Resolve #428: Use HIGH(X)
and LOW(X)
instead of X / $100
and X % $100
or X >> 8
and X & $ff
This commit is contained in:
@@ -2573,11 +2573,11 @@ WinTrainerBattle: ; 3cfa4
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.CheckMaxedOutMomMoney: ; 3d0b1
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ld hl, wMomsMoney + 2
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ld a, [hld]
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cp MAX_MONEY % $100
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cp LOW(MAX_MONEY)
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ld a, [hld]
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sbc MAX_MONEY / $100 % $100
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sbc HIGH(MAX_MONEY) ; mid
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ld a, [hl]
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sbc MAX_MONEY / $10000 % $100
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sbc HIGH(MAX_MONEY >> 8)
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ret
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; 3d0be
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@@ -2602,17 +2602,17 @@ AddBattleMoneyToAccount: ; 3d0be
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jr nz, .loop
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pop hl
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ld a, [hld]
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cp MAX_MONEY % $100
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cp LOW(MAX_MONEY)
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ld a, [hld]
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sbc MAX_MONEY / $100 % $100
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sbc HIGH(MAX_MONEY) ; mid
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ld a, [hl]
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sbc MAX_MONEY / $10000 % $100
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sbc HIGH(MAX_MONEY >> 8)
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ret c
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ld [hl], MAX_MONEY / $10000 % $100
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ld [hl], HIGH(MAX_MONEY >> 8)
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inc hl
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ld [hl], MAX_MONEY / $100 % $100
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ld [hl], HIGH(MAX_MONEY) ; mid
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inc hl
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ld [hl], MAX_MONEY % $100
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ld [hl], LOW(MAX_MONEY)
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ret
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; 3d0ea
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@@ -6384,25 +6384,25 @@ LoadEnemyMon: ; 3e8eb
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; We're clear if the length is < 1536
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ld a, [wMagikarpLength]
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cp $06 ; $600 = 1536
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cp HIGH(1536)
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jr nz, .CheckMagikarpArea
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; 5% chance of skipping size checks
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; 5% chance of skipping both size checks
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call Random
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cp $0c ; / $100
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cp 5 percent
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jr c, .CheckMagikarpArea
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; Try again if > 1614
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ld a, [wMagikarpLength + 1]
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cp $50
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cp LOW(1614) + 2
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jr nc, .GenerateDVs
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; 20% chance of skipping this check
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call Random
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cp $32 ; / $100
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cp 20 percent - 1
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jr c, .CheckMagikarpArea
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; Try again if > 1598
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ld a, [wMagikarpLength + 1]
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cp $40
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cp LOW(1598) + 2
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jr nc, .GenerateDVs
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.CheckMagikarpArea:
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@@ -6423,11 +6423,11 @@ LoadEnemyMon: ; 3e8eb
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jr z, .Happiness
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; 40% chance of not flooring
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call Random
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cp $64 ; / $100
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cp 40 percent - 2
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jr c, .Happiness
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; Floor at length 1024
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ld a, [wMagikarpLength]
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cp 1024 >> 8
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cp HIGH(1024)
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jr c, .GenerateDVs ; try again
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; Finally done with DVs
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@@ -6462,7 +6462,7 @@ LoadEnemyMon: ; 3e8eb
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.TreeMon:
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; If we're headbutting trees, some monsters enter battle asleep
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call CheckSleepingTreeMon
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ld a, SLP ; Asleep for 7 turns
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ld a, TREEMON_SLEEP_TURNS
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jr c, .UpdateStatus
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; Otherwise, no status
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xor a
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@@ -7009,14 +7009,14 @@ ApplyStatLevelMultiplier: ; 3ecb7
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; Cap at 999.
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ld a, [hQuotient + 2]
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sub MAX_STAT_VALUE % $100
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sub LOW(MAX_STAT_VALUE)
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ld a, [hQuotient + 1]
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sbc MAX_STAT_VALUE / $100
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sbc HIGH(MAX_STAT_VALUE)
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jp c, .okay3
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ld a, MAX_STAT_VALUE / $100
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ld a, HIGH(MAX_STAT_VALUE)
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ld [hQuotient + 1], a
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ld a, MAX_STAT_VALUE % $100
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ld a, LOW(MAX_STAT_VALUE)
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ld [hQuotient + 2], a
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.okay3
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@@ -7132,13 +7132,13 @@ BoostStat: ; 3ed7c
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; Cap at 999.
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ld a, [hld]
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sub MAX_STAT_VALUE % $100
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sub LOW(MAX_STAT_VALUE)
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ld a, [hl]
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sbc MAX_STAT_VALUE / $100
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sbc HIGH(MAX_STAT_VALUE)
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ret c
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ld a, MAX_STAT_VALUE / $100
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ld a, HIGH(MAX_STAT_VALUE)
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ld [hli], a
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ld a, MAX_STAT_VALUE % $100
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ld a, LOW(MAX_STAT_VALUE)
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ld [hld], a
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ret
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; 3ed9f
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@@ -7217,7 +7217,7 @@ _BattleRandom:: ; 3edd8
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ld b, 10 ; number of seeds
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; Generate next number in the sequence for each seed
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; The algorithm takes the form *5 + 1 % 256
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; a[n+1] = (a[n] * 5 + 1) % 256
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.loop
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; get last #
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ld a, [hl]
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@@ -9135,10 +9135,10 @@ AddLastMobileBattleToLinkRecord: ; 3fa42
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dec hl
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ld a, [hl]
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inc hl
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cp MAX_LINK_RECORD / $100
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cp HIGH(MAX_LINK_RECORD)
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ret c
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ld a, [hl]
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cp MAX_LINK_RECORD % $100
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cp LOW(MAX_LINK_RECORD)
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ret
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; 3fac8
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