Add more assert cases in the codebase (#1115)

* Add assert for FACING_GRASS_1 and FACING_GRASS_2

* Add more assert cases

* Add assert for HP bar colors

* Assert LINK_NULL == 0

* Fix assert syntax

* Add asserts for WILD_BATTLE == 1

* Add additional WILD assert

- I need to sleep more...

* Revert asserts for WILD_BATTLE and LINK_NULL

* Commit suggested changes

* Add more assert cases

* Fix syntax error
This commit is contained in:
Idain
2024-04-27 13:17:07 -04:00
committed by GitHub
parent b9dce73573
commit 4432df05cb
8 changed files with 72 additions and 38 deletions

View File

@@ -1244,7 +1244,9 @@ BattleAnimFunc_Sing:
ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc
ld a, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1
add [hl] ; BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
assert BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1 + 1 == BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 \
&& BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 + 1 == BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
add [hl]
call ReinitBattleAnimFrameset
.one
@@ -1510,15 +1512,15 @@ BattleAnimFunc_Clamp_Encore:
ld hl, BATTLEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
inc a ; BATTLE_ANIM_FRAMESET_3B (Clamp Flipped)
; BATTLE_ANIM_FRAMESET_A1 (Hands Flipped)
assert BATTLE_ANIM_FRAMESET_CLAMP + 1 == BATTLE_ANIM_FRAMESET_CLAMP_FLIPPED
assert BATTLE_ANIM_FRAMESET_ENCORE_HAND + 1 == BATTLE_ANIM_FRAMESET_ENCORE_HAND_FLIPPED
inc a
jr .reinit
.load_no_inc
ld hl, BATTLEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl] ; BATTLE_ANIM_FRAMESET_3A (Clamp)
; BATTLE_ANIM_FRAMESET_A0 (Hands)
ld a, [hl] ; BATTLE_ANIM_FRAMESET_CLAMP or BATTLE_ANIM_FRAMESET_ENCORE_HAND
.reinit
call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_VAR1
@@ -1844,8 +1846,10 @@ BattleAnimFunc_Wrap:
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, [hl]
inc a ; BATTLE_ANIM_FRAMESET_BIND_2
; BATTLE_ANIM_FRAMESET_BIND_4
assert BATTLE_ANIM_FRAMESET_BIND_1 + 1 == BATTLE_ANIM_FRAMESET_BIND_2 \
&& BATTLE_ANIM_FRAMESET_BIND_2 + 1 == BATTLE_ANIM_FRAMESET_BIND_3 \
&& BATTLE_ANIM_FRAMESET_BIND_3 + 1 == BATTLE_ANIM_FRAMESET_BIND_4
inc a
call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1 ; Unused?
@@ -2344,7 +2348,9 @@ BattleAnimFunc_Sound:
ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc
ld a, BATTLE_ANIM_FRAMESET_SOUND_1
add [hl] ; BATTLE_ANIM_FRAMESET_SOUND_2 BATTLE_ANIM_FRAMESET_SOUND_3
assert BATTLE_ANIM_FRAMESET_SOUND_1 + 1 == BATTLE_ANIM_FRAMESET_SOUND_2 \
&& BATTLE_ANIM_FRAMESET_SOUND_2 + 1 == BATTLE_ANIM_FRAMESET_SOUND_3
add [hl]
call ReinitBattleAnimFrameset
ret
@@ -2420,7 +2426,8 @@ BattleAnimFunc_ConfuseRay:
and $80
rlca
ld [hl], a
add BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1 ; BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2
assert BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1 + 1 == BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2
add BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1
call ReinitBattleAnimFrameset
ret
@@ -2490,8 +2497,9 @@ BattleAnimFunc_Dizzy:
rlca
ld hl, BATTLEANIMSTRUCT_VAR1
add hl, bc
add [hl] ; BATTLE_ANIM_FRAMESET_61 BATTLE_ANIM_FRAMESET_62
; BATTLE_ANIM_FRAMESET_9C BATTLE_ANIM_FRAMESET_9D
assert BATTLE_ANIM_FRAMESET_CHICK_1 + 1 == BATTLE_ANIM_FRAMESET_CHICK_2
assert BATTLE_ANIM_FRAMESET_IMP + 1 == BATTLE_ANIM_FRAMESET_IMP_FLIPPED
