Local labels starting with capital letters are now decorated with a trailing colon; remove trailing whitespace; globally correct line endings to UNIX style

This commit is contained in:
pikalaxalt
2016-04-10 14:42:14 -04:00
parent 46ead9b849
commit bf73772a56
537 changed files with 4562 additions and 4562 deletions

View File

@@ -233,7 +233,7 @@ UpdateChannels: ; e8125
jp [hl]
.ChannelFnPtrs
.ChannelFnPtrs:
dw .Channel1
dw .Channel2
dw .Channel3
@@ -245,11 +245,11 @@ UpdateChannels: ; e8125
dw .Channel7
dw .Channel8
.Channel1
.Channel1:
ld a, [Danger]
bit 7, a
ret nz
.Channel5
.Channel5:
ld hl, Channel1NoteFlags - Channel1
add hl, bc
bit NOTE_UNKN_3, [hl]
@@ -317,8 +317,8 @@ UpdateChannels: ; e8125
ld [rNR14], a
ret
.Channel2
.Channel6
.Channel2:
.Channel6:
ld hl, Channel1NoteFlags - Channel1
add hl, bc
bit NOTE_REST, [hl] ; rest
@@ -377,8 +377,8 @@ UpdateChannels: ; e8125
ld [rNR24], a
ret
.Channel3
.Channel7
.Channel3:
.Channel7:
ld hl, Channel1NoteFlags - Channel1
add hl, bc
bit NOTE_REST, [hl] ; rest
@@ -478,8 +478,8 @@ endr
ld [rNR32], a
ret
.Channel4
.Channel8
.Channel4:
.Channel8:
ld hl, Channel1NoteFlags - Channel1
add hl, bc
bit NOTE_REST, [hl] ; rest
@@ -2483,62 +2483,62 @@ _PlayCryHeader:: ; e8b79
; Play cry de using parameters:
; CryPitch
; CryLength
call MusicOff
; Overload the music id with the cry id
ld hl, MusicID
ld [hl], e
inc hl
ld [hl], d
; 3-byte pointers (bank, address)
ld hl, Cries
rept 3
add hl, de
endr
ld a, [hli]
ld [MusicBank], a
ld e, [hl]
inc hl
ld d, [hl]
; Read the cry's sound header
call LoadMusicByte
; Top 2 bits contain the number of channels
rlca
rlca
and 3
; For each channel:
inc a
.loop
push af
call LoadChannel
ld hl, Channel1Flags - Channel1
add hl, bc
set SOUND_REST, [hl]
ld hl, Channel1Flags2 - Channel1
add hl, bc
set SOUND_CRY_PITCH, [hl]
ld hl, Channel1CryPitch - Channel1
add hl, bc
ld a, [CryPitch]
ld [hli], a
ld a, [CryPitch + 1]
ld [hl], a
; No tempo for channel 4
ld a, [CurChannel]
and 3
cp 3
jr nc, .start
; Tempo is effectively length
ld hl, Channel1Tempo - Channel1
add hl, bc
@@ -2551,14 +2551,14 @@ endr
ld a, [wStereoPanningMask]
and a
jr z, .next
; Stereo only: Play cry from the monster's side.
; This only applies in-battle.
ld a, [Options]
bit 5, a ; stereo
jr z, .next
; [Tracks] &= [CryTracks]
ld hl, Channel1Tracks - Channel1
add hl, bc
@@ -2568,23 +2568,23 @@ endr
ld hl, Channel1Tracks - Channel1
add hl, bc
ld [hl], a
.next
pop af
dec a
jr nz, .loop
; Cries play at max volume, so we save the current volume for later.
ld a, [LastVolume]
and a
jr nz, .end
ld a, [Volume]
ld [LastVolume], a
ld a, $77
ld [Volume], a
.end
ld a, 1 ; stop playing music
ld [SFXPriority], a
@@ -2699,24 +2699,24 @@ PlayStereoSFX:: ; e8ca6
; play sfx de
call MusicOff
; standard procedure if stereo's off
ld a, [Options]
bit 5, a
jp z, _PlaySFX
; else, let's go ahead with this
ld hl, MusicID
ld [hl], e
inc hl
ld [hl], d
; get sfx ptr
ld hl, SFX
rept 3
add hl, de
endr
; bank
ld a, [hli]
ld [MusicBank], a
@@ -2724,22 +2724,22 @@ endr
ld e, [hl]
inc hl
ld d, [hl]
; bit 2-3
call LoadMusicByte
rlca
rlca
and 3 ; ch1-4
inc a
.loop
push af
call LoadChannel
ld hl, Channel1Flags - Channel1
add hl, bc
set SOUND_SFX, [hl]
push de
; get tracks for this channel
ld a, [CurChannel]
@@ -2751,47 +2751,47 @@ endr
ld a, [hl]
ld hl, wStereoPanningMask
and [hl]
ld hl, Channel1Tracks - Channel1
add hl, bc
ld [hl], a
ld hl, Channel1Field0x30 - Channel1 ; $c131 - Channel1
add hl, bc
ld [hl], a
ld a, [CryTracks]
cp 2 ; ch 1-2
jr c, .skip
; ch3-4
ld a, [wSFXDuration]
ld hl, Channel1Field0x2e - Channel1 ; $c12f - Channel1
add hl, bc
ld [hl], a
ld hl, Channel1Field0x2f - Channel1 ; $c130 - Channel1
add hl, bc
ld [hl], a
ld hl, Channel1Flags2 - Channel1
add hl, bc
set SOUND_UNKN_0F, [hl]
.skip
pop de
; turn channel on
ld hl, Channel1Flags - Channel1
add hl, bc
set SOUND_CHANNEL_ON, [hl] ; on
; done?
pop af
dec a
jr nz, .loop
; we're done
call MusicOn
ret

