pokecrystal/engine/pokemon/types.asm
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Use features of RGBDS 1.0.0 (#1204)
- Use single-quoted character literals or `CHARVAL` when you need
  a character's numeric value; using strings as numbers is deprecated
- Use `?` to silence a node in warning/error location backtraces
- Use `===` and `!==` instead of `STRCMP`, and `++` instead of `STRCAT`
- Use `__SCOPE__` instead of checking for `..` and `.` separately
- Use `#string` instead of `"{string}"`
- All programs (rgbasm, rgblink, rgbfix, rgbgfx) support `-W` warnings
- `rgbgfx --colors dmg` is short for `rgbgfx --colors dmg=e4`
2025-11-12 15:43:54 -05:00

93 lines
1.3 KiB
NASM

PrintMonTypes:
; Print one or both types of [wCurSpecies]
; on the stats screen at hl.
push hl
call GetBaseData
pop hl
push hl
ld a, [wBaseType1]
call .Print
; Single-typed monsters really
; have two of the same type.
ld a, [wBaseType1]
ld b, a
ld a, [wBaseType2]
cp b
pop hl
jr z, .hide_type_2
ld bc, SCREEN_WIDTH
add hl, bc
.Print:
ld b, a
jr PrintType
.hide_type_2
; Erase any type name that was here before.
; Seems to be pointless in localized versions.
ld a, ' '
ld bc, SCREEN_WIDTH - 3
add hl, bc
ld [hl], a
inc bc
add hl, bc
ld bc, NAME_LENGTH_JAPANESE - 1
jp ByteFill
PrintMoveType:
; Print the type of move b at hl.
push hl
ld a, b
dec a
ld bc, MOVE_LENGTH
ld hl, Moves
call AddNTimes
ld de, wStringBuffer1
ld a, BANK(Moves)
call FarCopyBytes
ld a, [wStringBuffer1 + MOVE_TYPE]
pop hl
ld b, a
PrintType:
; Print type b at hl.
ld a, b
push hl
add a
ld hl, TypeNames
ld e, a
ld d, 0
add hl, de
ld a, [hli]
ld e, a
ld d, [hl]
pop hl
jp PlaceString
GetTypeName:
; Copy the name of type [wNamedObjectIndex] to wStringBuffer1.
ld a, [wNamedObjectIndex]
ld hl, TypeNames
ld e, a
ld d, 0
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ld de, wStringBuffer1
ld bc, MOVE_NAME_LENGTH
jp CopyBytes
INCLUDE "data/types/names.asm"