mirror of https://github.com/pret/pokecrystal.git
split Random into common/random.asm
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Random: ; 2f8c
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; A simple hardware-based random number generator (RNG).
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; Two random numbers are generated by adding and subtracting
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; the divider to the respective values every time it's called.
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; The divider is a register that increments at a rate of 16384Hz.
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; For comparison, the Game Boy operates at a clock speed of 4.2MHz.
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; Additionally, an equivalent function is executed in VBlank.
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; This leaves a with the value in hRandomSub.
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push bc
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ld a, [rDIV]
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ld b, a
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ld a, [hRandomAdd]
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adc b
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ld [hRandomAdd], a
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ld a, [rDIV]
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ld b, a
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ld a, [hRandomSub]
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sbc b
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ld [hRandomSub], a
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pop bc
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ret
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; 2f9f
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BattleRandom: ; 2f9f
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; _BattleRandom lives in another bank.
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; It handles all RNG calls in the battle engine, allowing
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; link battles to remain in sync using a shared PRNG.
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ld a, [hROMBank]
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push af
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ld a, BANK(_BattleRandom)
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rst Bankswitch
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call _BattleRandom
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ld [$cfb6], a
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pop af
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rst Bankswitch
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ld a, [$cfb6]
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ret
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; 2fb1
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Function2fb1: ; 2fb1
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push bc
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ld c, a
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xor a
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sub c
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.asm_2fb5
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sub c
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jr nc, .asm_2fb5
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add c
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ld b, a
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push bc
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.asm_2fbb
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call Random
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ld a, [hRandomAdd]
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ld c, a
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add b
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jr c, .asm_2fbb
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ld a, c
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pop bc
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call SimpleDivide
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pop bc
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ret
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; 2fcb
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76
main.asm
76
main.asm
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@ -810,82 +810,8 @@ Function2f3e: ; 2f3e
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INCLUDE "common/item.asm"
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INCLUDE "common/item.asm"
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INCLUDE "common/random.asm"
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Random: ; 2f8c
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; A simple hardware-based random number generator (RNG).
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; Two random numbers are generated by adding and subtracting
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; the divider to the respective values every time it's called.
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; The divider is a register that increments at a rate of 16384Hz.
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; For comparison, the Game Boy operates at a clock speed of 4.2MHz.
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; Additionally, an equivalent function is executed in VBlank.
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; This leaves a with the value in hRandomSub.
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push bc
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ld a, [rDIV]
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ld b, a
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ld a, [hRandomAdd]
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adc b
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ld [hRandomAdd], a
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ld a, [rDIV]
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ld b, a
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ld a, [hRandomSub]
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sbc b
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ld [hRandomSub], a
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pop bc
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ret
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; 2f9f
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BattleRandom: ; 2f9f
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; _BattleRandom lives in another bank.
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; It handles all RNG calls in the battle engine, allowing
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; link battles to remain in sync using a shared PRNG.
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ld a, [hROMBank]
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push af
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ld a, BANK(_BattleRandom)
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rst Bankswitch
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call _BattleRandom
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ld [$cfb6], a
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pop af
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rst Bankswitch
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ld a, [$cfb6]
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ret
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; 2fb1
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Function2fb1: ; 2fb1
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push bc
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ld c, a
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xor a
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sub c
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.asm_2fb5
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sub c
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jr nc, .asm_2fb5
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add c
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ld b, a
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push bc
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.asm_2fbb
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call Random
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ld a, [hRandomAdd]
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ld c, a
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add b
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jr c, .asm_2fbb
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ld a, c
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pop bc
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call SimpleDivide
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pop bc
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ret
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; 2fcb
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GetSRAMBank: ; 2fcb
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GetSRAMBank: ; 2fcb
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; load sram bank a
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; load sram bank a
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