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booster_packs.asm
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; generate a booster pack identified by its BOOSTER_* constant in a,
; and add the drawn cards to the player's collection (sCardCollection).
GenerateBoosterPack:
push hl
push bc
push de
ld [wBoosterPackID], a
.no_cards_found_loop
call InitBoosterData
call GenerateBoosterEnergies
call GenerateBoosterNonEnergies
jr c, .no_cards_found_loop
call PutEnergiesAndNonEnergiesTogether
call AddBoosterCardsToCollection
pop de
pop bc
pop hl
ret
; generate all Pokemon or Trainer cards (if any) for the current booster pack
; return carry if ran out of cards to add to the booster pack
GenerateBoosterNonEnergies:
ld a, STAR
ld [wBoosterCurrentRarity], a
.generate_card_loop
call GetCurrentRarityAmount
ld a, [hl]
or a
jr z, .no_more_of_current_rarity
call FindCardsInSetAndRarity
call CalculateTypeChances
or a
jr z, .no_valid_cards
call Random
call DetermineBoosterCardType
call DetermineBoosterCard
call UpdateBoosterCardTypesChanceByte
call AddBoosterCardToDrawnNonEnergies
call GetCurrentRarityAmount
dec [hl] ; decrement amount left of current rarity
jr .generate_card_loop
.no_more_of_current_rarity
ld a, [wBoosterCurrentRarity]
dec a
ld [wBoosterCurrentRarity], a
bit 7, a ; any rarity left to check?
jr z, .generate_card_loop
or a
ret
.no_valid_cards
debug_nop
scf
ret
; return hl pointing to wBoosterData_CommonAmount, wBoosterData_UncommonAmount,
; or wBoosterData_RareAmount, depending on the value at [wBoosterCurrentRarity]
GetCurrentRarityAmount:
push bc
ld hl, wBoosterData_CommonAmount
ld a, [wBoosterCurrentRarity]
ld c, a
ld b, $0
add hl, bc
pop bc
ret
; loop through all existing cards to see which ones belong to the current set and rarity,
; and add them to wBoosterViableCardList. Also fill wBoosterAmountOfCardTypeTable with
; the amount of available cards of each type, for the current set and rarity.
; Skip any card already drawn in the current pack.
FindCardsInSetAndRarity:
ld c, NUM_BOOSTER_CARD_TYPES
ld hl, wBoosterAmountOfCardTypeTable
xor a
.delete_type_table_loop
ld [hli], a
dec c
jr nz, .delete_type_table_loop
xor a
ld hl, wBoosterViableCardList
ld [hl], a
ld de, 1 ; GRASS_ENERGY
.check_card_viable_loop
push de
ld a, e
ld [wBoosterCurrentCard], a
call CheckCardAlreadyDrawn
jr c, .finished_with_current_card
call CheckCardInSetAndRarity
jr c, .finished_with_current_card
ld a, [wBoosterCurrentCardType]
call GetBoosterCardType
push af
push hl
ld c, a
ld b, $00
ld hl, wBoosterAmountOfCardTypeTable
add hl, bc
inc [hl]
pop hl
ld a, [wBoosterCurrentCard]
ld [hli], a
pop af
ld [hli], a
xor a
ld [hl], a
.finished_with_current_card
pop de
inc e
ld a, e
cp NUM_CARDS + 1
jr c, .check_card_viable_loop
ret
; return nc if card e belongs to the current set and rarity
CheckCardInSetAndRarity:
push bc
ld a, e
call GetCardTypeRarityAndSet
ld [wBoosterCurrentCardType], a
ld a, b
ld [wBoosterCurrentCardRarity], a
ld a, c
ld [wBoosterCurrentCardSet], a
