mirror of
https://github.com/thornAvery/kep-hack.git
synced 2025-09-16 18:30:50 +12:00
Use HIGH() and LOW()
This commit is contained in:
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45ed05decf
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@ -25,10 +25,10 @@
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const Ch8 ; 7
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; HW sound channel register base addresses
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HW_CH1_BASE EQU (rNR10 % $100)
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HW_CH2_BASE EQU ((rNR21 % $100) - 1)
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HW_CH3_BASE EQU (rNR30 % $100)
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HW_CH4_BASE EQU ((rNR41 % $100) - 1)
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HW_CH1_BASE EQU LOW(rNR10)
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HW_CH2_BASE EQU LOW(rNR21) - 1
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HW_CH3_BASE EQU LOW(rNR30)
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HW_CH4_BASE EQU LOW(rNR41) - 1
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; HW sound channel enable bit masks
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HW_CH1_ENABLE_MASK EQU %00010001
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@ -35,6 +35,8 @@ BRN EQU 4
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FRZ EQU 5
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PAR EQU 6
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MAX_STAT_VALUE EQU 999
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; volatile statuses 1
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STORING_ENERGY EQU 0 ; Bide
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THRASHING_ABOUT EQU 1 ; e.g. Thrash
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@ -4182,8 +4182,8 @@ GetDamageVarsForPlayerAttack:
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; if the enemy has used Light Screen, double the enemy's special
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sla c
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rl b
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; reflect and light screen boosts do not cap the stat at 999, so weird things will happen during stats scaling if
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; a Pokemon with 512 or more Defense has used Reflect, or if a Pokemon with 512 or more Special has used Light Screen
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; reflect and light screen boosts do not cap the stat at MAX_STAT_VALUE, so weird things will happen during stats scaling
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; if a Pokemon with 512 or more Defense has used Reflect, or if a Pokemon with 512 or more Special has used Light Screen
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.specialAttackCritCheck
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ld hl, wBattleMonSpecial
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ld a, [wCriticalHitOrOHKO]
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@ -4295,8 +4295,8 @@ GetDamageVarsForEnemyAttack:
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; if the player has used Light Screen, double the player's special
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sla c
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rl b
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; reflect and light screen boosts do not cap the stat at 999, so weird things will happen during stats scaling if
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; a Pokemon with 512 or more Defense has used Reflect, or if a Pokemon with 512 or more Special has used Light Screen
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; reflect and light screen boosts do not cap the stat at MAX_STAT_VALUE, so weird things will happen during stats scaling
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; if a Pokemon with 512 or more Defense has used Reflect, or if a Pokemon with 512 or more Special has used Light Screen
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.specialAttackCritCheck
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ld hl, wEnemyMonSpecial
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ld a, [wCriticalHitOrOHKO]
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@ -4508,14 +4508,14 @@ CalculateDamage:
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jr nz, .cap
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ldh a, [hQuotient + 2]
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cp (MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) / $100
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cp HIGH(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1)
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jr c, .dont_cap_2
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cp (MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) / $100 + 1
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cp HIGH(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) + 1
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jr nc, .cap
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ldh a, [hQuotient + 3]
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cp (MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) % $100
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cp LOW(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1)
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jr nc, .cap
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.dont_cap_2
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@ -4533,21 +4533,21 @@ CalculateDamage:
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jr c, .cap
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ld a, [hl]
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cp (MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) / $100
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cp HIGH(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1)
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jr c, .dont_cap_3
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cp (MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) / $100 + 1
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cp HIGH(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) + 1
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jr nc, .cap
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inc hl
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ld a, [hld]
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cp (MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1) % $100
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cp LOW(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE + 1)
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jr c, .dont_cap_3
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.cap
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ld a, (MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE) / $100
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ld a, HIGH(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE)
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ld [hli], a
