H_CONSTANTNAMES -> hConstantNames

This commit is contained in:
Rangi 2020-07-03 19:59:41 -04:00
parent 55bb99580e
commit 35deb77113
104 changed files with 1163 additions and 1164 deletions

View file

@ -308,7 +308,7 @@ LoadSubanimation:
; sets the transform to the subanimation type if it's the enemy's turn
GetSubanimationTransform1:
ld b, a
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, b
ret nz
@ -319,7 +319,7 @@ GetSubanimationTransform1:
; sets the transform to 2 (i.e. horizontal and vertical flip) if it's the player's turn
; sets the transform to 0 (i.e. no transform) if it's the enemy's turn
GetSubanimationTransform2:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, 2 << 5
ret z
@ -421,7 +421,7 @@ MoveAnimation:
ShareMoveAnimations:
; some moves just reuse animations from status conditions
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ret z
@ -920,16 +920,16 @@ AnimationDelay10:
; calls a function with the turn flipped from player to enemy or vice versa
; input - hl - address of function to call
CallWithTurnFlipped:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
push af
xor 1
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
ld de, .returnAddress
push de
jp hl
.returnAddress
pop af
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
ret
; flashes the screen for an extended period (48 frames)
@ -1133,7 +1133,7 @@ _AnimationWaterDroplets:
AnimationSlideMonUp:
; Slides the mon's sprite upwards.
ld c, 7
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
coord hl, 1, 6
coord de, 1, 5
@ -1201,7 +1201,7 @@ _AnimationSlideMonUp:
jr nz, .slideLoop
; Fill in the bottom row of the mon pic with the next row's tile IDs.
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
coord hl, 1, 11
jr z, .next
@ -1370,7 +1370,7 @@ AnimationShowEnemyMonPic:
AnimationShakeBackAndForth:
; Shakes the mon's sprite back and forth rapidly. This is used in Double Team.
; The mon's sprite disappears after this animation.
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
coord hl, 0, 5
coord de, 2, 5
@ -1418,7 +1418,7 @@ AnimationMoveMonHorizontally:
; Shifts the mon's sprite horizontally to a fixed location. Used by lots of
; animations like Tackle/Body Slam.
call AnimationHideMonPic
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
coord hl, 2, 5
jr z, .next
@ -1434,7 +1434,7 @@ AnimationMoveMonHorizontally:
AnimationResetMonPosition:
; Resets the mon's sprites to be located at the normal coordinates.
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, 5 * SCREEN_WIDTH + 2
jr z, .next
@ -1446,7 +1446,7 @@ AnimationResetMonPosition:
AnimationSpiralBallsInward:
; Creates an effect that looks like energy balls spiralling into the
; player mon's sprite. Used in Focus Energy, for example.
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playerTurn
ld a, -40
@ -1530,7 +1530,7 @@ AnimationSquishMonPic:
ld c, 4
.loop
push bc
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playerTurn
coord hl, 16, 0
@ -1583,7 +1583,7 @@ _AnimationSquishMonPic:
AnimationShootBallsUpward:
; Shoots one pillar of "energy" balls upwards. Used in Teleport/Sky Attack
; animations.
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playerTurn
lb bc, 0, 16 * 8
@ -1651,7 +1651,7 @@ _AnimationShootBallsUpward:
AnimationShootManyBallsUpward:
; Shoots several pillars of "energy" balls upward.
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld hl, UpwardBallsAnimXCoordinatesPlayerTurn
ld a, $50 ; y coordinate for "energy" ball pillar
@ -1743,7 +1743,7 @@ AnimationSlideMonDownAndHide:
_AnimationSlideMonOff:
; Slides the mon's sprite off the screen horizontally by e tiles and waits
; [wSlideMonDelay] V-blanks each time the pic is slid by one tile.
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playerTurn
coord hl, 12, 0
@ -1758,7 +1758,7 @@ _AnimationSlideMonOff:
.rowLoop ; iterates once for each row
ld c, 8
.tileLoop ; iterates once for each tile in the row
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playerTurn2
call .EnemyNextTile
@ -1821,7 +1821,7 @@ AnimationSlideMonHalfOff:
jp Delay3
CopyTempPicToMonPic:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld hl, vBackPic ; player turn
jr z, .next
@ -1837,7 +1837,7 @@ AnimationWavyScreen:
call BattleAnimCopyTileMapToVRAM
call Delay3
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
ld a, SCREEN_HEIGHT_PIXELS
ld [hWY], a
ld d, $80 ; terminator
@ -1865,7 +1865,7 @@ AnimationWavyScreen:
call SaveScreenTilesToBuffer2
call ClearScreen
ld a, 1
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
call Delay3
call LoadScreenTilesFromBuffer2
ld hl, vBGMap1
@ -1898,7 +1898,7 @@ AnimationSubstitute:
xor a
ld bc, $0310
call FillMemory
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playerTurn
ld hl, SlowbroSprite ; facing down sprite
@ -1937,7 +1937,7 @@ CopySlowbroSpriteData:
jp FarCopyData2
HideSubstituteShowMonAnim:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld hl, wPlayerMonMinimized
ld a, [wPlayerBattleStatus2]
@ -1987,7 +1987,7 @@ AnimationTransformMon:
ld [wChangeMonPicEnemyTurnSpecies], a
ChangeMonPic:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playerTurn
ld a, [wChangeMonPicEnemyTurnSpecies]
@ -2020,11 +2020,11 @@ ChangeMonPic:
AnimationHideEnemyMonPic:
; Hides the enemy mon's sprite
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
ld hl, AnimationHideMonPic
call CallWithTurnFlipped
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
jp Delay3
InitMultipleObjectsOAM:
@ -2050,7 +2050,7 @@ InitMultipleObjectsOAM:
AnimationHideMonPic:
; Hides the mon's sprite.
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playerTurn
ld a, 12
@ -2078,7 +2078,7 @@ ClearMonPicFromTileMap:
; in order to show only a portion of the mon sprite.
GetMonSpriteTileMapPointerFromRowCount:
push de
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr nz, .enemyTurn
ld a, 20 * 5 + 1
@ -2166,7 +2166,7 @@ GetMoveSound:
ld b, a
call IsCryMove
jr nc, .NotCryMove
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr nz, .next
ld a, [wBattleMonSpecies] ; get number of current monster
@ -2211,7 +2211,7 @@ IsCryMove:
INCLUDE "data/moves/sfx.asm"
CopyPicTiles:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, $31 ; base tile ID of player mon sprite
jr z, .next
@ -2235,7 +2235,7 @@ CopyDownscaledMonTiles:
CopyTileIDs_NoBGTransfer:
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
; fall through
; b = number of rows
@ -2261,7 +2261,7 @@ CopyTileIDs:
dec b
jr nz, .rowLoop
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
pop hl
ret
@ -2624,9 +2624,9 @@ ShakeEnemyHUD_ShakeBG:
BattleAnimCopyTileMapToVRAM:
ld a, h
ld [H_AUTOBGTRANSFERDEST + 1], a
ld [hAutoBGTransferDest + 1], a
ld a, l
ld [H_AUTOBGTRANSFERDEST], a
ld [hAutoBGTransferDest], a
jp Delay3
TossBallAnimation:

View file

@ -1,6 +1,6 @@
BattleTransition:
ld a, 1
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
call Delay3
xor a
ld [hWY], a
@ -349,7 +349,7 @@ BattleTransition_Shrink:
.loop
push bc
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
coord hl, 0, 7
coord de, 0, 8
ld bc, -SCREEN_WIDTH * 2
@ -367,7 +367,7 @@ BattleTransition_Shrink:
ld bc, 2
call BattleTransition_CopyTiles2
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
ld c, 6
call DelayFrames
pop bc
@ -381,7 +381,7 @@ BattleTransition_Shrink:
BattleTransition_Split:
ld c, SCREEN_HEIGHT / 2
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
.loop
push bc
coord hl, 0, 16
@ -496,7 +496,7 @@ BattleTransition_VerticalStripes:
coord hl, 0, 0
coord de, 1, 17
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
.loop
push bc
push hl
@ -535,7 +535,7 @@ BattleTransition_HorizontalStripes:
coord hl, 0, 0
coord de, 19, 1
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
.loop
push bc
push hl
@ -582,7 +582,7 @@ BattleTransition_FlashScreen:
ld b, $3
call BattleTransition_FlashScreen_
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
ret
BattleTransition_Circle_Sub1:
@ -601,10 +601,10 @@ BattleTransition_Circle_Sub1:
BattleTransition_TransferDelay3:
ld a, 1
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
call Delay3
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
ret
; used for low level wild non-dungeon battles

