ref: e708893089d219d76d4d4ec224527e65979c98ca
parent: 19a859ca51d847a99f7120f673cda71a2a3434cf
author: sawakita <[email protected]>
date: Tue Oct 2 17:20:37 EDT 2012
Get rid of "\@" symbols used in local labels
--- a/main.asm
+++ b/main.asm
@@ -39,10 +39,10 @@
ld b,a
res 0,a
ld [$ffff],a
-.jr0\@
+.jr0
ld a,[$ff44]
cp a,$91
- jr nz,.jr0\@
+ jr nz,.jr0
ld a,[$ff40]
and a,$7f ; res 7,a
ld [$ff40],a
@@ -60,10 +60,10 @@
xor a
ld hl,$c300
ld b,$a0
-.jr0\@
+.jr0
ld [hli],a
dec b
- jr nz,.jr0\@
+ jr nz,.jr0
ret
ResetLCD_OAM: ; $008d
@@ -71,11 +71,11 @@
ld hl,$c300
ld de,$0004
ld b,$28
-.jr0\@
+.jr0
ld [hl],a
add hl,de
dec b
- jr nz,.jr0\@
+ jr nz,.jr0
ret
FarCopyData: ; 009D
@@ -109,12 +109,12 @@
Section "start",HOME[$150]
Start: ; 0x150
cp $11 ; value that indicates Gameboy Color
- jr z,.gbcDetected\@
+ jr z,.gbcDetected
xor a
- jr .storeValue\@
-.gbcDetected\@
+ jr .storeValue
+.gbcDetected
ld a,$00
-.storeValue\@
+.storeValue
ld [$cf1a],a ; same value ($00) either way
jp InitGame
@@ -451,10 +451,10 @@
call Bankswitch ; initialize some variables
ld hl,$d72c
bit 0,[hl]
- jr z,.doNotCountSteps\@
+ jr z,.doNotCountSteps
ld a,$03
ld [$d13c],a ; some kind of step counter (counts up to 3 steps?)
-.doNotCountSteps\@
+.doNotCountSteps
ld hl,$d72e
bit 5,[hl] ; did a battle happen immediately before this?
res 5,[hl] ; unset the "battle just happened" flag
@@ -463,13 +463,13 @@
ld hl,$d732
ld a,[hl]
and a,$18
- jr z,.didNotFlyOrTeleportIn\@
+ jr z,.didNotFlyOrTeleportIn
res 3,[hl]
ld b,$1c
ld hl,$4510
call Bankswitch ; display fly/teleport in graphical effect
call $2429 ; move sprites
-.didNotFlyOrTeleportIn\@
+.didNotFlyOrTeleportIn
ld b,BANK(CheckForceBikeOrSurf)
ld hl,CheckForceBikeOrSurf
call Bankswitch ; handle currents in SF islands and forced bike riding in cycling road
@@ -492,7 +492,7 @@
call nz, HandleMidJump
ld a,[W_WALKCOUNTER]
and a
- jp nz,.moveAhead\@ ; if the player sprite has not yet completed the walking animation
+ jp nz,.moveAhead ; if the player sprite has not yet completed the walking animation
call GetJoypadStateOverworld ; get joypad state (which is possibly simulated)
ld b,$07
ld hl,$6988
@@ -509,30 +509,30 @@
jp nz,HandleFlyOrTeleportAway
ld a,[W_CUROPPONENT]
and a
- jp nz,.newBattle\@
+ jp nz,.newBattle
ld a,[$d730]
bit 7,a ; are we simulating button presses?
- jr z,.notSimulating\@
+ jr z,.notSimulating
ld a,[$ffb4]
- jr .checkIfStartIsPressed\@
-.notSimulating\@
+ jr .checkIfStartIsPressed
+.notSimulating
ld a,[$ffb3]
-.checkIfStartIsPressed\@
+.checkIfStartIsPressed
bit 3,a ; start button
- jr z,.startButtonNotPressed\@
+ jr z,.startButtonNotPressed
; if START is pressed
xor a
ld [$ff8c],a ; the $2920 ID for the start menu is 0
- jp .displayDialogue\@
-.startButtonNotPressed\@
+ jp .displayDialogue
+.startButtonNotPressed
bit 0,a ; A button
- jp z,.checkIfDownButtonIsPressed\@
+ jp z,.checkIfDownButtonIsPressed
; if A is pressed
ld a,[$d730]
bit 2,a
- jp nz,.noDirectionButtonsPressed\@
+ jp nz,.noDirectionButtonsPressed
call $30fd
- jr nz,.checkForOpponent\@
+ jr nz,.checkForOpponent
call $3eb5 ; check for hidden items, PC's, etc.
ld a,[$ffeb]
and a
@@ -541,25 +541,25 @@
ld a,[$ff8c] ; $2920 ID for NPC/sign text, if any
and a
jp z,OverworldLoop
-.displayDialogue\@
+.displayDialogue
ld a,$35
call Predef ; check what is in front of the player
call $2429 ; move sprites
ld a,[$cd60]
bit 2,a
- jr nz,.checkForOpponent\@
+ jr nz,.checkForOpponent
bit 0,a
- jr nz,.checkForOpponent\@
+ jr nz,.checkForOpponent
ld a,[$c45c]
ld [$cf0e],a
call DisplayTextID ; display either the start menu or the NPC/sign text
ld a,[$cc47]
and a
- jr z,.checkForOpponent\@
+ jr z,.checkForOpponent
dec a
ld a,$00
ld [$cc47],a
- jr z,.changeMap\@
+ jr z,.changeMap
ld a,$52
call Predef
ld a,[W_CURMAP]
@@ -569,14 +569,14 @@
call SwitchToMapRomBank ; switch to the ROM bank of the current map
ld hl,$d367
set 7,[hl]
-.changeMap\@
+.changeMap
jp EnterMap
-.checkForOpponent\@
+.checkForOpponent
ld a,[W_CUROPPONENT]
and a
- jp nz,.newBattle\@
+ jp nz,.newBattle
jp OverworldLoop
-.noDirectionButtonsPressed\@
+.noDirectionButtonsPressed
ld hl,$cd60
res 2,[hl]
call $2429 ; move sprites
@@ -590,46 +590,46 @@
xor a
ld [$d528],a ; zero the direction
jp OverworldLoop
-.checkIfDownButtonIsPressed\@
+.checkIfDownButtonIsPressed
ld a,[$ffb4] ; current joypad state
bit 7,a ; down button
- jr z,.checkIfUpButtonIsPressed\@
+ jr z,.checkIfUpButtonIsPressed
ld a,$01
ld [$c103],a
ld a,$04
- jr .handleDirectionButtonPress\@
-.checkIfUpButtonIsPressed\@
+ jr .handleDirectionButtonPress
+.checkIfUpButtonIsPressed
bit 6,a ; up button
- jr z,.checkIfLeftButtonIsPressed\@
+ jr z,.checkIfLeftButtonIsPressed
ld a,$ff
ld [$c103],a
ld a,$08
- jr .handleDirectionButtonPress\@
-.checkIfLeftButtonIsPressed\@
+ jr .handleDirectionButtonPress
+.checkIfLeftButtonIsPressed
bit 5,a ; left button
- jr z,.checkIfRightButtonIsPressed\@
+ jr z,.checkIfRightButtonIsPressed
ld a,$ff
ld [$c105],a
ld a,$02
- jr .handleDirectionButtonPress\@
-.checkIfRightButtonIsPressed\@
+ jr .handleDirectionButtonPress
+.checkIfRightButtonIsPressed
bit 4,a ; right button
- jr z,.noDirectionButtonsPressed\@
+ jr z,.noDirectionButtonsPressed
ld a,$01
ld [$c105],a
-.handleDirectionButtonPress\@
+.handleDirectionButtonPress
ld [$d52a],a ; new direction
ld a,[$d730]
bit 7,a ; are we simulating button presses?
- jr nz,.noDirectionChange\@ ; ignore direction changes if we are
+ jr nz,.noDirectionChange ; ignore direction changes if we are
ld a,[$cc4b]
and a
- jr z,.noDirectionChange\@
+ jr z,.noDirectionChange
ld a,[$d52a] ; new direction
ld b,a
ld a,[$d529] ; old direction
cp b
- jr z,.noDirectionChange\@
+ jr z,.noDirectionChange
; the code below is strange
; it computes whether or not the player did a 180 degree turn, but then overwrites the result
; also, it does a seemingly pointless loop afterwards
@@ -636,48 +636,48 @@
swap a ; put old direction in upper half
or b ; put new direction in lower half
cp a,$48 ; change dir from down to up
- jr nz,.notDownToUp\@
+ jr nz,.notDownToUp
ld a,$02
ld [$d528],a
- jr .oddLoop\@
-.notDownToUp\@
+ jr .oddLoop
+.notDownToUp
cp a,$84 ; change dir from up to down
- jr nz,.notUpToDown\@
+ jr nz,.notUpToDown
ld a,$01
ld [$d528],a
- jr .oddLoop\@
-.notUpToDown\@
+ jr .oddLoop
+.notUpToDown
cp a,$12 ; change dir from right to left
- jr nz,.notRightToLeft\@
+ jr nz,.notRightToLeft
ld a,$04
ld [$d528],a
- jr .oddLoop\@
-.notRightToLeft\@
+ jr .oddLoop
+.notRightToLeft
cp a,$21 ; change dir from left to right
- jr nz,.oddLoop\@
+ jr nz,.oddLoop
ld a,$08
ld [$d528],a
-.oddLoop\@
+.oddLoop
ld hl,$cd60
set 2,[hl]
ld hl,$cc4b
dec [hl]
- jr nz,.oddLoop\@
+ jr nz,.oddLoop
ld a,[$d52a]
ld [$d528],a
call NewBattle
- jp c,.battleOccurred\@
+ jp c,.battleOccurred
jp OverworldLoop
-.noDirectionChange\@
+.noDirectionChange
ld a,[$d52a] ; current direction
ld [$d528],a ; save direction
call $2429 ; move sprites
ld a,[$d700]
cp a,$02 ; surfing
- jr z,.surfing\@
+ jr z,.surfing
; not surfing
call CollisionCheckOnLand
- jr nc,.noCollision\@
+ jr nc,.noCollision
push hl
ld hl,$d736
bit 2,[hl]
@@ -688,33 +688,33 @@
pop hl
jp c,CheckWarpsCollision
jp OverworldLoop
-.surfing\@
+.surfing
call CollisionCheckOnWater
jp c,OverworldLoop
-.noCollision\@
+.noCollision
ld a,$08
ld [W_WALKCOUNTER],a
- jr .moveAhead2\@
-.moveAhead\@
+ jr .moveAhead2
+.moveAhead
ld a,[$d736]
bit 7,a
- jr z,.noSpinning\@
+ jr z,.noSpinning
ld b,$11
ld hl,$4fd7
call Bankswitch ; spin while moving
-.noSpinning\@
+.noSpinning
call $2429 ; move sprites
-.moveAhead2\@
+.moveAhead2
ld hl,$cd60
res 2,[hl]
ld a,[$d700]
dec a ; riding a bike?
- jr nz,.normalPlayerSpriteAdvancement\@
+ jr nz,.normalPlayerSpriteAdvancement
ld a,[$d736]
bit 6,a ; jumping a ledge?
- jr nz,.normalPlayerSpriteAdvancement\@
+ jr nz,.normalPlayerSpriteAdvancement
call BikeSpeedup ; if riding a bike and not jumping a ledge
-.normalPlayerSpriteAdvancement\@
+.normalPlayerSpriteAdvancement
call AdvancePlayerSprite
ld a,[W_WALKCOUNTER]
and a
@@ -722,22 +722,22 @@
; walking animation finished
ld a,[$d730]
bit 7,a
- jr nz,.doneStepCounting\@ ; if button presses are being simulated, don't count steps
+ jr nz,.doneStepCounting ; if button presses are being simulated, don't count steps
; step counting
ld hl,$d13b ; step counter
dec [hl]
ld a,[$d72c]
bit 0,a
- jr z,.doneStepCounting\@
+ jr z,.doneStepCounting
ld hl,$d13c
dec [hl]
- jr nz,.doneStepCounting\@
+ jr nz,.doneStepCounting
ld hl,$d72c
res 0,[hl]
-.doneStepCounting\@
+.doneStepCounting
ld a,[$d790]
bit 7,a ; in the safari zone?
- jr z,.notSafariZone\@
+ jr z,.notSafariZone
ld b,$07
ld hl,$6997
call Bankswitch
@@ -744,7 +744,7 @@
ld a,[$da46]
and a
jp nz,WarpFound2
-.notSafariZone\@
+.notSafariZone
ld a,[W_ISINBATTLE]
and a
jp nz,CheckWarpsNoCollision
@@ -753,12 +753,12 @@
ld a,[$d12d]
and a
jp nz,HandleBlackOut ; if all pokemon fainted
-.newBattle\@
+.newBattle
call NewBattle
ld hl,$d736
res 2,[hl]
jp nc,CheckWarpsNoCollision ; check for warps if there was no battle
-.battleOccurred\@
+.battleOccurred
ld hl,$d72d
res 6,[hl]
ld hl,$d733
@@ -770,26 +770,26 @@
ld [$ffb4],a ; clear joypad state
ld a,[W_CURMAP]
cp a,CINNABAR_GYM
- jr nz,.notCinnabarGym\@
+ jr nz,.notCinnabarGym
ld hl,$d79b
set 7,[hl]
-.notCinnabarGym\@
+.notCinnabarGym
ld hl,$d72e
set 5,[hl]
ld a,[W_CURMAP]
cp a,OAKS_LAB
- jp z,.noFaintCheck\@
+ jp z,.noFaintCheck
ld hl,$4a83
ld b,$0f
call Bankswitch ; check if all the player's pokemon fainted
ld a,d
and a
- jr z,.allPokemonFainted\@
-.noFaintCheck\@
+ jr z,.allPokemonFainted
+.noFaintCheck
ld c,$0a
call DelayFrames
jp EnterMap
-.allPokemonFainted\@
+.allPokemonFainted
ld a,$ff
ld [$d057],a
call RunMapScript
@@ -800,16 +800,16 @@
NewBattle: ; 683
ld a,[$d72d]
bit 4,a
- jr nz,.noBattle\@
+ jr nz,.noBattle
call $30fd
- jr nz,.noBattle\@
+ jr nz,.noBattle
ld a,[$d72e]
bit 4,a
- jr nz,.noBattle\@
+ jr nz,.noBattle
ld b,$0f
ld hl,$6f12
jp Bankswitch ; determines if a battle will occurr and runs the battle if so
-.noBattle\@
+.noBattle
and a
ret
@@ -820,11 +820,11 @@
ret nz
ld a,[W_CURMAP]
cp a,ROUTE_17 ; Cycling Road
- jr nz,.goFaster\@
+ jr nz,.goFaster
ld a,[$ffb4] ; current joypad state
and a,%01110000 ; bit mask for up, left, right buttons
ret nz
-.goFaster\@
+.goFaster
jp AdvancePlayerSprite
; check if the player has stepped onto a warp after having not collided
@@ -883,29 +883,29 @@
ld a,[$d3ae] ; number of warps
ld c,a
ld hl,$d3af ; start of warp entries
-.loop\@
+.loop
ld a,[hli] ; Y coordinate of warp
ld b,a
ld a,[W_YCOORD]
cp b
- jr nz,.retry1\@
+ jr nz,.retry1
ld a,[hli] ; X coordinate of warp
ld b,a
ld a,[W_XCOORD]
cp b
- jr nz,.retry2\@
+ jr nz,.retry2
ld a,[hli]
ld [$d42f],a ; save target warp ID
ld a,[hl]
ld [$ff8b],a ; save target map
jr WarpFound2
-.retry1\@
+.retry1
inc hl
-.retry2\@
+.retry2
inc hl
inc hl
dec c
- jr nz,.loop\@
+ jr nz,.loop
jp OverworldLoop
CheckWarpsNoCollisionRetry1: ; 72F
@@ -928,7 +928,7 @@
ld a,[W_CURMAP]
ld [$d73c],a
call CheckIfInOutsideMap ; check if the tileset number is 0 or the map is Route 12
- jr nz,.indoorMaps\@
+ jr nz,.indoorMaps
; this is for handling "outside" maps that can't have the 0xFF destination map
ld a,[W_CURMAP]
ld [$d365],a ; save current map as previous map
@@ -937,18 +937,18 @@
ld a,[$ff8b] ; destination map number
ld [W_CURMAP],a ; change current map to destination map
cp a,ROCK_TUNNEL_1
- jr nz,.notRockTunnel\@
+ jr nz,.notRockTunnel
ld a,$06
ld [$d35d],a
call GBFadeIn1
-.notRockTunnel\@
+.notRockTunnel
call PlayMapChangeSound
- jr .done\@
+ jr .done
; for maps that can have the 0xFF destination map, which means to return to the outside map; not all these maps are necessarily indoors, though
-.indoorMaps\@
+.indoorMaps
ld a,[$ff8b] ; destination map
cp a,$ff
- jr z,.goBackOutside\@
+ jr z,.goBackOutside
; if not going back to the previous map
ld [W_CURMAP],a ; current map number
ld b,$1c
@@ -956,26 +956,26 @@
call Bankswitch ; check if the warp was a Silph Co. teleporter
ld a,[$cd5b]
dec a
- jr nz,.notTeleporter\@
+ jr nz,.notTeleporter
; if it's a Silph Co. teleporter
ld hl,$d732
set 3,[hl]
call DoFlyOrTeleportAwayGraphics
- jr .skipMapChangeSound\@
-.notTeleporter\@
+ jr .skipMapChangeSound
+.notTeleporter
call PlayMapChangeSound
-.skipMapChangeSound\@
+.skipMapChangeSound
ld hl,$d736
res 0,[hl]
res 1,[hl]
- jr .done\@
-.goBackOutside\@
+ jr .done
+.goBackOutside
ld a,[$d365] ; previous map
ld [W_CURMAP],a
call PlayMapChangeSound
xor a
ld [$d35d],a
-.done\@
+.done
ld hl,$d736
set 0,[hl]
call $12da
@@ -988,10 +988,10 @@
; if no matching warp was found
CheckMapConnections: ; 7BA
-.checkWestMap\@
+.checkWestMap
ld a,[W_XCOORD]
cp a,$ff
- jr nz,.checkEastMap\@
+ jr nz,.checkEastMap
ld a,[$d387]
ld [W_CURMAP],a
ld a,[$d38f] ; new X coordinate upon entering west map
@@ -1007,8 +1007,8 @@
ld a,[$d391]
ld h,a
srl c
- jr z,.savePointer1\@
-.pointerAdjustmentLoop1\@
+ jr z,.savePointer1
+.pointerAdjustmentLoop1
ld a,[$d38d] ; width of connected map
add a,$06
ld e,a
@@ -1016,18 +1016,18 @@
ld b,$00
add hl,de
dec c
- jr nz,.pointerAdjustmentLoop1\@
-.savePointer1\@
+ jr nz,.pointerAdjustmentLoop1
+.savePointer1
ld a,l
ld [$d35f],a ; pointer to upper left corner of current tile block map section
ld a,h
ld [$d360],a
- jp .loadNewMap\@
-.checkEastMap\@
+ jp .loadNewMap
+.checkEastMap
ld b,a
ld a,[$d525] ; map width
cp b
- jr nz,.checkNorthMap\@
+ jr nz,.checkNorthMap
ld a,[$d392]
ld [W_CURMAP],a
ld a,[$d39a] ; new X coordinate upon entering east map
@@ -1043,8 +1043,8 @@
ld a,[$d39c]
ld h,a
srl c
- jr z,.savePointer2\@
-.pointerAdjustmentLoop2\@
+ jr z,.savePointer2
+.pointerAdjustmentLoop2
ld a,[$d398]
add a,$06
ld e,a
@@ -1052,17 +1052,17 @@
ld b,$00
add hl,de
dec c
- jr nz,.pointerAdjustmentLoop2\@
-.savePointer2\@
+ jr nz,.pointerAdjustmentLoop2
+.savePointer2
ld a,l
ld [$d35f],a ; pointer to upper left corner of current tile block map section
ld a,h
ld [$d360],a
- jp .loadNewMap\@
-.checkNorthMap\@
+ jp .loadNewMap
+.checkNorthMap
ld a,[W_YCOORD]
cp a,$ff
- jr nz,.checkSouthMap\@
+ jr nz,.checkSouthMap
ld a,[$d371]
ld [W_CURMAP],a
ld a,[$d378] ; new Y coordinate upon entering north map
@@ -1084,12 +1084,12 @@
ld [$d35f],a ; pointer to upper left corner of current tile block map section
ld a,h
ld [$d360],a
- jp .loadNewMap\@
-.checkSouthMap\@
+ jp .loadNewMap
+.checkSouthMap
ld b,a
ld a,[$d524]
cp b
- jr nz,.didNotEnterConnectedMap\@
+ jr nz,.didNotEnterConnectedMap
ld a,[$d37c]
ld [W_CURMAP],a
ld a,[$d383] ; new Y coordinate upon entering south map
@@ -1111,7 +1111,7 @@
ld [$d35f],a ; pointer to upper left corner of current tile block map section
ld a,h
ld [$d360],a
-.loadNewMap\@ ; load the connected map that was entered
+.loadNewMap ; load the connected map that was entered
call LoadMapHeader
call $2312 ; music
ld b,$09
@@ -1123,7 +1123,7 @@
call Bankswitch
call LoadTileBlockMap
jp OverworldLoopLessDelay
-.didNotEnterConnectedMap\@
+.didNotEnterConnectedMap
jp OverworldLoop
; function to play a sound when changing maps
@@ -1130,12 +1130,12 @@
PlayMapChangeSound: ; 8c9
ld a,[$c448] ; upper left tile of the 4x4 square the player's sprite is standing on
cp a,$0b ; door tile in tileset 0
- jr nz,.didNotGoThroughDoor\@
+ jr nz,.didNotGoThroughDoor
ld a,$ad
- jr .playSound\@
-.didNotGoThroughDoor\@
+ jr .playSound
+.didNotGoThroughDoor
ld a,$b5
-.playSound\@
+.playSound
call $23b1
ld a,[$d35d]
and a
@@ -1160,30 +1160,30 @@
ExtraWarpCheck: ; 8E9
ld a,[W_CURMAP]
cp a,SS_ANNE_3
- jr z,.useFunction1\@
+ jr z,.useFunction1
cp a,ROCKET_HIDEOUT_1
- jr z,.useFunction2\@
+ jr z,.useFunction2
cp a,ROCKET_HIDEOUT_2
- jr z,.useFunction2\@
+ jr z,.useFunction2
cp a,ROCKET_HIDEOUT_4
- jr z,.useFunction2\@
+ jr z,.useFunction2
cp a,ROCK_TUNNEL_1
- jr z,.useFunction2\@
+ jr z,.useFunction2
ld a,[W_CURMAPTILESET]
and a ; outside tileset
- jr z,.useFunction2\@
+ jr z,.useFunction2
cp a,$0d ; S.S. Anne tileset
- jr z,.useFunction2\@
+ jr z,.useFunction2
cp a,$0e ; Vermilion Port tileset
- jr z,.useFunction2\@
+ jr z,.useFunction2
cp a,$17 ; Indigo Plateau tileset
- jr z,.useFunction2\@
-.useFunction1\@
+ jr z,.useFunction2
+.useFunction1
ld hl,$43ff
- jr .doBankswitch\@
-.useFunction2\@
+ jr .doBankswitch
+.useFunction2
ld hl,$444e
-.doBankswitch\@
+.doBankswitch
ld b,$03
jp Bankswitch
@@ -1217,10 +1217,10 @@
ld a,$ff
ld [$c0ee],a
call $23b1
-.waitLoop\@
+.waitLoop
ld a,[$cfc7]
and a
- jr nz,.waitLoop\@
+ jr nz,.waitLoop
jp $200e
HandleFlyOrTeleportAway: ; 965
@@ -1251,20 +1251,20 @@
LoadPlayerSpriteGraphics: ; 997
ld a,[$d700]
dec a
- jr z,.ridingBike\@
+ jr z,.ridingBike
ld a,[$ffd7]
and a
- jr nz,.determineGraphics\@
- jr .startWalking\@
-.ridingBike\@
+ jr nz,.determineGraphics
+ jr .startWalking
+.ridingBike
call IsBikeRidingAllowed
- jr c,.determineGraphics\@ ; don't start walking if bike riding is allowed
-.startWalking\@
+ jr c,.determineGraphics ; don't start walking if bike riding is allowed
+.startWalking
xor a
ld [$d700],a
ld [$d11a],a
jp LoadWalkingPlayerSpriteGraphics
-.determineGraphics\@
+.determineGraphics
ld a,[$d700]
and a
jp z,LoadWalkingPlayerSpriteGraphics
@@ -1279,21 +1279,21 @@
IsBikeRidingAllowed: ; 9c5
ld a,[W_CURMAP]
cp a,ROUTE_23
- jr z,.allowed\@
+ jr z,.allowed
cp a,INDIGO_PLATEAU
- jr z,.allowed\@
+ jr z,.allowed
ld a,[W_CURMAPTILESET]
ld b,a
ld hl,BikeRidingTilesets
-.loop\@
+.loop
ld a,[hli]
cp b
- jr z,.allowed\@
+ jr z,.allowed
inc a
- jr nz,.loop\@
+ jr nz,.loop
and a
ret
-.allowed\@
+.allowed
scf
ret
@@ -1319,13 +1319,13 @@
ld a,[$d3ad] ; background tile number
ld d,a
ld bc,$0514
-.backgroundTileLoop\@
+.backgroundTileLoop
ld a,d
ld [hli],a
dec bc
ld a,c
or b
- jr nz,.backgroundTileLoop\@
+ jr nz,.backgroundTileLoop
; load tile map of current map (made of tile block IDs)
; a 3-byte border at the edges of the map is kept so that there is space for map connections
ld hl,$c6e8
@@ -1347,30 +1347,30 @@
ld d,a ; de = tile map pointer
ld a,[W_CURMAPHEIGHT]
ld b,a
-.rowLoop\@ ; copy one row each iteration
+.rowLoop ; copy one row each iteration
push hl
ld a,[$ff8c] ; map width (without border)
ld c,a
-.rowInnerLoop\@
+.rowInnerLoop
ld a,[de]
inc de
ld [hli],a
dec c
- jr nz,.rowInnerLoop\@
+ jr nz,.rowInnerLoop
; add the map width plus the border to the base address of the current row to get the next row's address
pop hl
ld a,[$ff8b] ; map width + border
add l
ld l,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc h
-.noCarry\@
+.noCarry
dec b
- jr nz,.rowLoop\@
-.northConnection\@
+ jr nz,.rowLoop
+.northConnection
ld a,[$d371]
cp a,$ff
- jr z,.southConnection\@
+ jr z,.southConnection
call SwitchToMapRomBank
ld a,[$d372]
ld l,a
@@ -1385,10 +1385,10 @@
ld a,[$d377]
ld [$ff8c],a
call LoadNorthSouthConnectionsTileMap
-.southConnection\@
+.southConnection
ld a,[$d37c]
cp a,$ff
- jr z,.westConnection\@
+ jr z,.westConnection
call SwitchToMapRomBank
ld a,[$d37d]
ld l,a
@@ -1403,10 +1403,10 @@
ld a,[$d382]
ld [$ff8c],a
call LoadNorthSouthConnectionsTileMap
-.westConnection\@
+.westConnection
ld a,[$d387]
cp a,$ff
- jr z,.eastConnection\@
+ jr z,.eastConnection
call SwitchToMapRomBank
ld a,[$d388]
ld l,a
@@ -1421,10 +1421,10 @@
ld a,[$d38d]
ld [$ff8b],a
call LoadEastWestConnectionsTileMap
-.eastConnection\@
+.eastConnection
ld a,[$d392]
cp a,$ff
- jr z,.done\@
+ jr z,.done
call SwitchToMapRomBank
ld a,[$d393]
ld l,a
@@ -1439,39 +1439,39 @@
ld a,[$d398]
ld [$ff8b],a
call LoadEastWestConnectionsTileMap
-.done\@
+.done
ret
LoadNorthSouthConnectionsTileMap: ; ADE
ld c,$03
-.loop\@
+.loop
push de
push hl
ld a,[$ff8b] ; width of connection
ld b,a
-.innerLoop\@
+.innerLoop
ld a,[hli]
ld [de],a
inc de
dec b
- jr nz,.innerLoop\@
+ jr nz,.innerLoop
pop hl
pop de
ld a,[$ff8c] ; width of connected map
add l
ld l,a
- jr nc,.noCarry1\@
+ jr nc,.noCarry1
inc h
-.noCarry1\@
+.noCarry1
ld a,[W_CURMAPWIDTH]
add a,$06
add e
ld e,a
- jr nc,.noCarry2\@
+ jr nc,.noCarry2
inc d
-.noCarry2\@
+.noCarry2
dec c
- jr nz,.loop\@
+ jr nz,.loop
ret
LoadEastWestConnectionsTileMap: ; B02
@@ -1478,27 +1478,27 @@
push hl
push de
ld c,$03
-.innerLoop\@
+.innerLoop
ld a,[hli]
ld [de],a
inc de
dec c
- jr nz,.innerLoop\@
+ jr nz,.innerLoop
pop de
pop hl
ld a,[$ff8b] ; width of connected map
add l
ld l,a
- jr nc,.noCarry1\@
+ jr nc,.noCarry1
inc h
-.noCarry1\@
+.noCarry1
ld a,[W_CURMAPWIDTH]
add a,$06
add e
ld e,a
- jr nc,.noCarry2\@
+ jr nc,.noCarry2
inc d
-.noCarry2\@
+.noCarry2
dec b
jr nz,LoadEastWestConnectionsTileMap
ret
@@ -1511,7 +1511,7 @@
ld [$ff8c],a
ld a,[$d4b0] ; number of signs in the map
and a
- jr z,.extendRangeOverCounter\@
+ jr z,.extendRangeOverCounter
; if there are signs
ld a,$35
call Predef ; get the coordinates in front of the player in de
@@ -1519,18 +1519,18 @@
ld a,[$d4b0] ; number of signs in the map
ld b,a
ld c,$00
-.signLoop\@
+.signLoop
inc c
ld a,[hli] ; sign Y
cp d
- jr z,.yCoordMatched\@
+ jr z,.yCoordMatched
inc hl
- jr .retry\@
-.yCoordMatched\@
+ jr .retry
+.yCoordMatched
ld a,[hli] ; sign X
cp e
- jr nz,.retry\@
-.xCoordMatched\@
+ jr nz,.retry
+.xCoordMatched
; found sign
push hl
push bc
@@ -1543,22 +1543,22 @@
pop bc
pop hl
ret
-.retry\@
+.retry
dec b
- jr nz,.signLoop\@
+ jr nz,.signLoop
; check if the player is front of a counter in a pokemon center, pokemart, etc. and if so, extend the range at which he can talk to the NPC
-.extendRangeOverCounter\@
+.extendRangeOverCounter
ld a,$35
call Predef ; get the tile in front of the player in c
ld hl,$d532 ; list of tiles that extend talking range (counter tiles)
ld b,$03
ld d,$20 ; talking range in pixels (long range)
-.counterTilesLoop\@
+.counterTilesLoop
ld a,[hli]
cp c
jr z,IsSpriteInFrontOfPlayer2 ; jumps if the tile in front of the player is a counter tile
dec b
- jr nz,.counterTilesLoop\@
+ jr nz,.counterTilesLoop
; part of the above function, but sometimes its called on its own, when signs are irrelevant
; the caller must zero [$FF8C]
@@ -1567,40 +1567,40 @@
IsSpriteInFrontOfPlayer2: ; B6D
ld bc,$3c40 ; Y and X position of player sprite
ld a,[$c109] ; direction the player is facing
-.checkIfPlayerFacingUp\@
+.checkIfPlayerFacingUp
cp a,$04
- jr nz,.checkIfPlayerFacingDown\@
+ jr nz,.checkIfPlayerFacingDown
; facing up
ld a,b
sub d
ld b,a
ld a,$08
- jr .doneCheckingDirection\@
-.checkIfPlayerFacingDown\@
+ jr .doneCheckingDirection
+.checkIfPlayerFacingDown
cp a,$00
- jr nz,.checkIfPlayerFacingRight\@
+ jr nz,.checkIfPlayerFacingRight
; facing down
ld a,b
add d
ld b,a
ld a,$04
- jr .doneCheckingDirection\@
-.checkIfPlayerFacingRight\@
+ jr .doneCheckingDirection
+.checkIfPlayerFacingRight
cp a,$0c
- jr nz,.playerFacingLeft\@
+ jr nz,.playerFacingLeft
; facing right
ld a,c
add d
ld c,a
ld a,$01
- jr .doneCheckingDirection\@
-.playerFacingLeft\@
+ jr .doneCheckingDirection
+.playerFacingLeft
; facing left
ld a,c
sub d
ld c,a
ld a,$02
-.doneCheckingDirection\@
+.doneCheckingDirection
ld [$d52a],a
ld a,[$d4e1] ; number of sprites
and a
@@ -1609,24 +1609,24 @@
ld hl,$c110
ld d,a
ld e,$01
-.spriteLoop\@
+.spriteLoop
push hl
ld a,[hli] ; image (0 if no sprite)
and a
- jr z,.nextSprite\@
+ jr z,.nextSprite
inc l
ld a,[hli] ; sprite visibility
inc a
- jr z,.nextSprite\@
+ jr z,.nextSprite
inc l
ld a,[hli] ; Y location
cp b
- jr nz,.nextSprite\@
+ jr nz,.nextSprite
inc l
ld a,[hl] ; X location
cp c
- jr z,.foundSpriteInFrontOfPlayer\@
-.nextSprite\@
+ jr z,.foundSpriteInFrontOfPlayer
+.nextSprite
pop hl
ld a,l
add a,$10
@@ -1633,9 +1633,9 @@
ld l,a
inc e
dec d
- jr nz,.spriteLoop\@
+ jr nz,.spriteLoop
ret
-.foundSpriteInFrontOfPlayer\@
+.foundSpriteInFrontOfPlayer
pop hl
ld a,l
and a,$f0
@@ -1651,38 +1651,38 @@
CollisionCheckOnLand: ; BD1
ld a,[$d736]
bit 6,a ; is the player jumping?
- jr nz,.noCollision\@
+ jr nz,.noCollision
; if not jumping a ledge
ld a,[$cd38]
and a
- jr nz,.noCollision\@
+ jr nz,.noCollision
ld a,[$d52a] ; the direction that the player is trying to go in
ld d,a
ld a,[$c10c] ; the player sprite's collision data (bit field) (set in the sprite movement code)
and d ; check if a sprite is in the direction the player is trying to go
- jr nz,.collision\@
+ jr nz,.collision
xor a
ld [$ff8c],a
call IsSpriteInFrontOfPlayer ; check for sprite collisions again? when does the above check fail to detect a sprite collision?
ld a,[$ff8c]
and a ; was there a sprite collision?
- jr nz,.collision\@
+ jr nz,.collision
; if no sprite collision
ld hl,TilePairCollisionsLand
call CheckForJumpingAndTilePairCollisions
- jr c,.collision\@
+ jr c,.collision
call CheckTilePassable
- jr nc,.noCollision\@
-.collision\@
+ jr nc,.noCollision
+.collision
ld a,[$c02a]
cp a,$b4 ; check if collision sound is already playing
- jr z,.setCarry\@
+ jr z,.setCarry
ld a,$b4
call $23b1 ; play collision sound (if it's not already playing)
-.setCarry\@
+.setCarry
scf
ret
-.noCollision\@
+.noCollision
and a
ret
@@ -1697,14 +1697,14 @@
ld a,[hli]
ld h,[hl]
ld l,a ; hl now points to passable tiles
-.loop\@
+.loop
ld a,[hli]
cp a,$ff
- jr z,.tileNotPassable\@
+ jr z,.tileNotPassable
cp c
ret z
- jr .loop\@
-.tileNotPassable\@
+ jr .loop
+.tileNotPassable
scf
ret
@@ -1735,45 +1735,45 @@
CheckForTilePairCollisions: ; C4A
ld a,[$cfc6] ; tile in front of the player
ld c,a
-.tilePairCollisionLoop\@
+.tilePairCollisionLoop
ld a,[W_CURMAPTILESET] ; tileset number
ld b,a
ld a,[hli]
cp a,$ff
- jr z,.noMatch\@
+ jr z,.noMatch
cp b
- jr z,.tilesetMatches\@
+ jr z,.tilesetMatches
inc hl
-.retry\@
+.retry
inc hl
- jr .tilePairCollisionLoop\@
-.tilesetMatches\@
+ jr .tilePairCollisionLoop
+.tilesetMatches
ld a,[$cf0e] ; tile the player is on
ld b,a
ld a,[hl]
cp b
- jr z,.currentTileMatchesFirstInPair\@
+ jr z,.currentTileMatchesFirstInPair
inc hl
ld a,[hl]
cp b
- jr z,.currentTileMatchesSecondInPair\@
- jr .retry\@
-.currentTileMatchesFirstInPair\@
+ jr z,.currentTileMatchesSecondInPair
+ jr .retry
+.currentTileMatchesFirstInPair
inc hl
ld a,[hl]
cp c
- jr z,.foundMatch\@
- jr .tilePairCollisionLoop\@
-.currentTileMatchesSecondInPair\@
+ jr z,.foundMatch
+ jr .tilePairCollisionLoop
+.currentTileMatchesSecondInPair
dec hl
ld a,[hli]
cp c
inc hl
- jr nz,.tilePairCollisionLoop\@
-.foundMatch\@
+ jr nz,.tilePairCollisionLoop
+.foundMatch
scf
ret
-.noMatch\@
+.noMatch
and a
ret
@@ -1815,11 +1815,11 @@
ld d,a
ld hl,$c508
ld b,$05
-.rowLoop\@ ; each loop iteration fills in one row of tile blocks
+.rowLoop ; each loop iteration fills in one row of tile blocks
push hl
push de
ld c,$06
-.rowInnerLoop\@ ; loop to draw each tile block of the current row
+.rowInnerLoop ; loop to draw each tile block of the current row
push bc
push de
push hl
@@ -1835,7 +1835,7 @@
inc hl
inc de
dec c
- jr nz,.rowInnerLoop\@
+ jr nz,.rowInnerLoop
; update tile block map pointer to next row's address
pop de
ld a,[W_CURMAPWIDTH]
@@ -1842,52 +1842,52 @@
add a,$06
add e
ld e,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc d
-.noCarry\@
+.noCarry
; update tile map pointer to next row's address
pop hl
ld a,$60
add l
ld l,a
- jr nc,.noCarry2\@
+ jr nc,.noCarry2
inc h
-.noCarry2\@
+.noCarry2
dec b
- jr nz,.rowLoop\@
+ jr nz,.rowLoop
ld hl,$c508
ld bc,$0000
-.adjustForYCoordWithinTileBlock\@
+.adjustForYCoordWithinTileBlock
ld a,[W_YBLOCKCOORD]
and a
- jr z,.adjustForXCoordWithinTileBlock\@
+ jr z,.adjustForXCoordWithinTileBlock
ld bc,$0030
add hl,bc
-.adjustForXCoordWithinTileBlock\@
+.adjustForXCoordWithinTileBlock
ld a,[W_XBLOCKCOORD]
and a
- jr z,.copyToVisibleAreaBuffer\@
+ jr z,.copyToVisibleAreaBuffer
ld bc,$0002
add hl,bc
-.copyToVisibleAreaBuffer\@
+.copyToVisibleAreaBuffer
ld de,$c3a0 ; base address for the tiles that are directly transfered to VRAM during V-blank
ld b,$12
-.rowLoop2\@
+.rowLoop2
ld c,$14
-.rowInnerLoop2\@
+.rowInnerLoop2
ld a,[hli]
ld [de],a
inc de
dec c
- jr nz,.rowInnerLoop2\@
+ jr nz,.rowInnerLoop2
ld a,$04
add l
ld l,a
- jr nc,.noCarry3\@
+ jr nc,.noCarry3
inc h
-.noCarry3\@
+.noCarry3
dec b
- jr nz,.rowLoop2\@
+ jr nz,.rowLoop2
pop af
ld [$ffb8],a
ld [$2000],a ; restore previous ROM bank
@@ -1900,7 +1900,7 @@
ld c,a
ld hl,W_WALKCOUNTER ; walking animation counter
dec [hl]
- jr nz,.afterUpdateMapCoords\@
+ jr nz,.afterUpdateMapCoords
; if it's the end of the animation, update the player's map coordinates
ld a,[W_YCOORD]
add b
@@ -1908,14 +1908,14 @@
ld a,[W_XCOORD]
add c
ld [W_XCOORD],a
-.afterUpdateMapCoords\@
+.afterUpdateMapCoords
ld a,[W_WALKCOUNTER] ; walking animation counter
cp a,$07
- jp nz,.scrollBackgroundAndSprites\@
+ jp nz,.scrollBackgroundAndSprites
; if this is the first iteration of the animation
ld a,c
cp a,$01
- jr nz,.checkIfMovingWest\@
+ jr nz,.checkIfMovingWest
; moving east
ld a,[$d526]
ld e,a
@@ -1926,10 +1926,10 @@
and a,$1f
or d
ld [$d526],a
- jr .adjustXCoordWithinBlock\@
-.checkIfMovingWest\@
+ jr .adjustXCoordWithinBlock
+.checkIfMovingWest
cp a,$ff
- jr nz,.checkIfMovingSouth\@
+ jr nz,.checkIfMovingSouth
; moving west
ld a,[$d526]
ld e,a
@@ -1940,46 +1940,46 @@
and a,$1f
or d
ld [$d526],a
- jr .adjustXCoordWithinBlock\@
-.checkIfMovingSouth\@
+ jr .adjustXCoordWithinBlock
+.checkIfMovingSouth
ld a,b
cp a,$01
- jr nz,.checkIfMovingNorth\@
+ jr nz,.checkIfMovingNorth
; moving south
ld a,[$d526]
add a,$40
ld [$d526],a
- jr nc,.adjustXCoordWithinBlock\@
+ jr nc,.adjustXCoordWithinBlock
ld a,[$d527]
inc a
and a,$03
or a,$98
ld [$d527],a
- jr .adjustXCoordWithinBlock\@
-.checkIfMovingNorth\@
+ jr .adjustXCoordWithinBlock
+.checkIfMovingNorth
cp a,$ff
- jr nz,.adjustXCoordWithinBlock\@
+ jr nz,.adjustXCoordWithinBlock
; moving north
ld a,[$d526]
sub a,$40
ld [$d526],a
- jr nc,.adjustXCoordWithinBlock\@
+ jr nc,.adjustXCoordWithinBlock
ld a,[$d527]
dec a
and a,$03
or a,$98
ld [$d527],a
-.adjustXCoordWithinBlock\@
+.adjustXCoordWithinBlock
ld a,c
and a
- jr z,.pointlessJump\@ ; mistake?
-.pointlessJump\@
+ jr z,.pointlessJump ; mistake?
+.pointlessJump
ld hl,W_XBLOCKCOORD
ld a,[hl]
add c
ld [hl],a
cp a,$02
- jr nz,.checkForMoveToWestBlock\@
+ jr nz,.checkForMoveToWestBlock
; moved into the tile block to the east
xor a
ld [hl],a
@@ -1987,10 +1987,10 @@
inc [hl]
ld de,$d35f
call MoveTileBlockMapPointerEast
- jr .updateMapView\@
-.checkForMoveToWestBlock\@
+ jr .updateMapView
+.checkForMoveToWestBlock
cp a,$ff
- jr nz,.adjustYCoordWithinBlock\@
+ jr nz,.adjustYCoordWithinBlock
; moved into the tile block to the west
ld a,$01
ld [hl],a
@@ -1998,14 +1998,14 @@
dec [hl]
ld de,$d35f
call MoveTileBlockMapPointerWest
- jr .updateMapView\@
-.adjustYCoordWithinBlock\@
+ jr .updateMapView
+.adjustYCoordWithinBlock
ld hl,W_YBLOCKCOORD
ld a,[hl]
add b
ld [hl],a
cp a,$02
- jr nz,.checkForMoveToNorthBlock\@
+ jr nz,.checkForMoveToNorthBlock
; moved into the tile block to the south
xor a
ld [hl],a
@@ -2014,10 +2014,10 @@
ld de,$d35f
ld a,[W_CURMAPWIDTH]
call MoveTileBlockMapPointerSouth
- jr .updateMapView\@
-.checkForMoveToNorthBlock\@
+ jr .updateMapView
+.checkForMoveToNorthBlock
cp a,$ff
- jr nz,.updateMapView\@
+ jr nz,.updateMapView
; moved into the tile block to the north
ld a,$01
ld [hl],a
@@ -2026,33 +2026,33 @@
ld de,$d35f
ld a,[W_CURMAPWIDTH]
call MoveTileBlockMapPointerNorth
-.updateMapView\@
+.updateMapView
call LoadCurrentMapView
ld a,[$c103] ; delta Y
cp a,$01
- jr nz,.checkIfMovingNorth2\@
+ jr nz,.checkIfMovingNorth2
; if moving south
call ScheduleSouthRowRedraw
- jr .scrollBackgroundAndSprites\@
-.checkIfMovingNorth2\@
+ jr .scrollBackgroundAndSprites
+.checkIfMovingNorth2
cp a,$ff
- jr nz,.checkIfMovingEast2\@
+ jr nz,.checkIfMovingEast2
; if moving north
call ScheduleNorthRowRedraw
- jr .scrollBackgroundAndSprites\@
-.checkIfMovingEast2\@
+ jr .scrollBackgroundAndSprites
+.checkIfMovingEast2
ld a,[$c105] ; delta X
cp a,$01
- jr nz,.checkIfMovingWest2\@
+ jr nz,.checkIfMovingWest2
; if moving east
call ScheduleEastColumnRedraw
- jr .scrollBackgroundAndSprites\@
-.checkIfMovingWest2\@
+ jr .scrollBackgroundAndSprites
+.checkIfMovingWest2
cp a,$ff
- jr nz,.scrollBackgroundAndSprites\@
+ jr nz,.scrollBackgroundAndSprites
; if moving west
call ScheduleWestColumnRedraw
-.scrollBackgroundAndSprites\@
+.scrollBackgroundAndSprites
ld a,[$c103] ; delta Y
ld b,a
ld a,[$c105] ; delta X
@@ -2070,9 +2070,9 @@
ld hl,$c114
ld a,[$d4e1] ; number of sprites
and a ; are there any sprites?
