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https://github.com/pret/pokered.git
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3034 lines
62 KiB
NASM
Executable file
3034 lines
62 KiB
NASM
Executable file
; Draws a "frame block". Frame blocks are blocks of tiles that are put
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; together to form frames in battle animations.
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DrawFrameBlock:
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ld l,c
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ld h,b
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ld a,[hli]
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ld [wNumFBTiles],a
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ld a,[wFBDestAddr + 1]
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ld e,a
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ld a,[wFBDestAddr]
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ld d,a
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xor a
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ld [wFBTileCounter],a ; loop counter
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.loop
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ld a,[wFBTileCounter]
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inc a
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ld [wFBTileCounter],a
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ld a,[wSubAnimTransform]
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dec a
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jr z,.flipHorizontalAndVertical ; 1
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dec a
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jp z,.flipHorizontalTranslateDown ; 2
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dec a
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jr z,.flipBaseCoords ; 3
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.noTransformation
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ld a,[wBaseCoordY]
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add [hl]
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ld [de],a ; store Y
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inc hl
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inc de
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ld a,[wBaseCoordX]
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jr .finishCopying
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.flipBaseCoords
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ld a,[wBaseCoordY]
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ld b,a
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ld a,136
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sub b ; flip Y base coordinate
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add [hl] ; Y offset
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ld [de],a ; store Y
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inc hl
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inc de
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ld a,[wBaseCoordX]
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ld b,a
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ld a,168
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sub b ; flip X base coordinate
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.finishCopying ; finish copying values to OAM (when [wSubAnimTransform] not 1 or 2)
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add [hl] ; X offset
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ld [de],a ; store X
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inc hl
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inc de
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ld a,[hli]
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add a,$31 ; base tile ID for battle animations
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ld [de],a ; store tile ID
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inc de
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ld a,[hli]
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ld [de],a ; store flags
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inc de
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jp .nextTile
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.flipHorizontalAndVertical
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ld a,[wBaseCoordY]
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add [hl] ; Y offset
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ld b,a
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ld a,136
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sub b ; flip Y coordinate
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ld [de],a ; store Y
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inc hl
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inc de
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ld a,[wBaseCoordX]
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add [hl] ; X offset
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ld b,a
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ld a,168
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sub b ; flip X coordinate
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ld [de],a ; store X
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inc hl
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inc de
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ld a,[hli]
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add a,$31 ; base tile ID for battle animations
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ld [de],a ; store tile ID
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inc de
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; toggle horizontal and vertical flip
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ld a,[hli] ; flags
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and a
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ld b,OAM_VFLIP | OAM_HFLIP
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jr z,.storeFlags1
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cp a,OAM_HFLIP
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ld b,OAM_VFLIP
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jr z,.storeFlags1
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cp a,OAM_VFLIP
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ld b,OAM_HFLIP
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jr z,.storeFlags1
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ld b,0
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.storeFlags1
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ld a,b
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ld [de],a
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inc de
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jp .nextTile
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.flipHorizontalTranslateDown
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ld a,[wBaseCoordY]
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add [hl]
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add a,40 ; translate Y coordinate downwards
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ld [de],a ; store Y
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inc hl
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inc de
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ld a,[wBaseCoordX]
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add [hl]
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ld b,a
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ld a,168
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sub b ; flip X coordinate
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ld [de],a ; store X
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inc hl
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inc de
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ld a,[hli]
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add a,$31 ; base tile ID for battle animations
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ld [de],a ; store tile ID
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inc de
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ld a,[hli]
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bit 5,a ; is horizontal flip enabled?
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jr nz,.disableHorizontalFlip
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.enableHorizontalFlip
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set 5,a
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jr .storeFlags2
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.disableHorizontalFlip
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res 5,a
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.storeFlags2
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ld [de],a
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inc de
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.nextTile
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ld a,[wFBTileCounter]
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ld c,a
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ld a,[wNumFBTiles]
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cp c
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jp nz,.loop ; go back up if there are more tiles to draw
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.afterDrawingTiles
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ld a,[wFBMode]
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cp a,2
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jr z,.advanceFrameBlockDestAddr; skip delay and don't clean OAM buffer
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ld a,[wSubAnimFrameDelay]
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ld c,a
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call DelayFrames
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ld a,[wFBMode]
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cp a,3
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jr z,.advanceFrameBlockDestAddr ; skip cleaning OAM buffer
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cp a,4
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jr z,.done ; skip cleaning OAM buffer and don't advance the frame block destination address
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ld a,[wAnimationID]
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cp a,GROWL
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jr z,.resetFrameBlockDestAddr
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call AnimationCleanOAM
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.resetFrameBlockDestAddr
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ld hl,wOAMBuffer ; OAM buffer
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ld a,l
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ld [wFBDestAddr + 1],a
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ld a,h
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ld [wFBDestAddr],a ; set destination address to beginning of OAM buffer
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ret
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.advanceFrameBlockDestAddr
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ld a,e
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ld [wFBDestAddr + 1],a
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ld a,d
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ld [wFBDestAddr],a
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.done
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ret
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PlayAnimation:
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xor a
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ld [$FF8B],a ; it looks like nothing reads this
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ld [wSubAnimTransform],a
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ld a,[wAnimationID] ; get animation number
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dec a
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ld l,a
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ld h,0
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add hl,hl
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ld de,AttackAnimationPointers ; animation command stream pointers
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add hl,de
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ld a,[hli]
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ld h,[hl]
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ld l,a
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.animationLoop
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ld a,[hli]
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cp a,$FF
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jr z,.AnimationOver
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cp a,$C0 ; is this subanimation or a special effect?
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jr c,.playSubanimation
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.doSpecialEffect
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ld c,a
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ld de,SpecialEffectPointers
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.searchSpecialEffectTableLoop
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ld a,[de]
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cp c
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jr z,.foundMatch
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inc de
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inc de
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inc de
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jr .searchSpecialEffectTableLoop
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.foundMatch
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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 [wAnimSoundID],a ; store sound
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push hl
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push de
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call GetMoveSound
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call PlaySound
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pop de
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pop hl
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.skipPlayingSound
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push hl
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inc de
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ld a,[de]
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ld l,a
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inc de
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ld a,[de]
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ld h,a
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ld de,.nextAnimationCommand
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push de
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jp [hl] ; jump to special effect function
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.playSubanimation
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ld c,a
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and a,%00111111
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ld [wSubAnimFrameDelay],a
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xor a
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sla c
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rla
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sla c
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rla
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ld [wWhichBattleAnimTileset],a
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ld a,[hli] ; sound
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ld [wAnimSoundID],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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ld l,a
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ld h,0
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add hl,hl
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ld de,SubanimationPointers
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add hl,de
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ld a,l
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ld [wSubAnimAddrPtr],a
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ld a,h
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ld [wSubAnimAddrPtr + 1],a
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ld l,c
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ld h,b
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push hl
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ld a,[rOBP0]
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push af
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ld a,[wAnimPalette]
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ld [rOBP0],a
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call LoadAnimationTileset
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call LoadSubanimation
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call PlaySubanimation
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pop af
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ld [rOBP0],a
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.nextAnimationCommand
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pop hl
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jr .animationLoop
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.AnimationOver
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ret
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LoadSubanimation:
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ld a,[wSubAnimAddrPtr + 1]
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ld h,a
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ld a,[wSubAnimAddrPtr]
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ld l,a
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ld a,[hli]
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ld e,a
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ld a,[hl]
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ld d,a ; de = address of subanimation
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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 [wSubAnimCounter],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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jr nz,.isNotType5
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.isType5
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call GetSubanimationTransform2
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jr .saveTransformation
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.isNotType5
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call GetSubanimationTransform1
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.saveTransformation
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; place the upper 3 bits of a into bits 0-2 of a before storing
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srl a
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swap a
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ld [wSubAnimTransform],a
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cp a,4 ; is the animation reversed?
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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,[wSubAnimCounter]
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dec a
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ld bc,3
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.loop
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add hl,bc
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dec a
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jr nz,.loop
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.storeSubentryAddr
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inc de
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add hl,de
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ld a,l
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ld [wSubAnimSubEntryAddr],a
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ld a,h
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ld [wSubAnimSubEntryAddr + 1],a
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ret
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; called if the subanimation type is not 5
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; sets the transform to 0 (i.e. no transform) if it's the player's turn
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; sets the transform to the subanimation type if it's the enemy's turn
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GetSubanimationTransform1:
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ld b,a
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ld a,[H_WHOSETURN]
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and a
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ld a,b
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ret nz
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xor a
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ret
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; called if the subanimation type is 5
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; sets the transform to 2 (i.e. horizontal and vertical flip) if it's the player's turn
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; sets the transform to 0 (i.e. no transform) if it's the enemy's turn
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GetSubanimationTransform2:
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ld a,[H_WHOSETURN]
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and a
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ld a,2 << 5
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ret z
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xor a
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ret
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; loads tile patterns for battle animations
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LoadAnimationTileset:
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ld a,[wWhichBattleAnimTileset]
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add a
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add a
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ld hl,AnimationTilesetPointers
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ld e,a
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ld d,0
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add hl,de
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ld a,[hli]
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ld [wTempTilesetNumTiles],a ; number of tiles
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ld a,[hli]
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ld e,a
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ld a,[hl]
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ld d,a ; de = address of tileset
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ld hl,vSprites + $310
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ld b, BANK(AnimationTileset1) ; ROM bank
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ld a,[wTempTilesetNumTiles]
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ld c,a ; number of tiles
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jp CopyVideoData ; load tileset
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AnimationTilesetPointers:
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db 79 ; number of tiles
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dw AnimationTileset1
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db $FF
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db 79 ; number of tiles
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dw AnimationTileset2
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db $FF
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db 64 ; number of tiles
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dw AnimationTileset1
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db $FF
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AnimationTileset1:
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INCBIN "gfx/attack_anim_1.2bpp"
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AnimationTileset2:
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INCBIN "gfx/attack_anim_2.2bpp"
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SlotMachineTiles2:
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IF DEF(_RED)
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INCBIN "gfx/red/slotmachine2.2bpp"
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ENDC
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IF DEF(_BLUE)
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INCBIN "gfx/blue/slotmachine2.2bpp"
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ENDC
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MoveAnimation:
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push hl
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push de
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push bc
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push af
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call WaitForSoundToFinish
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call SetAnimationPalette
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ld a,[wAnimationID]
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and a
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jr z, .animationFinished
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; if throwing a Poké Ball, skip the regular animation code
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cp a,TOSS_ANIM
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jr nz, .moveAnimation
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ld de, .animationFinished
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push de
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jp TossBallAnimation
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.moveAnimation
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; check if battle animations are disabled in the options
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ld a,[wOptions]
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bit 7,a
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jr nz, .animationsDisabled
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call ShareMoveAnimations
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call PlayAnimation
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jr .next4
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.animationsDisabled
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ld c,30
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call DelayFrames
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.next4
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call PlayApplyingAttackAnimation ; shake the screen or flash the pic in and out (to show damage)
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.animationFinished
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call WaitForSoundToFinish
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xor a
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ld [wSubAnimSubEntryAddr],a
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ld [wUnusedD09B],a
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ld [wSubAnimTransform],a
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dec a
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ld [wAnimSoundID],a
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pop af
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pop bc
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pop de
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pop hl
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ret
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ShareMoveAnimations:
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; some moves just reuse animations from status conditions
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ld a,[H_WHOSETURN]
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and a
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ret z
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; opponent’s turn
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ld a,[wAnimationID]
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cp a,AMNESIA
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ld b,CONF_ANIM
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jr z, .replaceAnim
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cp a,REST
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ld b,SLP_ANIM
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ret nz
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.replaceAnim
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ld a,b
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ld [wAnimationID],a
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ret
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PlayApplyingAttackAnimation:
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; Generic animation that shows after the move's individual animation
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; Different animation depending on whether the move has an additional effect and on whose turn it is
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ld a,[wAnimationType]
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and a
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ret z
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dec a
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add a
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ld c,a
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ld b,0
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ld hl,AnimationTypePointerTable
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add hl,bc
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ld a,[hli]
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ld h,[hl]
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ld l,a
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jp [hl]
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AnimationTypePointerTable:
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dw ShakeScreenVertically ; enemy mon has used a damaging move without a side effect
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dw ShakeScreenHorizontallyHeavy ; enemy mon has used a damaging move with a side effect
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dw ShakeScreenHorizontallySlow ; enemy mon has used a non-damaging move
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dw BlinkEnemyMonSprite ; player mon has used a damaging move without a side effect
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dw ShakeScreenHorizontallyLight ; player mon has used a damaging move with a side effect
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dw ShakeScreenHorizontallySlow2 ; player mon has used a non-damaging move
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ShakeScreenVertically:
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call PlayApplyingAttackSound
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ld b, 8
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jp AnimationShakeScreenVertically
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ShakeScreenHorizontallyHeavy:
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call PlayApplyingAttackSound
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ld b, 8
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jp AnimationShakeScreenHorizontallyFast
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ShakeScreenHorizontallySlow:
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lb bc, 6, 2
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jr AnimationShakeScreenHorizontallySlow
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BlinkEnemyMonSprite:
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call PlayApplyingAttackSound
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jp AnimationBlinkEnemyMon
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ShakeScreenHorizontallyLight:
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call PlayApplyingAttackSound
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ld b, 2
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jp AnimationShakeScreenHorizontallyFast
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ShakeScreenHorizontallySlow2:
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lb bc, 3, 2
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AnimationShakeScreenHorizontallySlow:
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push bc
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push bc
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.loop1
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ld a, [rWX]
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inc a
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ld [rWX], a
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ld c, 2
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call DelayFrames
|
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dec b
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jr nz, .loop1
|
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pop bc
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.loop2
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ld a, [rWX]
|
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dec a
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ld [rWX], a
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ld c, 2
|
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call DelayFrames
|
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dec b
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jr nz, .loop2
|
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pop bc
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dec c
|
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jr nz, AnimationShakeScreenHorizontallySlow
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ret
|
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|
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SetAnimationPalette:
|
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ld a, [wOnSGB]
|
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and a
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||
ld a, $e4
|
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jr z, .notSGB
|
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ld a, $f0
|
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ld [wAnimPalette], a
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ld b, $e4
|
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ld a, [wAnimationID]
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||
cp TRADE_BALL_DROP_ANIM
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jr c, .next
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cp TRADE_BALL_POOF_ANIM + 1
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jr nc, .next
|
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ld b, $f0
|
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.next
|
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ld a, b
|
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ld [rOBP0], a
|
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ld a, $6c
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ld [rOBP1], a
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ret
|
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.notSGB
|
||
ld a, $e4
|
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ld [wAnimPalette], a
|
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ld [rOBP0], a
|
||
ld a, $6c
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ld [rOBP1], a
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ret
|
||
|
||
PlaySubanimation:
|
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ld a,[wAnimSoundID]
|
||
cp a,$FF
|
||
jr z,.skipPlayingSound
|
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call GetMoveSound
|
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call PlaySound
|
||
.skipPlayingSound
|
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ld hl,wOAMBuffer ; base address of OAM buffer
|
||
ld a,l
|
||
ld [wFBDestAddr + 1],a
|
||
ld a,h
|
||
ld [wFBDestAddr],a
|
||
ld a,[wSubAnimSubEntryAddr + 1]
|
||
ld h,a
|
||
ld a,[wSubAnimSubEntryAddr]
|
||
ld l,a
|
||
.loop
|
||
push hl
|
||
ld c,[hl] ; frame block ID
|
||
ld b,0
|
||
ld hl,FrameBlockPointers
|
||
add hl,bc
|
||
add hl,bc
|
||
ld a,[hli]
|
||
ld c,a
|
||
ld a,[hli]
|
||
ld b,a
|
||
pop hl
|
||
inc hl
|
||
push hl
|
||
ld e,[hl] ; base coordinate ID
|
||
ld d,0
|
||
ld hl,FrameBlockBaseCoords ; base coordinate table
|
||
add hl,de
|
||
add hl,de
|
||
ld a,[hli]
|
||
ld [wBaseCoordY],a
|
||
ld a,[hl]
|
||
ld [wBaseCoordX],a
|
||
pop hl
|
||
inc hl
|
||
ld a,[hl] ; frame block mode
|
||
ld [wFBMode],a
|
||
call DrawFrameBlock
|
||
call DoSpecialEffectByAnimationId ; run animation-specific function (if there is one)
|
||
ld a,[wSubAnimCounter]
|
||
dec a
|
||
ld [wSubAnimCounter],a
|
||
ret z
|
||
ld a,[wSubAnimSubEntryAddr + 1]
|
||
ld h,a
|
||
ld a,[wSubAnimSubEntryAddr]
|
||
ld l,a
|
||
ld a,[wSubAnimTransform]
|
||
cp a,4 ; is the animation reversed?
