ref: c9d3881a2ffa4e3bdb5e5c12d98c20c0bba1e400
parent: 70ecde3f78dc9885a04eb002f68681d03cc2d212
author: yenatch <[email protected]>
date: Fri Aug 30 18:59:40 EDT 2013
rename RNG to Random also fix 'Far' naming scheme for BattleRandom this was a long time coming
--- a/battle/ai/scoring.asm
+++ b/battle/ai/scoring.asm
@@ -129,7 +129,7 @@
jr .checkmove
.discourage
- call RNG
+ call Random
cp 30
jr c, .checkmove
inc [hl]
@@ -430,7 +430,7 @@
ret
.asm_38815
- call RNG
+ call Random
cp $64
ret c
@@ -575,7 +575,7 @@
call AICheckEnemyQuarterHP
ret nc
- call RNG
+ call Random
cp 20
ret c
@@ -588,7 +588,7 @@
AIScoring_DreamEater: ; 388ca
- call RNG
+ call Random
cp $19
ret c
@@ -612,7 +612,7 @@
bit 0, a
jr nz, .asm_388ef
- call RNG
+ call Random
cp $b2
jr nc, .asm_38911
@@ -628,7 +628,7 @@
jr nc, .asm_3890f
- call RNG
+ call Random
cp $a
jr c, .asm_388ef
@@ -683,7 +683,7 @@
ret
.asm_38938
- call RNG
+ call Random
cp $50
ret c
dec [hl]
@@ -744,7 +744,7 @@
call AICompareSpeed
ret nc
- call RNG
+ call Random
cp $19
ret c
@@ -766,7 +766,7 @@
bit 0, a
jr nz, .asm_3899d
- call RNG
+ call Random
cp $b2
jr nc, .asm_389bf
@@ -782,7 +782,7 @@
jr nc, .asm_389bd
- call RNG
+ call Random
cp $a
jr c, .asm_3899d
@@ -837,7 +837,7 @@
ret
.asm_389e6
- call RNG
+ call Random
cp $50
ret c
dec [hl]
@@ -878,7 +878,7 @@
.asm_38a12
pop hl
- call RNG
+ call Random
cp $28
ret c
dec [hl]
@@ -894,7 +894,7 @@
AIScoring_Bide: ; 38a1e
call AICheckEnemyMaxHP
ret c
- call RNG
+ call Random
cp $19
ret c
inc [hl]
@@ -926,7 +926,7 @@
ret
.asm_38a45
- call RNG
+ call Random
cp $19
ret c
dec [hl]
@@ -948,7 +948,7 @@
AIScoring_Reflect: ; 38a54
call AICheckEnemyMaxHP
ret c
- call RNG
+ call Random
cp $14
ret c
inc [hl]
@@ -1041,7 +1041,7 @@
ret c
.asm_38acd
- call RNG
+ call Random
cp $c8
ret c
@@ -1061,7 +1061,7 @@
AIScoring_Confuse: ; 38adb
call AICheckPlayerHalfHP
ret c
- call RNG
+ call Random
cp $19
jr c, .asm_38ae7
inc [hl]
@@ -1156,7 +1156,7 @@
ret nz
call AICompareSpeed
ret c
- call RNG
+ call Random
cp 30
ret c
dec [hl]
@@ -1183,7 +1183,7 @@
ret
.asm_38b72
- call RNG
+ call Random
cp 40
ret c
inc [hl]
@@ -1334,7 +1334,7 @@
.asm_38c30
- call RNG
+ call Random
cp $64
jr c, .asm_38c38
@@ -1388,7 +1388,7 @@
jr nc, .asm_38c81
.asm_38c78
- call RNG
+ call Random
cp $46
ret c
dec [hl]
@@ -1527,7 +1527,7 @@
cp $f
jr nc, .asm_38d0b
- call RNG
+ call Random
cp $64
ret nc
@@ -1536,7 +1536,7 @@
ret
.asm_38d0d
- call RNG
+ call Random
cp $64
ret c
dec [hl]
@@ -1700,7 +1700,7 @@
ret
.asm_38dc9
- call RNG
+ call Random
cp $19
ret c
@@ -1722,7 +1722,7 @@
pop hl
jr nc, .asm_38dee
- call RNG
+ call Random
cp 100
ret c
dec [hl]
@@ -1734,7 +1734,7 @@
ret nz
.asm_38df3
- call RNG
