Add more assert cases in the codebase (pret/pokecrystal#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 vulcandth
parent 144133d98e
commit a62dfe8548
6 changed files with 62 additions and 33 deletions

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@ -576,7 +576,8 @@ ParsePlayerAction:
jr nz, .locked_in
xor a
ld [wMoveSelectionMenuType], a
inc a ; POUND
assert POUND == 1
inc a
ld [wFXAnimID], a
call MoveSelectionScreen
push af
@ -3609,7 +3610,8 @@ TryToRunAwayFromBattle:
cp BATTLEACTION_FORFEIT
ld a, DRAW
jr z, .fled
dec a ; LOSE
assert DRAW - 1 == LOSE
dec a
.fled
ld b, a
ld a, [wBattleResult]

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@ -1238,7 +1238,9 @@ BattleAnimFunction_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
@ -1504,15 +1506,15 @@ BattleAnimFunction_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
@ -1838,8 +1840,10 @@ BattleAnimFunction_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?
@ -2338,7 +2342,9 @@ BattleAnimFunction_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
@ -2414,7 +2420,8 @@ BattleAnimFunction_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
@ -2484,8 +2491,9 @@ BattleAnimFunction_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
@ -2522,15 +2530,15 @@ BattleAnimFunction_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
@ -2550,7 +2558,9 @@ BattleAnimFunction_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
@ -2638,7 +2648,9 @@ BattleAnimFunction_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
@ -3535,7 +3547,9 @@ BattleAnimFunction_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
@ -3707,8 +3721,13 @@ BattleAnimFunction_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
@ -3768,7 +3787,9 @@ BattleAnimFunction_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

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@ -501,11 +501,14 @@ TossMenu:
ResetPocketCursorPositions: ; unreferenced
ld a, [wCurPocket]
and a ; ITEM_POCKET
assert ITEM_POCKET == 0
and a
jr z, .items
dec a ; BALL_POCKET
assert BALL_POCKET == 1
dec a
jr z, .balls
dec a ; KEY_ITEM_POCKET
assert KEY_ITEM_POCKET == 2
dec a
jr z, .key
ret

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@ -2077,7 +2077,8 @@ endc
vc_patch_end
xor a
ldh [hVBlank], a
inc a ; LINK_TIMECAPSULE
assert LINK_TIMECAPSULE == 1
inc a
ld [wLinkMode], a
ret
@ -2142,7 +2143,7 @@ SetBitsForTimeCapsuleRequest:
ldh [rSC], a
ld a, (1 << rSC_ON) | (0 << rSC_CLOCK)
ldh [rSC], a
xor a ; LINK_TIMECAPSULE - 1
xor a ; LINK_NULL
ld [wPlayerLinkAction], a
ld [wChosenCableClubRoom], a
ret

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@ -248,8 +248,8 @@ SetFacingBoulderDust:
and 2
ld a, FACING_BOULDER_DUST_1
jr z, .ok
inc a
assert FACING_BOULDER_DUST_1 + 1 == FACING_BOULDER_DUST_2
inc a
.ok
ld [hl], a
ret
@ -264,8 +264,8 @@ SetFacingGrassShake:
and 4
ld a, FACING_GRASS_1
jr z, .ok
inc a ; FACING_GRASS_2
assert FACING_GRASS_1 + 1 == FACING_GRASS_2
inc a
.ok
ld [hl], a
ret

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@ -212,8 +212,10 @@ GetHPPal::
ld a, e
cp (HP_BAR_LENGTH_PX * 50 / 100) ; 24
ret nc
inc d ; HP_YELLOW
assert HP_GREEN + 1 == HP_YELLOW
inc d
cp (HP_BAR_LENGTH_PX * 21 / 100) ; 10
ret nc
inc d ; HP_RED
assert HP_YELLOW + 1 == HP_RED
inc d
ret