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https://github.com/pret/pokered.git
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e74dce24b4
1.asm, 4.asm, and 4_2.asm
2958 lines
60 KiB
NASM
Executable file
2958 lines
60 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: ; 78000 (1e:4000)
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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 [W_NUMFBTILES],a
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ld a,[W_FBDESTADDR + 1]
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ld e,a
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ld a,[W_FBDESTADDR]
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ld d,a
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xor a
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ld [W_FBTILECOUNTER],a ; loop counter
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.loop
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ld a,[W_FBTILECOUNTER]
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inc a
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ld [W_FBTILECOUNTER],a
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ld a,[W_SUBANIMTRANSFORM]
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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,[W_BASECOORDY]
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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,[W_BASECOORDX]
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jr .finishCopying
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.flipBaseCoords
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ld a,[W_BASECOORDY]
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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,[W_BASECOORDX]
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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 [W_SUBANIMTRANSFORM] 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,[W_BASECOORDY]
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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,[W_BASECOORDX]
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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,[W_BASECOORDY]
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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,[W_BASECOORDX]
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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,[W_FBTILECOUNTER]
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ld c,a
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ld a,[W_NUMFBTILES]
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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,[W_FBMODE]
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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,[W_SUBANIMFRAMEDELAY]
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ld c,a
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call DelayFrames
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ld a,[W_FBMODE]
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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,[W_ANIMATIONID]
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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 [W_FBDESTADDR + 1],a
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ld a,h
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ld [W_FBDESTADDR],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 [W_FBDESTADDR + 1],a
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ld a,d
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ld [W_FBDESTADDR],a
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.done
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ret
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PlayAnimation: ; 780f1 (1e:40f1)
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xor a
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ld [$FF8B],a
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ld [W_SUBANIMTRANSFORM],a
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ld a,[W_ANIMATIONID] ; 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 ; $607d ; animation command stream pointers
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add hl,de
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ld a,[hli]
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ld h,[hl]
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ld l,a
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.animationLoop
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ld a,[hli]
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cp a,$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 Func_7986f
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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 [W_SUBANIMFRAMEDELAY],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 [wd09f],a ; tile select
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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 [W_SUBANIMADDRPTR],a
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ld a,h
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ld [W_SUBANIMADDRPTR + 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,[wcc79]
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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 ; 417B
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ret
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LoadSubanimation: ; 7817c (1e:417c)
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ld a,[W_SUBANIMADDRPTR + 1]
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ld h,a
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ld a,[W_SUBANIMADDRPTR]
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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 [W_SUBANIMCOUNTER],a ; number of frame blocks
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ld a,b
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and a,%11100000
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cp a,5 << 5 ; is subanimation type 5?
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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 [W_SUBANIMTRANSFORM],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,[W_SUBANIMCOUNTER]
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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 [W_SUBANIMSUBENTRYADDR],a
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ld a,h
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ld [W_SUBANIMSUBENTRYADDR + 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: ; 781c2 (1e:41c2)
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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: ; 781ca (1e:41ca)
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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: ; 781d2 (1e:41d2)
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ld a,[wd09f] ; tileset select
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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 [wd07d],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,[wd07d]
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ld c,a ; number of tiles
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jp CopyVideoData ; load tileset
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AnimationTilesetPointers: ; 781f2 (1e:41f2)
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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: ; 781fe (1e:41fe)
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INCBIN "gfx/attack_anim_1.2bpp"
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AnimationTileset2: ; 786ee (1e:46ee)
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INCBIN "gfx/attack_anim_2.2bpp"
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SlotMachineTiles2: ; 78bde (1e:4bde)
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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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IF DEF(_YELLOW)
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INCBIN "gfx/yellow/slotmachine2.2bpp"
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ENDC
