VARS_LAST_MOVE_OPP const BATTLE_VARS_LAST_MOVE_OPP
; GetBattleVar and GetBattleVarAddr internal indexes (see home/battle.asm) ; BattleVarLocations indexes (see home/battle.asm)
const_def const_def
const PLAYER_SUBSTATUS_1 const PLAYER_SUBSTATUS_1
const ENEMY_SUBSTATUS_1 const ENEMY_SUBSTATUS_1

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@ -136,100 +136,7 @@ UpdateBattleHuds:: ; 39d4
; 39e1 ; 39e1
GetBattleVar:: ; 39e1 INCLUDE "home/battle_vars.asm"
; 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 FarCopyRadioText:: ; 3a90

113
home/battle_vars.asm Normal file
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@ -0,0 +1,113 @@
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, BattleVarLocations
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [hl]
pop bc
ret
BattleVarPairs:
; entries correspond to BATTLE_VARS_* constants
dw .substatus1
dw .substatus2
dw .substatus3
dw .substatus4
dw .substatus5
dw .substatus1opp
dw .substatus2opp
dw .substatus3opp
dw .substatus4opp
dw .substatus5opp
dw .status
dw .statusopp
dw .animation
dw .effect
dw .power
dw .type
dw .curmove
dw .lastcounter
dw .lastcounteropp
dw .lastmove
dw .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
BattleVarLocations:
; entries correspond to PLAYER_* and ENEMY_* constants
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

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@ -276,7 +276,10 @@ CheckObjectTime:: ; 18f5
ret ret
.TimeOfDayValues_191e: .TimeOfDayValues_191e:
db MORN, DAY, NITE ; entries correspond to TimeOfDay values
db MORN
db DAY
db NITE
.check_hour .check_hour
ld hl, MAPOBJECT_HOUR ld hl, MAPOBJECT_HOUR