pokecrystal/engine/overworld/wildmons.asm

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LoadWildMonData:
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call _GrassWildmonLookup
jr c, .copy
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ld hl, wMornEncounterRate
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xor a
ld [hli], a
ld [hli], a
ld [hl], a
jr .done_copy
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.copy
inc hl
inc hl
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ld de, wMornEncounterRate
ld bc, 3
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call CopyBytes
.done_copy
call _WaterWildmonLookup
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ld a, 0
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jr nc, .no_copy
inc hl
inc hl
ld a, [hl]
.no_copy
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ld [wWaterEncounterRate], a
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ret
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FindNest:
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; Parameters:
; e: 0 = Johto, 1 = Kanto
; wNamedObjectIndexBuffer: species
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hlcoord 0, 0
ld bc, SCREEN_WIDTH * SCREEN_HEIGHT
xor a
call ByteFill
ld a, e
and a
jr nz, .kanto
decoord 0, 0
ld hl, JohtoGrassWildMons
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call .FindGrass
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ld hl, JohtoWaterWildMons
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call .FindWater
call .RoamMon1
call .RoamMon2
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ret
.kanto
decoord 0, 0
ld hl, KantoGrassWildMons
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call .FindGrass
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ld hl, KantoWaterWildMons
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jp .FindWater
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.FindGrass:
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ld a, [hl]
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cp -1
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ret z
push hl
ld a, [hli]
ld b, a
ld a, [hli]
ld c, a
inc hl
inc hl
inc hl
ld a, NUM_GRASSMON * 3
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call .SearchMapForMon
jr nc, .next_grass
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ld [de], a
inc de
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.next_grass
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pop hl
ld bc, GRASS_WILDDATA_LENGTH
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add hl, bc
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jr .FindGrass
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.FindWater:
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ld a, [hl]
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cp -1
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ret z
push hl
ld a, [hli]
ld b, a
ld a, [hli]
ld c, a
inc hl
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ld a, NUM_WATERMON
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call .SearchMapForMon
jr nc, .next_water
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ld [de], a
inc de
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.next_water
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pop hl
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ld bc, WATER_WILDDATA_LENGTH
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add hl, bc
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jr .FindWater
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.SearchMapForMon:
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inc hl
.ScanMapLoop:
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push af
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ld a, [wNamedObjectIndexBuffer]
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cp [hl]
jr z, .found
inc hl
inc hl
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pop af
dec a
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jr nz, .ScanMapLoop
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and a
ret
.found
pop af
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jp .AppendNest
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.AppendNest:
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push de
call GetWorldMapLocation
ld c, a
hlcoord 0, 0
ld de, SCREEN_WIDTH * SCREEN_HEIGHT
.AppendNestLoop:
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ld a, [hli]
cp c
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jr z, .found_nest
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dec de
ld a, e
or d
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jr nz, .AppendNestLoop
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ld a, c
pop de
scf
ret
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.found_nest
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pop de
and a
ret
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.RoamMon1:
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ld a, [wRoamMon1Species]
ld b, a
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ld a, [wNamedObjectIndexBuffer]
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cp b
ret nz
ld a, [wRoamMon1MapGroup]
ld b, a
ld a, [wRoamMon1MapNumber]
ld c, a
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call .AppendNest
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ret nc
ld [de], a
inc de
ret
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.RoamMon2:
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ld a, [wRoamMon2Species]
ld b, a
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ld a, [wNamedObjectIndexBuffer]
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cp b
ret nz
ld a, [wRoamMon2MapGroup]
ld b, a
ld a, [wRoamMon2MapNumber]
ld c, a
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call .AppendNest
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ret nc
ld [de], a
inc de
ret
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TryWildEncounter::
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; Try to trigger a wild encounter.
