pokered/engine/battle/animations.asm
2014-05-23 15:34:35 -07:00

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; Draws a "frame block". Frame blocks are blocks of tiles that are put
; together to form frames in battle animations.
DrawFrameBlock: ; 78000 (1e:4000)
ld l,c
ld h,b
ld a,[hli]
ld [W_NUMFBTILES],a
ld a,[W_FBDESTADDR + 1]
ld e,a
ld a,[W_FBDESTADDR]
ld d,a
xor a
ld [W_FBTILECOUNTER],a ; loop counter
.loop
ld a,[W_FBTILECOUNTER]
inc a
ld [W_FBTILECOUNTER],a
ld a,[W_SUBANIMTRANSFORM]
dec a
jr z,.flipHorizontalAndVertical ; 1
dec a
jp z,.flipHorizontalTranslateDown ; 2
dec a
jr z,.flipBaseCoords ; 3
.noTransformation
ld a,[W_BASECOORDY]
add [hl]
ld [de],a ; store Y
inc hl
inc de
ld a,[W_BASECOORDX]
jr .finishCopying
.flipBaseCoords
ld a,[W_BASECOORDY]
ld b,a
ld a,136
sub b ; flip Y base coordinate
add [hl] ; Y offset
ld [de],a ; store Y
inc hl
inc de
ld a,[W_BASECOORDX]
ld b,a
ld a,168
sub b ; flip X base coordinate
.finishCopying ; finish copying values to OAM (when [W_SUBANIMTRANSFORM] not 1 or 2)
add [hl] ; X offset
ld [de],a ; store X
inc hl
inc de
ld a,[hli]
add a,$31 ; base tile ID for battle animations
ld [de],a ; store tile ID
inc de
ld a,[hli]
ld [de],a ; store flags
inc de
jp .nextTile
.flipHorizontalAndVertical
ld a,[W_BASECOORDY]
add [hl] ; Y offset
ld b,a
ld a,136
sub b ; flip Y coordinate
ld [de],a ; store Y
inc hl
inc de
ld a,[W_BASECOORDX]
add [hl] ; X offset
ld b,a
ld a,168
sub b ; flip X coordinate
ld [de],a ; store X
inc hl
inc de
ld a,[hli]
add a,$31 ; base tile ID for battle animations
ld [de],a ; store tile ID
inc de
; toggle horizontal and vertical flip
ld a,[hli] ; flags
and a
ld b,OAM_VFLIP | OAM_HFLIP
jr z,.storeFlags1
cp a,OAM_HFLIP
ld b,OAM_VFLIP
jr z,.storeFlags1
cp a,OAM_VFLIP
ld b,OAM_HFLIP
jr z,.storeFlags1
ld b,0
.storeFlags1
ld a,b
ld [de],a
inc de
jp .nextTile
.flipHorizontalTranslateDown
ld a,[W_BASECOORDY]
add [hl]
add a,40 ; translate Y coordinate downwards
ld [de],a ; store Y
inc hl
inc de
ld a,[W_BASECOORDX]
add [hl]
ld b,a
ld a,168
sub b ; flip X coordinate
ld [de],a ; store X
inc hl
inc de
ld a,[hli]
add a,$31 ; base tile ID for battle animations
ld [de],a ; store tile ID
inc de
ld a,[hli]
bit 5,a ; is horizontal flip enabled?
jr nz,.disableHorizontalFlip
.enableHorizontalFlip
set 5,a
jr .storeFlags2
.disableHorizontalFlip
res 5,a
.storeFlags2
ld [de],a
inc de
.nextTile
ld a,[W_FBTILECOUNTER]
ld c,a
ld a,[W_NUMFBTILES]
cp c
jp nz,.loop ; go back up if there are more tiles to draw
.afterDrawingTiles
ld a,[W_FBMODE]
cp a,2
jr z,.advanceFrameBlockDestAddr; skip delay and don't clean OAM buffer
ld a,[W_SUBANIMFRAMEDELAY]
ld c,a
call DelayFrames
ld a,[W_FBMODE]
cp a,3
jr z,.advanceFrameBlockDestAddr ; skip cleaning OAM buffer
cp a,4
jr z,.done ; skip cleaning OAM buffer and don't advance the frame block destination address
ld a,[W_ANIMATIONID]
cp a,GROWL
jr z,.resetFrameBlockDestAddr
call AnimationCleanOAM
.resetFrameBlockDestAddr
ld hl,wOAMBuffer ; OAM buffer
ld a,l
ld [W_FBDESTADDR + 1],a
ld a,h
ld [W_FBDESTADDR],a ; set destination address to beginning of OAM buffer
ret
.advanceFrameBlockDestAddr
ld a,e
ld [W_FBDESTADDR + 1],a
ld a,d
ld [W_FBDESTADDR],a
.done
ret
PlayAnimation: ; 780f1 (1e:40f1)
xor a
ld [$FF8B],a
ld [W_SUBANIMTRANSFORM],a
ld a,[W_ANIMATIONID] ; get animation number
dec a
ld l,a
ld h,0
add hl,hl
ld de,AttackAnimationPointers ; $607d ; animation command stream pointers
add hl,de
ld a,[hli]
ld h,[hl]
ld l,a
.animationLoop
ld a,[hli]
cp a,$FF
jr z,.AnimationOver
cp a,$C0 ; is this subanimation or a special effect?
jr c,.playSubanimation
.doSpecialEffect
ld c,a
ld de,SpecialEffectPointers
.searchSpecialEffectTableLoop
ld a,[de]
cp c
jr z,.foundMatch
inc de
inc de
inc de
jr .searchSpecialEffectTableLoop
.foundMatch
ld a,[hli]
cp a,$FF ; is there a sound to play?
jr z,.skipPlayingSound
ld [wAnimSoundID],a ; store sound
push hl
push de
call Func_7986f
call PlaySound
pop de
pop hl
.skipPlayingSound
push hl
inc de
ld a,[de]
ld l,a
inc de
ld a,[de]
ld h,a
ld de,.nextAnimationCommand
push de
jp [hl] ; jump to special effect function
.playSubanimation
ld c,a
and a,%00111111
ld [W_SUBANIMFRAMEDELAY],a
xor a
sla c
rla
sla c
rla
ld [$D09F],a ; tile select
ld a,[hli] ; sound
ld [wAnimSoundID],a ; store sound
ld a,[hli] ; subanimation ID
ld c,l
ld b,h
ld l,a
ld h,0
add hl,hl
ld de,SubanimationPointers
add hl,de
ld a,l
ld [W_SUBANIMADDRPTR],a
ld a,h
ld [W_SUBANIMADDRPTR + 1],a
ld l,c
ld h,b
push hl
ld a,[rOBP0]
push af
ld a,[$CC79]
ld [rOBP0],a
call LoadAnimationTileset
call LoadSubanimation
call PlaySubanimation
pop af
ld [rOBP0],a
.nextAnimationCommand
pop hl
jr .animationLoop
.AnimationOver ; 417B
ret
LoadSubanimation: ; 7817c (1e:417c)
ld a,[W_SUBANIMADDRPTR + 1]
ld h,a
ld a,[W_SUBANIMADDRPTR]
ld l,a
ld a,[hli]
ld e,a
ld a,[hl]
ld d,a ; de = address of subanimation
ld a,[de]
ld b,a
and a,31
ld [W_SUBANIMCOUNTER],a ; number of frame blocks
ld a,b
and a,%11100000
cp a,5 << 5 ; is subanimation type 5?
jr nz,.isNotType5
.isType5
call GetSubanimationTransform2
jr .saveTransformation
.isNotType5
call GetSubanimationTransform1
.saveTransformation
; place the upper 3 bits of a into bits 0-2 of a before storing
srl a
swap a
ld [W_SUBANIMTRANSFORM],a
cp a,4 ; is the animation reversed?
