Split commentary lines that are too long

This commit is contained in:
xCrystal 2015-03-31 20:16:31 +02:00
parent 52add272c6
commit a8375aaee7

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@ -454,7 +454,8 @@ MainInBattleLoop: ; 3c233 (f:4233)
ld b, 0 ld b, 0
add hl, bc add hl, bc
ld a, [hl] ld a, [hl]
cp METRONOME ; a MIRROR MOVE check is missing, might lead to a desync in link battles when combined with multi-turn moves cp METRONOME ; a MIRROR MOVE check is missing, might lead to a desync in link battles
; when combined with multi-turn moves
jr nz, .asm_3c2dd jr nz, .asm_3c2dd
ld [wPlayerSelectedMove], a ld [wPlayerSelectedMove], a
.asm_3c2dd .asm_3c2dd
@ -1640,7 +1641,8 @@ TryRunningFromBattle: ; 3cab9 (f:4ab9)
ld b, a ld b, a
ld a, [H_QUOTIENT + 3] ld a, [H_QUOTIENT + 3]
cp b 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 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
; can't escape ; can't escape
ld a, $1 ld a, $1
ld [wcd6a], a ld [wcd6a], a
@ -2046,8 +2048,10 @@ GetBattleHealthBarColor: ; 3ce90 (f:4e90)
jp GoPAL_SET jp GoPAL_SET
; center's mon's name on the battle screen ; center's mon's name on the battle screen
; if the name is 1 or 2 letters long, it is printed 2 spaces more to the right than usual (i.e. for names longer than 4 letters) ; if the name is 1 or 2 letters long, it is printed 2 spaces more to the right than usual
; if the name is 3 or 4 letters long, it is printed 1 space more to the right than usual (i.e. for names longer than 4 letters) ; (i.e. for names longer than 4 letters)
; if the name is 3 or 4 letters long, it is printed 1 space more to the right than usual
; (i.e. for names longer than 4 letters)
CenterMonName: ; 3ce9c (f:4e9c) CenterMonName: ; 3ce9c (f:4e9c)
push de push de
inc hl inc hl
@ -2204,7 +2208,8 @@ DisplayBattleMenu: ; 3ceb3 (f:4eb3)
ld [wcc2d], a ld [wcc2d], a
jr z, .handleMenuSelection jr z, .handleMenuSelection
; not Safari battle ; not Safari battle
; swap the IDs of the item menu and party menu (this is probably because they swapped the positions of these menu items in first generation English versions) ; swap the IDs of the item menu and party menu (this is probably because they swapped the positions
; of these menu items in first generation English versions)
cp $1 ; was the item menu selected? cp $1 ; was the item menu selected?
jr nz, .notItemMenu jr nz, .notItemMenu
; item menu was selected ; item menu was selected
@ -3155,8 +3160,8 @@ CheckIfPlayerNeedsToChargeUp: ; 3d69a (f:569a)
PlayerCanExecuteChargingMove: ; 3d6a9 (f:56a9) PlayerCanExecuteChargingMove: ; 3d6a9 (f:56a9)
ld hl,W_PLAYERBATTSTATUS1 ld hl,W_PLAYERBATTSTATUS1
res ChargingUp,[hl] ; reset charging up and invulnerability statuses if mon was charging up for an attack res ChargingUp,[hl] ; reset charging up and invulnerability statuses if mon was charging up for an attack
; being fully paralyzed or hurting oneself in confusion removes charging up status ; being fully paralyzed or hurting oneself in confusion removes charging up status
; resulting in the Pokemon being invulnerable for the whole battle ; resulting in the Pokemon being invulnerable for the whole battle
res Invulnerable,[hl] res Invulnerable,[hl]
PlayerCanExecuteMove: ; 3d6b0 (f:56b0) PlayerCanExecuteMove: ; 3d6b0 (f:56b0)
call PrintMonName1Text call PrintMonName1Text
@ -3307,9 +3312,9 @@ MirrorMoveCheck
ld de,1 ld de,1
call IsInArray call IsInArray
call nc,JumpMoveEffect ; move effects not included in SpecialEffects or in either of the ResidualEffect arrays, call nc,JumpMoveEffect ; move effects not included in SpecialEffects or in either of the ResidualEffect arrays,
; which are the effects not covered yet. Rage's effect will be executed for a second time (although it's irrelevant). ; which are the effects not covered yet. Rage effect will be executed for a second time (though it's irrelevant).
