ref: 7b2f040234d2d36d5b1c381eaa3a5abc636057c7
parent: 5115993d5a355dea49db1057da9cf673df7aba23
author: YamaArashi <devnull@localhost>
date: Mon Jan 23 13:26:45 EST 2012
disasm of some battle code hg-commit-id: a650d8e5b82a
--- a/common.asm
+++ b/common.asm
@@ -21225,7 +21225,7 @@
BrockAI:
; if his active monster has a status condition, use a full heal
- ld a,[W_OPPONENTSTATUS]
+ ld a,[W_ENEMYMONSTATUS]
and a
ret z
jp AIUseFullHeal
@@ -21351,7 +21351,7 @@
ld a,[hl]
ld [de],a
ld [$CEEA],a
- ld [W_OPPONENTHP],a
+ ld [W_ENEMYMONCURHP],a
jr Function6718
; 0x3a6ca
@@ -21456,13 +21456,13 @@
; prepare to withdraw the active monster: copy hp, number, and status to roster
- ld a,[W_OPPONENTNUMBER]
+ ld a,[W_ENEMYMONNUMBER]
ld hl,W_ENEMYMON1HP
ld bc,$2C
call AddNTimes
ld d,h
ld e,l
- ld hl,W_OPPONENTHP
+ ld hl,W_ENEMYMONCURHP
ld bc,4
call CopyData
@@ -21495,13 +21495,13 @@
AICureStatus: ; 0x3a791
; cures the status of enemy's active pokemon
- ld a,[W_OPPONENTNUMBER]
+ ld a,[W_ENEMYMONNUMBER]
ld hl,$D8A8
ld bc,$2C
call AddNTimes
xor a
ld [hl],a ; clear status in enemy team roster
- ld [W_OPPONENTSTATUS],a ; clear status of active enemy
+ ld [W_ENEMYMONSTATUS],a ; clear status of active enemy
ld hl,$D069
res 0,[hl]
ret
@@ -24362,7 +24362,7 @@
ld a,[H_WHOSETURN]
and a
jr nz,.Ghost\@
- ld a,[W_CURMONSTATUS] ; player’s turn
+ ld a,[W_PLAYERMONSTATUS] ; player’s turn
and a,SLP | FRZ
ret nz
ld hl,ScaredText
@@ -24401,13 +24401,13 @@
ret
Function5854: ; 5854
- ld hl,W_CURMONSTATUS
+ ld hl,W_PLAYERMONSTATUS
ld a,[hl]
and a,SLP
jr z,.FrozenCheck\@ ; to 5884
dec a
- ld [W_CURMONSTATUS],a ; decrement sleep count
+ ld [W_PLAYERMONSTATUS],a ; decrement sleep count
and a
jr z,.WakeUp\@ ; to 5874
@@ -24517,7 +24517,7 @@
ld hl,$580A
jp $5A37
.ParalysisCheck\@
- ld hl,W_CURMONSTATUS
+ ld hl,W_PLAYERMONSTATUS
bit 6,[hl]
jr z,.next7\@ ; 5975
call $6E9B ; random number?
@@ -24844,7 +24844,128 @@
db $FF
; 0x3e093
-INCBIN "baserom.gbc",$3e093,$3e2ac - $3e093
+INCBIN "baserom.gbc",$3e093,$3e0df - $3e093
+
+ApplyDamageToEnemyPokemon: ; 60DF
+ ld a,[W_PLAYERMOVEEFFECT]
+ cp a,$26 ; OHKO
+ jr z,.applyDamage\@
+ cp a,$28 ; super fang's effect
+ jr z,.superFangEffect\@
+ cp a,$29 ; special damage (fixed or random damage)
+ jr z,.specialDamage\@
+ ld a,[W_PLAYERMOVEPOWER]
+ and a
+ jp z,.done\@
+ jr .applyDamage\@
+.superFangEffect\@
+; set the damage to half the target's HP
+ ld hl,W_ENEMYMONCURHP
+ ld de,W_DAMAGE
+ ld a,[hli]
+ srl a
+ ld [de],a
+ inc de
+ ld b,a
+ ld a,[hl]
+ rr a
+ ld [de],a
+ or b
+ jr nz,.applyDamage\@
+; make sure Super Fang's damage is always at least 1
+ ld a,$01
+ ld [de],a
+ jr .applyDamage\@
+.specialDamage\@
+ ld hl,W_PLAYERMONLEVEL
+ ld a,[hl]
+ ld b,a
+ ld a,[W_PLAYERMOVENUM]
+ cp a,SEISMIC_TOSS
+ jr z,.storeDamage\@
+ cp a,NIGHT_SHADE
+ jr z,.storeDamage\@
+ ld b,$14 ; Sonic Boom damage
+ cp a,SONICBOOM
+ jr z,.storeDamage\@
+ ld b,$28 ; Dragon Rage damage
+ cp a,DRAGON_RAGE
+ jr z,.storeDamage\@
+; Psywave
+ ld a,[hl]
+ ld b,a
+ srl a
+ add b
+ ld b,a ; b = level * 1.5
+; loop until a random number between 1 and b is found
+.loop\@
+ call $6e9b ; random number
+ and a
+ jr z,.loop\@
+ cp b
+ jr nc,.loop\@
+ ld b,a
+.storeDamage\@
+ ld hl,W_DAMAGE
+ xor a
+ ld [hli],a
+ ld a,b
+ ld [hl],a
+.applyDamage\@
+ ld hl,W_DAMAGE
+ ld a,[hli]
+ ld b,a
+ ld a,[hl]
+ or b
+ jr z,.done\@ ; we're done if damage is 0
+ ld a,[W_ENEMYBATTSTATUS2]
+ bit 4,a ; does the enemy have a substitute?