|
||
ld bc,3
|
||
jr nz,.nextSubanimationSubentry
|
||
ld bc,-3
|
||
.nextSubanimationSubentry
|
||
add hl,bc
|
||
ld a,h
|
||
ld [wSubAnimSubEntryAddr + 1],a
|
||
ld a,l
|
||
ld [wSubAnimSubEntryAddr],a
|
||
jp .loop
|
||
|
||
AnimationCleanOAM:
|
||
push hl
|
||
push de
|
||
push bc
|
||
push af
|
||
call DelayFrame
|
||
call ClearSprites
|
||
pop af
|
||
pop bc
|
||
pop de
|
||
pop hl
|
||
ret
|
||
|
||
; this runs after each frame block is drawn in a subanimation
|
||
; it runs a particular special effect based on the animation ID
|
||
DoSpecialEffectByAnimationId:
|
||
push hl
|
||
push de
|
||
push bc
|
||
ld a,[wAnimationID]
|
||
ld hl,AnimationIdSpecialEffects
|
||
ld de,3
|
||
call IsInArray
|
||
jr nc,.done
|
||
inc hl
|
||
ld a,[hli]
|
||
ld h,[hl]
|
||
ld l,a
|
||
ld de,.done
|
||
push de
|
||
jp [hl]
|
||
.done
|
||
pop bc
|
||
pop de
|
||
pop hl
|
||
ret
|
||
|
||
; Format: Animation ID (1 byte), Address (2 bytes)
|
||
AnimationIdSpecialEffects:
|
||
db MEGA_PUNCH
|
||
dw AnimationFlashScreen
|
||
|
||
db GUILLOTINE
|
||
dw AnimationFlashScreen
|
||
|
||
db MEGA_KICK
|
||
dw AnimationFlashScreen
|
||
|
||
db HEADBUTT
|
||
dw AnimationFlashScreen
|
||
|
||
db TAIL_WHIP
|
||
dw TailWhipAnimationUnused
|
||
|
||
db GROWL
|
||
dw DoGrowlSpecialEffects
|
||
|
||
db DISABLE
|
||
dw AnimationFlashScreen
|
||
|
||
db BLIZZARD
|
||
dw DoBlizzardSpecialEffects
|
||
|
||
db BUBBLEBEAM
|
||
dw AnimationFlashScreen
|
||
|
||
db HYPER_BEAM
|
||
dw FlashScreenEveryFourFrameBlocks
|
||
|
||
db THUNDERBOLT
|
||
dw FlashScreenEveryEightFrameBlocks
|
||
|
||
db REFLECT
|
||
dw AnimationFlashScreen
|
||
|
||
db SELFDESTRUCT
|
||
dw DoExplodeSpecialEffects
|
||
|
||
db SPORE
|
||
dw AnimationFlashScreen
|
||
|
||
db EXPLOSION
|
||
dw DoExplodeSpecialEffects
|
||
|
||
db ROCK_SLIDE
|
||
dw DoRockSlideSpecialEffects
|
||
|
||
db TRADE_BALL_DROP_ANIM
|
||
dw TradeHidePokemon
|
||
|
||
db TRADE_BALL_SHAKE_ANIM
|
||
dw TradeShakePokeball
|
||
|
||
db TRADE_BALL_TILT_ANIM
|
||
dw TradeJumpPokeball
|
||
|
||
db TOSS_ANIM
|
||
dw DoBallTossSpecialEffects
|
||
|
||
db SHAKE_ANIM
|
||
dw DoBallShakeSpecialEffects
|
||
|
||
db POOF_ANIM
|
||
dw DoPoofSpecialEffects
|
||
|
||
db GREATTOSS_ANIM
|
||
dw DoBallTossSpecialEffects
|
||
|
||
db ULTRATOSS_ANIM
|
||
dw DoBallTossSpecialEffects
|
||
|
||
db $FF ; terminator
|
||
|
||
DoBallTossSpecialEffects:
|
||
ld a,[wcf91]
|
||
cp a,3 ; is it a Master Ball or Ultra Ball?
|
||
jr nc,.skipFlashingEffect
|
||
.flashingEffect ; do a flashing effect if it's Master Ball or Ultra Ball
|
||
ld a,[rOBP0]
|
||
xor a,%00111100 ; complement colors 1 and 2
|
||
ld [rOBP0],a
|
||
.skipFlashingEffect
|
||
ld a,[wSubAnimCounter]
|
||
cp a,11 ; is it the beginning of the subanimation?
|
||
jr nz,.skipPlayingSound
|
||
; if it is the beginning of the subanimation, play a sound
|
||
ld a,SFX_BALL_TOSS
|
||
call PlaySound
|
||
.skipPlayingSound
|
||
ld a,[wIsInBattle]
|
||
cp a,02 ; is it a trainer battle?
|
||
jr z,.isTrainerBattle
|
||
ld a,[wd11e]
|
||
cp a,$10 ; is the enemy pokemon the Ghost Marowak?
|
||
ret nz
|
||
; if the enemy pokemon is the Ghost Marowak, make it dodge during the last 3 frames
|
||
ld a,[wSubAnimCounter]
|
||
cp a,3
|
||
jr z,.moveGhostMarowakLeft
|
||
cp a,2
|
||
jr z,.moveGhostMarowakLeft
|
||
cp a,1
|
||
ret nz
|
||
.moveGhostMarowakLeft
|
||
coord hl, 17, 0
|
||
ld de,20
|
||
lb bc, 7, 7
|
||
.loop
|
||
push hl
|
||
push bc
|
||
call AnimCopyRowRight ; move row of tiles left
|
||
pop bc
|
||
pop hl
|
||
add hl,de
|
||
dec b
|
||
jr nz,.loop
|
||
ld a,%00001000
|
||
ld [rNR10],a ; Channel 1 sweep register
|
||
ret
|
||
.isTrainerBattle ; if it's a trainer battle, shorten the animation by one frame
|
||
ld a,[wSubAnimCounter]
|
||
cp a,3
|
||
ret nz
|
||
dec a
|
||
ld [wSubAnimCounter],a
|
||
ret
|
||
|
||
DoBallShakeSpecialEffects:
|
||
ld a,[wSubAnimCounter]
|
||
cp a,4 ; is it the beginning of a shake?
|
||
jr nz,.skipPlayingSound
|
||
; if it is the beginning of a shake, play a sound and wait 2/3 of a second
|
||
ld a,SFX_TINK
|
||
call PlaySound
|
||
ld c,40
|
||
call DelayFrames
|
||
.skipPlayingSound
|
||
ld a,[wSubAnimCounter]
|
||
dec a
|
||
ret nz
|
||
; if it's the end of the ball shaking subanimation, check if more shakes are left and restart the subanimation
|
||
ld a,[wNumShakes] ; number of shakes
|
||
dec a ; decrement number of shakes
|
||
ld [wNumShakes],a
|
||
ret z
|
||
; if there are shakes left, restart the subanimation
|
||
ld a,[wSubAnimSubEntryAddr]
|
||
ld l,a
|
||
ld a,[wSubAnimSubEntryAddr + 1]
|
||
ld h,a
|
||
ld de,-(4 * 3) ; 4 subentries and 3 bytes per subentry
|
||
add hl,de
|
||
ld a,l
|
||
ld [wSubAnimSubEntryAddr],a
|
||
ld a,h
|
||
ld [wSubAnimSubEntryAddr + 1],a
|
||
ld a,5 ; number of subentries in the ball shaking subanimation plus one
|
||
ld [wSubAnimCounter],a
|
||
ret
|
||
|
||
; plays a sound after the second frame of the poof animation
|
||
DoPoofSpecialEffects:
|
||
ld a,[wSubAnimCounter]
|
||
cp a,5
|
||
ret nz
|
||
ld a,SFX_BALL_POOF
|
||
jp PlaySound
|
||
|
||
DoRockSlideSpecialEffects:
|
||
ld a,[wSubAnimCounter]
|
||
cp a,12
|
||
ret nc
|
||
cp a,8
|
||
jr nc,.shakeScreen
|
||
cp a,1
|
||
jp z,AnimationFlashScreen ; if it's the end of the subanimation, flash the screen
|
||
ret
|
||
; if the subaninmation counter is between 8 and 11, shake the screen horizontally and vertically
|
||
.shakeScreen
|
||
ld b,1
|
||
predef PredefShakeScreenHorizontally ; shake horizontally
|
||
ld b,1
|
||
predef_jump PredefShakeScreenVertically ; shake vertically
|
||
|
||
FlashScreenEveryEightFrameBlocks:
|
||
ld a,[wSubAnimCounter]
|
||
and a,7 ; is the subanimation counter exactly 8?
|
||
call z,AnimationFlashScreen ; if so, flash the screen
|
||
ret
|
||
|
||
; flashes the screen if the subanimation counter is divisible by 4
|
||
FlashScreenEveryFourFrameBlocks:
|
||
ld a,[wSubAnimCounter]
|
||
and a,3
|
||
call z,AnimationFlashScreen
|
||
ret
|
||
|
||
; used for Explosion and Selfdestruct
|
||
DoExplodeSpecialEffects:
|
||
ld a,[wSubAnimCounter]
|
||
cp a,1 ; is it the end of the subanimation?