call .EncounterRate
jr nc, .no_battle
call ChooseWildEncounter
jr nz, .no_battle
call CheckRepelEffect
jr nc, .no_battle
xor a
ret
.no_battle
xor a ; BATTLETYPE_NORMAL
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ld [wTempWildMonSpecies], a
ld [wBattleType], a
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ld a, 1
and a
ret
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.EncounterRate:
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call GetMapEncounterRate
call ApplyMusicEffectOnEncounterRate
call ApplyCleanseTagEffectOnEncounterRate
call Random
cp b
ret
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GetMapEncounterRate:
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ld hl, wMornEncounterRate
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call CheckOnWater
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ld a, wWaterEncounterRate - wMornEncounterRate
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jr z, .ok
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ld a, [wTimeOfDay]
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.ok
ld c, a
ld b, 0
add hl, bc
ld b, [hl]
ret
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ApplyMusicEffectOnEncounterRate::
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; Pokemon March and Ruins of Alph signal double encounter rate.
; Pokemon Lullaby halves encounter rate.
ld a, [wMapMusic]
cp MUSIC_POKEMON_MARCH
jr z, .double
cp MUSIC_RUINS_OF_ALPH_RADIO
jr z, .double
cp MUSIC_POKEMON_LULLABY
ret nz
srl b
ret
.double
sla b
ret
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ApplyCleanseTagEffectOnEncounterRate::
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; Cleanse Tag halves encounter rate.
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ld hl, wPartyMon1Item
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ld de, PARTYMON_STRUCT_LENGTH
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ld a, [wPartyCount]
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ld c, a
.loop
ld a, [hl]
cp CLEANSE_TAG
jr z, .cleansetag
add hl, de
dec c
jr nz, .loop
ret
.cleansetag
srl b
ret
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ChooseWildEncounter:
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call LoadWildMonDataPointer
jp nc, .nowildbattle
call CheckEncounterRoamMon
jp c, .startwildbattle
inc hl
inc hl
inc hl
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call CheckOnWater
ld de, WaterMonProbTable
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jr z, .watermon
inc hl
inc hl
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ld a, [wTimeOfDay]
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ld bc, NUM_GRASSMON * 2
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call AddNTimes
ld de, GrassMonProbTable
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.watermon
; hl contains the pointer to the wild mon data, let's save that to the stack
push hl
.randomloop
call Random
cp 100
jr nc, .randomloop
inc a ; 1 <= a <= 100
ld b, a
ld h, d
ld l, e
; This next loop chooses which mon to load up.
.prob_bracket_loop
ld a, [hli]
cp b
jr nc, .got_it
inc hl
jr .prob_bracket_loop
.got_it
ld c, [hl]
ld b, 0
pop hl
add hl, bc ; this selects our mon
ld a, [hli]
ld b, a
; If the Pokemon is encountered by surfing, we need to give the levels some variety.
call CheckOnWater
jr nz, .ok
; Check if we buff the wild mon, and by how much.
call Random
cp 35 percent
jr c, .ok
inc b
cp 65 percent
jr c, .ok
inc b
cp 85 percent
jr c, .ok
inc b
cp 95 percent
jr c, .ok
inc b
; Store the level
.ok
ld a, b
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ld [wCurPartyLevel], a
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ld b, [hl]
; ld a, b
call ValidateTempWildMonSpecies
jr c, .nowildbattle
ld a, b ; This is in the wrong place.
cp UNOWN
jr nz, .done
ld a, [wUnlockedUnowns]
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and a
jr z, .nowildbattle
.done
jr .loadwildmon
.nowildbattle
ld a, 1
and a
ret
.loadwildmon
ld a, b
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ld [wTempWildMonSpecies], a
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.startwildbattle
xor a
ret
INCLUDE "data/wild/probabilities.asm"
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CheckRepelEffect::
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; If there is no active Repel, there's no need to be here.
ld a, [wRepelEffect]
and a
jr z, .encounter
; Get the first Pokemon in your party that isn't fainted.
