Consistent code formatting: no redundant as and spaces after commas

This commit is contained in:
Remy Oukaour 2017-12-10 00:06:20 -05:00
parent 32ea595c47
commit ab7025a144
14 changed files with 61 additions and 61 deletions

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@ -744,7 +744,7 @@ LoadNote: ; e83d1
sub [hl]
ld e, a
ld a, d
sbc a, 0
sbc 0
ld d, a
ld hl, Channel1PitchWheelTarget + 1 - Channel1
add hl, bc
@ -766,7 +766,7 @@ LoadNote: ; e83d1
sub e
ld e, a
ld a, d
sbc a, 0
sbc 0
ld d, a
; ????
ld hl, Channel1PitchWheelTarget + 1 - Channel1
@ -793,7 +793,7 @@ LoadNote: ; e83d1
sub [hl]
ld e, a
ld a, d
sbc a, 0
sbc 0
ld d, a
ld hl, Channel1PitchWheelTarget + 1 - Channel1
add hl, bc
@ -1021,7 +1021,7 @@ ApplyPitchWheel: ; e84f9
sub e
ld e, a
ld a, d
sbc a, 0
sbc 0
ld d, a
; [Channel*Field0x25] *= 2
; if rollover: Frequency -= 1
@ -1031,10 +1031,10 @@ ApplyPitchWheel: ; e84f9
add a
ld [hl], a
ld a, e
sbc a, 0
sbc 0
ld e, a
ld a, d
sbc a, 0
sbc 0
ld d, a
; Compare the dw at [Channel*PitchWheelTarget] to de.
; If frequency is lower, we're finished.
@ -1378,7 +1378,7 @@ ParseMusicCommand: ; e870f
; reload command
ld a, [CurMusicByte]
; get command #
sub a, $d0 ; first command
sub $d0 ; first command
ld e, a
ld d, 0
; seek command pointer

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@ -868,7 +868,7 @@ BattleBGEffect_RunPicResizeScript: ; c83ed (32:43ed)
.BGSquares:
bgsquare: MACRO
dn \1,\2
dn \1, \2
dw \3
endm