View File

@@ -102,9 +102,9 @@
dba Music_LakeOfRageRocketRadio ; 0xef5b1
dba Music_Printer ; 0xf07fd
dba Music_PostCredits ; 0xcfd9e
; Crystal adds the following songs:
dba Music_Clair ; 0x1fa8d
dba Music_MobileAdapterMenu ; 0x17801f
dba Music_MobileAdapter ; 0x1fc87

View File

@@ -318,7 +318,7 @@ AI_Items: ; 39196
jp c, .Use
jp .DontUse
.StatusCheckContext
.StatusCheckContext:
ld a, [EnemySubStatus5]
bit SUBSTATUS_TOXIC, a
jr z, .FailToxicCheck
@@ -328,7 +328,7 @@ AI_Items: ; 39196
call Random
cp 1 + 50 percent
jp c, .Use
.FailToxicCheck
.FailToxicCheck:
ld a, [EnemyMonStatus]
and 1 << FRZ | SLP
jp z, .DontUse
@@ -344,7 +344,7 @@ AI_Items: ; 39196
call .Status
jp c, .DontUse
.UseFullRestore
.UseFullRestore:
call EnemyUsedFullRestore
jp .Use
; 38220
@@ -676,7 +676,7 @@ AI_TrySwitch: ; 3844b
ld c, a
ld hl, OTPartyMon1HP
ld d, 0
.SwitchLoop
.SwitchLoop:
ld a, [hli]
ld b, a
ld a, [hld]

View File

@@ -31,24 +31,24 @@ endr
ld hl, EnemyMonMoves
ld c, 0
.CheckDisabledMove
.CheckDisabledMove:
cp [hl]
jr z, .ScoreDisabledMove
inc c
inc hl
jr .CheckDisabledMove
.ScoreDisabledMove
.ScoreDisabledMove:
ld hl, Buffer1
ld b, 0
add hl, bc
ld [hl], 80
; Don't pick moves with 0 PP.
.CheckPP
.CheckPP:
ld hl, Buffer1 - 1
ld de, EnemyMonPP
ld b, 0
.CheckMovePP
.CheckMovePP:
inc b
ld a, b
cp EnemyMonMovesEnd - EnemyMonMoves + 1
@@ -63,7 +63,7 @@ endr
; Apply AI scoring layers depending on the trainer class.
.ApplyLayers
.ApplyLayers:
ld hl, TrainerClassAttributes + TRNATTR_AI_MOVE_WEIGHTS
; If we have a battle in BattleTower just load the Attributes of the first TrainerClass (Falkner)
@@ -82,7 +82,7 @@ endr
push bc
push hl
.CheckLayer
.CheckLayer:
pop hl
pop bc
@@ -119,12 +119,12 @@ endr
jr .CheckLayer
; Decrement the scores of all moves one by one until one reaches 0.
.DecrementScores
.DecrementScores:
ld hl, Buffer1
ld de, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves
.DecrementNextScore
.DecrementNextScore:
; If the enemy has no moves, this will infinite.
ld a, [de]
inc de
@@ -145,7 +145,7 @@ endr
; In order to avoid bias towards the moves located first in memory, increment the scores
; that were decremented one more time than the rest (in case there was a tie).
; This means that the minimum score will be 1.
.PickLowestScoreMoves
.PickLowestScoreMoves:
ld a, c
.move_loop
@@ -159,14 +159,14 @@ endr
ld de, EnemyMonMoves
ld c, NUM_MOVES
; Give a score of 0 to a blank move
; Give a score of 0 to a blank move
.loop2
ld a, [de]
and a
jr nz, .skip_load
ld [hl], a
; Disregard the move if its score is not 1
; Disregard the move if its score is not 1
.skip_load
ld a, [hl]
dec a
@@ -183,8 +183,8 @@ endr
dec c
jr nz, .loop2
; Randomly choose one of the moves with a score of 1
.ChooseMove
; Randomly choose one of the moves with a score of 1
.ChooseMove:
ld hl, Buffer1
call Random
and 3