+ call Random
cp 20
ret c
inc [hl]
@@ -1961,7 +1961,7 @@
inc [hl]
.asm_38f14
- call RNG
+ call Random
cp 20
ret c
inc [hl]
@@ -1985,7 +1985,7 @@
cp GHOST
jr z, .asm_38f41
- call RNG
+ call Random
cp 20
ret c
inc [hl]
@@ -1992,7 +1992,7 @@
ret
.asm_38f41
- call RNG
+ call Random
cp 100
ret c
dec [hl]
@@ -2169,7 +2169,7 @@
cp 8
jr nc, .asm_39020
- call RNG
+ call Random
cp 200
ret nc
dec [hl]
@@ -2196,7 +2196,7 @@
ret
.asm_39032
- call RNG
+ call Random
cp 200
ret nc
dec [hl]
@@ -2558,7 +2558,7 @@
.asm_391ca
- call RNG
+ call Random
cp 100
jr c, .asm_391d2
dec [hl]
@@ -2634,7 +2634,7 @@
cp WEATHER_RAIN
ret nz
- call RNG
+ call Random
cp 25 ; 1/10
ret c
@@ -2657,7 +2657,7 @@
cp WEATHER_SUN
ret nz
- call RNG
+ call Random
cp 25 ; 1/10
ret c
@@ -3150,7 +3150,7 @@
pop hl
jr nc, .asm_39425
- call RNG
+ call Random
cp 230
ret nc
@@ -3274,7 +3274,7 @@
call AICheckEnemyMaxHP
jr c, .nextmove
- call RNG
+ call Random
cp 200 ; 1/5
jr c, .nextmove
@@ -3347,7 +3347,7 @@
Function_0x39521: ; 39521
- call RNG
+ call Random
cp 50 ; 1/5
ret
; 39527
@@ -3354,7 +3354,7 @@
Function_0x39527: ; 39527
- call RNG
+ call Random
cp $80 ; 1/2
ret
; 3952d
--- a/battle/effect_commands.asm
+++ b/battle/effect_commands.asm
@@ -288,7 +288,7 @@
call FarPlayBattleAnimation
; 50% chance of hitting itself
- call FarBattleRNG
+ call BattleRandom
cp $80
jr nc, .CheckAttract
@@ -319,7 +319,7 @@
call FarPlayBattleAnimation
; 50% chance of infatuation
- call FarBattleRNG
+ call BattleRandom
cp $80
jr c, .CheckDisabledMove
@@ -353,7 +353,7 @@
ret z
; 25% chance to be fully paralyzed
- call FarBattleRNG
+ call BattleRandom
cp $3f
ret nc
@@ -544,7 +544,7 @@
call FarPlayBattleAnimation
; 50% chance of hitting itself
- call FarBattleRNG
+ call BattleRandom
cp $80
jr nc, .CheckAttract
@@ -598,7 +598,7 @@
call FarPlayBattleAnimation
; 50% chance of infatuation
- call FarBattleRNG
+ call BattleRandom
cp $80
jr c, .CheckDisabledMove
@@ -633,7 +633,7 @@
ret z
; 25% chance to be fully paralyzed
- call FarBattleRNG
+ call BattleRandom
cp $3f
ret nc
@@ -808,7 +808,7 @@
; Random number from 0 to obedience level + monster level
.rand1
- call FarBattleRNG
+ call BattleRandom
swap a
cp b
jr nc, .rand1
@@ -826,7 +826,7 @@
; Another random number from 0 to obedience level + monster level
.rand2
- call FarBattleRNG
+ call BattleRandom
cp b
jr nc, .rand2
@@ -843,7 +843,7 @@
ld b, a
; The chance of napping is the difference out of 256.
- call FarBattleRNG
+ call BattleRandom
swap a
sub b
jr c, .Nap
@@ -862,7 +862,7 @@
.Nap
- call FarBattleRNG
+ call BattleRandom
add a
swap a
and 7
@@ -876,7 +876,7 @@
.DoNothing
- call FarBattleRNG
+ call BattleRandom
and 3
; 'loafing around!'
