Merge pull request #116 from YamaArashi/master

Misc changes
This commit is contained in:
Daniel Harding 2015-08-30 20:40:32 -05:00
commit 1ee9fb408c
18 changed files with 398 additions and 209 deletions

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@ -10,6 +10,9 @@ PARTY_LENGTH EQU 6
MONS_PER_BOX EQU 20
NUM_BOXES EQU 12
BAG_ITEM_CAPACITY EQU 20
PC_ITEM_CAPACITY EQU 50
HOF_MON EQU $10
HOF_TEAM EQU PARTY_LENGTH * HOF_MON
HOF_TEAM_CAPACITY EQU 50
@ -169,6 +172,11 @@ HP_BAR_RED EQU 2
; D733 flags
BIT_TEST_BATTLE EQU 0
; battle type constants
BATTLE_TYPE_NORMAL EQU 0
BATTLE_TYPE_OLD_MAN EQU 1
BATTLE_TYPE_SAFARI EQU 2
; serial
ESTABLISH_CONNECTION_WITH_INTERNAL_CLOCK EQU $01

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@ -1584,7 +1584,7 @@ TryRunningFromBattle: ; 3cab9 (f:4ab9)
call IsGhostBattle
jp z, .canEscape ; jump if it's a ghost battle
ld a, [W_BATTLETYPE]
cp $2
cp BATTLE_TYPE_SAFARI
jp z, .canEscape ; jump if it's a safari battle
ld a, [wLinkState]
cp LINK_STATE_BATTLING
@ -2094,7 +2094,7 @@ DisplayBattleMenu: ; 3ceb3 (f:4eb3)
call SaveScreenTilesToBuffer1
.nonstandardbattle
ld a, [W_BATTLETYPE]
cp $2 ; safari
cp BATTLE_TYPE_SAFARI
ld a, BATTLE_MENU_TEMPLATE
jr nz, .menuselected
ld a, SAFARI_BATTLE_MENU_TEMPLATE
@ -2144,7 +2144,7 @@ DisplayBattleMenu: ; 3ceb3 (f:4eb3)
jr .rightColumn
.leftColumn ; put cursor in left column of menu
ld a, [W_BATTLETYPE]
cp $2
cp BATTLE_TYPE_SAFARI
ld a, " "
jr z, .safariLeftColumn
; put cursor in left column for normal battle menu (i.e. when it's not a Safari battle)
@ -2177,7 +2177,7 @@ DisplayBattleMenu: ; 3ceb3 (f:4eb3)
jr .AButtonPressed ; the A button was pressed
.rightColumn ; put cursor in right column of menu
ld a, [W_BATTLETYPE]
cp $2
cp BATTLE_TYPE_SAFARI
ld a, " "
jr z, .safariRightColumn
; put cursor in right column for normal battle menu (i.e. when it's not a Safari battle)
@ -2214,7 +2214,7 @@ DisplayBattleMenu: ; 3ceb3 (f:4eb3)
.AButtonPressed
call PlaceUnfilledArrowMenuCursor
ld a, [W_BATTLETYPE]
cp $2 ; is it a Safari battle?
cp BATTLE_TYPE_SAFARI
ld a, [wCurrentMenuItem]
ld [wBattleAndStartSavedMenuItem], a
jr z, .handleMenuSelection
@ -2236,7 +2236,7 @@ DisplayBattleMenu: ; 3ceb3 (f:4eb3)
jr nz, .upperLeftMenuItemWasNotSelected
; the upper left menu item was selected
ld a, [W_BATTLETYPE]
cp $2
cp BATTLE_TYPE_SAFARI
jr z, .throwSafariBallWasSelected
; the "FIGHT" menu was selected
xor a
@ -2264,7 +2264,7 @@ DisplayBattleMenu: ; 3ceb3 (f:4eb3)
.notLinkBattle
call SaveScreenTilesToBuffer2
ld a, [W_BATTLETYPE]
cp $2 ; is it a safari battle?
cp BATTLE_TYPE_SAFARI
jr nz, BagWasSelected
; bait was selected
@ -2333,7 +2333,7 @@ UseBagItem:
xor a
ld [wCurrentMenuItem], a
ld a, [W_BATTLETYPE]
cp $2 ; is it a safari battle?
cp BATTLE_TYPE_SAFARI
jr z, .checkIfMonCaptured
ld a, [wActionResultOrTookBattleTurn]
@ -2355,7 +2355,7 @@ UseBagItem:
jr nz, .returnAfterCapturingMon
ld a, [W_BATTLETYPE]
cp $2 ; is it a safari battle?
cp BATTLE_TYPE_SAFARI
jr z, .returnAfterUsingItem_NoCapture
; not a safari battle
call LoadScreenTilesFromBuffer1
@ -2386,7 +2386,7 @@ PartyMenuOrRockOrRun:
; party menu or rock was selected
call SaveScreenTilesToBuffer2
ld a, [W_BATTLETYPE]
cp $2 ; is it a safari battle?
cp BATTLE_TYPE_SAFARI
jr nz, .partyMenuWasSelected
; safari battle
ld a, SAFARI_ROCK

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@ -32,7 +32,7 @@ InitBattleVariables: ; 525af (14:65af)
jr c, .notSafariBattle
cp SAFARI_ZONE_REST_HOUSE_1
jr nc, .notSafariBattle
ld a, $2 ; safari battle
ld a, BATTLE_TYPE_SAFARI
ld [W_BATTLETYPE], a
.notSafariBattle
jpab PlayBattleMusic