ld hl,0
jr nz,.storeSubentryAddr
; if the animation is reversed, then place the initial subentry address at the end of the list of subentries
ld a,[W_SUBANIMCOUNTER]
dec a
ld bc,3
.loop
add hl,bc
dec a
jr nz,.loop
.storeSubentryAddr
inc de
add hl,de
ld a,l
ld [W_SUBANIMSUBENTRYADDR],a
ld a,h
ld [W_SUBANIMSUBENTRYADDR + 1],a
ret
; called if the subanimation type is not 5
; sets the transform to 0 (i.e. no transform) if it's the player's turn
; sets the transform to the subanimation type if it's the enemy's turn
GetSubanimationTransform1: ; 781c2 (1e:41c2)
ld b,a
ld a,[H_WHOSETURN]
and a
ld a,b
ret nz
xor a
ret
; called if the subanimation type is 5
; sets the transform to 2 (i.e. horizontal and vertical flip) if it's the player's turn
; sets the transform to 0 (i.e. no transform) if it's the enemy's turn
GetSubanimationTransform2: ; 781ca (1e:41ca)
ld a,[H_WHOSETURN]
and a
ld a,2 << 5
ret z
xor a
ret
; loads tile patterns for battle animations
LoadAnimationTileset: ; 781d2 (1e:41d2)
ld a,[$D09F] ; tileset select
add a
add a
ld hl,AnimationTilesetPointers
ld e,a
ld d,0
add hl,de
ld a,[hli]
ld [$D07D],a ; number of tiles
ld a,[hli]
ld e,a
ld a,[hl]
ld d,a ; de = address of tileset
ld hl,$8310 ; destination address in VRAM
ld b, BANK(AnimationTileset1) ; ROM bank
ld a,[$D07D]
ld c,a ; number of tiles
jp CopyVideoData ; load tileset
AnimationTilesetPointers: ; 781f2 (1e:41f2)
db 79 ; number of tiles
dw AnimationTileset1
db $FF
db 79 ; number of tiles
dw AnimationTileset2
db $FF
db 64 ; number of tiles
dw AnimationTileset1
db $FF
AnimationTileset1: ; 781fe (1e:41fe)
INCBIN "gfx/attack_anim_1.2bpp"
AnimationTileset2: ; 786ee (1e:46ee)
INCBIN "gfx/attack_anim_2.2bpp"
SlotMachineTiles2: ; 78bde (1e:4bde)
IF _RED
INCBIN "gfx/red/slotmachine2.2bpp"
ENDC
IF _BLUE
INCBIN "gfx/blue/slotmachine2.2bpp"
ENDC
MoveAnimation: ; 78d5e (1e:4d5e)
push hl
push de
push bc
push af
call WaitForSoundToFinish
call Func_78e23
ld a,[W_ANIMATIONID]
and a
jr z,.AnimationFinished
; if throwing a Poké Ball, skip the regular animation code
cp a,TOSS_ANIM
jr nz,.MoveAnimation
ld de,.AnimationFinished
push de
jp TossBallAnimation
.MoveAnimation
; check if battle animations are disabled in the options
ld a,[$D355]
bit 7,a
jr nz,.AnimationsDisabled
call ShareMoveAnimations
call PlayAnimation
jr .next4
.AnimationsDisabled
ld c,30
call DelayFrames
.next4
call Func_78dbd ; reload pic and flash the pic in and out (to show damage)
.AnimationFinished
call WaitForSoundToFinish
xor a
ld [$D096],a
ld [$D09B],a
ld [$D08B],a
dec a
ld [$CF07],a
pop af
pop bc
pop de
pop hl
ret
ShareMoveAnimations: ; 78da6 (1e:4da6)
; some moves just reuse animations from status conditions
ld a,[H_WHOSETURN]
and a
ret z
; opponents turn
ld a,[W_ANIMATIONID]
cp a,AMNESIA
ld b,CONF_ANIM
jr z,.Replace
cp a,REST
ld b,SLP_ANIM
ret nz
.Replace
ld a,b
ld [W_ANIMATIONID],a
ret
Func_78dbd: ; 78dbd (1e:4dbd)
ld a,[$CC5B]
and a
ret z
dec a
add a
ld c,a
ld b,0
ld hl,PointerTable_78dcf
add hl,bc
ld a,[hli]
ld h,[hl]
ld l,a
jp [hl]
PointerTable_78dcf: ; 78dcf (1e:4dcf)
dw Func_78ddb
dw Func_78de3
dw Func_78deb
dw Func_78df0
dw Func_78df6
dw Func_78dfe
Func_78ddb: ; 78ddb (1e:4ddb)
call Func_79e6a
ld b, $8
jp Func_79209
Func_78de3: ; 78de3 (1e:4de3)
call Func_79e6a
ld b, $8
jp Func_79210
Func_78deb: ; 78deb (1e:4deb)
ld bc, $602
jr Func_78e01
Func_78df0: ; 78df0 (1e:4df0)
call Func_79e6a
jp AnimationBlinkEnemyMon
Func_78df6: ; 78df6 (1e:4df6)
call Func_79e6a
ld b, $2
jp Func_79210
Func_78dfe: ; 78dfe (1e:4dfe)
ld bc, $302
Func_78e01: ; 78e01 (1e:4e01)
push bc
push bc
.asm_78e03
ld a, [rWX] ; $ff4b
inc a
ld [rWX], a ; $ff4b
ld c, $2
call DelayFrames
dec b
jr nz, .asm_78e03
pop bc
.asm_78e11
ld a, [rWX] ; $ff4b
dec a
ld [rWX], a ; $ff4b
ld c, $2
call DelayFrames
dec b
jr nz, .asm_78e11
pop bc
dec c
jr nz, Func_78e01
ret
Func_78e23: ; 78e23 (1e:4e23)
ld a, [$cf1b]
and a
ld a, $e4
jr z, .asm_78e47
ld a, $f0
ld [$cc79], a
ld b, $e4
ld a, [W_ANIMATIONID] ; $d07c
cp $aa
jr c, .asm_78e3f
cp $ae
jr nc, .asm_78e3f
ld b, $f0
.asm_78e3f
ld a, b
ld [rOBP0], a ; $ff48
ld a, $6c
ld [rOBP1], a ; $ff49
ret
.asm_78e47
ld a, $e4
ld [$cc79], a
ld [rOBP0], a ; $ff48
ld a, $6c
ld [rOBP1], a ; $ff49
ret
PlaySubanimation: ; 78e53 (1e:4e53)
ld a,[wAnimSoundID]
cp a,$FF
jr z,.skipPlayingSound
call Func_7986f
call PlaySound ; play sound effect
.skipPlayingSound
ld hl,wOAMBuffer ; base address of OAM buffer
ld a,l
ld [W_FBDESTADDR + 1],a
ld a,h
ld [W_FBDESTADDR],a
ld a,[W_SUBANIMSUBENTRYADDR + 1]
ld h,a
ld a,[W_SUBANIMSUBENTRYADDR]
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 ; $7c85 ; base coordinate table
add hl,de
add hl,de
ld a,[hli]
ld [W_BASECOORDY],a
ld a,[hl]
ld [W_BASECOORDX],a
pop hl
inc hl
ld a,[hl] ; frame block mode
ld [W_FBMODE],a
call DrawFrameBlock
call DoSpecialEffectByAnimationId ; run animation-specific function (if there is one)
ld a,[W_SUBANIMCOUNTER]
dec a
ld [W_SUBANIMCOUNTER],a
ret z
ld a,[W_SUBANIMSUBENTRYADDR + 1]
ld h,a
ld a,[W_SUBANIMSUBENTRYADDR]
ld l,a
ld a,[W_SUBANIMTRANSFORM]
cp a,4 ; is the animation reversed?
ld bc,3
jr nz,.nextSubanimationSubentry
ld bc,-3
.nextSubanimationSubentry
add hl,bc
ld a,h
ld [W_SUBANIMSUBENTRYADDR + 1],a
ld a,l
ld [W_SUBANIMSUBENTRYADDR],a
jp .loop
AnimationCleanOAM: ; 78ec8 (1e:4ec8)
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: ; 78ed7 (1e:4ed7)
push hl
push de
push bc
ld a,[W_ANIMATIONID]
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: ; 78ef5 (1e:4ef5)
db MEGA_PUNCH
dw AnimationFlashScreen
db GUILLOTINE
dw AnimationFlashScreen
db MEGA_KICK
dw AnimationFlashScreen
db HEADBUTT
dw AnimationFlashScreen
db TAIL_WHIP
dw Func_790d0
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 $AA
dw Func_79041
db $AB
dw Func_7904c
db $AC
dw Func_7907c
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 $FF ; terminator
DoBallTossSpecialEffects: ; 78f3e (1e:4f3e)
ld a,[$CF91]
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,[W_SUBANIMCOUNTER]
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_08_41 - SFX_Headers_08) / 3
call PlaySound ; play sound
.skipPlayingSound
ld a,[W_ISINBATTLE]
cp a,02 ; is it a trainer battle?