@@ -964,7 +964,7 @@
.RandomMove
- call FarBattleRNG
+ call BattleRandom
and 3
cp b
@@ -1324,7 +1324,7 @@
ld hl, .Chances
ld b, 0
add hl, bc
- call FarBattleRNG
+ call BattleRandom
cp [hl]
ret nc
ld a, 1
@@ -2338,7 +2338,7 @@
; Multiply by 85-100%...
.loop
- call FarBattleRNG
+ call BattleRandom
rrca
cp $d9 ; 85%
jr c, .loop
@@ -2423,7 +2423,7 @@
cp $ff
jr z, .Hit
- call FarBattleRNG
+ call BattleRandom
cp b
jr nc, .Miss
@@ -2701,7 +2701,7 @@
ld hl, EnemyMoveEffectChance
.asm_34ee1
- call FarBattleRNG
+ call BattleRandom
cp [hl]
pop hl
ret c
@@ -2986,7 +2986,7 @@
cp HELD_FOCUS_BAND
ld b, $0
jr nz, .asm_3508b ; 3507a $f
- call FarBattleRNG
+ call BattleRandom
cp c
jr nc, .asm_3508b ; 35080 $9
call BattleCommand4b
@@ -4332,7 +4332,7 @@
add b
ld b, a
.asm_3575d
- call FarBattleRNG
+ call BattleRandom
and a
jr z, .asm_3575d ; 35761 $fa
cp b
@@ -4555,7 +4555,7 @@
bit 4, [hl]
jp nz, Function0x35923
set 4, [hl]
- call FarBattleRNG
+ call BattleRandom
and $3
inc a
inc a
@@ -4782,7 +4782,7 @@
call SwitchTurn
.asm_35a13
- call FarBattleRNG
+ call BattleRandom
and $1f
cp $a
jr c, .asm_35a24 ; 35a1a $8
@@ -5005,7 +5005,7 @@
dec hl
.asm_35b62
push hl
- call FarBattleRNG
+ call BattleRandom
and $3
ld c, a
ld b, $0
@@ -5173,7 +5173,7 @@
jr z, .asm_35c91 ; 35c46 $49
push bc
call GetMoveName
- call FarBattleRNG
+ call BattleRandom
and $3
inc a
inc a
@@ -5576,7 +5576,7 @@
ld b, $3
.asm_35ea4
- call FarBattleRNG
+ call BattleRandom
and b
jr z, .asm_35ea4
cp 7
@@ -5625,7 +5625,7 @@
bit 5, a
jr nz, .asm_35eec
- call FarBattleRNG
+ call BattleRandom
cp $40
ret c
@@ -5715,7 +5715,7 @@
ld a, [PlayerSubStatus5]
bit 5, a
jr nz, .asm_35f89 ; 35f80 $7
- call FarBattleRNG
+ call BattleRandom
cp $40
jr c, .asm_35fb8 ; 35f87 $2f
.asm_35f89
@@ -6375,7 +6375,7 @@
cp EFFECT_ACCURACY_DOWN_HIT
jr z, .DidntMiss
- call FarBattleRNG
+ call BattleRandom
cp $40
jr c, .Failed
@@ -6789,7 +6789,7 @@
; 1/3 chance of each status
.loop
- call FarBattleRNG
+ call BattleRandom
swap a
and 3
jr z, .loop
@@ -7043,7 +7043,7 @@
ld [de], a
ld [PlayerMoveEffect], a
ld [EnemyMoveEffect], a
- call FarBattleRNG
+ call BattleRandom
and $1
inc a
inc a
@@ -7080,7 +7080,7 @@
pop af
jr nz, .asm_3674c ; 3673f $b
set 7, [hl]
- call FarBattleRNG
+ call BattleRandom
and $1
inc a
inc a
@@ -7110,7 +7110,7 @@
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarPair
set 1, [hl]
- call FarBattleRNG
+ call BattleRandom
and $1
inc a
ld [de], a
@@ -7152,7 +7152,7 @@
ld c, a
inc c
.asm_367ac
- call FarBattleRNG
+ call BattleRandom
cp c
jr nc, .asm_367ac ; 367b0 $fa
srl b
@@ -7177,7 +7177,7 @@
ld c, a
inc c
.asm_367d2
- call FarBattleRNG
+ call BattleRandom
cp c
jr nc, .asm_367d2 ; 367d6 $fa
srl b
@@ -7242,7 +7242,7 @@
ld c, a
inc c
.asm_36845