- jr z,.done\@
+ jr z,.done
ld e,a
-.spriteShiftLoop\@
+.spriteShiftLoop
ld a,[hl]
sub b
ld [hli],a
@@ -2084,8 +2084,8 @@
add l
ld l,a
dec e
- jr nz,.spriteShiftLoop\@
-.done\@
+ jr nz,.spriteShiftLoop
+.done
ret
; the following four functions are used to move the pointer to the upper left
@@ -2157,12 +2157,12 @@
ScheduleRowRedrawHelper: ; EA6
ld de,W_SCREENEDGETILES
ld c,$28
-.loop\@
+.loop
ld a,[hli]
ld [de],a
inc de
dec c
- jr nz,.loop\@
+ jr nz,.loop
ret
ScheduleSouthRowRedraw: ; EB2
@@ -2207,7 +2207,7 @@
ScheduleColumnRedrawHelper: ; EF2
ld de,W_SCREENEDGETILES
ld c,$12
-.loop\@
+.loop
ld a,[hli]
ld [de],a
inc de
@@ -2217,11 +2217,11 @@
ld a,19
add l
ld l,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc h
-.noCarry\@
+.noCarry
dec c
- jr nz,.loop\@
+ jr nz,.loop
ret
ScheduleWestColumnRedraw: ; F08
@@ -2257,7 +2257,7 @@
ld e,l ; de = address of the tile block's tiles
pop hl
ld c,$04 ; 4 loop iterations
-.loop\@ ; each loop iteration, write 4 tile numbers
+.loop ; each loop iteration, write 4 tile numbers
push bc
ld a,[de]
ld [hli],a
@@ -2275,7 +2275,7 @@
add hl,bc
pop bc
dec c
- jr nz,.loop\@
+ jr nz,.loop
ret
; function to update joypad state and simulate button presses
@@ -2287,16 +2287,16 @@
call GetJoypadState
ld a,[$d733]
bit 3,a ; check if a trainer wants a challenge
- jr nz,.notForcedDownwards\@
+ jr nz,.notForcedDownwards
ld a,[W_CURMAP]
cp a,ROUTE_17 ; Cycling Road
- jr nz,.notForcedDownwards\@
+ jr nz,.notForcedDownwards
ld a,[$ffb4] ; current joypad state
and a,%11110011 ; bit mask for all directions and A/B
- jr nz,.notForcedDownwards\@
+ jr nz,.notForcedDownwards
ld a,%10000000 ; down pressed
ld [$ffb4],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press
-.notForcedDownwards\@
+.notForcedDownwards
ld a,[$d730]
bit 7,a
ret z
@@ -2310,14 +2310,14 @@
dec [hl]
ld a,[hl]
cp a,$ff
- jr z,.doneSimulating\@ ; if the end of the simulated button presses has been reached
+ jr z,.doneSimulating ; if the end of the simulated button presses has been reached
ld hl,$ccd3 ; base address of simulated button presses
; add offset to base address
add l
ld l,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc h
-.noCarry\@
+.noCarry
ld a,[hl]
ld [$ffb4],a ; store simulated button press in joypad state
and a
@@ -2326,7 +2326,7 @@
ld [$ffb2],a
ret
; if done simulating button presses
-.doneSimulating\@
+.doneSimulating
xor a
ld [$cd3a],a
ld [$cd38],a
@@ -2353,61 +2353,61 @@
CollisionCheckOnWater: ; FB7
ld a,[$d730]
bit 7,a
- jp nz,.noCollision\@ ; return and clear carry if button presses are being simulated
+ jp nz,.noCollision ; return and clear carry if button presses are being simulated
ld a,[$d52a] ; the direction that the player is trying to go in
ld d,a
ld a,[$c10c] ; the player sprite's collision data (bit field) (set in the sprite movement code)
and d ; check if a sprite is in the direction the player is trying to go
- jr nz,.checkIfNextTileIsPassable\@ ; bug?
+ jr nz,.checkIfNextTileIsPassable ; bug?
ld hl,TilePairCollisionsWater
call CheckForJumpingAndTilePairCollisions
- jr c,.collision\@
+ jr c,.collision
ld a,$35
call Predef ; get tile in front of player (puts it in c and [$CFC6])
ld a,[$cfc6] ; tile in front of player
cp a,$14 ; water tile
- jr z,.noCollision\@ ; keep surfing if it's a water tile
+ jr z,.noCollision ; keep surfing if it's a water tile
cp a,$32 ; either the left tile of the S.S. Anne boarding platform or the tile on eastern coastlines (depending on the current tileset)
- jr z,.checkIfVermilionDockTileset\@
+ jr z,.checkIfVermilionDockTileset
cp a,$48 ; tile on right on coast lines in Safari Zone
- jr z,.noCollision\@ ; keep surfing
+ jr z,.noCollision ; keep surfing
; check if the [land] tile in front of the player is passable
-.checkIfNextTileIsPassable\@
+.checkIfNextTileIsPassable
ld hl,$d530 ; pointer to list of passable tiles
ld a,[hli]
ld h,[hl]
ld l,a
-.loop\@
+.loop
ld a,[hli]
cp a,$ff
- jr z,.collision\@
+ jr z,.collision
cp c
- jr z,.stopSurfing\@ ; stop surfing if the tile is passable
- jr .loop\@
-.collision\@
+ jr z,.stopSurfing ; stop surfing if the tile is passable
+ jr .loop
+.collision
ld a,[$c02a]
cp a,$b4 ; check if collision sound is already playing
- jr z,.setCarry\@
+ jr z,.setCarry
ld a,$b4
call $23b1 ; play collision sound (if it's not already playing)
-.setCarry\@
+.setCarry
scf
- jr .done\@
-.noCollision\@
+ jr .done
+.noCollision
and a
-.done\@
+.done
ret
-.stopSurfing\@
+.stopSurfing
xor a
ld [$d700],a
call LoadPlayerSpriteGraphics
call $2307
- jr .noCollision\@
-.checkIfVermilionDockTileset\@
+ jr .noCollision
+.checkIfVermilionDockTileset
ld a,[W_CURMAPTILESET] ; tileset
cp a,$0e ; Vermilion Dock tileset
- jr nz,.noCollision\@ ; keep surfing if it's not the boarding platform tile
- jr .stopSurfing\@ ; if it is the boarding platform tile, stop surfing
+ jr nz,.noCollision ; keep surfing if it's not the boarding platform tile
+ jr .stopSurfing ; if it is the boarding platform tile, stop surfing
; function to run the current map's script
RunMapScript: ; 101B
@@ -2419,11 +2419,11 @@
call Bankswitch ; check if the player is pushing a boulder
ld a,[$cd60]
bit 1,a ; is the player pushing a boulder?
- jr z,.afterBoulderEffect\@
+ jr z,.afterBoulderEffect
ld b,$03
ld hl,$72b5
call Bankswitch ; displays dust effect when pushing a boulder
-.afterBoulderEffect\@
+.afterBoulderEffect
pop bc
pop de
pop hl
@@ -2434,10 +2434,10 @@
ld a,[hli]
ld h,[hl]
ld l,a
- ld de,.return\@
+ ld de,.return
push de
jp [hl] ; jump to script
-.return\@
+.return
ret
LoadWalkingPlayerSpriteGraphics: ; 0x104d
@@ -2464,9 +2464,9 @@
ld a,$c0
add e
ld e,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc d
-.noCarry\@
+.noCarry
set 3,h
ld bc,$050c
jp CopyVideoData
@@ -2490,14 +2490,14 @@
ld hl,MapHeaderPointers
ld a,[W_CURMAP]
sla a
- jr nc,.noCarry1\@
+ jr nc,.noCarry1
inc h
-.noCarry1\@
+.noCarry1
add l
ld l,a
- jr nc,.noCarry2\@
+ jr nc,.noCarry2
inc h
-.noCarry2\@
+.noCarry2
ld a,[hli]
ld h,[hl]
ld l,a ; hl = base of map header
@@ -2504,12 +2504,12 @@
; copy the first 10 bytes (the fixed area) of the map data to D367-D370
ld de,$d367
ld c,$0a
-.copyFixedHeaderLoop\@
+.copyFixedHeaderLoop
ld a,[hli]
ld [de],a
inc de
dec c
- jr nz,.copyFixedHeaderLoop\@
+ jr nz,.copyFixedHeaderLoop
; initialize all the connected maps to disabled at first, before loading the actual values
ld a,$ff
ld [$d371],a
@@ -2519,27 +2519,27 @@
; copy connection data (if any) to WRAM
ld a,[W_MAPCONNECTIONS]
ld b,a
-.checkNorth\@
+.checkNorth
bit 3,b
- jr z,.checkSouth\@
+ jr z,.checkSouth
ld de,W_MAPCONN1PTR
call CopyMapConnectionHeader
-.checkSouth\@
+.checkSouth
bit 2,b
- jr z,.checkWest\@
+ jr z,.checkWest
ld de,W_MAPCONN2PTR
call CopyMapConnectionHeader
-.checkWest\@
+.checkWest
bit 1,b
- jr z,.checkEast\@
+ jr z,.checkEast
ld de,W_MAPCONN3PTR
call CopyMapConnectionHeader
-.checkEast\@
+.checkEast
bit 0,b
- jr z,.getObjectDataPointer\@
+ jr z,.getObjectDataPointer
ld de,W_MAPCONN4PTR
call CopyMapConnectionHeader
-.getObjectDataPointer\@
+.getObjectDataPointer
ld a,[hli]
ld [$d3a9],a
ld a,[hli]
@@ -2552,28 +2552,28 @@
ld de,$d3ad ; background tile ID
ld a,[hli]
ld [de],a ; save background tile ID
-.loadWarpData\@
+.loadWarpData
ld a,[hli] ; number of warps
ld [$d3ae],a ; save the number of warps
and a ; are there any warps?
- jr z,.loadSignData\@ ; if not, skip this
+ jr z,.loadSignData ; if not, skip this
ld c,a
ld de,$d3af ; base address of warps
-.warpLoop\@ ; one warp per loop iteration
+.warpLoop ; one warp per loop iteration
ld b,$04
-.warpInnerLoop\@
+.warpInnerLoop
ld a,[hli]
ld [de],a
inc de
dec b
- jr nz,.warpInnerLoop\@
+ jr nz,.warpInnerLoop
dec c
- jr nz,.warpLoop\@
-.loadSignData\@
+ jr nz,.warpLoop
+.loadSignData
ld a,[hli] ; number of signs
ld [$d4b0],a ; save the number of signs
and a ; are there any signs?
- jr z,.loadSpriteData\@ ; if not, skip this
+ jr z,.loadSpriteData ; if not, skip this
ld c,a
ld de,$d4d1 ; base address of sign text IDs
ld a,d
@@ -2581,7 +2581,7 @@
ld a,e
ld [$ff96],a
ld de,$d4b1 ; base address of sign coordinates
-.signLoop\@
+.signLoop
ld a,[hli]
ld [de],a
inc de
@@ -2602,11 +2602,11 @@
ld [$ff96],a
pop de
dec c
- jr nz,.signLoop\@
-.loadSpriteData\@
+ jr nz,.signLoop
+.loadSpriteData
ld a,[$d72e]
bit 5,a ; did a battle happen immediately before this?
- jp nz,.finishUp\@ ; if so, skip this because battles don't destroy this data
+ jp nz,.finishUp ; if so, skip this because battles don't destroy this data
ld a,[hli]
ld [$d4e1],a ; save the number of sprites
push hl
@@ -2615,29 +2615,29 @@
ld de,$c210
xor a
ld b,$f0
-.zeroSpriteDataLoop\@
+.zeroSpriteDataLoop
ld [hli],a
ld [de],a
inc e
dec b
- jr nz,.zeroSpriteDataLoop\@
+ jr nz,.zeroSpriteDataLoop
; initialize all C100-C1FF sprite entries to disabled (other than player's)
ld hl,$c112
ld de,$0010
ld c,$0f
-.disableSpriteEntriesLoop\@
+.disableSpriteEntriesLoop
ld [hl],$ff
add hl,de
dec c
- jr nz,.disableSpriteEntriesLoop\@
+ jr nz,.disableSpriteEntriesLoop
pop hl
ld de,$c110
ld a,[$d4e1] ; number of sprites
and a ; are there any sprites?
- jp z,.finishUp\@ ; if there are no sprites, skip the rest
+ jp z,.finishUp ; if there are no sprites, skip the rest
ld b,a
ld c,$00
-.loadSpriteLoop\@
+.loadSpriteLoop
ld a,[hli]
ld [de],a ; store picture ID at C1X0
inc d
@@ -2672,11 +2672,11 @@
pop hl
ld a,[$ff8d]
bit 6,a
- jr nz,.trainerSprite\@
+ jr nz,.trainerSprite
bit 7,a
- jr nz,.itemBallSprite\@
- jr .regularSprite\@
-.trainerSprite\@
+ jr nz,.itemBallSprite
+ jr .regularSprite
+.trainerSprite
ld a,[hli]
ld [$ff8d],a ; save trainer class
ld a,[hli]
@@ -2689,8 +2689,8 @@
ld a,[$ff8e]
ld [hl],a ; store trainer number in byte 1 of the entry
pop hl
- jr .nextSprite\@
-.itemBallSprite\@
+ jr .nextSprite
+.itemBallSprite
ld a,[hli]
ld [$ff8d],a ; save item number
push hl
@@ -2701,8 +2701,8 @@
xor a
ld [hl],a ; zero byte 1, since it is not used
pop hl
- jr .nextSprite\@
-.regularSprite\@
+ jr .nextSprite
+.regularSprite
push hl
ld hl,$d504 ; base address of extra sprite info
add hl,bc
@@ -2711,7 +2711,7 @@
ld [hli],a
ld [hl],a
pop hl
-.nextSprite\@
+.nextSprite
pop bc
dec d
ld a,$0a
@@ -2720,8 +2720,8 @@
inc c
inc c
dec b
- jp nz,.loadSpriteLoop\@
-.finishUp\@
+ jp nz,.loadSpriteLoop
+.finishUp
ld a,$19
call Predef ; load tileset data
ld hl,$4eb8
@@ -2758,12 +2758,12 @@
; Input: hl = source, de = destination
CopyMapConnectionHeader: ; 1238
ld c,$0b
-.loop\@
+.loop
ld a,[hli]
ld [de],a
inc de
dec c
- jr nz,.loop\@
+ jr nz,.loop
ret
; function to load map data
@@ -2793,22 +2793,22 @@
ld hl,$c3a0
ld de,$9800
ld b,$12
-.vramCopyLoop\@
+.vramCopyLoop
ld c,$14
-.vramCopyInnerLoop\@
+.vramCopyInnerLoop
ld a,[hli]
ld [de],a
inc e
dec c
- jr nz,.vramCopyInnerLoop\@
+ jr nz,.vramCopyInnerLoop
ld a,$0c
add e
ld e,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc d
-.noCarry\@
+.noCarry
dec b
- jr nz,.vramCopyLoop\@
+ jr nz,.vramCopyLoop
ld a,$01
ld [$cfcb],a
call EnableLCD
@@ -2817,13 +2817,13 @@
call LoadPlayerSpriteGraphics
ld a,[$d732]
and a,$18 ; did the player fly or teleport in?
- jr nz,.restoreRomBank\@
+ jr nz,.restoreRomBank
ld a,[$d733]
bit 1,a
- jr nz,.restoreRomBank\@
+ jr nz,.restoreRomBank
call $235f ; music related
call $2312 ; music related
-.restoreRomBank\@
+.restoreRomBank
pop af
ld [$ffb8],a
ld [$2000],a
@@ -2874,16 +2874,16 @@
pop bc
ld a,[$ffb4] ; currently pressed buttons
cp a,%01000110 ; Up, Select button, B button
- jr z,.setCarry\@ ; if all three keys are pressed
+ jr z,.setCarry ; if all three keys are pressed
ld a,[$ffb5] ; either newly pressed buttons or currently pressed buttons at low sampling rate
and a,%00001001 ; Start button, A button
- jr nz,.setCarry\@ ; if either key is pressed
+ jr nz,.setCarry ; if either key is pressed
dec c
jr nz,CheckForUserInterruption
-.unsetCarry\@
+.unsetCarry
and a
ret
-.setCarry\@
+.setCarry
scf
ret
@@ -2925,44 +2925,44 @@
ld [hli],a
push hl
ld a,$63 ; empty bar section tile
-.drawEmptyBarLoop\@
+.drawEmptyBarLoop
ld [hli],a
dec d
- jr nz,.drawEmptyBarLoop\@
+ jr nz,.drawEmptyBarLoop
ld a,[$cf94]
dec a ; what should the right of HP bar tile be?
ld a,$6d ; right of HP bar tile, in status screen and battles
- jr z,.writeTile\@
+ jr z,.writeTile
dec a ; right of HP bar tile, in pokemon menu
-.writeTile\@
+.writeTile
ld [hl],a
pop hl
ld a,e
and a ; is there enough health to show up on the HP bar?
- jr nz,.loop\@ ; if so, draw the HP bar
+ jr nz,.loop ; if so, draw the HP bar
ld a,c
and a ; should a sliver of health be shown no matter what?
- jr z,.done\@
+ jr z,.done
ld e,1 ; if so, fill one eighth of a bar section
; loop to draw every full bar section
-.loop\@
+.loop
ld a,e
sub a,8
- jr c,.drawPartialBarSection\@
+ jr c,.drawPartialBarSection
ld e,a
ld a,$6b ; filled bar section tile
ld [hli],a
ld a,e
and a
- jr z,.done\@
- jr .loop\@
+ jr z,.done
+ jr .loop
; draws a partial bar section at the end (if necessary)
; there are 7 possible partial bar sections from 1/8 to 7/8 full
-.drawPartialBarSection\@
+.drawPartialBarSection
ld a,$63 ; empty bar section tile
add e ; add e to get the appropriate partial bar section tile
ld [hl],a ; write the tile
-.done\@
+.done
pop bc
pop de
pop hl
@@ -3063,20 +3063,20 @@
inc hl
ld a,[W_NUMINPARTY]
and a ; are there more than 0 pokemon in the party?
- jr z,.storeMaxMenuItemID\@
+ jr z,.storeMaxMenuItemID
dec a
; if party is not empty, the max menu item ID is ([W_NUMINPARTY] - 1)
; otherwise, it is 0
-.storeMaxMenuItemID\@
+.storeMaxMenuItemID
ld [hli],a ; max menu item ID
ld a,[$d11f]
and a
ld a,%00000011 ; A button and B button
- jr z,.next\@
+ jr z,.next
xor a
ld [$d11f],a
inc a
-.next\@
+.next
ld [hli],a ; menu watched keys
pop af
ld [hl],a ; old menu item ID
@@ -3098,14 +3098,14 @@
res 6,[hl] ; turn on letter printing delay
ld a,[$cc35]
and a
- jp nz,.swappingPokemon\@
+ jp nz,.swappingPokemon
pop af
ld [$ffd7],a
bit 1,b
- jr nz,.noPokemonChosen\@
+ jr nz,.noPokemonChosen
ld a,[W_NUMINPARTY]
and a
- jr z,.noPokemonChosen\@
+ jr z,.noPokemonChosen
ld a,[W_CURMENUITEMID]
ld [$cf92],a
ld hl,W_PARTYMON1
@@ -3118,14 +3118,14 @@
call BankswitchBack
and a
ret
-.noPokemonChosen\@
+.noPokemonChosen
call BankswitchBack
scf
ret
-.swappingPokemon\@
+.swappingPokemon
bit 1,b ; was the B button pressed?
- jr z,.handleSwap\@ ; if not, handle swapping the pokemon
-.cancelSwap\@ ; if the B button was pressed
+ jr z,.handleSwap ; if not, handle swapping the pokemon
+.cancelSwap ; if the B button was pressed
ld b,BANK(ErasePartyMenuCursors)
ld hl,ErasePartyMenuCursors
call Bankswitch
@@ -3134,7 +3134,7 @@
ld [$d07d],a
call RedrawPartyMenu
jr HandlePartyMenuInput
-.handleSwap\@
+.handleSwap
ld a,[W_CURMENUITEMID]
ld [$cf92],a
ld b,$04
@@ -3167,7 +3167,7 @@
ld a,[de]
or b ; is the pokemon's HP zero?
pop de
- jr nz,.notFainted\@
+ jr nz,.notFainted
; if the pokemon's HP is 0, print "FNT"
ld a,"F"
ld [hli],a
@@ -3176,7 +3176,7 @@
ld [hl],"T"
and a
ret
-.notFainted\@
+.notFainted
ld a,[$ffb8]
push af
ld a,BANK(Unknown_747de)
@@ -3249,16 +3249,16 @@
ld de,FossilKabutopsPic
ld b,$66 ; size of Kabutops fossil and Ghost sprites
cp a,$b6 ; Kabutops fossil
- jr z,.specialID\@
+ jr z,.specialID
ld de,GhostPic
cp a,$b8 ; Ghost
- jr z,.specialID\@
+ jr z,.specialID
ld de,FossilAerodactylPic
ld b,$77 ; size of Aerodactyl fossil sprite
cp a,$b7 ; Aerodactyl fossil
- jr z,.specialID\@
+ jr z,.specialID
cp a,MEW
- jr z,.mew\@
+ jr z,.mew
ld a,$3a
call Predef ; convert pokemon ID in [$D11E] to pokedex number
ld a,[$d11e]
@@ -3269,8 +3269,8 @@
ld de,$d0b8
ld bc,28
call CopyData
- jr .done\@
-.specialID\@
+ jr .done
+.specialID
ld hl,$d0c2
ld [hl],b
inc hl
@@ -3277,14 +3277,14 @@
ld [hl],e
inc hl
ld [hl],d
- jr .done\@
-.mew\@
+ jr .done
+.mew
ld hl,MewBaseStats
ld de,$d0b8
ld bc,28
ld a,BANK(MewBaseStats)
call FarCopyData
-.done\@
+.done
ld a,[$d0b5]
ld [$d0b8],a
pop af
@@ -3335,12 +3335,12 @@
res 6,c
res 5,c ; c now holds the length
bit 5,b
- jr z,.loop\@
+ jr z,.loop
bit 7,b
- jr nz,.loop\@
+ jr nz,.loop
ld [hl],"¥"
inc hl
-.loop\@
+.loop
ld a,[de]
swap a
call PrintBCDDigit ; print upper digit
@@ -3348,47 +3348,47 @@
call PrintBCDDigit ; print lower digit
inc de
dec c
- jr nz,.loop\@
+ jr nz,.loop
bit 7,b ; were any non-zero digits printed?
- jr z,.done\@ ; if so, we are done
-.numberEqualsZero\@ ; if every digit of the BCD number is zero
+ jr z,.done ; if so, we are done
+.numberEqualsZero ; if every digit of the BCD number is zero
bit 6,b ; left or right alignment?
- jr nz,.skipRightAlignmentAdjustment\@
+ jr nz,.skipRightAlignmentAdjustment
dec hl ; if the string is right-aligned, it needs to be moved back one space
-.skipRightAlignmentAdjustment\@
+.skipRightAlignmentAdjustment
bit 5,b
- jr z,.skipCurrencySymbol\@
+ jr z,.skipCurrencySymbol
ld [hl],"¥"
inc hl
-.skipCurrencySymbol\@
+.skipCurrencySymbol
ld [hl],"0"
call PrintLetterDelay
inc hl
-.done\@
+.done
ret
PrintBCDDigit: ; 1604
and a,%00001111
and a
- jr z,.zeroDigit\@
-.nonzeroDigit\@
+ jr z,.zeroDigit
+.nonzeroDigit
bit 7,b ; have any non-space characters been printed?
- jr z,.outputDigit\@
+ jr z,.outputDigit
; if bit 7 is set, then no numbers have been printed yet
bit 5,b ; print the currency symbol?
- jr z,.skipCurrencySymbol\@
+ jr z,.skipCurrencySymbol
ld [hl],"¥"
inc hl
res 5,b
-.skipCurrencySymbol\@
+.skipCurrencySymbol
res 7,b ; unset 7 to indicate that a nonzero digit has been reached
-.outputDigit\@
+.outputDigit
add a,"0"
ld [hli],a
jp PrintLetterDelay
-.zeroDigit\@
+.zeroDigit
bit 7,b ; either printing leading zeroes or already reached a nonzero digit?
- jr z,.outputDigit\@ ; if so, print a zero digit
+ jr z,.outputDigit ; if so, print a zero digit
bit 6,b ; left or right alignment?
ret nz
inc hl ; if right-aligned, "print" a space by advancing the pointer
@@ -3417,29 +3417,29 @@
ld b,a
cp $15
ld a,$01
- jr z,.GotBank\@
+ jr z,.GotBank
ld a,b
cp $B6
ld a,$0B
- jr z,.GotBank\@
+ jr z,.GotBank
ld a,b
cp $1F
ld a,$09
- jr c,.GotBank\@
+ jr c,.GotBank
ld a,b
cp $4A
ld a,$0A
- jr c,.GotBank\@
+ jr c,.GotBank
ld a,b
cp $74
ld a,$0B
- jr c,.GotBank\@
+ jr c,.GotBank
ld a,b
cp $99
ld a,$0C
- jr c,.GotBank\@
+ jr c,.GotBank
ld a,$0D
-.GotBank\@
+.GotBank
jp $24FD
INCBIN "baserom.gbc",$1665,$172F - $1665
@@ -3532,7 +3532,7 @@
ld a,[$ff8b]
ld [$ffb8],a
ld [$2000],a
-.loop\@
+.loop
ld a,[hli]
ld [de],a
inc de
@@ -3541,7 +3541,7 @@
dec bc
ld a,c
or b
- jr nz,.loop\@
+ jr nz,.loop
pop af
ld [$ffb8],a
ld [$2000],a
@@ -3567,11 +3567,11 @@
ld [H_VBCOPYDEST],a
ld a,h
ld [H_VBCOPYDEST + 1],a
-.loop\@
+.loop
ld a,c
cp a,8 ; are there more than 128 bytes left to copy?
- jr nc,.copyMaxSize\@ ; only copy up to 128 bytes at a time
-.copyRemainder\@
+ jr nc,.copyMaxSize ; only copy up to 128 bytes at a time
+.copyRemainder
ld [H_VBCOPYSIZE],a
call DelayFrame ; wait for V-blank handler to perform the copy
ld a,[$ff8b]
@@ -3580,7 +3580,7 @@
pop af
ld [H_AUTOBGTRANSFERENABLED],a ; restore original auto-transfer enabled flag
ret
-.copyMaxSize\@
+.copyMaxSize
ld a,8 ; 128 bytes
ld [H_VBCOPYSIZE],a
call DelayFrame ; wait for V-blank handler to perform the copy
@@ -3587,7 +3587,7 @@
ld a,c
sub a,8
ld c,a
- jr .loop\@
+ jr .loop
; copy (c * 8) source bytes from b:de to hl during V-blank
; copies each source byte to the destination twice (next to each other)
@@ -3610,11 +3610,11 @@
ld [H_VBCOPYDOUBLEDEST],a
ld a,h
ld [H_VBCOPYDOUBLEDEST + 1],a
-.loop\@
+.loop
ld a,c
cp a,8 ; are there more than 64 source bytes left to copy?
- jr nc,.copyMaxSize\@ ; only copy up to 64 source bytes at a time
-.copyRemainder\@
+ jr nc,.copyMaxSize ; only copy up to 64 source bytes at a time
+.copyRemainder
ld [H_VBCOPYDOUBLESIZE],a
call DelayFrame ; wait for V-blank handler to perform the copy
ld a,[$ff8b]
@@ -3623,7 +3623,7 @@
pop af
ld [H_AUTOBGTRANSFERENABLED],a ; restore original auto-transfer enabled flag
ret
-.copyMaxSize\@
+.copyMaxSize
ld a,8 ; 64 source bytes
ld [H_VBCOPYDOUBLESIZE],a
call DelayFrame ; wait for V-blank handler to perform the copy
@@ -3630,7 +3630,7 @@
ld a,c
sub a,8
ld c,a
- jr .loop\@
+ jr .loop
; clears an area of the screen
; INPUT:
@@ -3640,18 +3640,18 @@
ClearScreenArea: ; 18C4
ld a,$7F ; blank tile
ld de,20 ; screen width
-.loop\@
+.loop
push hl
push bc
-.innerLoop\@
+.innerLoop
ld [hli],a
dec c
- jr nz,.innerLoop\@
+ jr nz,.innerLoop
pop bc
pop hl
add hl,de
dec b
- jr nz,.loop\@
+ jr nz,.loop
ret
INCBIN "baserom.gbc",$18D6,$190F - $18D6
@@ -3663,12 +3663,12 @@
inc b
ld hl,$C3A0 ; TILEMAP_START
ld a,$7F ; $7F is blank tile
-.loop\@
+.loop
ld [hli],a
dec c
- jr nz,.loop\@
+ jr nz,.loop
dec b
- jr nz,.loop\@
+ jr nz,.loop
jp Delay3
TextBoxBorder: ; 1922
@@ -3691,7 +3691,7 @@
ld de,20
add hl,de ; skip the top row
-.PlaceRow\@
+.PlaceRow
push hl
ld a,"│"
ld [hli],a
@@ -3703,7 +3703,7 @@
ld de,20
add hl,de ; move to next row
dec b
- jr nz,.PlaceRow\@
+ jr nz,.PlaceRow
; bottom row
ld a,"└"
@@ -3716,10 +3716,10 @@
NPlaceChar: ; 0x194f
; place a row of width c of identical characters
ld d,c
-.loop\@
+.loop
ld [hli],a
dec d
- jr nz,.loop\@
+ jr nz,.loop
ret
PlaceString: ; 1955
@@ -3728,35 +3728,35 @@
ld a,[de]
cp "@"
- jr nz,.PlaceText\@
+ jr nz,.PlaceText
ld b,h
ld c,l
pop hl
ret
-.PlaceText\@
+.PlaceText
cp $4E
- jr nz,.next\@
+ jr nz,.next
ld bc,$0028
ld a,[$FFF6]
bit 2,a
- jr z,.next2\@
+ jr z,.next2
ld bc,$14
-.next2\@
+.next2
pop hl
add hl,bc
push hl
jp Next19E8
-.next\@
+.next
cp $4F
- jr nz,.next3\@
+ jr nz,.next3
pop hl
ld hl,$C4E1
push hl
jp Next19E8
-.next3\@ ; Check against a dictionary
+.next3 ; Check against a dictionary
and a
jp z,Char00
cp $4C
@@ -3879,11 +3879,11 @@
MonsterNameCharsCommon:
push de
and a
- jr nz,.Enemy\@
+ jr nz,.Enemy
ld de,$D009 ; player active monster name
jr FinishDTE
-.Enemy\@ ; 1A40
+.Enemy ; 1A40
; print “Enemy ”
ld de,Char5AText
call PlaceString
@@ -4011,26 +4011,26 @@
ld hl,$C4B8
ld de,$C4A4
ld b,$3C
-.next\@
+.next
ld a,[hli]
ld [de],a
inc de
dec b
- jr nz,.next\@
+ jr nz,.next
ld hl,$C4E1
ld a,$7F
ld b,$12
-.next2\@
+.next2
ld [hli],a
dec b
- jr nz,.next2\@
+ jr nz,.next2
; wait five frames
ld b,5
-.WaitFrame\@
+.WaitFrame
call DelayFrame
dec b
- jr nz,.WaitFrame\@
+ jr nz,.WaitFrame
ret
@@ -4056,11 +4056,11 @@
NextTextCommand: ; 1B55
ld a,[hli]
cp a,$50 ; terminator
- jr nz,.doTextCommand\@
+ jr nz,.doTextCommand
pop af
ld [$d358],a
ret
-.doTextCommand\@
+.doTextCommand
push hl
cp a,$17
jp z,TextCommand17
@@ -4250,10 +4250,10 @@
call GetJoypadState
ld a,[$ffb4]
and a,%00000011 ; A and B buttons
- jr nz,.skipDelay\@
+ jr nz,.skipDelay
ld c,30
call DelayFrames
-.skipDelay\@
+.skipDelay
pop bc
pop hl
jp NextTextCommand
@@ -4269,19 +4269,19 @@
ld b,a ; b = command number that got us here
push hl
ld hl,TextCommandSounds
-.loop\@
+.loop
ld a,[hli]
cp b
- jr z,.matchFound\@
+ jr z,.matchFound
inc hl
- jr .loop\@
-.matchFound\@
+ jr .loop
+.matchFound
cp a,$14
- jr z,.pokemonCry\@
+ jr z,.pokemonCry
cp a,$15
- jr z,.pokemonCry\@
+ jr z,.pokemonCry
cp a,$16
- jr z,.pokemonCry\@
+ jr z,.pokemonCry
ld a,[hl]
call $23b1
call $3748
@@ -4288,7 +4288,7 @@
pop hl
pop bc
jp NextTextCommand
-.pokemonCry\@
+.pokemonCry
push de
ld a,[hl]
call $13d0
@@ -4320,7 +4320,7 @@
push hl
ld h,b
ld l,c
-.loop\@
+.loop
ld a,$75 ; ellipsis
ld [hli],a
push de
@@ -4328,12 +4328,12 @@
pop de
ld a,[$ffb4] ; joypad state
and a,%00000011 ; is A or B button pressed?
- jr nz,.skipDelay\@ ; if so, skip the delay
+ jr nz,.skipDelay ; if so, skip the delay
ld c,10
call DelayFrames
-.skipDelay\@
+.skipDelay
dec d
- jr nz,.loop\@
+ jr nz,.loop
ld b,h
ld c,l
pop hl
@@ -4412,17 +4412,17 @@
; INPUT: h - high byte of background tile map address in VRAM
ClearBgMap: ; 1CF0
ld a," "
- jr .next\@
+ jr .next
ld a,l ; XXX does anything call this?
-.next\@
+.next
ld de,$400 ; size of VRAM background map
ld l,e
-.loop\@
+.loop
ld [hli],a
dec e
- jr nz,.loop\@
+ jr nz,.loop
dec d
- jr nz,.loop\@
+ jr nz,.loop
ret
; When the player takes a step, a row or column of 2x2 tile blocks at the edge
@@ -4436,8 +4436,8 @@
xor a
ld [H_SCREENEDGEREDRAW],a
dec b
- jr nz,.redrawRow\@
-.redrawColumn\@
+ jr nz,.redrawRow
+.redrawColumn
ld hl,W_SCREENEDGETILES
ld a,[H_SCREENEDGEREDRAWADDR]
ld e,a
@@ -4444,7 +4444,7 @@
ld a,[H_SCREENEDGEREDRAWADDR + 1]
ld d,a
ld c,18 ; screen height
-.loop1\@
+.loop1
ld a,[hli]
ld [de],a
inc de
@@ -4453,9 +4453,9 @@
ld a,31
add e
ld e,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc d
-.noCarry\@
+.noCarry
; the following 4 lines wrap us from bottom to top if necessary
ld a,d
and a,$03
@@ -4462,11 +4462,11 @@
or a,$98
ld d,a
dec c
- jr nz,.loop1\@
+ jr nz,.loop1
xor a
ld [H_SCREENEDGEREDRAW],a
ret
-.redrawRow\@
+.redrawRow
ld hl,W_SCREENEDGETILES
ld a,[H_SCREENEDGEREDRAWADDR]
ld e,a
@@ -4473,15 +4473,15 @@
ld a,[H_SCREENEDGEREDRAWADDR + 1]
ld d,a
push de
- call .drawHalf\@ ; draw upper half
+ call .drawHalf ; draw upper half
pop de
ld a,32 ; width of VRAM background map
add e
ld e,a
; draw lower half
-.drawHalf\@
+.drawHalf
ld c,10
-.loop2\@
+.loop2
ld a,[hli]
ld [de],a
inc de
@@ -4497,7 +4497,7 @@
or b
ld e,a
dec c
- jr nz,.loop2\@
+ jr nz,.loop2
ret
; This function automatically transfers tile number data from the tile map at
@@ -4518,10 +4518,10 @@
ld [H_SPTEMP + 1],a ; save stack pinter
ld a,[H_AUTOBGTRANSFERPORTION]
and a
- jr z,.transferTopThird\@
+ jr z,.transferTopThird
dec a
- jr z,.transferMiddleThird\@
-.transferBottomThird\@
+ jr z,.transferMiddleThird
+.transferBottomThird
FuncCoord 0,12
ld hl,Coord
ld sp,hl
@@ -4532,8 +4532,8 @@
ld de,(12 * 32)
add hl,de
xor a ; TRANSFERTOP
- jr .doTransfer\@
-.transferTopThird\@
+ jr .doTransfer
+.transferTopThird
FuncCoord 0,0
ld hl,Coord
ld sp,hl
@@ -4542,8 +4542,8 @@
ld a,[H_AUTOBGTRANSFERDEST]
ld l,a
ld a,TRANSFERMIDDLE
- jr .doTransfer\@
-.transferMiddleThird\@
+ jr .doTransfer
+.transferMiddleThird
FuncCoord 0,6
ld hl,Coord
ld sp,hl
@@ -4554,7 +4554,7 @@
ld de,(6 * 32)
add hl,de
ld a,TRANSFERBOTTOM
-.doTransfer\@
+.doTransfer
ld [H_AUTOBGTRANSFERPORTION],a ; store next portion
ld b,6
@@ -4612,9 +4612,9 @@
ld a,13
add l
ld l,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc h
-.noCarry\@
+.noCarry
dec b
jr nz,TransferBgRows
ld a,[H_SPTEMP]
@@ -4677,7 +4677,7 @@
ld b,a
xor a
ld [H_VBCOPYDOUBLESIZE],a ; disable transfer so it doesn't continue next V-blank
-.loop\@
+.loop
pop de
ld [hl],e
inc l
@@ -4715,7 +4715,7 @@
ld [hl],d
inc hl
dec b
- jr nz,.loop\@
+ jr nz,.loop
ld a,l
ld [H_VBCOPYDOUBLEDEST],a
ld a,h
@@ -4757,7 +4757,7 @@
ld b,a
xor a
ld [H_VBCOPYSIZE],a ; disable transfer so it doesn't continue next V-blank
-.loop\@
+.loop
pop de
ld [hl],e
inc l
@@ -4799,7 +4799,7 @@
ld [hl],d
inc hl
dec b
- jr nz,.loop\@
+ jr nz,.loop
ld a,l
ld [H_VBCOPYDEST],a
ld a,h
@@ -4827,7 +4827,7 @@
cp a,20
ret c
cp a,21
- jr z,.updateFlowerTile\@
+ jr z,.updateFlowerTile
ld hl,$9140 ; water tile pattern VRAM location
ld c,16 ; number of bytes in a tile pattern
ld a,[$d085]
@@ -4835,21 +4835,21 @@
and a,$07
ld [$d085],a
and a,$04
- jr nz,.rotateWaterLeftLoop\@
-.rotateWaterRightloop\@
+ jr nz,.rotateWaterLeftLoop
+.rotateWaterRightloop
ld a,[hl]
rrca
ld [hli],a
dec c
- jr nz,.rotateWaterRightloop\@
- jr .done\@
-.rotateWaterLeftLoop\@
+ jr nz,.rotateWaterRightloop
+ jr .done
+.rotateWaterLeftLoop
ld a,[hl]
rlca
ld [hli],a
dec c
- jr nz,.rotateWaterLeftLoop\@
-.done\@
+ jr nz,.rotateWaterLeftLoop
+.done
ld a,[$ffd7]
rrca
ret nc
@@ -4856,7 +4856,7 @@
xor a
ld [$ffd8],a
ret
-.updateFlowerTile\@
+.updateFlowerTile
xor a
ld [$ffd8],a
ld a,[$d085]
@@ -4863,19 +4863,19 @@
and a,$03
cp a,2
ld hl,FlowerTilePattern1
- jr c,.writeTilePatternToVram\@
+ jr c,.writeTilePatternToVram
ld hl,FlowerTilePattern2
- jr z,.writeTilePatternToVram\@
+ jr z,.writeTilePatternToVram
ld hl,FlowerTilePattern3
-.writeTilePatternToVram\@
+.writeTilePatternToVram
ld de,$9030 ; flower tile pattern VRAM location
ld c,16 ; number of bytes in a tile pattern
-.flowerTileLoop\@
+.flowerTileLoop
ld a,[hli]
ld [de],a
inc de
dec c
- jr nz,.flowerTileLoop\@
+ jr nz,.flowerTileLoop
ret
FlowerTilePattern1: ; 1F19
@@ -4922,13 +4922,13 @@
ld sp,$dfff ; initialize stack pointer
ld hl,$c000 ; start of WRAM
ld bc,$2000 ; size of WRAM
-.zeroWramLoop\@
+.zeroWramLoop
ld [hl],0
inc hl
dec bc
ld a,b
or c
- jr nz,.zeroWramLoop\@
+ jr nz,.zeroWramLoop
call ZeroVram
ld hl,$ff80
ld bc,$007f
@@ -5006,10 +5006,10 @@
ld [rSCY],a
ld a,[$d0a0]
and a
- jr nz,.doVramTransfers\@
+ jr nz,.doVramTransfers
ld a,[$ffb0]
ld [rWY],a
-.doVramTransfers\@
+.doVramTransfers
call AutoBgMapTransfer
call VBlankCopyBgMap
call RedrawExposedScreenEdge
@@ -5024,35 +5024,35 @@
call GenRandom
ld a,[H_VBLANKOCCURRED]
and a
- jr z,.next\@
+ jr z,.next
xor a
ld [H_VBLANKOCCURRED],a
-.next\@
+.next
ld a,[H_FRAMECOUNTER]
and a
- jr z,.handleMusic\@
+ jr z,.handleMusic
dec a
ld [H_FRAMECOUNTER],a
-.handleMusic\@
+.handleMusic
call $28cb
ld a,[$c0ef] ; music ROM bank
ld [$ffb8],a
ld [$2000],a
cp a,$02
- jr nz,.checkIfBank08\@
-.bank02\@
+ jr nz,.checkIfBank08
+.bank02
call $5103
- jr .afterMusic\@
-.checkIfBank08\@
+ jr .afterMusic
+.checkIfBank08
cp a,$08
- jr nz,.bank1F\@
-.bank08\@
+ jr nz,.bank1F
+.bank08
call $536e
call $5879
- jr .afterMusic\@
-.bank1F\@
+ jr .afterMusic
+.bank1F
call $5177
-.afterMusic\@
+.afterMusic
ld b,$06
ld hl,$4dee
call Bankswitch ; keep track of time played
@@ -5074,11 +5074,11 @@
ld [H_VBLANKOCCURRED],a
; wait for the next Vblank, halting to conserve battery
-.halt\@
+.halt
db $76 ; XXX this is a hack--rgbasm adds a nop after this instr even when ints are enabled
ld a,[H_VBLANKOCCURRED]
and a
- jr nz,.halt\@
+ jr nz,.halt
ret
@@ -5091,9 +5091,9 @@
ld a,l
sub b
ld l,a
- jr nc,.jr0\@
+ jr nc,.jr0
dec h
-.jr0\@
+.jr0
ld a,[hli]
ld [rBGP],a
ld a,[hli]
@@ -5410,10 +5410,10 @@
ld hl,$cf11
bit 0,[hl]
res 0,[hl]
- jr nz,.skipSwitchToMapBank\@
+ jr nz,.skipSwitchToMapBank
ld a,[W_CURMAP]
call SwitchToMapRomBank
-.skipSwitchToMapBank\@
+.skipSwitchToMapBank
ld a,30 ; half a second
ld [H_FRAMECOUNTER],a ; used as joypad poll timer
ld hl,W_MAPTEXTPTR
@@ -5437,9 +5437,9 @@
ld e,a
ld a,[$ff8c] ; sprite ID
cp e
- jr z,.spriteHandling\@
- jr nc,.skipSpriteHandling\@
-.spriteHandling\@
+ jr z,.spriteHandling
+ jr nc,.skipSpriteHandling
+.spriteHandling
; get the text ID of the sprite
push hl
push de
@@ -5455,13 +5455,13 @@
add a
add l
ld l,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc h
-.noCarry\@
+.noCarry
inc hl
ld a,[hl] ; a = text ID of the sprite
pop hl
-.skipSpriteHandling\@
+.skipSpriteHandling
; look up the address of the text in the map's text entries
dec a
ld e,a
@@ -5483,21 +5483,21 @@
cp a,$f9 ; Pokemon Center PC
jp z,$347f
cp a,$f5 ; Vending Machine
- jr nz,.notVendingMachine\@
+ jr nz,.notVendingMachine
ld b,$1d
ld hl,Unknown_74ee0
call Bankswitch
jr AfterDisplayingTextID
-.notVendingMachine\@
+.notVendingMachine
cp a,$f7 ; slot machine
jp z,$3474
cp a,$f6 ; cable connection NPC in Pokemon Center
- jr nz,.notSpecialCase\@
+ jr nz,.notSpecialCase
ld hl,$71c5
ld b,$01
call Bankswitch
jr AfterDisplayingTextID
-.notSpecialCase\@
+.notSpecialCase
call $3c59 ; display the text
ld a,[$cc3c]
and a
@@ -5529,7 +5529,7 @@
ld hl,$c219
ld c,$0f
ld de,$0010
-.restoreSpriteFacingDirectionLoop\@
+.restoreSpriteFacingDirectionLoop
ld a,[hl]
dec h
ld [hl],a
@@ -5536,7 +5536,7 @@
inc h
add hl,de
dec c
- jr nz,.restoreSpriteFacingDirectionLoop\@
+ jr nz,.restoreSpriteFacingDirectionLoop
ld a,BANK(InitMapSprites)
ld [$ffb8],a
ld [$2000],a
@@ -5584,12 +5584,12 @@
ld a,l
ld [$d129],a
ld de,$cf7b
-.loop\@
+.loop
ld a,[hli]
ld [de],a
inc de
cp a,$ff
- jr nz,.loop\@
+ jr nz,.loop
ret
DisplayPokemonCenterDialogue: ; 2A72
@@ -5662,47 +5662,47 @@
ld hl,$452f
call Bankswitch ; print Safari Zone info, if in Safari Zone
call $2429 ; move sprites
-.loop\@
+.loop
call HandleMenuInput
ld b,a
-.checkIfUpPressed\@
+.checkIfUpPressed
bit 6,a ; was Up pressed?