View file

@ -101,16 +101,16 @@ PrintSendOutMonMessage:
ld hl, GoText
jr z, .printText
xor a
ld [H_MULTIPLICAND], a
ld [hMultiplicand], a
ld hl, wEnemyMonHP
ld a, [hli]
ld [wLastSwitchInEnemyMonHP], a
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand + 1], a
ld a, [hl]
ld [wLastSwitchInEnemyMonHP + 1], a
ld [H_MULTIPLICAND + 2], a
ld [hMultiplicand + 2], a
ld a, 25
ld [H_MULTIPLIER], a
ld [hMultiplier], a
call Multiply
ld hl, wEnemyMonMaxHP
ld a, [hli]
@ -121,9 +121,9 @@ PrintSendOutMonMessage:
rr b
ld a, b
ld b, 4
ld [H_DIVISOR], a ; enemy mon max HP divided by 4
ld [hDivisor], a ; enemy mon max HP divided by 4
call Divide
ld a, [H_QUOTIENT + 3] ; a = (enemy mon current HP * 25) / (enemy max HP / 4); this approximates the current percentage of max HP
ld a, [hQuotient + 3] ; a = (enemy mon current HP * 25) / (enemy max HP / 4); this approximates the current percentage of max HP
ld hl, GoText ; 70% or greater
cp 70
jr nc, .printText
@ -179,14 +179,14 @@ PlayerMon2Text:
dec hl
ld a, [de]
sub b
ld [H_MULTIPLICAND + 2], a
ld [hMultiplicand + 2], a
dec de
ld b, [hl]
ld a, [de]
sbc b
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand + 1], a
ld a, 25
ld [H_MULTIPLIER], a
ld [hMultiplier], a
call Multiply
ld hl, wEnemyMonMaxHP
ld a, [hli]
@ -197,11 +197,11 @@ PlayerMon2Text:
rr b
ld a, b
ld b, 4
ld [H_DIVISOR], a
ld [hDivisor], a
call Divide
pop bc
pop de
ld a, [H_QUOTIENT + 3] ; a = ((LastSwitchInEnemyMonHP - CurrentEnemyMonHP) / 25) / (EnemyMonMaxHP / 4)
ld a, [hQuotient + 3] ; a = ((LastSwitchInEnemyMonHP - CurrentEnemyMonHP) / 25) / (EnemyMonMaxHP / 4)
; Assuming that the enemy mon hasn't gained HP since the last switch in,
; a approximates the percentage that the enemy mon's total HP has decreased
; since the last switch in.