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MoveAnimation: ; 78d5e (1e:4d5e)
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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 Func_78e23
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ld a,[W_ANIMATIONID]
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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,[W_OPTIONS]
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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 [W_SUBANIMSUBENTRYADDR],a
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ld [wd09b],a
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ld [W_SUBANIMTRANSFORM],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: ; 78da6 (1e:4da6)
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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,[W_ANIMATIONID]
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cp a,AMNESIA
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ld b,CONF_ANIM
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jr z,.Replace
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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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.Replace
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ld a,b
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ld [W_ANIMATIONID],a
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ret
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PlayApplyingAttackAnimation: ; 78dbd (1e:4dbd)
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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: ; 78dcf (1e:4dcf)
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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: ; 78ddb (1e:4ddb)
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call PlayApplyingAttackSound
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ld b, $8
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jp AnimationShakeScreenVertically
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ShakeScreenHorizontallyHeavy: ; 78de3 (1e:4de3)
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call PlayApplyingAttackSound
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ld b, $8
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jp AnimationShakeScreenHorizontallyFast
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ShakeScreenHorizontallySlow: ; 78deb (1e:4deb)
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ld bc, $602
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jr AnimationShakeScreenHorizontallySlow
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BlinkEnemyMonSprite: ; 78df0 (1e:4df0)
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call PlayApplyingAttackSound
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jp AnimationBlinkEnemyMon
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ShakeScreenHorizontallyLight: ; 78df6 (1e:4df6)
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call PlayApplyingAttackSound
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ld b, $2
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jp AnimationShakeScreenHorizontallyFast
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ShakeScreenHorizontallySlow2: ; 78dfe (1e:4dfe)
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ld bc, $302
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AnimationShakeScreenHorizontallySlow: ; 78e01 (1e:4e01)
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push bc
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push bc
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.asm_78e03
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ld a, [rWX] ; $ff4b
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inc a
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ld [rWX], a ; $ff4b
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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, .asm_78e03
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pop bc
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.asm_78e11
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ld a, [rWX] ; $ff4b
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dec a
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ld [rWX], a ; $ff4b
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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, .asm_78e11
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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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Func_78e23: ; 78e23 (1e:4e23)
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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, .asm_78e47
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ld a, $f0
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ld [wcc79], a
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ld b, $e4
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ld a, [W_ANIMATIONID] ; W_ANIMATIONID
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cp TRADE_BALL_DROP_ANIM
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jr c, .asm_78e3f
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cp TRADE_BALL_POOF_ANIM + 1
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jr nc, .asm_78e3f
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ld b, $f0
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.asm_78e3f
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ld a, b
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ld [rOBP0], a ; $ff48
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ld a, $6c
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ld [rOBP1], a ; $ff49
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ret
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.asm_78e47
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ld a, $e4
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ld [wcc79], a
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ld [rOBP0], a ; $ff48
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ld a, $6c
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ld [rOBP1], a ; $ff49
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ret
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PlaySubanimation: ; 78e53 (1e:4e53)
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ld a,[wAnimSoundID]
|
||
cp a,$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 TRADE_BALL_DROP_ANIM
|
||
dw Func_79041
|
||
|
||
db TRADE_BALL_SHAKE_ANIM
|
||
dw Func_7904c
|
||
|
||
db TRADE_BALL_TILT_ANIM
|
||
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,[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,[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,[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,[W_SUBANIMCOUNTER]
|
||
cp a,3
|
||
jr z,.moveGhostMarowakLeft
|
||
cp a,2
|
||
jr z,.moveGhostMarowakLeft
|
||
cp a,1
|
||
ret nz
|
||
.moveGhostMarowakLeft
|
||
hlCoord 17, 0
|
||
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,[wWhichTrade] ; number of shakes
|
||
dec a ; decrement number of shakes
|
||
ld [wWhichTrade],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
|
||
predef Func_48125 ; shake horizontally
|
||
ld b,1
|
||
predef_jump Func_480ff ; 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
|
||
hlCoord 1, 5
|
||
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,[hSCX] ; background scroll X
|
||
sub a,8 ; scroll to the left
|
||
ld [hSCX],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,wOAMBuffer + $10
|
||
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 [wd08a],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,[wd08a]
|
||
dec a
|
||
ld [wd08a],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,[wd08a]
|
||
cp a,4 ; never true since [wd08a] 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, [wOnSGB]
|
||
and a
|
||
ld a, b
|
||
jr z, .asm_79204
|
||
ld a, c
|
||
.asm_79204
|
||
ld [rBGP], a ; $ff47
|
||
ret
|
||
|
||
ld b, $5
|
||
|
||
AnimationShakeScreenVertically: ; 79209 (1e:5209)
|
||
predef_jump Func_480ff
|
||
|
||
AnimationShakeScreen: ; 7920e (1e:520e)
|
||
; Shakes the screen for a while. Used in Earthquake/Fissure/etc. animations.