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@ -95,23 +95,23 @@ LinkCableHelp: ; 5dc29 (17:5c29)
ld hl, LinkCableHelpText1
call PrintText
xor a
ld [W_ANIMATIONID], a
ld [wMenuItemOffset], a ; not used
ld [wCurrentMenuItem], a
ld [wLastMenuItem], a
ld a, A_BUTTON | B_BUTTON
ld [wMenuWatchedKeys], a
ld a, $3
ld a, 3
ld [wMaxMenuItem], a
ld a, $2
ld a, 2
ld [wTopMenuItemY], a
ld a, $1
ld a, 1
ld [wTopMenuItemX], a
.linkHelpLoop
ld hl, wd730
set 6, [hl]
coord hl, 0, 0
ld b, $8
ld c, $d
ld b, 8
ld c, 13
call TextBoxBorder
coord hl, 2, 2
ld de, HowToLinkText
@ -122,13 +122,13 @@ LinkCableHelp: ; 5dc29 (17:5c29)
bit 1, a ; pressed b
jr nz, .exit
ld a, [wCurrentMenuItem]
cp $3 ; pressed a on "STOP READING"
cp 3 ; pressed a on "STOP READING"
jr z, .exit
ld hl, wd730
res 6, [hl]
ld hl, LinkCableInfoTexts
add a
ld d, $0
ld d, 0
ld e, a
add hl, de
ld a, [hli]
@ -179,16 +179,16 @@ ViridianSchoolBlackboard: ; 5dced (17:5ced)
ld hl, ViridianSchoolBlackboardText1
call PrintText
xor a
ld [W_ANIMATIONID], a
ld [wMenuItemOffset], a
ld [wCurrentMenuItem], a
ld [wLastMenuItem], a
ld a, D_LEFT | D_RIGHT | A_BUTTON | B_BUTTON
ld [wMenuWatchedKeys], a
ld a, $2
ld a, 2
ld [wMaxMenuItem], a
ld a, $2
ld a, 2
ld [wTopMenuItemY], a
ld a, $1
ld a, 1
ld [wTopMenuItemX], a
.blackboardLoop
ld hl, wd730
@ -210,34 +210,34 @@ ViridianSchoolBlackboard: ; 5dced (17:5ced)
bit 4, a ; pressed right
jr z, .didNotPressRight
; move cursor to right column
ld a, $2
ld a, 2
ld [wMaxMenuItem], a
ld a, $2
ld a, 2
ld [wTopMenuItemY], a
ld a, $6
ld a, 6
ld [wTopMenuItemX], a
ld a, $3
ld [W_ANIMATIONID], a
ld a, 3 ; in the the right column, use an offset to prevent overlap
ld [wMenuItemOffset], a
jr .blackboardLoop
.didNotPressRight
bit 5, a ; pressed left
jr z, .didNotPressLeftOrRight
; move cursor to left column
ld a, $2
ld a, 2
ld [wMaxMenuItem], a
ld a, $2
ld a, 2
ld [wTopMenuItemY], a
ld a, $1
ld a, 1
ld [wTopMenuItemX], a
xor a
ld [W_ANIMATIONID], a
ld [wMenuItemOffset], a
jr .blackboardLoop
.didNotPressLeftOrRight
ld a, [wCurrentMenuItem]
ld b, a
ld a, [W_ANIMATIONID]
ld a, [wMenuItemOffset]
add b
cp $5 ; cursor is pointing to "QUIT"
cp 5 ; cursor is pointing to "QUIT"
jr z, .exitBlackboard
; we must have pressed a on a status condition
; so print the text
@ -245,7 +245,7 @@ ViridianSchoolBlackboard: ; 5dced (17:5ced)
res 6, [hl]
ld hl, ViridianBlackboardStatusPointers
add a
ld d, $0
ld d, 0
ld e, a
add hl, de
ld a, [hli]

View File

@ -147,7 +147,7 @@ CinnabarGymQuiz: ; 1ea25 (7:6a25)
ld h, [hl]
ld l, a
call PrintText
ld a, $1
ld a, 1
ld [wDoNotWaitForButtonPressAfterDisplayingText], a
call CinnabarGymQuiz_1ea92
jp TextScriptEnd
@ -391,23 +391,23 @@ BillsHousePokemonList: ; 1ec05 (7:6c05)
ld hl, BillsHousePokemonListText1
call PrintText
xor a
ld [W_ANIMATIONID], a
ld [wMenuItemOffset], a ; not used
ld [wCurrentMenuItem], a
ld [wLastMenuItem], a
ld a, A_BUTTON | B_BUTTON
ld [wMenuWatchedKeys], a
ld a, $4
ld a, 4
ld [wMaxMenuItem], a
ld a, $2
ld a, 2
ld [wTopMenuItemY], a
ld a, $1
ld a, 1
ld [wTopMenuItemX], a
.billsPokemonLoop
ld hl, wd730
set 6, [hl]
coord hl, 0, 0
ld b, $a
ld c, $9
ld b, 10
ld c, 9
call TextBoxBorder
coord hl, 2, 2
ld de, BillsMonListText