jr z,.isTrainerBattle
ld a,[$d11e]
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,[W_SUBANIMCOUNTER]
cp a,3
jr z,.moveGhostMarowakLeft
cp a,2
jr z,.moveGhostMarowakLeft
cp a,1
ret nz
.moveGhostMarowakLeft
FuncCoord 17,0
ld hl,Coord
ld de,20
ld bc,$0707 ; 7 rows and 7 columns
.loop
push hl
push bc
call Func_79862 ; move row of tiles left
pop bc
pop hl
add hl,de
dec b
jr nz,.loop
ld a,%00001000
ld [$ff10],a ; Channel 1 sweep register
ret
.isTrainerBattle ; if it's a trainer battle, shorten the animation by one frame
ld a,[W_SUBANIMCOUNTER]
cp a,3
ret nz
dec a
ld [W_SUBANIMCOUNTER],a
ret
DoBallShakeSpecialEffects: ; 78f96 (1e:4f96)
ld a,[W_SUBANIMCOUNTER]
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_08_3c - SFX_Headers_08) / 3
call PlaySound ; play sound
ld c,40
call DelayFrames
.skipPlayingSound
ld a,[W_SUBANIMCOUNTER]
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,[$cd3d] ; number of shakes
dec a ; decrement number of shakes
ld [$cd3d],a
ret z
; if there are shakes left, restart the subanimation
ld a,[W_SUBANIMSUBENTRYADDR]
ld l,a
ld a,[W_SUBANIMSUBENTRYADDR + 1]
ld h,a
ld de,-(4 * 3) ; 4 subentries and 3 bytes per subentry
add hl,de
ld a,l
ld [W_SUBANIMSUBENTRYADDR],a
ld a,h
ld [W_SUBANIMSUBENTRYADDR + 1],a
ld a,5 ; number of subentries in the ball shaking subanimation plus one
ld [W_SUBANIMCOUNTER],a
ret
; plays a sound after the second frame of the poof animation
DoPoofSpecialEffects: ; 78fce (1e:4fce)
ld a,[W_SUBANIMCOUNTER]
cp a,5
ret nz
ld a,(SFX_08_42 - SFX_Headers_08) / 3
jp PlaySound
DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9)
ld a,[W_SUBANIMCOUNTER]
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
ld a,$24
call Predef ; shake horizontally
ld b,1
ld a,$21
jp Predef ; shake vertically
FlashScreenEveryEightFrameBlocks: ; 78ff7 (1e:4ff7)
ld a,[W_SUBANIMCOUNTER]
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: ; 79000 (1e:5000)
ld a,[W_SUBANIMCOUNTER]
and a,3
call z,AnimationFlashScreen
ret
; used for Explosion and Selfdestruct
DoExplodeSpecialEffects: ; 79009 (1e:5009)
ld a,[W_SUBANIMCOUNTER]
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
FuncCoord 1, 5 ; $c405
ld hl,Coord
jp AnimationHideMonPic ; make pokemon disappear
; flashes the screen when subanimation counter is 1 modulo 4
DoBlizzardSpecialEffects: ; 79016 (1e:5016)
ld a,[W_SUBANIMCOUNTER]
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
; XXX is this unused?
Func_7902e: ; 7902e (1e:502e)
ld a,[W_SUBANIMCOUNTER]
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
; XXX probably a trade-related animation
Func_79041: ; 79041 (1e:5041)
ld a,[W_SUBANIMCOUNTER]
cp a,6
ret nz
ld a,$2F
jp Func_7980c ; make pokemon disappear
; function to make a shaking pokeball jump up at the end of the animation
; XXX probably a trade-related animation
Func_7904c: ; 7904c (1e:504c)
ld a,[W_SUBANIMCOUNTER]
cp a,1
ret nz
; if it's the end of the animation, make the ball jump up
ld de,BallMoveDistances1
.loop
ld hl,wOAMBuffer ; OAM buffer
ld bc,4
.innerLoop
ld a,[de]
cp a,$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_02_44 - SFX_Headers_02) / 3
jp PlaySound ; play sound
BallMoveDistances1: ; 79078 (1e:5078)
db -12,-12,-8
db $ff ; terminator
; function to make the pokeball jump up
; XXX probably a trade-related animation
Func_7907c ; 507C
ld de,BallMoveDistances2
.loop
ld hl,wOAMBuffer ; OAM buffer
ld bc,4
.innerLoop
ld a,[de]
cp a,$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,$ff
jr nz,.skipPlayingSound
.playSound ; play sound if next move distance is 12 or this is the last one
ld a,(SFX_08_58 - SFX_Headers_08) / 3
call PlaySound
.skipPlayingSound
push bc
ld c,5
call DelayFrames
pop bc
ld a,[$ffae] ; background scroll X
sub a,8 ; scroll to the left
ld [$ffae],a
pop de
jr .loop
BallMoveDistances2: ; 790b3 (1e:50b3)
db 11,12,-12,-7,7,12,-8,8
db $ff ; terminator
; this function copies the current musical note graphic
; so that there are two musical notes flying towards the defending pokemon
DoGrowlSpecialEffects: ; 790bc (1e:50bc)
ld hl,wOAMBuffer ; OAM buffer
ld de,$c310
ld bc,$10
call CopyData ; copy the musical note graphic
ld a,[W_SUBANIMCOUNTER]
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
Func_790d0: ; 790d0 (1e:50d0)
ld a,1
ld [W_SUBANIMCOUNTER],a
ld c,20
jp DelayFrames
; Format: Special Effect ID (1 byte), Address (2 bytes)
SpecialEffectPointers: ; 790da (1e:50da)
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_OUT ; $F4
dw AnimationSlideMonOut
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_LEFT ; $E5
dw AnimationSlideMonHalfLeft
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_OUT ; $DB
dw AnimationSlideEnemyMonOut
db SE_SHAKE_BACK_AND_FORTH ; $DA
dw AnimationShakeBackAndForth
db SE_SUBSTITUTE_MON ; $D9
dw AnimationSubstitute
db SE_WAVY_SCREEN ; $D8
dw AnimationWavyScreen
db $FF
AnimationDelay10: ; 79150 (1e:5150)
ld c,10
jp DelayFrames
; calls a function with the turn flipped from player to enemy or vice versa
; input - hl - address of function to call
CallWithTurnFlipped: ; 79155 (1e:5155)
ld a,[H_WHOSETURN]
push af
xor a,1
ld [H_WHOSETURN],a
ld de,.returnAddress
push de
jp [hl]
.returnAddress
pop af
ld [H_WHOSETURN],a
ret
; flashes the screen for an extended period (48 frames)
AnimationFlashScreenLong: ; 79165 (1e:5165)
ld a,3 ; cycle through the palettes 3 times
ld [$D08A],a
ld a,[$cf1b] ; running on SGB?
and a
ld hl,FlashScreenLongMonochrome
jr z,.loop
ld hl,FlashScreenLongSGB
.loop
push hl
.innerLoop
ld a,[hli]
cp a,$01 ; is it the end of the palettes?
jr z,.endOfPalettes
ld [rBGP],a
call FlashScreenLongDelay
jr .innerLoop
.endOfPalettes
ld a,[$D08A]
dec a
ld [$D08A],a
pop hl
jr nz,.loop
ret
; BG palettes
FlashScreenLongMonochrome: ; 7918e (1e:518e)
db %11111001 ; 3, 3, 2, 1
db %11111110 ; 3, 3, 3, 2
db %11111111 ; 3, 3, 3, 3
db %11111110 ; 3, 3, 3, 2
db %11111001 ; 3, 3, 2, 1
db %11100100 ; 3, 2, 1, 0
db %10010000 ; 2, 1, 0, 0
db %01000000 ; 1, 0, 0, 0
db %00000000 ; 0, 0, 0, 0
db %01000000 ; 1, 0, 0, 0
db %10010000 ; 2, 1, 0, 0
db %11100100 ; 3, 2, 1, 0
db $01 ; terminator
; BG palettes
FlashScreenLongSGB: ; 7919b (1e:519b)
db %11111000 ; 3, 3, 2, 0
db %11111100 ; 3, 3, 3, 0
db %11111111 ; 3, 3, 3, 3
db %11111100 ; 3, 3, 3, 0
db %11111000 ; 3, 3, 2, 0
db %11100100 ; 3, 2, 1, 0
db %10010000 ; 2, 1, 0, 0
db %01000000 ; 1, 0, 0, 0
db %00000000 ; 0, 0, 0, 0
db %01000000 ; 1, 0, 0, 0
db %10010000 ; 2, 1, 0, 0
db %11100100 ; 3, 2, 1, 0
db $01 ; terminator
; causes a delay of 2 frames for the first cycle
; causes a delay of 1 frame for the second and third cycles
FlashScreenLongDelay: ; 791a8 (1e:51a8)
ld a,[$D08A]
cp a,4 ; never true since [$D08A] starts at 3
ld c,4
jr z,.delayFrames
cp a,3
ld c,2
jr z,.delayFrames
cp a,2 ; nothing is done with this
ld c,1
.delayFrames
jp DelayFrames
AnimationFlashScreen: ; 791be (1e:51be)
ld a,[rBGP]
push af ; save initial palette
ld a,%00011011 ; 0, 1, 2, 3 (inverted colors)
ld [rBGP],a
ld c,2
call DelayFrames
xor a ; white out background
ld [rBGP],a
ld c,2
call DelayFrames
pop af
ld [rBGP],a ; restore initial palette
ret
AnimationDarkScreenPalette: ; 791d6 (1e:51d6)
; Changes the screen's palette to a dark palette.
