Add space between arguments in assembly instructions and remove redundant a in instructions like add a, x

This commit is contained in:
xCrystal 2017-12-30 01:54:27 +01:00
parent 94b9a86c8b
commit 237aeb8fbd
50 changed files with 7221 additions and 7221 deletions

View file

@ -263,10 +263,10 @@ ReadMove:
push de
push bc
dec a
ld hl,Moves
ld bc,MoveEnd - Moves
ld hl, Moves
ld bc, MoveEnd - Moves
call AddNTimes
ld de,wEnemyMoveNum
ld de, wEnemyMoveNum
call CopyData
pop bc
pop de
@ -338,33 +338,33 @@ INCLUDE "data/trainer_parties.asm"
TrainerAI:
and a
ld a,[wIsInBattle]
ld a, [wIsInBattle]
dec a
ret z ; if not a trainer, we're done here
ld a,[wLinkState]
ld a, [wLinkState]
cp LINK_STATE_BATTLING
ret z
ld a,[wTrainerClass] ; what trainer class is this?
ld a, [wTrainerClass] ; what trainer class is this?
dec a
ld c,a
ld b,0
ld hl,TrainerAIPointers
add hl,bc
add hl,bc
add hl,bc
ld a,[wAICount]
ld c, a
ld b, 0
ld hl, TrainerAIPointers
add hl, bc
add hl, bc
add hl, bc
ld a, [wAICount]
and a
ret z ; if no AI uses left, we're done here
inc hl
inc a
jr nz,.getpointer
jr nz, .getpointer
dec hl
ld a,[hli]
ld [wAICount],a
ld a, [hli]
ld [wAICount], a
.getpointer
ld a,[hli]
ld h,[hl]
ld l,a
ld a, [hli]
ld h, [hl]
ld l, a
call Random
jp hl
@ -442,17 +442,17 @@ CooltrainerMAI:
CooltrainerFAI:
cp $40
ld a,$A
ld a, $A
call AICheckIfHPBelowFraction
jp c,AIUseHyperPotion
ld a,5
jp c, AIUseHyperPotion
ld a, 5
call AICheckIfHPBelowFraction
ret nc
jp AISwitchIfEnoughMons
BrockAI:
; if his active monster has a status condition, use a full heal
ld a,[wEnemyMonStatus]
ld a, [wEnemyMonStatus]
and a
ret z
jp AIUseFullHeal
@ -470,7 +470,7 @@ LtSurgeAI:
ErikaAI:
cp $80
ret nc
ld a,$A
ld a, $A
call AICheckIfHPBelowFraction
ret nc
jp AIUseSuperPotion
@ -488,7 +488,7 @@ BlaineAI:
SabrinaAI:
cp $40
ret nc
ld a,$A
ld a, $A
call AICheckIfHPBelowFraction
ret nc
jp AIUseHyperPotion
@ -496,7 +496,7 @@ SabrinaAI:
Sony2AI:
cp $20
ret nc
ld a,5
ld a, 5
call AICheckIfHPBelowFraction
ret nc
jp AIUsePotion
@ -504,7 +504,7 @@ Sony2AI:
Sony3AI:
cp $20
ret nc
ld a,5
ld a, 5
call AICheckIfHPBelowFraction
ret nc
jp AIUseFullRestore
@ -512,7 +512,7 @@ Sony3AI:
LoreleiAI:
cp $80
ret nc
ld a,5
ld a, 5
call AICheckIfHPBelowFraction
ret nc
jp AIUseSuperPotion
@ -524,10 +524,10 @@ BrunoAI:
AgathaAI:
cp $14
jp c,AISwitchIfEnoughMons
jp c, AISwitchIfEnoughMons
cp $80
ret nc
ld a,4
ld a, 4
call AICheckIfHPBelowFraction
ret nc
jp AIUseSuperPotion
@ -535,7 +535,7 @@ AgathaAI:
LanceAI:
cp $80
ret nc
ld a,5
ld a, 5
call AICheckIfHPBelowFraction
ret nc
jp AIUseHyperPotion
@ -547,133 +547,133 @@ GenericAI:
; end of individual trainer AI routines
DecrementAICount:
ld hl,wAICount
ld hl, wAICount
dec [hl]
scf
ret
AIPlayRestoringSFX:
ld a,SFX_HEAL_AILMENT
ld a, SFX_HEAL_AILMENT
jp PlaySoundWaitForCurrent
AIUseFullRestore:
call AICureStatus
ld a,FULL_RESTORE
ld [wAIItem],a
ld de,wHPBarOldHP
ld hl,wEnemyMonHP + 1
ld a,[hld]
ld [de],a
ld a, FULL_RESTORE
ld [wAIItem], a
ld de, wHPBarOldHP
ld hl, wEnemyMonHP + 1
ld a, [hld]
ld [de], a
inc de
ld a,[hl]
ld [de],a
ld a, [hl]
ld [de], a
inc de
ld hl,wEnemyMonMaxHP + 1
ld a,[hld]
ld [de],a
ld hl, wEnemyMonMaxHP + 1
ld a, [hld]
ld [de], a
inc de
ld [wHPBarMaxHP],a
ld [wEnemyMonHP + 1],a
ld a,[hl]
ld [de],a
ld [wHPBarMaxHP+1],a
ld [wEnemyMonHP],a
ld [wHPBarMaxHP], a
ld [wEnemyMonHP + 1], a
ld a, [hl]
ld [de], a
ld [wHPBarMaxHP+1], a
ld [wEnemyMonHP], a
jr AIPrintItemUseAndUpdateHPBar
AIUsePotion:
; enemy trainer heals his monster with a potion
ld a,POTION
ld b,20
ld a, POTION
ld b, 20
jr AIRecoverHP
AIUseSuperPotion:
; enemy trainer heals his monster with a super potion
ld a,SUPER_POTION
ld b,50
ld a, SUPER_POTION
ld b, 50
jr AIRecoverHP
AIUseHyperPotion:
; enemy trainer heals his monster with a hyper potion
ld a,HYPER_POTION
ld b,200
ld a, HYPER_POTION
ld b, 200
; fallthrough
AIRecoverHP:
; heal b HP and print "trainer used $(a) on pokemon!"