|
||
ld b, $8
|
||
|
||
AnimationShakeScreenHorizontallyFast: ; 79210 (1e:5210)
|
||
predef_jump Func_48125
|
||
|
||
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 [wd09f], a
|
||
call LoadAnimationTileset
|
||
ld d, $20
|
||
ld a, $f0
|
||
ld [W_BASECOORDX], a ; wd081
|
||
ld a, $71
|
||
ld [wd09f], a
|
||
.asm_79228
|
||
ld a, $10
|
||
ld [W_BASECOORDY], a ; wd082
|
||
ld a, $0
|
||
ld [wd08a], a
|
||
call Func_79246
|
||
ld a, $18
|
||
ld [W_BASECOORDY], a ; wd082
|
||
ld a, $20
|
||
ld [wd08a], 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] ; wd082
|
||
ld [hli], a
|
||
ld a, [W_BASECOORDX] ; wd081
|
||
add $1b
|
||
ld [W_BASECOORDX], a ; wd081
|
||
ld [hli], a
|
||
ld a, [wd09f]
|
||
ld [hli], a
|
||
xor a
|
||
ld [hli], a
|
||
ld a, [W_BASECOORDX] ; wd081
|
||
cp $90
|
||
jr c, .asm_79249
|
||
sub $a8
|
||
ld [W_BASECOORDX], a ; wd081
|
||
ld a, [W_BASECOORDY] ; wd082
|
||
add $10
|
||
ld [W_BASECOORDY], a ; wd082
|
||
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, wTileMap + $79
|
||
ld de, wTileMap + $65
|
||
ld a, $30
|
||
jr z, .asm_79291
|
||
ld hl, wTileMap + $20
|
||
ld de, wTileMap + $c
|
||
ld a, $ff
|
||
.asm_79291
|
||
ld [wd09f], a
|
||
jp Func_792bf
|
||
|
||
AnimationSlideMonDown: ; 79297 (1e:5297)
|
||
; Slides the mon's sprite down out of the screen.