View File

@@ -23,7 +23,7 @@ AI_Basic: ; 38591
; Dismiss moves with special effects if they are
; useless or not a good choice right now.
; For example, healing moves, weather moves, Dream Eater...
; For example, healing moves, weather moves, Dream Eater...
push hl
push de
push bc
@@ -33,7 +33,7 @@ AI_Basic: ; 38591
pop hl
jr nz, .discourage
; Dismiss status-only moves if the player can't be statused.
; Dismiss status-only moves if the player can't be statused.
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
push hl
push de
@@ -680,7 +680,7 @@ rept 2
inc [hl]
endr
; 30% chance to end up here if enemy's HP is full and player is not badly poisoned.
; 30% chance to end up here if enemy's HP is full and player is not badly poisoned.
; 77% chance to end up here if enemy's HP is above 50% but not full.
; 96% chance to end up here if enemy's HP is between 25% and 50%.
; 100% chance to end up here if enemy's HP is below 25%.
@@ -771,7 +771,7 @@ AI_Smart_MirrorMove: ; 3895b
jr nz, .asm_38968
; ...do nothing if enemy is slower than player
call AICompareSpeed
call AICompareSpeed
ret nc
; ...or dismiss this move if enemy is faster than player.
@@ -784,7 +784,7 @@ AI_Smart_MirrorMove: ; 3895b
ld de, 1
call IsInArray
pop hl
; ...do nothing if he didn't use a useful move.
ret nc
@@ -813,11 +813,11 @@ AI_Smart_AccuracyDown: ; 38985
call AICheckPlayerMaxHP
jr nc, .asm_389a0
; ...and enemy's HP is above 50%...
; ...and enemy's HP is above 50%...
call AICheckEnemyHalfHP
jr nc, .asm_389a0
; ...greatly encourage this move if player is badly poisoned.
; ...greatly encourage this move if player is badly poisoned.
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_3899d
@@ -839,21 +839,21 @@ endr
call AICheckPlayerQuarterHP
jr nc, .asm_389bd
; If player's HP is above 25% but not full, 4% chance to greatly encourage this move.
; If player's HP is above 25% but not full, 4% chance to greatly encourage this move.
call Random
cp $a
jr c, .asm_3899d
; If player's HP is between 25% and 50%,...
; If player's HP is between 25% and 50%,...
call AICheckPlayerHalfHP
jr nc, .asm_389b8
; If player's HP is above 50% but not full, 20% chance to greatly encourage this move.
; If player's HP is above 50% but not full, 20% chance to greatly encourage this move.
call AI_80_20
jr c, .asm_3899d
jr .asm_389bf
; ...50% chance to greatly discourage this move.
; ...50% chance to greatly discourage this move.
.asm_389b8
call AI_50_50
jr c, .asm_389bf
@@ -863,7 +863,7 @@ rept 2
inc [hl]
endr
; We only end up here if the move has not been already encouraged.
; We only end up here if the move has not been already encouraged.
.asm_389bf
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
@@ -873,14 +873,14 @@ endr
bit SUBSTATUS_LEECH_SEED, a
jr nz, .asm_389ef
; Discourage this move if enemy's evasion level is higher than player's accuracy level.
; Discourage this move if enemy's evasion level is higher than player's accuracy level.
ld a, [EnemyEvaLevel]
ld b, a
ld a, [PlayerAccLevel]
cp b
jr c, .asm_389e4
; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout.
; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout.
ld a, [PlayerFuryCutterCount]
and a
jr nz, .asm_3899d
@@ -895,7 +895,7 @@ endr
; Player is badly poisoned.
; 80% chance to greatly encourage this move.
; This would counter any previous discouragement.
; This would counter any previous discouragement.
.asm_389e6
call Random
cp $50
@@ -907,7 +907,7 @@ endr
; Player is seeded.
; 50% chance to encourage this move.
; This would partly counter any previous discouragement.
; This would partly counter any previous discouragement.
.asm_389ef
call AI_50_50
ret c
@@ -931,7 +931,7 @@ AI_Smart_Haze: ; 389f5
jr c, .asm_38a12
jr .asm_389fb
; 85% chance to encourage this move if any of player's stat levels is higher than +2.
; 85% chance to encourage this move if any of player's stat levels is higher than +2.
.asm_38a05
ld hl, PlayerAtkLevel
ld c, $8
@@ -1164,7 +1164,7 @@ AI_Smart_Confuse: ; 38adb
cp $19
jr c, .asm_38ae7
inc [hl]
.asm_38ae7
; Discourage again if player's HP is below 25%.
call AICheckPlayerQuarterHP
@@ -1220,10 +1220,10 @@ AI_Smart_Fly: ; 38b12
ld a, [PlayerSubStatus3]
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
ret z
call AICompareSpeed
ret nc
rept 3
dec [hl]
endr
@@ -1246,9 +1246,9 @@ AI_Smart_Paralyze: ; 38b26
; 50% chance to discourage this move if player's HP is below 25%.
call AICheckPlayerQuarterHP
jr nc, .asm_38b3a
; 80% chance to greatly encourage this move
; if enemy is slower than player and its HP is above 25%.
; if enemy is slower than player and its HP is above 25%.
call AICompareSpeed
