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generate_team.asm
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generate_team.asm
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GenerateTeam:
push af
push bc
push de
push hl
call ResetRNs
ld hl, PartyMons
ld bc, (PartyMon2 - PartyMon1) * 6
ld a, 1
call ByteFill
ld hl, PartyMon1Item
ld bc, PartyMon2 - PartyMon1
ld e, 6
.clearNextItem
xor a
ld [hl], a
add hl, bc
dec e
jr nz, .clearNextItem
ld hl, PartyMon1PokerusStatus
ld bc, PartyMon2 - PartyMon1
ld e, 6
.clearNextPokerus
xor a
ld [hl], a
add hl, bc
dec e
jr nz, .clearNextPokerus
ld hl, PartyMon1Status
ld bc, PartyMon2 - PartyMon1
ld e, 6
.clearNextStatus
xor a
ld [hl], a
add hl, bc
dec e
jr nz, .clearNextStatus
ld hl, PartyMon1Level
ld bc, PartyMon2 - PartyMon1
ld e, 6
.setNextLevel
ld a, 100
ld [hl], a
add hl, bc
dec e
jr nz, .setNextLevel
ld hl, PartyEnd
ld [hl], $ff
; Species
ld hl, PartyCount
ld [hl], 6 ; six Pokémon
call GenSpecies
; Moves
xor a ; start with Pokémon 0 of 0-5
.nextMon
push af
ld hl, wBattle
ld bc, wBattleEnd - wBattle
xor a
call ByteFill ; fill area with $00 for later use
pop af
call GenMoves
inc a
cp 6
jr nz, .nextMon
call CalcPP
; Other
call GenID
call GenHappiness
call GenEVsAndDVs
ld a, 100
ld [CurPartyLevel], a
call CalcStats
call ResetExp
; Nicknames
ld a, [PartySpecies]
ld hl, PartyMonNicknames
ld bc, PKMN_NAME_LENGTH
call ResetNicknames
ld a, [PartySpecies + 1]
add hl, bc
call ResetNicknames
ld a, [PartySpecies + 2]
add hl, bc
call ResetNicknames
ld a, [PartySpecies + 3]
add hl, bc
call ResetNicknames
ld a, [PartySpecies + 4]
add hl, bc
call ResetNicknames
ld a, [PartySpecies + 5]
add hl, bc
call ResetNicknames
pop hl
pop de
pop bc
pop af
ret
ResetRNs: ; initialize the ten seeds to (pseudo) random numbers
ld c, 10
ld hl, LinkBattleRNs
.nextRN
.notyet
ld a, [$cfff]
inc a
ld [$cfff], a
jr nz, .notyet
call Random2
ld a, [$cffe]
inc a
ld [$cffe], a
cp 27 ; kinda random number here
jr nz, .notyet
xor a
ld [$cffe], a
ld a, [rDIV]
ld b, a
ld a, [rTIMA] ; mix each seed up with the Timer Counter and the Divider Register
add b
ld [hli], a
dec c
jr nz, .nextRN
ret
GenSpecies:
ld de, PartySpecies
ld hl, PartyMon1Species
jr .repeat
.next
inc de
ld a, e
cp $de ; did we reach seventh Pokémon?
jr z, .done
ld bc, PartyMon2 - PartyMon1
add hl, bc
.repeat:
call Random2
cp CELEBI + 1
jr nc, .repeat ; >= #252
and a
jr z, .repeat ; = #000
ld b, a
ld a, [$cff7] ; check whether NFE-less option was selected
and a
scf ; if it wasn't, set carry regardless of NFE or not
call nz, IsNFE ; return non carry if mon is NFE, carry otherwise
jr nc, .repeat
ld a, b
ld [hl], a
ld [de], a
jr .next
.done
ret
IsNFE:
push hl
push de
push bc
ld a, b
ld hl, EvosAttacksPointers2
dec a
ld d, 0
ld e, a
add hl, de
add hl, de ; move to pointer
ld a, [hli]
ld h, [hl]
ld l, a ; load pointed address into hl
ld a, [hl]
and a ; if the first byte is 00, the Pokemon does not evolve
scf
jr z, .NotNFE
ccf
.NotNFE
pop bc
pop de
pop hl
ret
GenMoves:
call IsSpecialCase ; certain Pokémon like Caterpie and Ditto learn no TMs and less than 4 moves
; return carry if it's one of those Pokémon, and fill its moveset
jp c, .doneSpecialCase
push af ; save number of Pokémon
ld hl, EvosAttacksPointers2
ld de, PartySpecies
add e ; which number of Pokémon are we dealing with (0-5)?
