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https://github.com/pret/pokered.git
synced 2024-10-22 22:55:31 +00:00
disasm of more battle animation code
hg-commit-id: ddca5fa6dbad
This commit is contained in:
parent
2e67759f9d
commit
3cf0197493
2 changed files with 412 additions and 39 deletions
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@ -281,7 +281,7 @@ W_FBTILECOUNTER EQU $D084 ; counts how many tiles of the current frame block hav
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W_SUBANIMFRAMEDELAY EQU $D086 ; duration of each frame of the current subanimation in terms of screen refreshes
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W_SUBANIMSIZE EQU $D087 ; number of frame blocks in the current subanimation
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W_SUBANIMCOUNTER EQU $D087 ; counts the number of subentries left in the current subanimation
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W_NUMFBTILES EQU $D089 ; number of tiles in current battle animation frame block
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@ -1618,6 +1618,7 @@ SHOWPIC_ANIM EQU $A6 ; redraw monster pic
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SLP_ANIM EQU $BD ; sleeping monster
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CONF_ANIM EQU $BF ; confused monster
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TOSS_ANIM EQU $C1 ; toss Poké Ball
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SHAKE_ANIM EQU $C2 ; shaking Poké Ball when catching monster
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POOF_ANIM EQU $C3 ; puff of smoke
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BLOCKBALL_ANIM EQU $C4 ; trainer knocks away Poké Ball
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GREATTOSS_ANIM EQU $C5 ; toss Great Ball
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448
main.asm
448
main.asm
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@ -12952,8 +12952,8 @@ ItemUseBall: ; 03:5687
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.BallSuccess2\@ ;$5805
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ld c,20
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call DelayFrames
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ld a,$c1
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ld [$d07c],a
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ld a,TOSS_ANIM
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ld [W_ANIMATIONID],a
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xor a
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ld [$fff3],a
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ld [$cc5b],a
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@ -63972,7 +63972,7 @@ PlayAnimation: ; 40F1
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ld a,[hli]
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cp a,$FF ; is there a sound to play?
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jr z,.skipPlayingSound\@
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ld [$CF07],a ; store sound
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ld [W_ANIMSOUNDID],a ; store sound
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push hl
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push de
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call $586F
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@ -64001,7 +64001,7 @@ PlayAnimation: ; 40F1
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rla
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ld [$D09F],a ; tile select
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ld a,[hli] ; sound
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ld [$CF07],a ; store sound
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ld [W_ANIMSOUNDID],a ; store sound
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ld a,[hli] ; subanimation ID
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ld c,l
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ld b,h
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@ -64044,7 +64044,7 @@ LoadSubanimation: ; 417C
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ld a,[de]
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ld b,a
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and a,31
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ld [W_SUBANIMSIZE],a ; number of frame blocks
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ld [W_SUBANIMCOUNTER],a ; number of frame blocks
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ld a,b
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and a,%11100000
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cp a,5 << 5 ; is subanimation type 5?
