ref: 49a25618ea7316741b7838f111da311ba66a381c
parent: 01095f77943b9a7fd0432a6ad2e5c18f2d3e66ae
author: U-Daniel-PC\Daniel <corrnondacqb@yahoo.com>
date: Thu Jan 22 17:05:13 EST 2015
Clean up white space, fix label typo
--- a/data/mapHeaders/beach_house.asm
+++ b/data/mapHeaders/beach_house.asm
@@ -1,4 +1,4 @@
-BeachHouse_h:
+BeachHouse_h:
db BEACH_HOUSE_TILESET
db BEACH_HOUSE_HEIGHT, BEACH_HOUSE_WIDTH ; dimensions (y, x)
--- a/data/wildPokemon/viridianforest.asm
+++ b/data/wildPokemon/viridianforest.asm
@@ -33,7 +33,7 @@
db 4,KAKUNA
db 3,WEEDLE
ENDC
-
+
db 3,PIKACHU
db 5,PIKACHU
ENDC
--- a/engine/battle/core.asm
+++ b/engine/battle/core.asm
@@ -71,7 +71,7 @@
db -1
SpecialEffects: ; 3c03b (f:403b)
; Effects from arrays 2, 4, and 5B, minus Twineedle and Rage.
-; Includes all effects that do not need to be called at the end of
+; Includes all effects that do not need to be called at the end of
; ExecutePlayerMove (or ExecuteEnemyMove), because they have already been handled
db DRAIN_HP_EFFECT
db EXPLODE_EFFECT
@@ -512,7 +512,7 @@
ret nz ; if so, return
ld a, b
and a
- jp z, HandlePlayerMonFainted
+ jp z, HandlePlayerMonFainted
.AIActionUsedEnemyFirst
call HandlePoisonBurnLeechSeed
jp z, HandleEnemyMonFainted
@@ -1595,7 +1595,7 @@
call StringCmp
jr nc, .canEscape ; jump if player speed greater than enemy speed
xor a
- ld [H_MULTIPLICAND], a
+ ld [H_MULTIPLICAND], a
ld a, 32
ld [H_MULTIPLIER], a
call Multiply ; multiply player speed by 32
@@ -1914,7 +1914,7 @@
ld a, [wcf98]
ld [wcf91], a
hlCoord 10, 9
- predef DrawHP
+ predef DrawHP
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld hl, wcf1d
@@ -3160,19 +3160,19 @@
ld hl,ResidualEffects1
ld de,1
call IsInArray
- jp c,JumpMoveEffect ; ResidualEffects1 moves skip damage calculation and accuracy tests
- ; unless executed as part of their exclusive effect functions
+ jp c,JumpMoveEffect ; ResidualEffects1 moves skip damage calculation and accuracy tests
+ ; unless executed as part of their exclusive effect functions
ld a,[W_PLAYERMOVEEFFECT]
ld hl,SpecialEffectsCont
ld de,1
call IsInArray
- call c,JumpMoveEffect ; execute the effects of SpecialEffectsCont moves (e.g. Wrap, Thrash) but don't skip anything
+ call c,JumpMoveEffect ; execute the effects of SpecialEffectsCont moves (e.g. Wrap, Thrash) but don't skip anything
CalcMoveDamage: ; 3d6dc (f:56dc)
ld a,[W_PLAYERMOVEEFFECT]
ld hl,SetDamageEffects
ld de,1
- call IsInArray
- jp c,.moveHitTest ; SetDamageEffects moves (e.g. Seismic Toss and Super Fang) skip damage calculation
+ call IsInArray
+ jp c,.moveHitTest ; SetDamageEffects moves (e.g. Seismic Toss and Super Fang) skip damage calculation
call CriticalHitTest
call HandleCounterMove
jr z,asm_3d705
@@ -3191,7 +3191,7 @@
ld a,[W_PLAYERMOVEEFFECT]
sub a,7 ; Explosion effect
jr z,asm_3d71e ; don't play any animation if the move missed, unless it was EXPLODE_EFFECT
- jr asm_3d74b
+ jr asm_3d74b
asm_3d714
ld a,[W_PLAYERMOVEEFFECT]
and a
@@ -3198,7 +3198,7 @@
ld a,4
jr z,asm_3d71e
ld a,5
-asm_3d71e
+asm_3d71e
push af
ld a,[W_PLAYERBATTSTATUS2]
bit 4,a
@@ -3258,7 +3258,7 @@
ld a,[W_PLAYERMOVEEFFECT]
cp a,EXPLODE_EFFECT ; even if Explosion or Selfdestruct missed, its effect still needs to be activated
jr z,.notDone
- jp ExecutePlayerMoveDone ; otherwise, we're done if the move missed
+ jp ExecutePlayerMoveDone ; otherwise, we're done if the move missed
.moveDidNotMiss
call ApplyAttackToEnemyPokemon
call PrintCriticalOHKOText
@@ -3284,13 +3284,13 @@
ld a,[wPlayerNumAttacksLeft]
dec a
ld [wPlayerNumAttacksLeft],a
- jp nz,asm_3d714 ; for multi-hit moves, apply attack until PlayerNumAttacksLeft hits 0 or the enemy faints.