ld e, a
ld a, [de]
dec a
ld b, 0
ld c, a
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
; hl now points to EvosAttacks of [PartySpeciesN]
.stillEvoData
ld a, [hl]
inc hl
and a
jr nz, .stillEvoData
; hl now points to start of move data
ld bc, wBattle ; save all the compatible moves in an array starting at wBattle
.copyLevelUpMove
inc hl ; skip level byte
ld a, [hl]
ld [bc], a
inc bc
ld [bc], a
inc bc ; Level up moves as well as egg moves get copied twice
; so that they appear more commonly than TM/HM moves
inc hl
ld a, [hl]
and a ; more level-up moves?
jr nz, .copyLevelUpMove
push bc
.genEggMoves
ld hl, EggMovePointers2
ld a, [de] ; ld a, [PartySpeciesN]
dec a
ld b, 0
ld c, a
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
; hl now points to EggMoves of [PartySpeciesN]
pop bc
.copyEggMove
ld a, [hl]
ld [bc], a
inc bc
ld [bc], a
inc bc
ld a, [hl]
inc hl
cp $ff ; more egg moves?
jr nz, .copyEggMove
ld a, [$cff8]
and a
jp z, .getMoves ; selected option was not to include TMs/HMs
ld hl, BulbasaurBaseData2
ld a, [de] ; ld a, [PartySpeciesN]
dec a
push bc
ld bc, IvysaurBaseData2 - BulbasaurBaseData2
.notThisMon
add hl, bc
dec a
jr nz, .notThisMon
ld bc, 24
add hl, bc ; move to TMHM bit masks
pop bc ; restore position in the move array (wBattle)
ld a, [hl]
ld d, 8 ; eight bits per byte
ld e, 8 ; eight TMHM bytes
jr .nextBit
.nextArray
inc hl
ld a, [hl]
ld d, 8 ; initialize to first bit again
.nextBit
bit 0, a
call nz, CopyTMHM ; was that bit set? if so, copy the move to the array
srl a ; move to next TMHM (next bit)
dec d
jr nz, .nextBit
dec e
jr nz, .nextArray
.getMoves
pop af ; restore number of Pokémon
push af
ld bc, PartyMon1Moves
and a
jr z, .ok
ld bc, PartyMon1Moves + PartyMon2 - PartyMon1 ; PartyMon2Moves
dec a
jr z, .ok
ld bc, PartyMon1Moves + (PartyMon2 - PartyMon1) * 2
dec a
jr z, .ok
ld bc, PartyMon1Moves + (PartyMon2 - PartyMon1) * 3
dec a
jr z, .ok
ld bc, PartyMon1Moves + (PartyMon2 - PartyMon1) * 4
dec a
jr z, .ok
ld bc, PartyMon1Moves + (PartyMon2 - PartyMon1) * 5 ; PartyMon6Moves
; get 4 random moves and copy them in partyMonNMoves
.ok
.again1
call Random2
and $7f ; stupid Mew learning over 63 moves...
ld hl, wBattle
ld d, 0
ld e, a
add hl, de
ld a, [hl] ; get a random move from the list
and a
jr z, .again1
cp $ff
jr z, .again1
ld [bc], a
inc bc
.again2
call Random2
and $7f
ld hl, wBattle
ld d, 0
ld e, a
add hl, de
ld a, [hl] ; get a random move from the list
and a
jr z, .again2
cp $ff
jr z, .again2
ld h, b
ld l, c
dec hl
cp [hl] ; was this move already picked?
