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Split bank 0 battle functions into home/battle.asm.
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home.asm
335
home.asm
@ -2071,340 +2071,7 @@ Function392d:: ; 392d
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; 3945
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UserPartyAttr:: ; 3945
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push af
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ld a, [hBattleTurn]
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and a
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jr nz, .asm_394e
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pop af
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jr BattlePartyAttr
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.asm_394e
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pop af
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jr OTPartyAttr
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; 3951
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OpponentPartyAttr:: ; 3951
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push af
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ld a, [hBattleTurn]
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and a
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jr z, .asm_395a
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pop af
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jr BattlePartyAttr
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.asm_395a
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pop af
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jr OTPartyAttr
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; 395d
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BattlePartyAttr:: ; 395d
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; Get attribute a from the active BattleMon's party struct.
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push bc
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ld c, a
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ld b, 0
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ld hl, PartyMons
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add hl, bc
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ld a, [CurBattleMon]
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call GetPartyLocation
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pop bc
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ret
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; 396d
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OTPartyAttr:: ; 396d
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; Get attribute a from the active EnemyMon's party struct.
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push bc
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ld c, a
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ld b, 0
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ld hl, OTPartyMon1Species
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add hl, bc
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ld a, [CurOTMon]
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call GetPartyLocation
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pop bc
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ret
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; 397d
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ResetDamage:: ; 397d
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xor a
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ld [CurDamage], a
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ld [CurDamage + 1], a
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ret
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; 3985
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SetPlayerTurn:: ; 3985
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xor a
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ld [hBattleTurn], a
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ret
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; 3989
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SetEnemyTurn:: ; 3989
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ld a, 1
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ld [hBattleTurn], a
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ret
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; 398e
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UpdateOpponentInParty:: ; 398e
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ld a, [hBattleTurn]
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and a
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jr z, UpdateEnemyMonInParty
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jr UpdateBattleMonInParty
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; 3995
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UpdateUserInParty:: ; 3995
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ld a, [hBattleTurn]
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and a
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jr z, UpdateBattleMonInParty
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jr UpdateEnemyMonInParty
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; 399c
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UpdateBattleMonInParty:: ; 399c
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; Update level, status, current HP
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ld a, [CurBattleMon]
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Function399f:: ; 399f
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ld hl, PartyMon1Level
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call GetPartyLocation
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ld d, h
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ld e, l
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ld hl, BattleMonLevel
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ld bc, BattleMonMaxHP - BattleMonLevel
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jp CopyBytes
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; 39b0
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UpdateEnemyMonInParty:: ; 39b0
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; Update level, status, current HP
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; No wildmons.
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ld a, [IsInBattle]
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dec a
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ret z
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ld a, [CurOTMon]
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ld hl, OTPartyMon1Level
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call GetPartyLocation
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ld d, h
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ld e, l
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ld hl, EnemyMonLevel
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ld bc, EnemyMonMaxHP - EnemyMonLevel
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jp CopyBytes
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; 39c9
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RefreshBattleHuds:: ; 39c9
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call UpdateBattleHuds
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ld c, 3
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call DelayFrames
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jp WaitBGMap
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; 39d4
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UpdateBattleHuds:: ; 39d4
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callba Function3df48
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callba Function3e036
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ret
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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 _GetBattleVar
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pop hl
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ret
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; 39e7
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_GetBattleVar:: ; 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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const_def
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const PLAYER_SUBSTATUS_1
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const ENEMY_SUBSTATUS_1
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const PLAYER_SUBSTATUS_2
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const ENEMY_SUBSTATUS_2
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const PLAYER_SUBSTATUS_3
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const ENEMY_SUBSTATUS_3
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const PLAYER_SUBSTATUS_4
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const ENEMY_SUBSTATUS_4
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const PLAYER_SUBSTATUS_5
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const ENEMY_SUBSTATUS_5
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const PLAYER_STATUS
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const ENEMY_STATUS
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const PLAYER_MOVE_ANIMATION
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const ENEMY_MOVE_ANIMATION
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const PLAYER_MOVE_EFFECT
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const ENEMY_MOVE_EFFECT
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const PLAYER_MOVE_POWER
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const ENEMY_MOVE_POWER
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const PLAYER_MOVE_TYPE
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const ENEMY_MOVE_TYPE
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const PLAYER_CUR_MOVE
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const ENEMY_CUR_MOVE
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const PLAYER_COUNTER_MOVE
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const ENEMY_COUNTER_MOVE
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const PLAYER_LAST_MOVE
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const ENEMY_LAST_MOVE
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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 PlayerSubStatus1, EnemySubStatus1
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dw PlayerSubStatus2, EnemySubStatus2
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dw PlayerSubStatus3, EnemySubStatus3
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dw PlayerSubStatus4, EnemySubStatus4
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dw PlayerSubStatus5, EnemySubStatus5
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dw BattleMonStatus, EnemyMonStatus
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dw PlayerMoveAnimation, EnemyMoveAnimation
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dw PlayerMoveEffect, EnemyMoveEffect
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dw PlayerMovePower, EnemyMovePower
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dw PlayerMoveType, EnemyMoveType
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dw CurPlayerMove, CurEnemyMove
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dw LastEnemyCounterMove, LastPlayerCounterMove
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dw LastPlayerMove, LastEnemyMove
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; 3a90
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Function3a90:: ; 3a90
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inc hl
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ld a, [hROMBank]
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push af
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ld a, [hli]
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ld e, a
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ld a, [hli]
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ld d, a
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ld a, [hli]
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ld [hROMBank], a
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ld [MBC3RomBank], a
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ld a, e
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ld l, a
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ld a, d
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ld h, a
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ld de, $d00c
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ld bc, $0028
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call CopyBytes
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pop af
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ld [hROMBank], a
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ld [MBC3RomBank], a
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ret
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; 3ab2
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MobileTextBorder:: ; 3ab2
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; For mobile link battles only.