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ld a, (MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE) % $100
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ld a, LOW(MAX_NEUTRAL_DAMAGE - MIN_NEUTRAL_DAMAGE)
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ld [hld], a
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.dont_cap_3
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@ -6526,14 +6526,14 @@ CalculateModifiedStat:
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call Divide
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pop hl
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ldh a, [hDividend + 3]
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sub 999 % $100
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sub LOW(MAX_STAT_VALUE)
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ldh a, [hDividend + 2]
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sbc 999 / $100
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sbc HIGH(MAX_STAT_VALUE)
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jp c, .storeNewStatValue
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; cap the stat at 999
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ld a, 999 / $100
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; cap the stat at MAX_STAT_VALUE (999)
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ld a, HIGH(MAX_STAT_VALUE)
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ldh [hDividend + 2], a
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ld a, 999 % $100
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ld a, LOW(MAX_STAT_VALUE)
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ldh [hDividend + 3], a
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.storeNewStatValue
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ldh a, [hDividend + 2]
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@ -6573,7 +6573,7 @@ ApplyBadgeStatBoosts:
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ret
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; multiply stat at hl by 1.125
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; cap stat at 999
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; cap stat at MAX_STAT_VALUE
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.applyBoostToStat
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ld a, [hli]
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ld d, a
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@ -6591,13 +6591,13 @@ ApplyBadgeStatBoosts:
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adc d
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ld [hli], a
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ld a, [hld]
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sub 999 % $100
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sub LOW(MAX_STAT_VALUE)
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ld a, [hl]
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sbc 999 / $100
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sbc HIGH(MAX_STAT_VALUE)
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ret c
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ld a, 999 / $100
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ld a, HIGH(MAX_STAT_VALUE)
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ld [hli], a
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ld a, 999 % $100
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ld a, LOW(MAX_STAT_VALUE)
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ld [hld], a
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ret
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@ -399,11 +399,12 @@ StatModifierUpEffect:
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inc d ; de = unmodified (original) stat
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.checkIf999
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pop bc
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; check if stat is already 999
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ld a, [hld]
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sub 999 % $100 ; check if stat is already 999
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sub LOW(MAX_STAT_VALUE)
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jr nz, .recalculateStat
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ld a, [hl]
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sbc 999 / $100
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sbc HIGH(MAX_STAT_VALUE)
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jp z, RestoreOriginalStatModifier
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.recalculateStat ; recalculate affected stat
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; paralysis and burn penalties, as well as badge boosts are ignored
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@ -431,15 +432,15 @@ StatModifierUpEffect:
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ld b, $4
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call Divide
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pop hl
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; cap at 999
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; cap at MAX_STAT_VALUE (999)
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ldh a, [hProduct + 3]
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sub 999 % $100
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sub LOW(MAX_STAT_VALUE)
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ldh a, [hProduct + 2]
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sbc 999 / $100
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sbc HIGH(MAX_STAT_VALUE)
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jp c, UpdateStat
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ld a, 999 / $100
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ld a, HIGH(MAX_STAT_VALUE)
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ldh [hMultiplicand + 1], a
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ld a, 999 % $100
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ld a, LOW(MAX_STAT_VALUE)
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ldh [hMultiplicand + 2], a
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UpdateStat:
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@ -236,7 +236,7 @@ WriteMonPartySpriteOAM:
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; make a copy at wMonPartySpritesSavedOAM.
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push af
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ld c, $10
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ld h, wOAMBuffer / $100
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ld h, HIGH(wOAMBuffer)
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ldh a, [hPartyMonIndex]
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swap a
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ld l, a
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@ -1,7 +1,7 @@
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WriteDMACodeToHRAM::
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; Since no other memory is available during OAM DMA,
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; DMARoutine is copied to HRAM and executed there.