ret c
call AICheckEnemyQuarterHP
@@ -1308,8 +1308,8 @@ AI_Smart_Substitute: ; 38b5c
AI_Smart_HyperBeam: ; 38b63
call AICheckEnemyHalfHP
jr c, .asm_38b72
; 50% chance to encourage this move if enemy's HP is below 25%.
; 50% chance to encourage this move if enemy's HP is below 25%.
call AICheckEnemyQuarterHP
ret c
call AI_50_50
@@ -1335,13 +1335,13 @@ AI_Smart_Rage: ; 38b7f
bit SUBSTATUS_RAGE, a
jr z, .asm_38b9b
; If enemy's Rage is building, 50% chance to encourage this move.
; If enemy's Rage is building, 50% chance to encourage this move.
call AI_50_50
jr c, .asm_38b8c
dec [hl]
; Encourage this move based on Rage's counter.
; Encourage this move based on Rage's counter.
.asm_38b8c
ld a, [wEnemyRageCounter]
cp $2
@@ -1773,12 +1773,12 @@ AI_Smart_PriorityHit: ; 38d5a
call AICompareSpeed
ret c
; Dismiss this move if the player is flying or underground.
; Dismiss this move if the player is flying or underground.
ld a, [PlayerSubStatus3]
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
jp nz, AIDiscourageMove
; Greatly encourage this move if it will KO the player.
; Greatly encourage this move if it will KO the player.
ld a, $1
ld [hBattleTurn], a
push hl
@@ -1895,18 +1895,18 @@ AI_Smart_MeanLook: ; 38dfb
pop hl
jp z, AIDiscourageMove
; 80% chance to greatly encourage this move if the enemy is badly poisoned (weird).
; 80% chance to greatly encourage this move if the enemy is badly poisoned (weird).
ld a, [EnemySubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_38e26
; 80% chance to greatly encourage this move if the player is either
; in love, identified, stuck in Rollout, or has a Nightmare.
; in love, identified, stuck in Rollout, or has a Nightmare.
ld a, [PlayerSubStatus1]
and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE
jr nz, .asm_38e26
; Otherwise, discourage this move unless the player only has not very effective moves against the enemy.
; Otherwise, discourage this move unless the player only has not very effective moves against the enemy.
push hl
callab CheckPlayerMoveTypeMatchups
ld a, [wEnemyAISwitchScore]
@@ -2233,7 +2233,7 @@ AI_Smart_Sandstorm: ; 38f7a
inc [hl]
ret
.SandstormImmuneTypes
.SandstormImmuneTypes:
db ROCK
db GROUND
db STEEL
@@ -2493,7 +2493,7 @@ AI_Smart_HiddenPower: ; 3909e
push hl
ld a, 1
ld [hBattleTurn], a
; Calculate Hidden Power's type and base power based on enemy's DVs.
callab HiddenPowerDamage
callab BattleCheckTypeMatchup
@@ -2697,7 +2697,7 @@ AI_Smart_PsychUp: ; 39152
jr nz, .asm_3915a
; Calculate the sum of all player's stat level modifiers. Add 100 first to prevent underflow.
; Put the result in d. d will range between 58 and 142.
; Put the result in d. d will range between 58 and 142.
ld hl, PlayerAtkLevel
ld b, $8
ld d, 100
@@ -2716,12 +2716,12 @@ AI_Smart_PsychUp: ; 39152
pop hl
jr nc, .asm_39188
; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1...
; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1...
ld a, [PlayerAccLevel]
cp $6
ret c
; ...or enemy's evasion level is higher than +0.
; ...or enemy's evasion level is higher than +0.
ld a, [EnemyEvaLevel]
cp $8
ret nc
@@ -2825,7 +2825,7 @@ rept 2
endr
ret
; Try to predict if the player will use Fly this turn.
; Try to predict if the player will use Fly this turn.
.couldFly
; 50% chance to encourage this move if the enemy is slower than the player.
@@ -3175,10 +3175,10 @@ AI_Opportunist: ; 39315
call AICheckEnemyHalfHP
ret c
; Discourage stall moves if enemy's HP is below 25%.
; Discourage stall moves if enemy's HP is below 25%.
call AICheckEnemyQuarterHP
jr nc, .asm_39322
; 50% chance to discourage stall moves if enemy's HP is between 25% and 50%.
call AI_50_50
ret c
@@ -3333,12 +3333,12 @@ AI_Aggressive: ; 39369
; Ignore this move if its power is 0 or 1.
; Moves such as Seismic Toss, Hidden Power,
; Counter and Fissure have a base power of 1.
; Counter and Fissure have a base power of 1.
ld a, [wEnemyMoveStruct + MOVE_POWER]
cp 2
jr c, .checkmove2
; Ignore this move if it is reckless.
; Ignore this move if it is reckless.
push hl
push de
push bc
@@ -3351,7 +3351,7 @@ AI_Aggressive: ; 39369
pop hl
jr c, .checkmove2
; If we made it this far, discourage this move.
; If we made it this far, discourage this move.
inc [hl]
jr .checkmove2
@@ -3384,7 +3384,7 @@ AIDamageCalc: ; 393e7
callab BattleCommand_Stab
ret
.ConstantDamageEffects
.ConstantDamageEffects:
db EFFECT_SUPER_FANG
db EFFECT_STATIC_DAMAGE
db EFFECT_LEVEL_DAMAGE
@@ -3550,7 +3550,7 @@ AI_Risky: ; 394a9
call AICheckEnemyMaxHP
jr c, .nextmove
; Else, 80% chance to exclude them.
; Else, 80% chance to exclude them.
call Random
cp 200 ; 1/5
jr c, .nextmove