ld bc, $6f6f
jr Func_791fc
AnimationDarkenMonPalette: ; 791db (1e:51db)
; Darkens the mon sprite's palette.
ld bc, $f9f4
jr Func_791fc
Func_791e0: ; 791e0 (1e:51e0)
ld bc, $fef8
jr Func_791fc
Func_791e5: ; 791e5 (1e:51e5)
ld bc, $ffff
jr Func_791fc
AnimationResetScreenPalette: ; 791ea (1e:51ea)
; Restores the screen's palette to the normal palette.
ld bc, $e4e4
jr Func_791fc
Func_791ef: ; 791ef (1e:51ef)
ld bc, $0000
jr Func_791fc
AnimationLightScreenPalette: ; 791f4 (1e:51f4)
; Changes the screen to use a palette with light colors.
ld bc, $9090
jr Func_791fc
Func_791f9: ; 791f9 (1e:51f9)
ld bc, $4040
Func_791fc: ; 791fc (1e:51fc)
ld a, [$cf1b]
and a
ld a, b
jr z, .asm_79204
ld a, c
.asm_79204
ld [rBGP], a ; $ff47
ret
ld b, $5
Func_79209: ; 79209 (1e:5209)
ld a, $21
jp Predef ; indirect jump to Func_480ff (480ff (12:40ff))
AnimationShakeScreen: ; 7920e (1e:520e)
; Shakes the screen for a while. Used in Earthquake/Fissure/etc. animations.
ld b, $8
Func_79210: ; 79210 (1e:5210)
ld a, $24
jp Predef ; indirect jump to Func_48125 (48125 (12:4125))
AnimationWaterDropletsEverywhere: ; 79215 (1e:5215)
; Draws water droplets all over the screen and makes them
; scroll. It's hard to describe, but it's the main animation
; in Surf/Mist/Toxic.
xor a
ld [$d09f], a
call LoadAnimationTileset
ld d, $20
ld a, $f0
ld [W_BASECOORDX], a ; $d081
ld a, $71
ld [$d09f], a
.asm_79228
ld a, $10
ld [W_BASECOORDY], a ; $d082
ld a, $0
ld [$d08a], a
call Func_79246
ld a, $18
ld [W_BASECOORDY], a ; $d082
ld a, $20
ld [$d08a], a
call Func_79246
dec d
jr nz, .asm_79228
ret
Func_79246: ; 79246 (1e:5246)
ld hl, wOAMBuffer
.asm_79249
ld a, [W_BASECOORDY] ; $d082
ld [hli], a
ld a, [W_BASECOORDX] ; $d081
add $1b
ld [W_BASECOORDX], a ; $d081
ld [hli], a
ld a, [$d09f]
ld [hli], a
xor a
ld [hli], a
ld a, [W_BASECOORDX] ; $d081
cp $90
jr c, .asm_79249
sub $a8
ld [W_BASECOORDX], a ; $d081
ld a, [W_BASECOORDY] ; $d082
add $10
ld [W_BASECOORDY], a ; $d082
cp $70
jr c, .asm_79249
call AnimationCleanOAM
jp DelayFrame
AnimationSlideMonUp: ; 7927a (1e:527a)
; Slides the mon's sprite upwards.
ld c, $7
ld a, [H_WHOSETURN]
and a
ld hl, $c419
ld de, $c405
ld a, $30
jr z, .asm_79291
ld hl, $c3c0
ld de, $c3ac
ld a, $ff
.asm_79291
ld [$d09f], a
jp Func_792bf
AnimationSlideMonDown: ; 79297 (1e:5297)
; Slides the mon's sprite down out of the screen.
xor a
call Func_79842
.asm_7929b
call Func_79820
push bc
push de
call Func_79aae
call Delay3
call AnimationHideMonPic
pop de
pop bc
dec b
jr nz, .asm_7929b
ret
AnimationSlideMonOut: ; 792af (1e:52af)
; Slides the mon's sprite out of the screen horizontally.
ld e, $8
ld a, $3
ld [W_SUBANIMTRANSFORM], a ; $d08b
jp Func_795f8
AnimationSlideEnemyMonOut: ; 792b9 (1e:52b9)
; Slides the enemy mon out of the screen horizontally.
ld hl, AnimationSlideMonOut ; $52af
jp CallWithTurnFlipped
Func_792bf: ; 792bf (1e:52bf)
push de
push hl
push bc
ld b, $6
.asm_792c4
push bc
push de
push hl
ld bc, $0007
call CopyData
pop de
pop hl
ld bc, $0028
add hl, bc
pop bc
dec b
jr nz, .asm_792c4
ld a, [H_WHOSETURN]
and a
ld hl, $c47d
jr z, .asm_792e2
ld hl, $c424
.asm_792e2
ld a, [$d09f]
inc a
ld [$d09f], a
ld c, $7
.asm_792eb
ld [hli], a
add $7
dec c
jr nz, .asm_792eb
ld c, $2
call DelayFrames
pop bc
pop hl
pop de
dec c
jr nz, Func_792bf
ret
Func_792fd: ; 792fd (1e:52fd)
ld a, $10
ld [W_BASECOORDX], a
ld a, $30
ld [W_BASECOORDY], a
ld hl, wOAMBuffer
ld d, $0
ld c, $7
.asm_7930e
ld a, [W_BASECOORDY]
ld e, a
ld b, $5
.asm_79314
call Func_79329
inc d
dec b
jr nz, .asm_79314
dec c
ret z
inc d
inc d
ld a, [W_BASECOORDX]
add $8
ld [W_BASECOORDX], a
jr .asm_7930e
Func_79329: ; 79329 (1e:5329)
ld a, e
add $8
ld e, a
ld [hli], a
ld a, [W_BASECOORDX] ; $d081
ld [hli], a
ld a, d
ld [hli], a
xor a
ld [hli], a
ret
Func_79337: ; 79337 (1e:5337)
ld l, e
ld h, d
Func_79339: ; 79339 (1e:5339)
ld de, $4
.asm_7933c
ld a, [$d08a]
ld b, a
ld a, [hl]
add b
cp $a8
jr c, .asm_7934a
dec hl
ld a, $a0
ld [hli], a
.asm_7934a
ld [hl], a
add hl, de
dec c
jr nz, .asm_7933c
ret
Func_79350: ; 79350 (1e:5350)
ld l, e
ld h, d
Func_79352: ; 79352 (1e:5352)
ld de, $4
.asm_79355
ld a, [$d08a]
ld b, a
ld a, [hl]
add b
cp $70
jr c, .asm_79363
dec hl
ld a, $a0
ld [hli], a
.asm_79363
ld [hl], a
add hl, de
dec c
jr nz, .asm_79355
ret
AnimationBlinkEnemyMon: ; 79369 (1e:5369)
; Make the enemy mon's sprite blink on and off for a second or two
ld hl, AnimationBlinkMon ; $536f
jp CallWithTurnFlipped
AnimationBlinkMon: ; 7936f (1e:536f)
; Make the mon's sprite blink on and off for a second or two.