|
||
jr nz,FlashScreenEveryFourFrameBlocks
|
||
; if it's the end of the subanimation, make the attacking pokemon disappear
|
||
coord hl, 1, 5
|
||
jp AnimationHideMonPic ; make pokemon disappear
|
||
|
||
; flashes the screen when subanimation counter is 1 modulo 4
|
||
DoBlizzardSpecialEffects:
|
||
ld a,[wSubAnimCounter]
|
||
cp a,13
|
||
jp z,AnimationFlashScreen
|
||
cp a,9
|
||
jp z,AnimationFlashScreen
|
||
cp a,5
|
||
jp z,AnimationFlashScreen
|
||
cp a,1
|
||
jp z,AnimationFlashScreen
|
||
ret
|
||
|
||
; flashes the screen at 3 points in the subanimation
|
||
; unused
|
||
FlashScreenUnused:
|
||
ld a,[wSubAnimCounter]
|
||
cp a,14
|
||
jp z,AnimationFlashScreen
|
||
cp a,9
|
||
jp z,AnimationFlashScreen
|
||
cp a,2
|
||
jp z,AnimationFlashScreen
|
||
ret
|
||
|
||
; function to make the pokemon disappear at the beginning of the animation
|
||
TradeHidePokemon:
|
||
ld a,[wSubAnimCounter]
|
||
cp a,6
|
||
ret nz
|
||
ld a,2 * SCREEN_WIDTH + 7
|
||
jp ClearMonPicFromTileMap ; make pokemon disappear
|
||
|
||
; function to make a shaking pokeball jump up at the end of the animation
|
||
TradeShakePokeball:
|
||
ld a,[wSubAnimCounter]
|
||
cp a,1
|
||
ret nz
|
||
; if it's the end of the animation, make the ball jump up
|
||
ld de,BallMoveDistances1
|
||
.loop
|
||
ld hl,wOAMBuffer ; OAM buffer
|
||
ld bc,4
|
||
.innerLoop
|
||
ld a,[de]
|
||
cp a,$ff
|
||
jr z,.done
|
||
add [hl] ; add to Y value of OAM entry
|
||
ld [hl],a
|
||
add hl,bc
|
||
ld a,l
|
||
cp a,4 * 4 ; there are 4 entries, each 4 bytes
|
||
jr nz,.innerLoop
|
||
inc de
|
||
push bc
|
||
call Delay3
|
||
pop bc
|
||
jr .loop
|
||
.done
|
||
call AnimationCleanOAM
|
||
ld a,SFX_TRADE_MACHINE
|
||
jp PlaySound
|
||
|
||
BallMoveDistances1:
|
||
db -12,-12,-8
|
||
db $ff ; terminator
|
||
|
||
; function to make the pokeball jump up
|
||
TradeJumpPokeball:
|
||
ld de,BallMoveDistances2
|
||
.loop
|
||
ld hl,wOAMBuffer ; OAM buffer
|
||
ld bc,4
|
||
.innerLoop
|
||
ld a,[de]
|
||
cp a,$ff
|
||
jp z,ClearScreen
|
||
add [hl]
|
||
ld [hl],a
|
||
add hl,bc
|
||
ld a,l
|
||
cp a,4 * 4 ; there are 4 entries, each 4 bytes
|
||
jr nz,.innerLoop
|
||
inc de
|
||
push de
|
||
ld a,[de]
|
||
cp a,12
|
||
jr z,.playSound
|
||
cp a,$ff
|
||
jr nz,.skipPlayingSound
|
||
.playSound ; play sound if next move distance is 12 or this is the last one
|
||
ld a,SFX_BATTLE_18
|
||
call PlaySound
|
||
.skipPlayingSound
|
||
push bc
|
||
ld c,5
|
||
call DelayFrames
|
||
pop bc
|
||
ld a,[hSCX] ; background scroll X
|
||
sub a,8 ; scroll to the left
|
||
ld [hSCX],a
|
||
pop de
|
||
jr .loop
|
||
|
||
BallMoveDistances2:
|
||
db 11,12,-12,-7,7,12,-8,8
|
||
db $ff ; terminator
|
||
|
||
; this function copies the current musical note graphic
|
||
; so that there are two musical notes flying towards the defending pokemon
|
||
DoGrowlSpecialEffects:
|
||
ld hl,wOAMBuffer ; OAM buffer
|
||
ld de,wOAMBuffer + $10
|
||
ld bc,$10
|
||
call CopyData ; copy the musical note graphic
|
||
ld a,[wSubAnimCounter]
|
||
dec a
|
||
call z,AnimationCleanOAM ; clean up at the end of the subanimation
|
||
ret
|
||
|
||
; this is associated with Tail Whip, but Tail Whip doesn't use any subanimations
|
||
TailWhipAnimationUnused:
|
||
ld a,1
|
||
ld [wSubAnimCounter],a
|
||
ld c,20
|
||
jp DelayFrames
|
||
|
||
; Format: Special Effect ID (1 byte), Address (2 bytes)
|
||
SpecialEffectPointers:
|
||
db SE_DARK_SCREEN_FLASH ; $FE
|
||
dw AnimationFlashScreen
|
||
db SE_DARK_SCREEN_PALETTE ; $FD
|
||
dw AnimationDarkScreenPalette
|
||
db SE_RESET_SCREEN_PALETTE ; $FC
|
||
dw AnimationResetScreenPalette
|
||
db SE_SHAKE_SCREEN ; $FB
|
||
dw AnimationShakeScreen
|
||
db SE_WATER_DROPLETS_EVERYWHERE ; $FA
|
||
dw AnimationWaterDropletsEverywhere
|
||
db SE_DARKEN_MON_PALETTE ; $F9
|
||
dw AnimationDarkenMonPalette
|
||
db SE_FLASH_SCREEN_LONG ; $F8
|
||
dw AnimationFlashScreenLong
|
||
db SE_SLIDE_MON_UP ; $F7
|
||
dw AnimationSlideMonUp
|
||
db SE_SLIDE_MON_DOWN ; $F6
|
||
dw AnimationSlideMonDown
|
||
db SE_FLASH_MON_PIC ; $F5
|
||
dw AnimationFlashMonPic
|
||
db SE_SLIDE_MON_OFF ; $F4
|
||
dw AnimationSlideMonOff
|
||
db SE_BLINK_MON ; $F3
|
||
dw AnimationBlinkMon
|
||
db SE_MOVE_MON_HORIZONTALLY ; $F2
|
||
dw AnimationMoveMonHorizontally
|
||
db SE_RESET_MON_POSITION ; $F1
|
||
dw AnimationResetMonPosition
|
||
db SE_LIGHT_SCREEN_PALETTE ; $F0
|
||
dw AnimationLightScreenPalette
|
||
db SE_HIDE_MON_PIC ; $EF
|
||
dw AnimationHideMonPic
|
||
db SE_SQUISH_MON_PIC ; $EE
|
||
dw AnimationSquishMonPic
|
||
db SE_SHOOT_BALLS_UPWARD ; $ED
|
||
dw AnimationShootBallsUpward
|
||
db SE_SHOOT_MANY_BALLS_UPWARD ; $EC
|
||
dw AnimationShootManyBallsUpward
|
||
db SE_BOUNCE_UP_AND_DOWN ; $EB
|
||
dw AnimationBoundUpAndDown
|
||
db SE_MINIMIZE_MON ; $EA
|
||
dw AnimationMinimizeMon
|
||
db SE_SLIDE_MON_DOWN_AND_HIDE ; $E9
|
||
dw AnimationSlideMonDownAndHide
|
||
db SE_TRANSFORM_MON ; $E8
|
||
dw AnimationTransformMon
|
||
db SE_LEAVES_FALLING ; $E7
|
||
dw AnimationLeavesFalling
|
||
db SE_PETALS_FALLING ; $E6
|
||
dw AnimationPetalsFalling
|
||
db SE_SLIDE_MON_HALF_OFF ; $E5
|
||
dw AnimationSlideMonHalfOff
|
||
db SE_SHAKE_ENEMY_HUD ; $E4
|
||
dw AnimationShakeEnemyHUD
|
||
db SE_SHAKE_ENEMY_HUD_2 ; unused--same pointer as SE_SHAKE_ENEMY_HUD ($E4)
|
||
dw AnimationShakeEnemyHUD
|
||
db SE_SPIRAL_BALLS_INWARD ; $E2
|
||
dw AnimationSpiralBallsInward
|
||
db SE_DELAY_ANIMATION_10 ; $E1
|
||
dw AnimationDelay10
|
||
db SE_FLASH_ENEMY_MON_PIC ; unused--same as SE_FLASH_MON_PIC ($F5), but for the enemy mon
|
||
dw AnimationFlashEnemyMonPic
|
||
db SE_HIDE_ENEMY_MON_PIC ; $DF
|
||
dw AnimationHideEnemyMonPic
|
||
db SE_BLINK_ENEMY_MON ; $DE
|
||
dw AnimationBlinkEnemyMon
|
||
db SE_SHOW_MON_PIC ; $DD
|
||
dw AnimationShowMonPic
|
||
db SE_SHOW_ENEMY_MON_PIC ; $DC
|
||
dw AnimationShowEnemyMonPic
|
||
db SE_SLIDE_ENEMY_MON_OFF ; $DB
|
||
dw AnimationSlideEnemyMonOff
|
||
db SE_SHAKE_BACK_AND_FORTH ; $DA
|
||
dw AnimationShakeBackAndForth
|
||
db SE_SUBSTITUTE_MON ; $D9
|
||
dw AnimationSubstitute
|
||
db SE_WAVY_SCREEN ; $D8
|
||
dw AnimationWavyScreen
|
||
db $FF
|
||
|
||
AnimationDelay10:
|
||
ld c,10
|
||
jp DelayFrames
|
||
|
||
; calls a function with the turn flipped from player to enemy or vice versa
|
||
; input - hl - address of function to call
|
||
CallWithTurnFlipped:
|
||
ld a,[H_WHOSETURN]
|
||
push af
|
||
xor a,1
|
||
ld [H_WHOSETURN],a
|
||
ld de,.returnAddress
|
||
push de
|
||
jp [hl]
|
||
.returnAddress
|
||
pop af
|
||
ld [H_WHOSETURN],a
|
||
ret
|
||
|
||
; flashes the screen for an extended period (48 frames)
|
||
AnimationFlashScreenLong:
|
||
ld a,3 ; cycle through the palettes 3 times
|
||
ld [wFlashScreenLongCounter],a
|
||
ld a,[wOnSGB] ; running on SGB?
|
||
and a
|
||
ld hl,FlashScreenLongMonochrome
|
||
jr z,.loop
|
||
ld hl,FlashScreenLongSGB
|
||
.loop
|
||
push hl
|
||
.innerLoop
|
||
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,[wFlashScreenLongCounter]
|
||
dec a
|
||
ld [wFlashScreenLongCounter],a
|
||
pop hl
|
||
jr nz,.loop
|
||
ret
|
||
|
||
; BG palettes
|
||
FlashScreenLongMonochrome:
|
||
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:
|
||
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:
|
||
ld a,[wFlashScreenLongCounter]
|
||
cp a,4 ; never true since [wFlashScreenLongCounter] 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:
|
||
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
|
||
|
||
AnimationDarkScreenPalette:
|
||
; Changes the screen's palette to a dark palette.
|
||
lb bc, $6f, $6f
|
||
jr SetAnimationBGPalette
|
||
|
||
AnimationDarkenMonPalette:
|
||
; Darkens the mon sprite's palette.
|
||
lb bc, $f9, $f4
|
||
jr SetAnimationBGPalette
|
||
|
||
AnimationUnusedPalette1:
|
||
lb bc, $fe, $f8
|
||
jr SetAnimationBGPalette
|
||
|
||
AnimationUnusedPalette2:
|
||
lb bc, $ff, $ff
|
||
jr SetAnimationBGPalette
|
||
|
||
AnimationResetScreenPalette:
|
||
; Restores the screen's palette to the normal palette.
|
||
lb bc, $e4, $e4
|
||
jr SetAnimationBGPalette
|
||
|
||
AnimationUnusedPalette3:
|
||
lb bc, $00, $00
|
||
jr SetAnimationBGPalette
|
||
|
||
AnimationLightScreenPalette:
|
||
; Changes the screen to use a palette with light colors.
|
||
lb bc, $90, $90
|
||
jr SetAnimationBGPalette
|
||
|
||
AnimationUnusedPalette4:
|
||
lb bc, $40, $40
|
||
|
||
SetAnimationBGPalette:
|
||
ld a, [wOnSGB]
|
||
and a
|
||
ld a, b
|
||
jr z, .next
|
||
ld a, c
|
||
.next
|
||
ld [rBGP], a
|
||
ret
|
||
|
||
ld b, $5
|
||
|
||
AnimationShakeScreenVertically:
|
||
predef_jump PredefShakeScreenVertically
|
||
|
||
AnimationShakeScreen:
|
||
; Shakes the screen for a while. Used in Earthquake/Fissure/etc. animations.
|
||
ld b, $8
|
||
|
||
AnimationShakeScreenHorizontallyFast:
|
||
predef_jump PredefShakeScreenHorizontally
|
||
|
||
AnimationWaterDropletsEverywhere:
|
||
; Draws water droplets all over the screen and makes them
|
||
; scroll. It's hard to describe, but it's the main animation
|
||
; in Surf/Mist/Toxic.
|
||
xor a
|
||
ld [wWhichBattleAnimTileset], a
|
||
call LoadAnimationTileset
|
||
ld d, 32
|
||
ld a, -16
|
||
ld [wBaseCoordX], a
|
||
ld a, $71
|
||
ld [wDropletTile], a
|
||
.loop
|
||
ld a, 16
|
||
ld [wBaseCoordY], a
|
||
ld a, 0
|
||
ld [wUnusedD08A], a
|
||
call _AnimationWaterDroplets
|
||
ld a, 24
|
||
ld [wBaseCoordY], a
|
||
ld a, 32
|
||
ld [wUnusedD08A], a
|
||
call _AnimationWaterDroplets
|
||
dec d
|
||
jr nz, .loop
|
||
ret
|
||
|
||
_AnimationWaterDroplets:
|
||
ld hl, wOAMBuffer
|
||
.loop
|
||
ld a, [wBaseCoordY]
|
||
ld [hli], a ; Y
|
||
ld a, [wBaseCoordX]
|
||
add 27
|
||
ld [wBaseCoordX], a
|
||
ld [hli], a ; X
|
||
ld a, [wDropletTile]
|
||
ld [hli], a ; tile
|
||
xor a
|
||
ld [hli], a ; attribute
|
||
ld a, [wBaseCoordX]
|
||
cp 144
|
||
jr c, .loop
|
||
sub 168
|
||
ld [wBaseCoordX], a
|
||
ld a, [wBaseCoordY]
|
||
add 16
|
||
ld [wBaseCoordY], a
|
||
cp 112
|
||
jr c, .loop
|
||
call AnimationCleanOAM
|
||
jp DelayFrame
|
||
|
||
AnimationSlideMonUp:
|
||
; Slides the mon's sprite upwards.
|
||
ld c, 7
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
coord hl, 1, 6
|
||
coord de, 1, 5
|
||
ld a, $30
|
||
jr z, .next
|
||
coord hl, 12, 1
|
||
coord de, 12, 0
|
||
ld a, $ff
|
||
.next
|
||
ld [wSlideMonUpBottomRowLeftTile], a
|
||
jp _AnimationSlideMonUp
|
||
|
||
AnimationSlideMonDown:
|
||
; Slides the mon's sprite down out of the screen.
|
||
xor a
|
||
call GetTileIDList
|
||
.loop
|
||
call GetMonSpriteTileMapPointerFromRowCount
|
||
push bc
|
||
push de
|
||
call CopyPicTiles
|
||
call Delay3
|
||
call AnimationHideMonPic
|
||
pop de
|
||
pop bc
|
||
dec b
|
||
jr nz, .loop
|
||
ret
|
||
|
||
AnimationSlideMonOff:
|
||
; Slides the mon's sprite off the screen horizontally.
|
||
ld e, 8
|
||
ld a, 3
|
||
ld [wSlideMonDelay], a
|
||
jp _AnimationSlideMonOff
|
||
|
||
AnimationSlideEnemyMonOff:
|
||
; Slides the enemy mon off the screen horizontally.
|
||
ld hl, AnimationSlideMonOff
|
||
jp CallWithTurnFlipped
|
||
|
||
_AnimationSlideMonUp:
|
||
push de
|
||
push hl
|
||
push bc
|
||
|
||
; In each iteration, slide up all rows but the top one (which is overwritten).
|
||
ld b, 6
|
||
.slideLoop
|
||
push bc
|
||
push de
|
||
push hl
|
||
ld bc, 7
|
||
call CopyData
|
||
; Note that de and hl are popped in the same order they are pushed, swapping
|
||
; their values. When CopyData is called, hl points to a tile 1 row below
|
||
; the one de points to. To maintain this relationship, after swapping, we add 2
|
||
; rows to hl so that it is 1 row below again.
|
||
pop de
|
||
pop hl
|
||
ld bc, SCREEN_WIDTH * 2
|
||
add hl, bc
|
||
pop bc
|
||
dec b
|
||
jr nz, .slideLoop
|
||
|
||
; Fill in the bottom row of the mon pic with the next row's tile IDs.