ld [wAIItem],a
ld hl,wEnemyMonHP + 1
ld a,[hl]
ld [wHPBarOldHP],a
ld [wAIItem], a
ld hl, wEnemyMonHP + 1
ld a, [hl]
ld [wHPBarOldHP], a
add b
ld [hld],a
ld [wHPBarNewHP],a
ld a,[hl]
ld [wHPBarOldHP+1],a
ld [wHPBarNewHP+1],a
jr nc,.next
ld [hld], a
ld [wHPBarNewHP], a
ld a, [hl]
ld [wHPBarOldHP+1], a
ld [wHPBarNewHP+1], a
jr nc, .next
inc a
ld [hl],a
ld [wHPBarNewHP+1],a
ld [hl], a
ld [wHPBarNewHP+1], a
.next
inc hl
ld a,[hld]
ld b,a
ld de,wEnemyMonMaxHP + 1
ld a,[de]
ld a, [hld]
ld b, a
ld de, wEnemyMonMaxHP + 1
ld a, [de]
dec de
ld [wHPBarMaxHP],a
ld [wHPBarMaxHP], a
sub b
ld a,[hli]
ld b,a
ld a,[de]
ld [wHPBarMaxHP+1],a
ld a, [hli]
ld b, a
ld a, [de]
ld [wHPBarMaxHP+1], a
sbc b
jr nc,AIPrintItemUseAndUpdateHPBar
jr nc, AIPrintItemUseAndUpdateHPBar
inc de
ld a,[de]
ld a, [de]
dec de
ld [hld],a
ld [wHPBarNewHP],a
ld a,[de]
ld [hl],a
ld [wHPBarNewHP+1],a
ld [hld], a
ld [wHPBarNewHP], a
ld a, [de]
ld [hl], a
ld [wHPBarNewHP+1], a
; fallthrough
AIPrintItemUseAndUpdateHPBar:
call AIPrintItemUse_
coord hl, 2, 2
xor a
ld [wHPBarType],a
ld [wHPBarType], a
predef UpdateHPBar2
jp DecrementAICount
AISwitchIfEnoughMons:
; enemy trainer switches if there are 3 or more unfainted mons in party
ld a,[wEnemyPartyCount]
ld c,a
ld hl,wEnemyMon1HP
ld a, [wEnemyPartyCount]
ld c, a
ld hl, wEnemyMon1HP
ld d,0 ; keep count of unfainted monsters
ld d, 0 ; keep count of unfainted monsters
; count how many monsters haven't fainted yet
.loop
ld a,[hli]
ld b,a
ld a,[hld]
ld a, [hli]
ld b, a
ld a, [hld]
or b
jr z,.Fainted ; has monster fainted?
jr z, .Fainted ; has monster fainted?
inc d
.Fainted
push bc
ld bc, wEnemyMon2 - wEnemyMon1
add hl,bc
add hl, bc
pop bc
dec c
jr nz,.loop
jr nz, .loop
ld a,d ; how many available monsters are there?
ld a, d ; how many available monsters are there?
cp 2 ; don't bother if only 1 or 2
jp nc,SwitchEnemyMon
jp nc, SwitchEnemyMon
and a
ret
@ -681,14 +681,14 @@ SwitchEnemyMon:
; prepare to withdraw the active monster: copy hp, number, and status to roster
ld a,[wEnemyMonPartyPos]
ld hl,wEnemyMon1HP
ld bc,wEnemyMon2 - wEnemyMon1
ld a, [wEnemyMonPartyPos]
ld hl, wEnemyMon1HP
ld bc, wEnemyMon2 - wEnemyMon1
call AddNTimes
ld d,h
ld e,l
ld hl,wEnemyMonHP
ld bc,4
ld d, h
ld e, l
ld hl, wEnemyMonHP
ld bc, 4
call CopyData
ld hl, AIBattleWithdrawText
@ -696,13 +696,13 @@ SwitchEnemyMon:
; This wFirstMonsNotOutYet variable is abused to prevent the player from
; switching in a new mon in response to this switch.