push af
ld c, $6
.asm_79372
push bc
call AnimationHideMonPic
ld c, $5
call DelayFrames
call AnimationShowMonPic
ld c, $5
call DelayFrames
pop bc
dec c
jr nz, .asm_79372
pop af
ret
AnimationFlashMonPic: ; 79389 (1e:5389)
; Flashes the mon's sprite on and off
ld a, [W_PLAYERMONID]
ld [$ceea], a
ld a, [$cfe5]
ld [$cee9], a
jp Func_79793
AnimationFlashEnemyMonPic: ; 79398 (1e:5398)
; Flashes the enemy mon's sprite on and off
ld hl, AnimationFlashMonPic
jp CallWithTurnFlipped
AnimationShowMonPic: ; 7939e (1e:539e)
xor a
call Func_79842
call Func_79820
call Func_79aae
jp Delay3
AnimationShowEnemyMonPic: ; 793ab (1e:53ab)
; 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: ; 793b1 (1e:53b1)
; 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
ld hl, $c404
ld de, $c406
jr z, .asm_793c2
ld hl, $c3ab
ld de, $c3ad
.asm_793c2
xor a
ld c, $10
.asm_793c5
push af
push bc
push de
push hl
push hl
push de
push af
push hl
push hl
call Func_79842
pop hl
call Func_79aae
call Delay3
pop hl
ld bc, $0709
call ClearScreenArea
pop af
call Func_79842
pop hl
call Func_79aae
call Delay3
pop hl
ld bc, $0709
call ClearScreenArea
pop hl
pop de
pop bc
pop af
dec c
jr nz, .asm_793c5
ret
AnimationMoveMonHorizontally: ; 793f9 (1e:53f9)
; 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] ; $fff3
and a
FuncCoord 2, 5 ; $c406
ld hl, Coord
jr z, .asm_79407
FuncCoord 11, 0 ; $c3ab
ld hl, Coord
.asm_79407
xor a
push hl
call Func_79842
pop hl
call Func_79aae
ld c, $3
jp DelayFrames
AnimationResetMonPosition: ; 79415 (1e:5415)
; Resets the mon's sprites to be located at the normal coordinates.
ld a, [H_WHOSETURN] ; $fff3
and a
ld a, $66
jr z, .asm_7941e
ld a, $b
.asm_7941e
call Func_7980c
jp AnimationShowMonPic
AnimationSpiralBallsInward: ; 79424 (1e:5424)
; Creates an effect that looks like energy balls sprialing into the
; player mon's sprite. Used in Focus Energy, for example.
ld a, [H_WHOSETURN] ; $fff3
and a
jr z, .asm_79435
ld a, $d8
ld [$d08a], a
ld a, $50
ld [W_SUBANIMTRANSFORM], a ; $d08b
jr .asm_7943c
.asm_79435
xor a
ld [$d08a], a
ld [W_SUBANIMTRANSFORM], a ; $d08b
.asm_7943c
ld d, $7a
ld c, $3
xor a
call Func_797e8
ld hl, SpiralBallAnimationCoordinates ; $5476
.asm_79447
push hl
ld c, $3
ld de, wOAMBuffer
.asm_7944d
ld a, [hl]
cp $ff
jr z, .asm_7946f
ld a, [$d08a]
add [hl]
ld [de], a
inc de
inc hl
ld a, [W_SUBANIMTRANSFORM] ; $d08b
add [hl]
ld [de], a
inc hl
inc de
inc de
inc de
dec c
jr nz, .asm_7944d
ld c, $5
call DelayFrames
pop hl
inc hl
inc hl
jr .asm_79447
.asm_7946f
pop hl
call AnimationCleanOAM
jp AnimationFlashScreen
SpiralBallAnimationCoordinates: ; 79476 (1e:5476)
; y, x pairs
; This is the sequence of screen coordinates that the spiraling
; 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: ; 794a1 (1e:54a1)
; Squishes the mon's sprite horizontally making it
; disappear. Used by Teleport/Sky Attack animations.
ld c, $4
.asm_794a3
push bc
ld a, [H_WHOSETURN] ; $fff3
and a
jr z, .asm_794b1
FuncCoord 16, 0 ; $c3b0
ld hl, Coord
FuncCoord 14, 0 ; $c3ae
ld de, Coord
jr .asm_794b7
.asm_794b1
FuncCoord 5, 5 ; $c409
ld hl, Coord
FuncCoord 3, 5 ; $c407
ld de, Coord
.asm_794b7
push de
xor a
ld [$d09f], a
call Func_794d4
pop hl
ld a, $1
ld [$d09f], a
call Func_794d4
pop bc
dec c
jr nz, .asm_794a3
call AnimationHideMonPic
ld c, $2
jp DelayFrame
Func_794d4: ; 794d4 (1e:54d4)
ld c, $7
.asm_794d6
push bc
push hl
ld c, $3
ld a, [$d09f]
cp $0
jr nz, .asm_794e7
call Func_7985b
dec hl
jr .asm_794eb
.asm_794e7
call Func_79862
inc hl
.asm_794eb
ld [hl], $7f
pop hl
ld de, $14
add hl, de
pop bc
dec c
jr nz, .asm_794d6
jp Delay3
AnimationShootBallsUpward: ; 794f9 (1e:54f9)
; Shoots one pillar of "energy" balls upwards. Used in Teleport/Sky Attack
; animations.
ld a, [H_WHOSETURN] ; $fff3
and a
jr z, .asm_79503
ld bc, $80
jr .asm_79506
.asm_79503
ld bc, $3028
.asm_79506
ld a, b
ld [W_BASECOORDY], a ; $d082
ld a, c
ld [W_BASECOORDX], a ; $d081
ld bc, $501
call Func_79517
jp AnimationCleanOAM
Func_79517: ; 79517 (1e:5517)
push bc
xor a
ld [$d09f], a
call LoadAnimationTileset
pop bc
ld d, $7a
ld hl, wOAMBuffer
push bc
ld a, [W_BASECOORDY] ; $d082
ld e, a
.asm_7952a
call Func_79329
dec b
jr nz, .asm_7952a
call DelayFrame
pop bc
ld a, b
ld [$d08a], a
.asm_79538
push bc
ld hl, wOAMBuffer
.asm_7953c
ld a, [W_BASECOORDY] ; $d082
add $8
ld e, a
ld a, [hl]
cp e
jr z, .asm_7954b
add $fc
ld [hl], a
jr .asm_79554
.asm_7954b
ld [hl], $0
ld a, [$d08a]
dec a
ld [$d08a], a
.asm_79554
ld de, $4
add hl, de
dec b
jr nz, .asm_7953c
call DelayFrames
pop bc
ld a, [$d08a]
and a
jr nz, .asm_79538
ret
AnimationShootManyBallsUpward: ; 79566 (1e:5566)
; 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 [wTrainerSpriteOffset], a
.loop
ld a, [wTrainerSpriteOffset]
ld [W_BASECOORDY], a
ld a, [hli]
cp $ff
jp z, AnimationCleanOAM
ld [W_BASECOORDX], a
ld bc, $0401
push hl
call Func_79517
pop hl
jr .loop
UpwardBallsAnimXCoordinatesPlayerTurn: ; 79591 (1e:5591)
; 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: ; 79598 (1e:5598)
; 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: ; 7959f (1e:559f)
; Changes the mon's sprite to a mini black sprite. Used by the
; Minimize animation.
ld hl, $c6e8
push hl
xor a
ld bc, $310
call FillMemory
pop hl
ld de, $194
add hl, de
ld de, MinimizedMonSprite ; $55c4
ld c, $5
.asm_795b4
ld a, [de]
ld [hli], a
ld [hli], a
inc de
dec c
jr nz, .asm_795b4
call Func_79652
call Delay3
jp AnimationShowMonPic
MinimizedMonSprite: ; 795c4 (1e:55c4)
INCBIN "gfx/minimized_mon_sprite.1bpp"
AnimationSlideMonDownAndHide: ; 795c9 (1e:55c9)
; Slides the mon's sprite down and disappears. Used in Acid Armor.
ld a, $1
ld c, $2
.asm_795cd
push bc
push af
call AnimationHideMonPic
pop af
push af
call Func_79842
call Func_79820
call Func_79aae
ld c, $8
call DelayFrames
pop af
inc a
pop bc
dec c
jr nz, .asm_795cd
call AnimationHideMonPic
ld hl, $c6e8
ld bc, $0310
xor a
call FillMemory
jp Func_79652
Func_795f8: ; 795f8 (1e:55f8)
ld a, [H_WHOSETURN] ; $fff3
and a
jr z, .asm_79602
FuncCoord 12, 0 ; $c3ac
ld hl, Coord
jr .asm_79605
.asm_79602
FuncCoord 0, 5 ; $c404
ld hl, Coord
.asm_79605
ld d, $8
.asm_79607
push hl
ld b, $7
.asm_7960a
ld c, $8
.asm_7960c
ld a, [H_WHOSETURN] ; $fff3
and a
jr z, .asm_79616
call Func_7963c
jr .asm_79619
.asm_79616
call Func_79633
.asm_79619
ld [hli], a
dec c
jr nz, .asm_7960c
push de
ld de, $c
add hl, de
pop de
dec b
jr nz, .asm_7960a
ld a, [W_SUBANIMTRANSFORM] ; $d08b
ld c, a
call DelayFrames
pop hl
dec d
dec e
jr nz, .asm_79607
ret
Func_79633: ; 79633 (1e:5633)
ld a, [hl]
add $7
cp $61
ret c
ld a, $7f
ret
Func_7963c: ; 7963c (1e:563c)
ld a, [hl]
sub $7
cp $30
ret c
ld a, $7f
ret
AnimationSlideMonHalfLeft: ; 79645 (1e:5645)
; Slides the mon's sprite halfway out of the screen. It's used in Softboiled.