- call FarBattleRNG
+ call BattleRandom
cp c
jr nc, .asm_36845 ; 36849 $fa
srl b
@@ -7282,7 +7282,7 @@
ld a, [CurOTMon]
ld c, a
.asm_3689a
- call FarBattleRNG
+ call BattleRandom
and $7
cp b
jr nc, .asm_3689a ; 368a0 $f8
@@ -7332,7 +7332,7 @@
ld c, a
inc c
.asm_368e6
- call FarBattleRNG
+ call BattleRandom
cp c
jr nc, .asm_368e6
@@ -7378,7 +7378,7 @@
ld a, [CurBattleMon]
ld c, a
.asm_3693a
- call FarBattleRNG
+ call BattleRandom
and $7
cp b
jr nc, .asm_3693a
@@ -7496,7 +7496,7 @@
cp EFFECT_TRIPLE_KICK
jr nz, .asm_36a2b
.asm_369ec
- call FarBattleRNG
+ call BattleRandom
and $3
jr z, .asm_369ec
dec a
@@ -7530,11 +7530,11 @@
call BattleCommanda8
jp EndMoveEffect
.asm_36a2b
- call FarBattleRNG
+ call BattleRandom
and $3
cp $2
jr c, .asm_36a39 ; 36a32 $5
- call FarBattleRNG
+ call BattleRandom
and $3
.asm_36a39
inc a
@@ -7670,7 +7670,7 @@
ld d, h
ld e, l
call GetUserItem
- call FarBattleRNG
+ call BattleRandom
cp c
ret nc
call EndRechargeOpp
@@ -7917,7 +7917,7 @@
call CleanGetBattleVarPair
bit 4, a
ret nz
- call FarBattleRNG
+ call BattleRandom
and 3
inc a
inc a
@@ -8116,7 +8116,7 @@
.asm_36d7b
set 7, [hl]
- call FarBattleRNG
+ call BattleRandom
and 3
inc a
inc a
@@ -8196,7 +8196,7 @@
ld a, [PlayerSubStatus5]
bit 5, a
jr nz, .asm_36e0e ; 36e05 $7
- call FarBattleRNG
+ call BattleRandom
cp $40
jr c, .asm_36e52 ; 36e0c $44
.asm_36e0e
@@ -8558,7 +8558,7 @@
and a
jr z, .asm_37059 ; 3702c $2b
.asm_3702e
- call FarBattleRNG
+ call BattleRandom
and $7
jr z, .asm_3702e ; 37033 $f9
inc a
@@ -8677,7 +8677,7 @@
call Function0x37e77
jp PrintButItFailed
.asm_370d9
- call FarBattleRNG
+ call BattleRandom
and $3
ld c, a
ld b, $0
@@ -9235,7 +9235,7 @@
call Function0x37e36
.GetMove
- call FarBattleRNG
+ call BattleRandom
; No invalid moves.
cp BEAT_UP + 1
@@ -9596,7 +9596,7 @@
jr .asm_37665
.asm_37656
- call FarBattleRNG
+ call BattleRandom
and a
jr z, .asm_37656
@@ -10029,7 +10029,7 @@
and a
jp nz, Function0x37e77
push bc
- call FarBattleRNG
+ call BattleRandom
ld b, a
ld hl, .table_37907
ld c, 0
@@ -10186,7 +10186,7 @@
; getmagnitude
push bc
- call FarBattleRNG
+ call BattleRandom
ld b, a
ld hl, .Magnitudes
.asm_37999
--- a/engine/scripting.asm
+++ b/engine/scripting.asm
@@ -1988,7 +1988,7 @@
ld b, a
.asm_97653
push bc
- call RNG
+ call Random
pop bc
ld a, [$ffe1]
cp b
@@ -1996,7 +1996,7 @@
jr .asm_97666 ; 0x9765d $7
.asm_9765f
push bc
- call RNG
+ call Random
pop bc
ld a, [$ffe1]
.asm_97666
--- a/items/item_effects.asm
+++ b/items/item_effects.asm
@@ -166,7 +166,7 @@
.asm_e98e
ld b, a
ld [MagikarpLength], a
- call RNG
+ call Random
cp b
ld a, $0
--- a/main.asm
+++ b/main.asm
@@ -5570,49 +5570,50 @@
; 2f8c
-RNG: ; 2f8c
+Random: ; 2f8c
+; A simple hardware-based random number generator (RNG).