- jr z,.checkIfDownPressed\@
+ jr z,.checkIfDownPressed
ld a,[W_CURMENUITEMID] ; menu selection
and a
- jr nz,.loop\@
+ jr nz,.loop
ld a,[W_OLDMENUITEMID]
and a
- jr nz,.loop\@
+ jr nz,.loop
; if the player pressed tried to go past the top item, wrap around to the bottom
ld a,[$d74b]
bit 5,a ; does the player have the pokedex?
ld a,6 ; there are 7 menu items with the pokedex, so the max index is 6
- jr nz,.wrapMenuItemId\@
+ jr nz,.wrapMenuItemId
dec a ; there are only 6 menu items without the pokedex
-.wrapMenuItemId\@
+.wrapMenuItemId
ld [W_CURMENUITEMID],a
call EraseMenuCursor
- jr .loop\@
-.checkIfDownPressed\@
+ jr .loop
+.checkIfDownPressed
bit 7,a
- jr z,.buttonPressed\@
+ jr z,.buttonPressed
; if the player pressed tried to go past the bottom item, wrap around to the top
ld a,[$d74b]
bit 5,a ; does the player have the pokedex?
ld a,[W_CURMENUITEMID]
ld c,7 ; there are 7 menu items with the pokedex
- jr nz,.checkIfPastBottom\@
+ jr nz,.checkIfPastBottom
dec c ; there are only 6 menu items without the pokedex
-.checkIfPastBottom\@
+.checkIfPastBottom
cp c
- jr nz,.loop\@
+ jr nz,.loop
; the player went past the bottom, so wrap to the top
xor a
ld [W_CURMENUITEMID],a
call EraseMenuCursor
- jr .loop\@
-.buttonPressed\@ ; A, B, or Start button pressed
+ jr .loop
+.buttonPressed ; A, B, or Start button pressed
call PlaceUnfilledArrowMenuCursor
ld a,[W_CURMENUITEMID]
ld [$cc2d],a ; save current menu item ID
@@ -5713,9 +5713,9 @@
ld a,[$d74b]
bit 5,a ; does the player have the pokedex?
ld a,[W_CURMENUITEMID]
- jr nz,.displayMenuItem\@
+ jr nz,.displayMenuItem
inc a ; adjust position to account for missing pokedex menu item
-.displayMenuItem\@
+.displayMenuItem
cp a,0
jp z,StartMenu_Pokedex
cp a,1
@@ -5746,19 +5746,19 @@
; [$D11E] = number of set bits
CountSetBits: ; 2B7F
ld c,0
-.loop\@
+.loop
ld a,[hli]
ld e,a
ld d,8
-.innerLoop\@ ; count how many bits are set in the current byte
+.innerLoop ; count how many bits are set in the current byte
srl e
ld a,0
adc c
ld c,a
dec d
- jr nz,.innerLoop\@
+ jr nz,.innerLoop
dec b
- jr nz,.loop\@
+ jr nz,.loop
ld a,c
ld [$d11e],a ; store number of set bits
ret
@@ -5832,12 +5832,12 @@
ld [$ffb7],a ; joypad state update flag
ld a,[W_BATTLETYPE]
and a ; is it the Old Man battle?
- jr nz,.specialBattleType\@
+ jr nz,.specialBattleType
ld a,$01
- jr .bankswitch\@
-.specialBattleType\@ ; Old Man battle
+ jr .bankswitch
+.specialBattleType ; Old Man battle
ld a,$0f
-.bankswitch\@
+.bankswitch
call BankswitchHome
ld hl,$d730
set 6,[hl] ; turn off letter printing delay
@@ -5859,16 +5859,16 @@
ld de,$090e ; height and width of menu text box
ld a,[W_LISTMENUID]
and a ; is it a PC pokemon list?
- jr nz,.skipMovingSprites\@
+ jr nz,.skipMovingSprites
call $2429 ; move sprites
-.skipMovingSprites\@
+.skipMovingSprites
ld a,1 ; max menu item ID is 1 if the list has less than 2 entries
ld [$cc37],a
ld a,[$d12a]
cp a,2 ; does the list have less than 2 entries?
- jr c,.setMenuVariables\@
+ jr c,.setMenuVariables
ld a,2 ; max menu item ID is 2 if the list has at least 2 entries
-.setMenuVariables\@
+.setMenuVariables
ld [W_MAXMENUITEMID],a
ld a,4
ld [W_TOPMENUITEMY],a
@@ -5888,8 +5888,8 @@
call Delay3
ld a,[W_BATTLETYPE]
and a ; is it the Old Man battle?
- jr z,.notOldManBattle\@
-.oldManBattle\@
+ jr z,.notOldManBattle
+.oldManBattle
ld a,"▶"
FuncCoord 5,4
ld [Coord],a ; place menu cursor in front of first menu entry
@@ -5902,8 +5902,8 @@
ld [W_MENUCURSORLOCATION],a
ld a,h
ld [W_MENUCURSORLOCATION + 1],a
- jr .buttonAPressed\@
-.notOldManBattle\@
+ jr .buttonAPressed
+.notOldManBattle
call LoadGBPal
call HandleMenuInput
push af
@@ -5910,8 +5910,8 @@
call PlaceMenuCursor
pop af
bit 0,a ; was the A button pressed?
- jp z,.checkOtherKeys\@
-.buttonAPressed\@
+ jp z,.checkOtherKeys
+.buttonAPressed
ld a,[W_CURMENUITEMID]
call PlaceUnfilledArrowMenuCursor
ld a,$01
@@ -5934,10 +5934,10 @@
ld [$cf92],a
ld a,[W_LISTMENUID]
cp a,ITEMLISTMENU
- jr nz,.skipMultiplying\@
+ jr nz,.skipMultiplying
; if it's an item menu
sla c ; item entries are 2 bytes long, so multiply by 2
-.skipMultiplying\@
+.skipMultiplying
ld a,[$cf8b]
ld l,a
ld a,[$cf8c]
@@ -5949,35 +5949,35 @@
ld [$cf91],a
ld a,[W_LISTMENUID]
and a ; is it a PC pokemon list?
- jr z,.pokemonList\@
+ jr z,.pokemonList
push hl
call $37df
pop hl
ld a,[W_LISTMENUID]
cp a,ITEMLISTMENU
- jr nz,.skipGettingQuantity\@
+ jr nz,.skipGettingQuantity
; if it's an item menu
inc hl
ld a,[hl] ; a = item quantity
ld [$cf97],a
-.skipGettingQuantity\@
+.skipGettingQuantity
ld a,[$cf91]
ld [$d0b5],a
ld a,$01
ld [$d0b7],a
call GetName
- jr .storeChosenEntry\@
-.pokemonList\@
+ jr .storeChosenEntry
+.pokemonList
ld hl,W_NUMINPARTY
ld a,[$cf8b]
cp l ; is it a list of party pokemon or box pokemon?
ld hl,W_PARTYMON1NAME
- jr z,.getPokemonName\@
+ jr z,.getPokemonName
ld hl,$de06 ; box pokemon names
-.getPokemonName\@
+.getPokemonName
ld a,[$cf92]
call GetPartyMonName
-.storeChosenEntry\@ ; store the menu entry that the player chose and return
+.storeChosenEntry ; store the menu entry that the player chose and return
ld de,$cd6d
call $3826 ; copy name to $cf4b
ld a,$01
@@ -5989,7 +5989,7 @@
ld hl,$d730
res 6,[hl] ; turn on letter printing delay
jp BankswitchBack
-.checkOtherKeys\@ ; check B, SELECT, Up, and Down keys
+.checkOtherKeys ; check B, SELECT, Up, and Down keys
bit 1,a ; was the B button pressed?
jp nz,ExitListMenu ; if so, exit the menu
bit 2,a ; was the select button pressed?
@@ -5997,8 +5997,8 @@
ld b,a
bit 7,b ; was Down pressed?
ld hl,W_LISTSCROLLOFFSET
- jr z,.upPressed\@
-.downPressed\@
+ jr z,.upPressed
+.downPressed
ld a,[hl]
add a,3
ld b,a
@@ -6007,7 +6007,7 @@
jp c,DisplayListMenuIDLoop
inc [hl] ; if not, go down
jp DisplayListMenuIDLoop
-.upPressed\@
+.upPressed
ld a,[hl]
and a
jp z,DisplayListMenuIDLoop
@@ -6022,40 +6022,40 @@
ld c,3 ; width
ld a,[W_LISTMENUID]
cp a,PRICEDITEMLISTMENU
- jr nz,.drawTextBox\@
+ jr nz,.drawTextBox
; text box dimensions/coordinates for quantity and price
FuncCoord 7,9
ld hl,Coord
ld b,1 ; height
ld c,11 ; width
-.drawTextBox\@
+.drawTextBox
call TextBoxBorder
FuncCoord 16,10
ld hl,Coord
ld a,[W_LISTMENUID]
cp a,PRICEDITEMLISTMENU
- jr nz,.printInitialQuantity\@
+ jr nz,.printInitialQuantity
FuncCoord 8,10
ld hl,Coord
-.printInitialQuantity\@
+.printInitialQuantity
ld de,InitialQuantityText
call PlaceString
xor a
ld [$cf96],a ; initialize current quantity to 0
- jp .incrementQuantity\@
-.waitForKeyPressLoop\@
+ jp .incrementQuantity
+.waitForKeyPressLoop
call GetJoypadStateLowSensitivity
ld a,[$ffb3] ; newly pressed buttons
bit 0,a ; was the A button pressed?
- jp nz,.buttonAPressed\@
+ jp nz,.buttonAPressed
bit 1,a ; was the B button pressed?
- jp nz,.buttonBPressed\@
+ jp nz,.buttonBPressed
bit 6,a ; was Up pressed?
- jr nz,.incrementQuantity\@
+ jr nz,.incrementQuantity
bit 7,a ; was Down pressed?
- jr nz,.decrementQuantity\@
- jr .waitForKeyPressLoop\@
-.incrementQuantity\@
+ jr nz,.decrementQuantity
+ jr .waitForKeyPressLoop
+.incrementQuantity
ld a,[$cf97] ; max quantity
inc a
ld b,a
@@ -6063,25 +6063,25 @@
inc [hl]
ld a,[hl]
cp b
- jr nz,.handleNewQuantity\@
+ jr nz,.handleNewQuantity
; wrap to 1 if the player goes above the max quantity
ld a,1
ld [hl],a
- jr .handleNewQuantity\@
-.decrementQuantity\@
+ jr .handleNewQuantity
+.decrementQuantity
ld hl,$cf96 ; current quantity
dec [hl]
- jr nz,.handleNewQuantity\@
+ jr nz,.handleNewQuantity
; wrap to the max quantity if the player goes below 1
ld a,[$cf97] ; max quantity
ld [hl],a
-.handleNewQuantity\@
+.handleNewQuantity
FuncCoord 17,10
ld hl,Coord
ld a,[W_LISTMENUID]
cp a,PRICEDITEMLISTMENU
- jr nz,.printQuantity\@
-.printPrice\@
+ jr nz,.printQuantity
+.printPrice
ld c,$03
ld a,[$cf96]
ld b,a
@@ -6091,7 +6091,7 @@
ld [hli],a
ld [hli],a
ld [hl],a
-.addLoop\@ ; loop to multiply the individual price by the quantity to get the total price
+.addLoop ; loop to multiply the individual price by the quantity to get the total price
ld de,$ffa1
ld hl,$ff8d
push bc
@@ -6099,10 +6099,10 @@
call Predef ; add the individual price to the current sum
pop bc
dec b
- jr nz,.addLoop\@
+ jr nz,.addLoop
ld a,[$ff8e]
and a ; should the price be halved (for selling items)?
- jr z,.skipHalvingPrice\@
+ jr z,.skipHalvingPrice
xor a
ld [$ffa2],a
ld [$ffa3],a
@@ -6117,7 +6117,7 @@
ld [$ffa0],a
ld a,[$ffa4]
ld [$ffa1],a
-.skipHalvingPrice\@
+.skipHalvingPrice
FuncCoord 12,10
ld hl,Coord
ld de,SpacesBetweenQuantityAndPriceText
@@ -6127,16 +6127,16 @@
call PrintBCDNumber
FuncCoord 9,10
ld hl,Coord
-.printQuantity\@
+.printQuantity
ld de,$cf96 ; current quantity
ld bc,$8102 ; print leading zeroes, 1 byte, 2 digits
call PrintNumber
- jp .waitForKeyPressLoop\@
-.buttonAPressed\@ ; the player chose to make the transaction
+ jp .waitForKeyPressLoop
+.buttonAPressed ; the player chose to make the transaction
xor a
ld [$cc35],a ; 0 means no item is currently being swapped
ret
-.buttonBPressed\@ ; the player chose to cancel the transaction
+.buttonBPressed ; the player chose to cancel the transaction
xor a
ld [$cc35],a ; 0 means no item is currently being swapped
ld a,$ff
@@ -6179,27 +6179,27 @@
ld a,[W_LISTMENUID]
cp a,ITEMLISTMENU
ld a,c
- jr nz,.skipMultiplying\@
+ jr nz,.skipMultiplying
; if it's an item menu
; item entries are 2 bytes long, so multiply by 2
sla a
sla c
-.skipMultiplying\@
+.skipMultiplying
add e
ld e,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc d
-.noCarry\@
+.noCarry
FuncCoord 6,4 ; coordinates of first list entry name
ld hl,Coord
ld b,4 ; print 4 names
-.loop\@
+.loop
ld a,b
ld [$cf92],a
ld a,[de]
ld [$d11e],a
cp a,$ff
- jp z,.printCancelMenuItem\@
+ jp z,.printCancelMenuItem
push bc
push de
push hl
@@ -6207,21 +6207,21 @@
push de
ld a,[W_LISTMENUID]
and a
- jr z,.pokemonPCMenu\@
+ jr z,.pokemonPCMenu
cp a,$01
- jr z,.movesMenu\@
-.itemMenu\@
+ jr z,.movesMenu
+.itemMenu
call GetItemName
- jr .placeNameString\@
-.pokemonPCMenu\@
+ jr .placeNameString
+.pokemonPCMenu
push hl
ld hl,W_NUMINPARTY
ld a,[$cf8b]
cp l ; is it a list of party pokemon or box pokemon?
ld hl,W_PARTYMON1NAME
- jr z,.getPokemonName\@
+ jr z,.getPokemonName
ld hl,$de06 ; box pokemon names
-.getPokemonName\@
+.getPokemonName
ld a,[$cf92]
ld b,a
ld a,4
@@ -6231,17 +6231,17 @@
add b
call GetPartyMonName
pop hl
- jr .placeNameString\@
-.movesMenu\@
+ jr .placeNameString
+.movesMenu
call GetMoveName
-.placeNameString\@
+.placeNameString
call PlaceString
pop de
pop hl
ld a,[$cf93]
and a ; should prices be printed?
- jr z,.skipPrintingItemPrice\@
-.printItemPrice\@
+ jr z,.skipPrintingItemPrice
+.printItemPrice
push hl
ld a,[de]
ld de,$4608
@@ -6252,11 +6252,11 @@
add hl,bc
ld c,$a3 ; no leading zeroes, right-aligned, print currency symbol, 3 bytes
call PrintBCDNumber
-.skipPrintingItemPrice\@
+.skipPrintingItemPrice
ld a,[W_LISTMENUID]
and a
- jr nz,.skipPrintingPokemonLevel\@
-.printPokemonLevel\@
+ jr nz,.skipPrintingPokemonLevel
+.printPokemonLevel
ld a,[$d11e]
push af
push hl
@@ -6264,9 +6264,9 @@
ld a,[$cf8b]
cp l ; is it a list of party pokemon or box pokemon?
ld a,$00
- jr z,.next\@
+ jr z,.next
ld a,$02
-.next\@
+.next
ld [$cc49],a
ld hl,$cf92
ld a,[hl]
@@ -6280,11 +6280,11 @@
call LoadMonData ; load pokemon info
ld a,[$cc49]
and a ; is it a list of party pokemon or box pokemon?
- jr z,.skipCopyingLevel\@
-.copyLevel\@
+ jr z,.skipCopyingLevel
+.copyLevel
ld a,[$cf9b]
ld [$cfb9],a
-.skipCopyingLevel\@
+.skipCopyingLevel
pop hl
ld bc,$001c
add hl,bc
@@ -6291,20 +6291,20 @@
call $150b ; print level
pop af
ld [$d11e],a
-.skipPrintingPokemonLevel\@
+.skipPrintingPokemonLevel
pop hl
pop de
inc de
ld a,[W_LISTMENUID]
cp a,ITEMLISTMENU
- jr nz,.nextListEntry\@
-.printItemQuantity\@
+ jr nz,.nextListEntry
+.printItemQuantity
ld a,[$d11e]
ld [$cf91],a
call IsKeyItem ; check if item is unsellable
ld a,[$d124]
and a ; is the item unsellable?
- jr nz,.skipPrintingItemQuantity\@ ; if so, don't print the quantity
+ jr nz,.skipPrintingItemQuantity ; if so, don't print the quantity
push hl
ld bc,20 + 8 ; 1 row down and 8 columns right
add hl,bc
@@ -6323,7 +6323,7 @@
pop af
ld [$d11e],a
pop hl
-.skipPrintingItemQuantity\@
+.skipPrintingItemQuantity
inc de
pop bc
inc c
@@ -6331,26 +6331,26 @@
inc c
ld a,[$cc35] ; ID of item chosen for swapping (counts from 1)
and a ; is an item being swapped?
- jr z,.nextListEntry\@
+ jr z,.nextListEntry
sla a
cp c ; is it this item?
- jr nz,.nextListEntry\@
+ jr nz,.nextListEntry
dec hl
ld a,$ec ; unfilled right arrow menu cursor to indicate an item being swapped
ld [hli],a
-.nextListEntry\@
+.nextListEntry
ld bc,2 * 20 ; 2 rows
add hl,bc
pop bc
inc c
dec b
- jp nz,.loop\@
+ jp nz,.loop
ld bc,-8
add hl,bc
ld a,$ee ; down arrow
ld [hl],a
ret
-.printCancelMenuItem\@
+.printCancelMenuItem
ld de,ListMenuCancelText
jp PlaceString
@@ -6390,7 +6390,7 @@
push bc
ld a,[$D11E]
cp HM_01 ; is this a TM/HM?
- jr nc,.Machine\@
+ jr nc,.Machine
ld [$D0B5],a
ld a,ITEM_NAME
@@ -6398,11 +6398,11 @@
ld a,BANK(ItemNames)
ld [$D0B7],a
call GetName
- jr .Finish\@
+ jr .Finish
-.Machine\@
+.Machine
call GetMachineName
-.Finish\@
+.Finish
ld de,$CD6D ; pointer to where item name is stored in RAM
pop bc
pop hl
@@ -6416,7 +6416,7 @@
ld a,[$D11E]
push af
cp TM_01 ; is this a TM? [not HM]
- jr nc,.WriteTM\@
+ jr nc,.WriteTM
; if HM, then write "HM" and add 5 to the item ID, so we can reuse the
; TM printing code
add 5
@@ -6423,11 +6423,11 @@
ld [$D11E],a
ld hl,HiddenPrefix ; points to "HM"
ld bc,2
- jr .WriteMachinePrefix\@
-.WriteTM\@
+ jr .WriteMachinePrefix
+.WriteTM
ld hl,TechnicalPrefix ; points to "TM"
ld bc,2
-.WriteMachinePrefix\@
+.WriteMachinePrefix
ld de,$CD6D
call CopyData
@@ -6435,12 +6435,12 @@
ld a,[$D11E]
sub TM_01 - 1
ld b,$F6 ; "0"
-.FirstDigit\@
+.FirstDigit
sub 10
- jr c,.SecondDigit\@
+ jr c,.SecondDigit
inc b
- jr .FirstDigit\@
-.SecondDigit\@
+ jr .FirstDigit
+.SecondDigit
add 10
push af
ld a,b
@@ -6470,10 +6470,10 @@
; Input: a = item ID
IsItemHM: ; 3040
cp a,HM_01
- jr c,.notHM\@
+ jr c,.notHM
cp a,TM_01
ret
-.notHM\@
+.notHM
and a
ret
@@ -6719,27 +6719,27 @@
CheckCoords: ; 0x34c7
xor a
ld [$cd3d],a
-.loop\@
+.loop
ld a,[hli]
cp a,$ff ; reached terminator?
- jr z,.notInArray\@
+ jr z,.notInArray
push hl
ld hl,$cd3d
inc [hl]
pop hl
-.compareYCoord\@
+.compareYCoord
cp b
- jr z,.compareXCoord\@
+ jr z,.compareXCoord
inc hl
- jr .loop\@
-.compareXCoord\@
+ jr .loop
+.compareXCoord
ld a,[hli]
cp c
- jr nz,.loop\@
-.inArray\@
+ jr nz,.loop
+.inArray
scf
ret
-.notInArray\@
+.notInArray
and a
ret
@@ -6828,10 +6828,10 @@
ld a,b
ld [$FFB8],a
ld [$2000],a
- ld bc,.Return\@
+ ld bc,.Return
push bc
jp [hl]
-.Return\@
+.Return
pop bc
ld a,b
ld [$FFB8],a
@@ -6852,13 +6852,13 @@
ld hl,$CC5B
ld c,0
-.loop\@
+.loop
ld a,[de]
ld [hli],a
inc de
inc c
cp a,$FF ; have we reached the end of the movement data?
- jr nz,.loop\@
+ jr nz,.loop
ld a,c
ld [$CF0F],a ; number of steps taken
@@ -6881,14 +6881,14 @@
LoadFontTilePatterns: ; 3680
ld a,[rLCDC]
bit 7,a ; is the LCD enabled?
- jr nz,.lcdEnabled\@
-.lcdDisabled\@
+ jr nz,.lcdEnabled
+.lcdDisabled
ld hl,FontGraphics
ld de,$8800
ld bc,(BANK(FontGraphics) << 8 | $00)
ld a,$04
jp FarCopyDataDouble ; if LCD is off, transfer all at once
-.lcdEnabled\@
+.lcdEnabled
ld de,FontGraphics
ld hl,$8800
ld bc,(BANK(FontGraphics) << 8 | $80)
@@ -6898,14 +6898,14 @@
LoadTextBoxTilePatterns: ; 36A0
ld a,[rLCDC]
bit 7,a ; is the LCD enabled?
- jr nz,.lcdEnabled\@
-.lcdDisabled\@
+ jr nz,.lcdEnabled
+.lcdDisabled
ld hl,TextBoxGraphics
ld de,$9600
ld bc,$0200
ld a,BANK(TextBoxGraphics)
jp FarCopyData2 ; if LCD is off, transfer all at once
-.lcdEnabled\@
+.lcdEnabled
ld de,TextBoxGraphics
ld hl,$9600
ld bc,(BANK(TextBoxGraphics) << 8 | $20)
@@ -6915,14 +6915,14 @@
LoadHpBarAndStatusTilePatterns: ; 36C0
ld a,[rLCDC]
bit 7,a ; is the LCD enabled?
- jr nz,.lcdEnabled\@
-.lcdDisabled\@
+ jr nz,.lcdEnabled
+.lcdDisabled
ld hl,HpBarAndStatusGraphics
ld de,$9620
ld bc,$01e0
ld a,BANK(HpBarAndStatusGraphics)
jp FarCopyData2 ; if LCD is off, transfer all at once
-.lcdEnabled\@
+.lcdEnabled
ld de,HpBarAndStatusGraphics
ld hl,$9620
ld bc,(BANK(HpBarAndStatusGraphics) << 8 | $1e)
@@ -6933,13 +6933,13 @@
FillMemory: ;36E0
push de
ld d, a
-.loop\@
+.loop
ld a, d
ldi [hl], a
dec bc
ld a, b
or c
- jr nz, .loop\@
+ jr nz, .loop
pop de
ret
@@ -6981,7 +6981,7 @@
push de
ld a,[$d0b6] ;List3759_entrySelector
dec a
- jr nz,.otherEntries\@
+ jr nz,.otherEntries
;1 = MON_NAMES
call GetMonName
ld hl,11
@@ -6988,8 +6988,8 @@
add hl,de
ld e,l
ld d,h
- jr .gotPtr\@
-.otherEntries\@ ; $378d
+ jr .gotPtr
+.otherEntries ; $378d
;2-7 = OTHER ENTRIES
ld a,[$d0b7]
ld [$ffb8],a
@@ -6999,9 +6999,9 @@
add a
ld d,0
ld e,a
- jr nc,.skip\@
+ jr nc,.skip
inc d
-.skip\@ ; $37a0
+.skip ; $37a0
ld hl,NamePointers
add hl,de
ld a,[hli]
@@ -7015,23 +7015,23 @@
ld a,[$d0b5]
ld b,a
ld c,0
-.nextName\@
+.nextName
ld d,h
ld e,l
-.nextChar\@
+.nextChar
ld a,[hli]
cp a,$50
- jr nz,.nextChar\@
+ jr nz,.nextChar
inc c ;entry counter
ld a,b ;wanted entry
cp c
- jr nz,.nextName\@
+ jr nz,.nextName
ld h,d
ld l,e
ld de,$cd6d
ld bc,$0014
call CopyData
-.gotPtr\@ ; $37cd
+.gotPtr ; $37cd
ld a,e
ld [$cf8d],a
ld a,d
@@ -7066,36 +7066,36 @@
ld a,[$ffb7] ; flag
and a ; get all currently pressed buttons or only newly pressed buttons?
ld a,[$ffb3] ; newly pressed buttons
- jr z,.storeButtonState\@
+ jr z,.storeButtonState
ld a,[$ffb4] ; all currently pressed buttons
-.storeButtonState\@
+.storeButtonState
ld [$ffb5],a
ld a,[$ffb3] ; newly pressed buttons
and a ; have any buttons been newly pressed since last check?
- jr z,.noNewlyPressedButtons\@
-.newlyPressedButtons\@
+ jr z,.noNewlyPressedButtons
+.newlyPressedButtons
ld a,30 ; half a second delay
ld [H_FRAMECOUNTER],a
ret
-.noNewlyPressedButtons\@
+.noNewlyPressedButtons
ld a,[H_FRAMECOUNTER]
and a ; is the delay over?
- jr z,.delayOver\@
-.delayNotOver\@
+ jr z,.delayOver
+.delayNotOver
xor a
ld [$ffb5],a ; report no buttons as pressed
ret
-.delayOver\@
+.delayOver
; if [$ffb6] = 0 and A or B is pressed, report no buttons as pressed
ld a,[$ffb4]
and a,%00000011 ; A and B buttons
- jr z,.setShortDelay\@
+ jr z,.setShortDelay
ld a,[$ffb6] ; flag
and a
- jr nz,.setShortDelay\@
+ jr nz,.setShortDelay
xor a
ld [$ffb5],a
-.setShortDelay\@
+.setShortDelay
ld a,5 ; 1/12 of a second delay
ld [H_FRAMECOUNTER],a
ret
@@ -7161,32 +7161,32 @@
push bc
ld a,[$d358]
bit 0,a
- jr z,.waitOneFrame\@
+ jr z,.waitOneFrame
ld a,[$d355]
and a,$0f
ld [H_FRAMECOUNTER],a
- jr .checkButtons\@
-.waitOneFrame\@
+ jr .checkButtons
+.waitOneFrame
ld a,1
ld [H_FRAMECOUNTER],a
-.checkButtons\@
+.checkButtons
call GetJoypadState
ld a,[$ffb4]
-.checkAButton\@
+.checkAButton
bit 0,a ; is the A button pressed?
- jr z,.checkBButton\@
- jr .endWait\@
-.checkBButton\@
+ jr z,.checkBButton
+ jr .endWait
+.checkBButton
bit 1,a ; is the B button pressed?
- jr z,.buttonsNotPressed\@
-.endWait\@
+ jr z,.buttonsNotPressed
+.endWait
call DelayFrame
- jr .done\@
-.buttonsNotPressed\@ ; if neither A nor B is pressed
+ jr .done
+.buttonsNotPressed ; if neither A nor B is pressed
ld a,[H_FRAMECOUNTER]
and a
- jr nz,.checkButtons\@
-.done\@
+ jr nz,.checkButtons
+.done
pop bc
pop de
pop hl
@@ -7234,10 +7234,10 @@
; add bc to hl a times
and a
ret z
-.loop\@
+.loop
add hl,bc
dec a
- jr nz,.loop\@
+ jr nz,.loop
ret
; Compare strings, c bytes in length, at de and hl.
@@ -7261,22 +7261,22 @@
ld h,$c3
swap a ; multiply by 16
ld l,a
- call .writeOneEntry\@ ; upper left
+ call .writeOneEntry ; upper left
push bc
ld a,8
add c
ld c,a
- call .writeOneEntry\@ ; upper right
+ call .writeOneEntry ; upper right
pop bc
ld a,8
add b
ld b,a
- call .writeOneEntry\@ ; lower left
+ call .writeOneEntry ; lower left
ld a,8
add c
ld c,a
; lower right
-.writeOneEntry\@
+.writeOneEntry
ld [hl],b ; Y coordinate
inc hl
ld [hl],c ; X coordinate
@@ -7302,25 +7302,25 @@
ld [H_DOWNARROWBLINKCNT1],a ; blinking down arrow timing value 1
ld a,$06
ld [H_DOWNARROWBLINKCNT2],a ; blinking down arrow timing value 2
-.loop1\@
+.loop1
xor a
ld [$d08b],a ; counter for pokemon shaking animation
call PlaceMenuCursor
call Delay3
-.loop2\@
+.loop2
push hl
ld a,[$d09b]
and a ; is it a pokemon selection menu?
- jr z,.getJoypadState\@
+ jr z,.getJoypadState
ld b,$1c
ld hl,$56ff ; shake mini sprite of selected pokemon
call Bankswitch
-.getJoypadState\@
+.getJoypadState
pop hl
call GetJoypadStateLowSensitivity
ld a,[$ffb5]
and a ; was a key pressed?
- jr nz,.keyPressed\@
+ jr nz,.keyPressed
push hl
FuncCoord 18,11 ; coordinates of blinking down arrow in some menus
ld hl,Coord
@@ -7328,9 +7328,9 @@
pop hl
ld a,[W_MENUJOYPADPOLLCOUNT]
dec a
- jr z,.giveUpWaiting\@
- jr .loop2\@
-.giveUpWaiting\@
+ jr z,.giveUpWaiting
+ jr .loop2
+.giveUpWaiting
; if a key wasn't pressed within the specified number of checks
pop af
ld [H_DOWNARROWBLINKCNT2],a
@@ -7339,63 +7339,63 @@
xor a
ld [W_MENUWRAPPINGENABLED],a ; disable menu wrapping
ret
-.keyPressed\@
+.keyPressed
xor a
ld [$cc4b],a
ld a,[$ffb5]
ld b,a
bit 6,a ; pressed Up key?
- jr z,.checkIfDownPressed\@
-.upPressed\@
+ jr z,.checkIfDownPressed
+.upPressed
ld a,[W_CURMENUITEMID] ; selected menu item
and a ; already at the top of the menu?
- jr z,.alreadyAtTop\@
-.notAtTop\@
+ jr z,.alreadyAtTop
+.notAtTop
dec a
ld [W_CURMENUITEMID],a ; move selected menu item up one space
- jr .checkOtherKeys\@
-.alreadyAtTop\@
+ jr .checkOtherKeys
+.alreadyAtTop
ld a,[W_MENUWRAPPINGENABLED]
and a ; is wrapping around enabled?
- jr z,.noWrappingAround\@
+ jr z,.noWrappingAround
ld a,[W_MAXMENUITEMID]
ld [W_CURMENUITEMID],a ; wrap to the bottom of the menu
- jr .checkOtherKeys\@
-.checkIfDownPressed\@
+ jr .checkOtherKeys
+.checkIfDownPressed
bit 7,a
- jr z,.checkOtherKeys\@
-.downPressed\@
+ jr z,.checkOtherKeys
+.downPressed
ld a,[W_CURMENUITEMID]
inc a
ld c,a
ld a,[W_MAXMENUITEMID]
cp c
- jr nc,.notAtBottom\@
-.alreadyAtBottom\@
+ jr nc,.notAtBottom
+.alreadyAtBottom
ld a,[W_MENUWRAPPINGENABLED]
and a ; is wrapping around enabled?
- jr z,.noWrappingAround\@
+ jr z,.noWrappingAround
ld c,$00 ; wrap from bottom to top
-.notAtBottom\@
+.notAtBottom
ld a,c
ld [W_CURMENUITEMID],a
-.checkOtherKeys\@
+.checkOtherKeys
ld a,[W_MENUWATCHEDKEYS]
and b ; does the menu care about any of the pressed keys?
- jp z,.loop1\@
-.checkIfAButtonOrBButtonPressed\@
+ jp z,.loop1
+.checkIfAButtonOrBButtonPressed
ld a,[$ffb5]
and a,%00000011 ; pressed A button or B button?
- jr z,.skipPlayingSound\@
-.AButtonOrBButtonPressed\@
+ jr z,.skipPlayingSound
+.AButtonOrBButtonPressed
push hl
ld hl,$cd60
bit 5,[hl]
pop hl
- jr nz,.skipPlayingSound\@
+ jr nz,.skipPlayingSound
ld a,$90
call $23b1 ; play sound
-.skipPlayingSound\@
+.skipPlayingSound
pop af
ld [H_DOWNARROWBLINKCNT2],a
pop af
@@ -7404,23 +7404,23 @@
ld [W_MENUWRAPPINGENABLED],a ; disable menu wrapping
ld a,[$ffb5]
ret
-.noWrappingAround\@
+.noWrappingAround
ld a,[$cc37]
and a ; should we return if the user tried to go past the top or bottom?
- jr z,.checkOtherKeys\@
- jr .checkIfAButtonOrBButtonPressed\@
+ jr z,.checkOtherKeys
+ jr .checkIfAButtonOrBButtonPressed
PlaceMenuCursor: ; 3B7C
ld a,[W_TOPMENUITEMY]
and a ; is the y coordinate 0?
- jr z,.adjustForXCoord\@
+ jr z,.adjustForXCoord
ld hl,$c3a0
ld bc,20 ; screen width
-.topMenuItemLoop\@
+.topMenuItemLoop
add hl,bc
dec a
- jr nz,.topMenuItemLoop\@
-.adjustForXCoord\@
+ jr nz,.topMenuItemLoop
+.adjustForXCoord
ld a,[W_TOPMENUITEMX]
ld b,$00
ld c,a
@@ -7428,53 +7428,53 @@
push hl
ld a,[W_OLDMENUITEMID]
and a ; was the previous menu id 0?
- jr z,.checkForArrow1\@
+ jr z,.checkForArrow1
push af
ld a,[$fff6]
bit 1,a ; is the menu double spaced?
- jr z,.doubleSpaced1\@
+ jr z,.doubleSpaced1
ld bc,20
- jr .getOldMenuItemScreenPosition\@
-.doubleSpaced1\@
+ jr .getOldMenuItemScreenPosition
+.doubleSpaced1
ld bc,40
-.getOldMenuItemScreenPosition\@
+.getOldMenuItemScreenPosition
pop af
-.oldMenuItemLoop\@
+.oldMenuItemLoop
add hl,bc
dec a
- jr nz,.oldMenuItemLoop\@
-.checkForArrow1\@
+ jr nz,.oldMenuItemLoop
+.checkForArrow1
ld a,[hl]
cp a,"▶" ; was an arrow next to the previously selected menu item?
- jr nz,.skipClearingArrow\@
-.clearArrow\@
+ jr nz,.skipClearingArrow
+.clearArrow
ld a,[W_TILEBEHINDCURSOR]
ld [hl],a
-.skipClearingArrow\@
+.skipClearingArrow
pop hl
ld a,[W_CURMENUITEMID]
and a
- jr z,.checkForArrow2\@
+ jr z,.checkForArrow2
push af
ld a,[$fff6]
bit 1,a ; is the menu double spaced?
- jr z,.doubleSpaced2\@
+ jr z,.doubleSpaced2
ld bc,20
- jr .getCurrentMenuItemScreenPosition\@
-.doubleSpaced2\@
+ jr .getCurrentMenuItemScreenPosition
+.doubleSpaced2
ld bc,40
-.getCurrentMenuItemScreenPosition\@
+.getCurrentMenuItemScreenPosition
pop af
-.currentMenuItemLoop\@
+.currentMenuItemLoop
add hl,bc
dec a
- jr nz,.currentMenuItemLoop\@
-.checkForArrow2\@
+ jr nz,.currentMenuItemLoop
+.checkForArrow2
ld a,[hl]
cp a,"▶" ; has the right arrow already been placed?
- jr z,.skipSavingTile\@ ; if so, don't lose the saved tile
+ jr z,.skipSavingTile ; if so, don't lose the saved tile
ld [W_TILEBEHINDCURSOR],a ; save tile before overwriting with right arrow
-.skipSavingTile\@
+.skipSavingTile
ld a,"▶" ; place right arrow
ld [hl],a
ld a,l
@@ -7521,8 +7521,8 @@
ld b,a
ld a,$ee ; down arrow
cp b
- jr nz,.downArrowOff\@
-.downArrowOn\@
+ jr nz,.downArrowOff
+.downArrowOn
ld a,[H_DOWNARROWBLINKCNT1]
dec a
ld [H_DOWNARROWBLINKCNT1],a
@@ -7538,7 +7538,7 @@
ld a,$06
ld [H_DOWNARROWBLINKCNT2],a
ret
-.downArrowOff\@
+.downArrowOff
ld a,[H_DOWNARROWBLINKCNT1]
and a
ret z
@@ -7607,10 +7607,10 @@
ld a,b
and a,%00001111
cp a,1
- jr z,.oneByte\@
+ jr z,.oneByte
cp a,2
- jr z,.twoBytes\@
-.threeBytes\@
+ jr z,.twoBytes
+.threeBytes
ld a,[de]
ld [H_NUMTOPRINT],a
inc de
@@ -7619,18 +7619,18 @@
inc de
ld a,[de]
ld [H_NUMTOPRINT + 2],a
- jr .checkNumDigits\@
-.twoBytes\@
+ jr .checkNumDigits
+.twoBytes
ld a,[de]
ld [H_NUMTOPRINT + 1],a
inc de
ld a,[de]
ld [H_NUMTOPRINT + 2],a
- jr .checkNumDigits\@
-.oneByte\@
+ jr .checkNumDigits
+.oneByte
ld a,[de]
ld [H_NUMTOPRINT + 2],a
-.checkNumDigits\@
+.checkNumDigits
push de
ld d,b
ld a,c
@@ -7639,16 +7639,16 @@
ld c,a
ld a,b ; a = number of decimal digits
cp a,2
- jr z,.tensPlace\@
+ jr z,.tensPlace
cp a,3
- jr z,.hundredsPlace\@
+ jr z,.hundredsPlace
cp a,4
- jr z,.thousandsPlace\@
+ jr z,.thousandsPlace
cp a,5
- jr z,.tenThousandsPlace\@
+ jr z,.tenThousandsPlace
cp a,6
- jr z,.hundredThousandsPlace\@
-.millionsPlace\@
+ jr z,.hundredThousandsPlace
+.millionsPlace
ld a,1000000 >> 16
ld [H_POWEROFTEN],a
ld a,(1000000 >> 8) & $FF
@@ -7657,7 +7657,7 @@
ld [H_POWEROFTEN + 2],a
call PrintNumber_PrintDigit
call PrintNumber_AdvancePointer
-.hundredThousandsPlace\@
+.hundredThousandsPlace
ld a,100000 >> 16
ld [H_POWEROFTEN],a
ld a,(100000 >> 8) & $FF
@@ -7666,7 +7666,7 @@
ld [H_POWEROFTEN + 2],a
call PrintNumber_PrintDigit
call PrintNumber_AdvancePointer
-.tenThousandsPlace\@
+.tenThousandsPlace
xor a
ld [H_POWEROFTEN],a
ld a,10000 >> 8
@@ -7675,7 +7675,7 @@
ld [H_POWEROFTEN + 2],a
call PrintNumber_PrintDigit
call PrintNumber_AdvancePointer
-.thousandsPlace\@
+.thousandsPlace
xor a
ld [H_POWEROFTEN],a
ld a,1000 >> 8
@@ -7684,7 +7684,7 @@
ld [H_POWEROFTEN + 2],a
call PrintNumber_PrintDigit
call PrintNumber_AdvancePointer
-.hundredsPlace\@
+.hundredsPlace
xor a
ld [H_POWEROFTEN],a
xor a
@@ -7693,30 +7693,30 @@
ld [H_POWEROFTEN + 2],a
call PrintNumber_PrintDigit
call PrintNumber_AdvancePointer
-.tensPlace\@
+.tensPlace
ld c,00
ld a,[H_NUMTOPRINT + 2]
-.loop\@
+.loop
cp a,10
- jr c,.underflow\@
+ jr c,.underflow
sub a,10
inc c
- jr .loop\@
-.underflow\@
+ jr .loop
+.underflow
ld b,a
ld a,[H_PASTLEADINGZEROES]
or c
ld [H_PASTLEADINGZEROES],a
- jr nz,.pastLeadingZeroes\@
+ jr nz,.pastLeadingZeroes
call PrintNumber_PrintLeadingZero
- jr .advancePointer\@
-.pastLeadingZeroes\@
+ jr .advancePointer
+.pastLeadingZeroes
ld a,"0"
add c
ld [hl],a
-.advancePointer\@
+.advancePointer
call PrintNumber_AdvancePointer
-.onesPlace\@
+.onesPlace
ld a,"0"
add b
ld [hli],a
@@ -7733,13 +7733,13 @@
; and the quotient becomes the digit while the remainder is stored as the new value of the number.
PrintNumber_PrintDigit: ; 3D25
ld c,0 ; counts number of loop iterations to determine the decimal digit
-.loop\@
+.loop
ld a,[H_POWEROFTEN]
ld b,a
ld a,[H_NUMTOPRINT]
ld [H_SAVEDNUMTOPRINT],a
cp b
- jr c,.underflow0\@
+ jr c,.underflow0
sub b
ld [H_NUMTOPRINT],a
ld a,[H_POWEROFTEN + 1]
@@ -7747,15 +7747,15 @@
ld a,[H_NUMTOPRINT + 1]
ld [H_SAVEDNUMTOPRINT + 1],a
cp b
- jr nc,.noBorrowForByte1\@
-.byte1BorrowFromByte0\@
+ jr nc,.noBorrowForByte1
+.byte1BorrowFromByte0
ld a,[H_NUMTOPRINT]
or a,0
- jr z,.underflow1\@
+ jr z,.underflow1
dec a
ld [H_NUMTOPRINT],a
ld a,[H_NUMTOPRINT + 1]
-.noBorrowForByte1\@
+.noBorrowForByte1
sub b
ld [H_NUMTOPRINT + 1],a
ld a,[H_POWEROFTEN + 2]
@@ -7763,34 +7763,34 @@
ld a,[H_NUMTOPRINT + 2]
ld [H_SAVEDNUMTOPRINT + 2],a
cp b
- jr nc,.noBorrowForByte2\@
-.byte2BorrowFromByte1\@
+ jr nc,.noBorrowForByte2
+.byte2BorrowFromByte1
ld a,[H_NUMTOPRINT + 1]
and a
- jr nz,.finishByte2BorrowFromByte1\@
-.byte2BorrowFromByte0\@
+ jr nz,.finishByte2BorrowFromByte1
+.byte2BorrowFromByte0
ld a,[H_NUMTOPRINT]
and a
- jr z,.underflow2\@
+ jr z,.underflow2
dec a
ld [H_NUMTOPRINT],a
xor a
-.finishByte2BorrowFromByte1\@
+.finishByte2BorrowFromByte1
dec a
ld [H_NUMTOPRINT + 1],a
ld a,[H_NUMTOPRINT + 2]
-.noBorrowForByte2\@
+.noBorrowForByte2
sub b
ld [H_NUMTOPRINT + 2],a
inc c
- jr .loop\@
-.underflow2\@
+ jr .loop
+.underflow2
ld a,[H_SAVEDNUMTOPRINT + 1]
ld [H_NUMTOPRINT + 1],a
-.underflow1\@
+.underflow1
ld a,[H_SAVEDNUMTOPRINT]
ld [H_NUMTOPRINT],a
-.underflow0\@
+.underflow0
ld a,[H_PASTLEADINGZEROES]
or c
jr z,PrintNumber_PrintLeadingZero
@@ -7811,13 +7811,13 @@
; the number is left-aligned, and no nonzero digits have been printed yet
PrintNumber_AdvancePointer: ; 3D89
bit 7,d ; print leading zeroes?
- jr nz,.incrementPointer\@
+ jr nz,.incrementPointer
bit 6,d ; left alignment or right alignment?