jr z, .again2
ld [bc], a
inc bc
.again3
call Random2
and $7f
ld hl, wBattle
ld d, 0
ld e, a
add hl, de
ld a, [hl] ; get a random move from the list
and a
jr z, .again3
cp $ff
jr z, .again3
ld h, b
ld l, c
dec hl
cp [hl] ; was this move picked first?
jr z, .again3
dec hl
cp [hl] ; was this move picked second?
jr z, .again3
ld [bc], a
inc bc
.again4
call Random2
and $7f
ld hl, wBattle
ld d, 0
ld e, a
add hl, de
ld a, [hl] ; get a random move from the list
and a
jr z, .again4
cp $ff
jr z, .again4
ld h, b
ld l, c
dec hl
cp [hl] ; was this move picked first?
jr z, .again4
dec hl
cp [hl] ; was this move picked second?
jr z, .again4
dec hl
cp [hl] ; was this move picked third?
jr z, .again4
ld [bc], a
pop af ; restore number of Pokémon
.doneSpecialCase
ret
IsSpecialCase:
push af
ld hl, PartySpecies
ld b, 0
ld c, a
add hl, bc ; PartySpeciesN
ld bc, PartyMon1Moves
and a
jr z, .ok2
ld bc, PartyMon1Moves + PartyMon2 - PartyMon1 ; PartyMon2Moves
dec a
jr z, .ok2
ld bc, PartyMon1Moves + (PartyMon2 - PartyMon1) * 2
dec a
jr z, .ok2
ld bc, PartyMon1Moves + (PartyMon2 - PartyMon1) * 3
dec a
jr z, .ok2
ld bc, PartyMon1Moves + (PartyMon2 - PartyMon1) * 4
dec a
jr z, .ok2
ld bc, PartyMon1Moves + (PartyMon2 - PartyMon1) * 5 ; PartyMon6Moves
.ok2
ld a, [hl]
ld h, b
ld l, c ; hl = PartyMonNMoves
cp CATERPIE
jr z, ._Caterpie
cp METAPOD
jr z, ._Metapod
cp WEEDLE
jr z, ._Weedle
cp KAKUNA
jr z, ._Kakuna
cp MAGIKARP
jr z, ._Magikarp
cp UNOWN
jr z, ._Unown
cp WOBBUFFET
jr z, ._Wobbuffet
cp DITTO
jr z, ._Ditto
cp SMEARGLE
jr z, ._Smeargle
jr .none ; not a special Pokémon
._Caterpie
ld a, TACKLE
ld [hli], a
ld a, STRING_SHOT
ld [hli], a
xor a
ld [hli], a
ld [hl], a
jr .finished
._Metapod
ld a, TACKLE
ld [hli], a
ld a, STRING_SHOT
ld [hli], a
ld a, HARDEN
ld [hli], a
xor a
ld [hl], a
jr .finished
._Weedle
ld a, POISON_STING
ld [hli], a
ld a, STRING_SHOT
ld [hli], a
xor a
ld [hli], a
ld [hl], a
jr .finished
._Kakuna
ld a, POISON_STING
ld [hli], a
ld a, STRING_SHOT
ld [hli], a
ld a, HARDEN
ld [hli], a
xor a
ld [hl], a
jr .finished
._Magikarp
ld a, SPLASH
ld [hli], a
ld a, TACKLE
ld [hli], a
ld a, FLAIL
ld [hli], a
xor a
ld [hl], a
jr .finished
._Unown
ld a, HIDDEN_POWER
ld [hli], a
xor a
ld [hli], a
ld [hli], a
ld [hl], a
jr .finished
._Wobbuffet
ld a, COUNTER
ld [hli], a
ld a, MIRROR_COAT
ld [hli], a
ld a, SAFEGUARD
ld [hli], a
ld a, DESTINY_BOND
ld [hl], a
jr .finished
._Ditto
ld a, TRANSFORM
ld [hli], a
xor a
ld [hli], a
ld [hli], a
ld [hl], a
jr .finished
._Smeargle
ld a, SKETCH
ld [hli], a
xor a
ld [hli], a
ld [hli], a
ld [hl], a
jr .finished
.finished
pop af
scf
ret
.none
pop af
scf
ccf
ret
CopyTMHM:
push af