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ld c, hDMARoutine % $100
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ld c, LOW(hDMARoutine)
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ld b, DMARoutineEnd - DMARoutine
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ld hl, DMARoutine
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.copy
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@ -14,7 +14,7 @@ WriteDMACodeToHRAM::
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DMARoutine:
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; initiate DMA
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ld a, wOAMBuffer / $100
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ld a, HIGH(wOAMBuffer)
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ldh [rDMA], a
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; wait for DMA to finish
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@ -18,7 +18,7 @@ PrepareOAMData::
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.spriteLoop
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ldh [hSpriteOffset2], a
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ld d, wSpriteStateData1 / $100
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ld d, HIGH(wSpriteStateData1)
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ldh a, [hSpriteOffset2]
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ld e, a
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ld a, [de] ; c1x0
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@ -79,7 +79,7 @@ PrepareOAMData::
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ldh a, [hOAMBufferOffset]
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ld e, a
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ld d, wOAMBuffer / $100
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ld d, HIGH(wOAMBuffer)
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.tileLoop
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ldh a, [hSpriteScreenY] ; temp for sprite Y position
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@ -141,13 +141,13 @@ PrepareOAMData::
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.nextSprite
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ldh a, [hSpriteOffset2]
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add $10
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cp $100 % $100
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cp LOW($100)
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jp nz, .spriteLoop
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; Clear unused OAM.
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ldh a, [hOAMBufferOffset]
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ld l, a
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ld h, wOAMBuffer / $100
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ld h, HIGH(wOAMBuffer)
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ld de, $4
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ld b, $a0
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ld a, [wd736]
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@ -12,10 +12,10 @@ AddItemToInventory_::
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push hl
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push hl
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ld d, PC_ITEM_CAPACITY ; how many items the PC can hold
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ld a, wNumBagItems & $FF
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ld a, LOW(wNumBagItems)
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cp l
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jr nz, .checkIfInventoryFull
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ld a, wNumBagItems >> 8
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ld a, HIGH(wNumBagItems)
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cp h
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jr nz, .checkIfInventoryFull
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; if the destination is the bag
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@ -255,9 +255,9 @@ CableClub_DoBattleOrTradeAgain:
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ld hl, wEnemyMons + (SERIAL_PREAMBLE_BYTE - 1)
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dec c
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jr nz, .unpatchEnemyMonsLoop
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ld a, wEnemyMonOT % $100
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ld a, LOW(wEnemyMonOT)
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ld [wUnusedCF8D], a
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ld a, wEnemyMonOT / $100
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ld a, HIGH(wEnemyMonOT)
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ld [wUnusedCF8D + 1], a
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xor a
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ld [wTradeCenterPointerTableIndex], a
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@ -23,9 +23,9 @@ InitPlayerData2:
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START_MONEY EQU $3000
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ld hl, wPlayerMoney + 1
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ld a, START_MONEY / $100
