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1 | ; this has been made over the routine that loads an enemy Pokemon | |
2 | ; had to find a point to break the routine where | |
3 | ; 1: stats had already been loaded into RAM | |
4 | ; 2: working with registers bc, de, and hl was not a problem (for convenience) | |
5 | ||
6 | #org 3EB10 | |
7 | jp Main ; jumps to the new stuff | |
8 | ||
9 | #org 3FE88 | |
10 | Main: | |
11 | ld a,(D22D) | |
12 | cp a, 2 ; are we in a trainer battle? | |
13 | jp z, ApplyStatBoosts ; if so the stat boosts are applied, otherwise fallthrough | |
14 | ||
15 | #org 3FE90 | |
16 | Original: | |
17 | ; original routine stuff, that is, original 3EB10-3EB37 | |
18 | ld hl,D073 | |
19 | ld de,C616 | |
20 | ld bc,000B | |
21 | call Label3026 | |
22 | ld a,(D204) | |
23 | dec a | |
24 | ld c,a | |
25 | ld b,01 | |
26 | ld hl,DEB9 | |
27 | ld a,03 | |
28 | call Label2D83 | |
29 | ld hl,D21A | |
30 | ld de,C6C1 | |
31 | ld bc,000A | |
32 | call Label3026 | |
33 | ret ; the original routine finishes at this point | |
34 | ||
35 | ApplyStatBoosts: | |
36 | ; [1,32]: no boost | |
37 | ; [33,34]: boost = level/16 = 2 | |
38 | ; [35,54]: boost = level/16 + level/32 | |
39 | ; [55,73]: boost = level/8 | |
40 | ; [74,77]: boost = level/8 + level/16 | |
41 | ; [78,100]: boost = level/4 | |
42 | ||
43 | ld hl,D21B ; point to the first stat LSB (attack) | |
44 | ld c,5 ; there are five stats | |
45 | ld a,(D143) ; get enemy's level | |
46 | ||
47 | level78to100: | |
48 | cp a,4E | |
49 | jr c,level74to77 ; if not between 78 and 100, skip | |
50 | ld d,2 ; level will be halved twice | |
51 | call boost ; boost the stats | |
52 | jr Original ; we are done | |
53 | ||
54 | level74to77: | |
55 | cp a,4A | |
56 | jr c,level55to73 | |
57 | ld d,3 | |
58 | call boost ; level/(2^3) = level/8 | |
59 | ld hl,D21B | |
60 | ld c,5 | |
61 | ld d,4 | |
62 | call boost ; level/(2^4) = level/16 --> level/8 + level/16 | |
63 | jr Original ; | |
64 | ||
65 | level55to73: | |
66 | cp a,37 | |
67 | jr c,level36to54 | |
68 | ld d,3 | |
69 | call boost | |
70 | jr Original | |
71 | ||
72 | level35to54: | |
73 | cp a,23 | |
74 | jr c,level33to34 | |
75 | ld d,4 | |
76 | call boost | |
77 | ld hl,D21B | |
78 | ld c,5 | |
79 | ld d,5 | |
80 | call boost | |
81 | jr Original | |
82 | ||
83 | level33to34: | |
84 | cp a,21 | |
85 | jr c,level0to32 | |
86 | ld d,4 | |
87 | call boost ; fallthrough | |
88 | ||
89 | level0to32: | |
90 | jr Original ; no boost if level<33 | |
91 | ||
92 | #org 3EB13 | |
93 | boost: | |
94 | ld a,(D143) ; get enemy's level (a gets overwritten on every loop) | |
95 | ld b,a | |
96 | ld e,d ; save d for later | |
97 | halve: ; halve level d times | |
98 | srl b | |
99 | dec d | |
100 | jr nz,halve | |
101 | ld a,(hl) ; a = attack LSB before boost has been applied | |
102 | add a,b | |
103 | ld (hl),a ; load a+b into the stat | |
104 | jr nc,finish ; overflow check | |
105 | dec hl ; if overflow, add 0x100 to the stat | |
106 | inc (hl) ; inc MSB | |
107 | inc hl ; point to LSB again | |
108 | finish: | |
109 | inc hl | |
110 | inc hl ; point to the next stat LSB | |
111 | dec c ; one less stat left | |
112 | ld d,e | |
113 | jr nz,boost ; loop if not done | |
114 | ret ; otherwise return |