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@ -64063,7 +64063,7 @@ LoadSubanimation: ; 417C
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ld hl,0
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jr nz,.storeSubentryAddr\@
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; if the animation is reversed, then place the initial subentry address at the end of the list of subentries
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ld a,[W_SUBANIMSIZE]
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ld a,[W_SUBANIMCOUNTER]
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dec a
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ld bc,3
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.loop\@
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@ -64282,9 +64282,9 @@ PlaySubanimation: ; 4E53
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ld [W_FBMODE],a
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call DrawFrameBlock
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call $4ED7 ; run animation-specific function (if there is one)
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ld a,[W_SUBANIMSIZE]
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ld a,[W_SUBANIMCOUNTER]
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dec a
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ld [W_SUBANIMSIZE],a
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ld [W_SUBANIMCOUNTER],a
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ret z
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ld a,[W_SUBANIMSUBENTRYADDR + 1]
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ld h,a
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@ -64343,85 +64343,350 @@ DoSpecialEffectByAnimationId: ; 4ED7
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; Format: Animation ID (1 byte), Address (2 bytes)
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AnimationIdSpecialEffects: ; 4EF5
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db MEGA_PUNCH
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dw $51BE
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dw AnimationFlashScreen
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db GUILLOTINE
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dw $51BE
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dw AnimationFlashScreen
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db MEGA_KICK
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dw $51BE
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dw AnimationFlashScreen
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db HEADBUTT
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dw $51BE
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dw AnimationFlashScreen
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db TAIL_WHIP
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dw $50D0
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dw Func50D0
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db GROWL
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dw $50BC
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dw DoGrowlSpecialEffects
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db DISABLE
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dw $51BE
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dw AnimationFlashScreen
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db BLIZZARD
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dw $5016
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dw DoBlizzardSpecialEffects
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db BUBBLEBEAM
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dw $51BE
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dw AnimationFlashScreen
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db HYPER_BEAM
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dw $5000
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dw FlashScreenEveryFourFrameBlocks
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db THUNDERBOLT
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dw $4FF7
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dw FlashScreenEveryEightFrameBlocks
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db REFLECT
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dw $51BE
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dw AnimationFlashScreen
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db SELFDESTRUCT
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dw $5009
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dw DoExplodeSpecialEffects
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db SPORE
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dw $51BE
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dw AnimationFlashScreen
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db EXPLOSION
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dw $5009
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dw DoExplodeSpecialEffects
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db ROCK_SLIDE
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dw $4FD9
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dw DoRockSlideSpecialEffects
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db $AA
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dw $5041
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dw Func5041
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db $AB
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dw $504C
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dw Func504C
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db $AC
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dw $507C
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dw Func507C
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db TOSS_ANIM
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dw $4F3E
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dw DoBallTossSpecialEffects
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db $C2
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dw $4F96
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db SHAKE_ANIM
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dw DoBallShakeSpecialEffects
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db POOF_ANIM
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dw $4FCE
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dw DoPoofSpecialEffects
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db GREATTOSS_ANIM
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dw $4F3E
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dw DoBallTossSpecialEffects
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db ULTRATOSS_ANIM
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dw $4F3E
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dw DoBallTossSpecialEffects
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db $FF ; terminator
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INCBIN "baserom.gbc",$78F3E,$790DA - $78F3E
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DoBallTossSpecialEffects: ; 4F3E
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ld a,[$CF91]
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cp a,3 ; is it a Master Ball or Ultra Ball?
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jr nc,.skipFlashingEffect\@
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.flashingEffect\@ ; do a flashing effect if it's Master Ball or Ultra Ball
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ld a,[rOBP0]
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xor a,%00111100 ; complement colors 1 and 2
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ld [rOBP0],a
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.skipFlashingEffect\@
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ld a,[W_SUBANIMCOUNTER]
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cp a,11 ; is it the beginning of the subanimation?
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jr nz,.skipPlayingSound\@
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; if it is the beginning of the subanimation, play a sound
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ld a,$91
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call $23b1 ; play sound
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.skipPlayingSound\@
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ld a,[W_ISINBATTLE]
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cp a,02 ; is it a trainer battle?
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jr z,.isTrainerBattle\@
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ld a,[$d11e]
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cp a,$10 ; is the enemy pokemon the Ghost Marowak?
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ret nz
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; if the enemy pokemon is the Ghost Marowak, make it dodge during the last 3 frames
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ld a,[W_SUBANIMCOUNTER]
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cp a,3
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jr z,.moveGhostMarowakLeft\@
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cp a,2
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jr z,.moveGhostMarowakLeft\@
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cp a,1
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ret nz
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.moveGhostMarowakLeft\@
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FuncCoord 17,0
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ld hl,Coord
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ld de,20
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ld bc,$0707 ; 7 rows and 7 columns
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.loop\@
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push hl
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push bc
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call $5862 ; move row of tiles left
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pop bc
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pop hl
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add hl,de
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dec b
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jr nz,.loop\@
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ld a,%00001000
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ld [$ff10],a ; Channel 1 sweep register
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ret
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.isTrainerBattle\@ ; if it's a trainer battle, shorten the animation by one frame
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ld a,[W_SUBANIMCOUNTER]
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cp a,3
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ret nz
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dec a
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ld [W_SUBANIMCOUNTER],a
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ret
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DoBallShakeSpecialEffects: ; 4F96
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ld a,[W_SUBANIMCOUNTER]
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cp a,4 ; is it the beginning of a shake?