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
coord hl, 1, 11
|
||
jr z, .next
|
||
coord hl, 12, 6
|
||
.next
|
||
ld a, [wSlideMonUpBottomRowLeftTile]
|
||
inc a
|
||
ld [wSlideMonUpBottomRowLeftTile], a
|
||
ld c, 7
|
||
.fillBottomRowLoop
|
||
ld [hli], a
|
||
add 7
|
||
dec c
|
||
jr nz, .fillBottomRowLoop
|
||
|
||
ld c, 2
|
||
call DelayFrames
|
||
pop bc
|
||
pop hl
|
||
pop de
|
||
dec c
|
||
jr nz, _AnimationSlideMonUp
|
||
ret
|
||
|
||
ShakeEnemyHUD_WritePlayerMonPicOAM:
|
||
; Writes the OAM entries for a copy of the player mon's pic in OAM.
|
||
; The top 5 rows are reproduced in OAM, although only 2 are actually needed.
|
||
ld a, $10
|
||
ld [wBaseCoordX], a
|
||
ld a, $30
|
||
ld [wBaseCoordY], a
|
||
ld hl, wOAMBuffer
|
||
ld d, 0
|
||
ld c, 7
|
||
.loop
|
||
ld a, [wBaseCoordY]
|
||
ld e, a
|
||
ld b, 5
|
||
.innerLoop
|
||
call BattleAnimWriteOAMEntry
|
||
inc d
|
||
dec b
|
||
jr nz, .innerLoop
|
||
dec c
|
||
ret z
|
||
inc d
|
||
inc d
|
||
ld a, [wBaseCoordX]
|
||
add 8
|
||
ld [wBaseCoordX], a
|
||
jr .loop
|
||
|
||
BattleAnimWriteOAMEntry:
|
||
; Y coordinate = e (increased by 8 each call, before the write to OAM)
|
||
; X coordinate = [wBaseCoordX]
|
||
; tile = d
|
||
; attributes = 0
|
||
ld a, e
|
||
add 8
|
||
ld e, a
|
||
ld [hli], a
|
||
ld a, [wBaseCoordX]
|
||
ld [hli], a
|
||
ld a, d
|
||
ld [hli], a
|
||
xor a
|
||
ld [hli], a
|
||
ret
|
||
|
||
AdjustOAMBlockXPos:
|
||
ld l, e
|
||
ld h, d
|
||
|
||
AdjustOAMBlockXPos2:
|
||
ld de, 4
|
||
.loop
|
||
ld a, [wCoordAdjustmentAmount]
|
||
ld b, a
|
||
ld a, [hl]
|
||
add b
|
||
cp 168
|
||
jr c, .skipPuttingEntryOffScreen
|
||
; put off-screen if X >= 168
|
||
dec hl
|
||
ld a, 160
|
||
ld [hli], a
|
||
.skipPuttingEntryOffScreen
|
||
ld [hl], a
|
||
add hl, de
|
||
dec c
|
||
jr nz, .loop
|
||
ret
|
||
|
||
AdjustOAMBlockYPos:
|
||
ld l, e
|
||
ld h, d
|
||
|
||
AdjustOAMBlockYPos2:
|
||
ld de, 4
|
||
.loop
|
||
ld a, [wCoordAdjustmentAmount]
|
||
ld b, a
|
||
ld a, [hl]
|
||
add b
|
||
cp 112
|
||
jr c, .skipSettingPreviousEntrysAttribute
|
||
dec hl
|
||
ld a, 160 ; bug, sets previous OAM entry's attribute
|
||
ld [hli], a
|
||
.skipSettingPreviousEntrysAttribute
|
||
ld [hl], a
|
||
add hl, de
|
||
dec c
|
||
jr nz, .loop
|
||
ret
|
||
|
||
AnimationBlinkEnemyMon:
|
||
; Make the enemy mon's sprite blink on and off for a second or two
|
||
ld hl, AnimationBlinkMon
|
||
jp CallWithTurnFlipped
|
||
|
||
AnimationBlinkMon:
|
||
; Make the mon's sprite blink on and off for a second or two.
|
||
push af
|
||
ld c, 6
|
||
.loop
|
||
push bc
|
||
call AnimationHideMonPic
|
||
ld c, 5
|
||
call DelayFrames
|
||
call AnimationShowMonPic
|
||
ld c, 5
|
||
call DelayFrames
|
||
pop bc
|
||
dec c
|
||
jr nz, .loop
|
||
pop af
|
||
ret
|
||
|
||
AnimationFlashMonPic:
|
||
; Flashes the mon's sprite on and off
|
||
ld a, [wBattleMonSpecies]
|
||
ld [wChangeMonPicPlayerTurnSpecies], a
|
||
ld a, [wEnemyMonSpecies]
|
||
ld [wChangeMonPicEnemyTurnSpecies], a
|
||
jp ChangeMonPic
|
||
|
||
AnimationFlashEnemyMonPic:
|
||
; Flashes the enemy mon's sprite on and off
|
||
ld hl, AnimationFlashMonPic
|
||
jp CallWithTurnFlipped
|
||
|
||
AnimationShowMonPic:
|
||
xor a
|
||
call GetTileIDList
|
||
call GetMonSpriteTileMapPointerFromRowCount
|
||
call CopyPicTiles
|
||
jp Delay3
|
||
|
||
AnimationShowEnemyMonPic:
|
||
; Shows the emenmy mon's front sprite. Used in animations like Seismic Toss
|
||
; to make the mon's sprite reappear after disappears offscreen.
|
||
ld hl, AnimationShowMonPic
|
||
jp CallWithTurnFlipped
|
||
|
||
AnimationShakeBackAndForth:
|
||
; Shakes the mon's sprite back and forth rapidly. This is used in Double Team.
|
||
; The mon's sprite disappears after this animation.
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
coord hl, 0, 5
|
||
coord de, 2, 5
|
||
jr z, .next
|
||
coord hl, 11, 0
|
||
coord de, 13, 0
|
||
|
||
.next
|
||
xor a
|
||
ld c, $10
|
||
.loop
|
||
push af
|
||
push bc
|
||
push de
|
||
push hl
|
||
push hl
|
||
push de
|
||
push af
|
||
push hl
|
||
push hl
|
||
call GetTileIDList
|
||
pop hl
|
||
call CopyPicTiles
|
||
call Delay3
|
||
pop hl
|
||
lb bc, 7, 9
|
||
call ClearScreenArea
|
||
pop af
|
||
call GetTileIDList
|
||
pop hl
|
||
call CopyPicTiles
|
||
call Delay3
|
||
pop hl
|
||
lb bc, 7, 9
|
||
call ClearScreenArea
|
||
pop hl
|
||
pop de
|
||
pop bc
|
||
pop af
|
||
dec c
|
||
jr nz, .loop
|
||
ret
|
||
|
||
AnimationMoveMonHorizontally:
|
||
; Shifts the mon's sprite horizontally to a fixed location. Used by lots of
|
||
; animations like Tackle/Body Slam.
|
||
call AnimationHideMonPic
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
coord hl, 2, 5
|
||
jr z, .next
|
||
coord hl, 11, 0
|
||
.next
|
||
xor a
|
||
push hl
|
||
call GetTileIDList
|
||
pop hl
|
||
call CopyPicTiles
|
||
ld c, 3
|
||
jp DelayFrames
|
||
|
||
AnimationResetMonPosition:
|
||
; Resets the mon's sprites to be located at the normal coordinates.
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
ld a, 5 * SCREEN_WIDTH + 2
|
||
jr z, .next
|
||
ld a, 11
|
||
.next
|
||
call ClearMonPicFromTileMap
|
||
jp AnimationShowMonPic
|
||
|
||
AnimationSpiralBallsInward:
|
||
; Creates an effect that looks like energy balls spiralling into the
|
||
; player mon's sprite. Used in Focus Energy, for example.
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
jr z, .playerTurn
|
||
ld a, -40
|
||
ld [wSpiralBallsBaseY], a
|
||
ld a, 80
|
||
ld [wSpiralBallsBaseX], a
|
||
jr .next
|
||
.playerTurn
|
||
xor a
|
||
ld [wSpiralBallsBaseY], a
|
||
ld [wSpiralBallsBaseX], a
|
||
.next
|
||
ld d, $7a ; ball tile
|
||
ld c, 3 ; number of balls
|
||
xor a
|
||
call InitMultipleObjectsOAM
|
||
ld hl, SpiralBallAnimationCoordinates
|
||
.loop
|
||
push hl
|
||
ld c, 3
|
||
ld de, wOAMBuffer
|
||
.innerLoop
|
||
ld a, [hl]
|
||
cp $ff
|
||
jr z, .done
|
||
ld a, [wSpiralBallsBaseY]
|
||
add [hl]
|
||
ld [de], a ; Y
|
||
inc de
|
||
inc hl
|
||
ld a, [wSpiralBallsBaseX]
|
||
add [hl]
|
||
ld [de], a ; X
|
||
inc hl
|
||
inc de
|
||
inc de
|
||
inc de
|
||
dec c
|
||
jr nz, .innerLoop
|
||
ld c, 5
|
||
call DelayFrames
|
||
pop hl
|
||
inc hl
|
||
inc hl
|
||
jr .loop
|
||
.done
|
||
pop hl
|
||
call AnimationCleanOAM
|
||
jp AnimationFlashScreen
|
||
|
||
SpiralBallAnimationCoordinates:
|
||
; y, x pairs
|
||
; This is the sequence of screen coordinates that the spiralling
|
||
; balls are positioned at.
|
||
db $38, $28
|
||
db $40, $18
|
||
db $50, $10
|
||
db $60, $18
|
||
db $68, $28
|
||
db $60, $38
|
||
db $50, $40
|
||
db $40, $38
|
||
db $40, $28
|
||
db $46, $1E
|
||
db $50, $18
|
||
db $5B, $1E
|
||
db $60, $28
|
||
db $5B, $32
|
||
db $50, $38
|
||
db $46, $32
|
||
db $48, $28
|
||
db $50, $20
|
||
db $58, $28
|
||
db $50, $30
|
||
db $50, $28
|
||
db $FF ; list terminator
|
||
|
||
AnimationSquishMonPic:
|
||
; Squishes the mon's sprite horizontally making it
|
||
; disappear. Used by Teleport/Sky Attack animations.
|
||
ld c, 4
|
||
.loop
|
||
push bc
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
jr z, .playerTurn
|
||
coord hl, 16, 0
|
||
coord de, 14, 0
|
||
jr .next
|
||
.playerTurn
|
||
coord hl, 5, 5
|
||
coord de, 3, 5
|
||
.next
|
||
push de
|
||
xor a ; left
|
||
ld [wSquishMonCurrentDirection], a
|
||
call _AnimationSquishMonPic
|
||
pop hl
|
||
ld a, 1 ; right
|
||
ld [wSquishMonCurrentDirection], a
|
||
call _AnimationSquishMonPic
|
||
pop bc
|
||
dec c
|
||
jr nz, .loop
|
||
call AnimationHideMonPic
|
||
ld c, 2
|
||
jp DelayFrame
|
||
|
||
_AnimationSquishMonPic:
|
||
ld c, 7
|
||
.loop
|
||
push bc
|
||
push hl
|
||
ld c, 3
|
||
ld a, [wSquishMonCurrentDirection]
|
||
cp 0
|
||
jr nz, .right
|
||
call AnimCopyRowLeft
|
||
dec hl
|
||
jr .next
|
||
.right
|
||
call AnimCopyRowRight
|
||
inc hl
|
||
.next
|
||
ld [hl], " "
|
||
pop hl
|
||
ld de, SCREEN_WIDTH
|
||
add hl, de
|
||
pop bc
|
||
dec c
|
||
jr nz, .loop
|
||
jp Delay3
|
||
|
||
AnimationShootBallsUpward:
|
||
; Shoots one pillar of "energy" balls upwards. Used in Teleport/Sky Attack
|
||
; animations.