View File

@@ -161,7 +161,7 @@ endr
.doubledown
call .DecreaseScore
; fallthrough
; 34931

View File

@@ -321,7 +321,7 @@ BattleAnim_ThrowPokeBall
anim_jump .Shake
; c92f2
.TheTrainerBlockedTheBall
.TheTrainerBlockedTheBall:
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_HIT
anim_sound 6, 2, SFX_THROW_BALL
anim_obj ANIM_OBJ_16, 8, 0, 11, 4, $20
@@ -331,7 +331,7 @@ BattleAnim_ThrowPokeBall
anim_ret
; c9305
.UltraBall
.UltraBall:
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
anim_sound 6, 2, SFX_THROW_BALL
anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
@@ -345,7 +345,7 @@ BattleAnim_ThrowPokeBall
anim_jump .Shake
; c9326
.GreatBall
.GreatBall:
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
anim_sound 6, 2, SFX_THROW_BALL
anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
@@ -359,7 +359,7 @@ BattleAnim_ThrowPokeBall
anim_jump .Shake
; c9347
.MasterBall
.MasterBall:
anim_3gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE, ANIM_GFX_SPEED
anim_sound 6, 2, SFX_THROW_BALL
anim_obj ANIM_OBJ_POKE_BALL, 8, 0, 11, 4, $20
@@ -380,7 +380,7 @@ BattleAnim_ThrowPokeBall
anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $36
anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $37
anim_wait 64
.Shake
.Shake:
anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
anim_wait 8
anim_incobj 2
@@ -394,7 +394,7 @@ BattleAnim_ThrowPokeBall
anim_wait 32
anim_wait 8
anim_setvar $0
.Loop
.Loop:
anim_wait 48
anim_checkpokeball
anim_jumpvar $1, .Click
@@ -404,12 +404,12 @@ BattleAnim_ThrowPokeBall
anim_jump .Loop
; c93bc
.Click
.Click:
anim_clearsprites
anim_ret
; c93be
.BreakFree
.BreakFree:
anim_setobj $1, $b
anim_sound 0, 1, SFX_BALL_POOF
anim_obj ANIM_OBJ_1C, -15, 0, 8, 0, $10
@@ -434,7 +434,7 @@ BattleAnim_SendOutMon: ; c93d1
anim_call BattleAnim_ShowMon_0
anim_ret
.Unknown
.Unknown:
anim_1gfx ANIM_GFX_SMOKE
anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_2A, $0, $1, $0
@@ -449,7 +449,7 @@ BattleAnim_SendOutMon: ; c93d1
anim_call BattleAnim_ShowMon_0
anim_ret
.Shiny
.Shiny:
anim_1gfx ANIM_GFX_SPEED
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
anim_bgeffect ANIM_BG_06, $0, $2, $0
@@ -479,7 +479,7 @@ BattleAnim_SendOutMon: ; c93d1
anim_wait 32
anim_ret
.Normal
.Normal:
anim_1gfx ANIM_GFX_SMOKE
anim_sound 0, 0, SFX_BALL_POOF
anim_obj ANIM_OBJ_1C, 5, 4, 12, 0, $0

