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authorNarishma-gb <194818981+Narishma-gb@users.noreply.github.com>2025-11-18 21:17:31 +0100
committerGitHub <noreply@github.com>2025-11-18 15:17:31 -0500
commitf3326786259f4e53c06b7565369add7605bea8ba (patch)
tree1e09025ed19a6403fa74c408aa195662178cc0ca /engine/battle
parentAdd `_vc` patch targets to `.PHONY` (diff)
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Use more hardware and graphics constants (#532)
- Use `OBJ_SIZE` and `TILE_SIZE` from hardware.inc. - `SPRITESTATEDATA1_LENGTH`, `NUM_SPRITESTATEDATA_STRUCTS` and `TILE_1BPP_SIZE` are used in some places. - Highlight an oversight in `OakSpeech` where several direct MBC bank switches are requested. - Remove redundant comments in home/overworld.asm. - Add unreferenced `FillBgMap` function to avoid a byte of dead code. - Some constants added in wram.asm. - Correctly separate the commented code in `SaveMainData`.
Diffstat (limited to 'engine/battle')
-rw-r--r--engine/battle/animations.asm18
-rw-r--r--engine/battle/battle_transitions.asm6
-rw-r--r--engine/battle/core.asm12
-rw-r--r--engine/battle/draw_hud_pokeball_gfx.asm2
-rw-r--r--engine/battle/effects.asm2
5 files changed, 20 insertions, 20 deletions
diff --git a/engine/battle/animations.asm b/engine/battle/animations.asm
index 40b2047b..711ebda4 100644
--- a/engine/battle/animations.asm
+++ b/engine/battle/animations.asm
@@ -928,7 +928,7 @@ BallMoveDistances2:
DoGrowlSpecialEffects:
ld hl, wShadowOAM
ld de, wShadowOAMSprite04
- ld bc, $10
+ ld bc, OBJ_SIZE * 4
call CopyData ; copy the musical note graphic
ld a, [wSubAnimCounter]
dec a
@@ -1308,7 +1308,7 @@ AdjustOAMBlockXPos:
ld h, d
AdjustOAMBlockXPos2:
- ld de, 4
+ ld de, OBJ_SIZE
.loop
ld a, [wCoordAdjustmentAmount]
ld b, a
@@ -1318,7 +1318,7 @@ AdjustOAMBlockXPos2:
jr c, .skipPuttingEntryOffScreen
; put off-screen if X >= 168
dec hl
- ld a, 160
+ ld a, SCREEN_HEIGHT_PX + OAM_Y_OFS
ld [hli], a
.skipPuttingEntryOffScreen
ld [hl], a
@@ -1332,7 +1332,7 @@ AdjustOAMBlockYPos:
ld h, d
AdjustOAMBlockYPos2:
- ld de, 4
+ ld de, OBJ_SIZE
.loop
ld a, [wCoordAdjustmentAmount]
ld b, a
@@ -1670,7 +1670,7 @@ _AnimationShootBallsUpward:
dec a
ld [wNumShootingBalls], a
.next
- ld de, 4
+ ld de, OBJ_SIZE
add hl, de ; next OAM entry
dec b
jr nz, .innerLoop
@@ -1723,10 +1723,10 @@ AnimationMinimizeMon:
ld hl, wTempPic
push hl
xor a
- ld bc, 7 * 7 * $10
+ ld bc, (7 * 7) tiles
call FillMemory
pop hl
- ld de, 7 * 3 * $10 + 4 * $10 + 4
+ ld de, (7 * 3 + 4) tiles + TILE_SIZE / 4
add hl, de
ld de, MinimizedMonSprite
ld c, MinimizedMonSpriteEnd - MinimizedMonSprite
@@ -1971,7 +1971,7 @@ AnimationSubstitute:
jp AnimationShowMonPic
CopyMonsterSpriteData:
- ld bc, 1 tiles
+ ld bc, TILE_SIZE
ld a, BANK(MonsterSprite)
jp FarCopyData2
@@ -2379,7 +2379,7 @@ FallingObjects_UpdateOAMEntry:
inc a
cp 112
jr c, .next
- ld a, 160 ; if Y >= 112, put it off-screen
+ ld a, SCREEN_HEIGHT_PX + OAM_Y_OFS ; if Y >= 112, put it off-screen
.next
ld [hli], a ; Y
ld a, [wFallingObjectMovementByte]
diff --git a/engine/battle/battle_transitions.asm b/engine/battle/battle_transitions.asm
index fe731c5d..3670cddc 100644
--- a/engine/battle/battle_transitions.asm
+++ b/engine/battle/battle_transitions.asm