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@ -101,97 +101,143 @@ ItemUsePtrTable: ; d5e1 (3:55e1)
dw ItemUsePPRestore ; MAX_ELIXER
ItemUseBall: ; d687 (3:5687)
; Balls can't be used out of battle.
ld a,[W_ISINBATTLE]
and a
jp z,ItemUseNotTime ; not in battle
jp z,ItemUseNotTime
; Balls can't catch trainers' Pokémon.
dec a
jp nz,ThrowBallAtTrainerMon
; If this is for the old man battle, skip checking if the party & box are full.
ld a,[W_BATTLETYPE]
dec a
jr z,.UseBall
ld a,[wPartyCount] ;is Party full?
jr z,.canUseBall
ld a,[wPartyCount] ; is party full?
cp a,PARTY_LENGTH
jr nz,.UseBall
ld a,[W_NUMINBOX] ;is Box full?
jr nz,.canUseBall
ld a,[W_NUMINBOX] ; is box full?
cp a,MONS_PER_BOX
jp z,BoxFullCannotThrowBall
.UseBall
;ok, you can use a ball
.canUseBall
xor a
ld [wCapturedMonSpecies],a
ld a,[W_BATTLETYPE]
cp a,2 ;SafariBattle
cp a,BATTLE_TYPE_SAFARI
jr nz,.skipSafariZoneCode
.safariZone
; remove a Safari Ball from inventory
ld hl,W_NUMSAFARIBALLS
dec [hl]
dec [hl] ; remove a Safari Ball
.skipSafariZoneCode
call RunDefaultPaletteCommand
ld a,$43
ld [wd11e],a
call LoadScreenTilesFromBuffer1 ;restore screenBuffer from Backup
ld a,$43 ; successful capture value
ld [wPokeBallAnimData],a
call LoadScreenTilesFromBuffer1
ld hl,ItemUseText00
call PrintText
; If the player is fighting an unidentified ghost, set the value that indicates
; the Pokémon can't be caught and skip the capture calculations.
callab IsGhostBattle
ld b,$10
jp z,.next12
ld b,$10 ; can't be caught value
jp z,.setAnimData
ld a,[W_BATTLETYPE]
dec a
jr nz,.notOldManBattle
.oldManBattle
ld hl,W_GRASSRATE
ld de,wPlayerName
ld bc,NAME_LENGTH
call CopyData ; save the player's name in the Wild Monster data (part of the Cinnabar Island Missingno glitch)
jp .BallSuccess
call CopyData ; save the player's name in the Wild Monster data (part of the Cinnabar Island Missingno. glitch)
jp .captured
.notOldManBattle
; If the player is fighting the ghost Marowak, set the value that indicates the
; Pokémon can't be caught and skip the capture calculations.
ld a,[W_CURMAP]
cp a,POKEMONTOWER_6
jr nz,.loop
ld a,[wEnemyMonSpecies2]
cp a,MAROWAK
ld b,$10
jp z,.next12
; if not fighting ghost Marowak, loop until a random number in the current
; pokeball's allowed range is found
ld b,$10 ; can't be caught value
jp z,.setAnimData
; Get the first random number. Let it be called Rand1.
; Rand1 must be within a certain range according the kind of ball being thrown.
; The ranges are as follows.
; Poké Ball: [0, 255]
; Great Ball: [0, 200]
; Ultra/Safari Ball: [0, 150]
; Loop until an acceptable number is found.
.loop
call Random
ld b,a
; Get the item ID.
ld hl,wcf91
ld a,[hl]
; The Master Ball always succeeds.
cp a,MASTER_BALL
jp z,.BallSuccess
jp z,.captured
; Anything will do for the basic Poké Ball.
cp a,POKE_BALL
jr z,.checkForAilments
; If it's a Great/Ultra/Safari Ball and Rand1 is greater than 200, try again.
ld a,200
cp b
jr c,.loop ;get only numbers <= 200 for Great Ball
jr c,.loop
; Less than or equal to 200 is good enough for a Great Ball.
ld a,[hl]
cp a,GREAT_BALL
jr z,.checkForAilments
ld a,150 ;get only numbers <= 150 for Ultra Ball
; If it's an Ultra/Safari Ball and Rand1 is greater than 150, try again.
ld a,150
cp b
jr c,.loop
.checkForAilments
; pokemon can be caught more easily with any (primary) status ailment
; Frozen/Asleep pokemon are relatively even easier to catch
; for Frozen/Asleep pokemon, any random number from 0-24 ensures a catch.
; for the others, a random number from 0-11 ensures a catch.
ld a,[wEnemyMonStatus] ;status ailments
; Pokémon can be caught more easily with a status ailment.
; Depending on the status ailment, a certain value will be subtracted from
; Rand1. Let this value be called Status.
; The larger Status is, the more easily the Pokémon can be caught.
; no status ailment: Status = 0
; Burn/Paralysis/Poison: Status = 12
; Freeze/Sleep: Status = 25
; If Status is greater than Rand1, the Pokémon will be caught for sure.
ld a,[wEnemyMonStatus]
and a
jr z,.noAilments
and a, 1 << FRZ | SLP ;is frozen and/or asleep?
jr z,.skipAilmentValueSubtraction ; no ailments
and a, 1 << FRZ | SLP
ld c,12
jr z,.notFrozenOrAsleep
ld c,25
.notFrozenOrAsleep
ld a,b
sub c
jp c,.BallSuccess
jp c,.captured
ld b,a
.noAilments
push bc ;save RANDOM number
.skipAilmentValueSubtraction
push bc ; save (Rand1 - Status)
; Calculate MaxHP * 255.
xor a
ld [H_MULTIPLICAND],a
ld hl,wEnemyMonMaxHP
@ -201,121 +247,178 @@ ItemUseBall: ; d687 (3:5687)
ld [H_MULTIPLICAND + 2],a
ld a,255
ld [H_MULTIPLIER],a
call Multiply ; MaxHP * 255
call Multiply
; Determine BallFactor. It's 8 for Great Balls and 12 for the others.
ld a,[wcf91]
cp a,GREAT_BALL
ld a,12 ;any other BallFactor
jr nz,.next7
ld a,12
jr nz,.skip1
ld a,8
.next7
.skip1
; Note that the results of all division operations are floored.
; Calculate (MaxHP * 255) / BallFactor.
ld [H_DIVISOR],a
ld b,4 ; number of bytes in dividend
ld b,4 ; number of bytes in dividend
call Divide
; Divide the enemy's current HP by 4. HP is not supposed to exceed 999 so
; the result should fit in a. If the division results in a quotient of 0,
; change it to 1.
ld hl,wEnemyMonHP
ld a,[hli]
ld b,a
ld a,[hl]
; explanation: we have a 16-bit value equal to [b << 8 | a].
; This number is divided by 4. The result is 8 bit (reg. a).
; Always bigger than zero.
srl b
rr a
srl b
rr a ; a = current HP / 4
rr a