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@ -6267,13 +6267,13 @@ LoadEnemyMon: ; 3e8eb
; 25% chance of getting an item
call BattleRandom
cp a, 1 + (75 percent)
cp 1 + (75 percent)
ld a, NO_ITEM
jr c, .UpdateItem
; From there, an 8% chance for Item2
call BattleRandom
cp a, 8 percent ; 8% of 25% = 2% Item2
cp 8 percent ; 8% of 25% = 2% Item2
ld a, [BaseItems]
jr nc, .UpdateItem
ld a, [BaseItems+1]
@ -6320,7 +6320,7 @@ LoadEnemyMon: ; 3e8eb
; Roaming monsters (Entei, Raikou) work differently
; They have their own structs, which are shorter than normal
ld a, [BattleType]
cp a, BATTLETYPE_ROAMING
cp BATTLETYPE_ROAMING
jr nz, .NotRoaming
; Grab HP
@ -6361,7 +6361,7 @@ LoadEnemyMon: ; 3e8eb
; Forced shiny battle type
; Used by Red Gyarados at Lake of Rage
cp a, BATTLETYPE_SHINY
cp BATTLETYPE_SHINY
jr nz, .GenerateDVs
ld b, ATKDEFDV_SHINY ; $ea
@ -6391,7 +6391,7 @@ LoadEnemyMon: ; 3e8eb
; Unown
ld a, [TempEnemyMonSpecies]
cp a, UNOWN
cp UNOWN
jr nz, .Magikarp
; Get letter based on DVs
@ -6406,7 +6406,7 @@ LoadEnemyMon: ; 3e8eb
; Skimming this part recommended
ld a, [TempEnemyMonSpecies]
cp a, MAGIKARP
cp MAGIKARP
jr nz, .Happiness
; Get Magikarp's length
@ -6416,25 +6416,25 @@ LoadEnemyMon: ; 3e8eb
; We're clear if the length is < 1536
ld a, [wMagikarpLength]
cp a, $06 ; $600 = 1536
cp $06 ; $600 = 1536
jr nz, .CheckMagikarpArea
; 5% chance of skipping size checks
call Random
cp a, $0c ; / $100
cp $0c ; / $100
jr c, .CheckMagikarpArea
; Try again if > 1614
ld a, [wMagikarpLength + 1]
cp a, $50
cp $50
jr nc, .GenerateDVs
; 20% chance of skipping this check
call Random
cp a, $32 ; / $100
cp $32 ; / $100
jr c, .CheckMagikarpArea
; Try again if > 1598
ld a, [wMagikarpLength + 1]
cp a, $40
cp $40
jr nc, .GenerateDVs
.CheckMagikarpArea:
@ -6448,18 +6448,18 @@ LoadEnemyMon: ; 3e8eb
; Intended behavior enforces a minimum size at Lake of Rage
; The real behavior prevents size flooring in the Lake of Rage area
ld a, [MapGroup]
cp a, GROUP_LAKE_OF_RAGE
cp GROUP_LAKE_OF_RAGE
jr z, .Happiness
ld a, [MapNumber]
cp a, MAP_LAKE_OF_RAGE
cp MAP_LAKE_OF_RAGE
jr z, .Happiness
; 40% chance of not flooring
call Random
cp a, $64 ; / $100
cp $64 ; / $100
jr c, .Happiness
; Floor at length 1024
ld a, [wMagikarpLength]
cp a, 1024 >> 8
cp 1024 >> 8
jr c, .GenerateDVs ; try again
; Finally done with DVs
@ -6480,7 +6480,7 @@ LoadEnemyMon: ; 3e8eb
; If we're in a trainer battle,
; get the rest of the parameters from the party struct
ld a, [wBattleMode]
cp a, TRAINER_BATTLE
cp TRAINER_BATTLE
jr z, .OpponentParty
; If we're in a wild battle, check wild-specific stuff
@ -6515,7 +6515,7 @@ LoadEnemyMon: ; 3e8eb
; ..unless it's a RoamMon
ld a, [BattleType]
cp a, BATTLETYPE_ROAMING
cp BATTLETYPE_ROAMING
jr nz, .Moves
; Grab HP
@ -6568,7 +6568,7 @@ LoadEnemyMon: ; 3e8eb
ld de, EnemyMonMoves
; Are we in a trainer battle?
ld a, [wBattleMode]
cp a, TRAINER_BATTLE
cp TRAINER_BATTLE
jr nz, .WildMoves
; Then copy moves from the party struct
ld hl, OTPartyMon1Moves
@ -6595,7 +6595,7 @@ LoadEnemyMon: ; 3e8eb
.PP:
; Trainer battle?
ld a, [wBattleMode]
cp a, TRAINER_BATTLE
cp TRAINER_BATTLE
jr z, .TrainerPP
; Fill wild PP
@ -6670,13 +6670,13 @@ CheckSleepingTreeMon: ; 3eb38
; Don't do anything if this isn't a tree encounter
ld a, [BattleType]
cp a, BATTLETYPE_TREE
cp BATTLETYPE_TREE
jr nz, .NotSleeping
; Get list for the time of day
ld hl, .Morn
ld a, [TimeOfDay]
cp a, DAY
cp DAY
jr c, .Check
ld hl, .Day
jr z, .Check
@ -6759,7 +6759,7 @@ CheckUnownLetter: ; 3eb75
inc e
inc e
ld a, e
cp a, .Set1 - .LetterSets
cp .Set1 - .LetterSets
jr c, .loop
; Hasn't been unlocked, or the letter is invalid

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@ -245,10 +245,10 @@ ClearPCItemScreen: ; e58b
ld bc, SCREEN_HEIGHT * SCREEN_WIDTH
ld a, " "
call ByteFill
hlcoord 0,0
hlcoord 0, 0
lb bc, 10, 18
call TextBox
hlcoord 0,12
hlcoord 0, 12
lb bc, 4, 18
call TextBox
call WaitBGMap2

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@ -499,12 +499,12 @@ CardFlip_DisplayCardFaceUp: ; e03ec
.Deck: ; e0459
; level, pic anchor (3x3)
db "1",$4e, "1",$57, "1",$69, "1",$60
db "2",$4e, "2",$57, "2",$69, "2",$60
db "3",$4e, "3",$57, "3",$69, "3",$60
db "4",$4e, "4",$57, "4",$69, "4",$60
db "5",$4e, "5",$57, "5",$69, "5",$60
db "6",$4e, "6",$57, "6",$69, "6",$60
db "1", $4e, "1", $57, "1", $69, "1", $60
db "2", $4e, "2", $57, "2", $69, "2", $60
db "3", $4e, "3", $57, "3", $69, "3", $60
db "4", $4e, "4", $57, "4", $69, "4", $60
db "5", $4e, "5", $57, "5", $69, "5", $60
db "6", $4e, "6", $57, "6", $69, "6", $60
; e0489
CardFlip_UpdateCoinBalanceDisplay: ; e0489