push de
push hl
; current move is at TMHMList + 72 - (e * 8 + d)
; copy it to bc and inc bc
ld hl, TMHMList
sla e
sla e
sla e ; e * 8
ld a, 72
sub e
sub d
ld d, 0
ld e, a
add hl, de
ld a, [hl]
ld [bc], a
inc bc
pop hl
pop de
pop af
ret
TMHMList:
db DYNAMICPUNCH
db HEADBUTT
db CURSE
db ROLLOUT
db ROAR
db TOXIC
db ZAP_CANNON
db ROCK_SMASH
db PSYCH_UP
db HIDDEN_POWER
db SUNNY_DAY
db SWEET_SCENT
db SNORE
db BLIZZARD
db HYPER_BEAM
db ICY_WIND
db PROTECT
db RAIN_DANCE
db GIGA_DRAIN
db ENDURE
db FRUSTRATION
db SOLARBEAM
db IRON_TAIL
db DRAGONBREATH
db THUNDER
db EARTHQUAKE
db RETURN
db DIG
db PSYCHIC_M
db SHADOW_BALL
db MUD_SLAP
db DOUBLE_TEAM
db ICE_PUNCH
db SWAGGER
db SLEEP_TALK
db SLUDGE_BOMB
db SANDSTORM
db FIRE_BLAST
db SWIFT
db DEFENSE_CURL
db THUNDERPUNCH
db DREAM_EATER
db DETECT
db REST
db ATTRACT
db THIEF
db STEEL_WING
db FIRE_PUNCH
db FURY_CUTTER
db NIGHTMARE
db CUT
db FLY
db SURF
db STRENGTH
db FLASH
db WHIRLPOOL
db WATERFALL
db FLAMETHROWER
db THUNDERBOLT
db ICE_BEAM
db 0, 0, 0, 0
CalcPP:
ld a, 6
ld [$dfff], a
ld hl, PartyMon1Moves - (PartyMon2 - PartyMon1)
ld de, PartyMon1PP - (PartyMon2 - PartyMon1)
ld bc, PartyMon2 - PartyMon1
.loop
push hl
ld h, d
ld l, e
add hl, bc
ld d, h
ld e, l
pop hl
add hl, bc
push hl
push de
push bc
predef FillPP
pop bc
pop de
pop hl
ld a, [$dfff]
dec a
ld [$dfff], a
jr nz, .loop
ret
GenID:
ld hl, PartyMon1ID
ld de, PartyMon2 - PartyMon1
ld b, 6
.nextID
call Random2
ld [hli], a
call Random2
ld [hld], a
ld de, PartyMon2 - PartyMon1
add hl, de
dec b
jr nz, .nextID
ret
GenHappiness:
ld hl, PartyMon1Happiness
ld de, PartyMon2 - PartyMon1
ld b, 6
.nextHappiness
call Random2
ld [hl], a
add hl, de
dec b
jr nz, .nextHappiness
ret
GenEVsAndDVs:
ld hl, PartyMon1StatExp
ld de, PartyMon2 - PartyMon1
ld b, 6
.nextEVsAndDVs
push hl
call Random2
ld [hli], a ; HP
call Random2
ld [hli], a ; HP
call Random2
ld [hli], a ; Atk
call Random2
ld [hli], a ; Atk
call Random2
ld [hli], a ; Def
call Random2
ld [hli], a ; Def
call Random2
ld [hli], a ; Spd
call Random2
ld [hli], a ; Spd
call Random2
ld [hli], a ; Spc
call Random2
ld [hli], a ; Spc
call Random2
ld [hli], a ; AtkDefDV
call Random2
ld [hl], a ; SpdSpcDV
pop hl
add hl, de
dec b
jr nz, .nextEVsAndDVs
ret
CalcStats:
ld a, [PartyMon1Species]
ld hl, CurSpecies
ld [hl], a
call GetBaseData
ld de, PartyMon1MaxHP
ld hl, PartyMon1Exp + 2
ld b, 1
predef Functione167
ld a, [PartyMon1MaxHP]
ld hl, PartyMon1HP
ld [hli], a
ld a, [PartyMon1MaxHP + 1]
ld [hl], a
ld a, [PartyMon2Species]
ld hl, CurSpecies
ld [hl], a
call GetBaseData
ld de, PartyMon2MaxHP
ld hl, PartyMon2Exp + 2
ld b, 1
predef Functione167
ld a, [PartyMon2MaxHP]