and a
jr nz,.next8
jr nz,.skip2
inc a
.next8
.skip2
; Let W = ((MaxHP * 255) / BallFactor) / max(HP / 4, 1). Calculate W.
ld [H_DIVISOR],a
ld b,4
call Divide ; ((MaxHP * 255) / BallFactor) / (CurHP / 4)
call Divide
; If W > 255, store 255 in [H_QUOTIENT + 3].
; Let X = min(W, 255) = [H_QUOTIENT + 3].
ld a,[H_QUOTIENT + 2]
and a
jr z,.next9
jr z,.skip3
ld a,255
ld [H_QUOTIENT + 3],a
.next9
pop bc
ld a,[wEnemyMonCatchRate] ;enemy: Catch Rate
.skip3
pop bc ; b = Rand1 - Status
; If Rand1 - Status > CatchRate, the ball fails to capture the Pokémon.
ld a,[wEnemyMonCatchRate]
cp b
jr c,.next10
jr c,.failedToCapture
; If W > 255, the ball captures the Pokémon.
ld a,[H_QUOTIENT + 2]
and a
jr nz,.BallSuccess ; if ((MaxHP * 255) / BallFactor) / (CurHP / 4) > 0x255, automatic success
call Random
jr nz,.captured
call Random ; Let this random number be called Rand2.
; If Rand2 > X, the ball fails to capture the Pokémon.
ld b,a
ld a,[H_QUOTIENT + 3]
cp b
jr c,.next10
.BallSuccess
jr .BallSuccess2
.next10
jr c,.failedToCapture
.captured
jr .skipShakeCalculations
.failedToCapture
ld a,[H_QUOTIENT + 3]
ld [wd11e],a
ld [wPokeBallCaptureCalcTemp],a ; Save X.
; Calculate CatchRate * 100.
xor a
ld [H_MULTIPLICAND],a
ld [H_MULTIPLICAND + 1],a
ld a,[wEnemyMonCatchRate] ;enemy: Catch Rate
ld a,[wEnemyMonCatchRate]
ld [H_MULTIPLICAND + 2],a
ld a,100
ld [H_MULTIPLIER],a
call Multiply ; CatchRate * 100
call Multiply
; Determine BallFactor2.
; Poké Ball: BallFactor2 = 255
; Great Ball: BallFactor2 = 200
; Ultra/Safari Ball: BallFactor2 = 150
ld a,[wcf91]
ld b,255
cp a,POKE_BALL
jr z,.next11
jr z,.skip4
ld b,200
cp a,GREAT_BALL
jr z,.next11
jr z,.skip4
ld b,150
cp a,ULTRA_BALL
jr z,.next11
.next11
jr z,.skip4
.skip4
; Let Y = (CatchRate * 100) / BallFactor2. Calculate Y.
ld a,b
ld [H_DIVISOR],a
ld b,4
call Divide
; If Y > 255, there are 3 shakes.
; Note that this shouldn't be possible.
; The maximum value of Y is (255 * 100) / 150 = 170.
ld a,[H_QUOTIENT + 2]
and a
ld b,$63
jr nz,.next12
ld a,[wd11e]
ld b,$63 ; 3 shakes
jr nz,.setAnimData
; Calculate X * Y.
ld a,[wPokeBallCaptureCalcTemp]
ld [H_MULTIPLIER],a
call Multiply
; Calculate (X * Y) / 255.
ld a,255
ld [H_DIVISOR],a
ld b,4
call Divide
ld a,[wEnemyMonStatus] ;status ailments
; Determine Status2.
; no status ailment: Status2 = 0
; Burn/Paralysis/Poison: Status2 = 5
; Freeze/Sleep: Status2 = 10
ld a,[wEnemyMonStatus]
and a
jr z,.next13
jr z,.skip5
and a, 1 << FRZ | SLP
ld b,5
jr z,.next14
jr z,.addAilmentValue
ld b,10
.next14
.addAilmentValue
; If the Pokémon has a status ailment, add Status2.
ld a,[H_QUOTIENT + 3]
add b
ld [H_QUOTIENT + 3],a
.next13
.skip5
; Finally determine the number of shakes.
; Let Z = ((X * Y) / 255) + Status2 = [H_QUOTIENT + 3].
; The number of shakes depend on the range Z is in.
; 0 ≤ Z < 10: 0 shakes (the ball misses)
; 10 ≤ Z < 30: 1 shake
; 30 ≤ Z < 70: 2 shakes
; 70 ≤ Z: 3 shakes
ld a,[H_QUOTIENT + 3]
cp a,10
ld b,$20
jr c,.next12
jr c,.setAnimData
cp a,30
ld b,$61
jr c,.next12
jr c,.setAnimData
cp a,70
ld b,$62
jr c,.next12
jr c,.setAnimData
ld b,$63
.next12
.setAnimData
ld a,b
ld [wPokeBallAnimData],a
.BallSuccess2
.skipShakeCalculations
ld c,20
call DelayFrames
; Do the animation.
ld a,TOSS_ANIM
ld [W_ANIMATIONID],a
xor a
@ -331,45 +434,61 @@ ItemUseBall: ; d687 (3:5687)
ld [wcf91],a
pop af
ld [wWhichPokemon],a
; Determine the message to display from the animation.
ld a,[wPokeBallAnimData]
cp a,$10
ld hl,ItemUseBallText00
jp z,.printText0
jp z,.printMessage
cp a,$20
ld hl,ItemUseBallText01
jp z,.printText0
jp z,.printMessage
cp a,$61
ld hl,ItemUseBallText02
jp z,.printText0
jp z,.printMessage
cp a,$62
ld hl,ItemUseBallText03
jp z,.printText0
jp z,.printMessage
cp a,$63
ld hl,ItemUseBallText04
jp z,.printText0
ld hl,wEnemyMonHP ;current HP
jp z,.printMessage
; Save current HP.
ld hl,wEnemyMonHP
ld a,[hli]
push af
ld a,[hli]
push af ;backup currentHP...
push af
; Save status ailment.
inc hl
ld a,[hl]
push af ;...and status ailments
push af
push hl
; If the Pokémon is transformed, the Pokémon is assumed to be a Ditto.
; This is a bug because a wild Pokémon could have used Transform via
; Mirror Move even though the only wild Pokémon that knows Transform is Ditto.
ld hl,W_ENEMYBATTSTATUS3
bit Transformed,[hl]
jr z,.next15
ld a,$4c
jr z,.notTransformed
ld a,DITTO
ld [wEnemyMonSpecies2],a
jr .next16
.next15
jr .skip6
.notTransformed
; If the Pokémon is not transformed, set the transformed bit and copy the
; DVs to wTransformedEnemyMonOriginalDVs so that LoadEnemyMonData won't generate
; new DVs.
set Transformed,[hl]
ld hl,wTransformedEnemyMonOriginalDVs
ld a,[wEnemyMonDVs]
ld [hli],a
ld a,[wEnemyMonDVs + 1]
ld [hl],a
.next16
.skip6
ld a,[wcf91]
push af
ld a,[wEnemyMonSpecies2]
@ -387,15 +506,18 @@ ItemUseBall: ; d687 (3:5687)
ld [hld],a
pop af
ld [hl],a
ld a,[wEnemyMonSpecies] ;enemy
ld a,[wEnemyMonSpecies]
ld [wCapturedMonSpecies],a
ld [wcf91],a
ld [wd11e],a
ld a,[W_BATTLETYPE]
dec a
jr z,.printText1
dec a ; is this the old man battle?
jr z,.oldManCaughtMon ; if so, don't give the player the caught Pokémon
ld hl,ItemUseBallText05
call PrintText
; Add the caught Pokémon to the Pokédex.
predef IndexToPokedex
ld a,[wd11e]
dec a
@ -411,46 +533,56 @@ ItemUseBall: ; d687 (3:5687)
ld b,FLAG_SET
predef FlagActionPredef
pop af
and a
jr nz,.checkParty
and a ; was the Pokémon already in the Pokédex?
jr nz,.skipShowingPokedexData ; if so, don't show the Pokédex data