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
jr z, .playerTurn
|
||
lb bc, 0, 16 * 8
|
||
jr .next
|
||
.playerTurn
|
||
lb bc, 6 * 8, 5 * 8
|
||
.next
|
||
ld a, b
|
||
ld [wBaseCoordY], a
|
||
ld a, c
|
||
ld [wBaseCoordX], a
|
||
lb bc, 5, 1
|
||
call _AnimationShootBallsUpward
|
||
jp AnimationCleanOAM
|
||
|
||
_AnimationShootBallsUpward:
|
||
push bc
|
||
xor a
|
||
ld [wWhichBattleAnimTileset], a
|
||
call LoadAnimationTileset
|
||
pop bc
|
||
ld d, $7a ; ball tile
|
||
ld hl, wOAMBuffer
|
||
push bc
|
||
ld a, [wBaseCoordY]
|
||
ld e, a
|
||
.initOAMLoop
|
||
call BattleAnimWriteOAMEntry
|
||
dec b
|
||
jr nz, .initOAMLoop
|
||
call DelayFrame
|
||
pop bc
|
||
ld a, b
|
||
ld [wNumShootingBalls], a
|
||
.loop
|
||
push bc
|
||
ld hl, wOAMBuffer
|
||
.innerLoop
|
||
ld a, [wBaseCoordY]
|
||
add 8
|
||
ld e, a
|
||
ld a, [hl]
|
||
cp e ; has the ball reached the top?
|
||
jr z, .reachedTop
|
||
add -4 ; ball hasn't reached the top. move it up 4 pixels
|
||
ld [hl], a
|
||
jr .next
|
||
.reachedTop
|
||
; remove the ball once it has reached the top
|
||
ld [hl], 0 ; put it off-screen
|
||
ld a, [wNumShootingBalls]
|
||
dec a
|
||
ld [wNumShootingBalls], a
|
||
.next
|
||
ld de, 4
|
||
add hl, de ; next OAM entry
|
||
dec b
|
||
jr nz, .innerLoop
|
||
call DelayFrames
|
||
pop bc
|
||
ld a, [wNumShootingBalls]
|
||
and a
|
||
jr nz, .loop
|
||
ret
|
||
|
||
AnimationShootManyBallsUpward:
|
||
; Shoots several pillars of "energy" balls upward.
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
ld hl, UpwardBallsAnimXCoordinatesPlayerTurn
|
||
ld a, $50 ; y coordinate for "energy" ball pillar
|
||
jr z, .player
|
||
ld hl, UpwardBallsAnimXCoordinatesEnemyTurn
|
||
ld a, $28 ; y coordinate for "energy" ball pillar
|
||
.player
|
||
ld [wSavedY], a
|
||
.loop
|
||
ld a, [wSavedY]
|
||
ld [wBaseCoordY], a
|
||
ld a, [hli]
|
||
cp $ff
|
||
jp z, AnimationCleanOAM
|
||
ld [wBaseCoordX], a
|
||
lb bc, 4, 1
|
||
push hl
|
||
call _AnimationShootBallsUpward
|
||
pop hl
|
||
jr .loop
|
||
|
||
UpwardBallsAnimXCoordinatesPlayerTurn:
|
||
; List of x coordinates for each pillar of "energy" balls in the
|
||
; AnimationShootManyBallsUpward animation. It's unused in the game.
|
||
db $10, $40, $28, $18, $38, $30
|
||
db $FF ; list terminator
|
||
|
||
UpwardBallsAnimXCoordinatesEnemyTurn:
|
||
; List of x coordinates for each pillar of "energy" balls in the
|
||
; AnimationShootManyBallsUpward animation. It's unused in the game.
|
||
db $60, $90, $78, $68, $88, $80
|
||
db $FF ; list terminator
|
||
|
||
AnimationMinimizeMon:
|
||
; Changes the mon's sprite to a mini black sprite. Used by the
|
||
; Minimize animation.
|
||
ld hl, wTempPic
|
||
push hl
|
||
xor a
|
||
ld bc, 7 * 7 * $10
|
||
call FillMemory
|
||
pop hl
|
||
ld de, $194
|
||
add hl, de
|
||
ld de, MinimizedMonSprite
|
||
ld c, MinimizedMonSpriteEnd - MinimizedMonSprite
|
||
.loop
|
||
ld a, [de]
|
||
ld [hli], a
|
||
ld [hli], a
|
||
inc de
|
||
dec c
|
||
jr nz, .loop
|
||
call CopyTempPicToMonPic
|
||
call Delay3
|
||
jp AnimationShowMonPic
|
||
|
||
MinimizedMonSprite:
|
||
INCBIN "gfx/minimized_mon_sprite.1bpp"
|
||
MinimizedMonSpriteEnd:
|
||
|
||
AnimationSlideMonDownAndHide:
|
||
; Slides the mon's sprite down and disappears. Used in Acid Armor.
|
||
ld a, $1
|
||
ld c, $2
|
||
.loop
|
||
push bc
|
||
push af
|
||
call AnimationHideMonPic
|
||
pop af
|
||
push af
|
||
call GetTileIDList
|
||
call GetMonSpriteTileMapPointerFromRowCount
|
||
call CopyPicTiles
|
||
ld c, 8
|
||
call DelayFrames
|
||
pop af
|
||
inc a
|
||
pop bc
|
||
dec c
|
||
jr nz, .loop
|
||
call AnimationHideMonPic
|
||
ld hl, wTempPic
|
||
ld bc, $0310
|
||
xor a
|
||
call FillMemory
|
||
jp CopyTempPicToMonPic
|
||
|
||
_AnimationSlideMonOff:
|
||
; Slides the mon's sprite off the screen horizontally by e tiles and waits
|
||
; [wSlideMonDelay] V-blanks each time the pic is slid by one tile.
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
jr z, .playerTurn
|
||
coord hl, 12, 0
|
||
jr .next
|
||
.playerTurn
|
||
coord hl, 0, 5
|
||
.next
|
||
ld d, 8 ; d's value is unused
|
||
.slideLoop ; iterates once for each time the pic slides by one tile
|
||
push hl
|
||
ld b, 7
|
||
.rowLoop ; iterates once for each row
|
||
ld c, 8
|
||
.tileLoop ; iterates once for each tile in the row
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
jr z, .playerTurn2
|
||
call .EnemyNextTile
|
||
jr .next2
|
||
.playerTurn2
|
||
call .PlayerNextTile
|
||
.next2
|
||
ld [hli], a
|
||
dec c
|
||
jr nz, .tileLoop
|
||
push de
|
||
ld de, SCREEN_WIDTH - 8
|
||
add hl, de
|
||
pop de
|
||
dec b
|
||
jr nz, .rowLoop
|
||
ld a, [wSlideMonDelay]
|
||
ld c, a
|
||
call DelayFrames
|
||
pop hl
|
||
dec d
|
||
dec e
|
||
jr nz, .slideLoop
|
||
ret
|
||
|
||
; Since mon pic tile numbers go from top to bottom, left to right in order,
|
||
; adding the height of the mon pic in tiles to a tile number gives the tile
|
||
; number of the tile one column to the right (and thus subtracting the height
|
||
; gives the reverse). If the next tile would be past the edge of the pic, the 2
|
||
; functions below catch it by checking if the tile number is within the valid
|
||
; range and if not, replacing it with a blank tile.
|
||
|
||
.PlayerNextTile
|
||
ld a, [hl]
|
||
add 7
|
||
; This is a bug. The lower right corner tile of the mon back pic is blanked
|
||
; while the mon is sliding off the screen. It should compare with the max tile
|
||
; plus one instead.
|
||
cp $61
|
||
ret c
|
||
ld a, " "
|
||
ret
|
||
|
||
.EnemyNextTile
|
||
ld a, [hl]
|
||
sub 7
|
||
; This has the same problem as above, but it has no visible effect because
|
||
; the lower right tile is in the first column to slide off the screen.
|
||
cp $30
|
||
ret c
|
||
ld a, " "
|
||
ret
|
||
|
||
AnimationSlideMonHalfOff:
|
||
; Slides the mon's sprite halfway off the screen. It's used in Softboiled.
|
||
ld e, 4
|
||
ld a, 4
|
||
ld [wSlideMonDelay], a
|
||
call _AnimationSlideMonOff
|
||
jp Delay3
|
||
|
||
CopyTempPicToMonPic:
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
ld hl, vBackPic ; player turn
|
||
jr z, .next
|
||
ld hl, vFrontPic ; enemy turn
|
||
.next
|
||
ld de, wTempPic
|
||
ld bc, 7 * 7
|
||
jp CopyVideoData
|
||
|
||
AnimationWavyScreen:
|
||
; used in Psywave/Psychic etc.
|
||
ld hl, vBGMap0
|
||
call BattleAnimCopyTileMapToVRAM
|
||
call Delay3
|
||
xor a
|
||
ld [H_AUTOBGTRANSFERENABLED], a
|
||
ld a, SCREEN_HEIGHT_PIXELS
|
||
ld [hWY], a
|
||
ld d, $80 ; terminator
|
||
ld e, SCREEN_HEIGHT_PIXELS - 1
|
||
ld c, $ff
|
||
ld hl, WavyScreenLineOffsets
|
||
.loop
|
||
push hl
|
||
.innerLoop
|
||
call WavyScreen_SetSCX
|
||
ld a, [rLY]
|
||
cp e ; is it the last visible line in the frame?
|
||
jr nz, .innerLoop ; keep going if not
|
||
pop hl
|
||
inc hl
|
||
ld a, [hl]
|
||
cp d ; have we reached the end?
|
||
jr nz, .next
|
||
ld hl, WavyScreenLineOffsets ; go back to the beginning if so
|
||
.next
|
||
dec c
|
||
jr nz, .loop
|
||
xor a
|
||
ld [hWY], a
|
||
call SaveScreenTilesToBuffer2
|
||
call ClearScreen
|
||
ld a, 1
|
||
ld [H_AUTOBGTRANSFERENABLED], a
|
||
call Delay3
|
||
call LoadScreenTilesFromBuffer2
|
||
ld hl, vBGMap1
|
||
call BattleAnimCopyTileMapToVRAM
|
||
ret
|
||
|
||
WavyScreen_SetSCX:
|
||
ld a, [rSTAT]
|
||
and $3 ; is it H-blank?
|
||
jr nz, WavyScreen_SetSCX ; wait until it's H-blank
|
||
ld a, [hl]
|
||
ld [rSCX], a
|
||
inc hl
|
||
ld a, [hl]
|
||
cp d ; have we reached the end?
|
||
ret nz
|
||
ld hl, WavyScreenLineOffsets ; go back to the beginning if so
|
||
ret
|
||
|
||
WavyScreenLineOffsets:
|
||
; Sequence of horizontal line pixel offsets for the wavy screen animation.
|
||
; This sequence vaguely resembles a sine wave.
|
||
db 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1
|
||
db 0, 0, 0, 0, 0, -1, -1, -1, -2, -2, -2, -2, -2, -1, -1, -1
|
||
db $80 ; terminator
|
||
|
||
AnimationSubstitute:
|
||
; Changes the pokemon's sprite to the mini sprite
|
||
ld hl, wTempPic
|
||
xor a
|
||
ld bc, $0310
|
||
call FillMemory
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
jr z, .playerTurn
|
||
ld hl, SlowbroSprite ; facing down sprite
|
||
ld de, wTempPic + $120
|
||
call CopySlowbroSpriteData
|
||
ld hl, SlowbroSprite + $10
|
||
ld de, wTempPic + $120 + $70
|
||
call CopySlowbroSpriteData
|
||
ld hl, SlowbroSprite + $20
|
||
ld de, wTempPic + $120 + $10
|
||
call CopySlowbroSpriteData
|
||
ld hl, SlowbroSprite + $30
|
||
ld de, wTempPic + $120 + $10 + $70
|
||
call CopySlowbroSpriteData
|
||
jr .next
|
||
.playerTurn
|
||
ld hl, SlowbroSprite + $40 ; facing up sprite
|
||
ld de, wTempPic + $120 + $70
|
||
call CopySlowbroSpriteData
|
||
ld hl, SlowbroSprite + $50
|
||
ld de, wTempPic + $120 + $e0
|
||
call CopySlowbroSpriteData
|
||
ld hl, SlowbroSprite + $60
|
||
ld de, wTempPic + $120 + $80
|
||
call CopySlowbroSpriteData
|
||
ld hl, SlowbroSprite + $70
|
||
ld de, wTempPic + $120 + $f0
|
||
call CopySlowbroSpriteData
|
||
.next
|
||
call CopyTempPicToMonPic
|
||
jp AnimationShowMonPic
|
||
|
||
CopySlowbroSpriteData:
|
||
ld bc, $0010
|
||
ld a, BANK(SlowbroSprite)
|
||
jp FarCopyData2
|
||
|
||
HideSubstituteShowMonAnim:
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
ld hl, wPlayerMonMinimized
|
||
ld a, [wPlayerBattleStatus2]
|
||
jr z, .next1
|
||
ld hl, wEnemyMonMinimized
|
||
ld a, [wEnemyBattleStatus2]
|
||
.next1
|
||
push hl
|
||
; if the substitute broke, slide it down, else slide it offscreen horizontally
|
||
bit HasSubstituteUp, a
|
||
jr nz, .substituteStillUp
|
||
call AnimationSlideMonDown
|
||
jr .next2
|
||
.substituteStillUp
|
||
call AnimationSlideMonOff
|
||
.next2
|
||
pop hl
|
||
ld a, [hl]
|
||
and a
|
||
jp nz, AnimationMinimizeMon
|
||
call AnimationFlashMonPic
|
||
jp AnimationShowMonPic
|
||
|
||
ReshowSubstituteAnim:
|
||
call AnimationSlideMonOff
|
||
call AnimationSubstitute
|
||
jp AnimationShowMonPic
|
||
|
||
AnimationBoundUpAndDown:
|
||
; Bounces the mon's sprite up and down several times. It is used
|
||
; by Splash's animation.