+ jp nz,asm_3d714 ; for multi-hit moves, apply attack until PlayerNumAttacksLeft hits 0 or the enemy faints.
; damage calculation and accuracy tests only happen for the first hit
res 2,[hl]
ld hl,MultiHitText
call PrintText
xor a
- ld [W_NUMHITS],a
+ ld [W_NUMHITS],a
.executeOtherEffects
ld a,[W_PLAYERMOVEEFFECT]
and a
@@ -3573,7 +3573,7 @@
ld hl,wPlayerNumAttacksLeft
dec [hl] ; did Trashing About counter hit 0?
ld hl,CalcMoveDamage ; skip DecrementPP
- jp nz,.returnToHL
+ jp nz,.returnToHL
push hl
ld hl,W_PLAYERBATTSTATUS1
res 1,[hl] ; no longer trashing about
@@ -4212,7 +4212,7 @@
jr z, .physicalAttackCritCheck
; if the enemy has used Reflect, double the enemy's defense
sla c
- rl b
+ rl b
.physicalAttackCritCheck
ld hl, wBattleMonAttack
ld a, [wCriticalHitOrOHKO]
@@ -4244,7 +4244,7 @@
sla c
rl b
; reflect and light screen boosts do not cap the stat at 999, so weird things will happen during stats scaling if
-; a Pokemon with 512 or more Defense has ued Reflect, or if a Pokemon with 512 or more Special has used Light Screen
+; a Pokemon with 512 or more Defense has ued Reflect, or if a Pokemon with 512 or more Special has used Light Screen
.specialAttackCritCheck
ld hl, wBattleMonSpecial
ld a, [wCriticalHitOrOHKO]
@@ -4277,7 +4277,7 @@
rr c
srl b
rr c
-; defensive stat can actually end up as 0, leading to a division by 0 freeze during damage calculation
+; defensive stat can actually end up as 0, leading to a division by 0 freeze during damage calculation
; hl /= 4 (scale player's offensive stat)
srl h
rr l
@@ -4356,7 +4356,7 @@
sla c
rl b
; reflect and light screen boosts do not cap the stat at 999, so weird things will happen during stats scaling if
-; a Pokemon with 512 or more Defense has ued Reflect, or if a Pokemon with 512 or more Special has used Light Screen
+; a Pokemon with 512 or more Defense has ued Reflect, or if a Pokemon with 512 or more Special has used Light Screen
.specialAttackCritCheck
ld hl, wEnemyMonSpecial
ld a, [wCriticalHitOrOHKO]
@@ -4389,7 +4389,7 @@
rr c
srl b
rr c
-; defensive stat can actually end up as 0, leading to a division by 0 freeze during damage calculation
+; defensive stat can actually end up as 0, leading to a division by 0 freeze during damage calculation
; hl /= 4 (scale enemy's offensive stat)
srl h
rr l
@@ -4611,7 +4611,7 @@
ld [hld], a
jr nc, .done
inc [hl]
-
+
.done
; minimum damage is 1
ld a, 1
@@ -4713,9 +4713,9 @@
; function to determine if Counter hits and if so, how much damage it does
HandleCounterMove: ; 3e093 (f:6093)
-; The variables checked by Counter are updated whenever the cursor points to a new move in the battle selection menu.
-; This is irrelevant for the opponent's side outside of link battles, since the move selection is controlled by the AI.
-; However, in the scenario where the player switches out and the opponent uses Counter,
+; The variables checked by Counter are updated whenever the cursor points to a new move in the battle selection menu.
+; This is irrelevant for the opponent's side outside of link battles, since the move selection is controlled by the AI.
+; However, in the scenario where the player switches out and the opponent uses Counter,
; the outcome may be affected by the player's actions in the move selection menu prior to switching the Pokemon.
; This might also lead to desync glitches in link battles.