ld hl,ItemUseBallText06
call PrintText
call ClearSprites
ld a,[wEnemyMonSpecies] ;caught mon_ID
ld a,[wEnemyMonSpecies]
ld [wd11e],a
predef ShowPokedexData
.checkParty
.skipShowingPokedexData
ld a,[wPartyCount]
cp a,PARTY_LENGTH ;is party full?
cp a,PARTY_LENGTH ; is party full?
jr z,.sendToBox
xor a ; PLAYER_PARTY_DATA
ld [wMonDataLocation],a
call ClearSprites
call AddPartyMon ;add mon to Party
jr .End
call AddPartyMon
jr .done
.sendToBox
call ClearSprites
call SendNewMonToBox
ld hl,ItemUseBallText07
CheckEvent EVENT_MET_BILL
jr nz,.sendToBox2
jr nz,.printTransferredToPCText
ld hl,ItemUseBallText08
.sendToBox2
.printTransferredToPCText
call PrintText
jr .End
.printText1
jr .done
.oldManCaughtMon
ld hl,ItemUseBallText05
.printText0
.printMessage
call PrintText
call ClearSprites
.End
.done
ld a,[W_BATTLETYPE]
and a
ret nz
and a ; is this the old man battle?
ret nz ; if so, don't remove a ball from the bag
; Remove a ball from the bag.
ld hl,wNumBagItems
inc a
ld [wItemQuantity],a
jp RemoveItemFromInventory
ItemUseBallText00: ; d937 (3:5937)
;"It dodged the thrown ball!"
;"This pokemon can't be caught"
@ -769,10 +901,10 @@ ItemUseMedicine: ; dabb (3:5abb)
ld hl,W_PLAYERBATTSTATUS3
res BadlyPoisoned,[hl] ; heal Toxic status
pop hl
ld bc,30
ld bc,wPartyMon1Stats - wPartyMon1Status
add hl,bc ; hl now points to party stats
ld de,wBattleMonMaxHP
ld bc,10
ld de,wBattleMonStats
ld bc,NUM_STATS * 2
call CopyData ; copy party stats to in-battle stat data
predef DoubleOrHalveSelectedStats
jp .doneHealing
@ -827,7 +959,7 @@ ItemUseMedicine: ; dabb (3:5abb)
.compareCurrentHPToMaxHP
push hl
push bc
ld bc,32
ld bc,wPartyMon1MaxHP - (wPartyMon1HP + 1)
add hl,bc ; hl now points to max HP
pop bc
ld a,[hli]
@ -859,7 +991,7 @@ ItemUseMedicine: ; dabb (3:5abb)
ld [wChannelSoundIDs + CH4],a
push hl
push de
ld bc,32
ld bc,wPartyMon1MaxHP - (wPartyMon1HP + 1)
add hl,bc ; hl now points to max HP
ld a,[hli]
ld [wHPBarMaxHP+1],a
@ -892,7 +1024,7 @@ ItemUseMedicine: ; dabb (3:5abb)
ld [H_DIVISOR],a
ld b,2 ; number of bytes
call Divide ; get 1/5 of max HP of pokemon that used Softboiled
ld bc,wPartyMon1HP - wPartyMon1MaxHP
ld bc,(wPartyMon1HP + 1) - (wPartyMon1MaxHP + 1)
add hl,bc ; hl now points to LSB of current HP of pokemon that used Softboiled
; subtract 1/5 of max HP from current HP of pokemon that used Softboiled
ld a,[H_QUOTIENT + 3]
@ -971,7 +1103,7 @@ ItemUseMedicine: ; dabb (3:5abb)
inc hl
ld d,h
ld e,l ; de now points to current HP
ld hl,33
ld hl,(wPartyMon1MaxHP + 1) - (wPartyMon1HP + 1)
add hl,de ; hl now points to max HP
ld a,[wcf91]
cp a,REVIVE
@ -1018,7 +1150,7 @@ ItemUseMedicine: ; dabb (3:5abb)
ld a,[wcf91]
cp a,FULL_RESTORE
jr nz,.updateInBattleData
ld bc,-31
ld bc,wPartyMon1Status - (wPartyMon1MaxHP + 1)
add hl,bc
xor a
ld [hl],a ; remove the status ailment in the party data
@ -1041,7 +1173,7 @@ ItemUseMedicine: ; dabb (3:5abb)
ld [wBattleMonStatus],a ; remove the status ailment in the in-battle pokemon data
.calculateHPBarCoords
ld hl,wOAMBuffer + $90
ld bc,2 * 20
ld bc,2 * SCREEN_WIDTH
inc d
.calculateHPBarCoordsLoop
add hl,bc
@ -1121,7 +1253,7 @@ ItemUseMedicine: ; dabb (3:5abb)
ld a,[hl]
ld [wd0b5],a
ld [wd11e],a
ld bc,33
ld bc,wPartyMon1Level - wPartyMon1
add hl,bc ; hl now points to level
ld a,[hl] ; a = level
ld [W_CURENEMYLVL],a ; store level
@ -1138,7 +1270,7 @@ ItemUseMedicine: ; dabb (3:5abb)
push hl
sub a,HP_UP
add a
ld bc,17
ld bc,wPartyMon1HPExp - wPartyMon1
add hl,bc
add l
ld l,a
@ -1186,17 +1318,17 @@ ItemUseMedicine: ; dabb (3:5abb)
call PrintText
jp GBPalWhiteOut
.recalculateStats
ld bc,34
ld bc,wPartyMon1Stats - wPartyMon1
add hl,bc
ld d,h
ld e,l ; de now points to stats
ld bc,-18
add hl,bc ; hl now points to byte 3 of experience
ld bc,(wPartyMon1Exp + 2) - wPartyMon1Stats
add hl,bc ; hl now points to LSB of experience
ld b,1
jp CalcStats ; recalculate stats
.useRareCandy
push hl
ld bc,33
ld bc,wPartyMon1Level - wPartyMon1
add hl,bc ; hl now points to level
ld a,[hl] ; a = level
cp a, MAX_LEVEL
@ -1210,8 +1342,8 @@ ItemUseMedicine: ; dabb (3:5abb)
callab CalcExperience ; calculate experience for next level and store it at $ff96
pop de
pop hl
ld bc,-19
add hl,bc ; hl now points to experience
ld bc,wPartyMon1Exp - wPartyMon1Level
add hl,bc ; hl now points to MSB of experience
; update experience to minimum for new level
ld a,[hExperience]
ld [hli],a
@ -1226,7 +1358,7 @@ ItemUseMedicine: ; dabb (3:5abb)
push af
push de
push hl
ld bc,34
ld bc,wPartyMon1MaxHP - wPartyMon1
add hl,bc ; hl now points to MSB of max HP
ld a,[hli]
ld b,a
@ -1236,8 +1368,8 @@ ItemUseMedicine: ; dabb (3:5abb)
push hl
call .recalculateStats
pop hl
ld bc,35 ; hl now points to LSB of max HP
add hl,bc
ld bc,(wPartyMon1MaxHP + 1) - wPartyMon1
add hl,bc ; hl now points to LSB of max HP
pop bc
ld a,[hld]
sub c
@ -1246,8 +1378,8 @@ ItemUseMedicine: ; dabb (3:5abb)
sbc b
ld b,a ; bc = the amount of max HP gained from leveling up
; add the amount gained to the current HP
ld de,-32
add hl,de ; hl now points to MSB of current HP
ld de,(wPartyMon1HP + 1) - wPartyMon1MaxHP
add hl,de ; hl now points to LSB of current HP
ld a,[hl]
add c
ld [hld],a
@ -1421,7 +1553,7 @@ ItemUseCardKey: ; e022 (3:6022)
xor a
ld [wUnusedD71F],a
call GetTileAndCoordsInFrontOfPlayer
ld a,[GetTileAndCoordsInFrontOfPlayer] ; $4586
ld a,[GetTileAndCoordsInFrontOfPlayer]
cp a,$18
jr nz,.next0
ld hl,CardKeyTable1