View file

@ -57,7 +57,7 @@ SlidePlayerAndEnemySilhouettesOnScreen:
ld [wUpdateSpritesEnabled], a
call Delay3
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
ld b, $70
ld c, $90
ld a, c
@ -83,7 +83,7 @@ SlidePlayerAndEnemySilhouettesOnScreen:
dec c
jr nz, .slideSilhouettesLoop
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
ld a, $31
ld [hStartTileID], a
coord hl, 1, 5
@ -92,7 +92,7 @@ SlidePlayerAndEnemySilhouettesOnScreen:
ld [hWY], a
ld [rWY], a
inc a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
call Delay3
ld b, SET_PAL_BATTLE
call RunPaletteCommand
@ -266,7 +266,7 @@ EnemyRan:
ld a, SFX_RUN
call PlaySoundWaitForCurrent
xor a
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
jpab AnimationSlideEnemyMonOff
WildRanText:
@ -412,7 +412,7 @@ MainInBattleLoop:
jr .playerMovesFirst
.enemyMovesFirst
ld a, $1
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
callab TrainerAI
jr c, .AIActionUsedEnemyFirst
call ExecuteEnemyMove
@ -450,7 +450,7 @@ MainInBattleLoop:
jp z, HandlePlayerMonFainted
call DrawHUDsAndHPBars
ld a, $1
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
callab TrainerAI
jr c, .AIActionUsedPlayerFirst
call ExecuteEnemyMove
@ -470,7 +470,7 @@ MainInBattleLoop:
HandlePoisonBurnLeechSeed:
ld hl, wBattleMonHP
ld de, wBattleMonStatus
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playersTurn
ld hl, wEnemyMonHP
@ -495,7 +495,7 @@ HandlePoisonBurnLeechSeed:
call HandlePoisonBurnLeechSeed_DecreaseOwnHP
.notBurnedOrPoisoned
ld de, wPlayerBattleStatus2
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playersTurn2
ld de, wEnemyBattleStatus2
@ -504,16 +504,16 @@ HandlePoisonBurnLeechSeed:
add a
jr nc, .notLeechSeeded
push hl
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
push af
xor $1
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
xor a
ld [wAnimationType], a
ld a, ABSORB
call PlayMoveAnimation ; play leech seed animation (from opposing mon)
pop af
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
pop hl
call HandlePoisonBurnLeechSeed_DecreaseOwnHP
call HandlePoisonBurnLeechSeed_IncreaseEnemyHP
@ -571,7 +571,7 @@ HandlePoisonBurnLeechSeed_DecreaseOwnHP:
.nonZeroDamage
ld hl, wPlayerBattleStatus3
ld de, wPlayerToxicCounter
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playersTurn
ld hl, wEnemyBattleStatus3
@ -618,7 +618,7 @@ HandlePoisonBurnLeechSeed_DecreaseOwnHP:
HandlePoisonBurnLeechSeed_IncreaseEnemyHP:
push hl
ld hl, wEnemyMonMaxHP
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playersTurn
ld hl, wBattleMonMaxHP
@ -655,19 +655,19 @@ HandlePoisonBurnLeechSeed_IncreaseEnemyHP:
ld [hl], a
ld [wHPBarNewHP], a
.noOverfullHeal
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
xor $1
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
call UpdateCurMonHPBar
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
xor $1
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
pop hl
ret
UpdateCurMonHPBar:
coord hl, 10, 9 ; tile pointer to player HP bar
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, $1
jr z, .playersTurn
@ -1177,7 +1177,7 @@ LinkBattleLostText:
db "@"
; slides pic of fainted mon downwards until it disappears
; bug: when this is called, [H_AUTOBGTRANSFERENABLED] is non-zero, so there is screen tearing
; bug: when this is called, [hAutoBGTransferEnabled] is non-zero, so there is screen tearing
SlideDownFaintedMonPic:
ld a, [wd730]
push af
@ -1230,7 +1230,7 @@ SevenSpacesText:
; slides the player or enemy trainer off screen
; a is the number of tiles to slide it horizontally (always 9 for the player trainer or 8 for the enemy trainer)
; if a is 8, the slide is to the right, else it is to the left
; bug: when this is called, [H_AUTOBGTRANSFERENABLED] is non-zero, so there is screen tearing
; bug: when this is called, [hAutoBGTransferEnabled] is non-zero, so there is screen tearing
SlideTrainerPicOffScreen:
ld [hSlideAmount], a
ld c, a
@ -1508,29 +1508,29 @@ TryRunningFromBattle:
inc a
ld [wNumRunAttempts], a
ld a, [hli]
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand + 1], a
ld a, [hl]
ld [H_MULTIPLICAND + 2], a
ld [hMultiplicand + 2], a
ld a, [de]
ld [hEnemySpeed], a
inc de
ld a, [de]
ld [hEnemySpeed + 1], a
call LoadScreenTilesFromBuffer1
ld de, H_MULTIPLICAND + 1
ld de, hMultiplicand + 1
ld hl, hEnemySpeed
ld c, 2
call StringCmp
jr nc, .canEscape ; jump if player speed greater than enemy speed
xor a
ld [H_MULTIPLICAND], a
ld [hMultiplicand], a
ld a, 32
ld [H_MULTIPLIER], a
ld [hMultiplier], a
call Multiply ; multiply player speed by 32
ld a, [H_PRODUCT + 2]
ld [H_DIVIDEND], a
ld a, [H_PRODUCT + 3]
ld [H_DIVIDEND + 1], a
ld a, [hProduct + 2]
ld [hDividend], a
ld a, [hProduct + 3]
ld [hDividend + 1], a
ld a, [hEnemySpeed]
ld b, a
ld a, [hEnemySpeed + 1]
@ -1541,10 +1541,10 @@ TryRunningFromBattle:
rr a
and a
jr z, .canEscape ; jump if enemy speed divided by 4, mod 256 is 0
ld [H_DIVISOR], a ; ((enemy speed / 4) % 256)
ld [hDivisor], a ; ((enemy speed / 4) % 256)
ld b, $2
call Divide ; divide (player speed * 32) by ((enemy speed / 4) % 256)
ld a, [H_QUOTIENT + 2]
ld a, [hQuotient + 2]
and a ; is the quotient greater than 256?
jr nz, .canEscape ; if so, the player can escape
ld a, [wNumRunAttempts]
@ -1554,15 +1554,15 @@ TryRunningFromBattle:
dec c
jr z, .compareWithRandomValue
ld b, 30
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
add b
ld [H_QUOTIENT + 3], a
ld [hQuotient + 3], a
jr c, .canEscape
jr .loop
.compareWithRandomValue
call BattleRandom
ld b, a
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
cp b
jr nc, .canEscape ; if the random value was less than or equal to the quotient
; plus 30 times the number of attempts, the player can escape
@ -1754,7 +1754,7 @@ SendOutMon:
ld hl, wEnemyBattleStatus1
res USING_TRAPPING_MOVE, [hl]
ld a, $1
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
ld a, POOF_ANIM
call PlayMoveAnimation
coord hl, 4, 11
@ -1812,7 +1812,7 @@ DrawHUDsAndHPBars:
DrawPlayerHUDAndHPBar:
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
coord hl, 9, 7
lb bc, 5, 11
call ClearScreenArea
@ -1845,7 +1845,7 @@ DrawPlayerHUDAndHPBar:
coord hl, 10, 9
predef DrawHP
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
ld hl, wPlayerHPBarColor
call GetBattleHealthBarColor
ld hl, wBattleMonHP
@ -1873,7 +1873,7 @@ DrawPlayerHUDAndHPBar:
DrawEnemyHUDAndHPBar:
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
coord hl, 0, 0
lb bc, 4, 12
call ClearScreenArea
@ -1895,9 +1895,9 @@ DrawEnemyHUDAndHPBar:
.skipPrintLevel
ld hl, wEnemyMonHP
ld a, [hli]
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand + 1], a
ld a, [hld]
ld [H_MULTIPLICAND + 2], a
ld [hMultiplicand + 2], a
or [hl] ; is current HP zero?
jr nz, .hpNonzero
; current HP is 0
@ -1908,45 +1908,45 @@ DrawEnemyHUDAndHPBar:
jp .drawHPBar
.hpNonzero
xor a
ld [H_MULTIPLICAND], a
ld [hMultiplicand], a
ld a, 48
ld [H_MULTIPLIER], a
ld [hMultiplier], a
call Multiply ; multiply current HP by 48
ld hl, wEnemyMonMaxHP
ld a, [hli]
ld b, a
ld a, [hl]
ld [H_DIVISOR], a
ld [hDivisor], a
ld a, b
and a ; is max HP > 255?
jr z, .doDivide
; if max HP > 255, scale both (current HP * 48) and max HP by dividing by 4 so that max HP fits in one byte
; (it needs to be one byte so it can be used as the divisor for the Divide function)
ld a, [H_DIVISOR]
ld a, [hDivisor]
srl b
rr a
srl b
rr a
ld [H_DIVISOR], a
ld a, [H_PRODUCT + 2]
ld [hDivisor], a
ld a, [hProduct + 2]
ld b, a
srl b
ld a, [H_PRODUCT + 3]
ld a, [hProduct + 3]
rr a
srl b
rr a
ld [H_PRODUCT + 3], a
ld [hProduct + 3], a
ld a, b
ld [H_PRODUCT + 2], a
ld [hProduct + 2], a
.doDivide
ld a, [H_PRODUCT + 2]
ld [H_DIVIDEND], a
ld a, [H_PRODUCT + 3]
ld [H_DIVIDEND + 1], a
ld a, [hProduct + 2]
ld [hDividend], a
ld a, [hProduct + 3]
ld [hDividend + 1], a
ld a, $2
ld b, a
call Divide ; divide (current HP * 48) by max HP
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
; set variables for DrawHPBar
ld e, a
ld a, $6
@ -1958,7 +1958,7 @@ DrawEnemyHUDAndHPBar:
coord hl, 2, 2
call DrawHPBar
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
ld hl, wEnemyHPBarColor
GetBattleHealthBarColor:
@ -2469,13 +2469,13 @@ MoveSelectionMenu:
.writemoves
ld de, wMovesString
ld a, [hFlags_0xFFF6]
ld a, [hFlagsFFF6]
set 2, a
ld [hFlags_0xFFF6], a
ld [hFlagsFFF6], a
call PlaceString
ld a, [hFlags_0xFFF6]
ld a, [hFlagsFFF6]
res 2, a
ld [hFlags_0xFFF6], a
ld [hFlagsFFF6], a
ret
.regularmenu
@ -2595,10 +2595,10 @@ SelectMenuItem:
call AddNTimes
ld [hl], "▷"
.select
ld hl, hFlags_0xFFF6
ld hl, hFlagsFFF6
set 1, [hl]
call HandleMenuInput
ld hl, hFlags_0xFFF6
ld hl, hFlagsFFF6
res 1, [hl]
bit 6, a
jp nz, SelectMenuItem_CursorUp ; up
@ -2825,7 +2825,7 @@ SwapMovesInMenu:
PrintMenuItem:
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
coord hl, 0, 8
ld b, 3
ld c, 9
@ -2847,7 +2847,7 @@ PrintMenuItem:
ld hl, wCurrentMenuItem
dec [hl]
xor a
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
ld hl, wBattleMonMoves
ld a, [wCurrentMenuItem]
ld c, a
@ -2891,7 +2891,7 @@ PrintMenuItem:
predef PrintMoveType
.moveDisabled
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
jp Delay3
DisabledText:
@ -3043,7 +3043,7 @@ LinkBattleExchangeData:
ExecutePlayerMove:
xor a
ld [H_WHOSETURN], a ; set player's turn
ld [hWhoseTurn], a ; set player's turn
ld a, [wPlayerSelectedMove]
inc a
jp z, ExecutePlayerMoveDone ; for selected move = FF, skip most of player's turn
@ -3252,7 +3252,7 @@ PrintGhostText:
; print the ghost battle messages
call IsGhostBattle
ret nz
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr nz, .Ghost
ld a, [wBattleMonStatus] ; players turn
@ -3619,7 +3619,7 @@ CantMoveText:
PrintMoveIsDisabledText:
ld hl, wPlayerSelectedMove
ld de, wPlayerBattleStatus1
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .removeChargingUp
inc hl
@ -3675,11 +3675,11 @@ HandleSelfConfusionDamage:
xor a
ld [wAnimationType], a
inc a
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
call PlayMoveAnimation
call DrawPlayerHUDAndHPBar
xor a
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
jp ApplyDamageToPlayerPokemon
PrintMonName1Text:
@ -3694,7 +3694,7 @@ PrintMonName1Text:
MonName1Text:
TX_FAR _MonName1Text
TX_ASM
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wPlayerMoveNum]
ld hl, wPlayerUsedMove
@ -3818,7 +3818,7 @@ INCLUDE "data/moves/grammar.asm"
PrintMoveFailureText:
ld de, wPlayerMoveEffect
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playersTurn
ld de, wEnemyMoveEffect
@ -3866,7 +3866,7 @@ PrintMoveFailureText:
call PrintText
ld b, $4
predef PredefShakeScreenHorizontally
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr nz, .enemyTurn
jp ApplyDamageToPlayerPokemon
@ -4160,9 +4160,9 @@ GetDamageVarsForPlayerAttack:
; in the case of a critical hit, reset the player's attack and the enemy's defense to their base values
ld c, 3 ; defense stat
call GetEnemyMonStat
ld a, [H_PRODUCT + 2]
ld a, [hProduct + 2]
ld b, a
ld a, [H_PRODUCT + 3]
ld a, [hProduct + 3]
ld c, a
push bc
ld hl, wPartyMon1Attack
@ -4192,9 +4192,9 @@ GetDamageVarsForPlayerAttack:
; in the case of a critical hit, reset the player's and enemy's specials to their base values
ld c, 5 ; special stat
call GetEnemyMonStat
ld a, [H_PRODUCT + 2]
ld a, [hProduct + 2]
ld b, a
ld a, [H_PRODUCT + 3]
ld a, [hProduct + 3]
ld c, a
push bc
ld hl, wPartyMon1Special
@ -4281,7 +4281,7 @@ GetDamageVarsForEnemyAttack:
push bc
ld c, 2 ; attack stat
call GetEnemyMonStat
ld hl, H_PRODUCT + 2
ld hl, hProduct + 2
pop bc
jr .scaleStats
.specialAttack
@ -4313,7 +4313,7 @@ GetDamageVarsForEnemyAttack:
push bc
ld c, 5 ; special stat
call GetEnemyMonStat
ld hl, H_PRODUCT + 2
ld hl, hProduct + 2
pop bc
; if either the offensive or defensive stat is too large to store in a byte, scale both stats by dividing them by 4
; this allows values with up to 10 bits (values up to 1023) to be handled
@ -4371,9 +4371,9 @@ GetEnemyMonStat:
ld bc, wEnemyMon2 - wEnemyMon1
call AddNTimes
ld a, [hli]
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand + 1], a
ld a, [hl]
ld [H_MULTIPLICAND + 2], a
ld [hMultiplicand + 2], a
pop bc
pop de
ret
@ -4404,7 +4404,7 @@ CalculateDamage:
; d: base power
; e: level
ld a, [H_WHOSETURN] ; whose turn?
ld a, [hWhoseTurn] ; whose turn?
and a
ld a, [wPlayerMoveEffect]
jr z, .effect
@ -4436,7 +4436,7 @@ CalculateDamage:
.skipbp
xor a
ld hl, H_DIVIDEND
ld hl, hDividend
ldi [hl], a
ldi [hl], a
ld [hl], a
@ -4487,41 +4487,41 @@ CalculateDamage:
ld hl, wDamage
ld b, [hl]
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
add b
ld [H_QUOTIENT + 3], a
ld [hQuotient + 3], a
jr nc, .asm_3dfd0
ld a, [H_QUOTIENT + 2]
ld a, [hQuotient + 2]
inc a
ld [H_QUOTIENT + 2], a
ld [hQuotient + 2], a
and a
jr z, .asm_3e004
.asm_3dfd0
ld a, [H_QUOTIENT]
ld a, [hQuotient]
ld b, a
ld a, [H_QUOTIENT + 1]
ld a, [hQuotient + 1]
or a
jr nz, .asm_3e004
ld a, [H_QUOTIENT + 2]
ld a, [hQuotient + 2]
cp 998 / $100
jr c, .asm_3dfe8
cp 998 / $100 + 1
jr nc, .asm_3e004
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
cp 998 % $100
jr nc, .asm_3e004
.asm_3dfe8
inc hl
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
ld b, [hl]
add b
ld [hld], a
ld a, [H_QUOTIENT + 2]
ld a, [hQuotient + 2]
ld b, [hl]
adc b
ld [hl], a
@ -4573,7 +4573,7 @@ INCLUDE "data/battle/unused_critical_hit_moves.asm"
CriticalHitTest:
xor a
ld [wCriticalHitOrOHKO], a
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wEnemyMonSpecies]
jr nz, .handleEnemy
@ -4584,7 +4584,7 @@ CriticalHitTest:
ld a, [wMonHBaseSpeed]
ld b, a
srl b ; (effective (base speed/2))
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld hl, wPlayerMovePower
ld de, wPlayerBattleStatus2
@ -4646,7 +4646,7 @@ HandleCounterMove:
; the outcome may be affected by the player's actions in the move selection menu prior to switching the Pokemon.
; This might also lead to desync glitches in link battles.
ld a, [H_WHOSETURN] ; whose turn
ld a, [hWhoseTurn] ; whose turn
and a
; player's turn
ld hl, wEnemySelectedMove
@ -4954,7 +4954,7 @@ AttackSubstitute:
; values for player turn
ld de, wEnemySubstituteHP
ld bc, wEnemyBattleStatus2
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .applyDamageToSubstitute
; values for enemy turn
@ -4979,14 +4979,14 @@ AttackSubstitute:
ld hl, SubstituteBrokeText
call PrintText
; flip whose turn it is for the next function call
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
xor $01
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
callab HideSubstituteShowMonAnim ; animate the substitute breaking
; flip the turn back to the way it was
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
xor $01
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
ld hl, wPlayerMoveEffect ; value for player's turn
and a
jr z, .nullifyEffect
@ -5010,7 +5010,7 @@ HandleBuildingRage:
ld hl, wEnemyBattleStatus2
ld de, wEnemyMonStatMods
ld bc, wEnemyMoveNum
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .next
; values for the enemy turn
@ -5023,9 +5023,9 @@ HandleBuildingRage:
ld a, [de]
cp $0d ; maximum stat modifier value
ret z ; return if attack modifier is already maxed
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
xor $01 ; flip turn for the stat modifier raising function
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
; temporarily change the target pokemon's move to $00 and the effect to the one
; that causes the attack modifier to go up one stage
ld h, b
@ -5042,9 +5042,9 @@ HandleBuildingRage:
ldd [hl], a ; null move effect
ld a, RAGE
ld [hl], a ; restore the target pokemon's move number to Rage
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
xor $01 ; flip turn back to the way it was
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
ret
BuildingRageText:
@ -5060,7 +5060,7 @@ MirrorMoveCopyMove:
; wPlayerUsedMove is also set to 0 whenever the player is fast asleep or frozen solid.
; wEnemyUsedMove is also set to 0 whenever the enemy is fast asleep or frozen solid.
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
; values for player turn
ld a, [wEnemyUsedMove]
@ -5113,7 +5113,7 @@ MetronomePickMove:
; values for player turn
ld de, wPlayerMoveNum
ld hl, wPlayerSelectedMove
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .pickMoveLoop