@@ -4756,7 +4756,7 @@
ld a,[hli]
or [hl]
ret z ; If we made it here, Counter still misses if the last move used in battle did no damage to its target.
- ; W_DAMAGE is shared by both players, so Counter may strike back damage dealt by the Counter user itself
+ ; W_DAMAGE is shared by both players, so Counter may strike back damage dealt by the Counter user itself
; if the conditions meet, even though 99% of the times damage will come from the target.
; if it did damage, double it
ld a,[hl]
@@ -4812,7 +4812,7 @@
ld a,[hl]
ld b,a ; Seismic Toss deals damage equal to the user's level
ld a,[W_PLAYERMOVENUM]
- cp a,SEISMIC_TOSS
+ cp a,SEISMIC_TOSS
jr z,.storeDamage
cp a,NIGHT_SHADE
jr z,.storeDamage
@@ -6747,11 +6747,11 @@
HandleExplodingAnimation: ; 3eed3 (f:6ed3)
ld a, [H_WHOSETURN]
and a
- ld hl, wEnemyMonType1 ; wcfea
+ ld hl, wEnemyMonType1 ; wcfea
ld de, W_ENEMYBATTSTATUS1
ld a, [W_PLAYERMOVENUM]
jr z, .asm_3eeea
- ld hl, wBattleMonType1 ; wd019
+ ld hl, wBattleMonType1 ; wd019
ld de, W_ENEMYBATTSTATUS1
ld a, [W_ENEMYMOVENUM]
.asm_3eeea
@@ -7206,7 +7206,7 @@
.setSleepCounter
; set target's sleep counter to a random number between 1 and 7
call BattleRandom
- and $7
+ and $7
jr z, .setSleepCounter
ld [de], a
call Func_3fb89
@@ -7261,7 +7261,7 @@
jr nz, .didntAffect
jr .inflictPoison
.sideEffectTest
- call BattleRandom
+ call BattleRandom
cp b ; was side effect successful?
ret nc
.inflictPoison
@@ -7346,7 +7346,7 @@
ld [wcc5b], a
call CheckTargetSubstitute ; test bit 4 of d063/d068 flags [target has substitute flag]
ret nz ; return if they have a substitute, can't effect them
- ld a, [$fff3]
+ ld a, [$fff3]
and a
jp nz, opponentAttacker
ld a, [wEnemyMonStatus]
@@ -7367,10 +7367,10 @@
ld b, $4d ; else use 0x4D/0x100 or 77/256 = 30.1%~ chance
sub a, $1e ; subtract $1E to map to equivalent 10% chance effects
.next1
- push af
+ push af
call BattleRandom ; get random 8bit value for probability test
cp b
- pop bc
+ pop bc
ret nc ; do nothing if random value is >= 1A or 4D [no status applied]
ld a, b ; what type of effect is this?
cp a, BURN_SIDE_EFFECT1
@@ -7377,12 +7377,12 @@
jr z, .burn
cp a, FREEZE_SIDE_EFFECT
jr z, .freeze
-; .paralyze
+; .paralyze
ld a, 1 << PAR
ld [wEnemyMonStatus], a
call QuarterSpeedDueToParalysis ; quarter speed of affected mon
ld a, ANIM_A9
- call PlayBattleAnimatiom
+ call PlayBattleAnimation
jp PrintMayNotAttackText ; print paralysis text
.burn
ld a, 1 << BRN
@@ -7389,7 +7389,7 @@
ld [wEnemyMonStatus], a
call HalveAttackDueToBurn ; halve attack of affected mon
ld a, ANIM_A9
- call PlayBattleAnimatiom
+ call PlayBattleAnimation
ld hl, BurnedText
jp PrintText
.freeze
@@ -7397,7 +7397,7 @@
ld a, 1 << FRZ
ld [wEnemyMonStatus], a
ld a, ANIM_A9
- call PlayBattleAnimatiom
+ call PlayBattleAnimation
ld hl, FrozenText
jp PrintText
opponentAttacker: ; 3f382 (f:7382)
@@ -7458,7 +7458,7 @@
; any fire-type move that has a chance inflict burn (all but Fire Spin) will defrost a frozen target
and a, 1 << FRZ ; are they frozen?
