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Fix typos in comments
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23 changed files with 49 additions and 49 deletions
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@ -829,7 +829,7 @@ DoRockSlideSpecialEffects:
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cp a,1
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jp z,AnimationFlashScreen ; if it's the end of the subanimation, flash the screen
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ret
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; if the subaninmation counter is between 8 and 11, shake the screen horizontally and vertically
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; if the subanimation counter is between 8 and 11, shake the screen horizontally and vertically
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.shakeScreen
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ld b,1
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predef PredefShakeScreenHorizontally ; shake horizontally
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@ -1516,7 +1516,7 @@ AnimationShowMonPic:
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jp Delay3
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AnimationShowEnemyMonPic:
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; Shows the emenmy mon's front sprite. Used in animations like Seismic Toss
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; Shows the enemy mon's front sprite. Used in animations like Seismic Toss
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; to make the mon's sprite reappear after disappears offscreen.
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ld hl, AnimationShowMonPic
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jp CallWithTurnFlipped
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@ -406,7 +406,7 @@ MainInBattleLoop:
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ld a, [wEnemyBattleStatus1]
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bit UsingTrappingMove, a ; check if enemy is using a multi-turn attack like wrap
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jr z, .selectPlayerMove ; if not, jump
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; enemy is using a mult-turn attack like wrap, so player is trapped and cannot execute a move
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; enemy is using a multi-turn attack like wrap, so player is trapped and cannot execute a move
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ld a, $ff
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ld [wPlayerSelectedMove], a
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jr .selectEnemyMove
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@ -704,7 +704,7 @@ HandlePoisonBurnLeechSeed_DecreaseOwnHP:
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ret
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; adds bc to enemy HP
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; bc isn't updated if HP substracted was capped to prevent overkill
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; bc isn't updated if HP subtracted was capped to prevent overkill
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HandlePoisonBurnLeechSeed_IncreaseEnemyHP:
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push hl
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ld hl, wEnemyMonMaxHP
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@ -1218,7 +1218,7 @@ ChooseNextMon:
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ret
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; called when player is out of usable mons.
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; prints approriate lose message, sets carry flag if player blacked out (special case for initial rival fight)
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; prints appropriate lose message, sets carry flag if player blacked out (special case for initial rival fight)
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HandlePlayerBlackOut:
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ld a, [wLinkState]
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cp LINK_STATE_BATTLING
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@ -3550,7 +3550,7 @@ CheckPlayerStatusConditions:
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ld c,[hl]
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ld hl,wPlayerBideAccumulatedDamage + 1
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ld a,[hl]
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add c ; acumulate damage taken
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add c ; accumulate damage taken
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ld [hld],a
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ld a,[hl]
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adc b
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@ -4286,7 +4286,7 @@ GetDamageVarsForPlayerAttack:
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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 ued Reflect, or if a Pokemon with 512 or more Special has used Light Screen
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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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.specialAttackCritCheck
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ld hl, wBattleMonSpecial
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ld a, [wCriticalHitOrOHKO]
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@ -4399,7 +4399,7 @@ GetDamageVarsForEnemyAttack:
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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 ued Reflect, or if a Pokemon with 512 or more Special has used Light Screen
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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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.specialAttackCritCheck
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ld hl, wEnemyMonSpecial
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ld a, [wCriticalHitOrOHKO]
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@ -7291,16 +7291,16 @@ PoisonEffect:
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ld de, wEnemyMoveEffect
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.poisonEffect
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call CheckTargetSubstitute
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jr nz, .noEffect ; can't posion a substitute target
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jr nz, .noEffect ; can't poison a substitute target
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ld a, [hli]
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ld b, a
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and a
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jr nz, .noEffect ; miss if target is already statused
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ld a, [hli]
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cp POISON ; can't posion a poison-type target
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cp POISON ; can't poison a poison-type target
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jr z, .noEffect
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ld a, [hld]
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cp POISON ; can't posion a poison-type target
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cp POISON ; can't poison a poison-type target