; values for enemy turn
@ -5135,7 +5135,7 @@ MetronomePickMove:
; it's used to prevent moves that run another move within the same turn
; (like Mirror Move and Metronome) from losing 2 PP
IncrementMovePP:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
; values for player turn
ld hl, wBattleMonPP
@ -5154,7 +5154,7 @@ IncrementMovePP:
ld h, d
ld l, e
add hl, bc
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wPlayerMonNumber] ; value for player turn
jr z, .updatePP
@ -5178,7 +5178,7 @@ AdjustDamageForMoveType:
ld e, [hl] ; e = type 2 of defender
ld a, [wPlayerMoveType]
ld [wMoveType], a
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .next
; values for enemy turn
@ -5242,25 +5242,25 @@ AdjustDamageForMoveType:
and $80
ld b, a
ld a, [hl] ; a = damage multiplier
ld [H_MULTIPLIER], a
ld [hMultiplier], a
add b
ld [wDamageMultipliers], a
xor a
ld [H_MULTIPLICAND], a
ld [hMultiplicand], a
ld hl, wDamage
ld a, [hli]
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand + 1], a
ld a, [hld]
ld [H_MULTIPLICAND + 2], a
ld [hMultiplicand + 2], a
call Multiply
ld a, 10
ld [H_DIVISOR], a
ld [hDivisor], a
ld b, $04
call Divide
ld a, [H_QUOTIENT + 2]
ld a, [hQuotient + 2]
ld [hli], a
ld b, a
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
ld [hl], a
or b ; is damage 0?
jr nz, .skipTypeImmunity
@ -5325,7 +5325,7 @@ MoveHitTest:
ld hl, wEnemyBattleStatus1
ld de, wPlayerMoveEffect
ld bc, wEnemyMonStatus
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .dreamEaterCheck
; enemy's turn
@ -5354,7 +5354,7 @@ MoveHitTest:
.checkForDigOrFlyStatus
bit INVULNERABLE, [hl]
jp nz, .moveMissed
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr nz, .enemyTurn
.playerTurn
@ -5408,7 +5408,7 @@ MoveHitTest:
call CalcHitChance ; scale the move accuracy according to attacker's accuracy and target's evasion
ld a, [wPlayerMoveAccuracy]
ld b, a
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .doAccuracyCheck
ld a, [wEnemyMoveAccuracy]
@ -5427,7 +5427,7 @@ MoveHitTest:
ld [hl], a
inc a
ld [wMoveMissed], a
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playerTurn2
.enemyTurn2
@ -5442,7 +5442,7 @@ MoveHitTest:
; values for player turn
CalcHitChance:
ld hl, wPlayerMoveAccuracy
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wPlayerMonAccuracyMod]
ld b, a
@ -5462,10 +5462,10 @@ CalcHitChance:
; decreases the hit chance instead of increasing the hit chance)
; zero the high bytes of the multiplicand
xor a
ld [H_MULTIPLICAND], a
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand], a
ld [hMultiplicand + 1], a
ld a, [hl]
ld [H_MULTIPLICAND + 2], a ; set multiplicand to move accuracy
ld [hMultiplicand + 2], a ; set multiplicand to move accuracy
push hl
ld d, $02 ; loop has two iterations
; loop to do the calculations, the first iteration multiplies by the accuracy ratio and
@ -5480,29 +5480,29 @@ CalcHitChance:
add hl, bc ; hl = address of stat modifier ratio
pop bc
ld a, [hli]
ld [H_MULTIPLIER], a ; set multiplier to the numerator of the ratio
ld [hMultiplier], a ; set multiplier to the numerator of the ratio
call Multiply
ld a, [hl]
ld [H_DIVISOR], a ; set divisor to the the denominator of the ratio
ld [hDivisor], a ; set divisor to the the denominator of the ratio
; (the dividend is the product of the previous multiplication)
ld b, $04 ; number of bytes in the dividend
call Divide
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
ld b, a
ld a, [H_QUOTIENT + 2]
ld a, [hQuotient + 2]
or b
jp nz, .nextCalculation
; make sure the result is always at least one
ld [H_QUOTIENT + 2], a
ld [hQuotient + 2], a
ld a, $01
ld [H_QUOTIENT + 3], a
ld [hQuotient + 3], a
.nextCalculation
ld b, c
dec d
jr nz, .loop
ld a, [H_QUOTIENT + 2]
ld a, [hQuotient + 2]
and a ; is the calculated hit chance over 0xFF?
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
jr z, .storeAccuracy
; if calculated hit chance over 0xFF
ld a, $ff ; set the hit chance to 0xFF
@ -5522,29 +5522,29 @@ RandomizeDamage:
ret c ; return if damage is equal to 0 or 1
.DamageGreaterThanOne
xor a
ld [H_MULTIPLICAND], a
ld [hMultiplicand], a
dec hl
ld a, [hli]
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand + 1], a
ld a, [hl]
ld [H_MULTIPLICAND + 2], a
ld [hMultiplicand + 2], a
; loop until a random number greater than or equal to 217 is generated
.loop
call BattleRandom
rrca
cp 217
jr c, .loop
ld [H_MULTIPLIER], a
ld [hMultiplier], a
call Multiply ; multiply damage by the random number, which is in the range [217, 255]
ld a, 255
ld [H_DIVISOR], a
ld [hDivisor], a
ld b, $4
call Divide ; divide the result by 255
; store the modified damage
ld a, [H_QUOTIENT + 2]
ld a, [hQuotient + 2]
ld hl, wDamage
ld [hli], a
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
ld [hl], a
ret
@ -5900,11 +5900,11 @@ CheckEnemyStatusConditions:
ld [hl], a
xor a
ld [wAnimationType], a
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
ld a, POUND
call PlayMoveAnimation
ld a, $1
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
call ApplyDamageToEnemyPokemon
jr .monHurtItselfOrFullyParalysed
.checkIfTriedToUseDisabledMove
@ -6051,7 +6051,7 @@ CheckEnemyStatusConditions:
ret
GetCurrentMove:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jp z, .player
ld de, wEnemyMoveNum
@ -6257,13 +6257,13 @@ DoBattleTransitionAndInitBattleVariables:
predef BattleTransition
callab LoadHudAndHpBarAndStatusTilePatterns
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
ld a, $ff
ld [wUpdateSpritesEnabled], a
call ClearSprites
call ClearScreen
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
ld [hWY], a
ld [rWY], a
ld [hTilesetType], a
@ -6340,7 +6340,7 @@ LoadPlayerBackPic:
ld [$4000], a
ld hl, vSprites
ld de, sSpriteBuffer1
ld a, [H_LOADEDROMBANK]
ld a, [hLoadedROMBank]
ld b, a
ld c, 7 * 7
call CopyVideoData
@ -6367,12 +6367,12 @@ ApplyBurnAndParalysisPenaltiesToEnemy:
xor a
ApplyBurnAndParalysisPenalties:
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
call QuarterSpeedDueToParalysis
jp HalveAttackDueToBurn
QuarterSpeedDueToParalysis:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playerTurn
.enemyTurn ; quarter the player's speed
@ -6415,7 +6415,7 @@ QuarterSpeedDueToParalysis:
ret
HalveAttackDueToBurn:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playerTurn
.enemyTurn ; halve the player's attack
@ -6505,35 +6505,35 @@ CalculateModifiedStat:
ld b, 0
add hl, bc
xor a
ld [H_MULTIPLICAND], a
ld [hMultiplicand], a
ld a, [de]
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand + 1], a
inc de
ld a, [de]
ld [H_MULTIPLICAND + 2], a
ld [hMultiplicand + 2], a
ld a, [hli]
ld [H_MULTIPLIER], a
ld [hMultiplier], a
call Multiply
ld a, [hl]
ld [H_DIVISOR], a
ld [hDivisor], a
ld b, $4
call Divide
pop hl
ld a, [H_DIVIDEND + 3]
ld a, [hDividend + 3]
sub 999 % $100
ld a, [H_DIVIDEND + 2]
ld a, [hDividend + 2]
sbc 999 / $100
jp c, .storeNewStatValue
; cap the stat at 999
ld a, 999 / $100
ld [H_DIVIDEND + 2], a
ld [hDividend + 2], a
ld a, 999 % $100
ld [H_DIVIDEND + 3], a
ld [hDividend + 3], a
.storeNewStatValue
ld a, [H_DIVIDEND + 2]
ld a, [hDividend + 2]
ld [hli], a
ld b, a
ld a, [H_DIVIDEND + 3]
ld a, [hDividend + 3]
ld [hl], a
or b
jr nz, .done
@ -6683,7 +6683,7 @@ BattleRandom:
HandleExplodingAnimation:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld hl, wEnemyMonType1
ld de, wEnemyBattleStatus1
@ -6826,18 +6826,18 @@ _InitBattleCommon:
call RunPaletteCommand
call SlidePlayerAndEnemySilhouettesOnScreen
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
ld hl, .emptyString
call PrintText
call SaveScreenTilesToBuffer1
call ClearScreen
ld a, $98
ld [H_AUTOBGTRANSFERDEST + 1], a
ld [hAutoBGTransferDest + 1], a
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld [hAutoBGTransferEnabled], a
call Delay3
ld a, $9c
ld [H_AUTOBGTRANSFERDEST + 1], a
ld [hAutoBGTransferDest + 1], a
call LoadScreenTilesFromBuffer1
coord hl, 9, 7
lb bc, 5, 10
@ -6998,6 +6998,6 @@ LoadMonBackPic:
ld hl, vSprites
ld de, vBackPic
ld c, (2*SPRITEBUFFERSIZE)/16 ; count of 16-byte chunks to be copied
ld a, [H_LOADEDROMBANK]
ld a, [hLoadedROMBank]
ld b, a
jp CopyVideoData