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ld hl, wPartyMon1HP
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ld bc, PARTYMON_STRUCT_LENGTH - 1
.loop
ld a, [hli]
or [hl]
jr nz, .ok
add hl, bc
jr .loop
.ok
; to PartyMonLevel
rept 4
dec hl
endr
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ld a, [wCurPartyLevel]
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cp [hl]
jr nc, .encounter
and a
ret
.encounter
scf
ret
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LoadWildMonDataPointer:
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call CheckOnWater
jr z, _WaterWildmonLookup
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_GrassWildmonLookup:
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ld hl, SwarmGrassWildMons
ld bc, GRASS_WILDDATA_LENGTH
call _SwarmWildmonCheck
ret c
ld hl, JohtoGrassWildMons
ld de, KantoGrassWildMons
call _JohtoWildmonCheck
ld bc, GRASS_WILDDATA_LENGTH
jr _NormalWildmonOK
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_WaterWildmonLookup:
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ld hl, SwarmWaterWildMons
ld bc, WATER_WILDDATA_LENGTH
call _SwarmWildmonCheck
ret c
ld hl, JohtoWaterWildMons
ld de, KantoWaterWildMons
call _JohtoWildmonCheck
ld bc, WATER_WILDDATA_LENGTH
jr _NormalWildmonOK
_JohtoWildmonCheck:
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call IsInJohto
and a
ret z
ld h, d
ld l, e
ret
_SwarmWildmonCheck:
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call CopyCurrMapDE
push hl
ld hl, wSwarmFlags
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bit SWARMFLAGS_DUNSPARCE_SWARM_F, [hl]
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pop hl
jr z, .CheckYanma
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ld a, [wDunsparceMapGroup]
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cp d
jr nz, .CheckYanma
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ld a, [wDunsparceMapNumber]
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cp e
jr nz, .CheckYanma
call LookUpWildmonsForMapDE
jr nc, _NoSwarmWildmon
scf
ret
.CheckYanma:
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push hl
ld hl, wSwarmFlags
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bit SWARMFLAGS_YANMA_SWARM_F, [hl]
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pop hl
jr z, _NoSwarmWildmon
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ld a, [wYanmaMapGroup]
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cp d
jr nz, _NoSwarmWildmon
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ld a, [wYanmaMapNumber]
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cp e
jr nz, _NoSwarmWildmon
call LookUpWildmonsForMapDE
jr nc, _NoSwarmWildmon
scf
ret
_NoSwarmWildmon:
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and a
ret
_NormalWildmonOK:
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call CopyCurrMapDE
jr LookUpWildmonsForMapDE
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CopyCurrMapDE:
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ld a, [wMapGroup]
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ld d, a
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ld a, [wMapNumber]
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ld e, a
ret
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LookUpWildmonsForMapDE:
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.loop
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push hl
ld a, [hl]
inc a
jr z, .nope
ld a, d
cp [hl]
jr nz, .next
inc hl
ld a, e
cp [hl]
jr z, .yup
.next
pop hl
add hl, bc
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jr .loop
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.nope
pop hl
and a
ret
.yup
pop hl
scf
ret
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InitRoamMons:
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; initialize wRoamMon structs
; species
ld a, RAIKOU
ld [wRoamMon1Species], a
ld a, ENTEI
ld [wRoamMon2Species], a
; level
ld a, 40
ld [wRoamMon1Level], a
ld [wRoamMon2Level], a
; raikou starting map
ld a, GROUP_ROUTE_42
ld [wRoamMon1MapGroup], a
ld a, MAP_ROUTE_42
ld [wRoamMon1MapNumber], a
; entei starting map
ld a, GROUP_ROUTE_37
ld [wRoamMon2MapGroup], a
ld a, MAP_ROUTE_37
ld [wRoamMon2MapNumber], a
; hp
xor a ; generate new stats
ld [wRoamMon1HP], a
ld [wRoamMon2HP], a
ret
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CheckEncounterRoamMon:
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push hl
; Don't trigger an encounter if we're on water.