View File

@@ -236,7 +236,7 @@ BattleBGEffect_WhiteHues: ; c812d (32:412d)
call EndBattleBGEffect
ret
.Pals
.Pals:
db %11100100
db %11100000
db %11010000
@@ -254,7 +254,7 @@ BattleBGEffect_BlackHues: ; c8141 (32:4141)
call EndBattleBGEffect
ret
.Pals
.Pals:
db %11100100
db %11110100
db %11111000
@@ -273,7 +273,7 @@ BattleBGEffect_AlternateHues: ; c8155 (32:4155)
call EndBattleBGEffect
ret
.Pals
.Pals:
db %11100100
db %11111000
db %11111100
@@ -298,12 +298,12 @@ BattleBGEffect_06: ; c8171 (32:4171)
ld [wOBP0], a
ret
.PalsCGB
.PalsCGB:
db %11100100
db %10010000
db -2
.PalsSGB
.PalsSGB:
db %11110000
db %11000000
db -2
@@ -322,12 +322,12 @@ BattleBGEffect_07: ; c818b (32:418b)
ld [wOBP0], a
ret
.PalsCGB
.PalsCGB:
db %11100100
db %11011000
db -2
.PalsSGB
.PalsSGB:
db %11110000
db %11001100
db -2
@@ -339,7 +339,7 @@ BattleBGEffect_08: ; c81a5 (32:41a5)
ld [wBGP], a
ret
.Pals
.Pals:
db %00011011
db %01100011
db %10000111
@@ -405,10 +405,10 @@ BattleBGEffect_ShowMon: ; c81ea (32:41ea)
call BattleBGEffect_RunPicResizeScript
ret
.PlayerData
.PlayerData:
db 0, $31, 0
db -1
.EnemyData
.EnemyData:
db 3, $00, 3
db -1
; c8214
@@ -670,12 +670,12 @@ BattleBGEffect_EnterMon: ; c837b (32:437b)
call BattleBGEffect_RunPicResizeScript
ret
.PlayerData
.PlayerData:
db 2, $31, 2
db 1, $31, 1
db 0, $31, 0
db -1
.EnemyData
.EnemyData:
db 5, $00, 5
db 4, $00, 4
db 3, $00, 3
@@ -698,7 +698,7 @@ BattleBGEffect_ReturnMon: ; c83a8 (32:43a8)
call BattleBGEffect_RunPicResizeScript
ret
.PlayerData
.PlayerData:
db 0, $31, 0
db -2, $66, 0
db 1, $31, 1
@@ -707,7 +707,7 @@ BattleBGEffect_ReturnMon: ; c83a8 (32:43a8)
db -2, $22, 2
db -3, $00, 0
db -1
.EnemyData
.EnemyData:
db 3, $00, 3
db -2, $77, 3
db 4, $00, 4
@@ -773,7 +773,7 @@ endr
call EndBattleBGEffect
ret
.ClearBox
.ClearBox:
; get dims
push bc
inc hl
@@ -798,7 +798,7 @@ endr
pop bc
ret
.PlaceGraphic
.PlaceGraphic:
; get dims
push bc
push hl
@@ -858,7 +858,7 @@ endr
pop bc
ret
.Coords
.Coords:
dwcoord 2, 6
dwcoord 3, 8
dwcoord 4, 10
@@ -866,7 +866,7 @@ endr
dwcoord 13, 2
dwcoord 14, 4
.BGSquares
.BGSquares:
bgsquare: MACRO
dn \1,\2
dw \3
@@ -879,7 +879,7 @@ endm
bgsquare 5, 5, .FiveByFive
bgsquare 3, 3, .ThreeByThree
.SixBySix
.SixBySix:
db $00, $06, $0c, $12, $18, $1e
db $01, $07, $0d, $13, $19, $1f
db $02, $08, $0e, $14, $1a, $20
@@ -887,17 +887,17 @@ endm
db $04, $0a, $10, $16, $1c, $22
db $05, $0b, $11, $17, $1d, $23
.FourByFour
.FourByFour:
db $00, $0c, $12, $1e
db $02, $0e, $14, $20
db $03, $0f, $15, $21
db $05, $11, $17, $23
.TwoByTwo
.TwoByTwo:
db $00, $1e
db $05, $23
.SevenBySeven
.SevenBySeven:
db $00, $07, $0e, $15, $1c, $23, $2a
db $01, $08, $0f, $16, $1d, $24, $2b
db $02, $09, $10, $17, $1e, $25, $2c
@@ -906,14 +906,14 @@ endm
db $05, $0c, $13, $1a, $21, $28, $2f
db $06, $0d, $14, $1b, $22, $29, $30
.FiveByFive
.FiveByFive:
db $00, $07, $15, $23, $2a
db $01, $08, $16, $24, $2b
db $03, $0a, $18, $26, $2d
db $05, $0c, $1a, $28, $2f
db $06, $0d, $1b, $29, $30
.ThreeByThree
.ThreeByThree:
db $00, $15, $2a
db $03, $18, $2d