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jr nz,.skipPlayingSound\@
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; if it is the beginning of a shake, play a sound and wait 2/3 of a second
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ld a,$8c
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call $23b1 ; play sound
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ld c,40
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call DelayFrames
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.skipPlayingSound\@
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ld a,[W_SUBANIMCOUNTER]
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dec a
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ret nz
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; if it's the end of the ball shaking subanimation, check if more shakes are left and restart the subanimation
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ld a,[$cd3d] ; number of shakes
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dec a ; decrement number of shakes
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ld [$cd3d],a
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ret z
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; if there are shakes left, restart the subanimation
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ld a,[W_SUBANIMSUBENTRYADDR]
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ld l,a
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ld a,[W_SUBANIMSUBENTRYADDR + 1]
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ld h,a
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ld de,-(4 * 3) ; 4 subentries and 3 bytes per subentry
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add hl,de
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ld a,l
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ld [W_SUBANIMSUBENTRYADDR],a
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ld a,h
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ld [W_SUBANIMSUBENTRYADDR + 1],a
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ld a,5 ; number of subentries in the ball shaking subanimation plus one
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ld [W_SUBANIMCOUNTER],a
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ret
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; plays a sound after the second frame of the poof animation
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DoPoofSpecialEffects: ; 4FCE
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ld a,[W_SUBANIMCOUNTER]
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cp a,5
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ret nz
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ld a,$93
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jp $23b1
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DoRockSlideSpecialEffects: ; 4FD9
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ld a,[W_SUBANIMCOUNTER]
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cp a,12
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ret nc
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cp a,8
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jr nc,.shakeScreen\@
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cp a,1
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jp z,AnimationFlashScreen ; if it's the end of the subanimation, flash the screen
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ret
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; if the subaninmation counter is between 8 and 11, shake the screen horizontally and vertically
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.shakeScreen\@
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ld b,1
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ld a,$24
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call Predef ; shake horizontally
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ld b,1
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ld a,$21
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jp Predef ; shake vertically
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FlashScreenEveryEightFrameBlocks: ; 4FF7
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ld a,[W_SUBANIMCOUNTER]
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and a,7 ; is the subanimation counter exactly 8?
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call z,AnimationFlashScreen ; if so, flash the screen
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ret
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; flashes the screen if the subanimation counter is divisible by 4
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FlashScreenEveryFourFrameBlocks: ; 5000
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ld a,[W_SUBANIMCOUNTER]
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and a,3
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call z,AnimationFlashScreen
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ret
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; used for Explosion and Selfdestruct
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DoExplodeSpecialEffects: ; 5009
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ld a,[W_SUBANIMCOUNTER]
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cp a,1 ; is it the end of the subanimation?
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jr nz,FlashScreenEveryFourFrameBlocks
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; if it's the end of the subanimation, make the attacking pokemon disappear
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ld hl,$C405
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jp $5801 ; make pokemon disappear
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; flashes the screen when subanimation counter is 1 modulo 4
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DoBlizzardSpecialEffects: ; 5016
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ld a,[W_SUBANIMCOUNTER]
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cp a,13
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jp z,AnimationFlashScreen
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cp a,9
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jp z,AnimationFlashScreen
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cp a,5
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jp z,AnimationFlashScreen
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cp a,1
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jp z,AnimationFlashScreen
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ret
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; flashes the screen at 3 points in the subanimation
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; XXX is this unused?