View File

@ -20,7 +20,7 @@ MainMenu: ; 5af2 (1:5af2)
ld [hli],a
ld [hli],a
ld [hl],a
ld [W_ANIMATIONID],a
ld [wDefaultMap],a
ld hl,wd72e
res 6,[hl]
call ClearScreen
@ -269,7 +269,7 @@ LinkMenu: ; 5c0a (1:5c0a)
call DelayFrames
ld hl, wd732
res 1, [hl]
ld a, [W_ANIMATIONID]
ld a, [wDefaultMap]
ld [wDestinationMap], a
call SpecialWarpIn
ld c, 20

View File

@ -166,7 +166,7 @@ DisplayNamingScreen: ; 6596 (1:6596)
call RunDefaultPaletteCommand
call GBPalNormal
xor a
ld [W_SUBANIMTRANSFORM], a
ld [wAnimCounter], a
ld hl, wd730
res 6, [hl]
ld a, [W_ISINBATTLE]

View File

@ -160,7 +160,7 @@ StartMenu_Pokemon: ; 130a9 (4:70a9)
.surf
bit 4,a ; does the player have the Soul Badge?
jp z,.newBadgeRequired
callba CheckForForcedBikeSurf
callba IsSurfingAllowed
ld hl,wd728
bit 1,[hl]
res 1,[hl]

