pokecrystal/engine/wildmons.asm

1058 lines
16 KiB
NASM
Executable File

LoadWildMonData: ; 29ff8
call _GrassWildmonLookup
jr c, .copy
ld hl, wd25a
xor a
ld [hli], a
ld [hli], a
ld [hl], a
jr .done_copy
.copy
inc hl
inc hl
ld de, wd25a
ld bc, $3
call CopyBytes
.done_copy
call _WaterWildmonLookup
ld a, $0
jr nc, .no_copy
inc hl
inc hl
ld a, [hl]
.no_copy
ld [wd25d], a
ret
Function2a01f: ; 2a01f
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
call Function2a052
ld hl, JohtoWaterWildMons
call Function2a06e
call Function2a0b7
call Function2a0cf
ret
.kanto
decoord 0, 0
ld hl, KantoGrassWildMons
call Function2a052
ld hl, KantoWaterWildMons
jp Function2a06e
; 2a052
Function2a052: ; 2a052
.loop
ld a, [hl]
cp $ff
ret z
push hl
ld a, [hli]
ld b, a
ld a, [hli]
ld c, a
rept 3
inc hl
endr
ld a, $15
call Function2a088
jr nc, .next
ld [de], a
inc de
.next
pop hl
ld bc, $2f
add hl, bc
jr .loop
; 2a06e
Function2a06e: ; 2a06e
.loop
ld a, [hl]
cp $ff
ret z
push hl
ld a, [hli]
ld b, a
ld a, [hli]
ld c, a
inc hl
ld a, $3
call Function2a088
jr nc, .next
ld [de], a
inc de
.next
pop hl
ld bc, 9
add hl, bc
jr .loop
; 2a088
Function2a088: ; 2a088
inc hl
.loop
push af
ld a, [wd265]
cp [hl]
jr z, .found
rept 2
inc hl
endr
pop af
dec a
jr nz, .loop
and a
ret
.found
pop af
jp Function2a09c
; 2a09c
Function2a09c: ; 2a09c
push de
call GetWorldMapLocation
ld c, a
hlcoord 0, 0
ld de, SCREEN_WIDTH * SCREEN_HEIGHT
.loop
ld a, [hli]
cp c
jr z, .found
dec de
ld a, e
or d
jr nz, .loop
ld a, c
pop de
scf
ret
.found
pop de
and a
ret
; 2a0b7
Function2a0b7: ; 2a0b7
ld a, [wRoamMon1Species]
ld b, a
ld a, [wd265]
cp b
ret nz
ld a, [wRoamMon1MapGroup]
ld b, a
ld a, [wRoamMon1MapNumber]
ld c, a
call Function2a09c
ret nc
ld [de], a
inc de
ret
; 2a0cf
Function2a0cf: ; 2a0cf
ld a, [wRoamMon2Species]
ld b, a
ld a, [wd265]
cp b
ret nz
ld a, [wRoamMon2MapGroup]
ld b, a
ld a, [wRoamMon2MapNumber]
ld c, a
call Function2a09c
ret nc
ld [de], a
inc de
ret
; 2a0e7
TryWildEncounter:: ; 2a0e7
; 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
ld [TempWildMonSpecies], a
ld [BattleType], a
ld a, 1
and a
ret
; 2a103
.EncounterRate: ; 2a103
call GetMapEncounterRate
call ApplyMusicEffectOnEncounterRate
call ApplyCleanseTagEffectOnEncounterRate
call Random
cp b
ret
; 2a111
GetMapEncounterRate: ; 2a111
ld hl, wd25a
call CheckOnWater
ld a, 3
jr z, .ok
ld a, [TimeOfDay]
.ok
ld c, a
ld b, 0
add hl, bc
ld b, [hl]
ret
; 2a124
ApplyMusicEffectOnEncounterRate:: ; 2a124
; 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
; 2a138
ApplyCleanseTagEffectOnEncounterRate:: ; 2a138
; Cleanse Tag halves encounter rate.
ld hl, PartyMon1Item
ld de, PARTYMON_STRUCT_LENGTH
ld a, [PartyCount]
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
; 2a14f
ChooseWildEncounter: ; 2a14f
call LoadWildMonDataPointer
jp nc, .nowildbattle
call CheckEncounterRoamMon
jp c, .startwildbattle
rept 3
inc hl
endr
call CheckOnWater
ld de, .WaterMonTable
jr z, .watermon
rept 2
inc hl
endr
ld a, [TimeOfDay]
ld bc, $e
call AddNTimes
ld de, .GrassMonTable
.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
ld [CurPartyLevel], a
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, [UnlockedUnowns]
and a
jr z, .nowildbattle
.done
jr .loadwildmon
.nowildbattle
ld a, 1
and a
ret
.loadwildmon
ld a, b
ld [TempWildMonSpecies], a
.startwildbattle
xor a
ret
; 2a1cb
.GrassMonTable: ; 2a1cb
db 30, $0 ; 30% chance
db 60, $2 ; 30% chance
db 80, $4 ; 20% chance
db 90, $6 ; 10% chance
db 95, $8 ; 5% chance
db 99, $a ; 4% chance
db 100, $c ; 1% chance
; 2a1d9
.WaterMonTable: ; 2a1d9
db 60, $0 ; 60% chance
db 90, $2 ; 30% chance
db 100, $4 ; 10% chance
; 2a1df
CheckRepelEffect:: ; 2a1df
; 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.