call CheckOnWater
jr z, .DontEncounterRoamMon
; Load the current map group and number to de
call CopyCurrMapDE
; Randomly select a beast.
call Random
cp 100 ; 25/64 chance
jr nc, .DontEncounterRoamMon
and %00000011 ; Of that, a 3/4 chance. Running total: 75/256, or around 29.3%.
jr z, .DontEncounterRoamMon
dec a ; 1/3 chance that it's Entei, 1/3 chance that it's Raikou
; Compare its current location with yours
ld hl, wRoamMon1MapGroup
ld c, a
ld b, 0
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ld a, 7 ; length of the roam_struct
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call AddNTimes
ld a, d
cp [hl]
jr nz, .DontEncounterRoamMon
inc hl
ld a, e
cp [hl]
jr nz, .DontEncounterRoamMon
; We've decided to take on a beast, so stage its information for battle.
dec hl
dec hl
dec hl
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ld a, [hli]
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ld [wTempWildMonSpecies], a
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ld a, [hl]
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ld [wCurPartyLevel], a
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ld a, BATTLETYPE_ROAMING
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ld [wBattleType], a
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pop hl
scf
ret
.DontEncounterRoamMon:
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pop hl
and a
ret
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UpdateRoamMons:
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ld a, [wRoamMon1MapGroup]
cp GROUP_N_A
jr z, .SkipRaikou
ld b, a
ld a, [wRoamMon1MapNumber]
ld c, a
call .Update
ld a, b
ld [wRoamMon1MapGroup], a
ld a, c
ld [wRoamMon1MapNumber], a
.SkipRaikou:
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ld a, [wRoamMon2MapGroup]
cp GROUP_N_A
jr z, .SkipEntei
ld b, a
ld a, [wRoamMon2MapNumber]
ld c, a
call .Update
ld a, b
ld [wRoamMon2MapGroup], a
ld a, c
ld [wRoamMon2MapNumber], a
.SkipEntei:
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ld a, [wRoamMon3MapGroup]
cp GROUP_N_A
jr z, .Finished
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ld b, a
ld a, [wRoamMon3MapNumber]
ld c, a
call .Update
ld a, b
ld [wRoamMon3MapGroup], a
ld a, c
ld [wRoamMon3MapNumber], a
.Finished:
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jp _BackUpMapIndices
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.Update:
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ld hl, RoamMaps
.loop
; Are we at the end of the table?
ld a, [hl]
cp -1
ret z
; Is this the correct entry?
ld a, b
cp [hl]
jr nz, .next
inc hl
ld a, c
cp [hl]
jr z, .yes
; We don't have the correct entry yet, so let's continue. A 0 terminates each entry.
.next
ld a, [hli]
and a
jr nz, .next
jr .loop
; We have the correct entry now, so let's choose a random map from it.
.yes
inc hl
ld d, h
ld e, l
.update_loop
ld h, d
ld l, e
; Choose which map to warp to.
call Random
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and %00011111 ; 1/8n chance it moves to a completely random map, where n is the number of roaming connections from the current map.
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jr z, JumpRoamMon
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and %11
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cp [hl]
jr nc, .update_loop ; invalid index, try again
inc hl
ld c, a
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ld b, 0
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add hl, bc
add hl, bc
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ld a, [wRoamMons_LastMapGroup]
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cp [hl]
jr nz, .done
inc hl
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ld a, [wRoamMons_LastMapNumber]
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cp [hl]
jr z, .update_loop
dec hl
.done
ld a, [hli]
ld b, a
ld c, [hl]
ret
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JumpRoamMons:
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ld a, [wRoamMon1MapGroup]
cp GROUP_N_A
jr z, .SkipRaikou
call JumpRoamMon
ld a, b
ld [wRoamMon1MapGroup], a
ld a, c
ld [wRoamMon1MapNumber], a
.SkipRaikou:
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ld a, [wRoamMon2MapGroup]
cp GROUP_N_A
jr z, .SkipEntei
call JumpRoamMon
ld a, b
ld [wRoamMon2MapGroup], a
ld a, c
ld [wRoamMon2MapNumber], a
.SkipEntei:
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ld a, [wRoamMon3MapGroup]
cp GROUP_N_A
jr z, .Finished
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call JumpRoamMon
ld a, b
ld [wRoamMon3MapGroup], a
ld a, c
ld [wRoamMon3MapNumber], a
.Finished:
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jp _BackUpMapIndices
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JumpRoamMon:
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.loop
ld hl, RoamMaps
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.innerloop1 ; This loop happens to be unnecessary.