+
; Two random numbers are generated by adding and subtracting
; the divider to the respective values every time it's called.
-; The divider is a value that increments at a rate of 16384Hz.
+; The divider is a register that increments at a rate of 16384Hz.
; For comparison, the Game Boy operates at a clock speed of 4.2MHz.
-; Additionally, an equivalent function is called every frame.
+; Additionally, an equivalent function is executed in VBlank.
-; output:
-; a: rand2
-; ffe1: rand1
-; ffe2: rand2
+; This leaves a with the value in hRandomSub.
push bc
-; Added value
+
ld a, [rDIV]
ld b, a
ld a, [hRandomAdd]
adc b
ld [hRandomAdd], a
-; Subtracted value
+
ld a, [rDIV]
ld b, a
ld a, [hRandomSub]
sbc b
ld [hRandomSub], a
+
pop bc
ret
; 2f9f
-FarBattleRNG: ; 2f9f
-; BattleRNG lives in another bank.
-; It handles all RNG calls in the battle engine,
-; allowing link battles to remain in sync using a shared PRNG.
+BattleRandom: ; 2f9f
+; _BattleRandom lives in another bank.
+; It handles all RNG calls in the battle engine, allowing
+; link battles to remain in sync using a shared PRNG.
+
; Save bank
ld a, [hROMBank] ; bank
push af
; Bankswitch
- ld a, BANK(BattleRNG)
+ ld a, BANK(_BattleRandom)
rst Bankswitch
- call BattleRNG
+ call _BattleRandom
; Restore bank
ld [$cfb6], a
pop af
@@ -5634,7 +5635,7 @@
ld b, a
push bc
.asm_2fbb
- call RNG
+ call Random
ld a, [hRandomAdd]
ld c, a
add b
@@ -10416,7 +10417,7 @@
; 4822
Function4822: ; 4822
- call RNG
+ call Random
ld a, [hRandomAdd]
and 1
jp Function4af0
@@ -10423,7 +10424,7 @@
; 482c
Function482c: ; 482c
- call RNG
+ call Random
ld a, [hRandomAdd]
and 1
or 2
@@ -10431,7 +10432,7 @@
; 4838
Function4838: ; 4838
- call RNG
+ call Random
ld a, [hRandomAdd]
and 3
jp Function4af0
@@ -10438,7 +10439,7 @@
; 4842
Function4842: ; 4842
- call RNG
+ call Random
ld a, [hRandomAdd]
and $c
ld hl, $0008
@@ -10453,7 +10454,7 @@
ld a, [hl]
and $c
ld d, a
- call RNG
+ call Random
ld a, [hRandomAdd]
and $c
cp d
@@ -10956,7 +10957,7 @@
; 4b1d
Function4b1d: ; 4b1d
- call RNG
+ call Random
ld a, [hRandomAdd]
and $7f
jr Function4b2d
@@ -10963,7 +10964,7 @@
; 4b26
Function4b26: ; 4b26
- call RNG
+ call Random
ld a, [hRandomAdd]
and $1f
; fallthrough
@@ -13248,10 +13249,10 @@
ld a, [hRandomAdd]
ld [PlayerID + 1], a
- call RNG
+ call Random
ld [$d84a], a
call DelayFrame
- call RNG
+ call Random
ld [$d84b], a
ld hl, PartyCount
@@ -13460,9 +13461,9 @@
jr z, .asm_5d55
ld a, b
ld [$ac68], a
- call RNG
+ call Random
ld c, a
- call RNG
+ call Random
.asm_5d55
ld [$dc9f], a
@@ -15963,7 +15964,7 @@
dec [hl]
ret nz
- call RNG
+ call Random
ld [hl], a
ld hl, $6e1d