View file

@ -4,7 +4,7 @@ JumpMoveEffect:
ret
_JumpMoveEffect:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wPlayerMoveEffect]
jr z, .next1
@ -26,7 +26,7 @@ INCLUDE "data/moves/effects_pointers.asm"
SleepEffect:
ld de, wEnemyMonStatus
ld bc, wEnemyBattleStatus2
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jp z, .sleepEffect
ld de, wBattleMonStatus
@ -78,7 +78,7 @@ AlreadyAsleepText:
PoisonEffect:
ld hl, wEnemyMonStatus
ld de, wPlayerMoveEffect
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .poisonEffect
ld hl, wBattleMonStatus
@ -121,7 +121,7 @@ PoisonEffect:
set 3, [hl] ; mon is now poisoned
push de
dec de
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld b, ANIM_C7
ld hl, wPlayerBattleStatus3
@ -175,7 +175,7 @@ DrainHPEffect:
ExplodeEffect:
ld hl, wBattleMonHP
ld de, wPlayerBattleStatus2
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .faintUser
ld hl, wEnemyMonHP
@ -196,7 +196,7 @@ FreezeBurnParalyzeEffect:
ld [wAnimationType], a
call CheckTargetSubstitute ; test bit 4 of d063/d068 flags [target has substitute flag]
ret nz ; return if they have a substitute, can't effect them
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jp nz, opponentAttacker
ld a, [wEnemyMonStatus]
@ -308,7 +308,7 @@ CheckDefrost:
; any fire-type move that has a chance inflict burn (all but Fire Spin) will defrost a frozen target
and 1 << FRZ ; are they frozen?
ret z ; return if so
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr nz, .opponent
;player [attacker]
@ -346,7 +346,7 @@ FireDefrostedText:
StatModifierUpEffect:
ld hl, wPlayerMonStatMods
ld de, wPlayerMoveEffect
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .statModifierUpEffect
ld hl, wEnemyMonStatMods
@ -382,7 +382,7 @@ StatModifierUpEffect:
push hl
ld hl, wBattleMonAttack + 1
ld de, wPlayerMonUnmodifiedAttack
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .pointToStats
ld hl, wEnemyMonAttack + 1
@ -417,35 +417,35 @@ StatModifierUpEffect:
add hl, bc
pop bc
xor a
ld [H_MULTIPLICAND], a
ld [hMultiplicand], a
ld a, [de]
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand + 1], a
inc de
ld a, [de]
ld [H_MULTIPLICAND + 2], a
ld [hMultiplicand + 2], a
ld a, [hli]
ld [H_MULTIPLIER], a
ld [hMultiplier], a
call Multiply
ld a, [hl]
ld [H_DIVISOR], a
ld [hDivisor], a
ld b, $4
call Divide
pop hl
; cap at 999
ld a, [H_PRODUCT + 3]
ld a, [hProduct + 3]
sub 999 % $100
ld a, [H_PRODUCT + 2]
ld a, [hProduct + 2]
sbc 999 / $100
jp c, UpdateStat
ld a, 999 / $100
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand + 1], a
ld a, 999 % $100
ld [H_MULTIPLICAND + 2], a
ld [hMultiplicand + 2], a
UpdateStat:
ld a, [H_PRODUCT + 2]
ld a, [hProduct + 2]
ld [hli], a
ld a, [H_PRODUCT + 3]
ld a, [hProduct + 3]
ld [hl], a
pop hl
UpdateStatDone:
@ -455,7 +455,7 @@ UpdateStatDone:
ld hl, wPlayerBattleStatus2
ld de, wPlayerMoveNum
ld bc, wPlayerMonMinimized
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .asm_3f4e6
ld hl, wEnemyBattleStatus2
@ -488,7 +488,7 @@ UpdateStatDone:
pop af
call nz, Bankswitch
.applyBadgeBoostsAndStatusPenalties
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
call z, ApplyBadgeStatBoosts ; whenever the player uses a stat-up move, badge boosts get reapplied again to every stat,
; even to those not affected by the stat-up move (will be boosted further)
@ -511,7 +511,7 @@ MonsStatsRoseText:
TX_FAR _MonsStatsRoseText
TX_ASM
ld hl, GreatlyRoseText
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wPlayerMoveEffect]
jr z, .playerTurn
@ -534,7 +534,7 @@ StatModifierDownEffect:
ld hl, wEnemyMonStatMods
ld de, wPlayerMoveEffect
ld bc, wEnemyBattleStatus1
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .statModifierDownEffect
ld hl, wPlayerMonStatMods
@ -601,7 +601,7 @@ StatModifierDownEffect:
push de
ld hl, wEnemyMonAttack + 1
ld de, wEnemyMonUnmodifiedAttack
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .pointToStat
ld hl, wBattleMonAttack + 1
@ -637,33 +637,33 @@ StatModifierDownEffect:
add hl, bc
pop bc
xor a
ld [H_MULTIPLICAND], a
ld [hMultiplicand], a
ld a, [de]
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand + 1], a
inc de
ld a, [de]
ld [H_MULTIPLICAND + 2], a
ld [hMultiplicand + 2], a
ld a, [hli]
ld [H_MULTIPLIER], a
ld [hMultiplier], a
call Multiply
ld a, [hl]
ld [H_DIVISOR], a
ld [hDivisor], a
ld b, $4
call Divide
pop hl
ld a, [H_PRODUCT + 3]
ld a, [hProduct + 3]
ld b, a
ld a, [H_PRODUCT + 2]
ld a, [hProduct + 2]
or b
jp nz, UpdateLoweredStat
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand + 1], a
ld a, $1
ld [H_MULTIPLICAND + 2], a
ld [hMultiplicand + 2], a
UpdateLoweredStat:
ld a, [H_PRODUCT + 2]
ld a, [hProduct + 2]
ld [hli], a
ld a, [H_PRODUCT + 3]
ld a, [hProduct + 3]
ld [hl], a
pop de
pop hl
@ -678,7 +678,7 @@ UpdateLoweredStatDone:
jr nc, .ApplyBadgeBoostsAndStatusPenalties
call PlayCurrentMoveAnimation2
.ApplyBadgeBoostsAndStatusPenalties
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
call nz, ApplyBadgeStatBoosts ; whenever the player uses a stat-down move, badge boosts get reapplied again to every stat,
; even to those not affected by the stat-up move (will be boosted further)
@ -713,7 +713,7 @@ MonsStatsFellText:
TX_FAR _MonsStatsFellText
TX_ASM
ld hl, FellText
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wPlayerMoveEffect]
jr z, .playerTurn
@ -759,7 +759,7 @@ BideEffect:
ld hl, wPlayerBattleStatus1
ld de, wPlayerBideAccumulatedDamage
ld bc, wPlayerNumAttacksLeft
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .bideEffect
ld hl, wEnemyBattleStatus1
@ -778,14 +778,14 @@ BideEffect:
inc a
inc a
ld [bc], a ; set Bide counter to 2 or 3 at random
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
add XSTATITEM_ANIM
jp PlayBattleAnimation2
ThrashPetalDanceEffect:
ld hl, wPlayerBattleStatus1
ld de, wPlayerNumAttacksLeft
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .thrashPetalDanceEffect
ld hl, wEnemyBattleStatus1
@ -797,12 +797,12 @@ ThrashPetalDanceEffect:
inc a
inc a
ld [de], a ; set thrash/petal dance counter to 2 or 3 at random
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
add ANIM_B0
jp PlayBattleAnimation2
SwitchAndTeleportEffect:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr nz, .handleEnemy
ld a, [wIsInBattle]
@ -920,7 +920,7 @@ TwoToFiveAttacksEffect:
ld hl, wPlayerBattleStatus1
ld de, wPlayerNumAttacksLeft
ld bc, wPlayerNumHits
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .twoToFiveAttacksEffect
ld hl, wEnemyBattleStatus1
@ -931,7 +931,7 @@ TwoToFiveAttacksEffect:
ret nz
set ATTACKING_MULTIPLE_TIMES, [hl] ; mon is now attacking multiple times
ld hl, wPlayerMoveEffect
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .setNumberOfHits
ld hl, wEnemyMoveEffect
@ -967,7 +967,7 @@ FlinchSideEffect:
ret nz
ld hl, wEnemyBattleStatus1
ld de, wPlayerMoveEffect
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .flinchSideEffect
ld hl, wPlayerBattleStatus1
@ -992,7 +992,7 @@ OneHitKOEffect:
ChargeEffect:
ld hl, wPlayerBattleStatus1
ld de, wPlayerMoveEffect
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld b, XSTATITEM_ANIM
jr z, .chargeEffect
@ -1074,7 +1074,7 @@ DugAHoleText:
TrappingEffect:
ld hl, wPlayerBattleStatus1
ld de, wPlayerNumAttacksLeft
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .trappingEffect
ld hl, wEnemyBattleStatus1
@ -1120,7 +1120,7 @@ ConfusionEffect:
jr nz, ConfusionEffectFailed
ConfusionSideEffectSuccess:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld hl, wEnemyBattleStatus1
ld bc, wEnemyConfusedCounter
@ -1164,7 +1164,7 @@ SubstituteEffect:
HyperBeamEffect:
ld hl, wPlayerBattleStatus2
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .hyperBeamEffect
ld hl, wEnemyBattleStatus2
@ -1175,7 +1175,7 @@ HyperBeamEffect:
ClearHyperBeam:
push hl
ld hl, wEnemyBattleStatus2
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .playerTurn
ld hl, wPlayerBattleStatus2
@ -1186,7 +1186,7 @@ ClearHyperBeam:
RageEffect:
ld hl, wPlayerBattleStatus2
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .player
ld hl, wEnemyBattleStatus2
@ -1201,7 +1201,7 @@ MimicEffect:
ld a, [wMoveMissed]
and a
jr nz, .mimicMissed
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld hl, wBattleMonMoves
ld a, [wPlayerBattleStatus1]
@ -1226,7 +1226,7 @@ MimicEffect:
and a
jr z, .getRandomMove
ld d, a
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld hl, wBattleMonMoves
ld a, [wPlayerMoveListIndex]
@ -1284,7 +1284,7 @@ DisableEffect:
jr nz, .moveMissed
ld de, wEnemyDisabledMove
ld hl, wEnemyMonMoves
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .disableEffect
ld de, wPlayerDisabledMove
@ -1307,7 +1307,7 @@ DisableEffect:
jr z, .pickMoveToDisable ; loop until a non-00 move slot is found
ld [wd11e], a ; store move number
push hl
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld hl, wBattleMonPP
jr nz, .enemyTurn
@ -1345,7 +1345,7 @@ DisableEffect:
ld [de], a
call PlayCurrentMoveAnimation2
ld hl, wPlayerDisabledMoveNumber
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr nz, .printDisableText
inc hl ; wEnemyDisabledMoveNumber
@ -1430,7 +1430,7 @@ ParalyzedMayNotAttackText:
CheckTargetSubstitute:
push hl
ld hl, wEnemyBattleStatus2
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .next1
ld hl, wPlayerBattleStatus2
@ -1442,7 +1442,7 @@ CheckTargetSubstitute:
PlayCurrentMoveAnimation2:
; animation at MOVENUM will be played unless MOVENUM is 0
; plays wAnimationType 3 or 6
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wPlayerMoveNum]
jr z, .notEnemyTurn
@ -1454,7 +1454,7 @@ PlayCurrentMoveAnimation2:
PlayBattleAnimation2:
; play animation ID at a and animation type 6 or 3
ld [wAnimationID], a
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, $6
jr z, .storeAnimationType
@ -1468,7 +1468,7 @@ PlayCurrentMoveAnimation:
; resets wAnimationType
xor a
ld [wAnimationType], a
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wPlayerMoveNum]
jr z, .notEnemyTurn

