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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@ -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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@ -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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@ -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