ld a, [wBoosterCurrentCardRarity]
ld c, a
ld a, [wBoosterCurrentRarity]
cp c
jr nz, .invalid_card
ld a, [wBoosterCurrentCardType]
call GetBoosterCardType
cp BOOSTER_CARD_TYPE_ENERGY
jr z, .return_valid_card
ld a, [wBoosterCurrentCardSet]
swap a
and $0f
ld c, a
ld a, [wBoosterData_Set]
cp c
jr nz, .invalid_card
.return_valid_card
or a
jr .return
.invalid_card
scf
.return
pop bc
ret
; Convert a card's TYPE_* constant given in a to its BOOSTER_CARD_TYPE_* constant
; return the result in a
GetBoosterCardType:
push hl
push bc
ld hl, CardTypeTable
cp NUM_CARD_TYPES
jr nc, .load_type
ld c, a
ld b, $00
add hl, bc
.load_type
ld a, [hl]
pop bc
pop hl
ret
CardTypeTable:
table_width 1, CardTypeTable
db BOOSTER_CARD_TYPE_FIRE ; TYPE_PKMN_FIRE
db BOOSTER_CARD_TYPE_GRASS ; TYPE_PKMN_GRASS
db BOOSTER_CARD_TYPE_LIGHTNING ; TYPE_PKMN_LIGHTNING
db BOOSTER_CARD_TYPE_WATER ; TYPE_PKMN_WATER
db BOOSTER_CARD_TYPE_FIGHTING ; TYPE_PKMN_FIGHTING
db BOOSTER_CARD_TYPE_PSYCHIC ; TYPE_PKMN_PSYCHIC
db BOOSTER_CARD_TYPE_COLORLESS ; TYPE_PKMN_COLORLESS
db BOOSTER_CARD_TYPE_TRAINER ; TYPE_PKMN_UNUSED
db BOOSTER_CARD_TYPE_ENERGY ; TYPE_ENERGY_FIRE
db BOOSTER_CARD_TYPE_ENERGY ; TYPE_ENERGY_GRASS
db BOOSTER_CARD_TYPE_ENERGY ; TYPE_ENERGY_LIGHTNING
db BOOSTER_CARD_TYPE_ENERGY ; TYPE_ENERGY_WATER
db BOOSTER_CARD_TYPE_ENERGY ; TYPE_ENERGY_FIGHTING
db BOOSTER_CARD_TYPE_ENERGY ; TYPE_ENERGY_PSYCHIC
db BOOSTER_CARD_TYPE_ENERGY ; TYPE_ENERGY_COLORLESS
db BOOSTER_CARD_TYPE_TRAINER ; TYPE_ENERGY_UNUSED
db BOOSTER_CARD_TYPE_TRAINER ; TYPE_TRAINER
assert_table_length NUM_CARD_TYPES
; calculate the chance of each type (BOOSTER_CARD_TYPE_*) for the next card
; return a = [wd4ca]: sum of all chances
CalculateTypeChances:
ld c, NUM_BOOSTER_CARD_TYPES
xor a
ld hl, wBoosterTempTypeChancesTable
.delete_temp_type_chance_table_loop
ld [hli], a
dec c
jr nz, .delete_temp_type_chance_table_loop
ld [wd4ca], a
ld bc, $00
.check_if_type_is_valid
push bc
ld hl, wBoosterAmountOfCardTypeTable
add hl, bc
ld a, [hl]
or a
jr z, .amount_of_type_or_chance_zero
ld hl, wBoosterData_TypeChances
add hl, bc
ld a, [hl]
or a
jr z, .amount_of_type_or_chance_zero
ld hl, wBoosterTempTypeChancesTable
add hl, bc
ld [hl], a
ld a, [wd4ca]
add [hl]
ld [wd4ca], a
.amount_of_type_or_chance_zero
pop bc
inc c
ld a, c
cp NUM_BOOSTER_CARD_TYPES
jr c, .check_if_type_is_valid
ld a, [wd4ca]
ret
; input: a = random number (between 0 and the sum of all chances)
; store the randomly generated booster card type in [wBoosterJustDrawnCardType]
DetermineBoosterCardType:
ld [wd4ca], a
ld c, $00
ld hl, wBoosterTempTypeChancesTable
.loop_through_card_types
ld a, [hl]
or a
jr z, .skip_no_chance_type
ld a, [wd4ca]
sub [hl]
ld [wd4ca], a
jr c, .found_card_type
.skip_no_chance_type
inc hl
inc c
ld a, c
cp NUM_BOOSTER_CARD_TYPES
jr c, .loop_through_card_types
ld a, BOOSTER_CARD_TYPE_ENERGY
.found_card_type
ld a, c
ld [wBoosterJustDrawnCardType], a
ret
; generate a random number between 0 and the amount of cards matching the current type.