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@ -1303,9 +1303,9 @@ CreditsStrings:
.Copyright:
; (C) 1 9 9 5 - 2 0 0 1 N i n t e n d o
db $60,$61,$62,$63,$64,$65,$66, $67, $68, $69, $6a, $6b, $6c
; (C) 1 9 9 5 - 2 0 0 1 C r e a t u r e s i n c .
next $60,$61,$62,$63,$64,$65,$66, $6d, $6e, $6f, $70, $71, $72, $7a, $7b, $7c
; (C) 1 9 9 5 - 2 0 0 1 G A M E F R E A K i n c .
next $60,$61,$62,$63,$64,$65,$66, $73, $74, $75, $76, $77, $78, $79, $7a, $7b, $7c
db $60,$61,$62,$63,$64,$65,$66,$67,$68,$69,$6a,$6b,$6c
; (C) 1 9 9 5 - 2 0 0 1 C r e a t u r e s i n c .
next $60,$61,$62,$63,$64,$65,$66,$6d,$6e,$6f,$70,$71,$72, $7a,$7b,$7c
; (C) 1 9 9 5 - 2 0 0 1 G A M E F R E A K i n c .
next $60,$61,$62,$63,$64,$65,$66,$73,$74,$75,$76,$77,$78,$79, $7a,$7b,$7c
db "@"

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@ -183,7 +183,7 @@ PlaceGameFreakPresents_2: ; e46ba
.place_presents
ld [hl], 0
ld hl, .presents
decoord 7,11
decoord 7, 11
ld bc, .end - .presents
call CopyBytes
call PlaceGameFreakPresents_AdvanceIndex

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@ -77,9 +77,9 @@ CheckPartyMove: ; c742
ld a, [hl]
and a
jr z, .no
cp a, -1
cp -1
jr z, .no
cp a, EGG
cp EGG
jr z, .next
ld bc, PARTYMON_STRUCT_LENGTH
@ -510,7 +510,7 @@ CheckDirection: ; c9cb
; Get player direction
ld a, [PlayerDirection]
and a, %00001100 ; bits 2 and 3 contain direction
and %00001100 ; bits 2 and 3 contain direction
rrca
rrca
ld e, a

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@ -1830,7 +1830,7 @@ PrintBCDNumber:: ; 38bb
; 0x38f2
PrintBCDDigit:: ; 38f2
and a, %00001111
and %00001111
and a
jr z, .zeroDigit
.nonzeroDigit
@ -1845,7 +1845,7 @@ PrintBCDDigit:: ; 38f2
.skipCurrencySymbol
res 7, b ; unset 7 to indicate that a nonzero digit has been reached
.outputDigit
add a, "0"
add "0"
ld [hli], a
jp PrintLetterDelay

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@ -130,7 +130,7 @@ GetJoypad:: ; 984
; The player input can be automated using an input stream.
; See more below.
ld a, [InputType]
cp a, AUTO_INPUT
cp AUTO_INPUT
jr z, .auto
; To get deltas, take this and last frame's input.
@ -197,14 +197,14 @@ GetJoypad:: ; 984
.updateauto
; An input of $ff will end the stream.
ld a, [hli]
cp a, -1
cp -1
jr z, .stopauto
ld b, a
; A duration of $ff will end the stream indefinitely.
ld a, [hli]
ld [AutoInputLength], a
cp a, -1
cp -1
jr nz, .next
; The current input is overwritten.

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@ -1,16 +1,16 @@
; Game Boy hardware interrupts
SECTION "vblank",ROM0
SECTION "vblank", ROM0
jp VBlank
SECTION "lcd",ROM0
SECTION "lcd", ROM0
jp LCD
SECTION "timer",ROM0
SECTION "timer", ROM0
jp Timer
SECTION "serial",ROM0
SECTION "serial", ROM0
jp Serial
SECTION "joypad",ROM0
SECTION "joypad", ROM0
jp JoypadInt

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@ -9073,8 +9073,8 @@ Unknown_113b70: ; 113b70
dw $cbef
Unknown_113b7e: ; 113b7e
db $01,$23,$45,$67,$89,$ab,$cd,$ef
db $fe,$dc,$ba,$98,$76,$54,$32,$10
db $01, $23, $45, $67, $89, $ab, $cd, $ef
db $fe, $dc, $ba, $98, $76, $54, $32, $10
Unknown_113b8e:
db $78, $a4, $6a, $d7, $56, $b7, $c7, $e8, $db, $70, $20, $24, $ee, $ce, $bd, $c1

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@ -183,7 +183,7 @@ CheckNickErrors:: ; 669f
inc hl
; reached end of commands table?
ld a, [hl]
cp a, -1
cp -1
jr z, .done
; is the current char between this value (inclusive)...

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@ -304,7 +304,7 @@ WaitTileAnimation: ; fc2fe
StandingTileFrame8: ; fc2ff
ld a, [TileAnimationTimer]
inc a
and a, 7
and 7
ld [TileAnimationTimer], a
ret
; fc309