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