View File

@ -48,7 +48,7 @@ OakSpeech: ; 6115 (1:6115)
ld a,1
ld [wItemQuantity],a
call AddItemToInventory ; give one potion
ld a,[W_ANIMATIONID]
ld a,[wDefaultMap]
ld [wDestinationMap],a
call SpecialWarpIn
xor a

View File

@ -133,8 +133,8 @@ UpdateNPCSprite: ; 4ed1 (1:4ed1)
ld l, a
inc l
ld a, [hl] ; c1x1
bit 7, a
jp nz, InitializeSpriteFacingDirection ; c1x1 >= $80
bit 7, a ; is the face player flag set?
jp nz, MakeNPCFacePlayer
ld b, a
ld a, [wFontLoaded]
bit 0, a
@ -400,10 +400,15 @@ notYetMoving: ; 5073 (1:5073)
ld [hl], $0 ; c1x8 = 0 (walk animation frame)
jp UpdateSpriteImage
InitializeSpriteFacingDirection: ; 507f (1:507f)
MakeNPCFacePlayer: ; 507f (1:507f)
; Make an NPC face the player if the player has spoken to him or her.
; Check if the behaviour of the NPC facing the player when spoken to is
; disabled. This is only done when rubbing the S.S. Anne captain's back.
ld a, [wd72d]
bit 5, a
jr nz, notYetMoving
res 7, [hl]
ld a, [wPlayerDirection]
bit PLAYER_DIR_BIT_UP, a

View File

@ -444,8 +444,12 @@ WritePlayerOrBirdSpriteOAM: ; 7126d (1c:526d)
WriteTownMapSpriteOAM: ; 71279 (1c:5279)
push hl
; Subtract 4 from c (X coord) and 4 from b (Y coord). However, the carry from c
; is added to b, so the net result is that only 3 is subtracted from b.
lb hl, -4, -4
add hl, bc ; subtract 4 from c (X coord) and 4 from b (Y coord)
add hl, bc
ld b, h
ld c, l
pop hl
@ -469,14 +473,14 @@ WriteAsymmetricMonPartySpriteOAM: ; 71281 (1c:5281)
xor a
ld [hli], a
inc d
ld a, $8
ld a, 8
add c
ld c, a
dec e
jr nz, .innerLoop
pop bc
pop de
ld a, $8
ld a, 8
add b
ld b, a
dec d

View File

@ -3167,7 +3167,7 @@ SaveScreenTilesToBuffer2:: ; 36f4 (0:36f4)
LoadScreenTilesFromBuffer2:: ; 3701 (0:3701)
call LoadScreenTilesFromBuffer2DisableBGTransfer
ld a, $1
ld a, 1
ld [H_AUTOBGTRANSFERENABLED], a
ret
@ -3177,7 +3177,7 @@ LoadScreenTilesFromBuffer2DisableBGTransfer:: ; 3709 (0:3709)
ld [H_AUTOBGTRANSFERENABLED], a
ld hl, wTileMapBackup2
coord de, 0, 0
ld bc, $168
ld bc, SCREEN_WIDTH * SCREEN_HEIGHT
call CopyData
ret
@ -3194,7 +3194,7 @@ LoadScreenTilesFromBuffer1:: ; 3725 (0:3725)
coord de, 0, 0
ld bc, SCREEN_WIDTH * SCREEN_HEIGHT
call CopyData
ld a, $1
ld a, 1
ld [H_AUTOBGTRANSFERENABLED], a
ret

View File

@ -1190,8 +1190,8 @@ IsSpriteInFrontOfPlayer2:: ; 0b6d (0:0b6d)
ld a,l
and a,$f0
inc a
ld l,a
set 7,[hl]
ld l,a ; hl = $c1x1
set 7,[hl] ; set flag to make the sprite face the player
ld a,e
ld [hSpriteIndexOrTextID],a
ret

View File

@ -548,7 +548,7 @@ TestBattle:
ld [W_OBTAINEDBADGES], a
ld hl, W_FLAGS_D733
set 0, [hl]
set BIT_TEST_BATTLE, [hl]
; Reset the party.
ld hl, wPartyCount
@ -668,7 +668,7 @@ LoadSpecialWarpData: ; 62ff (1:62ff)
xor a
jr .done
.notFirstMap
ld a, [wLastMap]
ld a, [wLastMap] ; this value is overwritten before it's ever read
ld hl, wd732
bit 4, [hl] ; used dungeon warp (jumped down hole/waterfall)?
jr nz, .usedDunegonWarp
@ -2751,12 +2751,15 @@ CanMoveBouldersText: ; cdbb (3:4dbb)
TX_FAR _CanMoveBouldersText
db "@"
CheckForForcedBikeSurf: ; cdc0 (3:4dc0)
IsSurfingAllowed: ; cdc0 (3:4dc0)
; Returns whether surfing is allowed in bit 1 of wd728.
; Surfing isn't allowed on the Cycling Road or in the lowest level of the
; Seafoam Islands before the current has been slowed with boulders.
ld hl, wd728
set 1, [hl]
ld a, [wd732]
bit 5, a
jr nz, .asm_cdec
jr nz, .forcedToRideBike
ld a, [W_CURMAP]
cp SEAFOAM_ISLANDS_5
ret nz
@ -2769,7 +2772,7 @@ CheckForForcedBikeSurf: ; cdc0 (3:4dc0)
res 1, [hl]
ld hl, CurrentTooFastText
jp PrintText
.asm_cdec
.forcedToRideBike
ld hl, wd728
res 1, [hl]
ld hl, CyclingIsFunText
@ -2799,7 +2802,7 @@ AddItemToInventory_: ; ce04 (3:4e04)
push de
push hl
push hl
ld d,50 ; PC box can hold 50 items
ld d,PC_ITEM_CAPACITY ; how many items the PC can hold
ld a,wNumBagItems & $FF
cp l
jr nz,.checkIfInventoryFull
@ -2807,7 +2810,7 @@ AddItemToInventory_: ; ce04 (3:4e04)
cp h
jr nz,.checkIfInventoryFull
; if the destination is the bag
ld d,20 ; bag can hold 20 items
ld d,BAG_ITEM_CAPACITY ; how many items the bag can hold
.checkIfInventoryFull
ld a,[hl]
sub d