- jr z,.incrementPointer\@
+ jr z,.incrementPointer
ld a,[H_PASTLEADINGZEROES]
and a
ret z
-.incrementPointer\@
+.incrementPointer
inc hl
ret
@@ -7836,10 +7836,10 @@
ld a,[hli]
ld h,[hl]
ld l,a
- ld de,.returnAddress\@
+ ld de,.returnAddress
push de
jp [hl]
-.returnAddress\@
+.returnAddress
pop bc
pop de
pop hl
@@ -7851,19 +7851,19 @@
; if found, returns count in b and sets carry.
ld b,0
ld c,a
-.loop\@
+.loop
ld a,[hl]
cp a,$FF
- jr z,.NotInArray\@
+ jr z,.NotInArray
cp c
- jr z,.InArray\@
+ jr z,.InArray
inc b
add hl,de
- jr .loop\@
-.NotInArray\@
+ jr .loop
+.NotInArray
and a
ret
-.InArray\@
+.InArray
scf
ret
@@ -7965,11 +7965,11 @@
ld a,[$D0B7]
ld [$FFB8],a
ld [$2000],a
- ld de,.Return\@
+ ld de,.Return
push de
jp [hl]
; after the predefined function finishes it returns here
-.Return\@
+.Return
pop af
ld [$FFB8],a
ld [$2000],a
@@ -8235,13 +8235,13 @@
ld [$cf91],a
ld a,[$cc49]
cp a,$03
- jr z,.getBaseStats\@
+ jr z,.getBaseStats
ld a,[$cf92]
ld e,a
ld hl,$5c37
ld b,$0e
call Bankswitch ; get pokemon ID
-.getBaseStats\@
+.getBaseStats
ld a,[$cf91]
ld [$d0b5],a ; input for GetBaseStats
call GetBaseStats ; load base stats to $d0b8
@@ -8249,19 +8249,19 @@
ld bc,44
ld a,[$cc49]
cp a,$01
- jr c,.getMonEntry\@
+ jr c,.getMonEntry
ld hl,$d8a4 ; enemy pokemon 1 data
- jr z,.getMonEntry\@
+ jr z,.getMonEntry
cp a,$02
ld hl,$da96 ; box pokemon 1 data
ld bc,33
- jr z,.getMonEntry\@
+ jr z,.getMonEntry
ld hl,$da5f ; daycare pokemon data
- jr .copyMonData\@
-.getMonEntry\@ ; add the product of the index and the size of each entry
+ jr .copyMonData
+.getMonEntry ; add the product of the index and the size of each entry
ld a,[$cf92]
call AddNTimes
-.copyMonData\@
+.copyMonData
ld de,$cf98
ld bc,44
jp CopyData
@@ -8411,13 +8411,13 @@
inc a
ld [$D088],a
call $609E
- jr nc,.next0\@
+ jr nc,.next0
; Predef 52 loads the save from SRAM to RAM
ld a,$52
call Predef
-.next0\@
+.next0
ld c,20
call DelayFrames
xor a
@@ -8438,7 +8438,7 @@
set 6,[hl]
ld a,[$D088]
cp a,1
- jr z,.next1\@
+ jr z,.next1
FuncCoord 0,0
ld hl,Coord
ld b,6
@@ -8448,8 +8448,8 @@
ld hl,Coord
ld de,$5D7E
call PlaceString
- jr .next2\@
-.next1\@
+ jr .next2
+.next1
FuncCoord 0,0
ld hl,Coord
ld b,4
@@ -8459,7 +8459,7 @@
ld hl,Coord
ld de,$5D87
call PlaceString
-.next2\@
+.next2
ld hl,$D730
res 6,[hl]
call $2429 ; OAM?
@@ -8484,23 +8484,23 @@
ld b,a
ld a,[$D088]
cp a,2
- jp z,.next3\@
+ jp z,.next3
inc b ; adjust MenuArrow_Counter
-.next3\@
+.next3
ld a,b
and a
- jr z,.next4\@ ; if press_A on Continue
+ jr z,.next4 ; if press_A on Continue
cp a,1
jp z,$5D52 ; if press_A on NewGame
call $5E8A ; if press_a on Options
ld a,1
ld [$D08A],a
- jp .next0\@
-.next4\@
+ jp .next0
+.next4
call $5DB5
ld hl,$D126
set 5,[hl]
-.next6\@
+.next6
xor a
ld [$FFB3],a
ld [$FFB2],a
@@ -8508,11 +8508,11 @@
call GetJoypadState
ld a,[$FFB4]
bit 0,a
- jr nz,.next5\@
+ jr nz,.next5
bit 1,a
- jp nz,.next0\@
- jr .next6\@
-.next5\@
+ jp nz,.next0
+ jr .next6
+.next5
call GBPalWhiteOutWithDelay3
call ClearScreen
ld a,4
@@ -8604,118 +8604,118 @@
ld a,$01
ld [H_AUTOBGTRANSFERENABLED],a ; enable auto background transfer
call Delay3
-.loop\@
+.loop
call PlaceMenuCursor
call SetOptionsFromCursorPositions
-.getJoypadStateLoop\@
+.getJoypadStateLoop
call GetJoypadStateLowSensitivity
ld a,[$ffb5]
ld b,a
and a,%11111011 ; any key besides select pressed?
- jr z,.getJoypadStateLoop\@
+ jr z,.getJoypadStateLoop
bit 1,b ; B button pressed?
- jr nz,.exitMenu\@
+ jr nz,.exitMenu
bit 3,b ; Start button pressed?
- jr nz,.exitMenu\@
+ jr nz,.exitMenu
bit 0,b ; A button pressed?
- jr z,.checkDirectionKeys\@
+ jr z,.checkDirectionKeys
ld a,[W_TOPMENUITEMY]
cp a,16 ; is the cursor on Cancel?
- jr nz,.loop\@
-.exitMenu\@
+ jr nz,.loop
+.exitMenu
ld a,$90
call $23b1 ; play sound
ret
-.eraseOldMenuCursor\@
+.eraseOldMenuCursor
ld [W_TOPMENUITEMX],a
call EraseMenuCursor
- jp .loop\@
-.checkDirectionKeys\@
+ jp .loop
+.checkDirectionKeys
ld a,[W_TOPMENUITEMY]
bit 7,b ; Down pressed?
- jr nz,.downPressed\@
+ jr nz,.downPressed
bit 6,b ; Up pressed?
- jr nz,.upPressed\@
+ jr nz,.upPressed
cp a,8 ; cursor in Battle Animation section?
- jr z,.cursorInBattleAnimation\@
+ jr z,.cursorInBattleAnimation
cp a,13 ; cursor in Battle Style section?
- jr z,.cursorInBattleStyle\@
+ jr z,.cursorInBattleStyle
cp a,16 ; cursor on Cancel?
- jr z,.loop\@
-.cursorInTextSpeed\@
+ jr z,.loop
+.cursorInTextSpeed
bit 5,b ; Left pressed?
- jp nz,.pressedLeftInTextSpeed\@
- jp .pressedRightInTextSpeed\@
-.downPressed\@
+ jp nz,.pressedLeftInTextSpeed
+ jp .pressedRightInTextSpeed
+.downPressed
cp a,16
ld b,-13
ld hl,$cd3d
- jr z,.updateMenuVariables\@
+ jr z,.updateMenuVariables
ld b,5
cp a,3
inc hl
- jr z,.updateMenuVariables\@
+ jr z,.updateMenuVariables
cp a,8
inc hl
- jr z,.updateMenuVariables\@
+ jr z,.updateMenuVariables
ld b,3
inc hl
- jr .updateMenuVariables\@
-.upPressed\@
+ jr .updateMenuVariables
+.upPressed
cp a,8
ld b,-5
ld hl,$cd3d
- jr z,.updateMenuVariables\@
+ jr z,.updateMenuVariables
cp a,13
inc hl
- jr z,.updateMenuVariables\@
+ jr z,.updateMenuVariables
cp a,16
ld b,-3
inc hl
- jr z,.updateMenuVariables\@
+ jr z,.updateMenuVariables
ld b,13
inc hl
-.updateMenuVariables\@
+.updateMenuVariables
add b
ld [W_TOPMENUITEMY],a
ld a,[hl]
ld [W_TOPMENUITEMX],a
call PlaceUnfilledArrowMenuCursor
- jp .loop\@
-.cursorInBattleAnimation\@
+ jp .loop
+.cursorInBattleAnimation
ld a,[$cd3e] ; battle animation cursor X coordinate
xor a,$0b ; toggle between 1 and 10
ld [$cd3e],a
- jp .eraseOldMenuCursor\@
-.cursorInBattleStyle\@
+ jp .eraseOldMenuCursor
+.cursorInBattleStyle
ld a,[$cd3f] ; battle style cursor X coordinate
xor a,$0b ; toggle between 1 and 10
ld [$cd3f],a
- jp .eraseOldMenuCursor\@
-.pressedLeftInTextSpeed\@
+ jp .eraseOldMenuCursor
+.pressedLeftInTextSpeed
ld a,[$cd3d] ; text speed cursor X coordinate
cp a,1
- jr z,.updateTextSpeedXCoord\@
+ jr z,.updateTextSpeedXCoord
cp a,7
- jr nz,.fromSlowToMedium\@
+ jr nz,.fromSlowToMedium
sub a,6
- jr .updateTextSpeedXCoord\@
-.fromSlowToMedium\@
+ jr .updateTextSpeedXCoord
+.fromSlowToMedium
sub a,7
- jr .updateTextSpeedXCoord\@
-.pressedRightInTextSpeed\@
+ jr .updateTextSpeedXCoord
+.pressedRightInTextSpeed
ld a,[$cd3d] ; text speed cursor X coordinate
cp a,14
- jr z,.updateTextSpeedXCoord\@
+ jr z,.updateTextSpeedXCoord
cp a,7
- jr nz,.fromFastToMedium\@
+ jr nz,.fromFastToMedium
add a,7
- jr .updateTextSpeedXCoord\@
-.fromFastToMedium\@
+ jr .updateTextSpeedXCoord
+.fromFastToMedium
add a,6
-.updateTextSpeedXCoord\@
+.updateTextSpeedXCoord
ld [$cd3d],a ; text speed cursor X coordinate
- jp .eraseOldMenuCursor\@
+ jp .eraseOldMenuCursor
TextSpeedOptionText: ; 5FC0
db "TEXT SPEED",$4E
@@ -8737,33 +8737,33 @@
ld hl,TextSpeedOptionData
ld a,[$cd3d] ; text speed cursor X coordinate
ld c,a
-.loop\@
+.loop
ld a,[hli]
cp c
- jr z,.textSpeedMatchFound\@
+ jr z,.textSpeedMatchFound
inc hl
- jr .loop\@
-.textSpeedMatchFound\@
+ jr .loop
+.textSpeedMatchFound
ld a,[hl]
ld d,a
ld a,[$cd3e] ; battle animation cursor X coordinate
dec a
- jr z,.battleAnimationOn\@
-.battleAnimationOff\@
+ jr z,.battleAnimationOn
+.battleAnimationOff
set 7,d
- jr .checkBattleStyle\@
-.battleAnimationOn\@
+ jr .checkBattleStyle
+.battleAnimationOn
res 7,d
-.checkBattleStyle\@
+.checkBattleStyle
ld a,[$cd3f] ; battle style cursor X coordinate
dec a
- jr z,.battleStyleShift\@
-.battleStyleSet\@
+ jr z,.battleStyleShift
+.battleStyleSet
set 6,d
- jr .storeOptions\@
-.battleStyleShift\@
+ jr .storeOptions
+.battleStyleShift
res 6,d
-.storeOptions\@
+.storeOptions
ld a,d
ld [W_OPTIONS],a
ret
@@ -8783,30 +8783,30 @@
ld [$cd3d],a ; text speed cursor X coordinate
FuncCoord 0,3
ld hl,Coord
- call .placeUnfilledRightArrow\@
+ call .placeUnfilledRightArrow
sla c
ld a,1 ; On
- jr nc,.storeBattleAnimationCursorX\@
+ jr nc,.storeBattleAnimationCursorX
ld a,10 ; Off
-.storeBattleAnimationCursorX\@
+.storeBattleAnimationCursorX
ld [$cd3e],a ; battle animation cursor X coordinate
FuncCoord 0,8
ld hl,Coord
- call .placeUnfilledRightArrow\@
+ call .placeUnfilledRightArrow
sla c
ld a,1
- jr nc,.storeBattleStyleCursorX\@
+ jr nc,.storeBattleStyleCursorX
ld a,10
-.storeBattleStyleCursorX\@
+.storeBattleStyleCursorX
ld [$cd3f],a ; battle style cursor X coordinate
FuncCoord 0,13
ld hl,Coord
- call .placeUnfilledRightArrow\@
+ call .placeUnfilledRightArrow
; cursor in front of Cancel
FuncCoord 0,16
ld hl,Coord
ld a,1
-.placeUnfilledRightArrow\@
+.placeUnfilledRightArrow
ld e,a
ld d,0
add hl,de
@@ -8896,10 +8896,10 @@
call GBFadeIn2
ld a,[$D72D]
and a
- jr nz,.next\@
+ jr nz,.next
ld hl,OakSpeechText3
call PrintText
-.next\@ ld a,[$FFB8]
+.next ld a,[$FFB8]
push af
ld a,$9C
call $23B1
@@ -8968,13 +8968,13 @@
FadeInIntroPic: ; 0x6271
ld hl,IntroFadePalettes
ld b,6
-.next\@
+.next
ld a,[hli]
ld [rBGP],a
ld c,10
call DelayFrames
dec b
- jr nz,.next\@
+ jr nz,.next
ret
IntroFadePalettes: ; 0x6282
@@ -8992,7 +8992,7 @@
ld a,$E4
ld [rBGP],a
-.next\@
+.next
call DelayFrame
ld a,[$FF4B]
sub 8
@@ -8999,7 +8999,7 @@
cp $FF
ret z
ld [$FF4B],a
- jr .next\@
+ jr .next
Predef3B: ; 62A1
call $3E94
@@ -9017,9 +9017,9 @@
ld a,c
and a
ld hl,$C3C3
- jr nz,.next\@
+ jr nz,.next
ld hl,$C3F6
-.next\@
+.next
xor a
ld [$FFE1],a
ld a,1
@@ -9032,22 +9032,22 @@
ld hl,$D732
bit 2,[hl]
res 2,[hl]
- jr z,.next\@
+ jr z,.next
ld a,[$D71A]
- jr .next2\@
-.next\@
+ jr .next2
+.next
bit 1,[hl]
- jr z,.next3\@
+ jr z,.next3
call $64EA
-.next3\@
+.next3
ld a,0
-.next2\@
+.next2
ld b,a
ld a,[$D72D]
and a
- jr nz,.next4\@
+ jr nz,.next4
ld a,b
-.next4\@
+.next4
ld hl,$D732
bit 4,[hl]
ret nz
@@ -9232,7 +9232,7 @@
jp z,DisplayListMenuIDLoop ; ignore attempts to swap the Cancel menu item
ld a,[$cc35] ; ID of item chosen for swapping (counts from 1)
and a ; has the first item to swap already been chosen?
- jr nz,.swapItems\@
+ jr nz,.swapItems
; if not, set the currently selected item as the first item
ld a,[W_CURMENUITEMID]
inc a
@@ -9243,7 +9243,7 @@
ld c,20
call DelayFrames
jp DisplayListMenuIDLoop
-.swapItems\@
+.swapItems
ld a,[W_CURMENUITEMID]
inc a
ld b,a
@@ -9278,15 +9278,15 @@
add a
add e
ld e,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc d
-.noCarry\@ ; de = address of first item to swap
+.noCarry ; de = address of first item to swap
ld a,[de]
ld b,a
ld a,[hli]
cp b
- jr z,.swapSameItemType\@
-.swapDifferentItems\@
+ jr z,.swapSameItemType
+.swapDifferentItems
ld [$ff95],a ; [$ff95] = second item ID
ld a,[hld]
ld [$ff96],a ; [$ff96] = second item quantity
@@ -9305,7 +9305,7 @@
pop de
pop hl
jp DisplayListMenuIDLoop
-.swapSameItemType\@
+.swapSameItemType
inc de
ld a,[hl]
ld b,a
@@ -9312,14 +9312,14 @@
ld a,[de]
add b ; a = sum of both item quantities
cp a,100 ; is the sum too big for one item slot?
- jr c,.combineItemSlots\@
+ jr c,.combineItemSlots
; swap enough items from the first slot to max out the second slot if they can't be combined
sub a,99
ld [de],a
ld a,99
ld [hl],a
- jr .done\@
-.combineItemSlots\@
+ jr .done
+.combineItemSlots
ld [hl],a ; put the sum in the second item slot
ld hl,$cf8b
ld a,[hli]
@@ -9329,29 +9329,29 @@
ld a,[hl]
ld [$d12a],a ; update number of items variable
cp a,1
- jr nz,.skipSettingMaxMenuItemID\@
+ jr nz,.skipSettingMaxMenuItemID
ld [W_MAXMENUITEMID],a ; if the number of items is only one now, update the max menu item ID
-.skipSettingMaxMenuItemID\@
+.skipSettingMaxMenuItemID
dec de
ld h,d
ld l,e
inc hl
inc hl ; hl = address of item after first item to swap
-.moveItemsUpLoop\@ ; erase the first item slot and move up all the following item slots to fill the gap
+.moveItemsUpLoop ; erase the first item slot and move up all the following item slots to fill the gap
ld a,[hli]
ld [de],a
inc de
inc a ; reached the $ff terminator?
- jr z,.afterMovingItemsUp\@
+ jr z,.afterMovingItemsUp
ld a,[hli]
ld [de],a
inc de
- jr .moveItemsUpLoop\@
-.afterMovingItemsUp\@
+ jr .moveItemsUpLoop
+.afterMovingItemsUp
xor a
ld [W_LISTSCROLLOFFSET],a
ld [W_CURMENUITEMID],a
-.done\@
+.done
xor a
ld [$cc35],a ; 0 means no item is currently being swapped
pop de
@@ -9364,7 +9364,7 @@
call $2429 ; move sprites
xor a
ld [$cf0a],a ; flag that is set if something is sold or bought
-.loop\@
+.loop
xor a
ld [W_LISTSCROLLOFFSET],a
ld [W_CURMENUITEMID],a
@@ -9383,15 +9383,15 @@
ld h,a ; hl = address of inventory
ld a,[$d12e]
cp a,$02
- jp z,.done\@
+ jp z,.done
ld a,[$d12d] ; ID of the chosen menu item
and a ; buying?
- jp z,.buyMenu\@
+ jp z,.buyMenu
dec a ; selling?
- jp z,.sellMenu\@
+ jp z,.sellMenu
dec a ; quitting?
- jp z,.done\@
-.sellMenu\@
+ jp z,.done
+.sellMenu
xor a
ld [$cf93],a
ld a,$02
@@ -9401,11 +9401,11 @@
call Bankswitch
ld a,[W_NUMBAGITEMS]
and a
- jp z,.bagEmpty\@
+ jp z,.bagEmpty
ld hl,PokemonSellingGreetingText
call PrintText
call $3719 ; save screen
-.sellMenuLoop\@
+.sellMenuLoop
call $3725 ; restore saved screen
ld a,$13
ld [$d125],a
@@ -9421,21 +9421,21 @@
ld a,ITEMLISTMENU
ld [W_LISTMENUID],a
call DisplayListMenuID
- jp c,.returnToMainPokemartMenu\@ ; if the player closed the menu
-.confirmItemSale\@ ; if the player is trying to sell a specific item
+ jp c,.returnToMainPokemartMenu ; if the player closed the menu
+.confirmItemSale ; if the player is trying to sell a specific item
call IsKeyItem ; check if item is unsellable
ld a,[$d124]
and a
- jr nz,.unsellableItem\@
+ jr nz,.unsellableItem
ld a,[$cf91]
call IsItemHM
- jr c,.unsellableItem\@
+ jr c,.unsellableItem
ld a,PRICEDITEMLISTMENU
ld [W_LISTMENUID],a
ld [$ff8e],a ; halve prices when selling
call DisplayChooseQuantityMenu
inc a
- jr z,.sellMenuLoop\@ ; if the player closed the choose quantity menu with the B button
+ jr z,.sellMenuLoop ; if the player closed the choose quantity menu with the B button
ld hl,PokemartTellSellPrice
ld bc,$0e01
call PrintText
@@ -9447,31 +9447,31 @@
call DisplayTextBoxID ; yes/no menu
ld a,[$d12e]
cp a,$02
- jr z,.sellMenuLoop\@ ; if the player pressed the B button
+ jr z,.sellMenuLoop ; if the player pressed the B button
ld a,[$d12d] ; ID of the chosen menu item
dec a
- jr z,.sellMenuLoop\@ ; if the player chose No
-.sellItem\@
+ jr z,.sellMenuLoop ; if the player chose No
+.sellItem
ld a,[$cf0a] ; flag that is set if something is sold or bought
and a
- jr nz,.skipSettingFlag1\@
+ jr nz,.skipSettingFlag1
inc a
ld [$cf0a],a
-.skipSettingFlag1\@
+.skipSettingFlag1
call AddAmountSoldToMoney
ld hl,W_NUMBAGITEMS
call RemoveItemFromInventory
- jp .sellMenuLoop\@
-.unsellableItem\@
+ jp .sellMenuLoop
+.unsellableItem
ld hl,PokemartUnsellableItemText
call PrintText
- jp .returnToMainPokemartMenu\@
-.bagEmpty\@
+ jp .returnToMainPokemartMenu
+.bagEmpty
ld hl,PokemartItemBagEmptyText
call PrintText
call $3719 ; save screen
- jp .returnToMainPokemartMenu\@
-.buyMenu\@
+ jp .returnToMainPokemartMenu
+.buyMenu
ld a,$01
ld [$cf93],a
ld a,$03
@@ -9482,7 +9482,7 @@
ld hl,PokemartBuyingGreetingText
call PrintText
call $3719 ; save screen
-.buyMenuLoop\@
+.buyMenuLoop
call $3725 ; restore saved screen
ld a,$13
ld [$d125],a
@@ -9499,7 +9499,7 @@
inc a ; a = 2 (PRICEDITEMLISTMENU)
ld [W_LISTMENUID],a
call DisplayListMenuID
- jr c,.returnToMainPokemartMenu\@ ; if the player closed the menu
+ jr c,.returnToMainPokemartMenu ; if the player closed the menu
ld a,$63
ld [$cf97],a
xor a
@@ -9506,7 +9506,7 @@
ld [$ff8e],a
call DisplayChooseQuantityMenu
inc a
- jr z,.buyMenuLoop\@ ; if the player closed the choose quantity menu with the B button
+ jr z,.buyMenuLoop ; if the player closed the choose quantity menu with the B button
ld a,[$cf91] ; item ID
ld [$d11e],a ; store item ID for GetItemName
call GetItemName
@@ -9521,30 +9521,30 @@
call DisplayTextBoxID ; yes/no menu
ld a,[$d12e]
cp a,$02
- jp z,.buyMenuLoop\@ ; if the player pressed the B button
+ jp z,.buyMenuLoop ; if the player pressed the B button
ld a,[$d12d] ; ID of the chosen menu item
dec a
- jr z,.buyMenuLoop\@ ; if the player chose No
-.buyItem\@
- call .isThereEnoughMoney\@
- jr c,.notEnoughMoney\@
+ jr z,.buyMenuLoop ; if the player chose No
+.buyItem
+ call .isThereEnoughMoney
+ jr c,.notEnoughMoney
ld hl,W_NUMBAGITEMS
call AddItemToInventory
- jr nc,.bagFull\@
+ jr nc,.bagFull
call SubtractAmountPaidFromMoney
ld a,[$cf0a] ; flag that is set if something is sold or bought
and a
- jr nz,.skipSettingFlag2\@
+ jr nz,.skipSettingFlag2
ld a,$01
ld [$cf0a],a
-.skipSettingFlag2\@
+.skipSettingFlag2
ld a,$b2
call $3740 ; play sound
call $3748 ; wait until sound is done playing
ld hl,PokemartBoughtItemText
call PrintText
- jp .buyMenuLoop\@
-.returnToMainPokemartMenu\@
+ jp .buyMenuLoop
+.returnToMainPokemartMenu
call $3725 ; restore save screen
ld a,$13
ld [$d125],a
@@ -9551,21 +9551,21 @@
call DisplayTextBoxID ; draw money text box
ld hl,PokemartAnythingElseText
call PrintText
- jp .loop\@
-.isThereEnoughMoney\@
+ jp .loop
+.isThereEnoughMoney
ld de,W_PLAYERMONEY3
ld hl,$ff9f ; item price
ld c,3 ; length of money in bytes
jp StringCmp
-.notEnoughMoney\@
+.notEnoughMoney
ld hl,PokemartNotEnoughMoneyText
call PrintText
- jr .returnToMainPokemartMenu\@
-.bagFull\@
+ jr .returnToMainPokemartMenu
+.bagFull
ld hl,PokemartItemBagFullText
call PrintText
- jr .returnToMainPokemartMenu\@
-.done\@
+ jr .returnToMainPokemartMenu
+.done
ld hl,PokemartThankYouText
call PrintText
ld a,$01
@@ -9679,7 +9679,7 @@
call $360a ; yes/no menu
ld a, [W_CURMENUITEMID]
and a
- jr nz, .declinedHealing\@ ; if the player chose No
+ jr nz, .declinedHealing ; if the player chose No
call $7078
call $3725 ; restore screen
ld hl, NeedYourPokemonText
@@ -9705,10 +9705,10 @@
ld [$c112], a ; make the nurse bow
ld c, a
call DelayFrames
- jr .done\@
-.declinedHealing\@
+ jr .done
+.declinedHealing
call $3725 ; restore screen
-.done\@
+.done
ld hl, PokemonCenterFarewellText
call PrintText
jp $2429 ; move sprites
@@ -9767,10 +9767,10 @@
ld [$cf94],a
ld a,[$cf0c]
bit 0,a
- jr nz,.skipDrawingTextBoxBorder\@
+ jr nz,.skipDrawingTextBoxBorder
ld a,[$ff8c] ; text ID (or sprite ID)
and a
- jr nz,.notStartMenu\@
+ jr nz,.notStartMenu
; if text ID is 0 (i.e. the start menu)
; Note that the start menu text border is also drawn in the function directly
; below this, so this seems unnecessary.
@@ -9780,28 +9780,28 @@
ld hl,$c3aa
ld b,$0e
ld c,$08
- jr nz,.drawTextBoxBorder\@
+ jr nz,.drawTextBoxBorder
; start menu without pokedex
ld hl,$c3aa
ld b,$0c
ld c,$08
- jr .drawTextBoxBorder\@
+ jr .drawTextBoxBorder
; if text ID is not 0 (i.e. not the start menu) then do a standard dialogue text box
-.notStartMenu\@
+.notStartMenu
ld hl,$c490
ld b,$04
ld c,$12
-.drawTextBoxBorder\@
+.drawTextBoxBorder
call TextBoxBorder
-.skipDrawingTextBoxBorder\@
+.skipDrawingTextBoxBorder
ld hl,$cfc4
set 0,[hl]
ld hl,$cd60
bit 4,[hl]
res 4,[hl]
- jr nz,.skipMovingSprites\@
+ jr nz,.skipMovingSprites
call $2429 ; move sprites
-.skipMovingSprites\@
+.skipMovingSprites
; loop to copy C1X9 (direction the sprite is facing) to C2X9 for each sprite
; this is done because when you talk to an NPC, they turn to look your way
; the original direction they were facing must be restored after the dialogue is over
@@ -9808,7 +9808,7 @@
ld hl,$c119
ld c,$0f
ld de,$0010
-.spriteFacingDirectionCopyLoop\@
+.spriteFacingDirectionCopyLoop
ld a,[hl]
inc h
ld [hl],a
@@ -9815,23 +9815,23 @@
dec h
add hl,de
dec c
- jr nz,.spriteFacingDirectionCopyLoop\@
+ jr nz,.spriteFacingDirectionCopyLoop
; loop to force all the sprites in the middle of animation to stand still
; (so that they don't like they're frozen mid-step during the dialogue)
ld hl,$c102
ld de,$0010
ld c,e
-.spriteStandStillLoop\@
+.spriteStandStillLoop
ld a,[hl]
cp a,$ff ; is the sprite visible?
- jr z,.nextSprite\@
+ jr z,.nextSprite
; if it is visible
and a,$fc
ld [hl],a
-.nextSprite\@
+.nextSprite
add hl,de
dec c
- jr nz,.spriteStandStillLoop\@
+ jr nz,.spriteStandStillLoop
ld b,$9c ; window background address
call $18d6 ; transfer background in WRAM to VRAM
xor a
@@ -9849,12 +9849,12 @@
ld hl,$c3aa
ld b,$0e
ld c,$08
- jr nz,.drawTextBoxBorder\@
+ jr nz,.drawTextBoxBorder
; shorter menu if the player doesn't have the pokedex
ld hl,$c3aa
ld b,$0c
ld c,$08
-.drawTextBoxBorder\@
+.drawTextBoxBorder
call TextBoxBorder
ld a,%11001011 ; bit mask for down, up, start, B, and A buttons
ld [$cc29],a
@@ -9874,12 +9874,12 @@
bit 5,a ; does the player have the pokedex?
; case for not having pokdex
ld a,$06
- jr z,.storeMenuItemCount\@
+ jr z,.storeMenuItemCount
; case for having pokedex
ld de,StartMenuPokedexText
call PrintStartMenuItem
ld a,$07
-.storeMenuItemCount\@
+.storeMenuItemCount
ld [$cc28],a ; number of menu items
ld de,StartMenuPokemonText
call PrintStartMenuItem
@@ -9891,10 +9891,10 @@
bit 6,a ; is the player using the link feature?
; case for not using link feature
ld de,StartMenuSaveText
- jr z,.printSaveOrResetText\@
+ jr z,.printSaveOrResetText
; case for using link feature
ld de,StartMenuResetText
-.printSaveOrResetText\@
+.printSaveOrResetText
call PrintStartMenuItem
ld de,StartMenuOptionText
call PrintStartMenuItem
@@ -10098,30 +10098,30 @@
ld hl,TextBoxFunctionTable
ld de,3
call SearchTextBoxTable
- jr c,.functionTableMatch\@
+ jr c,.functionTableMatch
ld hl,TextBoxCoordTable
ld de,5
call SearchTextBoxTable
- jr c,.coordTableMatch\@
+ jr c,.coordTableMatch
ld hl,TextBoxTextAndCoordTable
ld de,9
call SearchTextBoxTable
- jr c,.textAndCoordTableMatch\@
-.done\@
+ jr c,.textAndCoordTableMatch
+.done
ret
-.functionTableMatch\@
+.functionTableMatch
ld a,[hli]
ld h,[hl]
ld l,a ; hl = address of function
- ld de,.done\@
+ ld de,.done
push de
jp [hl] ; jump to the function
-.coordTableMatch\@
+.coordTableMatch
call GetTextBoxIDCoords
call GetAddressOfScreenCoords
call TextBoxBorder
ret
-.textAndCoordTableMatch\@
+.textAndCoordTableMatch
call GetTextBoxIDCoords
push hl
call GetAddressOfScreenCoords
@@ -10143,17 +10143,17 @@
; sets carry flag if a match is found and clears carry flag if not
SearchTextBoxTable: ; 734C
dec de
-.loop\@
+.loop
ld a,[hli]
cp a,$ff
- jr z,.notFound\@
+ jr z,.notFound
cp c
- jr z,.found\@
+ jr z,.found
add hl,de
- jr .loop\@
-.found\@
+ jr .loop
+.found
scf
-.notFound\@
+.notFound
ret
; function to load coordinates from the TextBoxCoordTable or the TextBoxTextAndCoordTable
@@ -10204,14 +10204,14 @@
push bc
ld hl,$c3a0
ld bc,20
-.loop\@ ; loop to add d rows to the base address
+.loop ; loop to add d rows to the base address
ld a,d
and a
- jr z,.addedRows\@
+ jr z,.addedRows
add hl,bc
dec d
- jr .loop\@
-.addedRows\@
+ jr .loop
+.addedRows
pop bc
add hl,de
ret
@@ -10946,28 +10946,28 @@
ld c, a
ld a, [W_CURMAP]
ld d, a
-.loop\@
+.loop
ld a, [hli]
cp $ff
ret z ;if we reach FF then it's not part of the list
cp d ;compare to current map
- jr nz, .incorrectMap\@
+ jr nz, .incorrectMap
ld a, [hli]
cp b ;compare y-coord
- jr nz, .incorrectY\@
+ jr nz, .incorrectY
ld a, [hli]
cp c ;compare x-coord
- jr nz, .loop\@ ; incorrect x-coord, check next item
+ jr nz, .loop ; incorrect x-coord, check next item
ld a, [W_CURMAP]
cp SEAFOAM_ISLANDS_4
ld a, $2
ld [$d666], a
- jr z, .forceSurfing\@
+ jr z, .forceSurfing
ld a, [$d35e]
cp SEAFOAM_ISLANDS_5
ld a, $2
ld [$d668], a
- jr z, .forceSurfing\@
+ jr z, .forceSurfing
;force bike riding
ld hl, $d732
set 5, [hl]
@@ -10975,12 +10975,12 @@
ld [$d700], a
ld [$d11a], a
jp ForceBikeOrSurf
-.incorrectMap\@
+.incorrectMap
inc hl
-.incorrectY\@
+.incorrectY
inc hl
- jr .loop\@
-.forceSurfing\@
+ jr .loop
+.forceSurfing
ld a, $2
ld [$d700], a
ld [$d11a], a
@@ -11648,34 +11648,34 @@
ld d,50 ; PC box can hold 50 items
ld a,W_NUMBAGITEMS & $FF
cp l
- jr nz,.checkIfInventoryFull\@
+ jr nz,.checkIfInventoryFull
ld a,W_NUMBAGITEMS >> 8
cp h
- jr nz,.checkIfInventoryFull\@
+ jr nz,.checkIfInventoryFull
; if the destination is the bag
ld d,20 ; bag can hold 20 items
-.checkIfInventoryFull\@
+.checkIfInventoryFull
ld a,[hl]
sub d
ld d,a
ld a,[hli]
and a
- jr z,.addNewItem\@
-.loop\@
+ jr z,.addNewItem
+.loop
ld a,[hli]
ld b,a ; b = ID of current item in table
ld a,[$cf91] ; a = ID of item being added
cp b ; does the current item in the table match the item being added?
- jp z,.increaseItemQuantity\@ ; if so, increase the item's quantity
+ jp z,.increaseItemQuantity ; if so, increase the item's quantity
inc hl
ld a,[hl]
cp a,$ff ; is it the end of the table?
- jr nz,.loop\@
-.addNewItem\@ ; add an item not yet in the inventory
+ jr nz,.loop
+.addNewItem ; add an item not yet in the inventory
pop hl
ld a,d
and a ; is there room for a new item slot?
- jr z,.done\@
+ jr z,.done
; if there is room
inc [hl] ; increment the number of items in the inventory
ld a,[hl] ; the number of items will be the index of the new item
@@ -11689,14 +11689,14 @@
ld a,[$cf96]
ld [hli],a ; store item quantity
ld [hl],$ff ; store terminator
- jp .success\@
-.increaseItemQuantity\@ ; increase the quantity of an item already in the inventory
+ jp .success
+.increaseItemQuantity ; increase the quantity of an item already in the inventory
ld a,[$cf96]
ld b,a ; b = quantity to add
ld a,[hl] ; a = existing item quantity
add b ; a = new item quantity
cp a,100
- jp c,.storeNewQuantity\@ ; if the new quantity is less than 100, store it
+ jp c,.storeNewQuantity ; if the new quantity is less than 100, store it
; if the new quantity is greater than or equal to 100,
; try to max out the current slot and add the rest in a new slot
sub a,99
@@ -11703,21 +11703,21 @@
ld [$cf96],a ; a = amount left over (to put in the new slot)
ld a,d
and a ; is there room for a new item slot?
- jr z,.increaseItemQuantityFailed\@
+ jr z,.increaseItemQuantityFailed
; if so, store 99 in the current slot and store the rest in a new slot
ld a,99
ld [hli],a
- jp .loop\@
-.increaseItemQuantityFailed\@
+ jp .loop
+.increaseItemQuantityFailed
pop hl
and a
- jr .done\@
-.storeNewQuantity\@
+ jr .done
+.storeNewQuantity
ld [hl],a
pop hl
-.success\@
+.success
scf
-.done\@
+.done
pop hl
pop de
pop bc
@@ -11738,9 +11738,9 @@
sla a
add l
ld l,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc h
-.noCarry\@
+.noCarry
inc hl
ld a,[$cf96] ; quantity being removed
ld e,a
@@ -11749,20 +11749,20 @@
ld [hld],a ; store new quantity
ld [$cf97],a
and a
- jr nz,.skipMovingUpSlots\@
+ jr nz,.skipMovingUpSlots
; if the remaining quantity is 0,
; remove the emptied item slot and move up all the following item slots
-.moveSlotsUp\@
+.moveSlotsUp
ld e,l
ld d,h
inc de
inc de ; de = address of the slot following the emptied one
-.loop\@ ; loop to move up the following slots
+.loop ; loop to move up the following slots
ld a,[de]
inc de
ld [hli],a
cp a,$ff
- jr nz,.loop\@
+ jr nz,.loop
; update menu info
xor a
ld [W_LISTSCROLLOFFSET],a
@@ -11775,12 +11775,12 @@
ld [hl],a ; store new number of items
ld [$d12a],a
cp a,2
- jr c,.done\@
+ jr c,.done
ld [W_MAXMENUITEMID],a
- jr .done\@
-.skipMovingUpSlots\@
+ jr .done
+.skipMovingUpSlots
pop hl
-.done\@
+.done
ret
; wild pokemon data: from 4EB8 to 55C7
@@ -11800,7 +11800,7 @@
ld a,[hli]
ld [W_GRASSRATE],a
and a
- jr z,.NoGrassData\@ ; if no grass data, skip to surfing data
+ jr z,.NoGrassData ; if no grass data, skip to surfing data
push hl
ld de,W_GRASSMONS ; otherwise, load grass data
ld bc,$0014
@@ -11808,7 +11808,7 @@
pop hl
ld bc,$0014
add hl,bc
-.NoGrassData\@
+.NoGrassData
ld a,[hli]
ld [W_WATERRATE],a
and a
@@ -15738,25 +15738,25 @@
jp nz,ThrowBallAtTrainerMon
ld a,[W_BATTLETYPE]
dec a
- jr z,.UseBall\@
+ jr z,.UseBall
ld a,[W_NUMINPARTY] ;is Party full?
cp a,6
- jr nz,.UseBall\@
+ jr nz,.UseBall
ld a,[W_NUMINBOX] ;is Box full?
cp a,20
jp z,BoxFullCannotThrowBall
-.UseBall\@ ;$56a7
+.UseBall ;$56a7
;ok, you can use a ball
xor a
ld [$d11c],a
ld a,[W_BATTLETYPE]
cp a,2 ;SafariBattle
- jr nz,.skipSafariZoneCode\@
-.safariZone\@
+ jr nz,.skipSafariZoneCode
+.safariZone
; remove a Safari Ball from inventory
ld hl,W_NUMSAFARIBALLS
dec [hl]
-.skipSafariZoneCode\@ ;$56b6
+.skipSafariZoneCode ;$56b6
call GoPAL_SET_CF1C
ld a,$43
ld [$d11e],a
@@ -15770,17 +15770,17 @@
jp z,$5801
ld a,[W_BATTLETYPE]
dec a
- jr nz,.notOldManBattle\@
-.oldManBattle\@
+ jr nz,.notOldManBattle
+.oldManBattle
ld hl,W_GRASSRATE
ld de,W_PLAYERNAME
ld bc,11
call CopyData ; save the player's name in the Wild Monster data (part of the Cinnabar Island Missingno glitch)
- jp .BallSuccess\@ ;$578b
-.notOldManBattle\@ ;$56e9
+ jp .BallSuccess ;$578b
+.notOldManBattle ;$56e9
ld a,[W_CURMAP]
cp a,POKEMONTOWER_6
- jr nz,.loop\@
+ jr nz,.loop
ld a,[$cfd8]
cp a,MAROWAK
ld b,$10
@@ -15787,25 +15787,25 @@
jp z,$5801
; if not fighting ghost Marowak, loop until a random number in the current
; pokeball's allowed range is found
-.loop\@ ;$56fa
+.loop ;$56fa
call GenRandom
ld b,a
ld hl,$cf91
ld a,[hl]
cp a,MASTER_BALL
- jp z,.BallSuccess\@ ;$578b
+ jp z,.BallSuccess ;$578b
cp a,POKE_BALL
jr z,.checkForAilments
ld a,200
cp b
- jr c,.loop\@ ;get only numbers <= 200 for Great Ball
+ jr c,.loop ;get only numbers <= 200 for Great Ball
ld a,[hl]
cp a,GREAT_BALL
jr z,.checkForAilments
ld a,150 ;get only numbers <= 150 for Ultra Ball
cp b
- jr c,.loop\@
-.checkForAilments\@ ;$571a
+ jr c,.loop
+.checkForAilments ;$571a
; pokemon can be caught more easily with any (primary) status ailment
; Frozen/Asleep pokemon are relatively even easier to catch
; for Frozen/Asleep pokemon, any random number from 0-24 ensures a catch.
@@ -15812,17 +15812,17 @@
; for the others, a random number from 0-11 ensures a catch.
ld a,[W_ENEMYMONSTATUS] ;status ailments
and a
- jr z,.noAilments\@
+ jr z,.noAilments
and a,(FRZ + SLP) ;is frozen and/or asleep?
ld c,12
- jr z,.notFrozenOrAsleep\@
+ jr z,.notFrozenOrAsleep
ld c,25
-.notFrozenOrAsleep\@ ;$5728
+.notFrozenOrAsleep ;$5728
ld a,b
sub c
- jp c,.BallSuccess\@ ;$578b
+ jp c,.BallSuccess ;$578b
ld b,a
-.noAilments\@ ;$572e
+.noAilments ;$572e
push bc ;save RANDOM number
xor a
ld [H_MULTIPLICAND],a
@@ -15837,9 +15837,9 @@
ld a,[$cf91]
cp a,GREAT_BALL
ld a,12 ;any other BallFactor
- jr nz,.next7\@
+ jr nz,.next7
ld a,8
-.next7\@ ;$574d
+.next7 ;$574d
ld [H_DIVISOR],a
ld b,4 ; number of bytes in dividend
call Divide
@@ -15856,33 +15856,33 @@
srl b
rr a ; a = current HP / 4
and a
- jr nz,.next8\@
+ jr nz,.next8
inc a
-.next8\@ ;$5766
+.next8 ;$5766
ld [H_DIVISOR],a
ld b,4
call Divide ; ((MaxHP * 255) / BallFactor) / (CurHP / 4)
ld a,[H_QUOTIENT + 2]
and a
- jr z,.next9\@
+ jr z,.next9
ld a,255
ld [H_QUOTIENT + 3],a
-.next9\@ ;$5776
+.next9 ;$5776
pop bc
ld a,[$d007] ;enemy: Catch Rate
cp b
- jr c,.next10\@
+ jr c,.next10
ld a,[H_QUOTIENT + 2]
and a
- jr nz,.BallSuccess\@ ; if ((MaxHP * 255) / BallFactor) / (CurHP / 4) > 0x255, automatic success
+ jr nz,.BallSuccess ; if ((MaxHP * 255) / BallFactor) / (CurHP / 4) > 0x255, automatic success
call GenRandom
ld b,a
ld a,[H_QUOTIENT + 3]
cp b
- jr c,.next10\@
-.BallSuccess\@ ;$578b
- jr .BallSuccess2\@
-.next10\@ ;$578d
+ jr c,.next10
+.BallSuccess ;$578b
+ jr .BallSuccess2
+.next10 ;$578d
ld a,[H_QUOTIENT + 3]
ld [$d11e],a
xor a
@@ -15896,14 +15896,14 @@
ld a,[$cf91]
ld b,255
cp a,POKE_BALL
- jr z,.next11\@
+ jr z,.next11
ld b,200
cp a,GREAT_BALL
- jr z,.next11\@
+ jr z,.next11
ld b,150
cp a,ULTRA_BALL
- jr z,.next11\@
-.next11\@ ;$57b8
+ jr z,.next11
+.next11 ;$57b8
ld a,b
ld [H_DIVISOR],a
ld b,4
@@ -15911,7 +15911,7 @@
ld a,[H_QUOTIENT + 2]
and a
ld b,$63
- jr nz,.next12\@
+ jr nz,.next12
ld a,[$d11e]
ld [H_MULTIPLIER],a
call Multiply
@@ -15921,31 +15921,31 @@
call Divide
ld a,[W_ENEMYMONSTATUS] ;status ailments
and a
- jr z,.next13\@
+ jr z,.next13
and a,(FRZ + SLP)
ld b,5
- jr z,.next14\@
+ jr z,.next14
ld b,10
-.next14\@ ;$57e6
+.next14 ;$57e6
ld a,[H_QUOTIENT + 3]
add b
ld [H_QUOTIENT + 3],a
-.next13\@ ;$57eb
+.next13 ;$57eb
ld a,[H_QUOTIENT + 3]
cp a,10
ld b,$20
- jr c,.next12\@
+ jr c,.next12
cp a,30
ld b,$61
- jr c,.next12\@
+ jr c,.next12
cp a,70
ld b,$62
- jr c,.next12\@
+ jr c,.next12
ld b,$63
-.next12\@ ;$5801
+.next12 ;$5801
ld a,b
ld [$d11e],a
-.BallSuccess2\@ ;$5805
+.BallSuccess2 ;$5805
ld c,20
call DelayFrames
ld a,TOSS_ANIM
@@ -15967,19 +15967,19 @@
ld a,[$d11e]
cp a,$10
ld hl,ItemUseBallText00
- jp z,.printText0\@
+ jp z,.printText0
cp a,$20
ld hl,ItemUseBallText01
- jp z,.printText0\@
+ jp z,.printText0
cp a,$61
ld hl,ItemUseBallText02
- jp z,.printText0\@
+ jp z,.printText0
cp a,$62
ld hl,ItemUseBallText03
- jp z,.printText0\@
+ jp z,.printText0
cp a,$63
ld hl,ItemUseBallText04
- jp z,.printText0\@
+ jp z,.printText0
ld hl,$cfe6 ;current HP
ld a,[hli]
push af
@@ -15991,11 +15991,11 @@
push hl
ld hl,$d069
bit 3,[hl]
- jr z,.next15\@
+ jr z,.next15
ld a,$4c
ld [$cfd8],a
- jr .next16\@
-.next15\@ ;$5871
+ jr .next16
+.next15 ;$5871
set 3,[hl]
ld hl,$cceb
ld a,[$cff1]
@@ -16002,7 +16002,7 @@
ld [hli],a
ld a,[$cff2]
ld [hl],a
-.next16\@ ;$587e
+.next16 ;$587e
ld a,[$cf91]
push af
ld a,[$cfd8]
@@ -16028,7 +16028,7 @@
ld [$d11e],a
ld a,[W_BATTLETYPE]
dec a
- jr z,.printText1\@
+ jr z,.printText1
ld hl,ItemUseBallText05
call PrintText
ld a,$3a ;convert order: Internal->Dex
@@ -16050,7 +16050,7 @@
call Predef
pop af
and a
- jr nz,.checkParty\@
+ jr nz,.checkParty
ld hl,ItemUseBallText06
call PrintText
call CleanLCD_OAM
@@ -16058,32 +16058,32 @@
ld [$d11e],a
ld a,$3d
call Predef
-.checkParty\@ ;$58f4
+.checkParty ;$58f4
ld a,[W_NUMINPARTY]
cp a,6 ;is party full?
