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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 |