ld a,1
ld [wFirstMonsNotOutYet],a
ld a, 1
ld [wFirstMonsNotOutYet], a
callab EnemySendOut
xor a
ld [wFirstMonsNotOutYet],a
ld [wFirstMonsNotOutYet], a
ld a,[wLinkState]
ld a, [wLinkState]
cp LINK_STATE_BATTLING
ret z
scf
@ -715,120 +715,120 @@ AIBattleWithdrawText:
AIUseFullHeal:
call AIPlayRestoringSFX
call AICureStatus
ld a,FULL_HEAL
ld a, FULL_HEAL
jp AIPrintItemUse
AICureStatus:
; cures the status of enemy's active pokemon
ld a,[wEnemyMonPartyPos]
ld hl,wEnemyMon1Status
ld bc,wEnemyMon2 - wEnemyMon1
ld a, [wEnemyMonPartyPos]
ld hl, wEnemyMon1Status
ld bc, wEnemyMon2 - wEnemyMon1
call AddNTimes
xor a
ld [hl],a ; clear status in enemy team roster
ld [wEnemyMonStatus],a ; clear status of active enemy
ld hl,wEnemyBattleStatus3
res 0,[hl]
ld [hl], a ; clear status in enemy team roster
ld [wEnemyMonStatus], a ; clear status of active enemy
ld hl, wEnemyBattleStatus3
res 0, [hl]
ret
AIUseXAccuracy: ; unused
call AIPlayRestoringSFX
ld hl,wEnemyBattleStatus2
set 0,[hl]
ld a,X_ACCURACY
ld hl, wEnemyBattleStatus2
set 0, [hl]
ld a, X_ACCURACY
jp AIPrintItemUse
AIUseGuardSpec:
call AIPlayRestoringSFX
ld hl,wEnemyBattleStatus2
set 1,[hl]
ld a,GUARD_SPEC
ld hl, wEnemyBattleStatus2
set 1, [hl]
ld a, GUARD_SPEC
jp AIPrintItemUse
AIUseDireHit: ; unused
call AIPlayRestoringSFX
ld hl,wEnemyBattleStatus2
set 2,[hl]
ld a,DIRE_HIT
ld hl, wEnemyBattleStatus2
set 2, [hl]
ld a, DIRE_HIT
jp AIPrintItemUse
AICheckIfHPBelowFraction:
; return carry if enemy trainer's current HP is below 1 / a of the maximum
ld [H_DIVISOR],a
ld hl,wEnemyMonMaxHP
ld a,[hli]
ld [H_DIVIDEND],a
ld a,[hl]
ld [H_DIVIDEND + 1],a
ld b,2
ld [H_DIVISOR], a
ld hl, wEnemyMonMaxHP
ld a, [hli]
ld [H_DIVIDEND], a
ld a, [hl]
ld [H_DIVIDEND + 1], a
ld b, 2
call Divide
ld a,[H_QUOTIENT + 3]
ld c,a
ld a,[H_QUOTIENT + 2]
ld b,a
ld hl,wEnemyMonHP + 1
ld a,[hld]
ld e,a
ld a,[hl]
ld d,a
ld a,d
ld a, [H_QUOTIENT + 3]
ld c, a
ld a, [H_QUOTIENT + 2]
ld b, a
ld hl, wEnemyMonHP + 1
ld a, [hld]
ld e, a
ld a, [hl]
ld d, a
ld a, d
sub b
ret nz
ld a,e
ld a, e
sub c
ret
AIUseXAttack:
ld b,$A
ld a,X_ATTACK
ld b, $A
ld a, X_ATTACK
jr AIIncreaseStat
AIUseXDefend:
ld b,$B
ld a,X_DEFEND
ld b, $B
ld a, X_DEFEND
jr AIIncreaseStat
AIUseXSpeed:
ld b,$C
ld a,X_SPEED
ld b, $C
ld a, X_SPEED
jr AIIncreaseStat
AIUseXSpecial:
ld b,$D
ld a,X_SPECIAL
ld b, $D
ld a, X_SPECIAL
; fallthrough
AIIncreaseStat:
ld [wAIItem],a
ld [wAIItem], a
push bc
call AIPrintItemUse_
pop bc
ld hl,wEnemyMoveEffect
ld a,[hld]
ld hl, wEnemyMoveEffect
ld a, [hld]
push af
ld a,[hl]
ld a, [hl]
push af
push hl
ld a,ANIM_AF
ld [hli],a
ld [hl],b
ld a, ANIM_AF
ld [hli], a
ld [hl], b
callab StatModifierUpEffect
pop hl
pop af
ld [hli],a
ld [hli], a
pop af
ld [hl],a
ld [hl], a
jp DecrementAICount
AIPrintItemUse:
ld [wAIItem],a
ld [wAIItem], a
call AIPrintItemUse_
jp DecrementAICount
AIPrintItemUse_:
; print "x used [wAIItem] on z!"
ld a,[wAIItem]
ld [wd11e],a
ld a, [wAIItem]
ld [wd11e], a
call GetItemName
ld hl, AIBattleUseItemText
jp PrintText