ld hl, PartyMon1HP
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
ld a, [CurPartyLevel]
cp [hl]
jr nc, .encounter
and a
ret
.encounter
scf
ret
; 2a200
LoadWildMonDataPointer: ; 2a200
call CheckOnWater
jr z, _WaterWildmonLookup
_GrassWildmonLookup: ; 2a205
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
_WaterWildmonLookup: ; 2a21d
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
call IsInJohto
and a
ret z
ld h, d
ld l, e
ret
_SwarmWildmonCheck
call CopyCurrMapDE
push hl
ld hl, SwarmFlags
bit 2, [hl]
pop hl
jr z, .CheckYanma
ld a, [wdfcc]
cp d
jr nz, .CheckYanma
ld a, [wdfcd]
cp e
jr nz, .CheckYanma
call LookUpWildmonsForMapDE
jr nc, _NoSwarmWildmon
scf
ret
.CheckYanma
push hl
ld hl, SwarmFlags
bit 3, [hl]
pop hl
jr z, _NoSwarmWildmon
ld a, [wdc5a]
cp d
jr nz, _NoSwarmWildmon
ld a, [wdc5b]
cp e
jr nz, _NoSwarmWildmon
call LookUpWildmonsForMapDE
jr nc, _NoSwarmWildmon
scf
ret
_NoSwarmWildmon
and a
ret
_NormalWildmonOK
call CopyCurrMapDE
jr LookUpWildmonsForMapDE
; 2a27f
CopyCurrMapDE: ; 2a27f
ld a, [MapGroup]
ld d, a
ld a, [MapNumber]
ld e, a
ret
; 2a288
LookUpWildmonsForMapDE: ; 2a288
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
jr LookUpWildmonsForMapDE
.nope
pop hl
and a
ret
.yup
pop hl
scf
ret
; 2a2a0
InitRoamMons: ; 2a2a0
; initialize wRoamMon structs
; species
ld a, RAIKOU
ld [wRoamMon1Species], a
ld a, ENTEI
ld [wRoamMon2Species], a
; ld a, SUICUNE
; ld [wRoamMon3Species], a
; level
ld a, 40
ld [wRoamMon1Level], a
ld [wRoamMon2Level], a
; ld [wRoamMon3Level], 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
; suicune starting map
; ld a, GROUP_ROUTE_38
; ld [wRoamMon3MapGroup], a
; ld a, MAP_ROUTE_38
; ld [wRoamMon3MapNumber], a
; hp
xor a ; generate new stats
ld [wRoamMon1HP], a
ld [wRoamMon2HP], a
; ld [wRoamMon3HP], a
ret
; 2a2ce
CheckEncounterRoamMon: ; 2a2ce
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
ld a, 7 ; length of the RoamMon struct
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.
rept 3
dec hl
endr
ld a, [hli]
ld [TempWildMonSpecies], a
ld a, [hl]
ld [CurPartyLevel], a
ld a, BATTLETYPE_ROAMING
ld [BattleType], a
pop hl
scf
ret
.DontEncounterRoamMon
pop hl
and a
ret
; 2a30d
UpdateRoamMons: ; 2a30d
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
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
ld a, [wRoamMon3MapGroup]
cp GROUP_N_A
jr z, .SkipSuicune
ld b, a
ld a, [wRoamMon3MapNumber]
ld c, a
call .Update
ld a, b
ld [wRoamMon3MapGroup], a
ld a, c
ld [wRoamMon3MapNumber], a
.SkipSuicune
jp _BackUpMapIndices
; 2a355
.Update: ; 2a355
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
and $1f ; 1/8n chance it moves to a completely random map, where n is the number of roaming connections from the current map.
jr z, JumpRoamMon
and 3
cp [hl]
jr nc, .update_loop ; invalid index, try again
inc hl
ld c, a
ld b, $0
rept 2
add hl, bc
endr
ld a, [wdfe7]
cp [hl]
jr nz, .done
inc hl
ld a, [wdfe6]
cp [hl]
jr z, .update_loop
dec hl
.done
ld a, [hli]
ld b, a
ld c, [hl]
ret
JumpRoamMons: ; 2a394
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
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
ld a, [wRoamMon3MapGroup]
cp GROUP_N_A
jr z, .SkipSuicune
call JumpRoamMon
ld a, b
ld [wRoamMon3MapGroup], a
ld a, c
ld [wRoamMon3MapNumber], a
.SkipSuicune
jp _BackUpMapIndices
JumpRoamMon: ; 2a3cd
.loop
ld hl, RoamMaps
.innerloop1 ; This loop is completely unnecessary.
call Random ; Choose a random number
and $f ; Take the lower nybble only. This gives a number between 0 and 15.
cp $10 ; If the number is greater than or equal to 16, loop back and try again.
jr nc, .innerloop1 ; I'm sure you can guess why this check is bogus.