db $06, $1b, $30
@@ -945,7 +945,7 @@ BattleBGEffect_Surf: ; c8545 (32:4545)
call BattleAnim_ResetLCDStatCustom
ret
.RotatewSurfWaveBGEffect
.RotatewSurfWaveBGEffect:
ld hl, wSurfWaveBGEffect
ld de, wSurfWaveBGEffect + 1
ld c, wSurfWaveBGEffectEnd - wSurfWaveBGEffect - 1
@@ -1218,7 +1218,7 @@ BattleBGEffect_DoubleTeam: ; c8689 (32:4689)
.four
ret
.UpdateLYOverrides
.UpdateLYOverrides:
ld e, a
xor $ff
inc a
@@ -1893,7 +1893,7 @@ BattleBGEffect_2a: ; c8a3a (32:4a3a)
call BattleBGEffects_IncrementJumptable
ret
.SetLYOverridesBackup
.SetLYOverridesBackup:
ld e, a
ld a, [hFFC7]
ld l, a
@@ -1913,7 +1913,7 @@ BattleBGEffect_2a: ; c8a3a (32:4a3a)
call BattleBGEffects_ResetVideoHRAM
ret
.GetLYOverride
.GetLYOverride:
ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
@@ -2042,7 +2042,7 @@ BattleBGEffect_1c: ; c8b00 (32:4b00)
ld [wOBP1], a
ret
.DMG_LYOverrideLoads
.DMG_LYOverrideLoads:
ld hl, LYOverridesBackup
.loop1
ld [hl], d
@@ -2061,7 +2061,7 @@ BattleBGEffect_1c: ; c8b00 (32:4b00)
call BatttleBGEffects_GetNamedJumptablePointer
jp [hl]
.Jumptable
.Jumptable:
dw .cgb_zero
dw .cgb_one
dw .cgb_two
@@ -2118,12 +2118,12 @@ BattleBGEffect_1c: ; c8b00 (32:4b00)
call EndBattleBGEffect
ret
.CGB_DMGEnemyData
.CGB_DMGEnemyData:
db $e4, $e4
db $f8, $90
db $fc, $40
db $f8, $90
.DMG_PlayerData
.DMG_PlayerData:
db $e4, $e4
db $90, $f8
db $40, $fc
@@ -2135,7 +2135,7 @@ BattleBGEffect_RapidFlash: ; c8be8 (32:4be8)
call BGEffect_RapidCyclePals
ret
.FlashPals
.FlashPals:
db $e4, $6c, $fe
; c8bf2
@@ -2144,7 +2144,7 @@ BattleBGEffect_16: ; c8bf2 (32:4bf2)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $90, $40, $ff
; c8bfd
@@ -2153,7 +2153,7 @@ BattleBGEffect_17: ; c8bfd (32:4bfd)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $f8, $fc, $ff
; c8c08
@@ -2162,7 +2162,7 @@ BattleBGEffect_18: ; c8c08 (32:4c08)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $90, $40, $90, $fe
; c8c14
@@ -2171,7 +2171,7 @@ BattleBGEffect_19: ; c8c14 (32:4c14)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $f8, $fc, $f8, $fe
; c8c20
@@ -2180,7 +2180,7 @@ BattleBGEffect_1a: ; c8c20 (32:4c20)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $f8, $fc, $f8, $e4, $90, $40, $90, $fe
; c8c30
@@ -2189,7 +2189,7 @@ BattleBGEffect_1b: ; c8c30 (32:4c30)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $fc, $e4, $00, $fe
; c8c3c
@@ -2198,7 +2198,7 @@ BattleBGEffect_1d: ; c8c3c (32:4c3c)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $90, $40, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $40, $90, $e4, $ff
; c8c55
@@ -2207,7 +2207,7 @@ BattleBGEffect_1e: ; c8c55 (32:4c55)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $00, $40, $90, $e4, $ff
; c8c61
@@ -2423,7 +2423,7 @@ BGEffect_RapidCyclePals: ; c8d77 (32:4d77)
pop de
jp [hl]
.Jumptable_DMG
.Jumptable_DMG:
dw .zero_dmg
dw .one_dmg
dw .two_dmg
@@ -2836,7 +2836,7 @@ Functionc8f9a: ; c8f9a (32:4f9a)
and a
ret
.GetLYOverrideBackupAddrOffset
.GetLYOverrideBackupAddrOffset:
ld a, [hFFC7]
ld e, a
ld a, [wBattleAnimTemp0]