- jr z,.sendToBox\@
+ jr z,.sendToBox
xor a
ld [$cc49],a
call CleanLCD_OAM
call AddPokemonToParty ;add mon to Party
- jr .End\@
-.sendToBox\@ ;$5907
+ jr .End
+.sendToBox ;$5907
call CleanLCD_OAM
call $67a4
ld hl,ItemUseBallText07
ld a,[$d7f1]
bit 0,a ;already met Bill?
- jr nz,.sendToBox2\@
+ jr nz,.sendToBox2
ld hl,ItemUseBallText08
-.sendToBox2\@ ;$591a
+.sendToBox2 ;$591a
call PrintText
- jr .End\@
-.printText1\@ ;$591f
+ jr .End
+.printText1 ;$591f
ld hl,ItemUseBallText05
-.printText0\@ ;$5922
+.printText0 ;$5922
call PrintText
call CleanLCD_OAM
-.End\@ ;$5928
+.End ;$5928
ld a,[W_BATTLETYPE]
and a
ret nz
@@ -16151,15 +16151,15 @@
cp a,2 ; is the player surfing?
jp z,ItemUseNotTime
dec a ; is player already bicycling?
- jr nz,.tryToGetOnBike\@
-.getOffBike\@
+ jr nz,.tryToGetOnBike
+.getOffBike
call ItemUseReloadOverworldData
xor a
ld [$d700],a ; change player state to walking
call $2307 ; play walking music
ld hl,GotOffBicycleText
- jr .printText\@
-.tryToGetOnBike\@
+ jr .printText
+.tryToGetOnBike
call IsBikeRidingAllowed
jp nc,NoCyclingAllowedHere
call ItemUseReloadOverworldData
@@ -16169,7 +16169,7 @@
ld [$d700],a ; change player state to bicycling
ld hl,GotOnBicycleText
call $2307 ; play bike riding music
-.printText\@
+.printText
jp PrintText
; used for Surf out-of-battle effect
@@ -16177,15 +16177,15 @@
ld a,[$d700]
ld [$d11a],a
cp a,2 ; is the player already surfing?
- jr z,.tryToStopSurfing\@
-.tryToSurf\@
+ jr z,.tryToStopSurfing
+.tryToSurf
call IsNextTileShoreOrWater
jp c,SurfingAttemptFailed
ld hl,TilePairCollisionsWater
call CheckForTilePairCollisions
jp c,SurfingAttemptFailed
-.surf\@
- call .makePlayerMoveForward\@
+.surf
+ call .makePlayerMoveForward
ld hl,$d730
set 7,[hl]
ld a,2
@@ -16193,7 +16193,7 @@
call $2307 ; play surfing music
ld hl,SurfingGotOnText
jp PrintText
-.tryToStopSurfing\@
+.tryToStopSurfing
xor a
ld [$ff8c],a
ld d,16 ; talking range in pixels (normal range)
@@ -16201,10 +16201,10 @@
res 7,[hl]
ld a,[$ff8c]
and a ; is there a sprite in the way?
- jr nz,.cannotStopSurfing\@
+ jr nz,.cannotStopSurfing
ld hl,TilePairCollisionsWater
call CheckForTilePairCollisions
- jr c,.cannotStopSurfing\@
+ jr c,.cannotStopSurfing
ld hl,$d530 ; pointer to list of passable tiles
ld a,[hli]
ld h,[hl]
@@ -16211,17 +16211,17 @@
ld l,a ; hl now points to passable tiles
ld a,[$cfc6] ; tile in front of the player
ld b,a
-.passableTileLoop\@
+.passableTileLoop
ld a,[hli]
cp b
- jr z,.stopSurfing\@
+ jr z,.stopSurfing
cp a,$ff
- jr nz,.passableTileLoop\@
-.cannotStopSurfing\@
+ jr nz,.passableTileLoop
+.cannotStopSurfing
ld hl,SurfingNoPlaceToGetOffText
jp PrintText
-.stopSurfing\@
- call .makePlayerMoveForward\@
+.stopSurfing
+ call .makePlayerMoveForward
ld hl,$d730
set 7,[hl]
xor a
@@ -16231,19 +16231,19 @@
call $2307 ; play walking music
jp LoadWalkingPlayerSpriteGraphics
; uses a simulated button press to make the player move forward
-.makePlayerMoveForward\@
+.makePlayerMoveForward
ld a,[$d52a] ; direction the player is going
bit 3,a
ld b,%01000000 ; Up key
- jr nz,.storeSimulatedButtonPress\@
+ jr nz,.storeSimulatedButtonPress
bit 2,a
ld b,%10000000 ; Down key
- jr nz,.storeSimulatedButtonPress\@
+ jr nz,.storeSimulatedButtonPress
bit 1,a
ld b,%00100000 ; Left key
- jr nz,.storeSimulatedButtonPress\@
+ jr nz,.storeSimulatedButtonPress
ld b,%00010000 ; Right key
-.storeSimulatedButtonPress\@
+.storeSimulatedButtonPress
ld a,b
ld [$ccd3],a ; base address of simulated button presses
xor a
@@ -16279,7 +16279,7 @@
ld [$cfcb],a
call DisplayPartyMenu
pop bc
- jr c,.canceledItemUse\@
+ jr c,.canceledItemUse
ld a,b
ld [$cf91],a
ld a,$01
@@ -16292,7 +16292,7 @@
call Bankswitch ; try to evolve pokemon
ld a,[$d121]
and a
- jr z,.noEffect\@
+ jr z,.noEffect
pop af
ld [$cf92],a
ld hl,W_NUMBAGITEMS
@@ -16299,9 +16299,9 @@
ld a,1 ; remove 1 stone
ld [$cf96],a
jp RemoveItemFromInventory
-.noEffect\@
+.noEffect
call ItemUseNoEffect
-.canceledItemUse\@
+.canceledItemUse
xor a
ld [$cd6a],a
pop af
@@ -16315,7 +16315,7 @@
ItemUseMedicine: ; 5ABB
ld a,[W_NUMINPARTY]
and a
- jp z,.emptyParty\@
+ jp z,.emptyParty
ld a,[$cf92]
push af
ld a,[$cf91]
@@ -16326,22 +16326,22 @@
ld [$cfcb],a
ld a,[$d152]
and a ; using Softboiled?
- jr z,.notUsingSoftboiled\@
+ jr z,.notUsingSoftboiled
; if using softboiled
call GoBackToPartyMenu
- jr .getPartyMonDataAddress\@
-.emptyParty\@
- ld hl,.emptyPartyText\@
+ jr .getPartyMonDataAddress
+.emptyParty
+ ld hl,.emptyPartyText
xor a
ld [$cd6a],a ; item use failed
jp PrintText
-.emptyPartyText\@
+.emptyPartyText
db $0,"You don't have",$4F
db "any #MON!",$58
-.notUsingSoftboiled\@
+.notUsingSoftboiled
call DisplayPartyMenu
-.getPartyMonDataAddress\@
- jp c,.canceledItemUse\@
+.getPartyMonDataAddress
+ jp c,.canceledItemUse
ld hl,W_PARTYMON1DATA
ld bc,44
ld a,[$cf92]
@@ -16358,46 +16358,46 @@
ld [$cf92],a
ld a,[$d152]
and a ; using Softboiled?
- jr z,.checkItemType\@
+ jr z,.checkItemType
; if using softboiled
ld a,[$cf92]
cp d ; is the pokemon trying to use softboiled on itself?
jr z,ItemUseMedicine ; if so, force another choice
-.checkItemType\@
+.checkItemType
ld a,[$cf91]
cp a,REVIVE
- jr nc,.healHP\@ ; if it's a Revive or Max Revive
+ jr nc,.healHP ; if it's a Revive or Max Revive
cp a,FULL_HEAL
- jr z,.cureStatusAilment\@ ; if it's a Full Heal
+ jr z,.cureStatusAilment ; if it's a Full Heal
cp a,HP_UP
- jp nc,.useVitamin\@ ; if it's a vitamin or Rare Candy
+ jp nc,.useVitamin ; if it's a vitamin or Rare Candy
cp a,FULL_RESTORE
- jr nc,.healHP\@ ; if it's a Full Restore or one of the potions
+ jr nc,.healHP ; if it's a Full Restore or one of the potions
; fall through if it's one of the status-specifc healing items
-.cureStatusAilment\@
+.cureStatusAilment
ld bc,4
add hl,bc ; hl now points to status
ld a,[$cf91]
ld bc,$f008
cp a,ANTIDOTE
- jr z,.checkMonStatus\@
+ jr z,.checkMonStatus
ld bc,$f110
cp a,BURN_HEAL
- jr z,.checkMonStatus\@
+ jr z,.checkMonStatus
ld bc,$f220
cp a,ICE_HEAL
- jr z,.checkMonStatus\@
+ jr z,.checkMonStatus
ld bc,$f307
cp a,AWAKENING
- jr z,.checkMonStatus\@
+ jr z,.checkMonStatus
ld bc,$f440
cp a,PARLYZ_HEAL
- jr z,.checkMonStatus\@
+ jr z,.checkMonStatus
ld bc,$f6ff ; Full Heal
-.checkMonStatus\@
+.checkMonStatus
ld a,[hl] ; pokemon's status
and c ; does the pokemon have a status ailment the item can cure?
- jp z,.healingItemNoEffect\@
+ jp z,.healingItemNoEffect
; if the pokemon has a status the item can heal
xor a
ld [hl],a ; remove the status ailment in the party data
@@ -16405,7 +16405,7 @@
ld [$d07d],a ; the message to display for the item used
ld a,[W_PLAYERMONNUMBER]
cp d ; is pokemon the item was used on active in battle?
- jp nz,.doneHealing\@
+ jp nz,.doneHealing
; if it is active in battle
xor a
ld [W_PLAYERMONSTATUS],a ; remove the status ailment in the in-battle pokemon data
@@ -16420,8 +16420,8 @@
call CopyData ; copy party stats to in-battle stat data
ld a,$28
call Predef
- jp .doneHealing\@
-.healHP\@
+ jp .doneHealing
+.healHP
inc hl ; hl = address of current HP
ld a,[hli]
ld b,a
@@ -16430,18 +16430,18 @@
ld c,a
ld [$ceeb],a ; current HP stored at $ceeb (2 bytes, big-endian)
or b
- jr nz,.notFainted\@
-.fainted\@
+ jr nz,.notFainted
+.fainted
ld a,[$cf91]
cp a,REVIVE
- jr z,.updateInBattleFaintedData\@
+ jr z,.updateInBattleFaintedData
cp a,MAX_REVIVE
- jr z,.updateInBattleFaintedData\@
- jp .healingItemNoEffect\@
-.updateInBattleFaintedData\@
+ jr z,.updateInBattleFaintedData
+ jp .healingItemNoEffect
+.updateInBattleFaintedData
ld a,[W_ISINBATTLE]
and a
- jr z,.compareCurrentHPToMaxHP\@
+ jr z,.compareCurrentHPToMaxHP
push hl
push de
push bc
@@ -16453,7 +16453,7 @@
call Predef
ld a,c
and a
- jr z,.next\@
+ jr z,.next
ld a,[$cf06]
ld c,a
ld hl,$d058
@@ -16460,18 +16460,18 @@
ld b,$01
ld a,$10
call Predef
-.next\@
+.next
pop bc
pop de
pop hl
- jr .compareCurrentHPToMaxHP\@
-.notFainted\@
+ jr .compareCurrentHPToMaxHP
+.notFainted
ld a,[$cf91]
cp a,REVIVE
- jp z,.healingItemNoEffect\@
+ jp z,.healingItemNoEffect
cp a,MAX_REVIVE
- jp z,.healingItemNoEffect\@
-.compareCurrentHPToMaxHP\@
+ jp z,.healingItemNoEffect
+.compareCurrentHPToMaxHP
push hl
push bc
ld bc,32
@@ -16479,28 +16479,28 @@
pop bc
ld a,[hli]
cp b
- jr nz,.skipComparingLSB\@ ; no need to compare the LSB's if the MSB's don't match
+ jr nz,.skipComparingLSB ; no need to compare the LSB's if the MSB's don't match
ld a,[hl]
cp c
-.skipComparingLSB\@
+.skipComparingLSB
pop hl
- jr nz,.notFullHP\@
-.fullHP\@ ; if the pokemon's current HP equals its max HP
+ jr nz,.notFullHP
+.fullHP ; if the pokemon's current HP equals its max HP
ld a,[$cf91]
cp a,FULL_RESTORE
- jp nz,.healingItemNoEffect\@
+ jp nz,.healingItemNoEffect
inc hl
inc hl
ld a,[hld] ; status ailment
and a ; does the pokemon have a status ailment?
- jp z,.healingItemNoEffect\@
+ jp z,.healingItemNoEffect
ld a,FULL_HEAL
ld [$cf91],a
dec hl
dec hl
dec hl
- jp .cureStatusAilment\@
-.notFullHP\@ ; if the pokemon's current HP doesn't equal its max HP
+ jp .cureStatusAilment
+.notFullHP ; if the pokemon's current HP doesn't equal its max HP
xor a
ld [$d083],a
ld [$c02a],a
@@ -16514,7 +16514,7 @@
ld [$cee9],a ; max HP stored at $cee9 (2 bytes, big-endian)
ld a,[$d152]
and a ; using Softboiled?
- jp z,.notUsingSoftboiled2\@
+ jp z,.notUsingSoftboiled2
; if using softboiled
ld hl,$cee9
ld a,[hli]
@@ -16584,24 +16584,24 @@
ld [hld],a
pop af
ld [hl],a
- jr .addHealAmount\@
-.notUsingSoftboiled2\@
+ jr .addHealAmount
+.notUsingSoftboiled2
ld a,[$cf91]
cp a,SODA_POP
ld b,60 ; Soda Pop heal amount
- jr z,.addHealAmount\@
+ jr z,.addHealAmount
ld b,80 ; Lemonade heal amount
- jr nc,.addHealAmount\@
+ jr nc,.addHealAmount
cp a,FRESH_WATER
ld b,50 ; Fresh Water heal amount
- jr z,.addHealAmount\@
+ jr z,.addHealAmount
cp a,SUPER_POTION
ld b,200 ; Hyper Potion heal amount
- jr c,.addHealAmount\@
+ jr c,.addHealAmount
ld b,50 ; Super Potion heal amount
- jr z,.addHealAmount\@
+ jr z,.addHealAmount
ld b,20 ; Potion heal amount
-.addHealAmount\@
+.addHealAmount
pop de
pop hl
ld a,[hl]
@@ -16610,11 +16610,11 @@
ld [$ceed],a
ld a,[hl]
ld [$ceee],a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc [hl]
ld a,[hl]
ld [$ceee],a
-.noCarry\@
+.noCarry
push de
inc hl
ld d,h
@@ -16623,7 +16623,7 @@
add hl,de ; hl now points to max HP
ld a,[$cf91]
cp a,REVIVE
- jr z,.setCurrentHPToHalfMaxHP\@
+ jr z,.setCurrentHPToHalfMaxHP
ld a,[hld]
ld b,a
ld a,[de]
@@ -16632,14 +16632,14 @@
ld b,[hl]
ld a,[de]
sbc b
- jr nc,.setCurrentHPToMaxHp\@ ; if current HP exceeds max HP after healing
+ jr nc,.setCurrentHPToMaxHp ; if current HP exceeds max HP after healing
ld a,[$cf91]
cp a,HYPER_POTION
- jr c,.setCurrentHPToMaxHp\@ ; if using a Full Restore or Max Potion
+ jr c,.setCurrentHPToMaxHp ; if using a Full Restore or Max Potion
cp a,MAX_REVIVE
- jr z,.setCurrentHPToMaxHp\@ ; if using a Max Revive
- jr .updateInBattleData\@
-.setCurrentHPToHalfMaxHP\@
+ jr z,.setCurrentHPToMaxHp ; if using a Max Revive
+ jr .updateInBattleData
+.setCurrentHPToHalfMaxHP
dec hl
dec de
ld a,[hli]
@@ -16652,8 +16652,8 @@
ld [de],a
ld [$ceed],a
dec de
- jr .doneHealingPartyHP\@
-.setCurrentHPToMaxHp\@
+ jr .doneHealingPartyHP
+.setCurrentHPToMaxHp
ld a,[hli]
ld [de],a
ld [$ceee],a
@@ -16662,21 +16662,21 @@
ld [de],a
ld [$ceed],a
dec de
-.doneHealingPartyHP\@ ; done updating the pokemon's current HP in the party data structure
+.doneHealingPartyHP ; done updating the pokemon's current HP in the party data structure
ld a,[$cf91]
cp a,FULL_RESTORE
- jr nz,.updateInBattleData\@
+ jr nz,.updateInBattleData
ld bc,-31
add hl,bc
xor a
ld [hl],a ; remove the status ailment in the party data
-.updateInBattleData\@
+.updateInBattleData
ld h,d
ld l,e
pop de
ld a,[W_PLAYERMONNUMBER]
cp d ; is pokemon the item was used on active in battle?
- jr nz,.calculateHPBarCoords\@
+ jr nz,.calculateHPBarCoords
; copy party HP to in-battle HP
ld a,[hli]
ld [W_PLAYERMONCURHP],a
@@ -16684,34 +16684,34 @@
ld [W_PLAYERMONCURHP + 1],a
ld a,[$cf91]
cp a,FULL_RESTORE
- jr nz,.calculateHPBarCoords\@
+ jr nz,.calculateHPBarCoords
xor a
ld [W_PLAYERMONSTATUS],a ; remove the status ailment in the in-battle pokemon data
-.calculateHPBarCoords\@
+.calculateHPBarCoords
ld hl,$c390
ld bc,2 * 20
inc d
-.calculateHPBarCoordsLoop\@
+.calculateHPBarCoordsLoop
add hl,bc
dec d
- jr nz,.calculateHPBarCoordsLoop\@
- jr .doneHealing\@
-.healingItemNoEffect\@
+ jr nz,.calculateHPBarCoordsLoop
+ jr .doneHealing
+.healingItemNoEffect
call ItemUseNoEffect
- jp .done\@
-.doneHealing\@
+ jp .done
+.doneHealing
ld a,[$d152]
and a ; using Softboiled?
- jr nz,.skipRemovingItem\@ ; no item to remove if using Softboiled
+ jr nz,.skipRemovingItem ; no item to remove if using Softboiled
push hl
call RemoveUsedItem
pop hl
-.skipRemovingItem\@
+.skipRemovingItem
ld a,[$cf91]
cp a,FULL_RESTORE
- jr c,.playStatusAilmentCuringSound\@
+ jr c,.playStatusAilmentCuringSound
cp a,FULL_HEAL
- jr z,.playStatusAilmentCuringSound\@
+ jr z,.playStatusAilmentCuringSound
ld a,$8d ; HP healing sound
call $3740 ; play sound
ld a,[$fff6]
@@ -16728,16 +16728,16 @@
ld [$d07d],a
ld a,[$cf91]
cp a,REVIVE
- jr z,.showHealingItemMessage\@
+ jr z,.showHealingItemMessage
cp a,MAX_REVIVE
- jr z,.showHealingItemMessage\@
+ jr z,.showHealingItemMessage
ld a,$f5 ; standard HP healed message
ld [$d07d],a
- jr .showHealingItemMessage\@
-.playStatusAilmentCuringSound\@
+ jr .showHealingItemMessage
+.playStatusAilmentCuringSound
ld a,$8e ; status ailment curing sound
call $3740 ; play sound
-.showHealingItemMessage\@
+.showHealingItemMessage
xor a
ld [H_AUTOBGTRANSFERENABLED],a
call ClearScreen
@@ -16749,13 +16749,13 @@
ld c,50
call DelayFrames
call $3865 ; wait for a button press
- jr .done\@
-.canceledItemUse\@
+ jr .done
+.canceledItemUse
xor a
ld [$cd6a],a ; item use failed
pop af
pop af
-.done\@
+.done
ld a,[$d152]
and a ; using Softboiled?
ret nz ; if so, return
@@ -16765,7 +16765,7 @@
and a
ret nz
jp $3071 ; restore saved screen
-.useVitamin\@
+.useVitamin
push hl
ld a,[hl]
ld [$d0b5],a
@@ -16783,7 +16783,7 @@
pop hl
ld a,[$cf91]
cp a,RARE_CANDY
- jp z,.useRareCandy\@
+ jp z,.useRareCandy
push hl
sub a,HP_UP
add a
@@ -16791,36 +16791,36 @@
add hl,bc
add l
ld l,a
- jr nc,.noCarry2\@
+ jr nc,.noCarry2
inc h
-.noCarry2\@
+.noCarry2
ld a,10
ld b,a
ld a,[hl] ; a = MSB of stat experience of the appropriate stat
cp a,100 ; is there already at least 25600 (256 * 100) stat experience?
- jr nc,.vitaminNoEffect\@ ; if so, vitamins can't add any more
+ jr nc,.vitaminNoEffect ; if so, vitamins can't add any more
add b ; add 2560 (256 * 10) stat experience
- jr nc,.noCarry3\@ ; a carry should be impossible here, so this will always jump
+ jr nc,.noCarry3 ; a carry should be impossible here, so this will always jump
ld a,255
-.noCarry3\@
+.noCarry3
ld [hl],a
pop hl
- call .recalculateStats\@
+ call .recalculateStats
ld hl,VitaminText
ld a,[$cf91]
sub a,HP_UP - 1
ld c,a
-.statNameLoop\@ ; loop to get the address of the name of the stat the vitamin increases
+.statNameLoop ; loop to get the address of the name of the stat the vitamin increases
dec c
- jr z,.gotStatName\@
-.statNameInnerLoop\@
+ jr z,.gotStatName
+.statNameInnerLoop
ld a,[hli]
ld b,a
ld a,$50
cp b
- jr nz,.statNameInnerLoop\@
- jr .statNameLoop\@
-.gotStatName\@
+ jr nz,.statNameInnerLoop
+ jr .statNameLoop
+.gotStatName
ld de,$cf4b
ld bc,10
call CopyData ; copy the stat's name to $cf4b
@@ -16829,12 +16829,12 @@
ld hl,VitaminStatRoseText
call PrintText
jp RemoveUsedItem
-.vitaminNoEffect\@
+.vitaminNoEffect
pop hl
ld hl,VitaminNoEffectText
call PrintText
jp GBPalWhiteOut
-.recalculateStats\@
+.recalculateStats
ld bc,34
add hl,bc
ld d,h
@@ -16843,13 +16843,13 @@
add hl,bc ; hl now points to byte 3 of experience
ld b,1
jp $3936 ; recalculate stats
-.useRareCandy\@
+.useRareCandy
push hl
ld bc,33
add hl,bc ; hl now points to level
ld a,[hl] ; a = level
cp a,100
- jr z,.vitaminNoEffect\@ ; can't raise level above 100
+ jr z,.vitaminNoEffect ; can't raise level above 100
inc a
ld [hl],a ; store incremented level
ld [$d127],a
@@ -16885,7 +16885,7 @@
pop hl
push bc
push hl
- call .recalculateStats\@
+ call .recalculateStats
pop hl
ld bc,35 ; hl now points to LSB of max HP
add hl,bc
@@ -16969,9 +16969,9 @@
ld hl,$d007 ; catch rate
ld a,[hl]
add a ; double catch rate
- jr nc,.noCarry\@
+ jr nc,.noCarry
ld a,$ff
-.noCarry\@
+.noCarry
ld [hl],a
ld a,ROCK_ANIM
ld hl,$cce8 ; escape factor
@@ -16983,18 +16983,18 @@
ld [$cc5b],a
ld [H_WHOSETURN],a
ld [de],a ; zero escape factor (for bait), zero bait factor (for rock)
-.randomLoop\@ ; loop until a random number less than 5 is generated
+.randomLoop ; loop until a random number less than 5 is generated
call GenRandom
and a,7
cp a,5
- jr nc,.randomLoop\@
+ jr nc,.randomLoop
inc a ; increment the random number, giving a range from 1 to 5 inclusive
ld b,a
ld a,[hl]
add b ; increase bait factor (for bait), increase escape factor (for rock)
- jr nc,.noCarry\@
+ jr nc,.noCarry
ld a,$ff
-.noCarry\@
+.noCarry
ld [hl],a
ld a,$08
call Predef ; do animation
@@ -17013,19 +17013,19 @@
ItemUseEscapeRope: ; 5FAF
ld a,[W_ISINBATTLE]
and a
- jr nz,.notUsable\@
+ jr nz,.notUsable
ld a,[W_CURMAP]
cp a,AGATHAS_ROOM
- jr z,.notUsable\@
+ jr z,.notUsable
ld a,[W_CURMAPTILESET]
ld b,a
ld hl,EscapeRopeTilesets
-.loop\@
+.loop
ld a,[hli]
cp a,$ff
- jr z,.notUsable\@
+ jr z,.notUsable
cp b
- jr nz,.loop\@
+ jr nz,.loop
ld hl,$d732
set 3,[hl]
set 6,[hl]
@@ -17046,7 +17046,7 @@
ld c,30
call DelayFrames
jp RemoveUsedItem
-.notUsable\@
+.notUsable
jp ItemUseNotTime
EscapeRopeTilesets: ; 5FFD
@@ -17081,44 +17081,44 @@
call $4586
ld a,[$4586]
cp a,$18
- jr nz,.next0\@
+ jr nz,.next0
ld hl,CardKeyTable1
- jr .next1\@
-.next0\@
+ jr .next1
+.next0
cp a,$24
- jr nz,.next2\@
+ jr nz,.next2
ld hl,CardKeyTable2
- jr .next1\@
-.next2\@
+ jr .next1
+.next2
cp a,$5e
jp nz,ItemUseNotTime
ld hl,CardKeyTable3
-.next1\@
+.next1
ld a,[W_CURMAP]
ld b,a
-.loop\@
+.loop
ld a,[hli]
cp a,$ff
jp z,ItemUseNotTime
cp b
- jr nz,.nextEntry1\@
+ jr nz,.nextEntry1
ld a,[hli]
cp d
- jr nz,.nextEntry2\@
+ jr nz,.nextEntry2
ld a,[hli]
cp e
- jr nz,.nextEntry3\@
+ jr nz,.nextEntry3
ld a,[hl]
ld [$d71f],a
- jr .done\@
-.nextEntry1\@
+ jr .done
+.nextEntry1
inc hl
-.nextEntry2\@
+.nextEntry2
inc hl
-.nextEntry3\@
+.nextEntry3
inc hl
- jr .loop\@
-.done\@
+ jr .loop
+.done
ld hl,ItemUseText00
call PrintText
ld hl,$d728
@@ -17201,12 +17201,12 @@
ItemUseXStat: ; 6104
ld a,[W_ISINBATTLE]
and a
- jr nz,.inBattle\@
+ jr nz,.inBattle
call ItemUseNotTime
ld a,2
ld [$cd6a],a ; item not used
ret
-.inBattle\@
+.inBattle
ld hl,W_PLAYERMOVENUM
ld a,[hli]
push af ; save [W_PLAYERMOVENUM]
@@ -17236,43 +17236,43 @@
ItemUsePokeflute: ; 6140
ld a,[W_ISINBATTLE]
and a
- jr nz,.inBattle\@
+ jr nz,.inBattle
; if not in battle
call ItemUseReloadOverworldData
ld a,[W_CURMAP]
cp a,ROUTE_12
- jr nz,.notRoute12\@
+ jr nz,.notRoute12
ld a,[$d7d8]
bit 7,a ; has the player beaten Route 12 Snorlax yet?
- jr nz,.noSnorlaxToWakeUp\@
+ jr nz,.noSnorlaxToWakeUp
; if the player hasn't beaten Route 12 Snorlax
ld hl,Route12SnorlaxFluteCoords
call ArePlayerCoordsInArray
- jr nc,.noSnorlaxToWakeUp\@
+ jr nc,.noSnorlaxToWakeUp
ld hl,PlayedFluteHadEffectText
call PrintText
ld hl,$d7d8
set 6,[hl] ; trigger Snorlax fight (handled by map script)
ret
-.notRoute12\@
+.notRoute12
cp a,ROUTE_16
- jr nz,.noSnorlaxToWakeUp\@
+ jr nz,.noSnorlaxToWakeUp
ld a,[$d7e0]
bit 1,a ; has the player beaten Route 16 Snorlax yet?
- jr nz,.noSnorlaxToWakeUp\@
+ jr nz,.noSnorlaxToWakeUp
; if the player hasn't beaten Route 16 Snorlax
ld hl,Route16SnorlaxFluteCoords
call ArePlayerCoordsInArray
- jr nc,.noSnorlaxToWakeUp\@
+ jr nc,.noSnorlaxToWakeUp
ld hl,PlayedFluteHadEffectText
call PrintText
ld hl,$d7e0
set 0,[hl] ; trigger Snorlax fight (handled by map script)
ret
-.noSnorlaxToWakeUp\@
+.noSnorlaxToWakeUp
ld hl,PlayedFluteNoEffectText
jp PrintText
-.inBattle\@
+.inBattle
xor a
ld [$cd3d],a ; initialize variable that indicates if any pokemon were woken up to zero
ld b,~SLP & $FF
@@ -17280,11 +17280,11 @@
call WakeUpEntireParty
ld a,[W_ISINBATTLE]
dec a ; is it a trainer battle?
- jr z,.skipWakingUpEnemyParty\@
+ jr z,.skipWakingUpEnemyParty
; if it's a trainer battle
ld hl,$d8a8 ; enemy party pokemon 1 status
call WakeUpEntireParty
-.skipWakingUpEnemyParty\@
+.skipWakingUpEnemyParty
ld hl,W_PLAYERMONSTATUS
ld a,[hl]
and b ; remove Sleep status
@@ -17303,16 +17303,16 @@
call PrintText
ld a,[$d083]
and a,$80
- jr nz,.skipMusic\@
+ jr nz,.skipMusic
call $3748 ; wait for sound to end
ld b,$08
ld hl,$6306
call Bankswitch ; play in-battle pokeflute music
-.musicWaitLoop\@ ; wait for music to finish playing
+.musicWaitLoop ; wait for music to finish playing
ld a,[$c02c]
and a ; music off?
- jr nz,.musicWaitLoop\@
-.skipMusic\@
+ jr nz,.musicWaitLoop
+.skipMusic
ld hl,FluteWokeUpText
jp PrintText
@@ -17326,20 +17326,20 @@
WakeUpEntireParty: ; 61E5
ld de,44
ld c,6
-.loop\@
+.loop
ld a,[hl]
push af
and a,SLP ; is pokemon asleep?
- jr z,.notAsleep\@
+ jr z,.notAsleep
ld a,1
ld [$cd3d],a ; indicate that a pokemon had to be woken up
-.notAsleep\@
+.notAsleep
pop af
and b ; remove Sleep status
ld [hl],a
add hl,de
dec c
- jr nz,.loop\@
+ jr nz,.loop
ret
; Format:
@@ -17374,7 +17374,7 @@
db $08
ld a,[W_ISINBATTLE]
and a
- jr nz,.done\@
+ jr nz,.done
; play out-of-battle pokeflute music
ld a,$ff
call $23b1 ; turn off music
@@ -17381,12 +17381,12 @@
ld a,$b8
ld c,$02
call $23a1 ; play music
-.musicWaitLoop\@ ; wait for music to finish playing
+.musicWaitLoop ; wait for music to finish playing
ld a,[$c028]
cp a,$b8
- jr z,.musicWaitLoop\@
+ jr z,.musicWaitLoop
call $2307 ; start playing normal music again
-.done\@
+.done
jp $24d7 ; end text
ItemUseCoinCase: ; 623A
@@ -17446,7 +17446,7 @@
ld [$CD3D], a
dec a ; is there a bite?
- jr nz, .next\@
+ jr nz, .next
; if yes, store level and species data
ld a, 1
ld [$D05F], a
@@ -17455,7 +17455,7 @@
ld a, c ; species
ld [W_CUROPPONENT], a
-.next\@
+.next
ld hl, $D700
ld a, [hl] ; store the value in a
push af
@@ -17474,15 +17474,15 @@
FishingInit: ; 62B4
ld a,[W_ISINBATTLE]
and a
- jr z,.notInBattle\@
+ jr z,.notInBattle
scf ; can't fish during battle
ret
-.notInBattle\@
+.notInBattle
call IsNextTileShoreOrWater
ret c
ld a,[$d700]
cp a,2 ; Surfing?
- jr z,.surfing\@
+ jr z,.surfing
call ItemUseReloadOverworldData
ld hl,ItemUseText00
call PrintText
@@ -17492,7 +17492,7 @@
call DelayFrames
and a
ret
-.surfing\@
+.surfing
scf ; can't fish when surfing
ret
@@ -17508,17 +17508,17 @@
ld hl,Unknown_7481f
call Bankswitch ; check for hidden items
ld hl,ItemfinderFoundNothingText
- jr nc,.printText\@ ; if no hidden items
+ jr nc,.printText ; if no hidden items
ld c,4
-.loop\@
+.loop
ld a,$9e
call $3740 ; play sound
ld a,$b2
call $3740 ; play sound
dec c
- jr nz,.loop\@
+ jr nz,.loop
ld hl,ItemfinderFoundItemText
-.printText\@
+.printText
jp PrintText
ItemfinderFoundItemText: ; 630D
@@ -17539,26 +17539,26 @@
push af
ld a,[$cf91]
ld [$cd3d],a
-.chooseMon\@
+.chooseMon
xor a
ld [$cfcb],a
ld a,$01 ; item use party menu
ld [$d07d],a
call DisplayPartyMenu
- jr nc,.chooseMove\@
- jp .itemNotUsed\@
-.chooseMove\@
+ jr nc,.chooseMove
+ jp .itemNotUsed
+.chooseMove
ld a,[$cd3d]
cp a,ELIXER
- jp nc,.useElixir\@ ; if Elixir or Max Elixir
+ jp nc,.useElixir ; if Elixir or Max Elixir
ld a,$02
ld [$ccdb],a
ld hl,RaisePPWhichTechniqueText
ld a,[$cd3d]
cp a,ETHER ; is it a PP Up?
- jr c,.printWhichTechniqueMessage\@ ; if so, print the raise PP message
+ jr c,.printWhichTechniqueMessage ; if so, print the raise PP message
ld hl,RestorePPWhichTechniqueText ; otherwise, print the restore PP message
-.printWhichTechniqueMessage\@
+.printWhichTechniqueMessage
call PrintText
xor a
ld [$cc2e],a
@@ -17567,7 +17567,7 @@
call Bankswitch ; move selection menu
ld a,0
ld [$cc2e],a
- jr nz,.chooseMon\@
+ jr nz,.chooseMon
ld hl,W_PARTYMON1_MOVE1
ld bc,44
call GetSelectedMoveOffset
@@ -17579,17 +17579,17 @@
pop hl
ld a,[$cd3d]
cp a,ETHER
- jr nc,.useEther\@ ; if Ether or Max Ether
-.usePPUp\@
+ jr nc,.useEther ; if Ether or Max Ether
+.usePPUp
ld bc,21
add hl,bc
ld a,[hl] ; move PP
cp a,3 << 6 ; have 3 PP Ups already been used?
- jr c,.PPNotMaxedOut\@
+ jr c,.PPNotMaxedOut
ld hl,PPMaxedOutText
call PrintText
- jr .chooseMove\@
-.PPNotMaxedOut\@
+ jr .chooseMove
+.PPNotMaxedOut
ld a,[hl]
add a,1 << 6 ; increase PP Up count by 1
ld [hl],a
@@ -17598,18 +17598,18 @@
call RestoreBonusPP ; add the bonus PP to current PP
ld hl,PPIncreasedText
call PrintText
-.done\@
+.done
pop af
ld [$cf92],a
call GBPalWhiteOut
call GoPAL_SET_CF1C
jp RemoveUsedItem
-.afterRestoringPP\@ ; after using a (Max) Ether/Elixir
+.afterRestoringPP ; after using a (Max) Ether/Elixir
ld a,[$cf92]
ld b,a
ld a,[W_PLAYERMONNUMBER]
cp b ; is the pokemon whose PP was restored active in battle?
- jr nz,.skipUpdatingInBattleData\@
+ jr nz,.skipUpdatingInBattleData
ld hl,W_PARTYMON1_MOVE1PP
ld bc,44
call AddNTimes
@@ -17616,19 +17616,19 @@
ld de,W_PLAYERMONPP
ld bc,4
call CopyData ; copy party data to in-battle data
-.skipUpdatingInBattleData\@
+.skipUpdatingInBattleData
ld a,$8e
call $23b1
ld hl,PPRestoredText
call PrintText
- jr .done\@
-.useEther\@
- call .restorePP\@
- jr nz,.afterRestoringPP\@
- jp .noEffect\@
+ jr .done
+.useEther
+ call .restorePP
+ jr nz,.afterRestoringPP
+ jp .noEffect
; unsets zero flag if PP was restored, sets zero flag if not
; however, this is bugged for Max Ethers and Max Elixirs (see below)
-.restorePP\@
+.restorePP
xor a
ld [$cc49],a ; party pokemon
call GetMaxPP
@@ -17641,7 +17641,7 @@
ld b,a ; b = max PP
ld a,[$cd3d]
cp a,MAX_ETHER
- jr z,.fullyRestorePP\@
+ jr z,.fullyRestorePP
ld a,[hl] ; move PP
and a,%00111111 ; lower 6 bit bits store current PP
cp b ; does current PP equal max PP?
@@ -17652,15 +17652,15 @@
; cap the amount to the max amount by leaving b unchanged.
; Otherwise, store the new amount in b.
cp b ; does the new amount meet or exceed the maximum?
- jr nc,.storeNewAmount\@
+ jr nc,.storeNewAmount
ld b,a
-.storeNewAmount\@
+.storeNewAmount
ld a,[hl] ; move PP
and a,%11000000 ; PP Up counter bits
add b
ld [hl],a
ret
-.fullyRestorePP\@
+.fullyRestorePP
ld a,[hl] ; move PP
; Note that this code has a bug. It doesn't mask out the upper two bits, which
; are used to count how many PP Ups have been used on the move. So, Max Ethers
@@ -17668,8 +17668,8 @@
; PP if the move has had any PP Ups used on it.
cp b ; does current PP equal max PP?
ret z
- jr .storeNewAmount\@
-.useElixir\@
+ jr .storeNewAmount
+.useElixir
; decrement the item ID so that ELIXER becomes ETHER and MAX_ELIXER becomes MAX_ETHER
ld hl,$cd3d
dec [hl]
@@ -17680,7 +17680,7 @@
ld [hl],a ; zero the counter for number of moves that had their PP restored
ld b,4
; loop through each move and restore PP
-.elixirLoop\@
+.elixirLoop
push bc
ld hl,W_PARTYMON1_MOVE1
ld bc,44
@@ -17687,24 +17687,24 @@
call GetSelectedMoveOffset
ld a,[hl]
and a ; does the current slot have a move?
- jr z,.nextMove\@
- call .restorePP\@
- jr z,.nextMove\@
+ jr z,.nextMove
+ call .restorePP
+ jr z,.nextMove
; if some PP was restored
ld hl,$cc27 ; counter for number of moves that had their PP restored
inc [hl]
-.nextMove\@
+.nextMove
ld hl,W_CURMENUITEMID
inc [hl]
pop bc
dec b
- jr nz,.elixirLoop\@
+ jr nz,.elixirLoop
ld a,[$cc27]
and a ; did any moves have their PP restored?
- jp nz,.afterRestoringPP\@
-.noEffect\@
+ jp nz,.afterRestoringPP
+.noEffect
call ItemUseNoEffect
-.itemNotUsed\@
+.itemNotUsed
call GBPalWhiteOut
call GoPAL_SET_CF1C
pop af
@@ -17743,9 +17743,9 @@
ld a,[$cf91]
sub a,TM_01
push af
- jr nc,.skipAdding\@
+ jr nc,.skipAdding
add a,55 ; if item is an HM, add 55
-.skipAdding\@
+.skipAdding
inc a
ld [$d11e],a
ld a,$44
@@ -17756,9 +17756,9 @@
call $3826 ; copy name to $cf4b
pop af
ld hl,BootedUpTMText
- jr nc,.printBootedUpMachineText\@
+ jr nc,.printBootedUpMachineText
ld hl,BootedUpHMText
-.printBootedUpMachineText\@
+.printBootedUpMachineText
call PrintText
ld hl,TeachMachineMoveText
call PrintText
@@ -17770,16 +17770,16 @@
call DisplayTextBoxID ; yes/no menu
ld a,[W_CURMENUITEMID]
and a
- jr z,.useMachine\@
+ jr z,.useMachine
ld a,2
ld [$cd6a],a ; item not used
ret
-.useMachine\@
+.useMachine
ld a,[$cf92]
push af
ld a,[$cf91]
push af
-.chooseMon\@
+.chooseMon
ld hl,$cf4b
ld de,$d036
ld bc,14
@@ -17795,7 +17795,7 @@
ld bc,14
call CopyData
pop af
- jr nc,.checkIfAbleToLearnMove\@
+ jr nc,.checkIfAbleToLearnMove
; if the player canceled teaching the move
pop af
pop af
@@ -17803,7 +17803,7 @@
call CleanLCD_OAM
call GoPAL_SET_CF1C
jp $3725 ; restore saved screen
-.checkIfAbleToLearnMove\@
+.checkIfAbleToLearnMove
ld a,$43
call Predef ; check if the pokemon can learn the move
push bc
@@ -17813,18 +17813,18 @@
pop bc
ld a,c
and a ; can the pokemon learn the move?
- jr nz,.checkIfAlreadyLearnedMove\@
+ jr nz,.checkIfAlreadyLearnedMove
; if the pokemon can't learn the move
ld a,$a5
call $3740 ; play sound
ld hl,MonCannotLearnMachineMoveText
call PrintText
- jr .chooseMon\@
-.checkIfAlreadyLearnedMove\@
+ jr .chooseMon
+.checkIfAlreadyLearnedMove
ld hl,$7e18
ld b,$0b
call Bankswitch ; check if the pokemon already knows the move
- jr c,.chooseMon\@
+ jr c,.chooseMon
ld a,$1b
call Predef ; teach move
pop af
@@ -17984,7 +17984,7 @@
ld de,$cd78
ld b,0 ; initialize move counter to zero
; loop through the pokemon's moves
-.loop\@
+.loop
inc b
ld a,b
cp a,5 ; reached the end of the pokemon's moves?
@@ -17991,20 +17991,20 @@
ret z ; if so, return
ld a,[$d11e]
dec a ; using a PP Up?
- jr nz,.skipMenuItemIDCheck\@
+ jr nz,.skipMenuItemIDCheck
; if using a PP Up, check if this is the move it's being used on
ld a,[W_CURMENUITEMID]
inc a
cp b
- jr nz,.nextMove\@
-.skipMenuItemIDCheck\@
+ jr nz,.nextMove
+.skipMenuItemIDCheck
ld a,[hl]
and a,%11000000 ; have any PP Ups been used?
call nz,AddBonusPP ; if so, add bonus PP
-.nextMove\@
+.nextMove
inc hl
inc de
- jr .loop\@
+ jr .loop
; adds bonus PP from PP Ups to current PP
; 1/5 of normal max PP (capped at 7) is added for each PP Up
@@ -18032,20 +18032,20 @@
srl a
srl a
ld c,a ; c = number of PP Ups used
-.loop\@
+.loop
ld a,[H_QUOTIENT + 3]
cp a,8 ; is the amount greater than or equal to 8?
- jr c,.addAmount\@
+ jr c,.addAmount
ld a,7 ; cap the amount at 7
-.addAmount\@
+.addAmount
add b
ld b,a
ld a,[$d11e]
dec a
- jr z,.done\@
+ jr z,.done
dec c
- jr nz,.loop\@
-.done\@
+ jr nz,.loop
+.done
ld [hl],b
pop bc
ret
@@ -18067,24 +18067,24 @@
and a
ld hl,W_PARTYMON1_MOVE1
ld bc,44
- jr z,.sourceWithMultipleMon\@
+ jr z,.sourceWithMultipleMon
ld hl,$d8ac ; enemy party
dec a
- jr z,.sourceWithMultipleMon\@
+ jr z,.sourceWithMultipleMon
ld hl,$da9e ; current box
ld bc,33
dec a
- jr z,.sourceWithMultipleMon\@
+ jr z,.sourceWithMultipleMon
ld hl,$da67 ; daycare
dec a
- jr z,.sourceWithOneMon\@
+ jr z,.sourceWithOneMon
ld hl,$d01c ; player's in-battle pokemon
-.sourceWithOneMon\@
+.sourceWithOneMon
call GetSelectedMoveOffset2
- jr .next\@
-.sourceWithMultipleMon\@
+ jr .next
+.sourceWithMultipleMon
call GetSelectedMoveOffset
-.next\@
+.next
ld a,[hl]
dec a
push hl
@@ -18102,9 +18102,9 @@
ld bc,21 ; PP offset if not player's in-battle pokemon data
ld a,[$cc49]
cp a,4 ; player's in-battle pokemon?
- jr nz,.addPPOffset\@
+ jr nz,.addPPOffset
ld bc,17 ; PP offset if player's in-battle pokemon data
-.addPPOffset\@
+.addPPOffset
add hl,bc
ld a,[hl] ; a = current PP
and a,%11000000 ; get PP Up count
@@ -18146,13 +18146,13 @@
ld a,[$cf91]
call IsItemHM
pop hl
- jr c,.tooImportantToToss\@
+ jr c,.tooImportantToToss
push hl
call IsKeyItem_
ld a,[$d124]
pop hl
and a
- jr nz,.tooImportantToToss\@
+ jr nz,.tooImportantToToss
push hl
ld a,[$cf91]
ld [$d11e],a
@@ -18184,7 +18184,7 @@
pop hl
and a
ret
-.tooImportantToToss\@
+.tooImportantToToss
push hl
ld hl,TooImportantToTossText
call PrintText
@@ -18216,7 +18216,7 @@
ld [$d124],a
ld a,[$cf91]
cp a,HM_01 ; is the item an HM or TM?