|
||
ld c, 5
|
||
.loop
|
||
push bc
|
||
call AnimationSlideMonDown
|
||
pop bc
|
||
dec c
|
||
jr nz, .loop
|
||
jp AnimationShowMonPic
|
||
|
||
AnimationTransformMon:
|
||
; Redraws this mon's sprite as the back/front sprite of the opposing mon.
|
||
; Used in Transform.
|
||
ld a, [wEnemyMonSpecies]
|
||
ld [wChangeMonPicPlayerTurnSpecies], a
|
||
ld a, [wBattleMonSpecies]
|
||
ld [wChangeMonPicEnemyTurnSpecies], a
|
||
|
||
ChangeMonPic:
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
jr z, .playerTurn
|
||
ld a, [wChangeMonPicEnemyTurnSpecies]
|
||
ld [wcf91], a
|
||
ld [wd0b5], a
|
||
xor a
|
||
ld [wSpriteFlipped], a
|
||
call GetMonHeader
|
||
coord hl, 12, 0
|
||
call LoadFrontSpriteByMonIndex
|
||
jr .done
|
||
.playerTurn
|
||
ld a, [wBattleMonSpecies2]
|
||
push af
|
||
ld a, [wChangeMonPicPlayerTurnSpecies]
|
||
ld [wBattleMonSpecies2], a
|
||
ld [wd0b5], a
|
||
call GetMonHeader
|
||
predef LoadMonBackPic
|
||
xor a
|
||
call GetTileIDList
|
||
call GetMonSpriteTileMapPointerFromRowCount
|
||
call CopyPicTiles
|
||
pop af
|
||
ld [wBattleMonSpecies2], a
|
||
.done
|
||
ld b, SET_PAL_BATTLE
|
||
jp RunPaletteCommand
|
||
|
||
AnimationHideEnemyMonPic:
|
||
; Hides the enemy mon's sprite
|
||
xor a
|
||
ld [H_AUTOBGTRANSFERENABLED], a
|
||
ld hl, AnimationHideMonPic
|
||
call CallWithTurnFlipped
|
||
ld a, $1
|
||
ld [H_AUTOBGTRANSFERENABLED], a
|
||
jp Delay3
|
||
|
||
InitMultipleObjectsOAM:
|
||
; Writes c OAM entries with tile d.
|
||
; Sets their Y coordinates to sequential multiples of 8, starting from 0.
|
||
; Sets their X coordinates to 0.
|
||
; Loads animation tileset a.
|
||
push bc
|
||
push de
|
||
ld [wWhichBattleAnimTileset], a
|
||
call LoadAnimationTileset
|
||
pop de
|
||
pop bc
|
||
xor a
|
||
ld e, a
|
||
ld [wBaseCoordX], a
|
||
ld hl, wOAMBuffer
|
||
.loop
|
||
call BattleAnimWriteOAMEntry
|
||
dec c
|
||
jr nz, .loop
|
||
ret
|
||
|
||
AnimationHideMonPic:
|
||
; Hides the mon's sprite.
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
jr z, .playerTurn
|
||
ld a, 12
|
||
jr ClearMonPicFromTileMap
|
||
.playerTurn
|
||
ld a, 5 * SCREEN_WIDTH + 1
|
||
|
||
ClearMonPicFromTileMap:
|
||
push hl
|
||
push de
|
||
push bc
|
||
ld e, a
|
||
ld d, 0
|
||
coord hl, 0, 0
|
||
add hl, de
|
||
lb bc, 7, 7
|
||
call ClearScreenArea
|
||
pop bc
|
||
pop de
|
||
pop hl
|
||
ret
|
||
|
||
; puts the tile map destination address of a mon sprite in hl, given the row count in b
|
||
; The usual row count is 7, but it may be smaller when sliding a mon sprite in/out,
|
||
; in order to show only a portion of the mon sprite.
|
||
GetMonSpriteTileMapPointerFromRowCount:
|
||
push de
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
jr nz, .enemyTurn
|
||
ld a, 20 * 5 + 1
|
||
jr .next
|
||
.enemyTurn
|
||
ld a, 12
|
||
.next
|
||
coord hl, 0, 0
|
||
ld e, a
|
||
ld d, 0
|
||
add hl, de
|
||
ld a, 7
|
||
sub b
|
||
and a
|
||
jr z, .done
|
||
ld de, 20
|
||
.loop
|
||
add hl, de
|
||
dec a
|
||
jr nz, .loop
|
||
.done
|
||
pop de
|
||
ret
|
||
|
||
; Input:
|
||
; a = tile ID list index
|
||
; Output:
|
||
; de = tile ID list pointer
|
||
; b = number of rows
|
||
; c = number of columns
|
||
GetTileIDList:
|
||
ld hl, TileIDListPointerTable
|
||
ld e, a
|
||
ld d, 0
|
||
add hl, de
|
||
add hl, de
|
||
add hl, de
|
||
ld a, [hli]
|
||
ld e, a
|
||
ld a, [hli]
|
||
ld d, a
|
||
ld a, [hli]
|
||
ld b, a
|
||
and $f
|
||
ld c, a
|
||
ld a, b
|
||
swap a
|
||
and $f
|
||
ld b, a
|
||
ret
|
||
|
||
AnimCopyRowLeft:
|
||
; copy a row of c tiles 1 tile left
|
||
ld a, [hld]
|
||
ld [hli], a
|
||
inc hl
|
||
dec c
|
||
jr nz, AnimCopyRowLeft
|
||
ret
|
||
|
||
AnimCopyRowRight:
|
||
; copy a row of c tiles 1 tile right
|
||
ld a, [hli]
|
||
ld [hld], a
|
||
dec hl
|
||
dec c
|
||
jr nz, AnimCopyRowRight
|
||
ret
|
||
|
||
; get the sound of the move id in b
|
||
GetMoveSoundB:
|
||
ld a, b
|
||
call GetMoveSound
|
||
ld b, a
|
||
ret
|
||
|
||
GetMoveSound:
|
||
ld hl,MoveSoundTable
|
||
ld e,a
|
||
ld d,0
|
||
add hl,de
|
||
add hl,de
|
||
add hl,de
|
||
ld a,[hli]
|
||
ld b,a
|
||
call IsCryMove
|
||
jr nc,.NotCryMove
|
||
ld a,[H_WHOSETURN]
|
||
and a
|
||
jr nz,.next
|
||
ld a,[wBattleMonSpecies] ; get number of current monster
|
||
jr .Continue
|
||
.next
|
||
ld a,[wEnemyMonSpecies]
|
||
.Continue
|
||
push hl
|
||
call GetCryData
|
||
ld b,a
|
||
pop hl
|
||
ld a,[wFrequencyModifier]
|
||
add [hl]
|
||
ld [wFrequencyModifier],a
|
||
inc hl
|
||
ld a,[wTempoModifier]
|
||
add [hl]
|
||
ld [wTempoModifier],a
|
||
jr .done
|
||
.NotCryMove
|
||
ld a,[hli]
|
||
ld [wFrequencyModifier],a
|
||
ld a,[hli]
|
||
ld [wTempoModifier],a
|
||
.done
|
||
ld a,b
|
||
ret
|
||
|
||
IsCryMove:
|
||
; set carry if the move animation involves playing a monster cry
|
||
ld a,[wAnimationID]
|
||
cp a,GROWL
|
||
jr z,.CryMove
|
||
cp a,ROAR
|
||
jr z,.CryMove
|
||
and a ; clear carry
|
||
ret
|
||
.CryMove
|
||
scf
|
||
ret
|
||
|
||
MoveSoundTable:
|
||
; ID, pitch mod, tempo mod
|
||
db SFX_POUND, $00,$80 ; POUND
|
||
db SFX_BATTLE_0C, $10,$80 ; KARATE_CHOP
|
||
db SFX_DOUBLESLAP, $00,$80 ; DOUBLESLAP
|
||
db SFX_BATTLE_0B, $01,$80 ; COMET_PUNCH
|
||
db SFX_BATTLE_0D, $00,$40 ; MEGA_PUNCH
|
||
db SFX_SILPH_SCOPE, $00,$ff ; PAY_DAY
|
||
db SFX_BATTLE_0D, $10,$60 ; FIRE_PUNCH
|
||
db SFX_BATTLE_0D, $20,$80 ; ICE_PUNCH
|
||
db SFX_BATTLE_0D, $00,$a0 ; THUNDERPUNCH
|
||
db SFX_DAMAGE, $00,$80 ; SCRATCH
|
||
db SFX_BATTLE_0F, $20,$40 ; VICEGRIP
|
||
db SFX_BATTLE_0F, $00,$80 ; GUILLOTINE
|
||
db SFX_BATTLE_0E, $00,$a0 ; RAZOR_WIND
|
||
db SFX_NOT_VERY_EFFECTIVE,$10,$c0 ; SWORDS_DANCE
|
||
db SFX_NOT_VERY_EFFECTIVE,$00,$a0 ; CUT
|
||
db SFX_BATTLE_12, $00,$c0 ; GUST
|
||
db SFX_BATTLE_12, $10,$a0 ; WING_ATTACK
|
||
db SFX_BATTLE_13, $00,$e0 ; WHIRLWIND
|
||
db SFX_NOT_VERY_EFFECTIVE,$20,$c0 ; FLY
|
||
db SFX_BATTLE_14, $00,$80 ; BIND
|
||
db SFX_BATTLE_22, $00,$80 ; SLAM
|
||
db SFX_VINE_WHIP, $01,$80 ; VINE_WHIP
|
||
db SFX_BATTLE_20, $00,$80 ; STOMP
|
||
db SFX_BATTLE_17, $f0,$40 ; DOUBLE_KICK
|
||
db SFX_SUPER_EFFECTIVE, $00,$80 ; MEGA_KICK
|
||
db SFX_BATTLE_17, $00,$80 ; JUMP_KICK
|
||
db SFX_BATTLE_21, $10,$80 ; ROLLING_KICK
|
||
db SFX_BATTLE_1B, $01,$a0 ; SAND_ATTACK
|
||
db SFX_BATTLE_18, $00,$80 ; HEADBUTT
|
||
db SFX_BATTLE_1E, $00,$60 ; HORN_ATTACK
|
||
db SFX_BATTLE_1E, $01,$40 ; FURY_ATTACK
|
||
db SFX_HORN_DRILL, $00,$a0 ; HORN_DRILL
|
||
db SFX_SUPER_EFFECTIVE, $10,$a0 ; TACKLE
|
||
db SFX_BATTLE_20, $00,$c0 ; BODY_SLAM
|
||
db SFX_BATTLE_14, $10,$60 ; WRAP
|
||
db SFX_SUPER_EFFECTIVE, $00,$a0 ; TAKE_DOWN
|
||
db SFX_BATTLE_22, $11,$c0 ; THRASH
|
||
db SFX_SUPER_EFFECTIVE, $20,$c0 ; DOUBLE_EDGE
|
||
db SFX_BATTLE_21, $00,$80 ; TAIL_WHIP
|
||
db SFX_BATTLE_1B, $00,$80 ; POISON_STING
|
||
db SFX_BATTLE_1B, $20,$c0 ; TWINEEDLE
|
||
db SFX_BATTLE_19, $00,$80 ; PIN_MISSILE
|
||
db SFX_BATTLE_31, $ff,$40 ; LEER
|
||
db SFX_BATTLE_1E, $00,$80 ; BITE
|
||
db SFX_BATTLE_0B, $00,$c0 ; GROWL
|
||
db SFX_BATTLE_0B, $00,$40 ; ROAR
|
||
db SFX_BATTLE_35, $00,$80 ; SING
|
||
db SFX_BATTLE_27, $40,$60 ; SUPERSONIC
|
||
db SFX_BATTLE_27, $00,$80 ; SONICBOOM
|
||
db SFX_BATTLE_27, $ff,$40 ; DISABLE
|
||
db SFX_BATTLE_2A, $80,$c0 ; ACID
|
||
db SFX_BATTLE_19, $10,$a0 ; EMBER
|
||
db SFX_BATTLE_19, $21,$e0 ; FLAMETHROWER
|
||
db SFX_BATTLE_29, $00,$80 ; MIST
|
||
db SFX_BATTLE_24, $20,$60 ; WATER_GUN
|
||
db SFX_BATTLE_2A, $00,$80 ; HYDRO_PUMP
|
||
db SFX_BATTLE_2C, $00,$80 ; SURF
|
||
db SFX_BATTLE_28, $40,$80 ; ICE_BEAM
|
||
db SFX_BATTLE_29, $f0,$e0 ; BLIZZARD
|
||
db SFX_PSYBEAM, $00,$80 ; PSYBEAM
|
||
db SFX_BATTLE_2A, $f0,$60 ; BUBBLEBEAM
|
||
db SFX_BATTLE_28, $00,$80 ; AURORA_BEAM
|
||
db SFX_BATTLE_36, $00,$80 ; HYPER_BEAM
|
||
db SFX_PECK,$01, $a0 ; PECK
|
||
db SFX_BATTLE_13, $f0,$20 ; DRILL_PECK
|
||
db SFX_BATTLE_23, $01,$c0 ; SUBMISSION
|
||
db SFX_BATTLE_23, $00,$80 ; LOW_KICK
|
||
db SFX_SUPER_EFFECTIVE, $00,$e0 ; COUNTER
|
||
db SFX_BATTLE_26, $01,$60 ; SEISMIC_TOSS
|
||
