pokered/engine/overworld/emotion_bubbles.asm

80 lines
1.5 KiB
NASM

EmotionBubble:
ld a, [wWhichEmotionBubble]
ld c, a
ld b, 0
ld hl, EmotionBubblesPointerTable
add hl, bc
add hl, bc
ld e, [hl]
inc hl
ld d, [hl]
ld hl, vChars1 tile $78
lb bc, BANK(EmotionBubbles), 4
call CopyVideoData
ld a, [wUpdateSpritesEnabled]
push af
ld a, $ff
ld [wUpdateSpritesEnabled], a
ld a, [wMovementFlags]
bit BIT_LEDGE_OR_FISHING, a ; are the last 4 OAM entries reserved for a shadow or fishing rod?
ld hl, wShadowOAMSprite35Attributes
ld de, wShadowOAMSprite39Attributes
jr z, .next
ld hl, wShadowOAMSprite31Attributes
ld de, wShadowOAMSprite35Attributes
; Copy OAM data 16 bytes forward to make room for emotion bubble OAM data at the
; start of the OAM buffer.
.next
ld bc, $90
.loop
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]
swap a
ld c, a
ld b, 0
add hl, bc
ld a, [hli]
ld b, a
inc hl
ld a, [hl]
add $8
ld c, a
ld de, EmotionBubblesOAMBlock
xor a
call WriteOAMBlock
ld c, 60
call DelayFrames
pop af
ld [wUpdateSpritesEnabled], a
call DelayFrame
jp UpdateSprites
EmotionBubblesPointerTable:
; entries correspond to *_BUBBLE constants
dw ShockEmote
dw QuestionEmote
dw HappyEmote
EmotionBubblesOAMBlock:
; tile ID, attributes
db $f8, 0
db $f9, 0
db $fa, 0
db $fb, 0
EmotionBubbles:
ShockEmote: INCBIN "gfx/emotes/shock.2bpp"
QuestionEmote: INCBIN "gfx/emotes/question.2bpp"
HappyEmote: INCBIN "gfx/emotes/happy.2bpp"