call Random ; Choose a random number.
maskbits NUM_ROAMMON_MAPS ; Mask the number to limit it between 0 and 15.
cp NUM_ROAMMON_MAPS ; If the number is not less than 16, try again.
jr nc, .innerloop1 ; I'm sure you can guess why this check is bogus.
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inc a
ld b, a
.innerloop2 ; Loop to get hl to the address of the chosen roam map.
dec b
jr z, .ok
.innerloop3 ; Loop to skip the current roam map, which is terminated by a 0.
ld a, [hli]
and a
jr nz, .innerloop3
jr .innerloop2
; Check to see if the selected map is the one the player is currently in. If so, try again.
.ok
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ld a, [wMapGroup]
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cp [hl]
jr nz, .done
inc hl
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ld a, [wMapNumber]
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cp [hl]
jr z, .loop
dec hl
; Return the map group and number in bc.
.done
ld a, [hli]
ld b, a
ld c, [hl]
ret
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_BackUpMapIndices:
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ld a, [wRoamMons_CurMapNumber]
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ld [wRoamMons_LastMapNumber], a
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ld a, [wRoamMons_CurMapGroup]
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ld [wRoamMons_LastMapGroup], a
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ld a, [wMapNumber]
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ld [wRoamMons_CurMapNumber], a
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ld a, [wMapGroup]
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ld [wRoamMons_CurMapGroup], a
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ret
INCLUDE "data/wild/roammon_maps.asm"
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ValidateTempWildMonSpecies:
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; Due to a development oversight, this function is called with the wild Pokemon's level, not its species, in a.
and a
jr z, .nowildmon ; = 0
cp NUM_POKEMON + 1 ; 252
jr nc, .nowildmon ; >= 252
and a ; 1 <= Species <= 251
ret
.nowildmon
scf
ret
; Finds a rare wild Pokemon in the route of the trainer calling, then checks if it's been Seen already.
; The trainer will then tell you about the Pokemon if you haven't seen it.
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RandomUnseenWildMon:
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farcall GetCallerLocation
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ld d, b
ld e, c
ld hl, JohtoGrassWildMons
ld bc, GRASS_WILDDATA_LENGTH
call LookUpWildmonsForMapDE
jr c, .GetGrassmon
ld hl, KantoGrassWildMons
call LookUpWildmonsForMapDE
jr nc, .done
.GetGrassmon:
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push hl
ld bc, 5 + 4 * 2 ; Location of the level of the 5th wild Pokemon in that map
add hl, bc
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ld a, [wTimeOfDay]
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ld bc, NUM_GRASSMON * 2
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call AddNTimes
.randloop1
call Random
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and %11
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jr z, .randloop1
dec a
ld c, a
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ld b, 0
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add hl, bc
add hl, bc
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; We now have the pointer to one of the last (rarest) three wild Pokemon found in that area.
inc hl
ld c, [hl] ; Contains the species index of this rare Pokemon
pop hl
ld de, 5 + 0 * 2
add hl, de
inc hl ; Species index of the most common Pokemon on that route
ld b, 4
.loop2
ld a, [hli]
cp c ; Compare this most common Pokemon with the rare one stored in c.
jr z, .done
inc hl
dec b
jr nz, .loop2
; This Pokemon truly is rare.
push bc
dec c
ld a, c
call CheckSeenMon
pop bc
jr nz, .done
; Since we haven't seen it, have the caller tell us about it.
