pokecrystal/home/battle.asm

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NASM
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UserPartyAttr::
push af
ld a, [hBattleTurn]
and a
jr nz, .ot
pop af
jr BattlePartyAttr
.ot
pop af
jr OTPartyAttr
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OpponentPartyAttr::
push af
ld a, [hBattleTurn]
and a
jr z, .ot
pop af
jr BattlePartyAttr
.ot
pop af
jr OTPartyAttr
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BattlePartyAttr::
; Get attribute a from the party struct of the active battle mon.
push bc
ld c, a
ld b, 0
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ld hl, wPartyMons
add hl, bc
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ld a, [wCurBattleMon]
call GetPartyLocation
pop bc
ret
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OTPartyAttr::
; Get attribute a from the party struct of the active enemy mon.
push bc
ld c, a
ld b, 0
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ld hl, wOTPartyMon1Species
add hl, bc
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ld a, [wCurOTMon]
call GetPartyLocation
pop bc
ret
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ResetDamage::
xor a
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ld [wCurDamage], a
ld [wCurDamage + 1], a
ret
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SetPlayerTurn::
xor a
ld [hBattleTurn], a
ret
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SetEnemyTurn::
ld a, 1
ld [hBattleTurn], a
ret
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UpdateOpponentInParty::
ld a, [hBattleTurn]
and a
jr z, UpdateEnemyMonInParty
jr UpdateBattleMonInParty
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UpdateUserInParty::
ld a, [hBattleTurn]
and a
jr z, UpdateBattleMonInParty
jr UpdateEnemyMonInParty
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UpdateBattleMonInParty::
; Update level, status, current HP
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ld a, [wCurBattleMon]
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UpdateBattleMon::
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ld hl, wPartyMon1Level
call GetPartyLocation
ld d, h
ld e, l
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ld hl, wBattleMonLevel
ld bc, wBattleMonMaxHP - wBattleMonLevel
jp CopyBytes
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UpdateEnemyMonInParty::
; Update level, status, current HP
; No wildmons.
ld a, [wBattleMode]
dec a
ret z
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ld a, [wCurOTMon]
ld hl, wOTPartyMon1Level
call GetPartyLocation
ld d, h
ld e, l
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ld hl, wEnemyMonLevel
ld bc, wEnemyMonMaxHP - wEnemyMonLevel
jp CopyBytes
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RefreshBattleHuds::
call UpdateBattleHuds
ld c, 3
call DelayFrames
jp WaitBGMap
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UpdateBattleHuds::
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farcall UpdatePlayerHUD
farcall UpdateEnemyHUD
ret
INCLUDE "home/battle_vars.asm"
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FarCopyRadioText::
inc hl
ld a, [hROMBank]
push af
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
ld [hROMBank], a
ld [MBC3RomBank], a
ld a, e
ld l, a
ld a, d
ld h, a
ld de, wRadioText
ld bc, 2 * SCREEN_WIDTH
call CopyBytes
pop af
ld [hROMBank], a
ld [MBC3RomBank], a
ret
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MobileTextBorder::
CELL_PHONE_TOP EQU $5e
CELL_PHONE_BOTTOM EQU $5f
; For mobile link battles only.
ld a, [wLinkMode]
cp LINK_MOBILE
ret c
; Draw a cell phone icon at the
; top right corner of the border.
hlcoord 19, 12
ld [hl], CELL_PHONE_TOP
hlcoord 19, 13
ld [hl], CELL_PHONE_BOTTOM
ret
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BattleTextBox::
; Open a textbox and print text at hl.
push hl
call SpeechTextBox
call MobileTextBorder
call UpdateSprites
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call ApplyTilemap
pop hl
call PrintTextBoxText
ret
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StdBattleTextBox::
; Open a textbox and print battle text at 20:hl.
ld a, [hROMBank]
push af
ld a, BANK(BattleText)
rst Bankswitch
call BattleTextBox
pop af
rst Bankswitch
ret
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GetBattleAnimPointer::
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ld a, BANK(BattleAnimations)
rst Bankswitch
ld a, [hli]
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ld [wBattleAnimAddress], a
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ld a, [hl]
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ld [wBattleAnimAddress + 1], a
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ld a, BANK(BattleAnimCommands)
rst Bankswitch
ret
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GetBattleAnimByte::
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push hl
push de
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ld hl, wBattleAnimAddress
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ld e, [hl]
inc hl
ld d, [hl]
ld a, BANK(BattleAnimations)
rst Bankswitch
ld a, [de]
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ld [wBattleAnimByte], a
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inc de
ld a, BANK(BattleAnimCommands)
rst Bankswitch
ld [hl], d
dec hl
ld [hl], e
pop de
pop hl
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ld a, [wBattleAnimByte]
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ret