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Func502E: ; 502E
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ld a,[W_SUBANIMCOUNTER]
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cp a,14
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jp z,AnimationFlashScreen
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cp a,9
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jp z,AnimationFlashScreen
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cp a,2
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jp z,AnimationFlashScreen
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ret
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; function to make the pokemon disappear at the beginning of the animation
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; XXX probably a trade-related animation
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Func5041:
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ld a,[W_SUBANIMCOUNTER]
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cp a,6
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ret nz
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ld a,$2F
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jp $580C ; make pokemon disappear
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; function to make a shaking pokeball jump up at the end of the animation
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; XXX probably a trade-related animation
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Func504C:
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ld a,[W_SUBANIMCOUNTER]
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cp a,1
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ret nz
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; if it's the end of the animation, make the ball jump up
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ld de,BallMoveDistances1
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.loop\@
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ld hl,$c300 ; OAM buffer
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ld bc,4
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.innerLoop\@
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ld a,[de]
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cp a,$ff
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jr z,.done\@
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add [hl] ; add to Y value of OAM entry
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ld [hl],a
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add hl,bc
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ld a,l
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cp a,4 * 4 ; there are 4 entries, each 4 bytes
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jr nz,.innerLoop\@
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inc de
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push bc
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call Delay3
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pop bc
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jr .loop\@
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.done\@
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call AnimationCleanOAM
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ld a,$98
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jp $23B1 ; play sound
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BallMoveDistances1: ; 5078
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db -12,-12,-8
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db $ff ; terminator
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; function to make the pokeball jump up
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; XXX probably a trade-related animation
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Func507C ; 507C
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ld de,BallMoveDistances2
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.loop\@
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ld hl,$c300 ; OAM buffer
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ld bc,4
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.innerLoop\@
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ld a,[de]
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cp a,$ff
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jp z,ClearScreen
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add [hl]
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ld [hl],a
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add hl,bc
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ld a,l
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cp a,4 * 4 ; there are 4 entries, each 4 bytes
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jr nz,.innerLoop\@
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inc de
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push de
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ld a,[de]
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cp a,12
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jr z,.playSound\@
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cp a,$ff
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jr nz,.skipPlayingSound\@
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.playSound\@ ; play sound if next move distance is 12 or this is the last one
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ld a,$ae
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call $23b1
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.skipPlayingSound\@
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push bc
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ld c,5
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call DelayFrames
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pop bc
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ld a,[$ffae] ; background scroll X
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sub a,8 ; scroll to the left
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ld [$ffae],a
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pop de
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jr .loop\@
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BallMoveDistances2: ; 50B3
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db 11,12,-12,-7,7,12,-8,8
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db $ff ; terminator
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; this function copies the current musical note graphic
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; so that there are two musical notes flying towards the defending pokemon
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DoGrowlSpecialEffects: ; 50BC
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ld hl,$c300 ; OAM buffer
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ld de,$c310
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ld bc,$10
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call CopyData ; copy the musical note graphic
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ld a,[W_SUBANIMCOUNTER]
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dec a
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call z,AnimationCleanOAM ; clean up at the end of the subanimation
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ret
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; this is associated with Tail Whip, but Tail Whip doesn't use any subanimations
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; XXX why is this here?
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Func50D0: ; 50D0
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ld a,1
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ld [W_SUBANIMCOUNTER],a
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ld c,20
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jp DelayFrames
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; Format: Special Effect ID (1 byte), Address (2 bytes)
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SpecialEffectPointers: ; 50DA
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db $FE
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dw $51BE
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dw AnimationFlashScreen
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db $FD
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dw $51D6
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db $FC
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@ -64433,7 +64698,7 @@ SpecialEffectPointers: ; 50DA
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db $F9
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dw $51DB
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db $F8
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dw $5165
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dw AnimationFlashScreenLong
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db $F7
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dw $527A
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db $F6
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@ -64479,7 +64744,7 @@ SpecialEffectPointers: ; 50DA
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db $E2
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dw $5424
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db $E1
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dw $5150
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dw AnimationDelay10
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db $E0
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dw $5398
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db $DF
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@ -64500,7 +64765,114 @@ SpecialEffectPointers: ; 50DA
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dw $5666
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db $FF
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INCBIN "baserom.gbc",$79150,$7986F - $79150
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AnimationDelay10: ; 5150
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ld c,10
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jp DelayFrames
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; calls a function with the turn flipped from player to enemy or vice versa
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; input - hl - address of function to call
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CallWithTurnFlipped: ; 5155
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ld a,[H_WHOSETURN]
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push af
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xor a,1
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ld [H_WHOSETURN],a
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ld de,.returnAddress\@
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push de
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jp [hl]
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.returnAddress\@
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pop af
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ld [H_WHOSETURN],a
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ret
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; flashes the screen for an extended period (48 frames)
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AnimationFlashScreenLong: ; 5165
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ld a,3 ; cycle through the palettes 3 times
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ld [$D08A],a
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ld a,[$cf1b] ; running on SGB?