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ld a, HIGH(START_MONEY)
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ld [hld], a
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xor a
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xor a ; LOW(START_MONEY)
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ld [hli], a
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inc hl
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ld [hl], a
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@ -126,13 +126,13 @@ ENDC
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ld [wTitleMonSpecies], a
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call LoadTitleMonSprite
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ld a, (vBGMap0 + $300) / $100
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ld a, HIGH(vBGMap0 + $300)
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call TitleScreenCopyTileMapToVRAM
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call SaveScreenTilesToBuffer1
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ld a, $40
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ldh [hWY], a
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call LoadScreenTilesFromBuffer2
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ld a, vBGMap0 / $100
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ld a, HIGH(vBGMap0)
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call TitleScreenCopyTileMapToVRAM
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ld b, SET_PAL_TITLE_SCREEN
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call RunPaletteCommand
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@ -205,7 +205,7 @@ ENDC
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and a
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jr nz, .scrollTitleScreenGameVersionLoop
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ld a, vBGMap1 / $100
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ld a, HIGH(vBGMap1)
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call TitleScreenCopyTileMapToVRAM
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call LoadScreenTilesFromBuffer2
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call PrintGameVersionOnTitleScreen
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@ -241,9 +241,9 @@ ENDC
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inc a
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ldh [hAutoBGTransferEnabled], a
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call ClearScreen
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ld a, vBGMap0 / $100
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ld a, HIGH(vBGMap0)
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call TitleScreenCopyTileMapToVRAM
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ld a, vBGMap1 / $100
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ld a, HIGH(vBGMap1)
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call TitleScreenCopyTileMapToVRAM
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call Delay3
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call LoadGBPal
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@ -258,7 +258,7 @@ ENDC
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farjp DoClearSaveDialogue
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TitleScreenPickNewMon:
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ld a, vBGMap0 / $100
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ld a, HIGH(vBGMap0)
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call TitleScreenCopyTileMapToVRAM
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.loop
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@ -237,7 +237,7 @@ Trade_ShowPlayerMon:
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ld c, 10
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call TextBoxBorder
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call Trade_PrintPlayerMonInfoText
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ld b, vBGMap0 / $100
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ld b, HIGH(vBGMap0)
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call CopyScreenTileBufferToVRAM
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call ClearScreen
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ld a, [wTradedPlayerMonSpecies]
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@ -266,7 +266,7 @@ Trade_ShowPlayerMon:
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Trade_DrawOpenEndOfLinkCable:
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call Trade_ClearTileMap
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ld b, vBGMap0 / $100
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ld b, HIGH(vBGMap0)
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call CopyScreenTileBufferToVRAM
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ld b, SET_PAL_GENERIC
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call RunPaletteCommand
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@ -56,7 +56,7 @@ ShakeElevatorRedrawRow:
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add hl, de
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ld a, h
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and $3
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or vBGMap0 / $100