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ld de, wStringBuffer1
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call CopyName1
ld a, c
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ld [wNamedObjectIndexBuffer], a
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call GetPokemonName
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ld hl, .SawRareMonText
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call PrintText
xor a
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ld [wScriptVar], a
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ret
.done
ld a, $1
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ld [wScriptVar], a
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ret
.SawRareMonText:
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; I just saw some rare @ in @ . I'll call you if I see another rare #MON, OK?
text_far UnknownText_0x1bd34b
text_end
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RandomPhoneWildMon:
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farcall GetCallerLocation
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ld d, b
ld e, c
ld hl, JohtoGrassWildMons
ld bc, GRASS_WILDDATA_LENGTH
call LookUpWildmonsForMapDE
jr c, .ok
ld hl, KantoGrassWildMons
call LookUpWildmonsForMapDE
.ok
ld bc, 5 + 0 * 2
add hl, bc
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ld a, [wTimeOfDay]
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inc a
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ld bc, NUM_GRASSMON * 2
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.loop
dec a
jr z, .done
add hl, bc
jr .loop
.done
call Random
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and %11
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ld c, a
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ld b, 0
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add hl, bc
add hl, bc
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inc hl
ld a, [hl]
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ld [wNamedObjectIndexBuffer], a
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call GetPokemonName
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ld hl, wStringBuffer1
ld de, wStringBuffer4
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ld bc, MON_NAME_LENGTH
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jp CopyBytes
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RandomPhoneMon:
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; Get a random monster owned by the trainer who's calling.
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farcall GetCallerLocation
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ld hl, TrainerGroups
ld a, d
dec a
ld c, a
ld b, 0
add hl, bc
add hl, bc
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ld a, BANK(TrainerGroups)
call GetFarHalfword
.skip_trainer
dec e
jr z, .skipped
.skip
ld a, BANK(Trainers)
call GetFarByte
inc hl
cp -1
jr nz, .skip
jr .skip_trainer
.skipped
.skip_name
ld a, BANK(Trainers)
call GetFarByte
inc hl
cp "@"
jr nz, .skip_name
ld a, BANK(Trainers)
call GetFarByte
inc hl
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ld bc, 2 ; level, species
cp TRAINERTYPE_NORMAL
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jr z, .got_mon_length
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ld bc, 2 + NUM_MOVES ; level, species, moves
cp TRAINERTYPE_MOVES
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jr z, .got_mon_length
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ld bc, 2 + 1 ; level, species, item
cp TRAINERTYPE_ITEM
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jr z, .got_mon_length
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; TRAINERTYPE_ITEM_MOVES
ld bc, 2 + 1 + NUM_MOVES ; level, species, item, moves
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.got_mon_length
ld e, 0
push hl
.count_mon
inc e
add hl, bc
ld a, BANK(Trainers)
call GetFarByte
cp -1
jr nz, .count_mon
pop hl
.rand
call Random
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maskbits PARTY_LENGTH
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cp e
jr nc, .rand
inc a
.get_mon
dec a
jr z, .got_mon
add hl, bc
jr .get_mon
.got_mon
inc hl ; species
ld a, BANK(Trainers)
call GetFarByte
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ld [wNamedObjectIndexBuffer], a
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call GetPokemonName
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ld hl, wStringBuffer1
ld de, wStringBuffer4
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ld bc, MON_NAME_LENGTH
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jp CopyBytes
INCLUDE "data/wild/johto_grass.asm"
INCLUDE "data/wild/johto_water.asm"
INCLUDE "data/wild/kanto_grass.asm"
INCLUDE "data/wild/kanto_water.asm"
INCLUDE "data/wild/swarm_grass.asm"
INCLUDE "data/wild/swarm_water.asm"