- jr nc,.checkIfItemIsHM\@
+ jr nc,.checkIfItemIsHM
; if the item is not an HM or TM
push af
ld hl,KeyItemBitfield
@@ -18233,7 +18233,7 @@
ld a,c
and a
ret nz
-.checkIfItemIsHM\@
+.checkIfItemIsHM
ld a,[$cf91]
call IsItemHM
ret c
@@ -18264,22 +18264,22 @@
ld hl,WaterTilesets
ld de,1
call IsInArray
- jr nc,.notShoreOrWater\@
+ jr nc,.notShoreOrWater
ld a,[W_CURMAPTILESET]
cp a,$0e ; Vermilion Dock tileset
ld a,[$cfc6] ; tile in front of player
- jr z,.skipShoreTiles\@ ; if it's the Vermilion Dock tileset
+ jr z,.skipShoreTiles ; if it's the Vermilion Dock tileset
cp a,$48 ; eastern shore tile in Safari Zone
- jr z,.shoreOrWater\@
+ jr z,.shoreOrWater
cp a,$32 ; usual eastern shore tile
- jr z,.shoreOrWater\@
-.skipShoreTiles\@
+ jr z,.shoreOrWater
+.skipShoreTiles
cp a,$14 ; water tile
- jr z,.shoreOrWater\@
-.notShoreOrWater\@
+ jr z,.shoreOrWater
+.notShoreOrWater
scf
ret
-.shoreOrWater\@
+.shoreOrWater
and a
ret
@@ -18455,10 +18455,10 @@
HealParty:
ld hl, W_PARTYMON1
ld de, W_PARTYMON1_HP
-.HealPokemon\@: ; 0xf704
+.HealPokemon: ; 0xf704
ld a, [hli]
cp $ff
- jr z, .DoneHealing\@ ; End if there's no Pokémon
+ jr z, .DoneHealing ; End if there's no Pokémon
push hl
push de
ld hl, $0003 ; Status offset
@@ -18467,12 +18467,12 @@
ld [hl], a ; Clean status conditions
push de
ld b, $4 ; A Pokémon has 4 moves
-.RestorePP\@:
+.RestorePP:
ld hl, $0007 ; Move offset
add hl, de
ld a, [hl]
and a
- jr z, .HealNext\@ ; Skip if there's no move here
+ jr z, .HealNext ; Skip if there's no move here
dec a
ld hl, $001c ; PP offset
add hl, de
@@ -18497,9 +18497,9 @@
add b
ld [hl], a
pop bc
-.HealNext\@:
+.HealNext:
dec b
- jr nz, .RestorePP\@ ; Continue if there's still moves
+ jr nz, .RestorePP ; Continue if there's still moves
pop de
ld hl, $0021 ; Max HP offset
add hl, de
@@ -18518,14 +18518,14 @@
ld d, h
ld e, l
pop hl
- jr .HealPokemon\@ ; Next Pokémon
-.DoneHealing\@
+ jr .HealPokemon ; Next Pokémon
+.DoneHealing
xor a
ld [$cf92], a
ld [$d11e], a
ld a, [W_NUMINPARTY]
ld b, a
-.restoreBonusPPLoop\@ ; loop to restore bonus PP from PP Ups
+.restoreBonusPPLoop ; loop to restore bonus PP from PP Ups
push bc
call RestoreBonusPP
pop bc
@@ -18532,7 +18532,7 @@
ld hl, $cf92
inc [hl]
dec b
- jr nz,.restoreBonusPPLoop\@
+ jr nz,.restoreBonusPPLoop
ret
INCBIN "baserom.gbc",$f71e,$fbd9 - $f71e
@@ -18720,12 +18720,12 @@
ld hl, Coord
ld de, $cf9c
call PrintStatusCondition
- jr nz, .StatusWritten\@ ; 0x129fc $9
+ jr nz, .StatusWritten ; 0x129fc $9
FuncCoord 16,6
ld hl, Coord
ld de, OKText
call PlaceString ; "OK"
-.StatusWritten\@
+.StatusWritten
FuncCoord 9,6
ld hl, Coord
ld de, StatusText
@@ -19111,7 +19111,7 @@
RedrawPartyMenu_: ; 6CE3
ld a,[$D07D]
cp a,$04
- jp z,.printMessage\@
+ jp z,.printMessage
call ErasePartyMenuCursors
ld b,$1C
ld hl,$5FB6
@@ -19123,10 +19123,10 @@
ld c,a
ld [$FF8C],a ; loop counter
ld [$CF2D],a
-.loop\@
+.loop
ld a,[de]
cp a,$FF ; reached the terminator?
- jp z,.afterDrawingMonEntries\@
+ jp z,.afterDrawingMonEntries
push bc
push de
push hl
@@ -19148,13 +19148,13 @@
push hl
ld a,[$CC35]
and a ; is the player swapping pokemon positions?
- jr z,.skipUnfilledRightArrow\@
+ jr z,.skipUnfilledRightArrow
; if the player is swapping pokemon positions
dec a
ld b,a
ld a,[$CF92]
cp b ; is the player swapping the current pokemon in the list?
- jr nz,.skipUnfilledRightArrow\@
+ jr nz,.skipUnfilledRightArrow
; the player is swapping the current pokemon in the list
dec hl
dec hl
@@ -19163,12 +19163,12 @@
ld [hli],a ; place the cursor
inc hl
inc hl
-.skipUnfilledRightArrow\@
+.skipUnfilledRightArrow
ld a,[$D07D] ; menu type
cp a,$03
- jr z,.teachMoveMenu\@
+ jr z,.teachMoveMenu
cp a,$05
- jr z,.evolutionStoneMenu\@
+ jr z,.evolutionStoneMenu
push hl
ld bc,14 ; 14 columns to the right
add hl,bc
@@ -19188,24 +19188,24 @@
ld [$FFF6],a
call $6EC7 ; color the HP bar (on SGB)
pop hl
- jr .printLevel\@
-.teachMoveMenu\@
+ jr .printLevel
+.teachMoveMenu
push hl
ld a,$43
call Predef ; check if the pokemon can learn the move
pop hl
- ld de,.ableToLearnMoveText\@
+ ld de,.ableToLearnMoveText
ld a,c
and a
- jr nz,.placeMoveLearnabilityString\@
- ld de,.notAbleToLearnMoveText\@
-.placeMoveLearnabilityString\@
+ jr nz,.placeMoveLearnabilityString
+ ld de,.notAbleToLearnMoveText
+.placeMoveLearnabilityString
ld bc,20 + 9 ; down 1 row and right 9 columns
push hl
add hl,bc
call PlaceString
pop hl
-.printLevel\@
+.printLevel
ld bc,10 ; move 10 columns to the right
add hl,bc
call PrintLevel
@@ -19216,12 +19216,12 @@
add hl,bc
pop bc
inc c
- jp .loop\@
-.ableToLearnMoveText\@
+ jp .loop
+.ableToLearnMoveText
db "ABLE@"
-.notAbleToLearnMoveText\@
+.notAbleToLearnMoveText
db "NOT ABLE@"
-.evolutionStoneMenu\@
+.evolutionStoneMenu
push hl
ld hl,EvosMovesPointerTable
ld b,0
@@ -19244,16 +19244,16 @@
ld bc,13
call FarCopyData
ld hl,$CD6D
- ld de,.notAbleToEvolveText\@
+ ld de,.notAbleToEvolveText
; loop through the pokemon's evolution entries
-.checkEvolutionsLoop\@
+.checkEvolutionsLoop
ld a,[hli]
and a ; reached terminator?
- jr z,.placeEvolutionStoneString\@ ; if so, place the "NOT ABLE" string
+ jr z,.placeEvolutionStoneString ; if so, place the "NOT ABLE" string
inc hl
inc hl
cp a,EV_ITEM
- jr nz,.checkEvolutionsLoop\@
+ jr nz,.checkEvolutionsLoop
; if it's a stone evolution entry
dec hl
dec hl
@@ -19263,10 +19263,10 @@
inc hl
inc hl
cp b ; does the player's stone match this evolution entry's stone?
- jr nz,.checkEvolutionsLoop\@
+ jr nz,.checkEvolutionsLoop
; if it does match
- ld de,.ableToEvolveText\@
-.placeEvolutionStoneString\@
+ ld de,.ableToEvolveText
+.placeEvolutionStoneString
ld bc,20 + 9 ; down 1 row and right 9 columns
pop hl
push hl
@@ -19273,15 +19273,15 @@
add hl,bc
call PlaceString
pop hl
- jr .printLevel\@
-.ableToEvolveText\@
+ jr .printLevel
+.ableToEvolveText
db "ABLE@"
-.notAbleToEvolveText\@
+.notAbleToEvolveText
db "NOT ABLE@"
-.afterDrawingMonEntries\@
+.afterDrawingMonEntries
ld b,$0A
call GoPAL_SET
-.printMessage\@
+.printMessage
ld hl,$D730
ld a,[hl]
push af
@@ -19289,7 +19289,7 @@
set 6,[hl] ; turn off letter printing delay
ld a,[$D07D] ; message ID
cp a,$F0
- jr nc,.printItemUseMessage\@
+ jr nc,.printItemUseMessage
add a
ld hl,PartyMenuMessagePointers
ld b,0
@@ -19299,7 +19299,7 @@
ld h,[hl]
ld l,a
call PrintText
-.done\@
+.done
pop hl
pop af
ld [hl],a
@@ -19307,7 +19307,7 @@
ld [H_AUTOBGTRANSFERENABLED],a
call Delay3
jp GBPalNormal
-.printItemUseMessage\@
+.printItemUseMessage
and a,$0F
ld hl,PartyMenuItemUseMessagePointers
add a
@@ -19323,7 +19323,7 @@
call GetPartyMonName
pop hl
call PrintText
- jr .done\@
+ jr .done
PartyMenuItemUseMessagePointers: ; 6E61
dw AntidoteText
@@ -19431,20 +19431,20 @@
ld [$d07d],a
ld [$cfcb],a
call DisplayPartyMenu
- jr .checkIfPokemonChosen\@
-.loop\@
+ jr .checkIfPokemonChosen
+.loop
xor a
ld [$cc35],a
ld [$d07d],a
call GoBackToPartyMenu
-.checkIfPokemonChosen\@
- jr nc,.chosePokemon\@
-.exitMenu\@
+.checkIfPokemonChosen
+ jr nc,.chosePokemon
+.exitMenu
call GBPalWhiteOutWithDelay3
call $3dbe
call LoadGBPal
jp RedisplayStartMenu
-.chosePokemon\@
+.chosePokemon
call $3719 ; save screen
ld a,$04
ld [$d125],a
@@ -19452,17 +19452,17 @@
ld hl,$cd3d
ld bc,$020c ; max menu item ID, top menu item Y
ld e,5
-.adjustMenuVariablesLoop\@
+.adjustMenuVariablesLoop
dec e
- jr z,.storeMenuVariables\@
+ jr z,.storeMenuVariables
ld a,[hli]
and a
- jr z,.storeMenuVariables\@
+ jr z,.storeMenuVariables
inc b
dec c
dec c
- jr .adjustMenuVariablesLoop\@
-.storeMenuVariables\@
+ jr .adjustMenuVariablesLoop
+.storeMenuVariables
ld hl,W_TOPMENUITEMY
ld a,c
ld [hli],a ; top menu item Y
@@ -19482,25 +19482,25 @@
call $3725 ; restore saved screen
pop af
bit 1,a ; was the B button pressed?
- jp nz,.loop\@
+ jp nz,.loop
; if the B button wasn't pressed
ld a,[W_MAXMENUITEMID]
ld b,a
ld a,[W_CURMENUITEMID] ; menu selection
cp b
- jp z,.exitMenu\@ ; if the player chose Cancel
+ jp z,.exitMenu ; if the player chose Cancel
dec b
cp b
- jr z,.choseSwitch\@
+ jr z,.choseSwitch
dec b
cp b
- jp z,.choseStats\@
+ jp z,.choseStats
ld c,a
ld b,0
ld hl,$cd3d
add hl,bc
- jp .choseOutOfBattleMove\@
-.choseSwitch\@
+ jp .choseOutOfBattleMove
+.choseSwitch
ld a,[W_NUMINPARTY]
cp a,2 ; is there more than one pokemon in the party?
jp c,StartMenu_Pokemon ; if not, no switching
@@ -19508,8 +19508,8 @@
ld a,$04 ; swap pokemon positions menu
ld [$d07d],a
call GoBackToPartyMenu
- jp .checkIfPokemonChosen\@
-.choseStats\@
+ jp .checkIfPokemonChosen
+.choseStats
call CleanLCD_OAM
xor a
ld [$cc49],a
@@ -19519,7 +19519,7 @@
call Predef
call ReloadMapData
jp StartMenu_Pokemon
-.choseOutOfBattleMove\@
+.choseOutOfBattleMove
push hl
ld a,[$cf92]
ld hl,W_PARTYMON1NAME
@@ -19530,7 +19530,7 @@
add a
ld b,0
ld c,a
- ld hl,.outOfBattleMovePointers\@
+ ld hl,.outOfBattleMovePointers
add hl,bc
ld a,[hli]
ld h,[hl]
@@ -19537,48 +19537,48 @@
ld l,a
ld a,[W_OBTAINEDBADGES] ; badges obtained
jp [hl]
-.outOfBattleMovePointers\@
- dw .cut\@
- dw .fly\@
- dw .surf\@
- dw .surf\@
- dw .strength\@
- dw .flash\@
- dw .dig\@
- dw .teleport\@
- dw .softboiled\@
-.fly\@
+.outOfBattleMovePointers
+ dw .cut
+ dw .fly
+ dw .surf
+ dw .surf
+ dw .strength
+ dw .flash
+ dw .dig
+ dw .teleport
+ dw .softboiled
+.fly
bit 2,a ; does the player have the Thunder Badge?
- jp z,.newBadgeRequired\@
+ jp z,.newBadgeRequired
call CheckIfInOutsideMap
- jr z,.canFly\@
+ jr z,.canFly
ld a,[$cf92]
ld hl,W_PARTYMON1NAME
call GetPartyMonName
- ld hl,.cannotFlyHereText\@
+ ld hl,.cannotFlyHereText
call PrintText
- jp .loop\@
-.canFly\@
+ jp .loop
+.canFly
call ChooseFlyDestination
ld a,[$d732]
bit 3,a ; did the player decide to fly?
- jp nz,.goBackToMap\@
+ jp nz,.goBackToMap
call LoadFontTilePatterns
ld hl,$d72e
set 1,[hl]
jp StartMenu_Pokemon
-.cut\@
+.cut
bit 1,a ; does the player have the Cascade Badge?
- jp z,.newBadgeRequired\@
+ jp z,.newBadgeRequired
ld a,$3c
call Predef
ld a,[$cd6a]
and a
- jp z,.loop\@
+ jp z,.loop
jp CloseTextDisplay
-.surf\@
+.surf
bit 4,a ; does the player have the Soul Badge?
- jp z,.newBadgeRequired\@
+ jp z,.newBadgeRequired
ld b,$03
ld hl,$4dc0
call Bankswitch
@@ -19585,7 +19585,7 @@
ld hl,$d728
bit 1,[hl]
res 1,[hl]
- jp z,.loop\@
+ jp z,.loop
ld a,SURFBOARD
ld [$cf91],a
ld [$d152],a
@@ -19592,29 +19592,29 @@
call UseItem
ld a,[$cd6a]
and a
- jp z,.loop\@
+ jp z,.loop
call GBPalWhiteOutWithDelay3
- jp .goBackToMap\@
-.strength\@
+ jp .goBackToMap
+.strength
bit 3,a ; does the player have the Rainbow Badge?
- jp z,.newBadgeRequired\@
+ jp z,.newBadgeRequired
ld a,$5b
call Predef
call GBPalWhiteOutWithDelay3
- jp .goBackToMap\@
-.flash\@
+ jp .goBackToMap
+.flash
bit 0,a ; does the player have the Boulder Badge?
- jp z,.newBadgeRequired\@
+ jp z,.newBadgeRequired
xor a
ld [$d35d],a
- ld hl,.flashLightsAreaText\@
+ ld hl,.flashLightsAreaText
call PrintText
call GBPalWhiteOutWithDelay3
- jp .goBackToMap\@
-.flashLightsAreaText\@
+ jp .goBackToMap
+.flashLightsAreaText
TX_FAR _FlashLightsAreaText
db $50
-.dig\@
+.dig
ld a,ESCAPE_ROPE
ld [$cf91],a
ld [$d152],a
@@ -19621,20 +19621,20 @@
call UseItem
ld a,[$cd6a]
and a
- jp z,.loop\@
+ jp z,.loop
call GBPalWhiteOutWithDelay3
- jp .goBackToMap\@
-.teleport\@
+ jp .goBackToMap
+.teleport
call CheckIfInOutsideMap
- jr z,.canTeleport\@
+ jr z,.canTeleport
ld a,[$cf92]
ld hl,W_PARTYMON1NAME
call GetPartyMonName
- ld hl,.cannotUseTeleportNowText\@
+ ld hl,.cannotUseTeleportNowText
call PrintText
- jp .loop\@
-.canTeleport\@
- ld hl,.warpToLastPokemonCenterText\@
+ jp .loop
+.canTeleport
+ ld hl,.warpToLastPokemonCenterText
call PrintText
ld hl,$d732
set 3,[hl]
@@ -19645,17 +19645,17 @@
ld c,60
call DelayFrames
call GBPalWhiteOutWithDelay3 ; zero all three palettes and wait 3 V-blanks
- jp .goBackToMap\@
-.warpToLastPokemonCenterText\@
+ jp .goBackToMap
+.warpToLastPokemonCenterText
TX_FAR _WarpToLastPokemonCenterText
db $50
-.cannotUseTeleportNowText\@
+.cannotUseTeleportNowText
TX_FAR _CannotUseTeleportNowText
db $50
-.cannotFlyHereText\@
+.cannotFlyHereText
TX_FAR _CannotFlyHereText
db $50
-.softboiled\@
+.softboiled
ld hl,W_PARTYMON1_MAXHP
ld a,[$cf92]
ld bc,44
@@ -19677,7 +19677,7 @@
ld b,[hl]
ld a,[H_QUOTIENT + 2]
sbc b
- jp nc,.notHealthyEnough\@
+ jp nc,.notHealthyEnough
ld a,[$cc2b]
push af
ld a,POTION
@@ -19686,22 +19686,22 @@
call UseItem
pop af
ld [$cc2b],a
- jp .loop\@
-.notHealthyEnough\@ ; if current HP is less than 1/5 of max HP
- ld hl,.notHealthyEnoughText\@
+ jp .loop
+.notHealthyEnough ; if current HP is less than 1/5 of max HP
+ ld hl,.notHealthyEnoughText
call PrintText
- jp .loop\@
-.notHealthyEnoughText\@
+ jp .loop
+.notHealthyEnoughText
TX_FAR _NotHealthyEnoughText
db $50
-.goBackToMap\@
+.goBackToMap
call $3dbe
jp CloseTextDisplay
-.newBadgeRequired\@
- ld hl,.newBadgeRequiredText\@
+.newBadgeRequired
+ ld hl,.newBadgeRequiredText
call PrintText
- jp .loop\@
-.newBadgeRequiredText\@
+ jp .loop
+.newBadgeRequiredText
TX_FAR _NewBadgeRequiredText
db $50
@@ -19711,11 +19711,11 @@
ld hl,Coord
ld bc,2 * 20 ; menu cursor positions are 2 rows apart
ld a,6 ; 6 menu cursor positions
-.loop\@
+.loop
ld [hl]," "
add hl,bc
dec a
- jr nz,.loop\@
+ jr nz,.loop
ret
ItemMenuLoop: ; 72FC
@@ -19725,11 +19725,11 @@
StartMenu_Item: ; 7302
ld a,[W_ISLINKBATTLE]
dec a
- jr nz,.notInLinkBattle\@
+ jr nz,.notInLinkBattle
ld hl,CannotUseItemsHereText
call PrintText
- jr .exitMenu\@
-.notInLinkBattle\@
+ jr .exitMenu
+.notInLinkBattle
ld bc,W_NUMBAGITEMS
ld hl,$cf8b
ld a,c
@@ -19744,13 +19744,13 @@
call DisplayListMenuID
ld a,[W_CURMENUITEMID]
ld [$cc2c],a
- jr nc,.choseItem\@
-.exitMenu\@
+ jr nc,.choseItem
+.exitMenu
call $3701 ; restore saved screen
call LoadTextBoxTilePatterns
call $2429 ; move sprites
jp RedisplayStartMenu
-.choseItem\@
+.choseItem
; erase menu cursor (blank each tile in front of an item name)
ld a," "
FuncCoord 5,4
@@ -19766,8 +19766,8 @@
ld [$cc35],a
ld a,[$cf91]
cp a,BICYCLE
- jp z,.useOrTossItem\@
-.notBicycle1\@
+ jp z,.useOrTossItem
+.notBicycle1
ld a,$06 ; use/toss menu
ld [$d125],a
call DisplayTextBoxID
@@ -19788,9 +19788,9 @@
call HandleMenuInput
call PlaceUnfilledArrowMenuCursor
bit 1,a ; was the B button pressed?
- jr z,.useOrTossItem\@
+ jr z,.useOrTossItem
jp ItemMenuLoop
-.useOrTossItem\@ ; if the player made the choice to use or toss the item
+.useOrTossItem ; if the player made the choice to use or toss the item
ld a,[$cf91]
ld [$d11e],a
call GetItemName
@@ -19797,34 +19797,34 @@
call $3826 ; copy name to $cf4b
ld a,[$cf91]
cp a,BICYCLE
- jr nz,.notBicycle2\@
+ jr nz,.notBicycle2
ld a,[$d732]
bit 5,a
- jr z,.useItem_closeMenu\@
+ jr z,.useItem_closeMenu
ld hl,CannotGetOffHereText
call PrintText
jp ItemMenuLoop
-.notBicycle2\@
+.notBicycle2
ld a,[W_CURMENUITEMID]
and a
- jr nz,.tossItem\@
-.useItem\@
+ jr nz,.tossItem
+.useItem
ld [$d152],a
ld a,[$cf91]
cp a,HM_01
- jr nc,.useItem_partyMenu\@
+ jr nc,.useItem_partyMenu
ld hl,UsableItems_CloseMenu
ld de,1
call IsInArray
- jr c,.useItem_closeMenu\@
+ jr c,.useItem_closeMenu
ld a,[$cf91]
ld hl,UsableItems_PartyMenu
ld de,1
call IsInArray
- jr c,.useItem_partyMenu\@
+ jr c,.useItem_partyMenu
call UseItem
jp ItemMenuLoop
-.useItem_closeMenu\@
+.useItem_closeMenu
xor a
ld [$d152],a
call UseItem
@@ -19832,37 +19832,37 @@
and a
jp z,ItemMenuLoop
jp CloseStartMenu
-.useItem_partyMenu\@
+.useItem_partyMenu
ld a,[$cfcb]
push af
call UseItem
ld a,[$cd6a]
cp a,$02
- jp z,.partyMenuNotDisplayed\@
+ jp z,.partyMenuNotDisplayed
call GBPalWhiteOutWithDelay3
call $3dbe
pop af
ld [$cfcb],a
jp StartMenu_Item
-.partyMenuNotDisplayed\@
+.partyMenuNotDisplayed
pop af
ld [$cfcb],a
jp ItemMenuLoop
-.tossItem\@
+.tossItem
call IsKeyItem
ld a,[$d124]
and a
- jr nz,.skipAskingQuantity\@
+ jr nz,.skipAskingQuantity
ld a,[$cf91]
call IsItemHM
- jr c,.skipAskingQuantity\@
+ jr c,.skipAskingQuantity
call DisplayChooseQuantityMenu
inc a
- jr z,.tossZeroItems\@
-.skipAskingQuantity\@
+ jr z,.tossZeroItems
+.skipAskingQuantity
ld hl,W_NUMBAGITEMS
call TossItem
-.tossZeroItems\@
+.tossZeroItems
jp ItemMenuLoop
CannotUseItemsHereText: ; 742A
@@ -20079,13 +20079,13 @@
ld e,a
ld d,0
ld c,6 ; height of the text box
-.loop\@
+.loop
ld [hl],$7c ; left edge tile ID
add hl,de
ld [hl],$78 ; right edge tile ID
call TrainerInfo_NextTextBoxRow
dec c
- jr nz,.loop\@
+ jr nz,.loop
ld a,$7d ; lower left corner tile ID
ld de,$777e ; bottom edge and lower right corner tile ID's
@@ -20094,10 +20094,10 @@
ld a,[$cd3e] ; width of the text box
ld c,a
ld a,d
-.loop\@
+.loop
ld [hli],a ; place edge tile
dec c
- jr nz,.loop\@
+ jr nz,.loop
ld a,e
ld [hl],a ; place right corner tile
ret
@@ -20104,10 +20104,10 @@
TrainerInfo_NextTextBoxRow: ; 75D0
ld a,[$cd3f] ; distance to the start of the next row
-.loop\@
+.loop
inc hl
dec a
- jr nz,.loop\@
+ jr nz,.loop
ret
; draws a vertical line
@@ -20117,11 +20117,11 @@
TrainerInfo_DrawVerticalLine: ; 75D8
ld de,20
ld c,8
-.loop\@
+.loop
ld [hl],a
add hl,de
dec c
- jr nz,.loop\@
+ jr nz,.loop
ret
StartMenu_SaveReset: ; 75E3
@@ -20361,7 +20361,7 @@
ld hl,$c100
ld de,$c20d
; Loop to copy picture ID's from $C1X0 to $C2XD for LoadMapSpriteTilePatterns.
-.copyPictureIDLoop\@
+.copyPictureIDLoop
ld a,[hl] ; $C1X0 (picture ID)
ld [de],a ; $C2XD
ld a,$10
@@ -20370,7 +20370,7 @@
ld a,$10
add l
ld l,a
- jr nz,.copyPictureIDLoop\@
+ jr nz,.copyPictureIDLoop
; This is used for both inside and outside maps, since it is called by
; InitOutsideMapSprites.
@@ -20378,15 +20378,15 @@
LoadMapSpriteTilePatterns: ; 7871
ld a,[W_NUMSPRITES]
and a ; are there any sprites?
- jr nz,.spritesExist\@
+ jr nz,.spritesExist
ret
-.spritesExist\@
+.spritesExist
ld c,a ; c = [W_NUMSPRITES]
ld b,$10 ; number of sprite slots
ld hl,$c20d
xor a
ld [$ff8e],a ; 4-tile sprite counter
-.copyPictureIDLoop\@ ; loop to copy picture ID from $C2XD to $C2XE
+.copyPictureIDLoop ; loop to copy picture ID from $C2XD to $C2XE
ld a,[hli] ; $C2XD (sprite picture ID)
ld [hld],a ; $C2XE
ld a,l
@@ -20393,14 +20393,14 @@
add a,$10
ld l,a
dec b
- jr nz,.copyPictureIDLoop\@
+ jr nz,.copyPictureIDLoop
ld hl,$c21e
-.loadTilePatternLoop\@
+.loadTilePatternLoop
ld de,$c21d
; Check if the current picture ID has already had its tile patterns loaded.
; This done by looping through the previous sprite slots and seeing if any of
; their picture ID's match that of the current sprite slot.
-.checkIfAlreadyLoadedLoop\@
+.checkIfAlreadyLoadedLoop
ld a,e
and a,$f0
ld b,a ; b = offset of the $c200 sprite slot being checked against
@@ -20407,35 +20407,35 @@
ld a,l
and a,$f0 ; a = offset of current $c200 sprite slot
cp b ; done checking all previous sprite slots?
- jr z,.notAlreadyLoaded\@
+ jr z,.notAlreadyLoaded
ld a,[de] ; picture ID of the $c200 sprite slot being checked against
cp [hl] ; do the picture ID's match?
- jp z,.alreadyLoaded\@
+ jp z,.alreadyLoaded
ld a,e
add a,$10
ld e,a
- jr .checkIfAlreadyLoadedLoop\@
-.notAlreadyLoaded\@
+ jr .checkIfAlreadyLoadedLoop
+.notAlreadyLoaded
ld de,$c20e
ld b,$01
; loop to find the highest tile pattern VRAM slot (among the first 10 slots) used by a previous sprite slot
; this is done in order to find the first free VRAM slot available
-.findNextVRAMSlotLoop\@
+.findNextVRAMSlotLoop
ld a,e
add a,$10
ld e,a
ld a,l
cp e ; reached current slot?
- jr z,.foundNextVRAMSlot\@
+ jr z,.foundNextVRAMSlot
ld a,[de] ; $C2YE (VRAM slot)
cp a,11 ; is it one of the first 10 slots?
- jr nc,.findNextVRAMSlotLoop\@
+ jr nc,.findNextVRAMSlotLoop
cp b ; compare the slot being checked to the current max
- jr c,.findNextVRAMSlotLoop\@ ; if the slot being checked is less than the current max
+ jr c,.findNextVRAMSlotLoop ; if the slot being checked is less than the current max
; if the slot being checked is greater than or equal to the current max
ld b,a ; store new max VRAM slot
- jr .findNextVRAMSlotLoop\@
-.foundNextVRAMSlot\@
+ jr .findNextVRAMSlotLoop
+.foundNextVRAMSlot
inc b ; increment previous max value to get next VRAM tile pattern slot
ld a,b ; a = next VRAM tile pattern slot
push af
@@ -20442,14 +20442,14 @@
ld a,[hl] ; $C2XE (sprite picture ID)
ld b,a ; b = current sprite picture ID
cp a,SPRITE_BALL ; is it a 4-tile sprite?
- jr c,.notFourTileSprite\@
+ jr c,.notFourTileSprite
pop af
ld a,[$ff8e] ; 4-tile sprite counter
add a,11
- jr .storeVRAMSlot\@
-.notFourTileSprite\@
+ jr .storeVRAMSlot
+.notFourTileSprite
pop af
-.storeVRAMSlot\@
+.storeVRAMSlot
ld [hl],a ; store VRAM slot at $C2XE
ld [$ff8d],a ; used to determine if it's 4-tile sprite later
ld a,b ; a = current sprite picture ID
@@ -20459,14 +20459,14 @@
push bc
push hl
ld hl,SpriteSheetPointerTable
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc h
-.noCarry\@
+.noCarry
add l
ld l,a
- jr nc,.noCarry2\@
+ jr nc,.noCarry2
inc h
-.noCarry2\@
+.noCarry2
push hl
call ReadSpriteSheetData
push af
@@ -20476,26 +20476,26 @@
ld bc,$c0 ; number of bytes per VRAM slot
ld a,[$ff8d]
cp a,11 ; is it a 4-tile sprite?
- jr nc,.fourTileSpriteVRAMAddr\@
+ jr nc,.fourTileSpriteVRAMAddr
ld d,a
dec d
; Equivalent to multiplying $C0 (number of bytes in 12 tiles) times the VRAM
; slot and adding the result to $8000 (the VRAM base address).
-.calculateVRAMAddrLoop\@
+.calculateVRAMAddrLoop
add hl,bc
dec d
- jr nz,.calculateVRAMAddrLoop\@
- jr .loadStillTilePattern\@
-.fourTileSpriteVRAMAddr\@
+ jr nz,.calculateVRAMAddrLoop
+ jr .loadStillTilePattern
+.fourTileSpriteVRAMAddr
ld hl,$87c0 ; address for second 4-tile sprite
ld a,[$ff8e] ; 4-tile sprite counter
and a ; is it the first 4-tile sprite?
- jr nz,.loadStillTilePattern\@
+ jr nz,.loadStillTilePattern
; if it's the first 4-tile sprite
ld hl,$8780 ; address for first 4-tile sprite
inc a
ld [$ff8e],a ; 4-tile sprite counter
-.loadStillTilePattern\@
+.loadStillTilePattern
pop bc
pop de
pop af
@@ -20507,16 +20507,16 @@
ld b,a
ld a,[$cfc4]
bit 0,a ; reloading upper half of tile patterns after displaying text?
- jr nz,.skipFirstLoad\@ ; if so, skip loading data into the lower half
+ jr nz,.skipFirstLoad ; if so, skip loading data into the lower half
ld a,b
ld b,0
call FarCopyData2 ; load tile pattern data for sprite when standing still
-.skipFirstLoad\@
+.skipFirstLoad
pop de
pop hl
ld a,[$ff8d]
cp a,11 ; is it a 4-tile sprite?
- jr nc,.skipSecondLoad\@ ; if so, there is no second block
+ jr nc,.skipSecondLoad ; if so, there is no second block
push de
call ReadSpriteSheetData
push af
@@ -20523,12 +20523,12 @@
ld a,$c0
add e
ld e,a
- jr nc,.noCarry3\@
+ jr nc,.noCarry3
inc d
-.noCarry3\@
+.noCarry3
ld a,[$cfc4]
bit 0,a ; reloading upper half of tile patterns after displaying text?
- jr nz,.loadWhileLCDOn\@
+ jr nz,.loadWhileLCDOn
pop af
pop hl
set 3,h ; add $800 to hl
@@ -20537,11 +20537,11 @@
ld l,e
pop de
call FarCopyData2 ; load tile pattern data for sprite when walking
- jr .skipSecondLoad\@
+ jr .skipSecondLoad
; When reloading the upper half of tile patterns after diplaying text, the LCD
; will be on, so CopyVideoData (which writes to VRAM only during V-blank) must
; be used instead of FarCopyData2.
-.loadWhileLCDOn\@
+.loadWhileLCDOn
pop af
pop hl
set 3,h ; add $800 to hl
@@ -20548,24 +20548,24 @@
ld b,a
swap c
call CopyVideoData ; load tile pattern data for sprite when walking
-.skipSecondLoad\@
+.skipSecondLoad
pop hl
pop bc
- jr .nextSpriteSlot\@
-.alreadyLoaded\@ ; if the current picture ID has already had its tile patterns loaded
+ jr .nextSpriteSlot
+.alreadyLoaded ; if the current picture ID has already had its tile patterns loaded
inc de
ld a,[de] ; a = VRAM slot for the current picture ID (from $C2YE)
ld [hl],a ; store VRAM slot in current $c200 sprite slot (at $C2XE)
-.nextSpriteSlot\@
+.nextSpriteSlot
ld a,l
add a,$10
ld l,a
dec c
- jp nz,.loadTilePatternLoop\@
+ jp nz,.loadTilePatternLoop
ld hl,$c20d
ld b,$10
; the pictures ID's stored at $C2XD are no longer needed, so zero them
-.zeroStoredPictureIDLoop\@
+.zeroStoredPictureIDLoop
xor a
ld [hl],a ; $C2XD
ld a,$10
@@ -20572,7 +20572,7 @@
add l
ld l,a
dec b
- jr nz,.zeroStoredPictureIDLoop\@
+ jr nz,.zeroStoredPictureIDLoop
ret
; reads data from SpriteSheetPointerTable
@@ -20603,9 +20603,9 @@
ld hl,MapSpriteSets
add l
ld l,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc h
-.noCarry\@
+.noCarry
ld a,[hl] ; a = spriteSetID
cp a,$f0 ; does the map have 2 sprite sets?
call nc,GetSplitMapSpriteSetID ; if so, choose the appropriate one
@@ -20612,11 +20612,11 @@
ld b,a ; b = spriteSetID
ld a,[$cfc4]
bit 0,a ; reloading upper half of tile patterns after displaying text?
- jr nz,.loadSpriteSet\@ ; if so, forcibly reload the sprite set
+ jr nz,.loadSpriteSet ; if so, forcibly reload the sprite set
ld a,[W_SPRITESETID]
cp b ; has the sprite set ID changed?
- jr z,.skipLoadingSpriteSet\@ ; if not, don't load it again
-.loadSpriteSet\@
+ jr z,.skipLoadingSpriteSet ; if not, don't load it again
+.loadSpriteSet
ld a,b
ld [W_SPRITESETID],a
dec a
@@ -20631,9 +20631,9 @@
; add a to de to get offset of sprite set
add e
ld e,a
- jr nc,.noCarry2\@
+ jr nc,.noCarry2
inc d
-.noCarry2\@
+.noCarry2
ld hl,$c20d
ld a,SPRITE_RED
ld [hl],a
@@ -20642,7 +20642,7 @@
; This loop also fills $C2XD (sprite picture ID) where X is from $0 to $A
; with picture ID's. This is done so that LoadMapSpriteTilePatterns will
; load tile patterns for all sprite pictures in the sprite set.
-.loadSpriteSetLoop\@
+.loadSpriteSetLoop
ld a,$10
add l
ld l,a
@@ -20653,9 +20653,9 @@
inc bc
ld a,l
cp a,$bd ; reached 11th sprite slot?
- jr nz,.loadSpriteSetLoop\@
+ jr nz,.loadSpriteSetLoop
ld b,4 ; 4 remaining sprite slots
-.zeroRemainingSlotsLoop\@ ; loop to zero the picture ID's of the remaining sprite slots
+.zeroRemainingSlotsLoop ; loop to zero the picture ID's of the remaining sprite slots
ld a,$10
add l
ld l,a
@@ -20662,7 +20662,7 @@
xor a
ld [hl],a ; $C2XD (sprite picture ID)
dec b
- jr nz,.zeroRemainingSlotsLoop\@
+ jr nz,.zeroRemainingSlotsLoop
ld a,[W_NUMSPRITES]
push af ; save number of sprites
ld a,11 ; 11 sprites in sprite set
@@ -20675,7 +20675,7 @@
; The VRAM tile pattern slots that LoadMapSpriteTilePatterns set are in the
; order of the map's sprite set, not the order of the actual sprites loaded
; for the current map. So, they are not needed and are zeroed by this loop.
-.zeroVRAMSlotsLoop\@
+.zeroVRAMSlotsLoop
xor a
ld [hl],a ; $C2XE (VRAM slot)
ld a,$10
@@ -20682,8 +20682,8 @@
add l
ld l,a
dec b
- jr nz,.zeroVRAMSlotsLoop\@
-.skipLoadingSpriteSet\@
+ jr nz,.zeroVRAMSlotsLoop
+.skipLoadingSpriteSet
ld hl,$c110
; This loop stores the correct VRAM tile pattern slots according the sprite
; data from the map's header. Since the VRAM tile pattern slots are filled in
@@ -20692,22 +20692,22 @@
; sprite set. The index of the picture ID within the sprite set plus one
; (since the Red sprite always has the first VRAM tile pattern slot) is the
; VRAM tile pattern slot.
-.storeVRAMSlotsLoop\@
+.storeVRAMSlotsLoop
ld c,0
ld a,[hl] ; $C1X0 (picture ID) (zero if sprite slot is not used)
and a ; is the sprite slot used?
- jr z,.skipGettingPictureIndex\@ ; if the sprite slot is not used
+ jr z,.skipGettingPictureIndex ; if the sprite slot is not used
ld b,a ; b = picture ID
ld de,W_SPRITESET
; Loop to find the index of the sprite's picture ID within the sprite set.
-.getPictureIndexLoop\@
+.getPictureIndexLoop
inc c
ld a,[de]
inc de
cp b ; does the picture ID match?
- jr nz,.getPictureIndexLoop\@
+ jr nz,.getPictureIndexLoop
inc c
-.skipGettingPictureIndex\@
+.skipGettingPictureIndex
push hl
inc h
ld a,$0e
@@ -20720,7 +20720,7 @@
add l
ld l,a
and a
- jr nz,.storeVRAMSlotsLoop\@
+ jr nz,.storeVRAMSlotsLoop
scf
ret
@@ -20728,7 +20728,7 @@
; the map for maps with two sprite sets.
GetSplitMapSpriteSetID: ; 7A1A
cp a,$f8
- jr z,.route20\@
+ jr z,.route20
ld hl,SplitMapSpriteSets
and a,$0f
dec a
@@ -20736,31 +20736,31 @@
sla a
add l
ld l,a
- jr nc,.noCarry\@
+ jr nc,.noCarry
inc h
-.noCarry\@
+.noCarry
ld a,[hli] ; determines whether the map is split East/West or North/South
cp a,$01
ld a,[hli] ; position of dividing line
ld b,a
- jr z,.eastWestDivide\@
-.northSouthDivide\@
+ jr z,.eastWestDivide
+.northSouthDivide
ld a,[W_YCOORD]
- jr .compareCoord\@
-.eastWestDivide\@
+ jr .compareCoord
+.eastWestDivide
ld a,[W_XCOORD]
-.compareCoord\@
+.compareCoord
cp b
- jr c,.loadSpriteSetID\@
+ jr c,.loadSpriteSetID
; if in the East side or South side
inc hl
-.loadSpriteSetID\@
+.loadSpriteSetID
ld a,[hl]
ret
; Uses sprite set $01 for West side and $0A for East side.
; Route 20 is a special case because the two map sections have a more complex
; shape instead of the map simply being split horizontally or vertically.
-.route20\@
+.route20
ld hl,W_XCOORD
ld a,[hl]
cp a,$2b
@@ -20773,9 +20773,9 @@
ld a,[hl]
cp a,$37
ld b,$08
- jr nc,.next\@
+ jr nc,.next
ld b,$0d
-.next\@
+.next
ld a,[W_YCOORD]
cp b
ld a,$0a
@@ -21441,7 +21441,7 @@
jp nz, LogOff
ld a, [W_MAXMENUITEMID]
cp a, 2
- jr nz, .next\@ ;if not 2 menu items (not counting log off) (2 occurs before you get the pokedex)
+ jr nz, .next ;if not 2 menu items (not counting log off) (2 occurs before you get the pokedex)
ld a, [W_CURMENUITEMID]
and a
jp z, BillsPC ;if current menu item id is 0, it's bills pc
@@ -21448,9 +21448,9 @@
cp a, 1
jr z, .playersPC ;if current menu item id is 1, it's players pc
jp LogOff ;otherwise, it's 2, and you're logging off
-.next\@
+.next
cp a, 3
- jr nz, .next2\@ ;if not 3 menu items (not counting log off) (3 occurs after you get the pokedex, before you beat the pokemon league)
+ jr nz, .next2 ;if not 3 menu items (not counting log off) (3 occurs after you get the pokedex, before you beat the pokemon league)
ld a, [W_CURMENUITEMID]
and a
jp z, BillsPC ;if current menu item id is 0, it's bills pc
@@ -21459,7 +21459,7 @@
cp a, 2
jp z, OaksPC ;if current menu item id is 2, it's oaks pc
jp LogOff ;otherwise, it's 3, and you're logging off
-.next2\@
+.next2
ld a, [W_CURMENUITEMID]
and a
jp z, BillsPC ;if current menu item id is 0, it's bills pc
@@ -22081,10 +22081,10 @@
PalletTownScript:
ld a,[$D74B]
bit 4,a
- jr z,.next\@
+ jr z,.next
ld hl,$D747
set 6,[hl]
-.next\@
+.next
call EnableAutoTextBoxDrawing
ld hl,PalletTownScriptPointers
ld a,[$D5F1]
@@ -22213,10 +22213,10 @@
PalletTownScript6:
ld a,[$D74A]
bit 2,a
- jr nz,.next\@
+ jr nz,.next
and 3
cp 3
- jr nz,.next\@
+ jr nz,.next
ld hl,$D74A
set 2,[hl]
ld a,$27
@@ -22227,7 +22227,7 @@
ld [$CC4D],a
ld a,$15
jp Predef
-.next\@
+.next
ld a,[$D74B]
bit 4,a
ret z
@@ -22243,14 +22243,14 @@
db 8
ld a,[$CF0D]
and a
- jr nz,.next\@
+ jr nz,.next
ld a,1
ld [$CC3C],a
ld hl,OakAppearsText
- jr .done\@
-.next\@
+ jr .done
+.next
ld hl,OakWalksUpText
-.done\@
+.done
call PrintText
jp TextScriptEnd
@@ -23092,17 +23092,17 @@
; select which team to use during the encounter
ld a, [W_RIVALSTARTER]
cp SQUIRTLE
- jr nz, .NotSquirtle\@ ; 0x19592 $4
+ jr nz, .NotSquirtle ; 0x19592 $4
ld a, $7
- jr .done\@
-.NotSquirtle\@
+ jr .done
+.NotSquirtle
cp BULBASAUR
- jr nz, .Charmander\@ ; 0x1959a $4
+ jr nz, .Charmander ; 0x1959a $4
ld a, $8
- jr .done\@
-.Charmander\@
+ jr .done
+.Charmander
ld a, $9
-.done\@
+.done
ld [W_TRAINERNO], a
xor a
@@ -23972,19 +23972,19 @@
db 8
ld a,[$D74A]
bit 0,a
- jr nz,.GotMap\@
+ jr nz,.GotMap
ld a,[$D74B]
bit 5,a
- jr nz,.GiveMap\@
+ jr nz,.GiveMap
ld hl,DaisyInitialText
call PrintText
- jr .done\@
-.GiveMap\@
+ jr .done
+.GiveMap
ld hl,DaisyOfferMapText
call PrintText
ld bc,(TOWN_MAP << 8) | 1
call $3E2E
- jr nc,.BagFull\@
+ jr nc,.BagFull
ld a,$29
ld [$CC4D],a
ld a,$11
@@ -23993,15 +23993,15 @@
call PrintText
ld hl,$D74A
set 0,[hl]
- jr .done\@
-.GotMap\@
+ jr .done
+.GotMap
ld hl,DaisyUseMapText
call PrintText
- jr .done\@
-.BagFull\@
+ jr .done
+.BagFull
ld hl,DaisyBagFullText
call PrintText
-.done\@
+.done
jp TextScriptEnd
DaisyInitialText: ; 0x19baa
@@ -25485,11 +25485,11 @@
OaksLabScript8: ; 0x1cc80
ld a, [W_PLAYERSTARTER]
cp CHARMANDER
- jr z, .Charmander\@ ; 0x1cc85 $6
+ jr z, .Charmander ; 0x1cc85 $6
cp SQUIRTLE
- jr z, .Squirtle\@ ; 0x1cc89 $1d
- jr .Bulbasaur\@ ; 0x1cc8b $38
-.Charmander\@
+ jr z, .Squirtle ; 0x1cc89 $1d
+ jr .Bulbasaur ; 0x1cc8b $38
+.Charmander
ld de, .MiddleBallMovement1
ld a, [W_YCOORD]
cp $4 ; is the player standing below the table?
@@ -25502,7 +25502,7 @@
.MiddleBallMovement2
db 0,$C0,$C0,$C0,$FF
-.Squirtle\@
+.Squirtle
ld de, .RightBallMovement1
ld a, [W_YCOORD]
cp $4 ; is the player standing below the table?