@@ -14,7 +14,7 @@ BattleTransition:
ldh a, [hSpriteIndex] ; enemy trainer sprite index (0 if wild battle)
ld c, a
ld b, 0
- ld de, $10
+ ld de, SPRITESTATEDATA1_LENGTH
.loop1
ld a, [hl]
cp $ff
@@ -35,13 +35,13 @@ BattleTransition:
jr z, .skip2 ; skip clearing the block if the enemy trainer is using it
push hl
push bc
- ld bc, $10
+ ld bc, OBJ_SIZE * 4
xor a
call FillMemory
pop bc
pop hl
.skip2
- ld de, $10
+ ld de, OBJ_SIZE * 4
add hl, de
dec c
jr nz, .loop2
diff --git a/engine/battle/core.asm b/engine/battle/core.asm
index 87abf2e8..0916176c 100644
--- a/engine/battle/core.asm
+++ b/engine/battle/core.asm
@@ -106,8 +106,8 @@ SlidePlayerAndEnemySilhouettesOnScreen:
SlidePlayerHeadLeft:
push bc
ld hl, wShadowOAMSprite00XCoord
- ld c, $15 ; number of OAM entries
- ld de, $4 ; size of OAM entry
+ ld c, 7 * 3 ; number of OAM entries
+ ld de, OBJ_SIZE
.loop
dec [hl] ; decrement X
dec [hl] ; decrement X
@@ -6655,11 +6655,11 @@ LoadHudTilePatterns:
.lcdEnabled
ld de, BattleHudTiles1
ld hl, vChars2 tile $6d
- lb bc, BANK(BattleHudTiles1), (BattleHudTiles1End - BattleHudTiles1) / $8
+ lb bc, BANK(BattleHudTiles1), (BattleHudTiles1End - BattleHudTiles1) / TILE_1BPP_SIZE
call CopyVideoDataDouble
ld de, BattleHudTiles2
ld hl, vChars2 tile $73
- lb bc, BANK(BattleHudTiles2), (BattleHudTiles3End - BattleHudTiles2) / $8
+ lb bc, BANK(BattleHudTiles2), (BattleHudTiles3End - BattleHudTiles2) / TILE_1BPP_SIZE
jp CopyVideoDataDouble
PrintEmptyString:
@@ -7040,14 +7040,14 @@ LoadMonBackPic:
ld b, 7
ld c, 8
call ClearScreenArea
- ld hl, wMonHBackSprite - wMonHeader
+ ld hl, wMonHBackSprite - wMonHeader
call UncompressMonSprite
predef ScaleSpriteByTwo
ld de, vBackPic
call InterlaceMergeSpriteBuffers ; combine the two buffers to a single 2bpp sprite
ld hl, vSprites
ld de, vBackPic
- ld c, (2 * SPRITEBUFFERSIZE) / 16 ; count of 16-byte chunks to be copied
+ ld c, (2 * SPRITEBUFFERSIZE) / TILE_SIZE ; count of 16-byte chunks to be copied
ldh a, [hLoadedROMBank]
ld b, a
jp CopyVideoData
diff --git a/engine/battle/draw_hud_pokeball_gfx.asm b/engine/battle/draw_hud_pokeball_gfx.asm
index 34bff58d..983e7cdf 100644
--- a/engine/battle/draw_hud_pokeball_gfx.asm
+++ b/engine/battle/draw_hud_pokeball_gfx.asm
@@ -13,7 +13,7 @@ DrawEnemyPokeballs:
LoadPartyPokeballGfx:
ld de, PokeballTileGraphics
ld hl, vSprites tile $31
- lb bc, BANK(PokeballTileGraphics), (PokeballTileGraphicsEnd - PokeballTileGraphics) / $10
+ lb bc, BANK(PokeballTileGraphics), (PokeballTileGraphicsEnd - PokeballTileGraphics) / TILE_SIZE
jp CopyVideoData
SetupOwnPartyPokeballs:
diff --git a/engine/battle/effects.asm b/engine/battle/effects.asm
index 413c34d9..e107853c 100644
--- a/engine/battle/effects.asm
+++ b/engine/battle/effects.asm
@@ -686,7 +686,7 @@ UpdateLoweredStatDone:
.ApplyBadgeBoostsAndStatusPenalties
ldh a, [hWhoseTurn]
and a
- call nz, ApplyBadgeStatBoosts ; whenever the player uses a stat-down move, badge boosts get reapplied again to every stat,
+ call nz, ApplyBadgeStatBoosts ; whenever the opponent uses a stat-down move, badge boosts get reapplied again to every stat,
; even to those not affected by the stat-down move (will be boosted further)
ld hl, MonsStatsFellText
call PrintText