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and a
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ld hl,FlashScreenLongMonochrome
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jr z,.loop\@
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ld hl,FlashScreenLongSGB
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.loop\@
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push hl
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.innerLoop\@
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ld a,[hli]
|
||||
cp a,$01 ; is it the end of the palettes?
|
||||
jr z,.endOfPalettes\@
|
||||
ld [rBGP],a
|
||||
call FlashScreenLongDelay
|
||||
jr .innerLoop\@
|
||||
.endOfPalettes\@
|
||||
ld a,[$D08A]
|
||||
dec a
|
||||
ld [$D08A],a
|
||||
pop hl
|
||||
jr nz,.loop\@
|
||||
ret
|
||||
|
||||
; BG palettes
|
||||
FlashScreenLongMonochrome: ; 518E
|
||||
db %11111001 ; 3, 3, 2, 1
|
||||
db %11111110 ; 3, 3, 3, 2
|
||||
db %11111111 ; 3, 3, 3, 3
|
||||
db %11111110 ; 3, 3, 3, 2
|
||||
db %11111001 ; 3, 3, 2, 1
|
||||
db %11100100 ; 3, 2, 1, 0
|
||||
db %10010000 ; 2, 1, 0, 0
|
||||
db %01000000 ; 1, 0, 0, 0
|
||||
db %00000000 ; 0, 0, 0, 0
|
||||
db %01000000 ; 1, 0, 0, 0
|
||||
db %10010000 ; 2, 1, 0, 0
|
||||
db %11100100 ; 3, 2, 1, 0
|
||||
db $01 ; terminator
|
||||
|
||||
; BG palettes
|
||||
FlashScreenLongSGB: ; 519B
|
||||
db %11111000 ; 3, 3, 2, 0
|
||||
db %11111100 ; 3, 3, 3, 0
|
||||
db %11111111 ; 3, 3, 3, 3
|
||||
db %11111100 ; 3, 3, 3, 0
|
||||
db %11111000 ; 3, 3, 2, 0
|
||||
db %11100100 ; 3, 2, 1, 0
|
||||
db %10010000 ; 2, 1, 0, 0
|
||||
db %01000000 ; 1, 0, 0, 0
|
||||
db %00000000 ; 0, 0, 0, 0
|
||||
db %01000000 ; 1, 0, 0, 0
|
||||
db %10010000 ; 2, 1, 0, 0
|
||||
db %11100100 ; 3, 2, 1, 0
|
||||
db $01 ; terminator
|
||||
|
||||
; causes a delay of 2 frames for the first cycle
|
||||
; causes a delay of 1 frame for the second and third cycles
|
||||
FlashScreenLongDelay: ; 51A8
|
||||
ld a,[$D08A]
|
||||
cp a,4 ; never true since [$D08A] starts at 3
|
||||
ld c,4
|
||||
jr z,.delayFrames\@
|
||||
cp a,3
|
||||
ld c,2
|
||||
jr z,.delayFrames\@
|
||||
cp a,2 ; nothing is done with this
|
||||
ld c,1
|
||||
.delayFrames\@
|
||||
jp DelayFrames
|
||||
|
||||
AnimationFlashScreen: ; 51BE
|
||||
ld a,[rBGP]
|
||||
push af ; save initial palette
|
||||
ld a,%00011011 ; 0, 1, 2, 3 (inverted colors)
|
||||
ld [rBGP],a
|
||||
ld c,2
|
||||
call DelayFrames
|
||||
xor a ; white out background
|
||||
ld [rBGP],a
|
||||
ld c,2
|
||||
call DelayFrames
|
||||
pop af
|
||||
ld [rBGP],a ; restore initial palette
|
||||
ret
|
||||
|
||||
INCBIN "baserom.gbc",$791D6,$7986F - $791D6
|
||||
|
||||
Func586F: ; 0x7986F 586F
|
||||
ld hl,MoveSoundTable
|
||||
|
|
Loading…
Reference in a new issue