shithub: pokecrystal

Download patch

ref: a8cf8979d9acf66d1bdf4ea115ab6a0faa8f9d34
parent: ce50d1b2cb4eebf8484cf12e6280c441ec94ae39
author: Remy Oukaour <[email protected]>
date: Tue Jan 9 12:20:47 EST 2018

Do a little cleanup towards issue #465

--- a/constants/pokemon_data_constants.asm
+++ b/constants/pokemon_data_constants.asm
@@ -123,6 +123,12 @@
 	const ATK_EQ_DEF
 
 
+; PP
+PP_UP_MASK EQU %11000000
+PP_UP_ONE  EQU %01000000
+PP_MASK    EQU %00111111
+
+
 ; significant happiness values
 BASE_HAPPINESS        EQU 70
 FRIEND_BALL_HAPPINESS EQU 200
--- a/engine/battle/hidden_power.asm
+++ b/engine/battle/hidden_power.asm
@@ -16,12 +16,12 @@
 	; Attack
 	ld a, [hl]
 	swap a
-	and 8
+	and %1000
 
 	; Defense
 	ld b, a
 	ld a, [hli]
-	and 8
+	and %1000
 	srl a
 	or b
 
@@ -29,7 +29,7 @@
 	ld b, a
 	ld a, [hl]
 	swap a
-	and 8
+	and %1000
 	srl a
 	srl a
 	or b
@@ -37,7 +37,7 @@
 	; Special
 	ld b, a
 	ld a, [hl]
-	and 8
+	and %1000
 	srl a
 	srl a
 	srl a
@@ -52,7 +52,7 @@
 ; Add Special & 3
 	ld b, a
 	ld a, [hld]
-	and 3
+	and %0011
 	add b
 
 ; Divide by 2 and add 30 + 1
@@ -67,12 +67,12 @@
 
 	; Def & 3
 	ld a, [hl]
-	and 3
+	and %0011
 	ld b, a
 
 	; + (Atk & 3) << 2
 	ld a, [hl]
-	and 3 << 4
+	and %0011 << 4
 	swap a
 	add a
 	add a
--- a/engine/intro_menu.asm
+++ b/engine/intro_menu.asm
@@ -853,7 +853,7 @@
 	ld a, [hROMBank]
 	push af
 
-	ld a, 0 << 7 | 32 ; fade out
+	ld a, 32 ; fade time
 	ld [MusicFade], a
 	ld de, MUSIC_NONE
 	ld a, e
--- a/engine/item_effects.asm
+++ b/engine/item_effects.asm
@@ -2291,7 +2291,7 @@
 	inc a
 	ld [wForcedSwitch], a
 	ld a, [wBattleResult]
-	and 3 << 6
+	and $c0
 	or $2
 	ld [wBattleResult], a
 	jp UseItemText
@@ -2575,7 +2575,7 @@
 	ld bc, MON_PP - MON_MOVES
 	add hl, bc
 	ld a, [hl]
-	cp 3 << 6 ; have 3 PP Ups already been used?
+	cp PP_UP_MASK
 	jr c, .do_ppup
 
 .CantUsePPUpOnSketch:
@@ -2586,7 +2586,7 @@
 
 .do_ppup
 	ld a, [hl]
-	add 1 << 6 ; increase PP Up count by 1
+	add PP_UP_ONE
 	ld [hl], a
 	ld a, $1
 	ld [wd265], a
@@ -2714,7 +2714,7 @@
 	ld a, [wd265]
 	ld b, a
 	ld a, [hl]
-	and (1 << 6) - 1
+	and PP_MASK
 	cp b
 	jr nc, .dont_restore
 
@@ -2732,7 +2732,7 @@
 
 .restore_some
 	ld a, [hl]
-	and (1 << 6) - 1
+	and PP_MASK
 	add c
 	cp b
 	jr nc, .restore_all
@@ -2740,7 +2740,7 @@
 
 .restore_all
 	ld a, [hl]
-	and 3 << 6
+	and PP_UP_MASK
 	or b
 	ld [hl], a
 	ret
@@ -3125,7 +3125,7 @@
 
 .use
 	ld a, [hl]
-	and 3 << 6
+	and PP_UP_MASK
 	ld a, [de] ; wasted cycle
 	call nz, ComputeMaxPP
 
@@ -3209,7 +3209,7 @@
 	pop bc
 	pop de
 	ld a, [de]
-	and 3 << 6
+	and PP_UP_MASK
 	ld b, a
 	ld a, [wd265]
 	add b
@@ -3282,7 +3282,7 @@
 .notwild
 	add hl, bc
 	ld a, [hl]
-	and 3 << 6
+	and PP_UP_MASK
 	pop bc
 
 	or b
@@ -3293,7 +3293,7 @@
 	ld a, b ; this gets lost anyway
 	call ComputeMaxPP
 	ld a, [hl]
-	and (1 << 6) - 1
+	and PP_MASK
 	ld [wd265], a
 
 	pop af
--- a/engine/pokedex.asm
+++ b/engine/pokedex.asm
@@ -2422,7 +2422,7 @@
 Pokedex_LoadAnyFootprint: ; 4147b
 	ld a, [wd265]
 	dec a
-	and ($ff ^ $07) ; $f8 ; $1f << 3
+	and %11111000
 	srl a
 	srl a
 	srl a
@@ -2430,7 +2430,7 @@
 	ld d, a
 	ld a, [wd265]
 	dec a
-	and 7
+	and %111
 	swap a ; * $10
 	ld l, a
 	ld h, 0
--- a/engine/scripting.asm
+++ b/engine/scripting.asm
@@ -898,7 +898,7 @@
 	call GetScriptByte
 	ld [MusicFadeID + 1], a
 	call GetScriptByte
-	and $7f
+	and $ff ^ (1 << MUSIC_FADE_IN_F)
 	ld [MusicFade], a
 	ret
 