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or HIGH(vBGMap0)
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ld d, a
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ld a, l
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pop hl
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@ -23,7 +23,7 @@ UpdatePlayerSprite:
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ret
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.lowerLeftTileIsMapTile
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call DetectCollisionBetweenSprites
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ld h, wSpriteStateData1 / $100
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ld h, HIGH(wSpriteStateData1)
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ld a, [wWalkCounter]
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and a
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jr nz, .moving
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@ -395,7 +395,7 @@ UpdateSpriteMovementDelay:
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ld l, a
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ld [hl], $1 ; c1x1 = 1 (mark as ready to move)
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notYetMoving:
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ld h, wSpriteStateData1 / $100
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData1AnimFrameCounter - wSpritePlayerStateData1
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ld l, a
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@ -450,7 +450,7 @@ InitializeSpriteStatus:
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; calculates the sprite's screen position form its map position and the player position
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InitializeSpriteScreenPosition:
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ld h, wSpriteStateData2 / $100
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ld h, HIGH(wSpriteStateData2)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2MapY - wSpritePlayerStateData2
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ld l, a
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@ -478,7 +478,7 @@ CheckSpriteAvailability:
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ldh a, [hIsHiddenMissableObject]
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and a
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jp nz, .spriteInvisible
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ld h, wSpriteStateData2 / $100
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ld h, HIGH(wSpriteStateData2)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
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ld l, a
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@ -526,7 +526,7 @@ CheckSpriteAvailability:
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cp d
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jr c, .spriteVisible ; standing on tile with ID >=MAP_TILESET_SIZE (top right tile)
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.spriteInvisible
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ld h, wSpriteStateData1 / $100
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
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ld l, a
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@ -580,7 +580,7 @@ UpdateSpriteImage:
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; e: X movement delta (-1, 0 or 1)
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; set carry on failure, clears carry on success
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CanWalkOntoTile:
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ld h, wSpriteStateData2 / $100
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ld h, HIGH(wSpriteStateData2)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
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ld l, a
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@ -608,7 +608,7 @@ CanWalkOntoTile:
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ld a, [hl] ; $c2x6 (movement byte 1)
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inc a
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jr z, .impassable ; if $ff, no movement allowed (however, changing direction is)
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ld h, wSpriteStateData1 / $100
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
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ld l, a
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@ -627,14 +627,14 @@ CanWalkOntoTile:
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call DetectCollisionBetweenSprites
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pop bc
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pop de
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ld h, wSpriteStateData1 / $100
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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add $c
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ld l, a
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ld a, [hl] ; c1xc (directions in which sprite collision would occur)
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and b ; check against chosen direction (1,2,4 or 8)
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jr nz, .impassable ; collision between sprites, don't go there