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -14,7 +14,7 @@ BattleCommand_Metronome: ; 37418
.asm_3742b
call LoadMoveAnim
.GetMove
.GetMove:
call BattleRandom
; No invalid moves.

View File

@@ -85,7 +85,7 @@ BattleCommand_Present: ; 37874
.do_animation
jp EndMoveEffect
.PresentPower
.PresentPower:
db 40 percent, 40
db 70 percent + 1, 80
db 80 percent, 120

View File

@@ -58,7 +58,7 @@ DoWeatherModifiers: ; fbda4
ld a, [wd265] ; move type
ld c, a
.CheckWeatherType
.CheckWeatherType:
ld a, [de]
inc de
cp $ff
@@ -71,7 +71,7 @@ DoWeatherModifiers: ; fbda4
cp c
jr z, .ApplyModifier
.NextWeatherType
.NextWeatherType:
rept 2
inc de
endr
@@ -85,7 +85,7 @@ endr
call GetBattleVar
ld c, a
.CheckWeatherMove
.CheckWeatherMove:
ld a, [de]
inc de
cp $ff
@@ -98,13 +98,13 @@ endr
cp c
jr z, .ApplyModifier
.NextWeatherMove
.NextWeatherMove:
rept 2
inc de
endr
jr .CheckWeatherMove
.ApplyModifier
.ApplyModifier:
xor a
ld [hMultiplicand + 0], a
ld hl, CurDamage
@@ -138,7 +138,7 @@ endr
ld bc, 1
.Update
.Update:
ld a, b
ld [CurDamage], a
ld a, c
@@ -147,14 +147,14 @@ endr
.done
ret
.WeatherTypeModifiers
.WeatherTypeModifiers:
db WEATHER_RAIN, WATER, 15
db WEATHER_RAIN, FIRE, 05
db WEATHER_SUN, FIRE, 15
db WEATHER_SUN, WATER, 05
db $ff
.WeatherMoveModifiers
.WeatherMoveModifiers:
db WEATHER_RAIN, EFFECT_SOLARBEAM, 05
db $ff
; fbe24
@@ -183,7 +183,7 @@ DoBadgeTypeBoosts: ; fbe24
ld a, [JohtoBadges]
ld c, a
.CheckBadge
.CheckBadge:
ld a, [hl]
cp $ff
jr z, .done
@@ -196,11 +196,11 @@ DoBadgeTypeBoosts: ; fbe24
cp [hl]
jr z, .ApplyBoost
.NextBadge
.NextBadge:
inc hl
jr .CheckBadge
.ApplyBoost
.ApplyBoost:
ld a, [CurDamage]
ld h, a
ld d, a
@@ -226,7 +226,7 @@ DoBadgeTypeBoosts: ; fbe24
ld hl, $ffff
.Update
.Update:
ld a, h
ld [CurDamage], a
ld a, l
@@ -237,7 +237,7 @@ DoBadgeTypeBoosts: ; fbe24
pop de
ret
.BadgeTypes
.BadgeTypes:
db FLYING ; zephyrbadge
db BUG ; hivebadge
db NORMAL ; plainbadge

File diff suppressed because it is too large Load Diff

View File

@@ -12,7 +12,7 @@ DoBattleAnimFrame: ; ccfbe
jp [hl]
; ccfce
.Jumptable
.Jumptable:
dw BattleAnimFunction_00 ; 00
dw BattleAnimFunction_01 ; 01
dw BattleAnimFunction_02 ; 02
@@ -425,7 +425,7 @@ GetBallAnimPal: ; cd249 (33:5249)
ld e, a
pop af
ld [rSVBK], a
.IsInArray
.IsInArray:
ld a, [hli]
cp -1
jr z, .load
@@ -634,7 +634,7 @@ BattleAnimFunction_08: ; cd306 (33:5306)
call .SetCoords
ret
.SetCoords
.SetCoords:
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld a, [hl]
@@ -4100,7 +4100,7 @@ BattleAnim_Sine: ; ce734 (33:6734)
inc a
ret
.ApplySineWave
.ApplySineWave:
ld e, a
ld a, d
ld d, 0

File diff suppressed because it is too large Load Diff

View File

@@ -82,10 +82,10 @@ UsedMoveText_CheckObedience: ; 105e10
ret
; 105e1a
.UsedInsteadText
.UsedInsteadText:
text_jump _UsedInsteadText
start_asm
.GetMoveNameText
.GetMoveNameText:
ld hl, MoveNameText
ret
; 105e23

View File

@@ -172,7 +172,7 @@ const_value = 1
const HAPPINESS_REVIVALHERB ; 11
const HAPPINESS_MASSAGE ; 12
const HAPPINESS_GAINLEVELATHOME ; 13
const_def
const LINK_NULL

View File

@@ -1,6 +1,6 @@
const_def
const OAKS_POKEMON_TALK ; $00
const POKEDEX_SHOW ; $01
const POKEDEX_SHOW ; $01
const POKEMON_MUSIC ; $02
const LUCKY_CHANNEL ; $03
const BUENAS_PASSWORD ; $04

View File

@@ -7,7 +7,7 @@ CHRIS EQU __enum__
const PHONECONTACT_BILL
const PHONECONTACT_ELM
const PHONECONTACT_BUENA
KRIS EQU __enum__
trainerclass FALKNER ; 1

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