; use that number to determine the card to draw from the booster pack.
; return the card in a.
DetermineBoosterCard:
ld a, [wBoosterJustDrawnCardType]
ld c, a
ld b, $00
ld hl, wBoosterAmountOfCardTypeTable
add hl, bc
ld a, [hl]
call Random
ld [wd4ca], a
ld hl, wBoosterViableCardList
.find_matching_card_loop
ld a, [hli]
or a
jr z, .no_valid_card_found
ld [wBoosterCurrentCard], a
ld a, [wBoosterJustDrawnCardType]
cp [hl]
jr nz, .card_incorrect_type
ld a, [wd4ca]
or a
jr z, .got_valid_card
dec a
ld [wd4ca], a
.card_incorrect_type
inc hl
jr .find_matching_card_loop
.got_valid_card
or a
ret
.no_valid_card_found
debug_nop
scf
ret
; lowers the chance of getting the same type of card multiple times.
; more specifically, when a card of type T is drawn, T's new chances become
; max (1, [wBoosterData_TypeChances[T]] - [wBoosterAveragedTypeChances]).
UpdateBoosterCardTypesChanceByte:
push hl
push bc
ld a, [wBoosterJustDrawnCardType]
ld c, a
ld b, $00
ld hl, wBoosterData_TypeChances
add hl, bc
ld a, [wBoosterAveragedTypeChances]
ld c, a
ld a, [hl]
sub c
ld [hl], a
jr z, .chance_less_than_one
jr nc, .still_some_chance_left
.chance_less_than_one
ld a, 1
ld [hl], a
.still_some_chance_left
pop bc
pop hl
ret
; generates between 0 and 10 energy cards for the current booster.
; the amount of energies and their probabilities vary with each booster.
GenerateBoosterEnergies:
ld hl, wBoosterData_EnergyFunctionPointer + 1
ld a, [hld]
or a
jr z, .no_function_pointer
ld l, [hl]
ld h, a
jp hl
.no_function_pointer
ld a, [hl]
or a
ret z ; return if no hardcoded energy either
push af
call AddBoosterEnergyToDrawnEnergies
pop af
ret
; add the (energy) card at a to wBoosterTempNonEnergiesDrawn and wTempCardCollection
AddBoosterEnergyToDrawnEnergies:
ld [wBoosterCurrentCard], a
call AddBoosterCardToDrawnEnergies
ret
; generates a random energy card
GenerateRandomEnergy:
ld a, NUM_COLORED_TYPES
call Random
add $01
jr AddBoosterEnergyToDrawnEnergies
; generates a booster with 10 random energies
GenerateRandomEnergyBooster:
ld a, NUM_CARDS_IN_BOOSTER
.generate_energy_loop
push af
call GenerateRandomEnergy
pop af
dec a
jr nz, .generate_energy_loop
jr ZeroBoosterRarityData
; generates a booster with 5 Lightning energies and 5 Fire energies
GenerateEnergyBoosterLightningFire:
ld hl, EnergyBoosterLightningFireData
jr GenerateTwoTypesEnergyBooster
; generates a booster with 5 Water energies and 5 Fighting energies
GenerateEnergyBoosterWaterFighting:
ld hl, EnergyBoosterWaterFightingData
jr GenerateTwoTypesEnergyBooster
; generates a booster with 5 Grass energies and 5 Psychic energies
GenerateEnergyBoosterGrassPsychic:
ld hl, EnergyBoosterGrassPsychicData
jr GenerateTwoTypesEnergyBooster
; generates a booster with 5 energies of 2 different types each
GenerateTwoTypesEnergyBooster:
ld b, $02
.add_two_energies_to_booster_loop
ld c, NUM_CARDS_IN_BOOSTER / 2
.add_energy_to_booster_loop
push hl
push bc
ld a, [hl]
call AddBoosterEnergyToDrawnEnergies
pop bc
pop hl
dec c
jr nz, .add_energy_to_booster_loop
inc hl
dec b
jr nz, .add_two_energies_to_booster_loop
; fallthrough
ZeroBoosterRarityData:
xor a
ld [wBoosterData_CommonAmount], a
ld [wBoosterData_UncommonAmount], a
ld [wBoosterData_RareAmount], a
ret
EnergyBoosterLightningFireData:
db LIGHTNING_ENERGY, FIRE_ENERGY
EnergyBoosterWaterFightingData:
db WATER_ENERGY, FIGHTING_ENERGY
EnergyBoosterGrassPsychicData:
db GRASS_ENERGY, PSYCHIC_ENERGY
; add the (energy) card at [wBoosterCurrentCard] to wBoosterTempNonEnergiesDrawn and wTempCardCollection
AddBoosterCardToDrawnEnergies:
push hl
ld hl, wBoosterTempEnergiesDrawn
call AppendCurrentCardToHL
call AddBoosterCardToTempCardCollection
pop hl
ret
; add the (non-energy) card at [wBoosterCurrentCard] to wBoosterTempNonEnergiesDrawn and wTempCardCollection
AddBoosterCardToDrawnNonEnergies:
push hl
ld hl, wBoosterTempNonEnergiesDrawn
call AppendCurrentCardToHL
call AddBoosterCardToTempCardCollection
pop hl
ret
; put the card at [wBoosterCurrentCard] at the end of the booster card list at hl
AppendCurrentCardToHL:
ld a, [hli]
or a
jr nz, AppendCurrentCardToHL
dec hl
ld a, [wBoosterCurrentCard]
ld [hli], a
xor a
ld [hl], a
ret
; trim empty slots in wBoosterCardsDrawn between non-energy cards and energies
PutEnergiesAndNonEnergiesTogether:
push hl
ld hl, wBoosterTempEnergiesDrawn
.loop_through_extra_cards
ld a, [hli]
or a
jr z, .end_of_cards
ld [wBoosterCurrentCard], a
push hl
ld hl, wBoosterTempNonEnergiesDrawn
call AppendCurrentCardToHL
pop hl
jr .loop_through_extra_cards
.end_of_cards
pop hl
ret
; add the final cards drawn from the booster pack to the player's collection (sCardCollection)
AddBoosterCardsToCollection:
push hl
ld hl, wBoosterCardsDrawn
.add_cards_loop
ld a, [hli]
or a
jr z, .no_cards_left
call AddCardToCollection
jr .add_cards_loop
.no_cards_left
pop hl
ret
; add the card at [wBoosterCurrentCard] to wTempCardCollection
AddBoosterCardToTempCardCollection:
push hl
ld h, HIGH(wTempCardCollection)
ld a, [wBoosterCurrentCard]
ld l, a
inc [hl]
pop hl
ret
; check if the card at [wBoosterCurrentCard] has already been added to wTempCardCollection
CheckCardAlreadyDrawn:
push hl
ld h, HIGH(wTempCardCollection)
ld a, [wBoosterCurrentCard]
ld l, a
ld a, [hl]
pop hl
cp $01
ccf
ret
; clears wBoosterCardsDrawn and wTempCardCollection.