View file

@ -55,15 +55,15 @@ GainExperience:
jr .gainStatExpLoop
.statExpDone
xor a
ld [H_MULTIPLICAND], a
ld [H_MULTIPLICAND + 1], a
ld [hMultiplicand], a
ld [hMultiplicand + 1], a
ld a, [wEnemyMonBaseExp]
ld [H_MULTIPLICAND + 2], a
ld [hMultiplicand + 2], a
ld a, [wEnemyMonLevel]
ld [H_MULTIPLIER], a
ld [hMultiplier], a
call Multiply
ld a, 7
ld [H_DIVISOR], a
ld [hDivisor], a
ld b, 4
call Divide
ld hl, wPartyMon1OTID - (wPartyMon1DVs - 1)
@ -91,12 +91,12 @@ GainExperience:
inc hl
; add the gained exp to the party mon's exp
ld b, [hl]
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
ld [wExpAmountGained + 1], a
add b
ld [hld], a
ld b, [hl]
ld a, [H_QUOTIENT + 2]
ld a, [hQuotient + 2]
ld [wExpAmountGained], a
adc b
ld [hl], a
@ -311,14 +311,14 @@ DivideExpDataByNumMonsGainingExp:
ld c, wEnemyMonBaseExp + 1 - wEnemyMonBaseStats
.divideLoop
xor a
ld [H_DIVIDEND], a
ld [hDividend], a
ld a, [hl]
ld [H_DIVIDEND + 1], a
ld [hDividend + 1], a
ld a, [wd11e]
ld [H_DIVISOR], a
ld [hDivisor], a
ld b, $2
call Divide ; divide value by number of mons gaining exp
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
ld [hli], a
dec c
jr nz, .divideLoop
@ -326,17 +326,17 @@ DivideExpDataByNumMonsGainingExp:
; multiplies exp by 1.5
BoostExp:
ld a, [H_QUOTIENT + 2]
ld a, [hQuotient + 2]
ld b, a
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
ld c, a
srl b
rr c
add c
ld [H_QUOTIENT + 3], a
ld a, [H_QUOTIENT + 2]
ld [hQuotient + 3], a
ld a, [hQuotient + 2]
adc b
ld [H_QUOTIENT + 2], a
ld [hQuotient + 2], a
ret
GainedText:

View file

@ -9,12 +9,12 @@ MarowakAnim:
call ClearScreenArea
call Delay3
xor a
ld [H_AUTOBGTRANSFERENABLED], a ; disable BG transfer so we don't see the Marowak too soon
ld [hAutoBGTransferEnabled], a ; disable BG transfer so we don't see the Marowak too soon
; replace ghost pic with Marowak in BG
ld a, MAROWAK
ld [wChangeMonPicEnemyTurnSpecies], a
ld a, $1
ld [H_WHOSETURN], a
ld [hWhoseTurn], a
callab ChangeMonPic
; alternate between black and light grey 8 times.
; this makes the ghost's body appear to flash
@ -44,7 +44,7 @@ MarowakAnim:
and a
jr nz, .fadeInMarowakLoop
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a ; enable BG transfer so the BG Marowak pic will be visible after the sprite one is cleared
ld [hAutoBGTransferEnabled], a ; enable BG transfer so the BG Marowak pic will be visible after the sprite one is cleared
call Delay3
jp ClearSprites

