Resolve #428: Use HIGH(X) and LOW(X) instead of X / $100 and X % $100 or X >> 8 and X & $ff

This commit is contained in:
Remy Oukaour
2017-12-25 13:40:10 -05:00
parent da2b01a36c
commit e34e68095d
71 changed files with 435 additions and 398 deletions

View File

@@ -237,16 +237,16 @@ Functioncc220: ; cc220
; Appears to be unused.
xor a
ld [hBGMapMode], a
ld a, (VBGMap0 tile $28) % $100
ld a, LOW(VBGMap0 tile $28)
ld [hBGMapAddress], a
ld a, (VBGMap0 tile $28) / $100
ld a, HIGH(VBGMap0 tile $28)
ld [hBGMapAddress + 1], a
call WaitBGMap2
ld a, $60
ld [hWY], a
xor a
xor a ; LOW(VBGMap0)
ld [hBGMapAddress], a
ld a, VBGMap0 / $100
ld a, HIGH(VBGMap0)
ld [hBGMapAddress + 1], a
call BattleAnimDelayFrame
ret
@@ -1501,10 +1501,10 @@ BattleAnim_UpdateOAM_All: ; cc96e
jr nz, .loop
ld a, [wBattleAnimOAMPointerLo]
ld l, a
ld h, Sprites / $100
ld h, HIGH(Sprites)
.loop2
ld a, l
cp SpritesEnd % $100
cp LOW(SpritesEnd)
jr nc, .done
xor a
ld [hli], a

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@@ -1223,7 +1223,7 @@ BattleBGEffect_DoubleTeam: ; c8689 (32:4689)
xor $ff
inc a
ld d, a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld a, [hLYOverrideStart]
ld l, a
ld a, [hLYOverrideEnd]
@@ -1264,7 +1264,7 @@ BattleBGEffect_AcidArmor: ; c8709 (32:4709)
ld e, [hl]
ld d, 2
call Functionc8f2e
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld a, [hLYOverrideEnd]
ld l, a
ld [hl], $0
@@ -1275,7 +1275,7 @@ BattleBGEffect_AcidArmor: ; c8709 (32:4709)
.one
ld a, [hLYOverrideEnd]
ld l, a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld e, l
ld d, h
dec de
@@ -1554,7 +1554,7 @@ Functionc88a5: ; c88a5 (32:48a5)
ld a, [hLYOverrideEnd]
sub d
ld d, a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld a, [hSCY]
or a
jr nz, .skip1
@@ -1846,7 +1846,7 @@ BattleBGEffect_2a: ; c8a3a (32:4a3a)
ld [hLYOverrideEnd], a
ld a, [hLYOverrideStart]
ld l, a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
.loop
ld a, [hLYOverrideEnd]
cp l
@@ -1900,7 +1900,7 @@ BattleBGEffect_2a: ; c8a3a (32:4a3a)
ld a, [hLYOverrideEnd]
sub l
srl a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
.loop2
ld [hl], e
inc hl
@@ -2851,7 +2851,7 @@ BattleBGEffect_WavyScreenFX: ; c8fef (32:4fef)
ld l, a
inc a
ld e, a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld d, h
ld a, [hLYOverrideEnd]
sub l
@@ -2874,7 +2874,7 @@ BattleBGEffect_WavyScreenFX: ; c8fef (32:4fef)
BGEffect_FillLYOverridesBackup: ; c900b (32:500b)
push af
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld a, [hLYOverrideStart]
ld l, a
ld a, [hLYOverrideEnd]
@@ -2897,7 +2897,7 @@ BGEffect_DisplaceLYOverridesBackup: ; c901b (32:501b)
sub l
sub e
ld d, a
ld h, LYOverridesBackup / $100
ld h, HIGH(LYOverridesBackup)
ld a, [hLYOverrideStart]
ld l, a
ld a, $90

