pokered/engine/overworld/emotion_bubbles.asm

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NASM
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EmotionBubble:
ld a, [wWhichEmotionBubble]
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ld c, a
ld b, 0
ld hl, EmotionBubblesPointerTable
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add hl, bc
add hl, bc
ld e, [hl]
inc hl
ld d, [hl]
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ld hl, vChars1 tile $78
lb bc, BANK(EmotionBubbles), 4
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call CopyVideoData
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ld a, [wUpdateSpritesEnabled]
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push af
ld a, $ff
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ld [wUpdateSpritesEnabled], a
ld a, [wd736]
bit 6, a ; are the last 4 OAM entries reserved for a shadow or fishing rod?
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ld hl, wOAMBuffer + 4 * 35 + $3 ; $8f
ld de, wOAMBuffer + 4 * 39 + $3 ; $9f
jr z, .next
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ld hl, wOAMBuffer + 4 * 31 + $3 ; $7f
ld de, wOAMBuffer + 4 * 35 + $3 ; $8f
; Copy OAM data 16 bytes forward to make room for emotion bubble OAM data at the
; start of the OAM buffer.
.next
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ld bc, $90
.loop
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ld a, [hl]
ld [de], a
dec hl
dec de
dec bc
ld a, c
or b
jr nz, .loop
; get the screen coordinates of the sprite the bubble is to be displayed above
ld hl, wSpritePlayerStateData1YPixels
ld a, [wEmotionBubbleSpriteIndex]
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swap a
ld c, a
ld b, 0
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add hl, bc
ld a, [hli]
ld b, a
inc hl
ld a, [hl]
add $8
ld c, a
ld de, EmotionBubblesOAM
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xor a
call WriteOAMBlock
ld c, 60
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call DelayFrames
pop af
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ld [wUpdateSpritesEnabled], a
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call DelayFrame
jp UpdateSprites
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EmotionBubblesPointerTable:
; entries correspond to *_BUBBLE constants
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dw ShockEmote
dw QuestionEmote
dw HappyEmote
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EmotionBubblesOAM:
dbsprite 0, -1, 0, 0, $f9, 0
dbsprite 0, -1, 0, 2, $fb, 0
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EmotionBubbles:
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ShockEmote: INCBIN "gfx/emotes/shock.2bpp"
QuestionEmote: INCBIN "gfx/emotes/question.2bpp"
HappyEmote: INCBIN "gfx/emotes/happy.2bpp"