View file

@ -1,7 +1,7 @@
ConversionEffect_:
ld hl, wEnemyMonType1
ld de, wBattleMonType1
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wEnemyBattleStatus1]
jr z, .conversionEffect

View file

@ -14,7 +14,7 @@ DrainHPEffect_:
.getAttackerHP
ld hl, wBattleMonHP
ld de, wBattleMonMaxHP
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jp z, .addDamageToAttackerHP
ld hl, wEnemyMonHP
@ -69,7 +69,7 @@ DrainHPEffect_:
ld [wHPBarNewHP+1], a
inc de
.next
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
coord hl, 10, 9
ld a, $1
@ -83,7 +83,7 @@ DrainHPEffect_:
predef DrawEnemyHUDAndHPBar
callab ReadPlayerMonCurHPAndStatus
ld hl, SuckedHealthText
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wPlayerMoveEffect]
jr z, .next3

View file

@ -1,6 +1,6 @@
FocusEnergyEffect_:
ld hl, wPlayerBattleStatus2
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .notEnemy
ld hl, wEnemyBattleStatus2

View file

@ -15,7 +15,7 @@ HazeEffect_:
; cure non-volatile status, but only for the target
ld hl, wEnemyMonStatus
ld de, wEnemySelectedMove
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .cureStatuses
ld hl, wBattleMonStatus

View file

@ -1,5 +1,5 @@
HealEffect_:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld de, wBattleMonHP
ld hl, wBattleMonMaxHP
@ -27,7 +27,7 @@ HealEffect_:
ld c, 50
call DelayFrames
ld hl, wBattleMonStatus
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .restEffect
ld hl, wEnemyMonStatus
@ -87,7 +87,7 @@ HealEffect_:
.playAnim
ld hl, PlayCurrentMoveAnimation
call BankswitchEtoF
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
coord hl, 10, 9
ld a, $1

View file

@ -5,7 +5,7 @@ LeechSeedEffect_:
jr nz, .moveMissed
ld hl, wEnemyBattleStatus2
ld de, wEnemyMonType1
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .leechSeedEffect
ld hl, wPlayerBattleStatus2

View file

@ -1,6 +1,6 @@
MistEffect_:
ld hl, wPlayerBattleStatus2
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .mistEffect
ld hl, wEnemyBattleStatus2

View file

@ -7,7 +7,7 @@ OneHitKOEffect_:
ld [wCriticalHitOrOHKO], a
ld hl, wBattleMonSpeed + 1
ld de, wEnemyMonSpeed + 1
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .compareSpeed
ld hl, wEnemyMonSpeed + 1

View file

@ -1,7 +1,7 @@
ParalyzeEffect_:
ld hl, wEnemyMonStatus
ld de, wPlayerMoveType
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jp z, .next
ld hl, wBattleMonStatus

View file

@ -2,7 +2,7 @@ PayDayEffect_:
xor a
ld hl, wcd6d
ld [hli], a
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wBattleMonLevel]
jr z, .payDayEffect
@ -10,28 +10,28 @@ PayDayEffect_:
.payDayEffect
; level * 2
add a
ld [H_DIVIDEND + 3], a
ld [hDividend + 3], a
xor a
ld [H_DIVIDEND], a
ld [H_DIVIDEND + 1], a
ld [H_DIVIDEND + 2], a
ld [hDividend], a
ld [hDividend + 1], a
ld [hDividend + 2], a
; convert to BCD
ld a, 100
ld [H_DIVISOR], a
ld [hDivisor], a
ld b, $4
call Divide
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
ld [hli], a
ld a, [H_REMAINDER]
ld [H_DIVIDEND + 3], a
ld a, [hRemainder]
ld [hDividend + 3], a
ld a, 10
ld [H_DIVISOR], a
ld [hDivisor], a
ld b, $4
call Divide
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
swap a
ld b, a
ld a, [H_REMAINDER]
ld a, [hRemainder]
add b
ld [hl], a
ld de, wTotalPayDayMoney + 2

View file

@ -1,5 +1,5 @@
RecoilEffect_:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wPlayerMoveNum]
ld hl, wBattleMonMaxHP
@ -54,7 +54,7 @@ RecoilEffect_:
ld [hl], a
.getHPBarCoords
coord hl, 10, 9
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, $1
jr z, .updateHPBar

View file

@ -1,7 +1,7 @@
ReflectLightScreenEffect_:
ld hl, wPlayerBattleStatus3
ld de, wPlayerMoveEffect
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .reflectLightScreenEffect
ld hl, wEnemyBattleStatus3

View file

@ -4,7 +4,7 @@ SubstituteEffect_:
ld hl, wBattleMonMaxHP
ld de, wPlayerSubstituteHP
ld bc, wPlayerBattleStatus2
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .notEnemy
ld hl, wEnemyMonMaxHP

View file

@ -3,7 +3,7 @@ TransformEffect_:
ld de, wEnemyMonSpecies
ld bc, wEnemyBattleStatus3
ld a, [wEnemyBattleStatus1]
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr nz, .hitTest
ld hl, wEnemyMonSpecies
@ -18,7 +18,7 @@ TransformEffect_:
push de
push bc
ld hl, wPlayerBattleStatus2
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .transformEffect
ld hl, wEnemyBattleStatus2
@ -64,7 +64,7 @@ TransformEffect_:
inc bc
inc bc
call CopyData
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .next
; save enemy mon DVs at wTransformedEnemyMonOriginalDVs
@ -128,7 +128,7 @@ TransformEffect_:
jp PrintText
.copyBasedOnTurn
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
jr z, .gotStatsOrModsToCopy
push hl

View file

@ -41,16 +41,16 @@ ScaleFirstThreeSpriteColumnsByTwo:
ScaleLastSpriteColumnByTwo:
ld a, 4*8 - 4 ; $1c, 4 tiles minus 4 unused rows
ld [H_SPRITEINTERLACECOUNTER], a
ld [hSpriteInterlaceCounter], a
ld bc, -1
.columnInnerLoop
ld a, [de]
dec de
swap a ; only high nybble contains information
call ScalePixelsByTwo
ld a, [H_SPRITEINTERLACECOUNTER]
ld a, [hSpriteInterlaceCounter]
dec a
ld [H_SPRITEINTERLACECOUNTER], a
ld [hSpriteInterlaceCounter], a
jr nz, .columnInnerLoop
dec de ; skip last 4 rows of new column
dec de

View file

@ -655,17 +655,17 @@ AIUseDireHit: ; unused
AICheckIfHPBelowFraction:
; return carry if enemy trainer's current HP is below 1 / a of the maximum
ld [H_DIVISOR], a
ld [hDivisor], a
ld hl, wEnemyMonMaxHP
ld a, [hli]
ld [H_DIVIDEND], a
ld [hDividend], a
ld a, [hl]
ld [H_DIVIDEND + 1], a
ld [hDividend + 1], a
ld b, 2
call Divide
ld a, [H_QUOTIENT + 3]
ld a, [hQuotient + 3]
ld c, a
ld a, [H_QUOTIENT + 2]
ld a, [hQuotient + 2]
ld b, a
ld hl, wEnemyMonHP + 1
ld a, [hld]

View file

@ -1,6 +1,6 @@
; does nothing since no stats are ever selected (barring glitches)
DoubleSelectedStats:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wPlayerStatsToDouble]
ld hl, wBattleMonAttack + 1
@ -30,7 +30,7 @@ DoubleSelectedStats:
; does nothing since no stats are ever selected (barring glitches)
HalveSelectedStats:
ld a, [H_WHOSETURN]
ld a, [hWhoseTurn]
and a
ld a, [wPlayerStatsToHalve]
ld hl, wBattleMonAttack