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@@ -2573,11 +2573,11 @@ WinTrainerBattle: ; 3cfa4
.CheckMaxedOutMomMoney: ; 3d0b1
ld hl, wMomsMoney + 2
ld a, [hld]
cp MAX_MONEY % $100
cp LOW(MAX_MONEY)
ld a, [hld]
sbc MAX_MONEY / $100 % $100
sbc HIGH(MAX_MONEY) ; mid
ld a, [hl]
sbc MAX_MONEY / $10000 % $100
sbc HIGH(MAX_MONEY >> 8)
ret
; 3d0be
@@ -2602,17 +2602,17 @@ AddBattleMoneyToAccount: ; 3d0be
jr nz, .loop
pop hl
ld a, [hld]
cp MAX_MONEY % $100
cp LOW(MAX_MONEY)
ld a, [hld]
sbc MAX_MONEY / $100 % $100
sbc HIGH(MAX_MONEY) ; mid
ld a, [hl]
sbc MAX_MONEY / $10000 % $100
sbc HIGH(MAX_MONEY >> 8)
ret c
ld [hl], MAX_MONEY / $10000 % $100
ld [hl], HIGH(MAX_MONEY >> 8)
inc hl
ld [hl], MAX_MONEY / $100 % $100
ld [hl], HIGH(MAX_MONEY) ; mid
inc hl
ld [hl], MAX_MONEY % $100
ld [hl], LOW(MAX_MONEY)
ret
; 3d0ea
@@ -6384,25 +6384,25 @@ LoadEnemyMon: ; 3e8eb
; We're clear if the length is < 1536
ld a, [wMagikarpLength]
cp $06 ; $600 = 1536
cp HIGH(1536)
jr nz, .CheckMagikarpArea
; 5% chance of skipping size checks
; 5% chance of skipping both size checks
call Random
cp $0c ; / $100
cp 5 percent
jr c, .CheckMagikarpArea
; Try again if > 1614
ld a, [wMagikarpLength + 1]
cp $50
cp LOW(1614) + 2
jr nc, .GenerateDVs
; 20% chance of skipping this check
call Random
cp $32 ; / $100
cp 20 percent - 1
jr c, .CheckMagikarpArea
; Try again if > 1598
ld a, [wMagikarpLength + 1]
cp $40
cp LOW(1598) + 2
jr nc, .GenerateDVs
.CheckMagikarpArea:
@@ -6423,11 +6423,11 @@ LoadEnemyMon: ; 3e8eb
jr z, .Happiness
; 40% chance of not flooring
call Random
cp $64 ; / $100
cp 40 percent - 2
jr c, .Happiness
; Floor at length 1024
ld a, [wMagikarpLength]
cp 1024 >> 8
cp HIGH(1024)
jr c, .GenerateDVs ; try again
; Finally done with DVs
@@ -6462,7 +6462,7 @@ LoadEnemyMon: ; 3e8eb
.TreeMon:
; If we're headbutting trees, some monsters enter battle asleep
call CheckSleepingTreeMon
ld a, SLP ; Asleep for 7 turns
ld a, TREEMON_SLEEP_TURNS
jr c, .UpdateStatus
; Otherwise, no status
xor a
@@ -7009,14 +7009,14 @@ ApplyStatLevelMultiplier: ; 3ecb7
; Cap at 999.
ld a, [hQuotient + 2]
sub MAX_STAT_VALUE % $100
sub LOW(MAX_STAT_VALUE)
ld a, [hQuotient + 1]
sbc MAX_STAT_VALUE / $100
sbc HIGH(MAX_STAT_VALUE)
jp c, .okay3
ld a, MAX_STAT_VALUE / $100
ld a, HIGH(MAX_STAT_VALUE)
ld [hQuotient + 1], a
ld a, MAX_STAT_VALUE % $100
ld a, LOW(MAX_STAT_VALUE)
ld [hQuotient + 2], a
.okay3
@@ -7132,13 +7132,13 @@ BoostStat: ; 3ed7c
; Cap at 999.
ld a, [hld]
sub MAX_STAT_VALUE % $100
sub LOW(MAX_STAT_VALUE)
ld a, [hl]
sbc MAX_STAT_VALUE / $100
sbc HIGH(MAX_STAT_VALUE)
ret c
ld a, MAX_STAT_VALUE / $100
ld a, HIGH(MAX_STAT_VALUE)
ld [hli], a
ld a, MAX_STAT_VALUE % $100
ld a, LOW(MAX_STAT_VALUE)
ld [hld], a
ret
; 3ed9f
@@ -7217,7 +7217,7 @@ _BattleRandom:: ; 3edd8
ld b, 10 ; number of seeds
; Generate next number in the sequence for each seed
; The algorithm takes the form *5 + 1 % 256
; a[n+1] = (a[n] * 5 + 1) % 256
.loop
; get last #
ld a, [hl]
@@ -9135,10 +9135,10 @@ AddLastMobileBattleToLinkRecord: ; 3fa42
dec hl
ld a, [hl]
inc hl
cp MAX_LINK_RECORD / $100
cp HIGH(MAX_LINK_RECORD)
ret c
ld a, [hl]
cp MAX_LINK_RECORD % $100
cp LOW(MAX_LINK_RECORD)
ret
; 3fac8