ld a, $5
@@ -15983,7 +15984,7 @@
ld b, $a
.asm_72f8
- call RNG
+ call Random
cp b
ret nc
ld hl, DaycareMan
@@ -16180,7 +16181,7 @@
call GetCurNick
call Function746e
pop hl
- call RNG
+ call Random
.next
sub [hl]
jr c, .asm_7444
@@ -20995,9 +20996,9 @@
ld a, [IsInBattle]
and a
jr nz, .asm_d9f3
- call RNG
+ call Random
ld b, a
- call RNG
+ call Random
ld c, a
.asm_d9b5
@@ -22024,9 +22025,9 @@
call GetFarByte
ld b, a
ld hl, $ad2c
- call RNG
+ call Random
ld [hli], a
- call RNG
+ call Random
ld [hl], a
call CloseSRAM
ld a, $13
@@ -33725,7 +33726,7 @@
call Function2a111
call Function2a124
call Function2a138
- call RNG
+ call Random
cp b
ret
; 2a111
@@ -33804,7 +33805,7 @@
.asm_2a174
push hl
.asm_2a175
- call RNG
+ call Random
cp 100
jr nc, .asm_2a175
inc a
@@ -33828,7 +33829,7 @@
call Function1852
jr nz, .asm_2a1aa
- call RNG
+ call Random
cp 89
jr c, .asm_2a1aa
inc b
@@ -34073,7 +34074,7 @@
call Function1852
jr z, .asm_2a30a
call Function2a27f
- call RNG
+ call Random
cp 100
jr nc, .asm_2a30a
and 3
@@ -34182,7 +34183,7 @@
.asm_2a36e
ld h, d
ld l, e
- call RNG
+ call Random
and $1f
jr z, .asm_2a3cd
and $3
@@ -34243,7 +34244,7 @@
.asm_2a3cd
ld hl, $640f
.asm_2a3d0
- call RNG
+ call Random
and $f
cp $10
jr nc, .asm_2a3d0
@@ -34944,7 +34945,7 @@
ld hl, StatusFlags2
bit 6, [hl]
ret z
- call RNG
+ call Random
ld a, [hRandomAdd]
and a
ret nz
@@ -34954,7 +34955,7 @@
ld a, [PartyCount]
ld b, a
.asm_2ed70
- call RNG
+ call Random
and $7
cp b
jr nc, .asm_2ed70
@@ -34964,7 +34965,7 @@
and $f0
ret nz
.asm_2ed82
- call RNG
+ call Random
and a
jr z, .asm_2ed82
ld b, a
@@ -34984,7 +34985,7 @@
ret
.asm_2ed9a
- call RNG
+ call Random
cp $55
ret nc
ld a, [PartyCount]
@@ -34994,7 +34995,7 @@
ld a, b
cp $2
jr c, .asm_2edc3
- call RNG
+ call Random
cp $80
jr c, .asm_2edc3
.asm_2edb3
@@ -35047,7 +35048,7 @@
ld hl, StatusFlags2
bit 6, [hl]
ret z
- call RNG
+ call Random
cp $10
ret nc
ld hl, PartyMons
@@ -35505,7 +35506,7 @@
jp z, Function38041
cp $10
jr nz, .asm_38061
- call RNG
+ call Random
cp $80
jr c, .asm_38077
jp Function38041
@@ -35513,13 +35514,13 @@
.asm_38061
cp $20
jr nz, .asm_3806f
- call RNG
+ call Random
cp $c8
jr c, .asm_38077
jp Function38041
.asm_3806f
- call RNG
+ call Random
cp $a
jp c, Function38041
@@ -35538,7 +35539,7 @@
jp z, Function38041
cp $10
jr nz, .asm_3809f
- call RNG
+ call Random
cp $14
jr c, .asm_380b5
jp Function38041
@@ -35546,13 +35547,13 @@
.asm_3809f
cp $20
jr nz, .asm_380ad
- call RNG
+ call Random
cp $1e
jr c, .asm_380b5
jp Function38041
.asm_380ad
- call RNG
+ call Random
cp $c8
jp c, Function38041
@@ -35571,7 +35572,7 @@
jp z, Function38041
cp $10
jr nz, .asm_380dd