; Includes side effects that only need to be called if the target didn't faint. ; Includes side effects that only need to be called if the target didn't faint.
; Responsible for executing Twineedle's second effect (poison) ; Responsible for executing Twineedle's second side effect (poison).
jp ExecutePlayerMoveDone jp ExecutePlayerMoveDone
MultiHitText: ; 3d805 (f:5805) MultiHitText: ; 3d805 (f:5805)
@ -3602,7 +3607,8 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
ld a,[wPlayerNumAttacksLeft] ld a,[wPlayerNumAttacksLeft]
dec a ; did multi-turn move end? dec a ; did multi-turn move end?
ld [wPlayerNumAttacksLeft],a ld [wPlayerNumAttacksLeft],a
ld hl,asm_3d714 ; if it didn't, skip damage calculation (deal damage equal to last hit), DecrementPP and MoveHitTest ld hl,asm_3d714 ; if it didn't, skip damage calculation (deal damage equal to last hit),
; DecrementPP and MoveHitTest
jp nz,.returnToHL jp nz,.returnToHL
jp .returnToHL jp .returnToHL
@ -3734,7 +3740,8 @@ HandleSelfConfusionDamage: ; 3daad (f:5aad)
xor a xor a
ld [hl], a ld [hl], a
call GetDamageVarsForPlayerAttack call GetDamageVarsForPlayerAttack
call CalculateDamage ; ignores AdjustDamageForMoveType (type-less damage), RandomizeDamage, and MoveHitTest (always hits) call CalculateDamage ; ignores AdjustDamageForMoveType (type-less damage), RandomizeDamage,
; and MoveHitTest (always hits)
pop af pop af
pop hl pop hl
ld [hl], a ld [hl], a
@ -3914,7 +3921,8 @@ PrintMoveFailureText: ; 3dbe2 (f:5be2)
; if you get here, the mon used jump kick or hi jump kick and missed ; if you get here, the mon used jump kick or hi jump kick and missed
ld hl, W_DAMAGE ; since the move missed, W_DAMAGE will always contain 0 at this point. ld hl, W_DAMAGE ; since the move missed, W_DAMAGE will always contain 0 at this point.
; Thus, recoil damage will always be equal to 1 even if it was intended to be potential damage/8. ; Thus, recoil damage will always be equal to 1
; even if it was intended to be potential damage/8.
ld a, [hli] ld a, [hli]
ld b, [hl] ld b, [hl]
srl a srl a
@ -4296,7 +4304,8 @@ GetDamageVarsForPlayerAttack: ; 3ddcf (f:5dcf)
jr nz, .next jr nz, .next
inc l ; if the player's offensive stat is 0, bump it up to 1 inc l ; if the player's offensive stat is 0, bump it up to 1
.next .next
ld b, l ; b = player's offensive stat (possibly scaled) (c already contains enemy's defensive stat (possibly scaled)) ld b, l ; b = player's offensive stat (possibly scaled)
; (c already contains enemy's defensive stat (possibly scaled))
ld a, [wBattleMonLevel] ld a, [wBattleMonLevel]
ld e, a ; e = level ld e, a ; e = level
ld a, [wCriticalHitOrOHKO] ld a, [wCriticalHitOrOHKO]
@ -4408,7 +4417,8 @@ GetDamageVarsForEnemyAttack: ; 3de75 (f:5e75)
jr nz, .next jr nz, .next
inc l ; if the enemy's offensive stat is 0, bump it up to 1 inc l ; if the enemy's offensive stat is 0, bump it up to 1
.next .next
ld b, l ; b = enemy's offensive stat (possibly scaled) (c already contains player's defensive stat (possibly scaled)) ld b, l ; b = enemy's offensive stat (possibly scaled)
; (c already contains player's defensive stat (possibly scaled))
ld a, [wEnemyMonLevel] ld a, [wEnemyMonLevel]
ld e, a ld e, a
ld a, [wCriticalHitOrOHKO] ld a, [wCriticalHitOrOHKO]
@ -5025,8 +5035,10 @@ ApplyAttackToPlayerPokemonDone
AttackSubstitute: ; 3e25e (f:625e) AttackSubstitute: ; 3e25e (f:625e)
; Unlike the two ApplyAttackToPokemon functions, Attack Substitute is shared by player and enemy. ; Unlike the two ApplyAttackToPokemon functions, Attack Substitute is shared by player and enemy.