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ld a, [InLinkBattle]
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cp 4
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ret c
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; Draw a cell phone icon at the top right corner of the border.
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ld hl, $c5a3 ; TileMap(19,12)
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ld [hl], $5e ; cell phone top
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ld hl, $c5b7 ; TileMap(19,13)
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ld [hl], $5f ; cell phone bottom
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ret
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; 3ac3
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BattleTextBox:: ; 3ac3
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; Open a textbox and print text at hl.
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push hl
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call SpeechTextBox
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call MobileTextBorder
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call Function1ad2
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call Function321c
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pop hl
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call PrintTextBoxText
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ret
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; 3ad5
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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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ld a, BANK(BattleText)
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rst Bankswitch
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call BattleTextBox
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pop af
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rst Bankswitch
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ret
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; 3ae1
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INCLUDE "home/battle.asm"
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Function3ae1:: ; 3ae1
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337
home/battle.asm
Normal file
337
home/battle.asm
Normal file
@ -0,0 +1,337 @@
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UserPartyAttr:: ; 3945
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push af
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ld a, [hBattleTurn]
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and a
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jr nz, .ot
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pop af
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jr BattlePartyAttr
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.ot
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pop af
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jr OTPartyAttr
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; 3951
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OpponentPartyAttr:: ; 3951
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push af
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ld a, [hBattleTurn]
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and a
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jr z, .ot
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pop af
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jr BattlePartyAttr
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.ot
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pop af
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jr OTPartyAttr
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; 395d
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BattlePartyAttr:: ; 395d
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; Get attribute a from the active BattleMon's party struct.
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push bc
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ld c, a
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ld b, 0
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ld hl, PartyMons
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add hl, bc
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ld a, [CurBattleMon]
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call GetPartyLocation
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pop bc
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ret
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; 396d
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OTPartyAttr:: ; 396d
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; Get attribute a from the active EnemyMon's party struct.
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push bc
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ld c, a
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ld b, 0
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ld hl, OTPartyMon1Species
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add hl, bc
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ld a, [CurOTMon]
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call GetPartyLocation
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pop bc
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ret
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; 397d
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ResetDamage:: ; 397d
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xor a
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ld [CurDamage], a
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ld [CurDamage + 1], a
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ret
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; 3985
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SetPlayerTurn:: ; 3985
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xor a
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ld [hBattleTurn], a
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ret
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; 3989
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SetEnemyTurn:: ; 3989
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ld a, 1
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ld [hBattleTurn], a
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ret
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; 398e
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UpdateOpponentInParty:: ; 398e
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ld a, [hBattleTurn]
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and a
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jr z, UpdateEnemyMonInParty
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jr UpdateBattleMonInParty
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; 3995
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UpdateUserInParty:: ; 3995
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ld a, [hBattleTurn]
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and a
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jr z, UpdateBattleMonInParty
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jr UpdateEnemyMonInParty
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; 399c
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UpdateBattleMonInParty:: ; 399c
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; Update level, status, current HP
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ld a, [CurBattleMon]
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Function399f:: ; 399f
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ld hl, PartyMon1Level
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call GetPartyLocation
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ld d, h
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ld e, l
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ld hl, BattleMonLevel
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ld bc, BattleMonMaxHP - BattleMonLevel
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jp CopyBytes
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; 39b0
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UpdateEnemyMonInParty:: ; 39b0
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; Update level, status, current HP
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; No wildmons.
