pokecrystal/battle/used_move_text.asm

342 lines
4.7 KiB
NASM
Executable File

DisplayUsedMoveText: ; 105db0
; battle command 03
ld hl, UsedMoveText
call BattleTextBox
jp WaitBGMap
; 105db9
UsedMoveText: ; 105db9
; this is a stream of text and asm from 105db9 to 105ef6
text_jump _ActorNameText
start_asm
ld a, [hBattleTurn]
and a
jr nz, .start
ld a, [wPlayerMoveStruct + MOVE_ANIM]
call UpdateUsedMoves
.start
ld a, BATTLE_VARS_LAST_MOVE
call GetBattleVarAddr
ld d, h
ld e, l
ld a, BATTLE_VARS_LAST_COUNTER_MOVE
call GetBattleVarAddr
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
ld [wd265], a
push hl
callba CheckUserIsCharging
pop hl
jr nz, .grammar
; update last move
ld a, [wd265]
ld [hl], a
ld [de], a
.grammar
call GetMoveGrammar
; wd265 now contains MoveGrammar
; everything except 'instead' made redundant in localization
; check obedience
ld a, [AlreadyDisobeyed]
and a
ld hl, UsedMove2Text
ret nz
; check move grammar
ld a, [wd265]
cp $3
ld hl, UsedMove2Text
ret c
ld hl, UsedMove1Text
ret
; 105e04
UsedMove1Text: ; 105e04
text_jump _UsedMove1Text
start_asm
jr UsedMoveText_CheckObedience
; 105e0b
UsedMove2Text: ; 105e0b
text_jump _UsedMove2Text
start_asm
UsedMoveText_CheckObedience: ; 105e10
; check obedience
ld a, [AlreadyDisobeyed]
and a
jr z, .GetMoveNameText
; print "instead,"
ld hl, .UsedInsteadText
ret
; 105e1a
.UsedInsteadText:
text_jump _UsedInsteadText
start_asm
.GetMoveNameText:
ld hl, MoveNameText
ret
; 105e23
MoveNameText: ; 105e23
text_jump _MoveNameText
start_asm
; get start address
ld hl, .endusedmovetexts
; get move id
ld a, [wd265]
; 2-byte pointer
add a
; seek
push bc
ld b, $0
ld c, a
add hl, bc
pop bc
; get pointer to usedmovetext ender
ld a, [hli]
ld h, [hl]
ld l, a
ret
; 105e39
.endusedmovetexts ; 105e39
dw EndUsedMove1Text
dw EndUsedMove2Text
dw EndUsedMove3Text
dw EndUsedMove4Text
dw EndUsedMove5Text
; 105e43
EndUsedMove1Text: ; 105e43
text_jump _EndUsedMove1Text
db "@"
; 105e48
EndUsedMove2Text: ; 105e48
text_jump _EndUsedMove2Text
db "@"
; 105e4d
EndUsedMove3Text: ; 105e4d
text_jump _EndUsedMove3Text
db "@"
; 105e52
EndUsedMove4Text: ; 105e52
text_jump _EndUsedMove4Text
db "@"
; 105e57
EndUsedMove5Text: ; 105e57
text_jump _EndUsedMove5Text
db "@"
; 105e5c
GetMoveGrammar: ; 105e5c
; store move grammar type in wd265
push bc
; c = move id
ld a, [wd265]
ld c, a
ld b, $0
; read grammar table
ld hl, MoveGrammar
.loop
ld a, [hli]
; end of table?
cp $ff
jr z, .end
; match?
cp c
jr z, .end
; advance grammar type at $00
and a
jr nz, .loop
; next grammar type
inc b
jr .loop
.end
; wd265 now contains move grammar
ld a, b
ld [wd265], a
; we're done
pop bc
ret
; 105e7a
MoveGrammar: ; 105e7a
; made redundant in localization
; each move is given an identifier for what usedmovetext to use (0-4):
; 0
db SWORDS_DANCE
db GROWTH
db STRENGTH
db HARDEN
db MINIMIZE
db SMOKESCREEN
db WITHDRAW
db DEFENSE_CURL
db EGG_BOMB
db SMOG
db BONE_CLUB
db FLASH
db SPLASH
db ACID_ARMOR
db BONEMERANG
db REST
db SHARPEN
db SUBSTITUTE
db MIND_READER
db SNORE
db PROTECT
db SPIKES
db ENDURE
db ROLLOUT
db SWAGGER
db SLEEP_TALK
db HIDDEN_POWER
db PSYCH_UP
db EXTREMESPEED
db 0 ; end set
; 1
db RECOVER
db TELEPORT
db BIDE
db SELFDESTRUCT
db AMNESIA
db FLAIL
db 0 ; end set
; 2
db MEDITATE
db AGILITY
db MIMIC
db DOUBLE_TEAM
db BARRAGE
db TRANSFORM
db STRUGGLE
db SCARY_FACE
db 0 ; end set
; 3
db POUND
db SCRATCH
db VICEGRIP
db WING_ATTACK
db FLY
db BIND
db SLAM
db HORN_ATTACK
db WRAP
db THRASH
db TAIL_WHIP
db LEER
db BITE
db GROWL
db ROAR
db SING
db PECK
db ABSORB
db STRING_SHOT
db EARTHQUAKE
db FISSURE
db DIG
db TOXIC
db SCREECH
db METRONOME
db LICK
db CLAMP
db CONSTRICT
db POISON_GAS
db BUBBLE
db SLASH
db SPIDER_WEB
db NIGHTMARE
db CURSE
db FORESIGHT
db CHARM
db ATTRACT
db ROCK_SMASH
db 0 ; end set
; all other moves = 4
db $ff ; end
; 105ed0
UpdateUsedMoves: ; 105ed0
; append move a to PlayerUsedMoves unless it has already been used
push bc
; start of list
ld hl, PlayerUsedMoves
; get move id
ld b, a
; next count
ld c, NUM_MOVES
.loop
; get move from the list
ld a, [hli]
; not used yet?
and a
jr z, .add
; already used?
cp b
jr z, .quit
; next byte
dec c
jr nz, .loop
; if the list is full and the move hasn't already been used
; shift the list back one byte, deleting the first move used
; this can occur with struggle or a new learned move
ld hl, PlayerUsedMoves + 1
; 1 = 2
ld a, [hld]
ld [hli], a
; 2 = 3
inc hl
ld a, [hld]
ld [hli], a
; 3 = 4
inc hl
ld a, [hld]
ld [hl], a
; 4 = new move
ld a, b
ld [PlayerUsedMoves + 3], a
jr .quit
.add
; go back to the byte we just inced from
dec hl
; add the new move
ld [hl], b
.quit
; list updated
pop bc
ret
; 105ef6