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Remove the redundant move grammar table
Kurausukun edited this page Oct 31, 2020
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In Japanese, there are five ways to say "POKéMON used MOVE!":
- "POKéMONが MOVEを つかった!" ("POKéMON used MOVE!")
- "POKéMONが MOVEした!" ("POKéMON did MOVE!")
- "POKéMONが MOVE した!" ("POKéMON did MOVE!" for long move names)
- "POKéMONの MOVE こうげき!" ("POKéMON's MOVE attack!")
- "POKéMONの MOVE!" ("POKéMON's MOVE!")
These are all redundant in the English localization. This tutorial will show you how to remove them, which saves space and simplifies the code.
Simply delete data/moves/grammar.asm.
Edit data/text/common_2.asm:
_ActorNameText::
text "<USER>@"
text_end
-_UsedMove1Text::
+_UsedMoveText::
text_start
line "used @"
text_end
-
-_UsedMove2Text::
- text_start
- line "used @"
- text_end
_UsedInsteadText::
text "instead,"
cont "@"
text_end
_MoveNameText::
text_ram wStringBuffer2
- text_end
-
- text_end ; unused
-
-_EndUsedMove1Text::
- text "!"
- done
-
-_EndUsedMove2Text::
- text "!"
- done
-
-_EndUsedMove3Text::
- text "!"
- done
-
-_EndUsedMove4Text::
- text "!"
- done
-
-_EndUsedMove5Text::
text "!"
done
Edit engine/battle/used_move_text.asm:
UsedMoveText:
; this is a stream of text and asm from 105db9 to 105ef6
text_far _ActorNameText
text_asm
ldh a, [hBattleTurn]
and a
jr nz, .start
ld a, [wPlayerMoveStruct + MOVE_ANIM]
call UpdateUsedMoves
.start
ld a, BATTLE_VARS_LAST_MOVE
call GetBattleVarAddr
ld d, h
ld e, l
ld a, BATTLE_VARS_LAST_COUNTER_MOVE
call GetBattleVarAddr
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
- ld [wMoveGrammar], a
+ ld [wTempByteValue], a
push hl
farcall CheckUserIsCharging
pop hl
- jr nz, .grammar
+ jr nz, .ok
; update last move
- ld a, [wMoveGrammar]
+ ld a, [wTempByteValue]
ld [hl], a
ld [de], a
-.grammar
- call GetMoveGrammar
-; wMoveGrammar now contains MoveGrammar
-
-; everything except 'instead' made redundant in localization
-
- ; check obedience
- ld a, [wAlreadyDisobeyed]
- and a
- ld hl, UsedMove2Text
- ret nz
-
- ; check move grammar
- ld a, [wMoveGrammar]
- cp $3
- ld hl, UsedMove2Text
- ret c
- ld hl, UsedMove1Text
+.ok
+ ld hl, UsedMoveInsteadText
ret
-UsedMove1Text:
- text_far _UsedMove1Text
- text_asm
- jr UsedMoveText_CheckObedience
-
-UsedMove2Text:
- text_far _UsedMove2Text
+UsedMoveInsteadText:
+ text_far _UsedMoveText
text_asm
-UsedMoveText_CheckObedience:
; check obedience
ld a, [wAlreadyDisobeyed]
and a
jr z, .GetMoveNameText
; print "instead,"
ld hl, .UsedInsteadText
ret
.UsedInsteadText:
text_far _UsedInsteadText
text_asm
.GetMoveNameText:
ld hl, MoveNameText
ret
MoveNameText:
text_far _MoveNameText
+ text_end
- text_asm
-; get start address
- ld hl, .endusedmovetexts
-
- ...
-
-GetMoveGrammar:
- ...
- ret
-
-INCLUDE "data/moves/grammar.asm"
(If you're using an older version of pokecrystal that has wd265
instead of wMoveGrammar
, you don't need to replace wd265
with wTempByteValue
, but do need to make the other changes. Older versions also use db "@"
instead of text_end
.)
Now moves will still print correctly, but without wasting time and space on using certain grammar.