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ld a, [IsInBattle]
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dec a
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ret z
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ld a, [CurOTMon]
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ld hl, OTPartyMon1Level
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call GetPartyLocation
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ld d, h
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ld e, l
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ld hl, EnemyMonLevel
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ld bc, EnemyMonMaxHP - EnemyMonLevel
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jp CopyBytes
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; 39c9
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RefreshBattleHuds:: ; 39c9
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call UpdateBattleHuds
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ld c, 3
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call DelayFrames
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jp WaitBGMap
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; 39d4
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UpdateBattleHuds:: ; 39d4
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callba Function3df48
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callba Function3e036
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ret
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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 _GetBattleVar
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pop hl
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ret
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; 39e7
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_GetBattleVar:: ; 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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const_def
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const PLAYER_SUBSTATUS_1
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const ENEMY_SUBSTATUS_1
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const PLAYER_SUBSTATUS_2
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const ENEMY_SUBSTATUS_2
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const PLAYER_SUBSTATUS_3
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const ENEMY_SUBSTATUS_3
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const PLAYER_SUBSTATUS_4
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const ENEMY_SUBSTATUS_4
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const PLAYER_SUBSTATUS_5
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const ENEMY_SUBSTATUS_5
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const PLAYER_STATUS
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const ENEMY_STATUS
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const PLAYER_MOVE_ANIMATION
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const ENEMY_MOVE_ANIMATION
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const PLAYER_MOVE_EFFECT
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const ENEMY_MOVE_EFFECT
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const PLAYER_MOVE_POWER
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const ENEMY_MOVE_POWER
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const PLAYER_MOVE_TYPE
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const ENEMY_MOVE_TYPE
|
||||
const PLAYER_CUR_MOVE
|
||||
const ENEMY_CUR_MOVE
|
||||
const PLAYER_COUNTER_MOVE
|
||||
const ENEMY_COUNTER_MOVE
|
||||
const PLAYER_LAST_MOVE
|
||||
const ENEMY_LAST_MOVE
|
||||
|
||||
; 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 PlayerMoveAnimation, EnemyMoveAnimation
|
||||
dw PlayerMoveEffect, EnemyMoveEffect
|
||||
dw PlayerMovePower, EnemyMovePower
|
||||
dw PlayerMoveType, EnemyMoveType
|
||||
dw CurPlayerMove, CurEnemyMove
|
||||
dw LastEnemyCounterMove, LastPlayerCounterMove
|
||||
dw LastPlayerMove, LastEnemyMove
|
||||
; 3a90
|
||||
|
||||
|
||||
Function3a90:: ; 3a90
|
||||
inc hl
|
||||
ld a, [hROMBank]
|
||||
push af
|
||||
ld a, [hli]
|
||||
ld e, a
|
||||
ld a, [hli]
|
||||
ld d, a
|
||||
ld a, [hli]
|
||||
ld [hROMBank], a
|
||||
ld [MBC3RomBank], a
|
||||
ld a, e
|
||||
ld l, a
|
||||
ld a, d
|
||||
ld h, a
|
||||
ld de, $d00c
|
||||
ld bc, $0028
|
||||
call CopyBytes
|
||||
pop af
|
||||
ld [hROMBank], a
|
||||
ld [MBC3RomBank], a
|
||||
ret
|
||||
; 3ab2
|
||||
|
||||
|
||||
MobileTextBorder:: ; 3ab2
|
||||
|
||||
CELL_PHONE_TOP EQU $5e
|
||||
CELL_PHONE_BOTTOM EQU $5f
|
||||
|
||||
; For mobile link battles only.
|
||||
ld a, [InLinkBattle]
|
||||
cp 4
|
||||
ret c
|
||||
|
||||
; Draw a cell phone icon at the
|
||||
; top right corner of the border.
|
||||
hlcoord 19, 12
|
||||
ld [hl], CELL_PHONE_TOP
|
||||
hlcoord 19, 13
|
||||
ld [hl], CELL_PHONE_BOTTOM
|
||||
ret
|
||||
; 3ac3
|
||||
|
||||
|
||||
BattleTextBox:: ; 3ac3
|
||||
; Open a textbox and print text at hl.
|
||||
push hl
|
||||
call SpeechTextBox
|
||||
call MobileTextBorder
|
||||
call Function1ad2
|
||||
call Function321c
|
||||
pop hl
|
||||
call PrintTextBoxText
|
||||
ret
|
||||
; 3ad5
|
||||
|
||||
|
||||
StdBattleTextBox:: ; 3ad5
|
||||
; Open a textbox and print battle text at 20:hl.
|
||||
|
||||
GLOBAL BattleText
|
||||
|
||||
ld a, [hROMBank]
|
||||
push af
|
||||
|
||||
ld a, BANK(BattleText)
|
||||
rst Bankswitch
|
||||
|
||||
call BattleTextBox
|
||||
|
||||
pop af
|
||||
rst Bankswitch
|
||||
ret
|
||||
; 3ae1
|
Loading…
Reference in New Issue
Block a user