ref: 7350c3708fc2463e1eb6024c03de5c85b50aa38f
dir: /battle/used_move_text.asm/
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