db SFX_BATTLE_26, $20,$40 ; STRENGTH
|
||
db SFX_BATTLE_24, $00,$80 ; ABSORB
|
||
db SFX_BATTLE_24, $40,$c0 ; MEGA_DRAIN
|
||
db SFX_BATTLE_1B, $03,$60 ; LEECH_SEED
|
||
db SFX_BATTLE_25, $11,$e0 ; GROWTH
|
||
db SFX_BATTLE_12, $20,$e0 ; RAZOR_LEAF
|
||
db SFX_BATTLE_2E, $00,$80 ; SOLARBEAM
|
||
db SFX_BATTLE_1C, $00,$80 ; POISONPOWDER
|
||
db SFX_BATTLE_1C, $11,$a0 ; STUN_SPORE
|
||
db SFX_BATTLE_1C, $01,$c0 ; SLEEP_POWDER
|
||
db SFX_BATTLE_13, $14,$c0 ; PETAL_DANCE
|
||
db SFX_BATTLE_1B, $02,$a0 ; STRING_SHOT
|
||
db SFX_BATTLE_29, $f0,$80 ; DRAGON_RAGE
|
||
db SFX_BATTLE_29, $20,$c0 ; FIRE_SPIN
|
||
db SFX_BATTLE_2F, $00,$20 ; THUNDERSHOCK
|
||
db SFX_BATTLE_2F, $20,$80 ; THUNDERBOLT
|
||
db SFX_BATTLE_2E, $12,$60 ; THUNDER_WAVE
|
||
db SFX_BATTLE_26, $00,$80 ; THUNDER
|
||
db SFX_BATTLE_14, $01,$e0 ; ROCK_THROW
|
||
db SFX_BATTLE_29, $0f,$e0 ; EARTHQUAKE
|
||
db SFX_BATTLE_29, $11,$20 ; FISSURE
|
||
db SFX_DAMAGE, $10,$40 ; DIG
|
||
db SFX_BATTLE_0F, $10,$c0 ; TOXIC
|
||
db SFX_BATTLE_14, $00,$20 ; CONFUSION
|
||
db SFX_PSYCHIC_M, $00,$80 ; PSYCHIC_M
|
||
db SFX_BATTLE_35, $11,$18 ; HYPNOSIS
|
||
db SFX_BATTLE_09, $20,$c0 ; MEDITATE
|
||
db SFX_FAINT_FALL, $20,$c0 ; AGILITY
|
||
db SFX_BATTLE_25, $00,$10 ; QUICK_ATTACK
|
||
db SFX_BATTLE_26, $f0,$20 ; RAGE
|
||
db SFX_BATTLE_33, $f0,$c0 ; TELEPORT
|
||
db SFX_NOT_VERY_EFFECTIVE,$f0,$e0 ; NIGHT_SHADE
|
||
db SFX_BATTLE_09, $f0,$40 ; MIMIC
|
||
db SFX_BATTLE_31, $00,$80 ; SCREECH
|
||
db SFX_BATTLE_33, $80,$40 ; DOUBLE_TEAM
|
||
db SFX_BATTLE_33, $00,$80 ; RECOVER
|
||
db SFX_BATTLE_14, $11,$20 ; HARDEN
|
||
db SFX_BATTLE_14, $22,$10 ; MINIMIZE
|
||
db SFX_BATTLE_1B, $f1,$ff ; SMOKESCREEN
|
||
db SFX_BATTLE_13, $f1,$ff ; CONFUSE_RAY
|
||
db SFX_BATTLE_14, $33,$30 ; WITHDRAW
|
||
db SFX_BATTLE_32, $40,$c0 ; DEFENSE_CURL
|
||
db SFX_BATTLE_0E, $20,$20 ; BARRIER
|
||
db SFX_BATTLE_0E, $f0,$10 ; LIGHT_SCREEN
|
||
db SFX_BATTLE_0F, $f8,$10 ; HAZE
|
||
db SFX_NOT_VERY_EFFECTIVE,$f0,$10 ; REFLECT
|
||
db SFX_BATTLE_25, $00,$80 ; FOCUS_ENERGY
|
||
db SFX_BATTLE_18, $00,$c0 ; BIDE
|
||
db SFX_BATTLE_32, $c0,$ff ; METRONOME
|
||
db SFX_BATTLE_09, $f2,$20 ; MIRROR_MOVE
|
||
db SFX_BATTLE_34, $00,$80 ; SELFDESTRUCT
|
||
db SFX_BATTLE_34, $00,$40 ; EGG_BOMB
|
||
db SFX_BATTLE_09, $00,$40 ; LICK
|
||
db SFX_NOT_VERY_EFFECTIVE,$10,$ff ; SMOG
|
||
db SFX_BATTLE_2A, $20,$20 ; SLUDGE
|
||
db SFX_BATTLE_32, $00,$80 ; BONE_CLUB
|
||
db SFX_BATTLE_29, $1f,$20 ; FIRE_BLAST
|
||
db SFX_BATTLE_25, $2f,$80 ; WATERFALL
|
||
db SFX_BATTLE_0F, $1f,$ff ; CLAMP
|
||
db SFX_BATTLE_2B, $1f,$60 ; SWIFT
|
||
db SFX_BATTLE_26, $1e,$20 ; SKULL_BASH
|
||
db SFX_BATTLE_26, $1f,$18 ; SPIKE_CANNON
|
||
db SFX_BATTLE_14, $0f,$80 ; CONSTRICT
|
||
db SFX_BATTLE_09, $f8,$10 ; AMNESIA
|
||
db SFX_FAINT_FALL, $18,$20 ; KINESIS
|
||
db SFX_BATTLE_32, $08,$40 ; SOFTBOILED
|
||
db SFX_BATTLE_17, $01,$e0 ; HI_JUMP_KICK
|
||
db SFX_NOT_VERY_EFFECTIVE,$09,$ff ; GLARE
|
||
db SFX_BATTLE_35, $42,$01 ; DREAM_EATER
|
||
db SFX_BATTLE_1C, $00,$ff ; POISON_GAS
|
||
db SFX_BATTLE_32, $08,$e0 ; BARRAGE
|
||
db SFX_BATTLE_24, $00,$80 ; LEECH_LIFE
|
||
db SFX_BATTLE_09, $88,$10 ; LOVELY_KISS
|
||
db SFX_BATTLE_25, $48,$ff ; SKY_ATTACK
|
||
db SFX_FAINT_FALL, $ff,$ff ; TRANSFORM
|
||
db SFX_BATTLE_24, $ff,$10 ; BUBBLE
|
||
db SFX_FAINT_FALL, $ff,$04 ; DIZZY_PUNCH
|
||
db SFX_BATTLE_1C, $01,$ff ; SPORE
|
||
db SFX_BATTLE_13, $f8,$ff ; FLASH
|
||
db SFX_BATTLE_0C, $f0,$f0 ; PSYWAVE
|
||
db SFX_BATTLE_0F, $08,$10 ; SPLASH
|
||
db SFX_BATTLE_0D, $f0,$ff ; ACID_ARMOR
|
||
db SFX_SUPER_EFFECTIVE, $f0,$ff ; CRABHAMMER
|
||
db SFX_BATTLE_34, $10,$ff ; EXPLOSION
|
||
db SFX_BATTLE_0E, $f0,$20 ; FURY_SWIPES
|
||
db SFX_BATTLE_2B, $f0,$60 ; BONEMERANG
|
||
db SFX_BATTLE_21, $12,$10 ; REST
|
||
db SFX_BATTLE_36, $f0,$20 ; ROCK_SLIDE
|
||
db SFX_BATTLE_1E, $12,$ff ; HYPER_FANG
|
||
db SFX_BATTLE_31, $80,$04 ; SHARPEN
|
||
db SFX_BATTLE_33, $f0,$10 ; CONVERSION
|
||
db SFX_BATTLE_29, $f8,$ff ; TRI_ATTACK
|
||
db SFX_BATTLE_26, $f0,$ff ; SUPER_FANG
|
||
db SFX_NOT_VERY_EFFECTIVE,$01,$ff ; SLASH
|
||
db SFX_BATTLE_2C, $d8,$04 ; SUBSTITUTE
|
||
db SFX_BATTLE_0B, $00,$80 ; STRUGGLE
|
||
db SFX_BATTLE_0B, $00,$80
|
||
|
||
CopyPicTiles:
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
ld a, $31 ; base tile ID of player mon sprite
|
||
jr z, .next
|
||
; enemy turn
|
||
xor a ; base tile ID of enemy mon sprite
|
||
.next
|
||
ld [hBaseTileID], a
|
||
jr CopyTileIDs_NoBGTransfer
|
||
|
||
; copy the tiles used when a mon is being sent out of or into a pokeball
|
||
CopyDownscaledMonTiles:
|
||
call GetPredefRegisters
|
||
ld a, [wDownscaledMonSize]
|
||
and a
|
||
jr nz, .smallerSize
|
||
ld de, DownscaledMonTiles_5x5
|
||
jr CopyTileIDs_NoBGTransfer
|
||
.smallerSize
|
||
ld de, DownscaledMonTiles_3x3
|
||
; fall through
|
||
|
||
CopyTileIDs_NoBGTransfer:
|
||
xor a
|
||
ld [H_AUTOBGTRANSFERENABLED], a
|
||
; fall through
|
||
|
||
; b = number of rows
|
||
; c = number of columns
|
||
CopyTileIDs:
|
||
push hl
|
||
.rowLoop
|
||
push bc
|
||
push hl
|
||
ld a, [hBaseTileID]
|
||
ld b, a
|
||
.columnLoop
|
||
ld a, [de]
|
||
add b
|
||
inc de
|
||
ld [hli], a
|
||
dec c
|
||
jr nz, .columnLoop
|
||
pop hl
|
||
ld bc, 20
|
||
add hl, bc
|
||
pop bc
|
||
dec b
|
||
jr nz, .rowLoop
|
||
ld a, $1
|
||
ld [H_AUTOBGTRANSFERENABLED], a
|
||
pop hl
|
||
ret
|
||
|
||
TileIDListPointerTable:
|
||
dw Unknown_79b24
|
||
db $77
|
||
dw Unknown_79b55
|
||
db $57
|
||
dw Unknown_79b78
|
||
db $37
|
||
dw Unknown_79b8d
|
||
db $77
|
||
dw Unknown_79bbe
|
||
db $77
|
||
dw Unknown_79bef
|
||
db $77
|
||
dw Unknown_79c20
|
||
db $86
|
||
dw Unknown_79c50
|
||
db $3C
|
||
|
||
DownscaledMonTiles_5x5:
|
||
db $31,$38,$46,$54,$5B
|
||
db $32,$39,$47,$55,$5C
|
||
db $34,$3B,$49,$57,$5E
|
||
db $36,$3D,$4B,$59,$60
|
||
db $37,$3E,$4C,$5A,$61
|
||
|
||
DownscaledMonTiles_3x3:
|
||
db $31,$46,$5B
|
||
db $34,$49,$5E
|
||
db $37,$4C,$61
|
||
|
||
Unknown_79b24:
|
||
db $00,$07,$0E,$15,$1C,$23,$2A
|
||
db $01,$08,$0F,$16,$1D,$24,$2B
|
||
db $02,$09,$10,$17,$1E,$25,$2C
|
||
db $03,$0A,$11,$18,$1F,$26,$2D
|
||
db $04,$0B,$12,$19,$20,$27,$2E
|
||
db $05,$0C,$13,$1A,$21,$28,$2F
|
||
db $06,$0D,$14,$1B,$22,$29,$30
|
||
|
||
Unknown_79b55:
|
||
db $00,$07,$0E,$15,$1C,$23,$2A
|
||
db $01,$08,$0F,$16,$1D,$24,$2B
|
||
db $03,$0A,$11,$18,$1F,$26,$2D
|
||
db $04,$0B,$12,$19,$20,$27,$2E
|
||
db $05,$0C,$13,$1A,$21,$28,$2F
|
||
|
||
Unknown_79b78:
|
||
db $00,$07,$0E,$15,$1C,$23,$2A
|
||
db $02,$09,$10,$17,$1E,$25,$2C
|
||
db $04,$0B,$12,$19,$20,$27,$2E
|
||
|
||
Unknown_79b8d:
|
||
db $00,$00,$00,$00,$00,$00,$00
|
||
db $00,$00,$00,$00,$00,$19,$00
|
||
db $02,$06,$0B,$10,$14,$1A,$00
|
||
db $00,$07,$0C,$11,$15,$1B,$00
|
||
db $03,$08,$0D,$12,$16,$1C,$00
|
||
db $04,$09,$0E,$13,$17,$1D,$1F
|
||
db $05,$0A,$0F,$01,$18,$1E,$20
|
||
|
||
Unknown_79bbe:
|
||
db $00,$00,$00,$30,$00,$37,$00
|
||
db $00,$00,$2B,$31,$34,$38,$3D
|
||
db $21,$26,$2C,$01,$35,$39,$3E
|
||
db $22,$27,$2D,$32,$36,$01,$00
|
||
db $23,$28,$2E,$33,$01,$3A,$00
|
||
db $24,$29,$2F,$01,$01,$3B,$00
|
||
db $25,$2A,$01,$01,$01,$3C,$00
|
||
|
||
Unknown_79bef:
|
||
db $00,$00,$00,$00,$00,$00,$00
|
||
db $00,$00,$47,$4D,$00,$00,$00
|
||
db $00,$00,$48,$4E,$52,$56,$5B
|
||
db $3F,$43,$49,$4F,$53,$57,$5C
|
||
db $40,$44,$4A,$50,$54,$58,$00
|
||
db $41,$45,$4B,$51,$4C,$59,$5D
|
||
db $42,$46,$4C,$4C,$55,$5A,$5E
|
||
|
||
Unknown_79c20:
|
||
db $31,$32,$32,$32,$32,$33
|
||
db $34,$35,$36,$36,$37,$38
|
||
db $34,$39,$3A,$3A,$3B,$38
|
||
db $3C,$3D,$3E,$3E,$3F,$40
|
||
db $41,$42,$43,$43,$44,$45
|
||
db $46,$47,$43,$48,$49,$4A
|
||
db $41,$43,$4B,$4C,$4D,$4E
|
||
db $4F,$50,$50,$50,$51,$52
|
||
|
||
Unknown_79c50:
|
||
db $43,$55,$56,$53,$53,$53,$53,$53,$53,$53,$53,$53
|
||
db $43,$57,$58,$54,$54,$54,$54,$54,$54,$54,$54,$54
|
||
db $43,$59,$5A,$43,$43,$43,$43,$43,$43,$43,$43,$43
|
||
|
||
AnimationLeavesFalling:
|
||
; Makes leaves float down from the top of the screen. This is used
|
||
; in Razor Leaf's animation.