ret z ; return if so
- ld a, [$fff3]
+ ld a, [$fff3]
and a
jr nz, .opponent
;player [attacker]
@@ -7503,7 +7503,7 @@
ld de, W_ENEMYMOVEEFFECT
.statModifierUpEffect
ld a, [de]
- sub ATTACK_UP1_EFFECT
+ sub ATTACK_UP1_EFFECT
cp $8
jr c, .incrementStatMod
sub ATTACK_UP2_EFFECT - ATTACK_UP1_EFFECT ; map +2 effects to equivalent +1 effect
@@ -7581,7 +7581,7 @@
ld b, $4
call Divide
pop hl
-; cap at 999
+; cap at 999
ld a, [$ff98]
sub $e7
ld a, [$ff97]
@@ -7643,7 +7643,7 @@
ld hl, MonsStatsRoseText
call PrintText
-; these shouldn't be here
+; these shouldn't be here
call QuarterSpeedDueToParalysis ; apply speed penalty to the player whose turn is not, if it's paralyzed
jp HalveAttackDueToBurn ; apply attack penalty to the player whose turn is not, if it's burned
@@ -7721,7 +7721,7 @@
bit 6, a ; fly/dig
jp nz, MoveMissed
ld a, [de]
- sub ATTACK_DOWN1_EFFECT
+ sub ATTACK_DOWN1_EFFECT
cp $8
jr c, .decrementStatMod
sub ATTACK_DOWN2_EFFECT - ATTACK_DOWN1_EFFECT ; map +2 effects to corresponding +1 effect
@@ -7741,9 +7741,9 @@
jr nz, .ok
inc b ; increment mod to 1 (-6) if it would become 0 (-7)
.ok
- ld [hl], b ; save modified mod
+ ld [hl], b ; save modified mod
ld a, c
- cp $4
+ cp $4
jr nc, UpdateStat2Done ; jump for evasion/accuracy
push hl
push de
@@ -7832,10 +7832,10 @@
; even to those not affected by the stat-up move (will be boosted further)
ld hl, MonsStatsFellText
call PrintText
-
-; These where probably added given that a stat-down move affecting speed or attack will override
+
+; These where probably added given that a stat-down move affecting speed or attack will override
; the stat penalties from paralysis and burn respectively.
-; But they are always called regardless of the stat affected by the stat-down move.
+; But they are always called regardless of the stat affected by the stat-down move.
call QuarterSpeedDueToParalysis
jp HalveAttackDueToBurn
@@ -7960,7 +7960,7 @@
.thrashPetalDanceEffect
set 1, [hl] ; mon is now using thrash/petal dance
call BattleRandom
- and $1
+ and $1
inc a
inc a
ld [de], a ; set thrash/petal dance counter to 2 or 3 at random
@@ -8057,7 +8057,7 @@
jp Func_3fb4e
.asm_3f7e4
push af
- call PlayBattleAnimatiom
+ call PlayBattleAnimation
ld c, $14
call DelayFrames
pop af
@@ -8109,14 +8109,14 @@
cp ATTACK_TWICE_EFFECT
ld a, $2 ; number of hits it's always 2 for ATTACK_TWICE_EFFECT
jr z, .saveNumberOfHits
-; for TWO_TO_FIVE_ATTACKS_EFFECT 3/8 chance for 2 and 3 hits, and 1/8 chance for 4 and 5 hits
+; for TWO_TO_FIVE_ATTACKS_EFFECT 3/8 chance for 2 and 3 hits, and 1/8 chance for 4 and 5 hits
call BattleRandom
- and $3
- cp $2
- jr c, .asm_3f851
+ and $3
+ cp $2
+ jr c, .asm_3f851
call BattleRandom
and $3
-.asm_3f851
+.asm_3f851
inc a
inc a
.saveNumberOfHits
@@ -8185,7 +8185,7 @@
xor a
ld [wcc5b], a
ld a, b
- call PlayBattleAnimatiom
+ call PlayBattleAnimation
ld a, [de]
ld [wWhichTrade], a
ld hl, ChargeMoveEffectText
@@ -8660,7 +8660,7 @@
and a
ret z
-PlayBattleAnimatiom: ; 3fbb9 (f:7bb9)
+PlayBattleAnimation: ; 3fbb9 (f:7bb9)
ld [W_ANIMATIONID], a
Func_3fbbc: ; 3fbbc (f:7bbc)
--- a/engine/overworld/hidden_items.asm