ld e, $4
ld a, $4
ld [W_SUBANIMTRANSFORM], a
call Func_795f8
jp Delay3
Func_79652: ; 79652 (1e:5652)
ld a, [H_WHOSETURN] ; $fff3
and a
ld hl, $9310
jr z, .asm_7965d
ld hl, $9000
.asm_7965d
ld de, $c6e8
ld bc, $31
jp CopyVideoData
AnimationWavyScreen: ; 79666 (1e:5666)
; used in Psywave/Psychic etc.
ld hl, $9800
call Func_79e0d
call Delay3
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld a, $90
ld [$ffb0], a
ld d, $80
ld e, $8f
ld c, $ff
ld hl, WavyScreenLineOffsets
.asm_7967f
push hl
.asm_79680
call Func_796ae
ld a, [$ff44]
cp e
jr nz, .asm_79680
pop hl
inc hl
ld a, [hl]
cp d
jr nz, .asm_79691
ld hl, WavyScreenLineOffsets
.asm_79691
dec c
jr nz, .asm_7967f
xor a
ld [$ffb0], a
call SaveScreenTilesToBuffer2
call ClearScreen
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
call Delay3
call LoadScreenTilesFromBuffer2
ld hl, $9c00
call Func_79e0d
ret
Func_796ae: ; 796ae (1e:56ae)
ld a, [$ff41]
and $3
jr nz, Func_796ae
ld a, [hl]
ld [$ff43], a
inc hl
ld a, [hl]
cp d
ret nz
ld hl, WavyScreenLineOffsets
ret
WavyScreenLineOffsets: ; 796bf (1e:56bf)
; 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: ; 796e0 (1e:56e0)
; Changes the pokemon's sprite to the mini sprite
ld hl, $c6e8
xor a
ld bc, $0310
call FillMemory
ld a, [$fff3]
and a
jr z, .asm_79715 ; 0x796ed $26
ld hl, SlowbroSprite ; $4780 ; facing down sprite
ld de, $c808
call CopySlowbroSpriteData
ld hl, SlowbroSprite + $10 ; $4790
ld de, $c878
call CopySlowbroSpriteData
ld hl, SlowbroSprite + $20 ; $47a0
ld de, $c818
call CopySlowbroSpriteData
ld hl, SlowbroSprite + $30 ; $47b0
ld de, $c888
call CopySlowbroSpriteData
jr .asm_79739 ; 0x79713 $24
.asm_79715
ld hl, SlowbroSprite + $40 ; $47c0 ; facing up sprite
ld de, $c878
call CopySlowbroSpriteData
ld hl, SlowbroSprite + $50 ; $47d0
ld de, $c8e8
call CopySlowbroSpriteData
ld hl, SlowbroSprite + $60 ; $47e0
ld de, $c888
call CopySlowbroSpriteData
ld hl, SlowbroSprite + $70 ; $47f0
ld de, $c8f8
call CopySlowbroSpriteData
.asm_79739
call Func_79652
jp AnimationShowMonPic
CopySlowbroSpriteData: ; 7973f (1e:573f)
ld bc, $0010
ld a, BANK(SlowbroSprite)
jp FarCopyData2
Func_79747: ; 79747 (1e:5747)
ld a, [H_WHOSETURN] ; $fff3
and a
ld hl, $ccf7
ld a, [W_PLAYERBATTSTATUS2] ; $d063
jr z, .asm_79758
ld hl, $ccf3
ld a, [W_ENEMYBATTSTATUS2] ; $d068
.asm_79758
push hl
bit 4, a
jr nz, .asm_79762
call AnimationSlideMonDown
jr .asm_79765
.asm_79762
call AnimationSlideMonOut
.asm_79765
pop hl
ld a, [hl]
and a
jp nz, AnimationMinimizeMon
call AnimationFlashMonPic
jp AnimationShowMonPic
Func_79771: ; 79771 (1e:5771)
call AnimationSlideMonOut
call AnimationSubstitute
jp AnimationShowMonPic
AnimationBoundUpAndDown: ; 7977a (1e:577a)
; Bounces the mon's sprite up and down several times. It is used
; by Splash's animation.
ld c, $5
.asm_7977c
push bc
call AnimationSlideMonDown
pop bc
dec c
jr nz, .asm_7977c ; 0x79782 $f8
jp AnimationShowMonPic
AnimationTransformMon: ; 79787 (1e:5787)
; Redraws this mon's sprite as the back/front sprite of the opposing mon.
; Used in Transform.
ld a, [$cfe5]
ld [$ceea], a
ld a, [W_PLAYERMONID]
ld [$cee9], a
Func_79793: ; 79793 (1e:5793)
ld a, [H_WHOSETURN] ; $fff3
and a
jr z, .asm_797b0
ld a, [$cee9]
ld [$cf91], a
ld [$d0b5], a
xor a
ld [W_SPRITEFLIPPED], a
call GetMonHeader
FuncCoord 12, 0 ; $c3ac
ld hl, Coord
call LoadFrontSpriteByMonIndex
jr .asm_797d3
.asm_797b0
ld a, [$cfd9]
push af
ld a, [$ceea]
ld [$cfd9], a
ld [$d0b5], a
call GetMonHeader
ld a, $4
call Predef ; indirect jump to LoadMonBackSprite (3f103 (f:7103))
xor a
call Func_79842
call Func_79820
call Func_79aae
pop af
ld [$cfd9], a
.asm_797d3
ld b, $1
jp GoPAL_SET
AnimationHideEnemyMonPic: ; 797d8 (1e:57d8)
; Hides the enemy mon's sprite
xor a
ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
ld hl, AnimationHideMonPic ; $5801
call CallWithTurnFlipped
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
jp Delay3
Func_797e8: ; 797e8 (1e:57e8)
push bc
push de
ld [$d09f], a
call LoadAnimationTileset
pop de
pop bc
xor a
ld e, a
ld [W_BASECOORDX], a ; $d081
ld hl, wOAMBuffer
.asm_797fa
call Func_79329
dec c
jr nz, .asm_797fa
ret
AnimationHideMonPic: ; 79801 (1e:5801)
; Hides the mon's sprite.