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
ld a, [MapGroup]
cp [hl]
jr nz, .done
inc hl
ld a, [MapNumber]
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
; 2a3f6
_BackUpMapIndices: ; 2a3f6
ld a, [wdfe4]
ld [wdfe6], a
ld a, [wdfe5]
ld [wdfe7], a
ld a, [MapNumber]
ld [wdfe4], a
ld a, [MapGroup]
ld [wdfe5], a
ret
; 2a40f
RoamMaps: ; 2a40f
; Maps that roaming monsters can be on,
; and possible maps they can jump to.
; Notably missing are Route 40 and
; Route 41, which are water routes.
roam_map ROUTE_29, 2, ROUTE_30, ROUTE_46
roam_map ROUTE_30, 2, ROUTE_29, ROUTE_31
roam_map ROUTE_31, 3, ROUTE_30, ROUTE_32, ROUTE_36
roam_map ROUTE_32, 3, ROUTE_36, ROUTE_31, ROUTE_33
roam_map ROUTE_33, 2, ROUTE_32, ROUTE_34
roam_map ROUTE_34, 2, ROUTE_33, ROUTE_35
roam_map ROUTE_35, 2, ROUTE_34, ROUTE_36
roam_map ROUTE_36, 4, ROUTE_35, ROUTE_31, ROUTE_32, ROUTE_37
roam_map ROUTE_37, 3, ROUTE_36, ROUTE_38, ROUTE_42
roam_map ROUTE_38, 3, ROUTE_37, ROUTE_39, ROUTE_42
roam_map ROUTE_39, 1, ROUTE_38
roam_map ROUTE_42, 4, ROUTE_43, ROUTE_44, ROUTE_37, ROUTE_38
roam_map ROUTE_43, 2, ROUTE_42, ROUTE_44
roam_map ROUTE_44, 3, ROUTE_42, ROUTE_43, ROUTE_45
roam_map ROUTE_45, 2, ROUTE_44, ROUTE_46
roam_map ROUTE_46, 2, ROUTE_45, ROUTE_29
db -1
; 2a4a0
ValidateTempWildMonSpecies: ; 2a4a0
; 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
; 2a4ab
RandomPhoneRareWildMon: ; 2a4ab
; Related to the phone?
callba GetCallerLocation
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
push hl
ld bc, 5 + 4 * 2 ; Location of the level of the 5th wild Pokemon in that map
add hl, bc
ld a, [TimeOfDay]
ld bc, 7 * 2
call AddNTimes
.randloop1
call Random
and $3
jr z, .randloop1
dec a
ld c, a
ld b, $0
rept 2
add hl, bc
endr
; 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.
ld de, StringBuffer1
call CopyName1
ld a, c
ld [wd265], a
call GetPokemonName
ld hl, UnknownText_0x2a51a
call PrintText
xor a
ld [ScriptVar], a
ret
.done
ld a, $1
ld [ScriptVar], a
ret
; 2a51a
UnknownText_0x2a51a: ; 0x2a51a
; I just saw some rare @ in @ . I'll call you if I see another rare #MON, OK?
text_jump UnknownText_0x1bd34b
db "@"
; 0x2a51f
RandomPhoneWildMon: ; 2a51f
callba GetCallerLocation
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
ld a, [TimeOfDay]
inc a
ld bc, 7 * 2
.loop
dec a
jr z, .done
add hl, bc
jr .loop
.done
call Random
and $3
ld c, a
ld b, $0
rept 2
add hl, bc
endr
inc hl
ld a, [hl]
ld [wd265], a
call GetPokemonName
ld hl, StringBuffer1
ld de, StringBuffer4
ld bc, PKMN_NAME_LENGTH
jp CopyBytes
; 2a567
RandomPhoneMon: ; 2a567
; Get a random monster owned by the trainer who's calling.
callba GetCallerLocation
ld hl, TrainerGroups
ld a, d
dec a
ld c, a
ld b, 0
rept 2
add hl, bc
endr
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
ld bc, 2
cp 0
jr z, .got_mon_length
ld bc, 2 + NUM_MOVES
cp 1
jr z, .got_mon_length
ld bc, 2 + 1
cp 2
jr z, .got_mon_length
ld bc, 2 + 1 + NUM_MOVES
.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
and 7
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
ld [wd265], a
call GetPokemonName
ld hl, StringBuffer1
ld de, StringBuffer4
ld bc, PKMN_NAME_LENGTH
jp CopyBytes
; 2a5e9
JohtoGrassWildMons: ; 0x2a5e9
INCLUDE "data/wild/johto_grass.asm"
JohtoWaterWildMons: ; 0x2b11d
INCLUDE "data/wild/johto_water.asm"
KantoGrassWildMons: ; 0x2b274
INCLUDE "data/wild/kanto_grass.asm"
KantoWaterWildMons: ; 0x2b7f7
INCLUDE "data/wild/kanto_water.asm"
SwarmGrassWildMons: ; 0x2b8d0
INCLUDE "data/wild/swarm_grass.asm"
SwarmWaterWildMons: ; 0x2b92f
INCLUDE "data/wild/swarm_water.asm"