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jr z, .noEffect
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ld a, [de]
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cp POISON_SIDE_EFFECT1
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@ -7780,7 +7780,7 @@ StatModifierDownEffect:
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jp nz, MoveMissed
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ld a, [de]
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sub ATTACK_DOWN1_EFFECT
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cp EVASION_DOWN1_EFFECT + $3 - ATTACK_DOWN1_EFFECT ; covers al -1 effects
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cp EVASION_DOWN1_EFFECT + $3 - ATTACK_DOWN1_EFFECT ; covers all -1 effects
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jr c, .decrementStatMod
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sub ATTACK_DOWN2_EFFECT - ATTACK_DOWN1_EFFECT ; map -2 effects to corresponding -1 effect
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.decrementStatMod
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@ -186,7 +186,7 @@ SetupPlayerAndEnemyPokeballs:
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ld hl, wOAMBuffer + $18
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jp WritePokeballOAMData
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; four tiles: pokeball, black pokeball (status ailment), crossed out pokeball (faited) and pokeball slot (no mon)
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; four tiles: pokeball, black pokeball (status ailment), crossed out pokeball (fainted) and pokeball slot (no mon)
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PokeballTileGraphics::
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INCBIN "gfx/pokeball.2bpp"
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PokeballTileGraphicsEnd:
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@ -76,7 +76,7 @@ HealEffect_:
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ld a, [de]
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sbc [hl]
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jr c, .playAnim
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; copy max HP to current HP if an overflow ocurred
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; copy max HP to current HP if an overflow occurred
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ld a, [hli]
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ld [de], a
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ld [wHPBarNewHP+1], a
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@ -25,7 +25,7 @@ RecoilEffect_:
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jr nz, .updateHP
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inc c ; minimum recoil damage is 1
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.updateHP
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; substract HP from user due to the recoil damage
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; subtract HP from user due to the recoil damage
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ld a, [hli]
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ld [wHPBarMaxHP+1], a
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ld a, [hl]
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@ -37,9 +37,9 @@ SubstituteEffect_:
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sbc 0
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pop bc
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jr c, .notEnoughHP ; underflow means user would be left with negative health
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; bug: since it only brances on carry, it will possibly leave user with 0 HP
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; bug: since it only branches on carry, it will possibly leave user with 0 HP
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.userHasZeroOrMoreHP
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ldi [hl], a ; save resulting HP after substraction into current HP
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ldi [hl], a ; save resulting HP after subtraction into current HP
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ld [hl], d
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ld h, b
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ld l, c
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@ -114,7 +114,7 @@ AIMoveChoiceModification1:
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ld a, [wBattleMonStatus]
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and a
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ret z ; return if no status ailment on player's mon
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ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest)
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ld hl, wBuffer - 1 ; temp move selection array (-1 byte offset)
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ld de, wEnemyMonMoves ; enemy moves
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ld b, NUM_MOVES + 1
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.nextMove
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@ -154,7 +154,7 @@ StatusAilmentMoveEffects:
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; slightly encourage moves with specific effects.
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; in particular, stat-modifying moves and other move effects
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; that fall in-bewteen
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; that fall in-between
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AIMoveChoiceModification2:
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ld a, [wAILayer2Encouragement]
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cp $1
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@ -212,7 +212,7 @@ AIMoveChoiceModification3:
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cp $10
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jr z, .nextMove
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jr c, .notEffectiveMove
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dec [hl] ; sligthly encourage this move
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dec [hl] ; slightly encourage this move
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jr .nextMove
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.notEffectiveMove ; discourages non-effective moves if better moves are available
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push hl
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@ -253,7 +253,7 @@ AIMoveChoiceModification3:
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pop hl
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and a
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jr z, .nextMove
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inc [hl] ; sligthly discourage this move
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inc [hl] ; slightly discourage this move
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jr .nextMove
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AIMoveChoiceModification4:
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ret
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@ -54,7 +54,7 @@ KabutopsFossilText:
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DisplayMonFrontSpriteInBox:
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; Displays a pokemon's front sprite in a pop-up window.