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ld h, wSpriteStateData2 / $100
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ld h, HIGH(wSpriteStateData2)
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ldh a, [hCurrentSpriteOffset]
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add wSpritePlayerStateData2YDisplacement - wSpritePlayerStateData2
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ld l, a
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@ -665,7 +665,7 @@ CanWalkOntoTile:
|
|||
and a ; clear carry (marking success)
|
||||
ret
|
||||
.impassable
|
||||
ld h, wSpriteStateData1 / $100
|
||||
ld h, HIGH(wSpriteStateData1)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
inc a
|
||||
ld l, a
|
||||
|
@ -691,7 +691,7 @@ CanWalkOntoTile:
|
|||
; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to
|
||||
; hl: output pointer
|
||||
GetTileSpriteStandsOn:
|
||||
ld h, wSpriteStateData1 / $100
|
||||
ld h, HIGH(wSpriteStateData1)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld l, a
|
||||
|
|
|
@ -53,9 +53,9 @@ UpdateNonPlayerSprite:
|
|||
DetectCollisionBetweenSprites:
|
||||
nop
|
||||
|
||||
ld h, wSpriteStateData1 / $100
|
||||
ld h, HIGH(wSpriteStateData1)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpriteStateData1 % $100
|
||||
add LOW(wSpriteStateData1)
|
||||
ld l, a
|
||||
|
||||
ld a, [hl] ; a = [$c1i0] (picture) (0 if slot is unused)
|
||||
|
|
|
@ -294,7 +294,7 @@ SlotMachine_StopWheel1Early:
|
|||
; Stop early if the middle symbol is not a cherry.
|
||||
inc hl
|
||||
ld a, [hl]
|
||||
cp SLOTSCHERRY >> 8
|
||||
cp HIGH(SLOTSCHERRY)
|
||||
jr nz, .stopWheel
|
||||
ret
|
||||
; It looks like this was intended to make the wheel stop when a 7 symbol was
|
||||
|
@ -303,7 +303,7 @@ SlotMachine_StopWheel1Early:
|
|||
ld c, $3
|
||||
.loop
|
||||
ld a, [hli]
|
||||
cp SLOTS7 >> 8
|
||||
cp HIGH(SLOTS7)
|
||||
jr c, .stopWheel ; condition never true
|
||||
dec c
|
||||
jr nz, .loop
|
||||
|
@ -330,7 +330,7 @@ SlotMachine_StopWheel2Early:
|
|||
.sevenAndBarMode
|
||||
call SlotMachine_FindWheel1Wheel2Matches
|
||||
ld a, [de]
|
||||
cp (SLOTSBAR >> 8) + 1
|
||||
cp HIGH(SLOTSBAR) + 1
|
||||
ret nc
|
||||
.stopWheel
|
||||
xor a
|
||||
|
@ -427,7 +427,7 @@ SlotMachine_CheckForMatches:
|
|||
jr nz, .acceptMatch
|
||||
; if 7/bar matches aren't enabled and the match was a 7/bar symbol, roll wheel
|
||||
ld a, [hl]
|
||||
cp (SLOTSBAR >> 8) + 1
|
||||
cp HIGH(SLOTSBAR) + 1
|
||||
jr c, .rollWheel3DownByOneSymbol
|
||||
.acceptMatch
|
||||
ld a, [hl]
|
||||
|
@ -702,7 +702,7 @@ SlotMachine_PayCoinsToPlayer:
|
|||
.skip1
|
||||
ld [wAnimCounter], a
|
||||
ld a, [wSlotMachineWinningSymbol]
|
||||
cp (SLOTSBAR >> 8) + 1
|
||||
cp HIGH(SLOTSBAR) + 1
|
||||
ld c, 8
|
||||
jr nc, .skip2
|
||||
srl c ; c = 4 (make the the coins transfer faster if the symbol was 7 or bar)
|
||||
|
|
2
home.asm
2
home.asm
|
@ -1242,7 +1242,7 @@ StringCmp::
|
|||
; c = X coordinate of upper left corner of sprite
|
||||
; de = base address of 4 tile number and attribute pairs
|
||||
WriteOAMBlock::
|
||||
ld h, wOAMBuffer / $100
|
||||
ld h, HIGH(wOAMBuffer)
|
||||
swap a ; multiply by 16
|
||||
ld l, a
|
||||
call .writeOneEntry ; upper left
|
||||
|
|
|
@ -82,9 +82,9 @@ rLCDC_DEFAULT EQU %11100011
|
|||
ld a, CONNECTION_NOT_ESTABLISHED
|
||||
ldh [hSerialConnectionStatus], a
|
||||
|
||||
ld h, vBGMap0 / $100
|
||||
ld h, HIGH(vBGMap0)
|
||||
call ClearBgMap
|
||||
ld h, vBGMap1 / $100
|
||||
ld h, HIGH(vBGMap1)
|
||||
call ClearBgMap
|
||||
|
||||
ld a, rLCDC_DEFAULT
|
||||
|
|
|
@ -197,17 +197,17 @@ CalcStat::
|
|||
ldh [hMultiplicand+1], a ; HP: (((Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4) * Level) / 100 + Level + 10
|
||||
.noCarry4
|
||||
ldh a, [hMultiplicand+1] ; check for overflow (>999)
|
||||
cp 999 / $100 + 1
|
||||
cp HIGH(MAX_STAT_VALUE) + 1
|
||||
jr nc, .overflow
|
||||
cp 999 / $100
|
||||
cp HIGH(MAX_STAT_VALUE)
|
||||
jr c, .noOverflow
|
||||
ldh a, [hMultiplicand+2]
|
||||
cp 999 % $100 + 1
|
||||
cp LOW(MAX_STAT_VALUE) + 1
|
||||
jr c, .noOverflow
|
||||
.overflow
|
||||
ld a, 999 / $100 ; overflow: cap at 999
|
||||
ld a, HIGH(MAX_STAT_VALUE) ; overflow: cap at 999
|
||||
ldh [hMultiplicand+1], a
|
||||
ld a, 999 % $100
|
||||
ld a, LOW(MAX_STAT_VALUE)
|
||||
ldh [hMultiplicand+2], a
|
||||
.noOverflow
|
||||
pop bc
|
||||
|
|
|
@ -20,8 +20,8 @@ UncompressSpriteData::
|
|||
; initializes necessary data to load a sprite and runs UncompressSpriteDataLoop
|
||||
_UncompressSpriteData::
|
||||
ld hl, sSpriteBuffer1
|
||||
ld c, (2*SPRITEBUFFERSIZE) % $100
|
||||
ld b, (2*SPRITEBUFFERSIZE) / $100
|
||||
ld c, LOW(2 * SPRITEBUFFERSIZE)
|
||||
ld b, HIGH(2 * SPRITEBUFFERSIZE)
|
||||
xor a
|
||||
call FillMemory ; clear sprite buffer 1 and 2
|
||||
ld a, $1
|
||||
|
|
|
@ -141,8 +141,7 @@ ENDM
|
|||
; stored in big endian
|
||||
tempo: MACRO
|
||||
db $ED
|
||||
db \1 / $100
|
||||
db \1 % $100
|
||||
db HIGH(\1), LOW(\1)
|
||||
ENDM
|
||||
|
||||
; arguments: left output enable mask, right output enable mask
|
||||
|
|
|
@ -182,9 +182,9 @@ SafariZoneGate_TextPointers:
|
|||
call PrintText
|
||||
ld a, 30
|
||||
ld [wNumSafariBalls], a
|
||||
ld a, 502 / $100
|
||||
ld a, HIGH(502)
|
||||
ld [wSafariSteps], a
|
||||
ld a, 502 % $100
|
||||
ld a, LOW(502)
|
||||
ld [wSafariSteps + 1], a
|
||||
ld a, D_UP
|
||||
ld c, 3
|
||||
|
|
Loading…
Reference in a new issue