; Self-confusion damage as well as Hi-Jump Kick and Jump Kick recoil cause a momentary turn swap before being applied. ; Self-confusion damage as well as Hi-Jump Kick and Jump Kick recoil cause a momentary turn swap before being applied.
; If the user has a Substitute up and would take damage because of that, damage will be applied to the other player's Substitute. ; If the user has a Substitute up and would take damage because of that,
; Normal recoil such as from Double-Edge isn't affected by this glitch, because this function is never called in that case. ; damage will be applied to the other player's Substitute.
; Normal recoil such as from Double-Edge isn't affected by this glitch,
; because this function is never called in that case.
ld hl,SubstituteTookDamageText ld hl,SubstituteTookDamageText
call PrintText call PrintText
@ -5050,7 +5062,8 @@ AttackSubstitute: ; 3e25e (f:625e)
ld [de],a ld [de],a
ret nc ret nc
.substituteBroke .substituteBroke
; If the target's Substitute breaks, W_DAMAGE isn't updated with the amount of HP the Substitute had before being attacked. ; If the target's Substitute breaks, W_DAMAGE isn't updated with the amount of HP
; the Substitute had before being attacked.
ld h,b ld h,b
ld l,c ld l,c
res 4,[hl] ; unset the substitute bit res 4,[hl] ; unset the substitute bit
@ -5536,7 +5549,8 @@ CalcHitChance: ; 3e624 (f:6624)
.next .next
ld a,$0e ld a,$0e
sub c sub c
ld c,a ; c = 14 - EVASIONMOD (this "reflects" the value over 7, so that an increase in the target's evasion decreases the hit chance instead of increasing the hit chance) ld c,a ; c = 14 - EVASIONMOD (this "reflects" the value over 7, so that an increase in the target's evasion
; decreases the hit chance instead of increasing the hit chance)
; zero the high bytes of the multiplicand ; zero the high bytes of the multiplicand
xor a xor a
ld [H_MULTIPLICAND],a ld [H_MULTIPLICAND],a
@ -5545,7 +5559,8 @@ CalcHitChance: ; 3e624 (f:6624)
ld [H_MULTIPLICAND + 2],a ; set multiplicand to move accuracy ld [H_MULTIPLICAND + 2],a ; set multiplicand to move accuracy
push hl push hl
ld d,$02 ; loop has two iterations ld d,$02 ; loop has two iterations
; loop to do the calculations, the first iteration multiplies by the accuracy ratio and the second iteration multiplies by the evasion ratio ; loop to do the calculations, the first iteration multiplies by the accuracy ratio and
; the second iteration multiplies by the evasion ratio
.loop .loop
push bc push bc
ld hl, StatModifierRatios ; $76cb ; stat modifier ratios ld hl, StatModifierRatios ; $76cb ; stat modifier ratios
@ -5559,7 +5574,8 @@ CalcHitChance: ; 3e624 (f:6624)
ld [H_MULTIPLIER],a ; set multiplier to the numerator of the ratio ld [H_MULTIPLIER],a ; set multiplier to the numerator of the ratio
call Multiply call Multiply
ld a,[hl] ld a,[hl]
ld [H_DIVISOR],a ; set divisor to the the denominator of the ratio (the dividend is the product of the previous multiplication) ld [H_DIVISOR],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 ld b,$04 ; number of bytes in the dividend
call Divide call Divide
ld a,[H_QUOTIENT + 3] ld a,[H_QUOTIENT + 3]