; copies booster data to wBoosterDataCurSet, wBoosterData_EnergyFunctionPointer, and wBoosterData_TypeChances.
; copies rarity amounts to wBoosterData*Amount and averages them into wBoosterAveragedTypeChances.
InitBoosterData:
ld c, wBoosterCardsDrawnEnd - wBoosterCardsDrawn
ld hl, wBoosterCardsDrawn
xor a
.clear_player_deck_loop
ld [hli], a
dec c
jr nz, .clear_player_deck_loop
ld c, $00 ; $100
ld hl, wTempCardCollection
xor a
.clear_temp_card_collection_loop
ld [hli], a
dec c
jr nz, .clear_temp_card_collection_loop
call FindBoosterDataPointer
ld de, wBoosterData_Set
ld bc, wBoosterData_TypeChances - wBoosterData_Set + NUM_BOOSTER_CARD_TYPES ; Pack2 - Pack1
call CopyDataHLtoDE ; load booster pack data to wram
call LoadRarityAmountsToWram
ld bc, $0
ld d, NUM_BOOSTER_CARD_TYPES
ld e, $0
ld hl, wBoosterData_TypeChances
.add_chance_bytes_loop
ld a, [hli]
or a
jr z, .skip_chance_byte
add c
ld c, a
inc e
.skip_chance_byte
dec d
jr nz, .add_chance_bytes_loop
call DivideBCbyDE
ld a, c
ld [wBoosterAveragedTypeChances], a
ret
; get the pointer to the data of the booster pack at [wBoosterPackID]
FindBoosterDataPointer:
push bc
ld a, [wBoosterPackID]
add a
ld c, a
ld b, $0
ld hl, BoosterDataJumptable
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
pop bc
ret
BoosterDataJumptable:
table_width 2, BoosterDataJumptable
dw BoosterPack_ColosseumNeutral
dw BoosterPack_ColosseumGrass
dw BoosterPack_ColosseumFire
dw BoosterPack_ColosseumWater
dw BoosterPack_ColosseumLightning
dw BoosterPack_ColosseumFighting
dw BoosterPack_ColosseumTrainer
dw BoosterPack_EvolutionNeutral
dw BoosterPack_EvolutionGrass
dw BoosterPack_EvolutionNeutralFireEnergy
dw BoosterPack_EvolutionWater
dw BoosterPack_EvolutionFighting
dw BoosterPack_EvolutionPsychic
dw BoosterPack_EvolutionTrainer
dw BoosterPack_MysteryNeutral
dw BoosterPack_MysteryGrassColorless
dw BoosterPack_MysteryWaterColorless
dw BoosterPack_MysteryLightningColorless
dw BoosterPack_MysteryFightingColorless
dw BoosterPack_MysteryTrainerColorless
dw BoosterPack_LaboratoryMostlyNeutral
dw BoosterPack_LaboratoryGrass
dw BoosterPack_LaboratoryWater
dw BoosterPack_LaboratoryPsychic
dw BoosterPack_LaboratoryTrainer
dw BoosterPack_EnergyLightningFire
dw BoosterPack_EnergyWaterFighting
dw BoosterPack_EnergyGrassPsychic
dw BoosterPack_RandomEnergies
assert_table_length NUM_BOOSTERS
; load rarity amounts of the booster pack set at [wBoosterData_Set] to wBoosterData*Amount
LoadRarityAmountsToWram:
ld a, [wBoosterData_Set]
add a
add a
ld c, a
ld b, $00
ld hl, BoosterSetRarityAmountsTable
add hl, bc
inc hl
ld a, [hli]
ld [wBoosterData_CommonAmount], a
ld a, [hli]
ld [wBoosterData_UncommonAmount], a
ld a, [hli]
ld [wBoosterData_RareAmount], a
ret
INCLUDE "data/booster_packs.asm"