@@ -25515,7 +25515,7 @@
.RightBallMovement2
db 0,$C0,$C0,$C0,$C0,$FF
-.Bulbasaur\@
+.Bulbasaur
ld de, .LeftBallMovement1
ld a, [W_XCOORD]
cp $9 ; is the player standing to the right of the table?
@@ -25658,17 +25658,17 @@
ld [W_CUROPPONENT], a
ld a, [W_RIVALSTARTER]
cp SQUIRTLE
- jr nz, .NotSquirtle\@ ; 0x1cdc9 $4
+ jr nz, .NotSquirtle ; 0x1cdc9 $4
ld a, $1
- jr .done\@ ; 0x1cdcd $a
-.NotSquirtle\@
+ jr .done ; 0x1cdcd $a
+.NotSquirtle
cp BULBASAUR
- jr nz, .Charmander\@ ; 0x1cdd1 $4
+ jr nz, .Charmander ; 0x1cdd1 $4
ld a, $2
- jr .done\@ ; 0x1cdd5 $2
-.Charmander\@
+ jr .done ; 0x1cdd5 $2
+.Charmander
ld a, $3
-.done\@
+.done
ld [W_TRAINERNO], a
ld a, $1
ld [$cf13], a
@@ -25758,7 +25758,7 @@
call $2307 ; reset to map music
ld a, $12
ld [W_OAKSLABCURSCRIPT], a
- jr .done\@ ; 0x1ce8a $23
+ jr .done ; 0x1ce8a $23
.asm_1ce8c
ld a, [$cf0f]
cp $5
@@ -25768,17 +25768,17 @@
jr nz, .asm_1cea1 ; 0x1ce98 $7
ld a, $c
ld [$c109], a
- jr .done\@ ; 0x1ce9f $e
+ jr .done ; 0x1ce9f $e
.asm_1cea1
ld a, $8
ld [$c109], a
- jr .done\@ ; 0x1cea6 $7
+ jr .done ; 0x1cea6 $7
.asm_1cea8
cp $4
ret nz
xor a
ld [$c109], a
-.done\@
+.done
ret
; 0x1ceb0
@@ -29422,12 +29422,12 @@
ld h,[hl]
ld l,a
ld de,$CD6D
-.CopyCharacter\@
+.CopyCharacter
ld a,[hli]
ld [de],a
inc de
cp "@"
- jr nz,.CopyCharacter\@
+ jr nz,.CopyCharacter
ret
TrainerNamePointers: ; 0x27e64
@@ -29818,9 +29818,9 @@
cp a, $0A
ret z
ld hl, UnnamedText_2fb8e ; It's super effective!
- jr nc, .done\@
+ jr nc, .done
ld hl, UnnamedText_2fb93 ; It's not very effective...
-.done\@
+.done
jp $3C49
UnnamedText_2fb8e: ; 0x2fb8e
@@ -36341,14 +36341,14 @@
; and hl points to the trainer class.
; Our next task is to iterate through the trainers,
; decrementing b each time, until we get to the right one.
-.outer\@
+.outer
dec b
jr z,.IterateTrainer
-.inner\@
+.inner
ld a,[hli]
and a
- jr nz,.inner\@
- jr .outer\@
+ jr nz,.inner
+ jr .outer
; if the first byte of trainer data is FF,
; - each pokemon has a specific level
@@ -36358,12 +36358,12 @@
.IterateTrainer
ld a,[hli]
cp $FF ; is the trainer special?
- jr z,.SpecialTrainer\@ ; if so, check for special moves
+ jr z,.SpecialTrainer ; if so, check for special moves
ld [W_CURENEMYLVL],a
-.LoopTrainerData\@
+.LoopTrainerData
ld a,[hli]
and a ; have we reached the end of the trainer data?
- jr z,.FinishUp\@
+ jr z,.FinishUp
ld [$CF91],a ; write species somewhere (XXX why?)
ld a,1
ld [$CC49],a
@@ -36370,8 +36370,8 @@
push hl
call AddPokemonToParty
pop hl
- jr .LoopTrainerData\@
-.SpecialTrainer\@
+ jr .LoopTrainerData
+.SpecialTrainer
; if this code is being run:
; - each pokemon has a specific level
; (as opposed to the whole team being of the same level)
@@ -36378,7 +36378,7 @@
; - if [W_LONEATTACKNO] != 0, one pokemon on the team has a special move
ld a,[hli]
and a ; have we reached the end of the trainer data?
- jr z,.AddLoneMove\@
+ jr z,.AddLoneMove
ld [W_CURENEMYLVL],a
ld a,[hli]
ld [$CF91],a
@@ -36387,12 +36387,12 @@
push hl
call AddPokemonToParty
pop hl
- jr .SpecialTrainer\@
-.AddLoneMove\@
+ jr .SpecialTrainer
+.AddLoneMove
; does the trainer have a single monster with a different move
ld a,[W_LONEATTACKNO] ; Brock is 01, Misty is 02, Erika is 04, etc
and a
- jr z,.AddTeamMove\@
+ jr z,.AddTeamMove
dec a
add a,a
ld c,a
@@ -36405,8 +36405,8 @@
ld bc,W_ENEMYMON2MOVE3 - W_ENEMYMON1MOVE3
call AddNTimes
ld [hl],d
- jr .FinishUp\@
-.AddTeamMove\@
+ jr .FinishUp
+.AddTeamMove
; check if our trainer's team has special moves
; get trainer class number
@@ -36416,24 +36416,24 @@
ld hl,TeamMoves
; iterate through entries in TeamMoves, checking each for our trainer class
-.IterateTeamMoves\@
+.IterateTeamMoves
ld a,[hli]
cp b
- jr z,.GiveTeamMoves\@ ; is there a match?
+ jr z,.GiveTeamMoves ; is there a match?
inc hl ; if not, go to the next entry
inc a
- jr nz,.IterateTeamMoves\@
+ jr nz,.IterateTeamMoves
; no matches found. is this trainer champion rival?
ld a,b
cp SONY3
- jr z,.ChampionRival\@
- jr .FinishUp\@ ; nope
-.GiveTeamMoves\@
+ jr z,.ChampionRival
+ jr .FinishUp ; nope
+.GiveTeamMoves
ld a,[hl]
ld [$D95E],a
- jr .FinishUp\@
-.ChampionRival\@ ; give moves to his team
+ jr .FinishUp
+.ChampionRival ; give moves to his team
; pidgeot
ld a,SKY_ATTACK
@@ -36443,15 +36443,15 @@
ld a,[W_RIVALSTARTER]
cp BULBASAUR
ld b,MEGA_DRAIN
- jr z,.GiveStarterMove\@
+ jr z,.GiveStarterMove
cp CHARMANDER
ld b,FIRE_BLAST
- jr z,.GiveStarterMove\@
+ jr z,.GiveStarterMove
ld b,BLIZZARD ; must be squirtle
-.GiveStarterMove\@
+.GiveStarterMove
ld a,b
ld [W_ENEMYMON6MOVE3],a
-.FinishUp\@ ; XXX this needs documenting
+.FinishUp ; XXX this needs documenting
xor a ; clear D079-D07B
ld de,$D079
ld [de],a
@@ -36461,7 +36461,7 @@
ld [de],a
ld a,[W_CURENEMYLVL]
ld b,a
-.LastLoop\@
+.LastLoop
ld hl,$D047
ld c,2
push bc
@@ -36471,7 +36471,7 @@
inc de
inc de
dec b
- jr nz,.LastLoop\@
+ jr nz,.LastLoop
ret
LoneMoves: ; 5D22
@@ -37284,11 +37284,11 @@
ret z ; if no AI uses left, we're done here
inc hl
inc a
- jr nz,.getpointer\@
+ jr nz,.getpointer
dec hl
ld a,[hli]
ld [W_AICOUNT],a
-.getpointer\@
+.getpointer
ld a,[hli]
ld h,[hl]
ld l,a
@@ -37539,11 +37539,11 @@
ld a,[hl]
ld [$CEEC],a
ld [$CEEE],a
- jr nc,.next\@
+ jr nc,.next
inc a
ld [hl],a
ld [$CEEE],a
-.next\@
+.next
inc hl
ld a,[hld]
ld b,a
@@ -37585,20 +37585,20 @@
ld d,0 ; keep count of unfainted monsters
; count how many monsters haven't fainted yet
-.loop\@
+.loop
ld a,[hli]
ld b,a
ld a,[hld]
or b
- jr z,.Fainted\@ ; has monster fainted?
+ jr z,.Fainted ; has monster fainted?
inc d
-.Fainted\@
+.Fainted
push bc
ld bc,$2C
add hl,bc
pop bc
dec c
- jr nz,.loop\@
+ jr nz,.loop
ld a,d ; how many available monsters are there?
cp 2 ; don't bother if only 1 or 2
@@ -40152,18 +40152,18 @@
call $3719
ld a,[$D12B]
cp 4
- jr nz,.next\@
+ jr nz,.next
ld a,[$CC3E]
sub 4
ld [$CF92],a
- jr .next3\@
-.next\@
+ jr .next3
+.next
ld b,$FF
-.next2\@
+.next2
inc b
ld a,[$CFE8]
cp b
- jr z,.next2\@
+ jr z,.next2
ld hl,$D8A4
ld a,b
ld [$CF92],a
@@ -40176,8 +40176,8 @@
ld c,a
ld a,[hl]
or c
- jr z,.next2\@
-.next3\@
+ jr z,.next2
+.next3
ld a,[$CF92]
ld hl,$D8C5
ld bc,$2C
@@ -40203,16 +40203,16 @@
ld [$CC26],a
ld a,[$D11D]
dec a
- jr z,.next4\@
+ jr z,.next4
ld a,[W_NUMINPARTY]
dec a
- jr z,.next4\@
+ jr z,.next4
ld a,[$D12B]
cp 4
- jr z,.next4\@
+ jr z,.next4
ld a,[$D355]
bit 6,a
- jr nz,.next4\@
+ jr nz,.next4
ld hl, TrainerAboutToUseText
call PrintText
ld hl,$C42C
@@ -40222,33 +40222,33 @@
call DisplayTextBoxID
ld a,[$CC26]
and a
- jr nz,.next4\@
+ jr nz,.next4
ld a,2
ld [$D07D],a
call $13FC
-.next9\@
+.next9
ld a,1
ld [$CC26],a
- jr c,.next7\@
+ jr c,.next7
ld hl,$CC2F
ld a,[$CF92]
cp [hl]
- jr nz,.next6\@
+ jr nz,.next6
ld hl,$51F5
call PrintText
-.next8\@
+.next8
call $1411
- jr .next9\@
-.next6\@
+ jr .next9
+.next6
call $4A97
- jr z,.next8\@
+ jr z,.next8
xor a
ld [$CC26],a
-.next7\@
+.next7
call $3DE5
call $6E5B
call $3725
-.next4\@
+.next4
call $0082
ld hl,$C3A0
ld bc,$040B
@@ -40374,7 +40374,7 @@
jp c,$5702
call $6023
call $6093
- jr z,.next11\@
+ jr z,.next11
call CalculateDamage
call MoreCalculateDamage
jp z,$574B
@@ -40381,21 +40381,21 @@
call $63A5
call $6687
call $656B
-.next11\@
+.next11
ld a,[W_MOVEMISSED]
and a
- jr z,.next\@
+ jr z,.next
ld a,[W_PLAYERMOVEEFFECT]
sub a,7
- jr z,.next2\@
- jr .next3\@ ; 574B
-.next\@
+ jr z,.next2
+ jr .next3 ; 574B
+.next
ld a,[W_PLAYERMOVEEFFECT]
and a
ld a,4
- jr z,.next2\@
+ jr z,.next2
ld a,5
-.next2\@
+.next2
push af
ld a,[W_PLAYERBATTSTATUS2]
bit 4,a
@@ -40413,36 +40413,36 @@
ld hl,$5771
ld b,$1E
call nz,Bankswitch
- jr .next4\@
-.next3\@
+ jr .next4
+.next3
ld c,$1E
call DelayFrames
ld a,[W_PLAYERMOVEEFFECT]
cp a,$2B
- jr z,.next5\@
+ jr z,.next5
cp a,$27 ; XXX SLP | FRZ ?
- jr z,.next5\@
- jr .next4\@
-.next5\@
+ jr z,.next5
+ jr .next4
+.next5
xor a
ld [$CC5B],a
ld a,$A7
call $6F07
-.next4\@
+.next4
ld a,[W_PLAYERMOVEEFFECT]
cp a,9
- jr nz,.next6\@ ; 577A
+ jr nz,.next6 ; 577A
call $62FD
jp z,Function580A
xor a
ld [$CCED],a
jp $569A
-.next6\@
+.next6
cp a,$53
- jr nz,.next7\@ ; 5784
+ jr nz,.next7 ; 5784
call $6348
jp $569A
-.next7\@
+.next7
ld a,[W_PLAYERMOVEEFFECT]
ld hl,EffectsArray3
ld de,1
@@ -40450,13 +40450,13 @@
jp c,$7132
ld a,[W_MOVEMISSED]
and a
- jr z,.next8\@ ; 57A6
+ jr z,.next8 ; 57A6
call $5BE2
ld a,[W_PLAYERMOVEEFFECT]
cp a,7
- jr z,.next9\@ ; 57B9
+ jr z,.next9 ; 57B9
jp Function580A
-.next8\@
+.next8
call $60DF
call $5C5C
ld hl,$7B7B ; MyFunction
@@ -40464,7 +40464,7 @@
call Bankswitch
ld a,1
ld [$CCF4],a
-.next9\@
+.next9
ld a,[W_PLAYERMOVEEFFECT]
ld hl,EffectsArray4
ld de,1
@@ -40479,7 +40479,7 @@
ld hl,W_PLAYERBATTSTATUS1
bit 2,[hl]
- jr z,.next10\@ ; 57EF
+ jr z,.next10 ; 57EF
ld a,[$D06A]
dec a
ld [$D06A],a
@@ -40490,7 +40490,7 @@
call PrintText
xor a
ld [W_NUMHITS],a ; reset
-.next10\@
+.next10
ld a,[W_PLAYERMOVEEFFECT]
and a
jp z,Function580A
@@ -40516,7 +40516,7 @@
ret nz
ld a,[H_WHOSETURN]
and a
- jr nz,.Ghost\@
+ jr nz,.Ghost
ld a,[W_PLAYERMONSTATUS] ; player’s turn
and a,SLP | FRZ
ret nz
@@ -40524,7 +40524,7 @@
call PrintText
xor a
ret
-.Ghost\@ ; ghost’s turn
+.Ghost ; ghost’s turn
ld hl,GetOutText
call PrintText
xor a
@@ -40544,13 +40544,13 @@
ret nz
ld a,[W_CURMAP]
cp a,$8E ; Lavender Town
- jr c,.next\@
+ jr c,.next
cp a,$95 ; Pokémon Tower
- jr nc,.next\@
+ jr nc,.next
ld b,SILPH_SCOPE
call IsItemInBag ; $3493
ret z
-.next\@
+.next
ld a,1
and a
ret
@@ -40559,12 +40559,12 @@
ld hl,W_PLAYERMONSTATUS
ld a,[hl]
and a,SLP
- jr z,.FrozenCheck\@ ; to 5884
+ jr z,.FrozenCheck ; to 5884
dec a
ld [W_PLAYERMONSTATUS],a ; decrement sleep count
and a
- jr z,.WakeUp\@ ; to 5874
+ jr z,.WakeUp ; to 5874
xor a
ld [$CC5B],a
@@ -40572,19 +40572,19 @@
call $6F07
ld hl,FastAsleepText
call PrintText
- jr .sleepDone\@
-.WakeUp\@
+ jr .sleepDone
+.WakeUp
ld hl,WokeUpText
call PrintText
-.sleepDone\@
+.sleepDone
xor a
ld [$CCF1],a
ld hl,Function580A
jp $5A37
-.FrozenCheck\@
+.FrozenCheck
bit 5,[hl] ; frozen?
- jr z,.HeldInPlaceCheck\@ ; to 5898
+ jr z,.HeldInPlaceCheck ; to 5898
ld hl,FrozenText
call PrintText
xor a
@@ -40592,7 +40592,7 @@
ld hl,Function580A
jp $5A37
-.HeldInPlaceCheck\@
+.HeldInPlaceCheck
ld a,[W_ENEMYBATTSTATUS1]
bit 5,a
jp z,FlinchedCheck
@@ -40614,38 +40614,38 @@
HyperBeamCheck: ; 58C2
ld hl,W_PLAYERBATTSTATUS2
bit 5,[hl]
- jr z,.next\@ ; 58D7
+ jr z,.next ; 58D7
res 5,[hl]
ld hl,MustRechargeText
call PrintText
ld hl,$580A
jp $5A37
-.next\@
+.next
ld hl,$D06D
ld a,[hl]
and a
- jr z,.next2\@ ; 58EE
+ jr z,.next2 ; 58EE
dec a
ld [hl],a
and a,$F
- jr nz,.next2\@
+ jr nz,.next2
ld [hl],a
ld [$CCEE],a
ld hl,DisabledNoMoreText
call PrintText
-.next2\@
+.next2
ld a,[W_PLAYERBATTSTATUS1]
add a
- jr nc,.next3\@ ; 5929
+ jr nc,.next3 ; 5929
ld hl,$D06B
dec [hl]
- jr nz,.next4\@ ; 5907
+ jr nz,.next4 ; 5907
ld hl,W_PLAYERBATTSTATUS1
res 7,[hl]
ld hl,ConfusedNoMoreText
call PrintText
- jr .next3\@
-.next4\@
+ jr .next3
+.next4
ld hl,IsConfusedText
call PrintText
xor a
@@ -40654,33 +40654,33 @@
call $6F07
call $6E9B
cp a,$80
- jr c,.next3\@
+ jr c,.next3
ld hl,W_PLAYERBATTSTATUS1
ld a,[hl]
and a,$80
ld [hl],a
call $5AAD
- jr .next5\@ ; 5952
-.next3\@
+ jr .next5 ; 5952
+.next3
ld a,[$CCEE]
and a
- jr z,.ParalysisCheck\@ ; 593E
+ jr z,.ParalysisCheck ; 593E
ld hl,$CCDC
cp [hl]
- jr nz,.ParalysisCheck\@
+ jr nz,.ParalysisCheck
call $5A88
ld hl,$580A
jp $5A37
-.ParalysisCheck\@
+.ParalysisCheck
ld hl,W_PLAYERMONSTATUS
bit 6,[hl]
- jr z,.next7\@ ; 5975
+ jr z,.next7 ; 5975
call $6E9B ; random number?
cp a,$3F
- jr nc,.next7\@
+ jr nc,.next7
ld hl,FullyParalyzedText
call PrintText
-.next5\@
+.next5
ld hl,W_PLAYERBATTSTATUS1
ld a,[hl]
and a,$CC
@@ -40687,22 +40687,22 @@
ld [hl],a
ld a,[W_PLAYERMOVEEFFECT]
cp a,$2B
- jr z,.next8\@ ; 5966
+ jr z,.next8 ; 5966
cp a,$27
- jr z,.next8\@
- jr .next9\@ ; 596F
-.next8\@
+ jr z,.next8
+ jr .next9 ; 596F
+.next8
xor a
ld [$CC5B],a
ld a,$A7
call $6F07
-.next9\@
+.next9
ld hl,$580A
jp $5A37
-.next7\@
+.next7
ld hl,W_PLAYERBATTSTATUS1
bit 0,[hl]
- jr z,.next10\@ ; 59D0
+ jr z,.next10 ; 59D0
xor a
ld [W_PLAYERMOVENUM],a
ld hl,$D0D7
@@ -40718,10 +40718,10 @@
ld [hl],a
ld hl,$D06A
dec [hl]
- jr z,.next11\@ ; 599B
+ jr z,.next11 ; 599B
ld hl,$580A
jp $5A37
-.next11\@
+.next11
ld hl,W_PLAYERBATTSTATUS1
res 0,[hl]
ld hl,UnleashedEnergyText
@@ -40737,10 +40737,10 @@
rl a
ld [$D0D7],a
or b
- jr nz,.next12\@ ; 59C2
+ jr nz,.next12 ; 59C2
ld a,1
ld [W_MOVEMISSED],a
-.next12\@
+.next12
xor a
ld [hli],a
ld [hl],a
@@ -40748,9 +40748,9 @@
ld [W_PLAYERMOVENUM],a
ld hl,$5705
jp $5A37
-.next10\@
+.next10
bit 1,[hl]
- jr z,.next13\@ ; 59FF
+ jr z,.next13 ; 59FF
ld a,$25
ld [W_PLAYERMOVENUM],a
ld hl,ThrashingAboutText
@@ -40770,7 +40770,7 @@
ld [$D06B],a
pop hl
jp $5A37
-.next13\@
+.next13
bit 5,[hl]
jp z,$5A1A
ld hl,AttackContinuesText
@@ -40961,15 +40961,15 @@
ld c, [hl]
ld a, [W_ENEMYBATTSTATUS3] ;test for reflect
bit 2, a
- jr z, .next\@
+ jr z, .next
.doubleDefense
sla c ;x2 defense if bit2 of D069 is set
rl b
-.next\@
+.next
ld hl, $d025 ;attack pointer
ld a, [$d05e]
and a
- jr z, .next3\@
+ jr z, .next3
ld c, 3
call $5f1c
ld a, [$ff00+$97]
@@ -40982,7 +40982,7 @@
ld bc, $002c
call AddNTimes
pop bc
- jr .next3\@
+ jr .next3
.specialAttack
ld hl, W_ENEMYMONSPECIAL ;opponent special
ld a, [hli] ;*BC = opponent special defense used later
@@ -40990,15 +40990,15 @@
ld c, [hl]
ld a, [W_ENEMYBATTSTATUS3] ;test for lightscreen
bit 1, a
- jr z, .next2\@
+ jr z, .next2
.doubleSpecialDefense
sla c ;x2 special defense if bit1 of D069 set
rl b
-.next2\@
+.next2
ld hl, $d02b
ld a, [$d05e] ;XXX
and a
- jr z, .next3\@ ;skip portion of code that pulls up inactive pokemon
+ jr z, .next3 ;skip portion of code that pulls up inactive pokemon
.loadOtherPoke
ld c, 5
call $5f1c
@@ -41012,12 +41012,12 @@
ld bc, $002c
call AddNTimes
pop bc
-.next3\@
+.next3
ld a, [hli] ;HL: when this was taken
ld l, [hl]
ld h, a ;*HL = attacker attack
or b ;is either attack or defense high byte nonzero?
- jr z, .next4\@
+ jr z, .next4
srl b ;[defense] BC /= 4 [this is just so it fits into a single byte, 10bits max]
rr c
srl b
@@ -41028,17 +41028,17 @@
rr l
ld a, l
or h
- jr nz, .next4\@ ;is HL result zero?
+ jr nz, .next4 ;is HL result zero?
inc l ;minimum HL = 1
-.next4\@
+.next4
ld b, l ;*B = attack [possibly scaled] [C contains defense]
ld a, [$d022] ;*E = level
ld e, a
ld a, [$d05e] ;critical hit?
and a
- jr z, .next5\@
+ jr z, .next5
sla e ;double level if it was a critical hit
-.next5\@
+.next5
ld a, 1 ;return Z = 0
and a
ret
@@ -41049,26 +41049,26 @@
ld a, [$ff00+$f3] ;FFF3 decides which address to use
and a
ld a, [W_PLAYERMOVEEFFECT]
- jr z, .next\@
+ jr z, .next
ld a, [$cfcd]
-.next\@
+.next
cp a, 7 ;effect to halve opponent defense [suicide moves]
- jr nz, .next2\@
+ jr nz, .next2
.halveDefense
srl c ;explosion and selfdestruct will halve the defense...
- jr nz, .next2\@
+ jr nz, .next2
inc c ;...with a minimum value of 1 [it is used as a divisor later on]
-.next2\@
+.next2
cp a, $1d
- jr z, .next3\@
+ jr z, .next3
cp a, $1e
- jr z, .next3\@
+ jr z, .next3
cp a, $26 ;OHKO?
jp z, $6016
ld a, d ;if attack base power zero then do nothing
and a
ret z
-.next3\@
+.next3
xor a
ld hl, $ff95 ;multiplication address
ldi [hl], a ;init to zero
@@ -41173,12 +41173,12 @@
ld hl,W_ENEMYSELECTEDMOVE
ld de,W_ENEMYMOVEPOWER
ld a,[W_PLAYERSELECTEDMOVE]
- jr z,.next\@
+ jr z,.next
; enemy's turn
ld hl,W_PLAYERSELECTEDMOVE
ld de,W_PLAYERMOVEPOWER
ld a,[W_ENEMYSELECTEDMOVE]
-.next\@
+.next
cp a,COUNTER
ret nz ; return if not using Counter
ld a,$01
@@ -41193,13 +41193,13 @@
inc de
ld a,[de]
and a ; normal type
- jr z,.counterableType\@
+ jr z,.counterableType
cp a,FIGHTING
- jr z,.counterableType\@
+ jr z,.counterableType
; if the move wasn't Normal or Fighting type, miss
xor a
ret
-.counterableType\@
+.counterableType
ld hl,W_DAMAGE
ld a,[hli]
or [hl]
@@ -41211,12 +41211,12 @@
ld a,[hl]
adc a
ld [hl],a
- jr nc,.noCarry\@
+ jr nc,.noCarry
; damage is capped at 0xFFFF
ld a,$ff
ld [hli],a
ld [hl],a
-.noCarry\@
+.noCarry
xor a
ld [W_MOVEMISSED],a
call MoveHitTest ; do the normal move hit test in addition to Counter's special rules
@@ -41226,16 +41226,16 @@
ApplyDamageToEnemyPokemon: ; 60DF
ld a,[W_PLAYERMOVEEFFECT]
cp a,OHKO_EFFECT
- jr z,.applyDamage\@
+ jr z,.applyDamage
cp a,SUPER_FANG_EFFECT
- jr z,.superFangEffect\@
+ jr z,.superFangEffect
cp a,SPECIAL_DAMAGE_EFFECT
- jr z,.specialDamage\@
+ jr z,.specialDamage
ld a,[W_PLAYERMOVEPOWER]
and a
- jp z,.done\@
- jr .applyDamage\@
-.superFangEffect\@
+ jp z,.done
+ jr .applyDamage
+.superFangEffect
; set the damage to half the target's HP
ld hl,W_ENEMYMONCURHP
ld de,W_DAMAGE
@@ -41248,26 +41248,26 @@
rr a
ld [de],a
or b
- jr nz,.applyDamage\@
+ jr nz,.applyDamage
; make sure Super Fang's damage is always at least 1
ld a,$01
ld [de],a
- jr .applyDamage\@
-.specialDamage\@
+ jr .applyDamage
+.specialDamage
ld hl,W_PLAYERMONLEVEL
ld a,[hl]
ld b,a
ld a,[W_PLAYERMOVENUM]
cp a,SEISMIC_TOSS
- jr z,.storeDamage\@
+ jr z,.storeDamage
cp a,NIGHT_SHADE
- jr z,.storeDamage\@
+ jr z,.storeDamage
ld b,SONICBOOM_DAMAGE
cp a,SONICBOOM
- jr z,.storeDamage\@
+ jr z,.storeDamage
ld b,DRAGON_RAGE_DAMAGE
cp a,DRAGON_RAGE
- jr z,.storeDamage\@
+ jr z,.storeDamage
; Psywave
ld a,[hl]
ld b,a
@@ -41275,26 +41275,26 @@
add b
ld b,a ; b = level * 1.5
; loop until a random number in the range [1, b) is found
-.loop\@
+.loop
call $6e9b ; random number
and a
- jr z,.loop\@
+ jr z,.loop
cp b
- jr nc,.loop\@
+ jr nc,.loop
ld b,a
-.storeDamage\@
+.storeDamage
ld hl,W_DAMAGE
xor a
ld [hli],a
ld a,b
ld [hl],a
-.applyDamage\@
+.applyDamage
ld hl,W_DAMAGE
ld a,[hli]
ld b,a
ld a,[hl]
or b
- jr z,.done\@ ; we're done if damage is 0
+ jr z,.done ; we're done if damage is 0
ld a,[W_ENEMYBATTSTATUS2]
bit 4,a ; does the enemy have a substitute?
jp nz,AttackSubstitute
@@ -41312,7 +41312,7 @@
ld [$ceec],a
sbc b
ld [W_ENEMYMONCURHP],a
- jr nc,.animateHpBar\@
+ jr nc,.animateHpBar
; if more damage was done than the current HP, zero the HP and set the damage
; equal to how much HP the pokemon had before the attack
ld a,[$ceec]
@@ -41323,7 +41323,7 @@
ld hl,W_ENEMYMONCURHP
ld [hli],a
ld [hl],a
-.animateHpBar\@
+.animateHpBar
ld hl,W_ENEMYMONMAXHP
ld a,[hli]
ld [$ceea],a
@@ -41339,22 +41339,22 @@
ld [$cf94],a
ld a,$48
call Predef ; animate the HP bar shortening
-.done\@
+.done
jp $4d5a ; redraw pokemon names and HP bars
ApplyDamageToPlayerPokemon: ; 61A0
ld a,[W_ENEMYMOVEEFFECT]
cp a,OHKO_EFFECT
- jr z,.applyDamage\@
+ jr z,.applyDamage
cp a,SUPER_FANG_EFFECT
- jr z,.superFangEffect\@
+ jr z,.superFangEffect
cp a,SPECIAL_DAMAGE_EFFECT
- jr z,.specialDamage\@
+ jr z,.specialDamage
ld a,[W_ENEMYMOVEPOWER]
and a
- jp z,.done\@
- jr .applyDamage\@
-.superFangEffect\@
+ jp z,.done
+ jr .applyDamage
+.superFangEffect
; set the damage to half the target's HP
ld hl,W_PLAYERMONCURHP
ld de,W_DAMAGE
@@ -41367,26 +41367,26 @@
rr a
ld [de],a
or b
- jr nz,.applyDamage\@
+ jr nz,.applyDamage
; make sure Super Fang's damage is always at least 1
ld a,$01
ld [de],a
- jr .applyDamage\@
-.specialDamage\@
+ jr .applyDamage
+.specialDamage
ld hl,W_ENEMYMONLEVEL
ld a,[hl]
ld b,a
ld a,[W_ENEMYMOVENUM]
cp a,SEISMIC_TOSS
- jr z,.storeDamage\@
+ jr z,.storeDamage
cp a,NIGHT_SHADE
- jr z,.storeDamage\@
+ jr z,.storeDamage
ld b,SONICBOOM_DAMAGE
cp a,SONICBOOM
- jr z,.storeDamage\@
+ jr z,.storeDamage
ld b,DRAGON_RAGE_DAMAGE
cp a,DRAGON_RAGE
- jr z,.storeDamage\@
+ jr z,.storeDamage
; Psywave
ld a,[hl]
ld b,a
@@ -41396,24 +41396,24 @@
; loop until a random number in the range [0, b) is found
; this differs from the range when the player attacks, which is [1, b)
; it's possible for the enemy to do 0 damage with Psywave, but the player always does at least 1 damage
-.loop\@
+.loop
call $6e9b ; random number
cp b
- jr nc,.loop\@
+ jr nc,.loop
ld b,a
-.storeDamage\@
+.storeDamage
ld hl,W_DAMAGE
xor a
ld [hli],a
ld a,b
ld [hl],a
-.applyDamage\@
+.applyDamage
ld hl,W_DAMAGE
ld a,[hli]
ld b,a
ld a,[hl]
or b
- jr z,.done\@ ; we're done if damage is 0
+ jr z,.done ; we're done if damage is 0
ld a,[W_PLAYERBATTSTATUS2]
bit 4,a ; does the player have a substitute?
jp nz,AttackSubstitute
@@ -41432,7 +41432,7 @@
sbc b
ld [W_PLAYERMONCURHP],a
ld [$ceee],a
- jr nc,.animateHpBar\@
+ jr nc,.animateHpBar
; if more damage was done than the current HP, zero the HP and set the damage
; equal to how much HP the pokemon had before the attack
ld a,[$ceec]
@@ -41446,7 +41446,7 @@
ld hl,$ceed
ld [hli],a
ld [hl],a
-.animateHpBar\@
+.animateHpBar
ld hl,W_PLAYERMONMAXHP
ld a,[hli]
ld [$ceea],a
@@ -41457,7 +41457,7 @@
ld [$cf94],a
ld a,$48
call Predef ; animate the HP bar shortening
-.done\@
+.done
jp $4d5a ; redraw pokemon names and HP bars
AttackSubstitute: ; 625E
@@ -41468,21 +41468,21 @@
ld bc,W_ENEMYBATTSTATUS2
ld a,[H_WHOSETURN]
and a
- jr z,.applyDamageToSubstitute\@
+ jr z,.applyDamageToSubstitute
; values for enemy turn
ld de,W_PLAYERSUBSITUTEHP
ld bc,W_PLAYERBATTSTATUS2
-.applyDamageToSubstitute\@
+.applyDamageToSubstitute
ld hl,W_DAMAGE
ld a,[hli]
and a
- jr nz,.substituteBroke\@ ; damage > 0xFF always breaks substitutes
+ jr nz,.substituteBroke ; damage > 0xFF always breaks substitutes
; subtract damage from HP of substitute
ld a,[de]
sub [hl]
ld [de],a
ret nc
-.substituteBroke\@
+.substituteBroke
ld h,b
ld l,c
res 4,[hl] ; unset the substitute bit
@@ -41501,9 +41501,9 @@
ld [H_WHOSETURN],a
ld hl,W_PLAYERMOVEEFFECT ; value for player's turn
and a
- jr z,.nullifyEffect\@
+ jr z,.nullifyEffect
ld hl,W_ENEMYMOVEEFFECT ; value for enemy's turn
-.nullifyEffect\@
+.nullifyEffect
xor a
ld [hl],a ; zero the effect of the attacker's move
jp $4d5a ; redraw pokemon names and HP bars
@@ -41526,12 +41526,12 @@
ld bc,W_ENEMYMOVENUM
ld a,[H_WHOSETURN]
and a
- jr z,.next\@
+ jr z,.next
; values for the enemy turn
ld hl,W_PLAYERBATTSTATUS2
ld de,W_PLAYERMONATTACKMOD
ld bc,W_PLAYERMOVENUM
-.next\@
+.next
bit 6,[hl] ; is the pokemon being attacked under the effect of Rage?
ret z ; return if not
ld a,[de]
@@ -41575,18 +41575,18 @@
ld a,[$ccf2]
ld hl,W_PLAYERSELECTEDMOVE
ld de,W_PLAYERMOVENUM
- jr z,.next\@
+ jr z,.next
; values for enemy turn
ld a,[$ccf1]
ld de,W_ENEMYMOVENUM
ld hl,W_ENEMYSELECTEDMOVE
-.next\@
+.next
ld [hl],a
cp a,MIRROR_MOVE ; did the target pokemon also use Mirror Move?
- jr z,.mirrorMoveFailed\@
+ jr z,.mirrorMoveFailed
and a ; null move?
jr nz,ReloadMoveData
-.mirrorMoveFailed\@
+.mirrorMoveFailed
; Mirror Move fails on itself and null moves
ld hl,MirrorMoveFailedText
call PrintText
@@ -41626,19 +41626,19 @@
ld hl,W_PLAYERSELECTEDMOVE
ld a,[H_WHOSETURN]
and a
- jr z,.pickMoveLoop\@
+ jr z,.pickMoveLoop
; values for enemy turn
ld de,W_ENEMYMOVENUM
ld hl,W_ENEMYSELECTEDMOVE
; loop to pick a random number in the range [1, $a5) to be the move used by Metronome
-.pickMoveLoop\@
+.pickMoveLoop
call $6e9b ; random number
and a
- jr z,.pickMoveLoop\@
+ jr z,.pickMoveLoop
cp a,$a5 ; max normal move number + 1 (this is Struggle's move number)
- jr nc,.pickMoveLoop\@
+ jr nc,.pickMoveLoop
cp a,METRONOME
- jr z,.pickMoveLoop\@
+ jr z,.pickMoveLoop
ld [hl],a
jr ReloadMoveData
@@ -41652,12 +41652,12 @@
ld hl,W_PLAYERMONPP
ld de,W_PARTYMON1_MOVE1PP
ld a,[W_PLAYERMOVELISTINDEX]
- jr z,.next\@
+ jr z,.next
; values for enemy turn
ld hl,W_ENEMYMONPP
ld de,$d8c1 ; enemy party pokemon 1 PP
ld a,[W_ENEMYMOVELISTINDEX]
-.next\@
+.next
ld b,$00
ld c,a
add hl,bc
@@ -41668,9 +41668,9 @@
ld a,[H_WHOSETURN]
and a
ld a,[W_PLAYERMONNUMBER] ; value for player turn
- jr z,.next2\@
+ jr z,.next2
ld a,[W_ENEMYMONNUMBER] ; value for enemy turn
-.next2\@
+.next2
ld bc,$002c
call AddNTimes
inc [hl] ; increment PP in the party memory location
@@ -41691,7 +41691,7 @@
ld [$d11e],a
ld a,[H_WHOSETURN]
and a
- jr z,.next\@
+ jr z,.next
; values for enemy turn
ld hl,W_ENEMYMONTYPES
ld a,[hli]
@@ -41703,14 +41703,14 @@
ld e,[hl] ; e = type 2 of defender
ld a,[W_ENEMYMOVETYPE]
ld [$d11e],a
-.next\@
+.next
ld a,[$d11e] ; move type
cp b ; does the move type match type 1 of the attacker?
- jr z,.sameTypeAttackBonus\@
+ jr z,.sameTypeAttackBonus
cp c ; does the move type match type 2 of the attacker?
- jr z,.sameTypeAttackBonus\@
- jr .skipSameTypeAttackBonus\@
-.sameTypeAttackBonus\@
+ jr z,.sameTypeAttackBonus
+ jr .skipSameTypeAttackBonus
+.sameTypeAttackBonus
; if the move type matches one of the attacker's types
ld hl,W_DAMAGE + 1
ld a,[hld]
@@ -41728,23 +41728,23 @@
ld [W_DAMAGE + 1],a
ld hl,$d05b
set 7,[hl]
-.skipSameTypeAttackBonus\@
+.skipSameTypeAttackBonus
ld a,[$d11e]
ld b,a ; b = move type
ld hl,TypeEffects
-.loop\@
+.loop
ld a,[hli] ; a = "attacking type" of the current type pair
cp a,$ff
- jr z,.done\@
+ jr z,.done
cp b ; does move type match "attacking type"?
- jr nz,.nextTypePair\@
+ jr nz,.nextTypePair
ld a,[hl] ; a = "defending type" of the current type pair
cp d ; does type 1 of defender match "defending type"?
- jr z,.matchingPairFound\@
+ jr z,.matchingPairFound
cp e ; does type 2 of defender match "defending type"?
- jr z,.matchingPairFound\@
- jr .nextTypePair\@
-.matchingPairFound\@
+ jr z,.matchingPairFound
+ jr .nextTypePair
+.matchingPairFound
; if the move type matches the "attacking type" and one of the defender's types matches the "defending type"
push hl
push bc
@@ -41774,19 +41774,19 @@
ld a,[H_QUOTIENT + 3]
ld [hl],a
or b ; is damage 0?
- jr nz,.skipTypeImmunity\@
-.typeImmunity\@
+ jr nz,.skipTypeImmunity
+.typeImmunity
; if damage is 0, make the move miss
inc a
ld [W_MOVEMISSED],a
-.skipTypeImmunity\@
+.skipTypeImmunity
pop bc
pop hl
-.nextTypePair\@
+.nextTypePair
inc hl
inc hl
- jp .loop\@
-.done\@
+ jp .loop
+.done
ret
; function to tell how effective the type of an enemy attack is on the player's current pokemon
@@ -41805,24 +41805,24 @@
ld a,$10
ld [$d11e],a ; initialize [$D11E] to neutral effectiveness
ld hl,TypeEffects
-.loop\@
+.loop
ld a,[hli]
cp a,$ff
ret z
cp d ; match the type of the move
- jr nz,.nextTypePair1\@
+ jr nz,.nextTypePair1
ld a,[hli]
cp b ; match with type 1 of pokemon
- jr z,.done\@
+ jr z,.done
cp c ; or match with type 2 of pokemon
- jr z,.done\@
- jr .nextTypePair2\@
-.nextTypePair1\@
+ jr z,.done
+ jr .nextTypePair2
+.nextTypePair1
inc hl
-.nextTypePair2\@
+.nextTypePair2
inc hl
- jr .loop\@
-.done\@
+ jr .loop
+.done
ld a,[hl]
ld [$d11e],a ; store damage multiplier
ret
@@ -41925,49 +41925,49 @@
ld bc,W_ENEMYMONSTATUS
ld a,[H_WHOSETURN]
and a
- jr z,.dreamEaterCheck\@
+ jr z,.dreamEaterCheck
; enemy's turn
ld hl,W_PLAYERBATTSTATUS1
ld de,W_ENEMYMOVEEFFECT
ld bc,W_PLAYERMONSTATUS
-.dreamEaterCheck\@
+.dreamEaterCheck
ld a,[de]
cp a,DREAM_EATER_EFFECT
- jr nz,.swiftCheck\@
+ jr nz,.swiftCheck
ld a,[bc]
and a,$07 ; is the target pokemon sleeping?
- jp z,.moveMissed\@
-.swiftCheck\@
+ jp z,.moveMissed
+.swiftCheck
ld a,[de]
cp a,SWIFT_EFFECT
ret z ; Swift never misses (interestingly, Azure Heights lists this is a myth, but it appears to be true)
call $7b79 ; substitute check (note that this overwrites a)
- jr z,.checkForDigOrFlyStatus\@
+ jr z,.checkForDigOrFlyStatus
; this code is buggy. it's supposed to prevent HP draining moves from working on substitutes.
; since $7b79 overwrites a with either $00 or $01, it never works.
cp a,DRAIN_HP_EFFECT ; $03
- jp z,.moveMissed\@
+ jp z,.moveMissed
cp a,DREAM_EATER_EFFECT ; $08
- jp z,.moveMissed\@
-.checkForDigOrFlyStatus\@
+ jp z,.moveMissed
+.checkForDigOrFlyStatus
bit 6,[hl]
- jp nz,.moveMissed\@
+ jp nz,.moveMissed
ld a,[H_WHOSETURN]
and a
- jr nz,.enemyTurn\@
-.playerTurn\@
+ jr nz,.enemyTurn
+.playerTurn
; this checks if the move effect is disallowed by mist
ld a,[W_PLAYERMOVEEFFECT]
cp a,$12
- jr c,.skipEnemyMistCheck\@
+ jr c,.skipEnemyMistCheck
cp a,$1a
- jr c,.enemyMistCheck\@
+ jr c,.enemyMistCheck
cp a,$3a
- jr c,.skipEnemyMistCheck\@
+ jr c,.skipEnemyMistCheck
cp a,$42
- jr c,.enemyMistCheck\@
- jr .skipEnemyMistCheck\@
-.enemyMistCheck\@
+ jr c,.enemyMistCheck
+ jr .skipEnemyMistCheck
+.enemyMistCheck
; if move effect is from $12 to $19 inclusive or $3a to $41 inclusive
; i.e. the following moves
; GROWL, TAIL WHIP, LEER, STRING SHOT, SAND-ATTACK, SMOKESCREEN, KINESIS,
@@ -41977,49 +41977,49 @@
; XXX are there are any others like those three?
ld a,[W_ENEMYBATTSTATUS2]
bit 1,a
- jp nz,.moveMissed\@
-.skipEnemyMistCheck\@
+ jp nz,.moveMissed
+.skipEnemyMistCheck
ld a,[W_PLAYERBATTSTATUS2]
bit 0,a ; is the player using X Accuracy?
ret nz ; if so, always hit regardless of accuracy/evasion
- jr .calcHitChance\@
-.enemyTurn\@
+ jr .calcHitChance
+.enemyTurn
ld a,[W_ENEMYMOVEEFFECT]
cp a,$12
- jr c,.skipPlayerMistCheck\@
+ jr c,.skipPlayerMistCheck
cp a,$1a
- jr c,.playerMistCheck\@
+ jr c,.playerMistCheck
cp a,$3a
- jr c,.skipPlayerMistCheck\@
+ jr c,.skipPlayerMistCheck
cp a,$42
- jr c,.playerMistCheck\@
- jr .skipPlayerMistCheck\@
-.playerMistCheck\@
+ jr c,.playerMistCheck
+ jr .skipPlayerMistCheck
+.playerMistCheck
; similar to enemy mist check
ld a,[W_PLAYERBATTSTATUS2]
bit 1,a
- jp nz,.moveMissed\@
-.skipPlayerMistCheck\@
+ jp nz,.moveMissed
+.skipPlayerMistCheck
ld a,[W_ENEMYBATTSTATUS2]
bit 0,a ; is the enemy using X Accuracy?
ret nz ; if so, always hit regardless of accuracy/evasion
-.calcHitChance\@
+.calcHitChance
call CalcHitChance ; scale the move accuracy according to attacker's accuracy and target's evasion
ld a,[W_PLAYERMOVEACCURACY]
ld b,a
ld a,[H_WHOSETURN]
and a
- jr z,.doAccuracyCheck\@
+ jr z,.doAccuracyCheck
ld a,[W_ENEMYMOVEACCURACY]
ld b,a
-.doAccuracyCheck\@
+.doAccuracyCheck
; if the random number generated is greater than or equal to the scaled accuracy, the move misses
; note that this means that even the highest accuracy is still just a 255/256 chance, not 100%
call $6e9b ; random number
cp b
- jr nc,.moveMissed\@
+ jr nc,.moveMissed
ret
-.moveMissed\@
+.moveMissed
xor a
ld hl,W_DAMAGE ; zero the damage
ld [hli],a
@@ -42028,12 +42028,12 @@
ld [W_MOVEMISSED],a
ld a,[H_WHOSETURN]
and a
- jr z,.playerTurn2\@
-.enemyTurn2\@
+ jr z,.playerTurn2
+.enemyTurn2
ld hl,W_ENEMYBATTSTATUS1
res 5,[hl] ; end multi-turn attack e.g. wrap
ret
-.playerTurn2\@
+.playerTurn2
ld hl,W_PLAYERBATTSTATUS1
res 5,[hl] ; end multi-turn attack e.g. wrap
ret
@@ -42047,7 +42047,7 @@
ld b,a
ld a,[W_ENEMYMONEVASIONMOD]
ld c,a
- jr z,.next\@
+ jr z,.next
; values for enemy turn
ld hl,W_ENEMYMOVEACCURACY
ld a,[W_ENEMYMONACCURACYMOD]
@@ -42054,7 +42054,7 @@
ld b,a
ld a,[W_PLAYERMONEVASIONMOD]
ld c,a
-.next\@
+.next
ld a,$0e
sub c
ld c,a ; c = 14 - EVASIONMOD (this "reflects" the value over 7, so that an increase in the target's evasion decreases the hit chance instead of increasing the hit chance)
@@ -42067,7 +42067,7 @@
push hl
ld d,$02 ; loop has two iterations
; loop to do the calculations, the first iteration multiplies by the accuracy ratio and the second iteration multiplies by the evasion ratio
-.loop\@
+.loop
push bc
ld hl,$76cb ; stat modifier ratios
dec b
@@ -42087,22 +42087,22 @@
ld b,a
ld a,[H_QUOTIENT + 2]
or b
- jp nz,.nextCalculation\@
+ jp nz,.nextCalculation
; make sure the result is always at least one
ld [H_QUOTIENT + 2],a
ld a,$01
ld [H_QUOTIENT + 3],a
-.nextCalculation\@
+.nextCalculation
ld b,c
dec d
- jr nz,.loop\@
+ jr nz,.loop
ld a,[H_QUOTIENT + 2]
and a ; is the calculated hit chance over 0xFF?
ld a,[H_QUOTIENT + 3]
- jr z,.storeAccuracy\@
+ jr z,.storeAccuracy
; if calculated hit chance over 0xFF
ld a,$ff ; set the hit chance to 0xFF
-.storeAccuracy\@
+.storeAccuracy
pop hl
ld [hl],a ; store the hit chance in the move accuracy variable
ret
@@ -42127,9 +42127,9 @@
ld a, [$ff00+$f3] ;whose turn?
and a
ld a, [W_PLAYERMOVEEFFECT]
- jr z, .next1\@
+ jr z, .next1
ld a, [W_ENEMYMOVEEFFECT]
-.next1\@
+.next1
dec a ;subtract 1, there is no special effect for 00
add a ;x2, 16bit pointers
ld hl, $7150 ;pointer table at 7150
@@ -42190,10 +42190,10 @@
ld a, [W_PLAYERMOVEEFFECT]
cp a, 7 ;10% status effects are 04, 05, 06 so 07 will set carry for those
ld b, $1a ;[1A-1]/100 or [26-1]/256 = 9.8%~ chance
- jr c, .next1\@ ;branch ahead if this is a 10% chance effect..