+ jp nz,$625e
+; subtract the damage from the pokemon's current HP
+; also, save the current HP at $CEEB
+ ld a,[hld]
+ ld b,a
+ ld a,[W_ENEMYMONCURHP + 1]
+ ld [$ceeb],a
+ sub b
+ ld [W_ENEMYMONCURHP + 1],a
+ ld a,[hl]
+ ld b,a
+ ld a,[W_ENEMYMONCURHP]
+ ld [$ceec],a
+ sbc b
+ ld [W_ENEMYMONCURHP],a
+ jr nc,.animateHpBar\@
+; if more damage was done than the current HP, zero the HP and set the damage
+; equal to how HP the pokemon had before fainting
+ ld a,[$ceec]
+ ld [hli],a
+ ld a,[$ceeb]
+ ld [hl],a
+ xor a
+ ld hl,W_ENEMYMONCURHP
+ ld [hli],a
+ ld [hl],a
+.animateHpBar\@
+ ld hl,W_ENEMYMONMAXHP
+ ld a,[hli]
+ ld [$ceea],a
+ ld a,[hl]
+ ld [$cee9],a
+ ld hl,W_ENEMYMONCURHP
+ ld a,[hli]
+ ld [$ceee],a
+ ld a,[hl]
+ ld [$ceed],a
+ ld hl,$c3ca
+ xor a
+ ld [$cf94],a
+ ld a,$48
+ call Predef ; animate the HP bar shortening
+.done\@
+ jp $4d5a ; redraw pokemon names and HP bars
+
+INCBIN "baserom.gbc",$3e1a0,$3e2ac - $3e1a0
UnnamedText_3e2ac: ; 0x3e2ac
TX_FAR _UnnamedText_3e2ac
--- a/constants.asm
+++ b/constants.asm
@@ -114,9 +114,9 @@
W_PLAYERMOVEACCURACY EQU $CFD6
W_PLAYERMOVEMAXPP EQU $CFD7
-W_OPPONENTHP EQU $CFE6 ; active opponent's hp (16 bits)
-W_OPPONENTNUMBER EQU $CFE8 ; active opponent's position in team (0 to 5)
-W_OPPONENTSTATUS EQU $CFE9 ; active opponent's status condition
+W_ENEMYMONCURHP EQU $CFE6 ; active opponent's hp (16 bits)
+W_ENEMYMONNUMBER EQU $CFE8 ; active opponent's position in team (0 to 5)
+W_ENEMYMONSTATUS EQU $CFE9 ; active opponent's status condition
; bit 0 slp
; bit 1 slp
; bit 2 slp
@@ -125,8 +125,11 @@
; bit 5 frz
; bit 6 par
; unused? (XXX confirm)
+W_ENEMYMONLEVEL EQU $CFF3
+W_ENEMYMONMAXHP EQU $CFF4 ; (16 bits)
-W_CURMONSTATUS EQU $D018 ; the status of the player’s current monster
+W_PLAYERMONCURHP EQU $D015 ; active opponent's hp (16 bits)
+W_PLAYERMONSTATUS EQU $D018 ; the status of the player’s current monster
; bit 0 slp
; bit 1 slp
; bit 2 slp
@@ -135,6 +138,8 @@
; bit 5 frz
; bit 6 par
; unused? (XXX confirm)
+W_PLAYERMONLEVEL EQU $D022
+W_PLAYERMONMAXHP EQU $D023 ; (16 bits)
W_TRAINERCLASS EQU $D031
@@ -195,6 +200,8 @@
W_ENEMYDISABLEDMOVE EQU $D072
W_NUMHITS EQU $D074 ; number of hits in attacks like Doubleslap, etc.
+
+W_DAMAGE EQU $D0D7
; List type
; used in $D0B6