- call RNG
+ call Random
cp $32
jr c, .asm_380f3
jp Function38041
@@ -35579,13 +35580,13 @@
.asm_380dd
cp $20
jr nz, .asm_380eb
- call RNG
+ call Random
cp $80
jr c, .asm_380f3
jp Function38041
.asm_380eb
- call RNG
+ call Random
cp $32
jp c, Function38041
@@ -36673,13 +36674,13 @@
ld a, [$ffcb]
cp $2
jr z, .asm_3c341
- call FarBattleRNG
+ call BattleRandom
cp $80
jp c, $43f1
jp Function3c3f3
.asm_3c341
- call FarBattleRNG
+ call BattleRandom
cp $80
jp c, Function3c3f3
jp $43f1
@@ -36711,7 +36712,7 @@
ld a, b
cp $4a
jr z, .asm_3c39f
- call FarBattleRNG
+ call BattleRandom
cp e
jr nc, .asm_3c3c5
jp $43f1
@@ -36720,7 +36721,7 @@
ld a, b
cp $4a
jr nz, .asm_3c3c5
- call FarBattleRNG
+ call BattleRandom
cp c
jr nc, .asm_3c3c5
jp Function3c3f3
@@ -36729,19 +36730,19 @@
ld a, [$ffcb]
cp $2
jr z, .asm_3c3b5
- call FarBattleRNG
+ call BattleRandom
cp c
jp c, Function3c3f3
- call FarBattleRNG
+ call BattleRandom
cp e
jp c, $43f1
jr .asm_3c3c5
.asm_3c3b5
- call FarBattleRNG
+ call BattleRandom
cp e
jp c, $43f1
- call FarBattleRNG
+ call BattleRandom
cp c
jp c, Function3c3f3
jr .asm_3c3c5
@@ -36759,13 +36760,13 @@
ld a, [$ffcb]
cp $2
jr z, .asm_3c3e9
- call FarBattleRNG
+ call BattleRandom
cp $80
jp c, $43f1
jp Function3c3f3
.asm_3c3e9
- call FarBattleRNG
+ call BattleRandom
cp $80
jp c, Function3c3f3
scf
@@ -36996,7 +36997,7 @@
call IsInArray
jr c, .Flee
- call FarBattleRNG
+ call BattleRandom
ld b, a
cp $80
jr nc, .Stay
@@ -37772,7 +37773,7 @@
ld a, [$c73f]
and a
ret nz
- call FarBattleRNG
+ call BattleRandom
cp $19
ret nc
xor a
@@ -37793,7 +37794,7 @@
ld a, [$c740]
and a
ret nz
- call FarBattleRNG
+ call BattleRandom
cp $19
ret nc
xor a
@@ -39731,7 +39732,7 @@
.asm_3d6a7
ld a, [OTPartyCount]
ld b, a
- call FarBattleRNG
+ call BattleRandom
and $7
cp b
jr nc, .asm_3d6a7
@@ -40122,7 +40123,7 @@
jr .asm_3d96c
.asm_3d97a
- call FarBattleRNG
+ call BattleRandom
ld b, a
ld a, [$ffb6]
cp b
@@ -42258,7 +42259,7 @@
jr nz, .asm_3e882
.asm_3e855
ld hl, EnemyMonMove1
- call FarBattleRNG
+ call BattleRandom
and $3
ld c, a
ld b, $0
@@ -42360,7 +42361,7 @@
; To do this we pull the species from TempEnemyMonSpecies
; Notes:
-; FarBattleRNG is used to ensure sync between Game Boys
+; BattleRandom is used to ensure sync between Game Boys
; Clear the whole EnemyMon struct
xor a
@@ -42419,13 +42420,13 @@
; 2% Item2
; 25% chance of getting an item
- call FarBattleRNG
+ call BattleRandom
cp a, $c0
ld a, NO_ITEM
jr c, .UpdateItem
; From there, an 8% chance for Item2
- call FarBattleRNG
+ call BattleRandom
cp a, $14 ; 8% of 25% = 2% Item2
ld a, [BaseItems]
jr nc, .UpdateItem
@@ -42505,10 +42506,10 @@