ld a, [H_WHOSETURN] ; $fff3
and a
jr z, .asm_7980a
ld a, $c
jr Func_7980c
.asm_7980a
ld a, $65
Func_7980c: ; 7980c (1e:580c)
push hl
push de
push bc
ld e, a
ld d, $0
ld hl, wTileMap
add hl, de
ld bc, $707
call ClearScreenArea
pop bc
pop de
pop hl
ret
Func_79820: ; 79820 (1e:5820)
push de
ld a, [H_WHOSETURN] ; $fff3
and a
jr nz, .asm_7982a
ld a, $65
jr .asm_7982c
.asm_7982a
ld a, $c
.asm_7982c
ld hl, wTileMap
ld e, a
ld d, $0
add hl, de
ld a, $7
sub b
and a
jr z, .asm_79840
ld de, $14
.asm_7983c
add hl, de
dec a
jr nz, .asm_7983c
.asm_79840
pop de
ret
Func_79842: ; 79842 (1e:5842)
ld hl, PointerTable_79aea ; $5aea
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 $f
ld b, a
ret
Func_7985b: ; 7985b (1e:585b)
ld a, [hld]
ld [hli], a
inc hl
dec c
jr nz, Func_7985b
ret
Func_79862: ; 79862 (1e:5862)
ld a, [hli]
ld [hld], a
dec hl
dec c
jr nz, Func_79862
ret
Func_79869: ; 79869 (1e:5869)
ld a, b
call Func_7986f
ld b, a
ret
Func_7986f: ; 7986f (1e:586f)
ld hl,MoveSoundTable
ld e,a
ld d,0
add hl,de
add hl,de
add hl,de
ld a,[hli]
ld b,a
call IsCryMove
jr nc,.NotCryMove
ld a,[H_WHOSETURN]
and a
jr nz,.next
ld a,[W_PLAYERMONID] ; get number of current monster
jr .Continue
.next
ld a,[$CFE5]
.Continue
push hl
call GetCryData
ld b,a
pop hl
ld a,[$C0F1]
add [hl]
ld [$C0F1],a
inc hl
ld a,[$C0F2]
add [hl]
ld [$C0F2],a
jr .done
.NotCryMove
ld a,[hli]
ld [$C0F1],a
ld a,[hli]
ld [$C0F2],a
.done
ld a,b
ret
IsCryMove: ; 798ad (1e:58ad)
; set carry if the move animation involves playing a monster cry
ld a,[W_ANIMATIONID]
cp a,GROWL
jr z,.CryMove
cp a,ROAR
jr z,.CryMove
and a ; clear carry
ret
.CryMove
scf
ret
MoveSoundTable: ; 798bc (1e:58bc)
db $a0,$00,$80
db $a2,$10,$80
db $b3,$00,$80
db $a1,$01,$80
db $a3,$00,$40
db $e9,$00,$ff
db $a3,$10,$60
db $a3,$20,$80
db $a3,$00,$a0
db $a6,$00,$80
db $a5,$20,$40
db $a5,$00,$80
db $a4,$00,$a0
db $a7,$10,$c0
db $a7,$00,$a0
db $a8,$00,$c0
db $a8,$10,$a0
db $a9,$00,$e0
db $a7,$20,$c0
db $aa,$00,$80
db $b9,$00,$80
db $ab,$01,$80
db $b7,$00,$80
db $ad,$f0,$40
db $b0,$00,$80
db $ad,$00,$80
db $b8,$10,$80
db $b1,$01,$a0
db $ae,$00,$80
db $b4,$00,$60
db $b4,$01,$40
db $b6,$00,$a0
db $b0,$10,$a0
db $b7,$00,$c0
db $aa,$10,$60
db $b0,$00,$a0
db $b9,$11,$c0
db $b0,$20,$c0
db $b8,$00,$80
db $b1,$00,$80
db $b1,$20,$c0
db $af,$00,$80
db $db,$ff,$40
db $b4,$00,$80
db $a1,$00,$c0
db $a1,$00,$40
db $e4,$00,$80
db $bf,$40,$60
db $bf,$00,$80
db $bf,$ff,$40
db $c7,$80,$c0
db $af,$10,$a0
db $af,$21,$e0
db $c5,$00,$80
db $bb,$20,$60
db $c7,$00,$80
db $cc,$00,$80
db $c2,$40,$80
db $c5,$f0,$e0
db $cf,$00,$80
db $c7,$f0,$60
db $c2,$00,$80
db $e6,$00,$80
db $9d,$01,$a0
db $a9,$f0,$20
db $ba,$01,$c0
db $ba,$00,$80
db $b0,$00,$e0
db $be,$01,$60
db $be,$20,$40
db $bb,$00,$80
db $bb,$40,$c0
db $b1,$03,$60
db $bd,$11,$e0
db $a8,$20,$e0
db $d2,$00,$80
db $b2,$00,$80
db $b2,$11,$a0
db $b2,$01,$c0
db $a9,$14,$c0
db $b1,$02,$a0
db $c5,$f0,$80
db $c5,$20,$c0
db $d5,$00,$20
db $d5,$20,$80
db $d2,$12,$60
db $be,$00,$80
db $aa,$01,$e0
db $c5,$0f,$e0
db $c5,$11,$20
db $a6,$10,$40
db $a5,$10,$c0
db $aa,$00,$20
db $d8,$00,$80
db $e4,$11,$18
db $9f,$20,$c0
db $9e,$20,$c0
db $bd,$00,$10
db $be,$f0,$20
db $df,$f0,$c0
db $a7,$f0,$e0
db $9f,$f0,$40
db $db,$00,$80
db $df,$80,$40
db $df,$00,$80
db $aa,$11,$20
db $aa,$22,$10
db $b1,$f1,$ff
db $a9,$f1,$ff
db $aa,$33,$30
db $dd,$40,$c0
db $a4,$20,$20
db $a4,$f0,$10
db $a5,$f8,$10
db $a7,$f0,$10
db $bd,$00,$80
db $ae,$00,$c0
db $dd,$c0,$ff
db $9f,$f2,$20
db $e1,$00,$80
db $e1,$00,$40
db $9f,$00,$40
db $a7,$10,$ff
db $c7,$20,$20
db $dd,$00,$80
db $c5,$1f,$20
db $bd,$2f,$80
db $a5,$1f,$ff
db $ca,$1f,$60
db $be,$1e,$20
db $be,$1f,$18
db $aa,$0f,$80
db $9f,$f8,$10
db $9e,$18,$20
db $dd,$08,$40
db $ad,$01,$e0
db $a7,$09,$ff
db $e4,$42,$01
db $b2,$00,$ff
db $dd,$08,$e0
db $bb,$00,$80
db $9f,$88,$10
db $bd,$48,$ff
db $9e,$ff,$ff
db $bb,$ff,$10
db $9e,$ff,$04
db $b2,$01,$ff
db $a9,$f8,$ff
db $a2,$f0,$f0
db $a5,$08,$10
db $a3,$f0,$ff
db $b0,$f0,$ff
db $e1,$10,$ff
db $a4,$f0,$20
db $ca,$f0,$60
db $b8,$12,$10
db $e6,$f0,$20
db $b4,$12,$ff
db $db,$80,$04
db $df,$f0,$10
db $c5,$f8,$ff
db $be,$f0,$ff
db $a7,$01,$ff
db $cc,$d8,$04
db $a1,$00,$80
db $a1,$00,$80
Func_79aae: ; 79aae (1e:5aae)
ld a, [H_WHOSETURN] ; $fff3
and a
ld a, $31
jr z, .asm_79ab6
xor a
.asm_79ab6
ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
jr asm_79acb
Func_79aba: ; 79aba (1e:5aba)
call GetPredefRegisters
ld a, [$cd6c]
and a
jr nz, .asm_79ac8
ld de, Unknown_79b02 ; $5b02
jr asm_79acb
.asm_79ac8
ld de, Unknown_79b1b ; $5b1b
asm_79acb: ; 79acb (1e:5acb)
xor a
ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
Func_79ace: ; 79ace (1e:5ace)
push hl
.asm_79acf
push bc
push hl
ld a, [H_DOWNARROWBLINKCNT1] ; $ff8b
ld b, a
.asm_79ad4
ld a, [de]
add b
inc de
ld [hli], a
dec c
jr nz, .asm_79ad4
pop hl
ld bc, $14
add hl, bc
pop bc
dec b
jr nz, .asm_79acf
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
pop hl
ret
PointerTable_79aea: ; 79aea (1e:5aea)
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
Unknown_79b02: ; 79b02 (1e:5b02)
db $31,$38,$46,$54,$5B,$32,$39,$47,$55,$5C,$34,$3B,$49,$57,$5E,$36,$3D,$4B,$59,$60,$37,$3E,$4C,$5A,$61
Unknown_79b1b: ; 79b1b (1e:5b1b)
db $31,$46,$5B,$34,$49,$5E,$37,$4C,$61
Unknown_79b24: ; 79b24 (1e:5b24)
db $00,$07,$0E,$15,$1C,$23,$2A,$01,$08,$0F,$16,$1D,$24,$2B,$02,$09,$10,$17,$1E,$25,$2C,$03,$0A,$11,$18,$1F,$26,$2D,$04,$0B,$12,$19,$20,$27,$2E,$05,$0C,$13,$1A,$21,$28,$2F,$06,$0D,$14,$1B,$22,$29,$30
Unknown_79b55: ; 79b55 (1e:5b55)
db $00,$07,$0E,$15,$1C,$23,$2A,$01,$08,$0F,$16,$1D,$24,$2B,$03,$0A,$11,$18,$1F,$26,$2D,$04,$0B,$12,$19,$20,$27,$2E,$05,$0C,$13,$1A,$21,$28,$2F
Unknown_79b78: ; 79b78 (1e:5b78)
db $00,$07,$0E,$15,$1C,$23,$2A,$02,$09,$10,$17,$1E,$25,$2C,$04,$0B,$12,$19,$20,$27,$2E
Unknown_79b8d: ; 79b8d (1e:5b8d)
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$19,$00,$02,$06,$0B,$10,$14,$1A,$00,$00,$07,$0C,$11,$15,$1B,$00,$03,$08,$0D,$12,$16,$1C,$00,$04,$09,$0E,$13,$17,$1D,$1F,$05,$0A,$0F,$01,$18,$1E,$20
Unknown_79bbe: ; 79bbe (1e:5bbe)
db $00,$00,$00,$30,$00,$37,$00,$00,$00,$2B,$31,$34,$38,$3D,$21,$26,$2C,$01,$35,$39,$3E,$22,$27,$2D,$32,$36,$01,$00,$23,$28,$2E,$33,$01,$3A,$00,$24,$29,$2F,$01,$01,$3B,$00,$25,$2A,$01,$01,$01,$3C,$00
Unknown_79bef: ; 79bef (1e:5bef)
db $00,$00,$00,$00,$00,$00,$00,$00,$00,$47,$4D,$00,$00,$00,$00,$00,$48,$4E,$52,$56,$5B,$3F,$43,$49,$4F,$53,$57,$5C,$40,$44,$4A,$50,$54,$58,$00,$41,$45,$4B,$51,$4C,$59,$5D,$42,$46,$4C,$4C,$55,$5A,$5E
Unknown_79c20: ; 79c20 (1e:5c20)
db $31,$32,$32,$32,$32,$33,$34,$35,$36,$36,$37,$38,$34,$39,$3A,$3A,$3B,$38,$3C,$3D,$3E,$3E,$3F,$40,$41,$42,$43,$43,$44,$45,$46,$47,$43,$48,$49,$4A,$41,$43,$4B,$4C,$4D,$4E,$4F,$50,$50,$50,$51,$52
Unknown_79c50: ; 79c50 (1e:5c50)
db $43,$55,$56,$53,$53,$53,$53,$53,$53,$53,$53,$53,$43,$57,$58,$54,$54,$54,$54,$54,$54,$54,$54,$54,$43,$59,$5A,$43,$43,$43,$43,$43,$43,$43,$43,$43
AnimationLeavesFalling: ; 79c74 (1e:5c74)
; Makes leaves float down from the top of the screen. This is used
; in Razor Leaf's animation.
