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| author | yenatch <yenatch@gmail.com> | 2014-05-26 14:04:56 -0700 |
|---|---|---|
| committer | yenatch <yenatch@gmail.com> | 2014-05-26 22:04:39 -0700 |
| commit | 40c17c906b2b3f65b3b04b1933b90238a7ac5566 (patch) | |
| tree | 6de26c959808d5a792b692f2300c33557c1dbfab /engine/battle/1a.asm | |
| parent | Don't hardcode wram sections (except for alignment). (diff) | |
| download | pokeyellow-40c17c906b2b3f65b3b04b1933b90238a7ac5566.tar.gz pokeyellow-40c17c906b2b3f65b3b04b1933b90238a7ac5566.tar.xz pokeyellow-40c17c906b2b3f65b3b04b1933b90238a7ac5566.zip | |
Remove most static wram addresses. Use labels instead.
For unknown addresses, use "w<address>".
Label overleads are still an issue.
Diffstat (limited to 'engine/battle/1a.asm')
| -rwxr-xr-x | engine/battle/1a.asm | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/engine/battle/1a.asm b/engine/battle/1a.asm index 2770a459..2578621c 100755 --- a/engine/battle/1a.asm +++ b/engine/battle/1a.asm @@ -11,10 +11,10 @@ DecrementPP: ; 68000 (1a:4000) ret nz ; if any of these statuses are true, don't decrement PP bit 6, [hl] ; check 6th bit status flag on W_PLAYERBATTSTATUS2 ret nz ; and return if it is set - ld hl, $D02D ; PP of first move (in battle) + ld hl, W_PLAYERMONPP ; PP of first move (in battle) call .DecrementPP - ld a, [$D064] ; load pokemon status bits? + ld a, [W_PLAYERBATTSTATUS3] ; load pokemon status bits? bit 3, a ; XXX transform status? ret nz ; If it is, return. Pokemon Red stores the "current pokemon's" PP ; separately from the "Pokemon in your party's" PP. This is @@ -26,12 +26,12 @@ DecrementPP: ; 68000 (1a:4000) ; its opponent, which is *not* the same as its real PP as part of your ; party. So we return, and don't do that part. - ld hl, $D188 ; PP of first move (in party) - ld a, [$CC2F] ; which mon in party is active + ld hl, W_PARTYMON1_MOVE1PP ; PP of first move (in party) + ld a, [wPlayerMonNumber] ; which mon in party is active ld bc, $2C ; XXX probably size of party pokemon's data structure call AddNTimes ; calculate address of the mon to modify .DecrementPP - ld a, [$CC2E] ; which move (0, 1, 2, 3) did we use? + ld a, [wPlayerMoveListIndex] ; which move (0, 1, 2, 3) did we use? ld c, a ld b, 0 add hl ,bc ; calculate the address in memory of the PP we need to decrement |