add [hl]
call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc
@@ -2528,15 +2536,15 @@ BattleAnimFunc_Dizzy:
ld hl, BATTLEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc a ; BATTLE_ANIM_FRAMESET_62
; BATTLE_ANIM_FRAMESET_9D
assert BATTLE_ANIM_FRAMESET_CHICK_1 + 1 == BATTLE_ANIM_FRAMESET_CHICK_2
assert BATTLE_ANIM_FRAMESET_IMP + 1 == BATTLE_ANIM_FRAMESET_IMP_FLIPPED
inc a
jr .got_frameset
.not_flipped
ld hl, BATTLEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl] ; BATTLE_ANIM_FRAMESET_61
; BATTLE_ANIM_FRAMESET_9C
ld a, [hl] ; BATTLE_ANIM_FRAMESET_CHICK_1 or BATTLE_ANIM_FRAMESET_IMP
.got_frameset
call ReinitBattleAnimFrameset
ret
@@ -2556,7 +2564,9 @@ BattleAnimFunc_Amnesia:
ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc
ld a, [hl]
add BATTLE_ANIM_FRAMESET_AMNESIA_1 ; BATTLE_ANIM_FRAMESET_AMNESIA_2 BATTLE_ANIM_FRAMESET_AMNESIA_3
assert BATTLE_ANIM_FRAMESET_AMNESIA_1 + 1 == BATTLE_ANIM_FRAMESET_AMNESIA_2 \
&& BATTLE_ANIM_FRAMESET_AMNESIA_2 + 1 == BATTLE_ANIM_FRAMESET_AMNESIA_3
add BATTLE_ANIM_FRAMESET_AMNESIA_1
call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc
@@ -2644,7 +2654,9 @@ BattleAnimFunc_String:
add hl, bc
set OAM_Y_FLIP, [hl]
.not_param_zero
add BATTLE_ANIM_FRAMESET_STRING_SHOT_1 ; BATTLE_ANIM_FRAMESET_STRING_SHOT_2 BATTLE_ANIM_FRAMESET_STRING_SHOT_3
assert BATTLE_ANIM_FRAMESET_STRING_SHOT_1 + 1 == BATTLE_ANIM_FRAMESET_STRING_SHOT_2 \
&& BATTLE_ANIM_FRAMESET_STRING_SHOT_2 + 1 == BATTLE_ANIM_FRAMESET_STRING_SHOT_3
add BATTLE_ANIM_FRAMESET_STRING_SHOT_1
call ReinitBattleAnimFrameset
.one
ret
@@ -3541,7 +3553,9 @@ BattleAnimFunc_SpeedLine:
add hl, bc
ld a, [hl]
and $7f
add BATTLE_ANIM_FRAMESET_SPEED_LINE_1 ; BATTLE_ANIM_FRAMESET_SPEED_LINE_2 BATTLE_ANIM_FRAMESET_SPEED_LINE_3
assert BATTLE_ANIM_FRAMESET_SPEED_LINE_1 + 1 == BATTLE_ANIM_FRAMESET_SPEED_LINE_2 \
&& BATTLE_ANIM_FRAMESET_SPEED_LINE_2 + 1 == BATTLE_ANIM_FRAMESET_SPEED_LINE_3
add BATTLE_ANIM_FRAMESET_SPEED_LINE_1
call ReinitBattleAnimFrameset
.one
ld hl, BATTLEANIMSTRUCT_PARAM
@@ -3713,8 +3727,13 @@ BattleAnimFunc_LockOnMindReader:
and $f
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc
add [hl] ; BATTLE_ANIM_FRAMESET_8F BATTLE_ANIM_FRAMESET_90 BATTLE_ANIM_FRAMESET_91
; BATTLE_ANIM_FRAMESET_93 BATTLE_ANIM_FRAMESET_94 BATTLE_ANIM_FRAMESET_95
assert BATTLE_ANIM_FRAMESET_LOCK_ON_1 + 1 == BATTLE_ANIM_FRAMESET_LOCK_ON_2 \
&& BATTLE_ANIM_FRAMESET_LOCK_ON_2 + 1 == BATTLE_ANIM_FRAMESET_LOCK_ON_3 \
&& BATTLE_ANIM_FRAMESET_LOCK_ON_3 + 1 == BATTLE_ANIM_FRAMESET_LOCK_ON_4
assert BATTLE_ANIM_FRAMESET_MIND_READER_1 + 1 == BATTLE_ANIM_FRAMESET_MIND_READER_2 \
&& BATTLE_ANIM_FRAMESET_MIND_READER_2 + 1 == BATTLE_ANIM_FRAMESET_MIND_READER_3 \
&& BATTLE_ANIM_FRAMESET_MIND_READER_3 + 1 == BATTLE_ANIM_FRAMESET_MIND_READER_4
add [hl]
call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc
@@ -3774,7 +3793,9 @@ BattleAnimFunc_HealBellNotes:
ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc
ld a, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1
add [hl] ; BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
assert BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1 + 1 == BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 \
&& BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 + 1 == BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
add [hl]
call ReinitBattleAnimFrameset
.one
ld hl, BATTLEANIMSTRUCT_YOFFSET