ld a, [$ff48]
push af
ld a, [$cc79]
ld [$ff48], a
ld d, $37
ld a, $3
ld [W_SUBANIMTRANSFORM], a
call Func_79c97
pop af
ld [$ff48], a
ret
AnimationPetalsFalling: ; 79c8a (1e:5c8a)
; Makes lots of petals fall down from the top of the screen. It's used in
; the animation for Petal Dance.
ld d, $71
ld a, $14
ld [W_SUBANIMTRANSFORM], a
call Func_79c97
jp ClearSprites
Func_79c97: ; 79c97 (1e:5c97)
ld c, a
ld a, $1
call Func_797e8
call Func_79d2a
call Func_79d52
ld hl, wOAMBuffer
ld [hl], $0
.asm_79ca8
ld hl, wTrainerSpriteOffset
ld de, $0000
ld a, [W_SUBANIMTRANSFORM]
ld c, a
.asm_79cb2
push bc
push hl
push de
ld a, [hl]
ld [$d08a], a
call Func_79d16
call Func_79cdb
pop de
ld hl, $0004
add hl, de
ld e, l
ld d, h
pop hl
ld a, [$d08a]
ld [hli], a
pop bc
dec c
jr nz, .asm_79cb2
call Delay3
ld hl, wOAMBuffer
ld a, [hl]
cp $68
jr nz, .asm_79ca8
ret
Func_79cdb: ; 79cdb (1e:5cdb)
ld hl, wOAMBuffer
add hl, de
ld a, [hl]
inc a
inc a
cp $70
jr c, .asm_79ce8
ld a, $a0
.asm_79ce8
ld [hli], a
ld a, [$d08a]
ld b, a
ld de, Unknown_79d0d
and $7f
add e
jr nc, .asm_79cf6
inc d
.asm_79cf6
ld e, a
ld a, b
and $80
jr nz, .asm_79d03
ld a, [de]
add [hl]
ld [hli], a
inc hl
xor a
jr .asm_79d0b
.asm_79d03
ld a, [de]
ld b, a
ld a, [hl]
sub b
ld [hli], a
inc hl
ld a, $20
.asm_79d0b
ld [hl], a
ret
Unknown_79d0d: ; 79d0d (1e:5d0d)
db $00,$01,$03,$05,$07,$09,$0B,$0D,$0F
Func_79d16: ; 79d16 (1e:5d16)
ld a, [$d08a]
inc a
ld b, a
and $7f
cp $9
ld a, b
jr nz, .asm_79d26
and $80
xor $80
.asm_79d26
ld [$d08a], a
ret
Func_79d2a: ; 79d2a (1e:5d2a)
ld hl, $c301
ld de, Unknown_79d3e
ld a, [W_SUBANIMTRANSFORM]
ld c, a
.asm_79d34
ld a, [de]
ld [hli], a
inc hl
inc hl
inc hl
inc de
dec c
jr nz, .asm_79d34
ret
Unknown_79d3e: ; 79d3e (1e:5d3e)
db $38,$40,$50,$60,$70,$88,$90,$56,$67,$4A,$77,$84,$98,$32,$22,$5C,$6C,$7D,$8E,$99
Func_79d52: ; 79d52 (1e:5d52)
ld hl, wTrainerSpriteOffset
ld de, Unknown_79d63
ld a, [W_SUBANIMTRANSFORM]
ld c, a
.asm_79d5c
ld a, [de]
ld [hli], a
inc de
dec c
jr nz, .asm_79d5c
ret
Unknown_79d63: ; 79d63 (1e:5d63)
db $00,$84,$06,$81,$02,$88,$01,$83,$05,$89,$09,$80,$07,$87,$03,$82,$04,$85,$08,$86
AnimationShakeEnemyHUD: ; 79d77 (1e:5d77)
ld de, $9310
ld hl, $8000
ld bc, $0031
call CopyVideoData
xor a
ld [$ffae], a
ld hl, $9800
call Func_79e0d
ld a, $90
ld [$ffb0], a
ld hl, $9b20
call Func_79e0d
ld a, $38
ld [$ffb0], a
call Func_792fd
ld hl, $9800
call Func_79e0d
call AnimationHideMonPic
call Delay3
ld de, $0208
call Func_79de9
call AnimationShowMonPic
call ClearSprites
ld a, $90
ld [$ffb0], a
ld hl, $9c00
call Func_79e0d
xor a
ld [$ffb0], a
call SaveScreenTilesToBuffer1
ld hl, $9800
call Func_79e0d
call ClearScreen
call Delay3
call LoadScreenTilesFromBuffer1
ld hl, $9c00
jp Func_79e0d
Func_79dda: ; 79dda (1e:5dda)
call GetPredefRegisters
ld a, c
ld [H_DOWNARROWBLINKCNT1], a ; $ff8b
ld a, b
push hl
call Func_79842
pop hl
jp Func_79ace
Func_79de9: ; 79de9 (1e:5de9)
ld a, [$ffae]
ld [wTrainerSpriteOffset], a
.asm_79dee
ld a, [wTrainerSpriteOffset]
add d
ld [$ffae], a
ld c, $2
call DelayFrames
ld a, [wTrainerSpriteOffset]
sub d
ld [$ffae], a
ld c, $2
call DelayFrames
dec e
jr nz, .asm_79dee
ld a, [wTrainerSpriteOffset]
ld [$ffae], a
ret
Func_79e0d: ; 79e0d (1e:5e0d)
ld a, h
ld [$ffbd], a
ld a, l
ld [H_AUTOBGTRANSFERDEST], a
jp Delay3
TossBallAnimation: ; 79e16 (1e:5e16)
ld a,[W_ISINBATTLE]
cp a,2
jr z,.BlockBall ; if in trainer battle, play different animation
ld a,[$D11E]
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 [$CD3D],a
ld hl,.PokeBallAnimations
; choose which toss animation to use
ld a,[$CF91]
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 [W_ANIMATIONID],a
push bc
push hl
call PlayAnimation
pop hl
ld a,[hli]
pop bc
dec c
jr nz,.PlayNextAnimation
ret
.PokeBallAnimations: ; 79e50 (1e:5e50)
; sequence of animations that make up the Poké Ball toss
db POOF_ANIM,HIDEPIC_ANIM,$C2,POOF_ANIM,SHOWPIC_ANIM
.BlockBall ; 5E55
ld a,$C1
ld [W_ANIMATIONID],a
call PlayAnimation
ld a,(SFX_08_43 - SFX_Headers_08) / 3
call PlaySound ; play sound effect
ld a,BLOCKBALL_ANIM
ld [W_ANIMATIONID],a
jp PlayAnimation
Func_79e6a: ; 79e6a (1e:5e6a)
call WaitForSoundToFinish
ld a, [$d05b]
and $7f
ret z
cp $a
ld a, $20
ld b, $30
ld c, (SFX_08_50 - SFX_Headers_08) / 3
jr z, .asm_79e8b
ld a, $e0
ld b, $ff
ld c, (SFX_08_5a - SFX_Headers_08) / 3
jr nc, .asm_79e8b
ld a, $50
ld b, $1
ld c, (SFX_08_51 - SFX_Headers_08) / 3
.asm_79e8b
ld [$c0f1], a
ld a, b
ld [$c0f2], a
ld a, c
jp PlaySound