ld hl, PartyMon2HP
ld [hli], a
ld a, [PartyMon2MaxHP + 1]
ld [hl], a
ld a, [PartyMon3Species]
ld hl, CurSpecies
ld [hl], a
call GetBaseData
ld de, PartyMon3MaxHP
ld hl, PartyMon3Exp + 2
ld b, 1
predef Functione167
ld a, [PartyMon3MaxHP]
ld hl, PartyMon3HP
ld [hli], a
ld a, [PartyMon3MaxHP + 1]
ld [hl], a
ld a, [PartyMon4Species]
ld hl, CurSpecies
ld [hl], a
call GetBaseData
ld de, PartyMon4MaxHP
ld hl, PartyMon4Exp + 2
ld b, 1
predef Functione167
ld a, [PartyMon4MaxHP]
ld hl, PartyMon4HP
ld [hli], a
ld a, [PartyMon4MaxHP + 1]
ld [hl], a
ld a, [PartyMon5Species]
ld hl, CurSpecies
ld [hl], a
call GetBaseData
ld de, PartyMon5MaxHP
ld hl, PartyMon5Exp + 2
ld b, 1
predef Functione167
ld a, [PartyMon5MaxHP]
ld hl, PartyMon5HP
ld [hli], a
ld a, [PartyMon5MaxHP + 1]
ld [hl], a
ld a, [PartyMon6Species]
ld hl, CurSpecies
ld [hl], a
call GetBaseData
ld de, PartyMon6MaxHP
ld hl, PartyMon6Exp + 2
ld b, 1
predef Functione167
ld a, [PartyMon6MaxHP]
ld hl, PartyMon6HP
ld [hli], a
ld a, [PartyMon6MaxHP + 1]
ld [hl], a
ret
ResetExp:
ld hl, PartyMon1Exp
ld de, PartyMon2 - PartyMon1
ld b, 6
.nextExp
ld [hl], $0f
inc hl
ld [hl], $42
inc hl
ld [hl], $40 ; 1000000
dec hl
dec hl
add hl, de
dec b
jr nz, .nextExp
ret
ResetNicknames:
push hl
ld d, h
ld e, l ; ld de, PartyMonNNickname
ld [$d265], a
push de
call GetPokemonName
pop de
ld hl, StringBuffer1
ld bc, PKMN_NAME_LENGTH
push bc
call CopyBytes ; copy name to PartyMonNNickname (de)
pop bc
pop hl
ret
Random2:
; Hijacked the RNG function used for link battles
; Using the normal RNG function would lead to obvious patterns
; This way we at least hide them
; The PRNG operates in streams of 10 values.
; Which value are we trying to pull?
push hl
push bc
ld a, [LinkBattleRNCount]
ld c, a
ld b, 0
ld hl, LinkBattleRNs
add hl, bc
inc a
ld [LinkBattleRNCount], a
; If we haven't hit the end yet, we're good
cp 10 - 1 ; Exclude last value. See the closing comment
ld a, [hl]
pop bc
pop hl
ret c
; If we have, we have to generate new pseudorandom data
; Instead of having multiple PRNGs, ten seeds are used
push hl
push bc
push af
; Reset count to 0
xor a
ld [LinkBattleRNCount], a
ld hl, LinkBattleRNs
ld b, 10 ; number of seeds
; Generate next number in the sequence for each seed
; The algorithm takes the form *5 + 1 % 256
.loop
; get last #
ld a, [hl]
; a * 5 + 1
ld c, a
add a
add a
add c
inc a
; update #
ld [hli], a
dec b
jr nz, .loop
; This has the side effect of pulling the last value first,
; then wrapping around. As a result, when we check to see if
; we've reached the end, we check the one before it.
pop af
pop bc
pop hl
ret
; 3ee0f
INCLUDE "generate_team_data.asm"