From 53ae0e93fad9f4c3eaef92f102b1eeb531e59d68 Mon Sep 17 00:00:00 2001 From: yenatch Date: Sat, 14 Jun 2014 04:12:40 -0700 Subject: Use monster struct macros in wram. Rename related labels for consistency. --- engine/battle/1a.asm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'engine/battle/1a.asm') diff --git a/engine/battle/1a.asm b/engine/battle/1a.asm index 2578621c..6b502a31 100755 --- a/engine/battle/1a.asm +++ b/engine/battle/1a.asm @@ -11,7 +11,7 @@ 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, W_PLAYERMONPP ; PP of first move (in battle) + ld hl, wBattleMonPP ; PP of first move (in battle) call .DecrementPP ld a, [W_PLAYERBATTSTATUS3] ; load pokemon status bits? @@ -26,7 +26,7 @@ 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, W_PARTYMON1_MOVE1PP ; PP of first move (in party) + ld hl, wPartyMon1PP ; 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 -- cgit v1.3.1-sl0p