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@@ -3576,14 +3576,14 @@ BattleCommand_DamageCalc: ; 35612
jr nz, .Cap
ld a, [hProduct + 2]
cp 998 / $100
cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
jr c, .dont_cap_2
cp 998 / $100 + 1
cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1) + 1
jr nc, .Cap
ld a, [hProduct + 3]
cp 998 % $100
cp LOW(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
jr nc, .Cap
.dont_cap_2
@@ -3601,21 +3601,21 @@ BattleCommand_DamageCalc: ; 35612
jr c, .Cap
ld a, [hl]
cp 998 / $100
cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
jr c, .dont_cap_3
cp 998 / $100 + 1
cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1) + 1
jr nc, .Cap
inc hl
ld a, [hld]
cp 998 % $100
cp LOW(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
jr c, .dont_cap_3
.Cap:
ld a, 997 / $100
ld a, HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE)
ld [hli], a
ld a, 997 % $100
ld a, LOW(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE)
ld [hld], a
@@ -3623,7 +3623,7 @@ BattleCommand_DamageCalc: ; 35612
; Minimum neutral damage is 2 (bringing the cap to 999).
inc hl
ld a, [hl]
add 2
add MIN_NEUTRAL_DAMAGE
ld [hld], a
jr nc, .dont_floor
inc [hl]
@@ -5651,10 +5651,10 @@ CheckIfStatCanBeRaised: ; 361ef
.no_carry
pop bc
ld a, [hld]
sub MAX_STAT_VALUE % $100
sub LOW(MAX_STAT_VALUE)
jr nz, .not_already_max
ld a, [hl]
sbc MAX_STAT_VALUE / $100
sbc HIGH(MAX_STAT_VALUE)
jp z, .stats_already_max
.not_already_max
ld a, [hBattleTurn]
@@ -6417,14 +6417,14 @@ CalcStats: ; 3661d
.check_maxed_out
ld a, [hQuotient + 2]
cp MAX_STAT_VALUE % $100
cp LOW(MAX_STAT_VALUE)
ld a, b
sbc MAX_STAT_VALUE / $100
sbc HIGH(MAX_STAT_VALUE)
jr c, .not_maxed_out
ld a, MAX_STAT_VALUE % $100
ld a, LOW(MAX_STAT_VALUE)
ld [hQuotient + 2], a
ld a, MAX_STAT_VALUE / $100
ld a, HIGH(MAX_STAT_VALUE)
ld [hQuotient + 1], a
.not_maxed_out
@@ -8367,7 +8367,7 @@ BattleCommand_Heal: ; 3713e
call GetBattleVarAddr
ld a, [hl]
and a
ld [hl], REST_TURNS + 1
ld [hl], REST_SLEEP_TURNS + 1
ld hl, WentToSleepText
jr z, .no_status_to_heal
ld hl, RestedText

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@@ -106,7 +106,7 @@ BattleAnimOAMUpdate: ; cca09
ld l, a
ld a, [wBattleAnimOAMPointerLo]
ld e, a
ld d, Sprites / $100
ld d, HIGH(Sprites)
.loop
ld a, [wBattleAnimTempYCoord]
ld b, a