View File

@ -47,11 +47,11 @@ HallofFameRoomScript2: ; 5a4bb (16:64bb)
ld [wLastBlackoutMap], a
callba SaveSAVtoSRAM
ld b, 5
.asm_5a4ff
.delayLoop
ld c, 600 / 5
call DelayFrames
dec b
jr nz, .asm_5a4ff
jr nz, .delayLoop
call WaitForTextScrollButtonPress
jp Init

View File

@ -71,7 +71,7 @@ ViridianCityScript1: ; 19062 (6:5062)
ld [wListScrollOffset], a
; set up battle for Old Man
ld a, $1
ld a, BATTLE_TYPE_OLD_MAN
ld [W_BATTLETYPE], a
ld a, 5
ld [W_CURENEMYLVL], a

View File

@ -50,6 +50,7 @@ battle_struct: MACRO
\1Moves:: ds NUM_MOVES
\1DVs:: ds 2
\1Level:: db
\1Stats::
\1MaxHP:: dw
\1Attack:: dw
\1Defense:: dw
@ -1746,6 +1747,11 @@ wObjectToShow:: ; d07a
ds 1
wDefaultMap:: ; d07c
; the map you will start at when the debug bit is set
wMenuItemOffset:: ; d07c
W_ANIMATIONID:: ; d07c
; ID number of the current battle animation
ds 1
@ -1789,7 +1795,7 @@ W_SUBANIMCOUNTER:: ; d087
; counts the number of subentries left in the current subanimation
ds 1
wSaveFileStatus::
wSaveFileStatus:: ; d088
; 1 = no save file or save file is corrupted
; 2 = save file exists and no corruption has been detected
ds 1
@ -2068,6 +2074,8 @@ wFirstMonsNotOutYet:: ; d11d
; which will be the first mon sent out.
ds 1
wPokeBallCaptureCalcTemp:: ; d11e
; lower nybble: number of shakes
; upper nybble: number of animations to play
wPokeBallAnimData:: ; d11e
@ -2277,7 +2285,7 @@ wNumBagItems:: ; d31d
ds 1
wBagItems:: ; d31e
; item, quantity
ds 20 * 2
ds BAG_ITEM_CAPACITY * 2
ds 1 ; end
wPlayerMoney:: ; d347
@ -2590,7 +2598,7 @@ wNumBoxItems:: ; d53a
ds 1
wBoxItems:: ; d53b
; item, quantity
ds 50 * 2
ds PC_ITEM_CAPACITY * 2
ds 1 ; end
wCurrentBoxNum:: ; d5a0
@ -2921,8 +2929,14 @@ wUnusedD71F:: ; d71f
ds 8
wd728::
wd728:: ; d728
; bit 0: using Strength outside of battle
; bit 1: set by IsSurfingAllowed when surfing's allowed, but the caller resets it after checking the result
; bit 3: received Old Rod
; bit 4: received Good Rod
; bit 5: received Super Rod
; bit 6: gave one of the Saffron guards a drink
; bit 7: set by ItemUseCardKey, which is leftover code from a previous implementation of the Card Key
ds 1
ds 1
@ -2936,16 +2950,36 @@ wBeatGymFlags:: ; d72a
wd72c:: ; d72c
; bit 0: if not set, the 3 minimum steps between random battles have passed
; bit 1: prevent audio fade out
ds 1
wd72d:: ds 1 ; misc temp flags? (in some scripts, bit 6 and 7 set after a special battle (e.g. gym leaders) has been won)
; also used as a start menu flag
wd72d:: ; d72d
; This variable is used for temporary flags and as the destination map when
; warping to the Trade Center or Colosseum.
; bit 0: sprite facing directions have been initialised in the Trade Center
; bit 3: do scripted warp (used to warp back to Lavender Town from the top of the pokemon tower)
; bit 4: on a dungeon warp
; bit 5: don't make NPCs face the player when spoken to
; Bits 6 and 7 are set by scripts when starting major battles in the storyline,
; but they do not appear to affect anything. Bit 6 is reset after all battles
; and bit 7 is reset after trainer battles (but it's only set before trainer
; battles anyway).
ds 1
wd72e::
wd72e:: ; d72e
; bit 0: the player has received Lapras in the Silph Co. building
; bit 1: set in various places, but doesn't appear to have an effect
; bit 2: the player has healed pokemon at a pokemon center at least once
; bit 3: the player has a received a pokemon from Prof. Oak
; bit 4: disable battles
; bit 5: set when a battle ends and when the player blacks out in the overworld due to poison
; bit 6: using the link feature
; bit 7: set if scripted NPC movement has been initialised
ds 2 ; more temp misc flags, used with npc movement, main menu and other stuff
ds 1
wd730::
ds 1
wd730:: ; d730
; bit 0: NPC sprite being moved by script
; bit 5: ignore joypad input
; bit 6: print text with no delay between each letter
@ -2970,6 +3004,9 @@ wd732:: ; d732
W_FLAGS_D733:: ; d733
; bit 0: running a test battle
; bit 1: prevent music from changing when entering new map
; bit 2: skip the joypad check in CheckWarpsNoCollision (used for the forced warp down the waterfall in the Seafoam Islands)
; bit 3: trainer wants to battle
; bit 4: use variable [W_CURMAPSCRIPT] instead of the provided index for next frame's map script (used to start battle when talking to trainers)
; bit 7: used fly out of battle
ds 1