; (HP is initialized at the end of the battle)
call GetRoamMonDVs
inc hl
- call FarBattleRNG
+ call BattleRandom
ld [hld], a
ld c, a
- call FarBattleRNG
+ call BattleRandom
ld [hl], a
ld b, a
; We're done with DVs
@@ -42529,9 +42530,9 @@
.GenerateDVs
; Generate new random DVs
- call FarBattleRNG
+ call BattleRandom
ld b, a
- call FarBattleRNG
+ call BattleRandom
ld c, a
.UpdateDVs
@@ -42584,7 +42585,7 @@
jr nz, .CheckMagikarpArea
; 5% chance of skipping size checks
- call RNG
+ call Random
cp a, $0c ; / $100
jr c, .CheckMagikarpArea
; Try again if > 1614
@@ -42593,7 +42594,7 @@
jr nc, .GenerateDVs
; 20% chance of skipping this check
- call RNG
+ call Random
cp a, $32 ; / $100
jr c, .CheckMagikarpArea
; Try again if > 1598
@@ -42618,7 +42619,7 @@
cp a, MAP_LAKE_OF_RAGE
jr z, .Happiness
; 40% chance of not flooring
- call RNG
+ call Random
cp a, $64 ; / $100
jr c, .Happiness
; Floor at length 1024
@@ -43389,7 +43390,7 @@
; 3edd8
-BattleRNG: ; 3edd8
+_BattleRandom: ; 3edd8
; If the normal RNG is used in a link battle it'll desync.
; To circumvent this a shared PRNG is used instead.
@@ -43396,7 +43397,7 @@
; But if we're in a non-link battle we're safe to use it
ld a, [InLinkBattle]
and a
- jp z, RNG
+ jp z, Random
; The PRNG operates in streams of 10 values.
@@ -45208,7 +45209,7 @@
ret
.asm_3f9c4
- call FarBattleRNG
+ call BattleRandom
and $f
ret nz
@@ -47147,7 +47148,7 @@
.asm_44197
ld hl, Buffer1
- call RNG
+ call Random
and 3
ld c, a
ld b, 0
@@ -59827,7 +59828,7 @@
Function97d31: ; 97d31
.asm_97d31
- call RNG
+ call Random
cp 100 << 1
jr nc, .asm_97d31
srl a
@@ -59854,7 +59855,7 @@
.asm_97d54
ld c, a
inc c
- call RNG
+ call Random
ld a, [hRandomAdd]
call SimpleDivide
add d
@@ -59879,7 +59880,7 @@
ld a, $a
ld hl, $6138
rst FarCall
- call RNG
+ call Random
ld a, [hRandomAdd]
cp b
ret c
--- a/stats/battle_tower.asm
+++ b/stats/battle_tower.asm
@@ -15,7 +15,7 @@
ld a, [hRandomAdd]
ld b, a
.asm_1f8022
- call RNG
+ call Random
ld a, [hRandomAdd]
add b
ld b, a
@@ -83,7 +83,7 @@
ld a, [hRandomAdd]
ld b, a
.asm_1f8099
- call RNG
+ call Random
ld a, [hRandomAdd]
add b
ld b, a
--- a/stats/odd_eggs.asm
+++ b/stats/odd_eggs.asm
@@ -1,7 +1,7 @@
GiveOddEgg: ; 1fb4b6
; Figure out which egg to give.
- call RNG
+ call Random
ld hl, .Probabilities
ld c, 0
ld b, c
--- a/stats/wild/fish.asm
+++ b/stats/wild/fish.asm
@@ -39,7 +39,7 @@
; Fish for monsters with rod b from encounter data in FishGroup at hl.
; Return monster e at level d.
- call RNG
+ call Random
; Got a bite?
cp [hl]
@@ -59,7 +59,7 @@
ld l, a
; Encounter chance for this monster:
- call RNG
+ call Random
.CheckEncounter
cp [hl]