|
||
ld a, [rOBP0]
|
||
push af
|
||
ld a, [wAnimPalette]
|
||
ld [rOBP0], a
|
||
ld d, $37 ; leaf tile
|
||
ld a, 3 ; number of leaves
|
||
ld [wNumFallingObjects], a
|
||
call AnimationFallingObjects
|
||
pop af
|
||
ld [rOBP0], a
|
||
ret
|
||
|
||
AnimationPetalsFalling:
|
||
; Makes lots of petals fall down from the top of the screen. It's used in
|
||
; the animation for Petal Dance.
|
||
ld d, $71 ; petal tile
|
||
ld a, 20 ; number of petals
|
||
ld [wNumFallingObjects], a
|
||
call AnimationFallingObjects
|
||
jp ClearSprites
|
||
|
||
AnimationFallingObjects:
|
||
ld c, a
|
||
ld a, 1
|
||
call InitMultipleObjectsOAM
|
||
call FallingObjects_InitXCoords
|
||
call FallingObjects_InitMovementData
|
||
ld hl, wOAMBuffer
|
||
ld [hl], 0
|
||
.loop
|
||
ld hl, wFallingObjectsMovementData
|
||
ld de, 0
|
||
ld a, [wNumFallingObjects]
|
||
ld c, a
|
||
.innerLoop
|
||
push bc
|
||
push hl
|
||
push de
|
||
ld a, [hl]
|
||
ld [wFallingObjectMovementByte], a
|
||
call FallingObjects_UpdateMovementByte
|
||
call FallingObjects_UpdateOAMEntry
|
||
pop de
|
||
ld hl, 4
|
||
add hl, de
|
||
ld e, l
|
||
ld d, h
|
||
pop hl
|
||
ld a, [wFallingObjectMovementByte]
|
||
ld [hli], a
|
||
pop bc
|
||
dec c
|
||
jr nz, .innerLoop
|
||
call Delay3
|
||
ld hl, wOAMBuffer
|
||
ld a, [hl] ; Y
|
||
cp 104 ; has the top falling object reached 104 yet?
|
||
jr nz, .loop ; keep moving the falling objects down until it does
|
||
ret
|
||
|
||
FallingObjects_UpdateOAMEntry:
|
||
; Increases Y by 2 pixels and adjusts X and X flip based on the falling object's
|
||
; movement byte.
|
||
ld hl, wOAMBuffer
|
||
add hl, de
|
||
ld a, [hl]
|
||
inc a
|
||
inc a
|
||
cp 112
|
||
jr c, .next
|
||
ld a, 160 ; if Y >= 112, put it off-screen
|
||
.next
|
||
ld [hli], a ; Y
|
||
ld a, [wFallingObjectMovementByte]
|
||
ld b, a
|
||
ld de, FallingObjects_DeltaXs
|
||
and $7f
|
||
add e
|
||
jr nc, .noCarry
|
||
inc d
|
||
.noCarry
|
||
ld e, a
|
||
ld a, b
|
||
and $80
|
||
jr nz, .movingLeft
|
||
; moving right
|
||
ld a, [de]
|
||
add [hl]
|
||
ld [hli], a ; X
|
||
inc hl
|
||
xor a ; no horizontal flip
|
||
jr .next2
|
||
.movingLeft
|
||
ld a, [de]
|
||
ld b, a
|
||
ld a, [hl]
|
||
sub b
|
||
ld [hli], a ; X
|
||
inc hl
|
||
ld a, (1 << OAM_X_FLIP)
|
||
.next2
|
||
ld [hl], a ; attribute
|
||
ret
|
||
|
||
FallingObjects_DeltaXs:
|
||
db 0, 1, 3, 5, 7, 9, 11, 13, 15
|
||
|
||
FallingObjects_UpdateMovementByte:
|
||
ld a, [wFallingObjectMovementByte]
|
||
inc a
|
||
ld b, a
|
||
and $7f
|
||
cp 9 ; have we reached the end of the delta-Xs?
|
||
ld a, b
|
||
jr nz, .next
|
||
; We've reached the end of the delta-Xs, so wrap to the start and change
|
||
; direction from right to left or vice versa.
|
||
and $80
|
||
xor $80
|
||
.next
|
||
ld [wFallingObjectMovementByte], a
|
||
ret
|
||
|
||
FallingObjects_InitXCoords:
|
||
ld hl, wOAMBuffer + $01
|
||
ld de, FallingObjects_InitialXCoords
|
||
ld a, [wNumFallingObjects]
|
||
ld c, a
|
||
.loop
|
||
ld a, [de]
|
||
ld [hli], a
|
||
inc hl
|
||
inc hl
|
||
inc hl
|
||
inc de
|
||
dec c
|
||
jr nz, .loop
|
||
ret
|
||
|
||
FallingObjects_InitialXCoords:
|
||
db $38,$40,$50,$60,$70,$88,$90,$56,$67,$4A,$77,$84,$98,$32,$22,$5C,$6C,$7D,$8E,$99
|
||
|
||
FallingObjects_InitMovementData:
|
||
ld hl, wFallingObjectsMovementData
|
||
ld de, FallingObjects_InitialMovementData
|
||
ld a, [wNumFallingObjects]
|
||
ld c, a
|
||
.loop
|
||
ld a, [de]
|
||
ld [hli], a
|
||
inc de
|
||
dec c
|
||
jr nz, .loop
|
||
ret
|
||
|
||
FallingObjects_InitialMovementData:
|
||
db $00,$84,$06,$81,$02,$88,$01,$83,$05,$89,$09,$80,$07,$87,$03,$82,$04,$85,$08,$86
|
||
|
||
AnimationShakeEnemyHUD:
|
||
; Shakes the enemy HUD.
|
||
|
||
; Make a copy of the back pic's tile patterns in sprite tile pattern VRAM.
|
||
ld de, vBackPic
|
||
ld hl, vSprites
|
||
ld bc, 7 * 7
|
||
call CopyVideoData
|
||
|
||
xor a
|
||
ld [hSCX], a
|
||
|
||
; Copy wTileMap to BG map 0. The regular BG (not the window) is set to use
|
||
; map 0 and can be scrolled with SCX, which allows a shaking effect.
|
||
ld hl, vBGMap0
|
||
call BattleAnimCopyTileMapToVRAM
|
||
|
||
; Now that the regular BG is showing the same thing the window was, move the
|
||
; window off the screen so that we can modify its contents below.
|
||
ld a, SCREEN_HEIGHT_PIXELS
|
||
ld [hWY], a
|
||
|
||
; Copy wTileMap to VRAM such that the row below the enemy HUD (in wTileMap) is
|
||
; lined up with row 0 of the window.
|
||
ld hl, vBGMap1 - $20 * 7
|
||
call BattleAnimCopyTileMapToVRAM
|
||
|
||
; Move the window so that the row below the enemy HUD (in BG map 0) lines up
|
||
; with the top row of the window on the screen. This makes it so that the window
|
||
; covers everything below the enemy HD with a copy that looks just like what
|
||
; was there before.
|
||
ld a, 7 * 8
|
||
ld [hWY], a
|
||
|
||
; Write OAM entries so that the copy of the back pic from the top of this
|
||
; function shows up on screen. We need this because the back pic's Y coordinates
|
||
; range overlaps with that of the enemy HUD and we don't want to shake the top
|
||
; of the back pic when we shake the enemy HUD. The OAM copy won't be affected
|
||
; by SCX.
|
||
call ShakeEnemyHUD_WritePlayerMonPicOAM
|
||
|
||
ld hl, vBGMap0
|
||
call BattleAnimCopyTileMapToVRAM
|
||
|
||
; Remove the back pic from the BG map.
|
||
call AnimationHideMonPic
|
||
call Delay3
|
||
|
||
; Use SCX to shake the regular BG. The window and the back pic OAM copy are
|
||
; not affected.
|
||
lb de, 2, 8
|
||
call ShakeEnemyHUD_ShakeBG
|
||
|
||
; Restore the original graphics.
|
||
call AnimationShowMonPic
|
||
call ClearSprites
|
||
ld a, SCREEN_HEIGHT_PIXELS
|
||
ld [hWY], a
|
||
ld hl, vBGMap1
|
||
call BattleAnimCopyTileMapToVRAM
|
||
xor a
|
||
ld [hWY], a
|
||
call SaveScreenTilesToBuffer1
|
||
ld hl, vBGMap0
|
||
call BattleAnimCopyTileMapToVRAM
|
||
call ClearScreen
|
||
call Delay3
|
||
call LoadScreenTilesFromBuffer1
|
||
ld hl, vBGMap1
|
||
jp BattleAnimCopyTileMapToVRAM
|
||
|
||
; b = tile ID list index
|
||
; c = base tile ID
|
||
CopyTileIDsFromList:
|
||
call GetPredefRegisters
|
||
ld a, c
|
||
ld [hBaseTileID], a
|
||
ld a, b
|
||
push hl
|
||
call GetTileIDList
|
||
pop hl
|
||
jp CopyTileIDs
|
||
|
||
ShakeEnemyHUD_ShakeBG:
|
||
ld a, [hSCX]
|
||
ld [wTempSCX], a
|
||
.loop
|
||
ld a, [wTempSCX]
|
||
add d
|
||
ld [hSCX], a
|
||
ld c, 2
|
||
call DelayFrames
|
||
ld a, [wTempSCX]
|
||
sub d
|
||
ld [hSCX], a
|
||
ld c, 2
|
||
call DelayFrames
|
||
dec e
|
||
jr nz, .loop
|
||
ld a, [wTempSCX]
|
||
ld [hSCX], a
|
||
ret
|
||
|
||
BattleAnimCopyTileMapToVRAM:
|
||
ld a, h
|
||
ld [H_AUTOBGTRANSFERDEST + 1], a
|
||
ld a, l
|
||
ld [H_AUTOBGTRANSFERDEST], a
|
||
jp Delay3
|
||
|
||
TossBallAnimation:
|
||
ld a,[wIsInBattle]
|
||
cp a,2
|
||
jr z,.BlockBall ; if in trainer battle, play different animation
|
||
ld a,[wPokeBallAnimData]
|
||
ld b,a
|
||
|
||
; upper nybble: how many animations (from PokeBallAnimations) to play
|
||
; this will be 4 for successful capture, 6 for breakout
|
||
and a,$F0
|
||
swap a
|
||
ld c,a
|
||
|
||
; lower nybble: number of shakes
|
||
; store these for later
|
||
ld a,b
|
||
and a,$F
|
||
ld [wNumShakes],a
|
||
|
||
ld hl,.PokeBallAnimations
|
||
; choose which toss animation to use
|
||
ld a,[wcf91]
|
||
cp a,POKE_BALL
|
||
ld b,TOSS_ANIM
|
||
jr z,.done
|
||
cp a,GREAT_BALL
|
||
ld b,GREATTOSS_ANIM
|
||
jr z,.done
|
||
ld b,ULTRATOSS_ANIM
|
||
.done
|
||
ld a,b
|
||
.PlayNextAnimation
|
||
ld [wAnimationID],a
|
||
push bc
|
||
push hl
|
||
call PlayAnimation
|
||
pop hl
|
||
ld a,[hli]
|
||
pop bc
|
||
dec c
|
||
jr nz,.PlayNextAnimation
|
||
ret
|
||
|
||
.PokeBallAnimations:
|
||
; sequence of animations that make up the Poké Ball toss
|
||
db POOF_ANIM,HIDEPIC_ANIM,SHAKE_ANIM,POOF_ANIM,SHOWPIC_ANIM
|
||
|
||
.BlockBall
|
||
ld a,TOSS_ANIM
|
||
ld [wAnimationID],a
|
||
call PlayAnimation
|
||
ld a,SFX_FAINT_THUD
|
||
call PlaySound
|
||
ld a,BLOCKBALL_ANIM
|
||
ld [wAnimationID],a
|
||
jp PlayAnimation
|
||
|
||
PlayApplyingAttackSound:
|
||
; play a different sound depending if move is not very effective, neutral, or super-effective
|
||
; don't play any sound at all if move is ineffective
|
||
call WaitForSoundToFinish
|
||
ld a, [wDamageMultipliers]
|
||
and $7f
|
||
ret z
|
||
cp 10
|
||
ld a, $20
|
||
ld b, $30
|
||
ld c, SFX_DAMAGE
|
||
jr z, .playSound
|
||
ld a, $e0
|
||
ld b, $ff
|
||
ld c, SFX_SUPER_EFFECTIVE
|
||
jr nc, .playSound
|
||
ld a, $50
|
||
ld b, $1
|
||
ld c, SFX_NOT_VERY_EFFECTIVE
|
||
.playSound
|
||
ld [wFrequencyModifier], a
|
||
ld a, b
|
||
ld [wTempoModifier], a
|
||
ld a, c
|
||
jp PlaySound
|