+++ b/engine/overworld/hidden_items.asm
@@ -53,7 +53,7 @@
HiddenCoins: ; 76799 (1d:6799)
ld b, COIN_CASE
- predef IsItemInBag_
+ predef IsItemInBag_
ld a, b
and a
ret z
--- a/home.asm
+++ b/home.asm
@@ -2712,7 +2712,7 @@
; set zero flag if item isn't in player's bag
; else reset zero flag
; related to Pokémon Tower and ghosts
- predef IsItemInBag_
+ predef IsItemInBag_
ld a,b
and a
ret
--- a/scripts/celadonmartroof.asm
+++ b/scripts/celadonmartroof.asm
@@ -14,7 +14,7 @@
push de
ld [wd11e], a
ld b, a
- predef IsItemInBag_
+ predef IsItemInBag_
pop de
pop hl
ld a, b
--- a/scripts/ceruleanhouse1.asm
+++ b/scripts/ceruleanhouse1.asm
@@ -13,5 +13,5 @@
db $08 ; asm
ld a, $6
ld [wWhichTrade], a
- predef Predef54
+ predef Predef54
jp TextScriptEnd
--- a/scripts/ceruleanhousetrashed.asm
+++ b/scripts/ceruleanhousetrashed.asm
@@ -10,7 +10,7 @@
CeruleanHouseTrashedText1: ; 1d68f (7:568f)
db $08 ; asm
ld b, $e4
- predef IsItemInBag_
+ predef IsItemInBag_
and b
jr z, .asm_f8734 ; 0x1d698
ld hl, CeruleanHouseTrashedText_1d6b0
--- a/scripts/lab2.asm
+++ b/scripts/lab2.asm
@@ -21,5 +21,5 @@
ld a, $8
ld [wWhichTrade], a
asm_78552: ; 75c3d (1d:5c3d)
- predef Predef54
+ predef Predef54
jp TextScriptEnd
--- a/scripts/lab4.asm
+++ b/scripts/lab4.asm
@@ -20,7 +20,7 @@
push de
ld [wd11e], a
ld b, a
- predef IsItemInBag_
+ predef IsItemInBag_
pop de
pop hl
ld a, b
@@ -108,7 +108,7 @@
db $08 ; asm
ld a, $3
ld [wWhichTrade], a
- predef Predef54
+ predef Predef54
jp TextScriptEnd
LoadFossilItemAndMonNameBank1D: ; 75de8 (1d:5de8)
--- a/scripts/route11gateupstairs.asm
+++ b/scripts/route11gateupstairs.asm
@@ -11,7 +11,7 @@
db $08 ; asm
xor a
ld [wWhichTrade], a
- predef Predef54
+ predef Predef54
asm_49469: ; 49469 (12:5469)
jp TextScriptEnd
--- a/scripts/route18gateupstairs.asm
+++ b/scripts/route18gateupstairs.asm
@@ -10,7 +10,7 @@
db $08 ; asm
ld a, $5
ld [wWhichTrade], a
- predef Predef54
+ predef Predef54
jp TextScriptEnd
Route18GateUpstairsText2: ; 4998c (12:598c)
--- a/scripts/route2house.asm
+++ b/scripts/route2house.asm
@@ -13,5 +13,5 @@
db $08 ; asm
ld a, $1
ld [wWhichTrade], a
- predef Predef54
+ predef Predef54
jp TextScriptEnd
--- a/scripts/undergroundpathentranceroute5.asm
+++ b/scripts/undergroundpathentranceroute5.asm
@@ -13,6 +13,6 @@
db $08 ; asm
ld a, $9
ld [wWhichTrade], a
- predef Predef54
+ predef Predef54
ld hl, UndergroundPathEntranceRoute5_5d6af
ret
--- a/scripts/vermilioncity.asm
+++ b/scripts/vermilioncity.asm
@@ -55,7 +55,7 @@
bit 2, a
jr nz, .asm_19810 ; 0x19804 $a
ld b, $3f
- predef IsItemInBag_
+ predef IsItemInBag_
ld a, b
and a
ret nz
@@ -175,7 +175,7 @@
ld hl, SSAnneWelcomeText9
call PrintText
ld b, S_S__TICKET
- predef IsItemInBag_
+ predef IsItemInBag_
ld a, b
and a
jr nz, .asm_0419b ; 0x198df
--- a/scripts/vermilionhouse3.asm
+++ b/scripts/vermilionhouse3.asm
@@ -8,5 +8,5 @@
db $08 ; asm
ld a, $4
ld [wWhichTrade], a
- predef Predef54
+ predef Predef54
jp TextScriptEnd
--- a/wram.asm
+++ b/wram.asm
@@ -393,7 +393,7 @@
wcd05:: ds 1
wcd06:: ds 9
-wPlayerMonUnmodifiedLevel:: ; cd0f
+wPlayerMonUnmodifiedLevel:: ; cd0f
ds 0
wcd0f:: ; overload, used in in-game trade code
ds 1