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; [wcf91] = pokemon interal id number
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; [wcf91] = pokemon internal id number
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ld a, 1
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ld [H_AUTOBGTRANSFERENABLED], a
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call Delay3
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@ -863,7 +863,7 @@ ItemUseMedicine:
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jp nc,.useVitamin ; if it's a vitamin or Rare Candy
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cp a,FULL_RESTORE
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jr nc,.healHP ; if it's a Full Restore or one of the potions
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; fall through if it's one of the status-specifc healing items
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; fall through if it's one of the status-specific healing items
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.cureStatusAilment
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ld bc,wPartyMon1Status - wPartyMon1
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add hl,bc ; hl now points to status
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@ -185,7 +185,7 @@ TryingToLearn:
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LearnedMove1Text:
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TX_FAR _LearnedMove1Text
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TX_SFX_ITEM_1 ; plays SFX_GET_ITEM_1 in the pary menu (rare candy) and plays SFX_LEVEL_UP in battle
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TX_SFX_ITEM_1 ; plays SFX_GET_ITEM_1 in the party menu (rare candy) and plays SFX_LEVEL_UP in battle
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TX_BLINK
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db "@"
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@ -27,7 +27,7 @@ DrawStartMenu:
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set 6,[hl] ; no pauses between printing each letter
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coord hl, 12, 2
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CheckEvent EVENT_GOT_POKEDEX
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; case for not having pokdex
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; case for not having pokedex
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ld a,$06
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jr z,.storeMenuItemCount
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; case for having pokedex
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@ -409,7 +409,7 @@ PrintNicknameAndUnderscores:
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call EraseMenuCursor
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ld a, $11 ; "ED" x coord
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ld [wTopMenuItemX], a
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ld a, $5 ; "ED" y corrd
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ld a, $5 ; "ED" y coord
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ld [wCurrentMenuItem], a
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ld a, [wNamingScreenType]
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cp NAME_MON_SCREEN
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@ -647,7 +647,7 @@ PokedexToIndex:
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ret
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IndexToPokedex:
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; converts the indexédex number at wd11e to a Pokédex number
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; converts the index number at wd11e to a Pokédex number
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push bc
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push hl
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ld a,[wd11e]
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@ -7,7 +7,7 @@
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; $C1X* and $C2X* are used to denote wSpriteStateData1-wSpriteStateData1 + $ff and wSpriteStateData2 + $00-wSpriteStateData2 + $ff sprite slot
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; fields, respectively, within loops. The X is the loop index.
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; If there is an inner loop, Y is the inner loop index, i.e. $C1Y* and $C2Y*
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; denote fields of the sprite slots interated over in the inner loop.
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; denote fields of the sprite slots iterated over in the inner loop.
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InitMapSprites:
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call InitOutsideMapSprites
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ret c ; return if the map is an outside map (already handled by above call)
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@ -192,7 +192,7 @@ LoadMapSpriteTilePatterns:
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pop de
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call FarCopyData2 ; load tile pattern data for sprite when walking
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jr .skipSecondLoad
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; When reloading the upper half of tile patterns after diplaying text, the LCD
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; When reloading the upper half of tile patterns after displaying text, the LCD
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; will be on, so CopyVideoData (which writes to VRAM only during V-blank) must
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; be used instead of FarCopyData2.
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.loadWhileLCDOn
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@ -331,9 +331,9 @@ UpdateSpriteInWalkingAnimation:
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ld a, [H_CURRENTSPRITEOFFSET]
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ld l, a
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inc h
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ld a, [hl] ; c2x0 (walk animantion counter)
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ld a, [hl] ; c2x0 (walk animation counter)
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dec a
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ld [hl], a ; update walk animantion counter
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ld [hl], a ; update walk animation counter
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ret nz
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ld a, $6 ; walking finished, update state
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add l
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@ -446,7 +446,7 @@ InitializeSpriteStatus:
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ld [hl], a ; $c2x3: set X displacement to 8
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ret
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; calculates the spprite's scrren position form its map position and the player position
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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 a, [H_CURRENTSPRITEOFFSET]
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@ -685,7 +685,7 @@ CanWalkOntoTile:
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scf ; set carry (marking failure to walk)
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ret
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; calculates the tile pointer pointing to the tile the current sprite stancs on
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; calculates the tile pointer pointing to the tile the current sprite stands on
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; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to
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; hl: output pointer
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GetTileSpriteStandsOn:
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