+ jr c, .next1 ;branch ahead if this is a 10% chance effect..
ld b, $4d ;..or use [4D-1]/100 or [76-1]/256 = 29.7%~ chance
sub a, $1e ;subtract $1E to map to equivalent 10% chance effects
-.next1\@
+.next1
push af ;push effect...
call $6e9b ;get random 8bit value for probability test
cp b ;success?
@@ -42242,10 +42242,10 @@
ld a, [W_ENEMYMOVEEFFECT]
cp a, 7
ld b, $1a
- jr c, .next1\@
+ jr c, .next1
ld b, $4d
sub a, $1e
-.next1\@
+.next1
push af
call $6e9b
cp b
@@ -42452,9 +42452,9 @@
ld hl, $d068
ld a, [$ff00+$f3] ;whose turn?
and a
- jr z, .next1\@
+ jr z, .next1
ld hl, $d063
-.next1\@
+.next1
bit 4, [hl] ;test bit 4 in d063/d068 flags
pop hl
ret
@@ -42476,13 +42476,13 @@
inc a
ld [$d11e],a
ld [$ffb7],a
-.setUpGraphics\@
+.setUpGraphics
ld b,$08
call GoPAL_SET
ld hl,LoadPokedexTilePatterns
ld b,BANK(LoadPokedexTilePatterns)
call Bankswitch
-.doPokemonListMenu\@
+.doPokemonListMenu
ld hl,W_TOPMENUITEMY
ld a,3
ld [hli],a ; top menu item Y
@@ -42496,8 +42496,8 @@
ld [hli],a ; max menu item ID
ld [hl],%00110011 ; menu watched keys (Left, Right, B button, A button)
call HandlePokedexListMenu
- jr c,.goToSideMenu\@ ; if the player chose a pokemon from the list
-.exitPokedex\@
+ jr c,.goToSideMenu ; if the player chose a pokemon from the list
+.exitPokedex
xor a
ld [$cc37],a
ld [W_CURMENUITEMID],a
@@ -42510,13 +42510,13 @@
call GBPalWhiteOutWithDelay3
call GoPAL_SET_CF1C
jp ReloadMapData
-.goToSideMenu\@
+.goToSideMenu
call HandlePokedexSideMenu
dec b
- jr z,.exitPokedex\@ ; if the player chose Quit
+ jr z,.exitPokedex ; if the player chose Quit
dec b
- jr z,.doPokemonListMenu\@ ; if pokemon not seen or player pressed B button
- jp .setUpGraphics\@ ; if pokemon data or area was shown
+ jr z,.doPokemonListMenu ; if pokemon not seen or player pressed B button
+ jp .setUpGraphics ; if pokemon data or area was shown
; handles the menu on the lower right in the pokedex screen
; OUTPUT:
@@ -42543,7 +42543,7 @@
ld hl,W_SEENPOKEMON
call IsPokemonBitSet
ld b,2
- jr z,.exitSideMenu\@
+ jr z,.exitSideMenu
call PokedexToIndex
ld hl,W_TOPMENUITEMY
ld a,10
@@ -42559,21 +42559,21 @@
xor a
ld [hli],a ; old menu item ID
ld [$cc37],a
-.handleMenuInput\@
+.handleMenuInput
call HandleMenuInput
bit 1,a ; was the B button pressed?
ld b,2
- jr nz,.buttonBPressed\@
+ jr nz,.buttonBPressed
ld a,[W_CURMENUITEMID]
and a
- jr z,.choseData\@
+ jr z,.choseData
dec a
- jr z,.choseCry\@
+ jr z,.choseCry
dec a
- jr z,.choseArea\@
-.choseQuit\@
+ jr z,.choseArea
+.choseQuit
ld b,1
-.exitSideMenu\@
+.exitSideMenu
pop af
ld [$cd3d],a
pop af
@@ -42592,7 +42592,7 @@
call DrawTileLine ; cover up the menu cursor in the pokemon list
pop bc
ret
-.buttonBPressed\@
+.buttonBPressed
push bc
FuncCoord 15,10
ld hl,Coord
@@ -42600,22 +42600,22 @@
ld bc,$7f07 ; 7 blank tiles
call DrawTileLine ; cover up the menu cursor in the side menu
pop bc
- jr .exitSideMenu\@
-.choseData\@
+ jr .exitSideMenu
+.choseData
call ShowPokedexDataInternal
ld b,0
- jr .exitSideMenu\@
+ jr .exitSideMenu
; play pokemon cry
-.choseCry\@
+.choseCry
ld a,[$d11e]
call $13d9 ; get cry data
call $23b1 ; play sound
- jr .handleMenuInput\@
-.choseArea\@
+ jr .handleMenuInput
+.choseArea
ld a,$4a
call Predef ; display pokemon areas
ld b,0
- jr .exitSideMenu\@
+ jr .exitSideMenu
; handles the list of pokemon on the left of the pokedex screen
; sets carry flag if player presses A, unsets carry flag if player presses B
@@ -42675,20 +42675,20 @@
; find the highest pokedex number among the pokemon the player has seen
ld hl,W_SEENPOKEMON + 18
ld b,153
-.maxSeenPokemonLoop\@
+.maxSeenPokemonLoop
ld a,[hld]
ld c,8
-.maxSeenPokemonInnerLoop\@
+.maxSeenPokemonInnerLoop
dec b
sla a
- jr c,.storeMaxSeenPokemon\@
+ jr c,.storeMaxSeenPokemon
dec c
- jr nz,.maxSeenPokemonInnerLoop\@
- jr .maxSeenPokemonLoop\@
-.storeMaxSeenPokemon\@
+ jr nz,.maxSeenPokemonInnerLoop
+ jr .maxSeenPokemonLoop
+.storeMaxSeenPokemon
ld a,b
ld [$cd3d],a ; max seen pokemon
-.loop\@
+.loop
xor a
ld [H_AUTOBGTRANSFERENABLED],a
FuncCoord 4,2
@@ -42702,13 +42702,13 @@
ld d,7
ld a,[$cd3d]
cp a,7
- jr nc,.printPokemonLoop\@
+ jr nc,.printPokemonLoop
ld d,a
dec a
ld [W_MAXMENUITEMID],a
; loop to print pokemon pokedex numbers and names
; if the player has owned the pokemon, it puts a pokeball beside the name
-.printPokemonLoop\@
+.printPokemonLoop
ld a,[$d11e]
inc a
ld [$d11e],a
@@ -42728,22 +42728,22 @@
call IsPokemonBitSet
pop hl
ld a," "
- jr z,.writeTile\@
+ jr z,.writeTile
ld a,$72 ; pokeball tile
-.writeTile\@
+.writeTile
ld [hl],a ; put a pokeball next to pokemon that the player has owned
push hl
ld hl,W_SEENPOKEMON
call IsPokemonBitSet
- jr nz,.getPokemonName\@ ; if the player has seen the pokemon
- ld de,.dashedLine\@ ; print a dashed line in place of the name if the player hasn't seen the pokemon
- jr .skipGettingName\@
-.dashedLine\@ ; for unseen pokemon in the list
+ jr nz,.getPokemonName ; if the player has seen the pokemon
+ ld de,.dashedLine ; print a dashed line in place of the name if the player hasn't seen the pokemon
+ jr .skipGettingName
+.dashedLine ; for unseen pokemon in the list
db "----------@"
-.getPokemonName\@
+.getPokemonName
call PokedexToIndex
call GetMonName
-.skipGettingName\@
+.skipGettingName
pop hl
inc hl
call PlaceString
@@ -42754,7 +42754,7 @@
pop af
ld [$d11e],a
dec d
- jr nz,.printPokemonLoop\@
+ jr nz,.printPokemonLoop
ld a,01
ld [H_AUTOBGTRANSFERENABLED],a
call Delay3
@@ -42761,39 +42761,39 @@
call GBPalNormal
call HandleMenuInput
bit 1,a ; was the B button pressed?
- jp nz,.buttonBPressed\@
-.checkIfUpPressed\@
+ jp nz,.buttonBPressed
+.checkIfUpPressed
bit 6,a ; was Up pressed?
- jr z,.checkIfDownPressed\@
-.upPressed\@ ; scroll up one row
+ jr z,.checkIfDownPressed
+.upPressed ; scroll up one row
ld a,[W_LISTSCROLLOFFSET]
and a
- jp z,.loop\@
+ jp z,.loop
dec a
ld [W_LISTSCROLLOFFSET],a
- jp .loop\@
-.checkIfDownPressed\@
+ jp .loop
+.checkIfDownPressed
bit 7,a ; was Down pressed?
- jr z,.checkIfRightPressed\@
-.downPressed\@ ; scroll down one row
+ jr z,.checkIfRightPressed
+.downPressed ; scroll down one row
ld a,[$cd3d]
cp a,7
- jp c,.loop\@
+ jp c,.loop
sub a,7
ld b,a
ld a,[W_LISTSCROLLOFFSET]
cp b
- jp z,.loop\@
+ jp z,.loop
inc a
ld [W_LISTSCROLLOFFSET],a
- jp .loop\@
-.checkIfRightPressed\@
+ jp .loop
+.checkIfRightPressed
bit 4,a ; was Right pressed?
- jr z,.checkIfLeftPressed\@
-.rightPressed\@ ; scroll down 7 rows
+ jr z,.checkIfLeftPressed
+.rightPressed ; scroll down 7 rows
ld a,[$cd3d]
cp a,7
- jp c,.loop\@
+ jp c,.loop
sub a,6
ld b,a
ld a,[W_LISTSCROLLOFFSET]
@@ -42800,26 +42800,26 @@
add a,7
ld [W_LISTSCROLLOFFSET],a
cp b
- jp c,.loop\@
+ jp c,.loop
dec b
ld a,b
ld [W_LISTSCROLLOFFSET],a
- jp .loop\@
-.checkIfLeftPressed\@ ; scroll up 7 rows
+ jp .loop
+.checkIfLeftPressed ; scroll up 7 rows
bit 5,a ; was Left pressed?
- jr z,.buttonAPressed\@
-.leftPressed\@
+ jr z,.buttonAPressed
+.leftPressed
ld a,[W_LISTSCROLLOFFSET]
sub a,7
ld [W_LISTSCROLLOFFSET],a
- jp nc,.loop\@
+ jp nc,.loop
xor a
ld [W_LISTSCROLLOFFSET],a
- jp .loop\@
-.buttonAPressed\@
+ jp .loop
+.buttonAPressed
scf
ret
-.buttonBPressed\@
+.buttonBPressed
and a
ret
@@ -42827,12 +42827,12 @@
ld c,9 ; height of line
ld de,20 ; width of screen
ld a,$71 ; vertical line tile
-.loop\@
+.loop
ld [hl],a
add hl,de
xor a,1 ; toggle between vertical line tile and box tile
dec c
- jr nz,.loop\@
+ jr nz,.loop
ret
PokedexSeenText: ; 429D
@@ -42988,7 +42988,7 @@
pop af
ld a,c
and a
- jp z,.waitForButtonPress\@ ; if the pokemon has not been owned, don't print the height, weight, or description
+ jp z,.waitForButtonPress ; if the pokemon has not been owned, don't print the height, weight, or description
inc de ; de = address of feet (height)
ld a,[de] ; reads feet, but a is overwritten without being used
FuncCoord 12,6
@@ -43032,9 +43032,9 @@
sub a,10
ld a,[$ff8b]
sbc a,0
- jr nc,.next\@
+ jr nc,.next
ld [hl],"0" ; if the weight is less than 10, put a 0 before the decimal point
-.next\@
+.next
inc hl
ld a,[hli]
ld [hld],a ; make space for the decimal point by moving the last digit forward one tile
@@ -43052,11 +43052,11 @@
call TextCommandProcessor ; print pokedex description text
xor a
ld [$fff4],a
-.waitForButtonPress\@
+.waitForButtonPress
call GetJoypadStateLowSensitivity
ld a,[$ffb5]
and a,%00000011 ; A button and B button
- jr z,.waitForButtonPress\@
+ jr z,.waitForButtonPress
pop af
ld [$ffd7],a
call GBPalWhiteOut
@@ -43094,11 +43094,11 @@
DrawTileLine: ; 4474
push bc
push de
-.loop\@
+.loop
ld [hl],b
add hl,de
dec c
- jr nz,.loop\@
+ jr nz,.loop
pop de
pop bc
ret
@@ -44372,11 +44372,11 @@
ld c,0
ld hl,PokedexOrder
-.loop\@ ; go through the list until we find an entry with a matching dex number
+.loop ; go through the list until we find an entry with a matching dex number
inc c
ld a,[hli]
cp b
- jr nz,.loop\@
+ jr nz,.loop
ld a,c
ld [$D11E],a
@@ -48742,13 +48742,13 @@
db 8
ld a, [$D72E]
bit 3, a
- jr nz, .heal\@ ; if player has received a Pokémon from Oak, heal team
+ jr nz, .heal ; if player has received a Pokémon from Oak, heal team
ld hl, MomWakeUpText
call PrintText
- jr .done\@
-.heal\@
+ jr .done
+.heal
call MomHealPokemon
-.done\@
+.done
jp TextScriptEnd
MomWakeUpText: ; 0x48185
@@ -48764,10 +48764,10 @@
ld a, $E8
ld [$C0EE], a
call $23B1 ; play sound?
-.next\@
+.next
ld a, [$C026]
cp $E8
- jr z, .next\@
+ jr z, .next
ld a, [$D35B]
ld [$C0EE], a
call $23B1
@@ -48787,9 +48787,9 @@
ld a,[$C109]
cp 4
ld hl,TVWrongSideText
- jr nz,.done\@ ; if player is not facing up
+ jr nz,.done ; if player is not facing up
ld hl,StandByMeText
-.done\@
+.done
call PrintText
jp TextScriptEnd
@@ -52545,10 +52545,10 @@
add a,a
add a,e
ld e,a
- jr nc,.next\@
+ jr nc,.next
inc d
-.next\@
+.next
add hl,de
ld d,h
ld e,l
@@ -55492,10 +55492,10 @@
CeladonPrizeMenu: ; 0x5271b 14:671B
ld b,COIN_CASE
call IsItemInBag
- jr nz,.havingCoinCase\@
+ jr nz,.havingCoinCase
ld hl,RequireCoinCaseTextPtr
jp PrintText
-.havingCoinCase\@
+.havingCoinCase
ld hl,$D730
set 6,[hl]
ld hl,ExchangeCoinsForPrizesTextPtr
@@ -55524,12 +55524,12 @@
call PrintText
call $3ABE ; menu choice handler
bit 1,a ; keypress = B (Cancel)
- jr nz,.NoChoice\@
+ jr nz,.NoChoice
ld a,[$CC26]
cp a,$03 ; "NO,THANKS" choice
- jr z,.NoChoice\@
+ jr z,.NoChoice
call HandlePrizeChoice ; 14:68C6
-.NoChoice\@
+.NoChoice
ld hl,$D730
res 6,[hl]
ret
@@ -55581,7 +55581,7 @@
call CopyData
ld a,[$D12F]
cp a,$02 ;is TM_menu?
- jr nz,.putMonName\@
+ jr nz,.putMonName
ld a,[W_PRIZE1]
ld [$D11E],a
call GetItemName
@@ -55600,8 +55600,8 @@
FuncCoord 2,8
ld hl,Coord
call PlaceString
- jr .putNoThanksText\@
-.putMonName\@ ; 14:67EC
+ jr .putNoThanksText
+.putMonName ; 14:67EC
ld a,[W_PRIZE1]
ld [$D11E],a
call GetMonName
@@ -55620,7 +55620,7 @@
FuncCoord 2,8
ld hl,Coord
call PlaceString
-.putNoThanksText\@ ; 14:6819
+.putNoThanksText ; 14:6819
FuncCoord 2,10
ld hl,Coord
ld de,NoThanksText
@@ -55726,11 +55726,11 @@
call $2429 ; XXX save OAM?
FuncCoord 12,0
ld hl,Coord
- ld de,.CoinText\@
+ ld de,.CoinText
call PlaceString
FuncCoord 13,1
ld hl,Coord
- ld de,.SixSpacesText\@
+ ld de,.SixSpacesText
call PlaceString
FuncCoord 13,1
ld hl,Coord
@@ -55739,10 +55739,10 @@
call PrintBCDNumber
ret
-.CoinText\@ ; 14:68A5
+.CoinText ; 14:68A5
db "COIN@"
-.SixSpacesText\@ ; 14:68AA
+.SixSpacesText ; 14:68AA
db " @"
LoadCoinsToSubtract: ; 14:68B1
@@ -55771,32 +55771,32 @@
ld [$D11E],a
ld a,[$D12F]
cp a,$02 ; is prize a TM?
- jr nz,.GetMonName\@
+ jr nz,.GetMonName
call GetItemName
- jr .GivePrize\@
-.GetMonName\@ ; 14:68E3
+ jr .GivePrize
+.GetMonName ; 14:68E3
call GetMonName
-.GivePrize\@ ; 14:68E6
+.GivePrize ; 14:68E6
ld hl,SoYouWantPrizeTextPtr
call PrintText
call $35EC ; yes/no textbox
ld a,[$CC26] ; yes/no answer (Y=0, N=1)
and a
- jr nz,.PrintOhFineThen\@
+ jr nz,.PrintOhFineThen
call LoadCoinsToSubtract
call $35B1 ; subtract COINs from COIN_CASE
- jr c,.NotEnoughCoins\@
+ jr c,.NotEnoughCoins
ld a,[$D12F]
cp a,$02
- jr nz,.GiveMon\@
+ jr nz,.GiveMon
ld a,[$D11E]
ld b,a
ld a,$01
ld c,a
call $3E2E ; GiveItem
- jr nc,.BagIsFull\@
- jr .SubtractCoins\@
-.GiveMon\@ ; 14:6912
+ jr nc,.BagIsFull
+ jr .SubtractCoins
+.GiveMon ; 14:6912
ld a,[$D11E]
ld [$CF91],a
push af
@@ -55811,7 +55811,7 @@
call z,$3865
pop af
ret nc
-.SubtractCoins\@ ; 14:692C
+.SubtractCoins ; 14:692C
call LoadCoinsToSubtract
ld hl,$FFA1
ld de,W_PLAYERCOINS2
@@ -55819,13 +55819,13 @@
ld a,$0C
call Predef ; subtract coins (BCD daa operations)
jp PrintPrizePrice
-.BagIsFull\@ ; 14:693F
+.BagIsFull ; 14:693F
ld hl,PrizeRoomBagIsFullTextPtr
jp PrintText
-.NotEnoughCoins\@ ; 14:6945
+.NotEnoughCoins ; 14:6945
ld hl,SorryNeedMoreCoinsTextPtr
jp PrintText
-.PrintOhFineThen\@ ; 14:694B
+.PrintOhFineThen ; 14:694B
ld hl,OhFineThenTextPtr
jp PrintText
@@ -55861,13 +55861,13 @@
ld a,[$CF91]
ld b,a
ld hl,PrizeMonLevelDictionary
-.loop\@ ; 14:697E
+.loop ; 14:697E
ld a,[hli]
cp b
- jr z,.matchFound\@
+ jr z,.matchFound
inc hl
- jr .loop\@
-.matchFound\@ ; 14:6985
+ jr .loop
+.matchFound ; 14:6985
ld a,[hl]
ld [$D127],a
ret
@@ -64654,9 +64654,9 @@
db $08 ; asm
ld a, [$d7b1]
bit 0, a
- jp nz, .continue1\@
+ jp nz, .continue1
bit 1, a
- jp nz, .continue2\@
+ jp nz, .continue2
ld hl, UnnamedText_5ce8e
call PrintText
ld hl, $d72d
@@ -64673,11 +64673,11 @@
ld [$d642], a
ld [$da39], a
jr .asm_9dba4 ; 0x5ce7b
-.continue1\@ ; 0x5ce7d
+.continue1 ; 0x5ce7d
ld hl, UnnamedText_5ce9d
call PrintText
jr .asm_9dba4 ; 0x5ce83
-.continue2\@ ; 0x5ce85f
+.continue2 ; 0x5ce85f
ld hl, FightingDojoText8
call PrintText
.asm_9dba4 ; 0x5ce8b
@@ -66403,17 +66403,17 @@
; select which team to use during the encounter
ld a, [W_RIVALSTARTER]
cp SQUIRTLE
- jr nz, .NotSquirtle\@ ; 0x6060f
+ jr nz, .NotSquirtle ; 0x6060f
ld a, $4
- jr .done\@
-.NotSquirtle\@ ; 0x60615
+ jr .done
+.NotSquirtle ; 0x60615
cp BULBASAUR
- jr nz, .Charmander\@ ; 0x60617
+ jr nz, .Charmander ; 0x60617
ld a, $5
- jr .done\@
-.Charmander\@ ; 0x6061d
+ jr .done
+.Charmander ; 0x6061d
ld a, $6
-.done\@
+.done
ld [W_TRAINERNO], a
ld a, $1
@@ -67698,17 +67698,17 @@
; select which team to use during the encounter
ld a, [W_RIVALSTARTER]
cp SQUIRTLE
- jr nz, .NotSquirtle\@ ; 0x61451 $4
+ jr nz, .NotSquirtle ; 0x61451 $4
ld a, $1
- jr .done\@
-.NotSquirtle\@
+ jr .done
+.NotSquirtle
cp BULBASAUR
- jr nz, .Charmander\@ ; 0x61459 $4
+ jr nz, .Charmander ; 0x61459 $4
ld a, $2
- jr .done\@
-.Charmander\@
+ jr .done
+.Charmander
ld a, $3
-.done\@
+.done
ld [W_TRAINERNO], a
call $5416
@@ -69488,7 +69488,7 @@
bit 6, [hl] ; check 6th bit status flag on W_PLAYERBATTSTATUS2
ret nz ; and return if it is set
ld hl, $D02D ; PP of first move (in battle)
- call .DecrementPP\@
+ call .DecrementPP
ld a, [$D064] ; load pokemon status bits?
bit 3, a ; XXX transform status?
@@ -69506,7 +69506,7 @@
ld a, [$CC2F] ; which mon in party is active
ld bc, $2C ; XXX probably size of party pokemon's data structure
call AddNTimes ; calculate address of the mon to modify
-.DecrementPP\@
+.DecrementPP
ld a, [$CC2E] ; which move (0, 1, 2, 3) did we use?
ld c, a
ld b, 0
@@ -70683,18 +70683,18 @@
ld a,$FC
ld [$FF47],a
ld bc,7
-.next\@
+.next
call Unknown_74140
dec c
- jr nz,.next\@
+ jr nz,.next
ld c,$14
-.next2\@
+.next2
call Unknown_74140
ld a,[$FF4B]
sub 8
ld [$FF4B],a
dec c
- jr nz,.next2\@
+ jr nz,.next2
xor a
ld [$FFB0],a
ld a,$C0
@@ -73737,17 +73737,17 @@
; select which team to use during the encounter
ld a, [W_RIVALSTARTER]
cp SQUIRTLE
- jr nz, .NotSquirtle\@ ; 0x75f9f $4
+ jr nz, .NotSquirtle ; 0x75f9f $4
ld a, $1
- jr .done\@
-.NotSquirtle\@
+ jr .done
+.NotSquirtle
cp BULBASAUR
- jr nz, .Charmander\@ ; 0x75fa7 $4
+ jr nz, .Charmander ; 0x75fa7 $4
ld a, $2
- jr .done\@
-.Charmander\@
+ jr .done
+.Charmander
ld a, $3
-.done\@
+.done
ld [W_TRAINERNO], a
xor a
@@ -74636,18 +74636,18 @@
ld d,a
xor a
ld [W_FBTILECOUNTER],a ; loop counter
-.loop\@
+.loop
ld a,[W_FBTILECOUNTER]
inc a
ld [W_FBTILECOUNTER],a
ld a,[W_SUBANIMTRANSFORM]
dec a
- jr z,.flipHorizontalAndVertical\@ ; 1
+ jr z,.flipHorizontalAndVertical ; 1
dec a
- jp z,.flipHorizontalTranslateDown\@ ; 2
+ jp z,.flipHorizontalTranslateDown ; 2
dec a
- jr z,.flipBaseCoords\@ ; 3
-.noTransformation\@
+ jr z,.flipBaseCoords ; 3
+.noTransformation
ld a,[W_BASECOORDY]
add [hl]
ld [de],a ; store Y
@@ -74654,8 +74654,8 @@
inc hl
inc de
ld a,[W_BASECOORDX]
- jr .finishCopying\@
-.flipBaseCoords\@
+ jr .finishCopying
+.flipBaseCoords
ld a,[W_BASECOORDY]
ld b,a
ld a,136
@@ -74668,7 +74668,7 @@
ld b,a
ld a,168
sub b ; flip X base coordinate
-.finishCopying\@ ; finish copying values to OAM (when [W_SUBANIMTRANSFORM] not 1 or 2)
+.finishCopying ; finish copying values to OAM (when [W_SUBANIMTRANSFORM] not 1 or 2)
add [hl] ; X offset
ld [de],a ; store X
inc hl
@@ -74680,8 +74680,8 @@
ld a,[hli]
ld [de],a ; store flags
inc de
- jp .nextTile\@
-.flipHorizontalAndVertical\@
+ jp .nextTile
+.flipHorizontalAndVertical
ld a,[W_BASECOORDY]
add [hl] ; Y offset
ld b,a
@@ -74706,20 +74706,20 @@
ld a,[hli] ; flags
and a
ld b,OAM_VFLIP | OAM_HFLIP
- jr z,.storeFlags1\@
+ jr z,.storeFlags1
cp a,OAM_HFLIP
ld b,OAM_VFLIP
- jr z,.storeFlags1\@
+ jr z,.storeFlags1
cp a,OAM_VFLIP
ld b,OAM_HFLIP
- jr z,.storeFlags1\@
+ jr z,.storeFlags1
ld b,0
-.storeFlags1\@
+.storeFlags1
ld a,b
ld [de],a
inc de
- jp .nextTile\@
-.flipHorizontalTranslateDown\@
+ jp .nextTile
+.flipHorizontalTranslateDown
ld a,[W_BASECOORDY]
add [hl]
add a,40 ; translate Y coordinate downwards
@@ -74740,38 +74740,38 @@
inc de
ld a,[hli]
bit 5,a ; is horizontal flip enabled?
- jr nz,.disableHorizontalFlip\@
-.enableHorizontalFlip\@
+ jr nz,.disableHorizontalFlip
+.enableHorizontalFlip
set 5,a
- jr .storeFlags2\@
-.disableHorizontalFlip\@
+ jr .storeFlags2
+.disableHorizontalFlip
res 5,a
-.storeFlags2\@
+.storeFlags2
ld [de],a
inc de
-.nextTile\@
+.nextTile
ld a,[W_FBTILECOUNTER]
ld c,a
ld a,[W_NUMFBTILES]
cp c
- jp nz,.loop\@ ; go back up if there are more tiles to draw
-.afterDrawingTiles\@
+ jp nz,.loop ; go back up if there are more tiles to draw
+.afterDrawingTiles
ld a,[W_FBMODE]
cp a,2
- jr z,.advanceFrameBlockDestAddr\@; skip delay and don't clean OAM buffer
+ jr z,.advanceFrameBlockDestAddr; skip delay and don't clean OAM buffer
ld a,[W_SUBANIMFRAMEDELAY]
ld c,a
call DelayFrames
ld a,[W_FBMODE]
cp a,3
- jr z,.advanceFrameBlockDestAddr\@ ; skip cleaning OAM buffer
+ jr z,.advanceFrameBlockDestAddr ; skip cleaning OAM buffer
cp a,4
- jr z,.done\@ ; skip cleaning OAM buffer and don't advance the frame block destination address
+ jr z,.done ; skip cleaning OAM buffer and don't advance the frame block destination address
ld a,[W_ANIMATIONID]
cp a,GROWL
- jr z,.resetFrameBlockDestAddr\@
+ jr z,.resetFrameBlockDestAddr
call AnimationCleanOAM
-.resetFrameBlockDestAddr\@
+.resetFrameBlockDestAddr
ld hl,$C300 ; OAM buffer
ld a,l
ld [W_FBDESTADDR + 1],a
@@ -74778,12 +74778,12 @@
ld a,h
ld [W_FBDESTADDR],a ; set destination address to beginning of OAM buffer
ret
-.advanceFrameBlockDestAddr\@
+.advanceFrameBlockDestAddr
ld a,e
ld [W_FBDESTADDR + 1],a
ld a,d
ld [W_FBDESTADDR],a
-.done\@
+.done
ret
PlayAnimation: ; 40F1
@@ -74800,27 +74800,27 @@
ld a,[hli]
ld h,[hl]
ld l,a
-.animationLoop\@
+.animationLoop
ld a,[hli]
cp a,$FF
- jr z,.AnimationOver\@
+ jr z,.AnimationOver
cp a,$C0 ; is this subanimation or a special effect?
- jr c,.playSubanimation\@
-.doSpecialEffect\@
+ jr c,.playSubanimation
+.doSpecialEffect
ld c,a
ld de,SpecialEffectPointers
-.searchSpecialEffectTableLoop\@
+.searchSpecialEffectTableLoop
ld a,[de]
cp c
- jr z,.foundMatch\@
+ jr z,.foundMatch
inc de
inc de
inc de
- jr .searchSpecialEffectTableLoop\@
-.foundMatch\@
+ jr .searchSpecialEffectTableLoop
+.foundMatch
ld a,[hli]
cp a,$FF ; is there a sound to play?
- jr z,.skipPlayingSound\@
+ jr z,.skipPlayingSound
ld [W_ANIMSOUNDID],a ; store sound
push hl
push de
@@ -74828,7 +74828,7 @@
call $23B1
pop de
pop hl
-.skipPlayingSound\@
+.skipPlayingSound
push hl
inc de
ld a,[de]
@@ -74836,10 +74836,10 @@
inc de
ld a,[de]
ld h,a
- ld de,.nextAnimationCommand\@
+ ld de,.nextAnimationCommand
push de
jp [hl] ; jump to special effect function
-.playSubanimation\@
+.playSubanimation
ld c,a
and a,63
ld [W_SUBANIMFRAMEDELAY],a
@@ -74875,10 +74875,10 @@
call PlaySubanimation
pop af
ld [rOBP0],a
-.nextAnimationCommand\@
+.nextAnimationCommand
pop hl
- jr .animationLoop\@
-.AnimationOver\@ ; 417B
+ jr .animationLoop
+.AnimationOver ; 417B
ret
LoadSubanimation: ; 417C
@@ -74897,13 +74897,13 @@
ld a,b
and a,%11100000
cp a,5 << 5 ; is subanimation type 5?
- jr nz,.isNotType5\@
-.isType5\@
+ jr nz,.isNotType5
+.isType5
call GetSubanimationTransform2
- jr .saveTransformation\@
-.isNotType5\@
+ jr .saveTransformation
+.isNotType5
call GetSubanimationTransform1
-.saveTransformation\@
+.saveTransformation
; place the upper 3 bits of a into bits 0-2 of a before storing
srl a
swap a
@@ -74910,16 +74910,16 @@
ld [W_SUBANIMTRANSFORM],a
cp a,4 ; is the animation reversed?
ld hl,0
- jr nz,.storeSubentryAddr\@
+ jr nz,.storeSubentryAddr
; if the animation is reversed, then place the initial subentry address at the end of the list of subentries
ld a,[W_SUBANIMCOUNTER]
dec a
ld bc,3
-.loop\@
+.loop
add hl,bc
dec a
- jr nz,.loop\@
-.storeSubentryAddr\@
+ jr nz,.loop
+.storeSubentryAddr
inc de
add hl,de
ld a,l
@@ -75007,29 +75007,29 @@
call $4E23
ld a,[W_ANIMATIONID]
and a
- jr z,.AnimationFinished\@
+ jr z,.AnimationFinished
; if throwing a Poké Ball, skip the regular animation code
cp a,TOSS_ANIM
- jr nz,.MoveAnimation\@
- ld de,.AnimationFinished\@
+ jr nz,.MoveAnimation
+ ld de,.AnimationFinished
push de
jp TossBallAnimation
-.MoveAnimation\@
+.MoveAnimation
; check if battle animations are disabled in the options
ld a,[$D355]
bit 7,a
- jr nz,.AnimationsDisabled\@
+ jr nz,.AnimationsDisabled
call ShareMoveAnimations
call PlayAnimation
- jr .next4\@
-.AnimationsDisabled\@
+ jr .next4
+.AnimationsDisabled
ld c,30
call DelayFrames
-.next4\@
+.next4
call $4DBD ; reload pic and flash the pic in and out (to show damage)
-.AnimationFinished\@
+.AnimationFinished
call $3748
xor a
ld [$D096],a
@@ -75055,13 +75055,13 @@
cp a,AMNESIA
ld b,CONF_ANIM
- jr z,.Replace\@
+ jr z,.Replace
cp a,REST
ld b,SLP_ANIM
ret nz
-.Replace\@
+.Replace
ld a,b
ld [W_ANIMATIONID],a
ret
@@ -75089,10 +75089,10 @@
PlaySubanimation: ; 4E53
ld a,[W_ANIMSOUNDID]
cp a,$FF
- jr z,.skipPlayingSound\@
+ jr z,.skipPlayingSound
call $586F
call $23B1 ; play sound effect
-.skipPlayingSound\@
+.skipPlayingSound
ld hl,$C300 ; base address of OAM buffer
ld a,l
ld [W_FBDESTADDR + 1],a
@@ -75102,7 +75102,7 @@
ld h,a
ld a,[W_SUBANIMSUBENTRYADDR]
ld l,a
-.loop\@
+.loop
push hl
ld c,[hl] ; frame block ID
ld b,0
@@ -75142,15 +75142,15 @@
ld a,[W_SUBANIMTRANSFORM]
cp a,4 ; is the animation reversed?
ld bc,3
- jr nz,.nextSubanimationSubentry\@
+ jr nz,.nextSubanimationSubentry
ld bc,-3
-.nextSubanimationSubentry\@
+.nextSubanimationSubentry
add hl,bc
ld a,h
ld [W_SUBANIMSUBENTRYADDR + 1],a
ld a,l
ld [W_SUBANIMSUBENTRYADDR],a
- jp .loop\@
+ jp .loop
AnimationCleanOAM: ; 4EC8
push hl
@@ -75175,15 +75175,15 @@
ld hl,AnimationIdSpecialEffects
ld de,3
call IsInArray
- jr nc,.done\@
+ jr nc,.done
inc hl
ld a,[hli]
ld h,[hl]
ld l,a
- ld de,.done\@
+ ld de,.done
push de
jp [hl]
-.done\@
+.done
pop bc
pop de
pop hl
@@ -75268,22 +75268,22 @@
DoBallTossSpecialEffects: ; 4F3E
ld a,[$CF91]
cp a,3 ; is it a Master Ball or Ultra Ball?
- jr nc,.skipFlashingEffect\@
-.flashingEffect\@ ; do a flashing effect if it's Master Ball or Ultra Ball
+ jr nc,.skipFlashingEffect
+.flashingEffect ; do a flashing effect if it's Master Ball or Ultra Ball
ld a,[rOBP0]
xor a,%00111100 ; complement colors 1 and 2
ld [rOBP0],a
-.skipFlashingEffect\@
+.skipFlashingEffect
ld a,[W_SUBANIMCOUNTER]
cp a,11 ; is it the beginning of the subanimation?
- jr nz,.skipPlayingSound\@
+ jr nz,.skipPlayingSound
; if it is the beginning of the subanimation, play a sound
ld a,$91
call $23b1 ; play sound
-.skipPlayingSound\@
+.skipPlayingSound
ld a,[W_ISINBATTLE]
cp a,02 ; is it a trainer battle?
- jr z,.isTrainerBattle\@
+ jr z,.isTrainerBattle
ld a,[$d11e]
cp a,$10 ; is the enemy pokemon the Ghost Marowak?
ret nz
@@ -75290,17 +75290,17 @@
; if the enemy pokemon is the Ghost Marowak, make it dodge during the last 3 frames
ld a,[W_SUBANIMCOUNTER]
cp a,3
- jr z,.moveGhostMarowakLeft\@
+ jr z,.moveGhostMarowakLeft
cp a,2
- jr z,.moveGhostMarowakLeft\@
+ jr z,.moveGhostMarowakLeft
cp a,1
ret nz
-.moveGhostMarowakLeft\@
+.moveGhostMarowakLeft
FuncCoord 17,0
ld hl,Coord
ld de,20
ld bc,$0707 ; 7 rows and 7 columns
-.loop\@
+.loop
push hl
push bc
call $5862 ; move row of tiles left
@@ -75308,11 +75308,11 @@
pop hl
add hl,de
dec b
- jr nz,.loop\@
+ jr nz,.loop
ld a,%00001000
ld [$ff10],a ; Channel 1 sweep register
ret
-.isTrainerBattle\@ ; if it's a trainer battle, shorten the animation by one frame
+.isTrainerBattle ; if it's a trainer battle, shorten the animation by one frame
ld a,[W_SUBANIMCOUNTER]
cp a,3
ret nz
@@ -75323,13 +75323,13 @@
DoBallShakeSpecialEffects: ; 4F96
ld a,[W_SUBANIMCOUNTER]
cp a,4 ; is it the beginning of a shake?
- jr nz,.skipPlayingSound\@
+ jr nz,.skipPlayingSound
; if it is the beginning of a shake, play a sound and wait 2/3 of a second
ld a,$8c
call $23b1 ; play sound
ld c,40
call DelayFrames
-.skipPlayingSound\@
+.skipPlayingSound
ld a,[W_SUBANIMCOUNTER]
dec a
ret nz
@@ -75366,12 +75366,12 @@
cp a,12
ret nc
cp a,8
- jr nc,.shakeScreen\@
+ jr nc,.shakeScreen
cp a,1
jp z,AnimationFlashScreen ; if it's the end of the subanimation, flash the screen
ret
; if the subaninmation counter is between 8 and 11, shake the screen horizontally and vertically
-.shakeScreen\@
+.shakeScreen
ld b,1
ld a,$24
call Predef ; shake horizontally
@@ -75443,25 +75443,25 @@
ret nz
; if it's the end of the animation, make the ball jump up
ld de,BallMoveDistances1
-.loop\@
+.loop
ld hl,$c300 ; OAM buffer
ld bc,4
-.innerLoop\@
+.innerLoop
ld a,[de]
cp a,$ff
- jr z,.done\@
+ jr z,.done
add [hl] ; add to Y value of OAM entry
ld [hl],a
add hl,bc
ld a,l
cp a,4 * 4 ; there are 4 entries, each 4 bytes
- jr nz,.innerLoop\@
+ jr nz,.innerLoop
inc de
push bc
call Delay3
pop bc
- jr .loop\@
-.done\@
+ jr .loop
+.done
call AnimationCleanOAM
ld a,$98
jp $23B1 ; play sound
@@ -75474,10 +75474,10 @@
; XXX probably a trade-related animation
Func507C ; 507C
ld de,BallMoveDistances2
-.loop\@
+.loop
ld hl,$c300 ; OAM buffer
ld bc,4
-.innerLoop\@
+.innerLoop
ld a,[de]
cp a,$ff
jp z,ClearScreen
@@ -75486,18 +75486,18 @@
add hl,bc
ld a,l
cp a,4 * 4 ; there are 4 entries, each 4 bytes
- jr nz,.innerLoop\@
+ jr nz,.innerLoop
inc de
push de
ld a,[de]
cp a,12
- jr z,.playSound\@
+ jr z,.playSound
cp a,$ff
- jr nz,.skipPlayingSound\@
-.playSound\@ ; play sound if next move distance is 12 or this is the last one
+ jr nz,.skipPlayingSound
+.playSound ; play sound if next move distance is 12 or this is the last one
ld a,$ae
call $23b1
-.skipPlayingSound\@
+.skipPlayingSound
push bc
ld c,5
call DelayFrames
@@ -75506,7 +75506,7 @@
sub a,8 ; scroll to the left
ld [$ffae],a
pop de
- jr .loop\@
+ jr .loop
BallMoveDistances2: ; 50B3
db 11,12,-12,-7,7,12,-8,8
@@ -75625,10 +75625,10 @@
push af
xor a,1
ld [H_WHOSETURN],a
- ld de,.returnAddress\@
+ ld de,.returnAddress
push de
jp [hl]
-.returnAddress\@
+.returnAddress
pop af
ld [H_WHOSETURN],a
ret
@@ -75640,23 +75640,23 @@
ld a,[$cf1b] ; running on SGB?
and a
ld hl,FlashScreenLongMonochrome
- jr z,.loop\@
+ jr z,.loop
ld hl,FlashScreenLongSGB
-.loop\@
+.loop
push hl
-.innerLoop\@
+.innerLoop
ld a,[hli]
cp a,$01 ; is it the end of the palettes?
- jr z,.endOfPalettes\@
+ jr z,.endOfPalettes
ld [rBGP],a
call FlashScreenLongDelay
- jr .innerLoop\@
-.endOfPalettes\@
+ jr .innerLoop
+.endOfPalettes
ld a,[$D08A]
dec a
ld [$D08A],a
pop hl
- jr nz,.loop\@
+ jr nz,.loop
ret
; BG palettes
@@ -75697,13 +75697,13 @@
ld a,[$D08A]
cp a,4 ; never true since [$D08A] starts at 3
ld c,4
- jr z,.delayFrames\@
+ jr z,.delayFrames
cp a,3
ld c,2
- jr z,.delayFrames\@
+ jr z,.delayFrames
cp a,2 ; nothing is done with this
ld c,1
-.delayFrames\@
+.delayFrames
jp DelayFrames
AnimationFlashScreen: ; 51BE
@@ -75736,12 +75736,12 @@
jr nc,.NotCryMove
ld a,[H_WHOSETURN]
and a
- jr nz,.next\@
+ jr nz,.next
ld a,[$D014] ; get number of current monster
- jr .Continue\@
-.next\@
+ jr .Continue
+.next
ld a,[$CFE5]
-.Continue\@
+.Continue
push hl
call $13D9
ld b,a
@@ -75753,13 +75753,13 @@
ld a,[$C0F2]
add [hl]
ld [$C0F2],a
- jr .done\@
+ jr .done
.NotCryMove
ld a,[hli]
ld [$C0F1],a
ld a,[hli]
ld [$C0F2],a
-.done\@
+.done
ld a,b
ret
IsCryMove: ; 0x798ad
@@ -75948,7 +75948,7 @@
TossBallAnimation: ; 5E16
ld a,[W_ISINBATTLE]
cp a,2
- jr z,.BlockBall\@ ; if in trainer battle, play different animation
+ jr z,.BlockBall ; if in trainer battle, play different animation
ld a,[$D11E]
ld b,a
@@ -75969,14 +75969,14 @@
ld a,[$CF91]
cp a,POKE_BALL
ld b,TOSS_ANIM
- jr z,.done\@
+ jr z,.done
cp a,GREAT_BALL
ld b,GREATTOSS_ANIM
- jr z,.done\@
+ jr z,.done
ld b,ULTRATOSS_ANIM
-.done\@
+.done
ld a,b
-.PlayNextAnimation\@
+.PlayNextAnimation
ld [W_ANIMATIONID],a
push bc
push hl
@@ -75985,7 +75985,7 @@
ld a,[hli]
pop bc
dec c
- jr nz,.PlayNextAnimation\@
+ jr nz,.PlayNextAnimation
ret
.PokeBallAnimations: ; 5E50
@@ -75992,7 +75992,7 @@
; sequence of animations that make up the Poké Ball toss
db POOF_ANIM,HIDEPIC_ANIM,$C2,POOF_ANIM,SHOWPIC_ANIM
-.BlockBall\@ ; 5E55
+.BlockBall ; 5E55
ld a,$C1
ld [W_ANIMATIONID],a
call PlayAnimation