--- a/engine/stats_screen.asm
+++ b/engine/stats_screen.asm
@@ -1157,7 +1157,7 @@
 	ld hl, MON_STATUS
 	add hl, bc
 	ld a, [hl]
-	and (1 << FRZ) | SLP
+	and 1 << FRZ | SLP
 	jr nz, .fainted_frz_slp
 	and a
 	ret
--- a/engine/title.asm
+++ b/engine/title.asm
@@ -237,11 +237,11 @@
 	inc [hl]
 
 ; Only do this once every eight frames
-	and (1 << 3) - 1
+	and %111
 	ret nz
 
 	ld a, c
-	and 3 << 3
+	and %11000
 	sla a
 	swap a
 	ld e, a
--- a/home/audio.asm
+++ b/home/audio.asm
@@ -319,7 +319,7 @@
 ; 3cae
 
 FadeInMusic:: ; 3cae
-	ld a, 4 | 1 << 7
+	ld a, 4 | (1 << MUSIC_FADE_IN_F)
 	ld [MusicFade], a
 	ret
 ; 3cb4
--- a/tilesets/animations.asm
+++ b/tilesets/animations.asm
@@ -303,7 +303,7 @@
 StandingTileFrame8: ; fc2ff
 	ld a, [TileAnimationTimer]
 	inc a
-	and 7
+	and %111
 	ld [TileAnimationTimer], a
 	ret
 ; fc309
@@ -313,9 +313,9 @@
 ; Scroll right for 4 ticks, then left for 4 ticks.
 	ld a, [TileAnimationTimer]
 	inc a
-	and 7
+	and %111
 	ld [TileAnimationTimer], a
-	and 4
+	and %100
 	jr nz, ScrollTileLeft
 	jr ScrollTileRight
 ; fc318
@@ -324,9 +324,9 @@
 ; Scroll up for 4 ticks, then down for 4 ticks.
 	ld a, [TileAnimationTimer]
 	inc a
-	and 7
+	and %111
 	ld [TileAnimationTimer], a
-	and 4
+	and %100
 	jr nz, ScrollTileDown
 	jr ScrollTileUp
 ; fc327
@@ -336,11 +336,11 @@
 	ld l, e
 	ld c, 4
 .loop
-	rept 4
+rept 4
 	ld a, [hl]
 	rlca
 	ld [hli], a
-	endr
+endr
 	dec c
 	jr nz, .loop
 	ret
@@ -351,11 +351,11 @@
 	ld l, e
 	ld c, 4
 .loop
-	rept 4
+rept 4
 	ld a, [hl]
 	rrca
 	ld [hli], a
-	endr
+endr
 	dec c
 	jr nz, .loop
 	ret
@@ -424,7 +424,7 @@
 	ld c, l
 	ld hl, .frames
 	ld a, [TileAnimationTimer]
-	and 7
+	and %111
 	add a
 	add l
 	ld l, a
@@ -468,7 +468,7 @@
 	ld a, [TileAnimationTimer]
 
 ; 4 tile graphics, updated every other frame.
-	and 3 << 1
+	and %110
 
 ; 2 x 8 = 16 bytes per tile
 	add a
@@ -676,7 +676,7 @@
 
 ; Alternate tile graphic every other frame
 	ld a, [TileAnimationTimer]
-	and 1 << 1
+	and %10
 	ld e, a
 
 ; CGB has different color mappings for flowers.
@@ -684,7 +684,7 @@
 	and 1
 
 	add e
-	swap a ; << 4 (16 bytes)
+	swap a
 	ld e, a
 	ld d, 0
 	ld hl, FlowerTileFrames
@@ -691,7 +691,7 @@
 	add hl, de
 	ld sp, hl
 
-	ld hl, vTiles2 + $30 ; tile 4
+	ld hl, vTiles2 tile $03
 
 	jp WriteTile
 ; fc58c
@@ -710,11 +710,11 @@
 	ld b, h
 	ld c, l
 	ld a, [TileAnimationTimer]
-	and 6
+	and %110
 	srl a
 	inc a
 	inc a
-	and 3
+	and %011
 	swap a
 	ld e, a
 	ld d, 0
@@ -732,7 +732,7 @@
 	ld b, h
 	ld c, l
 	ld a, [TileAnimationTimer]
-	and 6
+	and %110
 	add a
 	add a
 	add a
@@ -764,7 +764,7 @@
 	ld c, l
 
 	ld a, [TileAnimationTimer]
-	and 7
+	and %111
 
 ; Get frame index a
 	ld hl, .frames
@@ -948,7 +948,7 @@
 	ld a, l
 	and %110 ; frames 0 2 4 6
 	jr z, .color0
-	cp 4
+	cp %100 ; frame 4
 	jr z, .color2
 
 .color1
@@ -992,7 +992,7 @@
 	ret nz
 ; We only want to be here if we're in a dark cave.
 	ld a, [wTimeOfDayPalset]
-	cp $ff ; 3,3,3,3
+	cp %11111111 ; 3,3,3,3
 	ret nz
 
 	ld a, [rSVBK]
@@ -1003,7 +1003,7 @@
 	ld a, (1 << rBGPI_AUTO_INCREMENT) palette PAL_BG_YELLOW
 	ld [rBGPI], a
 	ld a, [hVBlankCounter]
-	and 1 << 1
+	and %10
 	jr nz, .bit1set
 	ld hl, wBGPals1 palette PAL_BG_YELLOW
 	jr .okay