|
||
xor a
|
||
call GetTileIDList
|
||
.asm_7929b
|
||
call GetMonSpriteTileMapPointerFromRowCount
|
||
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 ; W_SUBANIMTRANSFORM
|
||
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, wTileMap + $dd
|
||
jr z, .asm_792e2
|
||
ld hl, wTileMap + $84
|
||
.asm_792e2
|
||
ld a, [wd09f]
|
||
inc a
|
||
ld [wd09f], 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] ; wd081
|
||
ld [hli], a
|
||
ld a, d
|
||
ld [hli], a
|
||
xor a
|
||
ld [hli], a
|
||
ret
|
||
|
||
AdjustOAMBlockXPos: ; 79337 (1e:5337)
|
||
ld l, e
|
||
ld h, d
|
||
|
||
AdjustOAMBlockXPos2: ; 79339 (1e:5339)
|
||
ld de, $4
|
||
.loop
|
||
ld a, [wd08a]
|
||
ld b, a
|
||
ld a, [hl]
|
||
add b
|
||
cp $a8
|
||
jr c, .skipPuttingEntryOffScreen
|
||
dec hl
|
||
ld a, $a0
|
||
ld [hli], a
|
||
.skipPuttingEntryOffScreen
|
||
ld [hl], a
|
||
add hl, de
|
||
dec c
|
||
jr nz, .loop
|
||
ret
|
||
|
||
AdjustOAMBlockYPos: ; 79350 (1e:5350)
|
||
ld l, e
|
||
ld h, d
|
||
|
||
AdjustOAMBlockYPos2: ; 79352 (1e:5352)
|
||
ld de, $4
|
||
.loop
|
||
ld a, [wd08a]
|
||
ld b, a
|
||
ld a, [hl]
|
||
add b
|
||
cp $70
|
||
jr c, .skipSettingPreviousEntrysAttribute
|
||
dec hl
|
||
ld a, $a0 ; bug, sets previous OAM entry's attribute
|
||
ld [hli], a
|
||
.skipSettingPreviousEntrysAttribute
|
||
ld [hl], a
|
||
add hl, de
|
||
dec c
|
||
jr nz, .loop
|
||
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, [wBattleMonSpecies]
|
||
ld [wHPBarMaxHP + 1], a
|
||
ld a, [wEnemyMonSpecies]
|
||
ld [wHPBarMaxHP], 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 GetTileIDList
|
||
call GetMonSpriteTileMapPointerFromRowCount
|
||
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, wTileMap + $64
|
||
ld de, wTileMap + $66
|
||
jr z, .asm_793c2
|
||
ld hl, wTileMap + $b
|
||
ld de, wTileMap + $d
|
||
|
||
.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 GetTileIDList
|
||
pop hl
|
||
call Func_79aae
|
||
call Delay3
|
||
pop hl
|
||
ld bc, $0709
|
||
call ClearScreenArea
|
||
pop af
|
||
call GetTileIDList
|
||
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
|
||
hlCoord 2, 5
|
||
jr z, .asm_79407
|
||
hlCoord 11, 0
|
||
.asm_79407
|
||
xor a
|
||
push hl
|
||
call GetTileIDList
|
||
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 [wd08a], a
|
||
ld a, $50
|
||
ld [W_SUBANIMTRANSFORM], a ; W_SUBANIMTRANSFORM
|
||
jr .asm_7943c
|
||
.asm_79435
|
||
xor a
|
||
ld [wd08a], a
|
||
ld [W_SUBANIMTRANSFORM], a ; W_SUBANIMTRANSFORM
|
||
.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, [wd08a]
|
||
add [hl]
|
||
ld [de], a
|
||
inc de
|
||
inc hl
|
||
ld a, [W_SUBANIMTRANSFORM] ; W_SUBANIMTRANSFORM
|
||
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
|
||
hlCoord 16, 0
|
||
deCoord 14, 0
|
||
jr .asm_794b7
|
||
.asm_794b1
|
||
hlCoord 5, 5
|
||
deCoord 3, 5
|
||
.asm_794b7
|
||
push de
|
||
xor a
|
||
ld [wd09f], a
|
||
call Func_794d4
|
||
pop hl
|
||
ld a, $1
|
||
ld [wd09f], 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, [wd09f]
|
||
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 ; wd082
|
||
ld a, c
|
||
ld [W_BASECOORDX], a ; wd081
|
||
ld bc, $501
|
||
call Func_79517
|
||
jp AnimationCleanOAM
|
||
|
||
Func_79517: ; 79517 (1e:5517)
|
||
push bc
|
||
xor a
|
||
ld [wd09f], a
|
||
call LoadAnimationTileset
|
||
pop bc
|
||
ld d, $7a
|
||
ld hl, wOAMBuffer
|
||
push bc
|
||
ld a, [W_BASECOORDY] ; wd082
|
||
ld e, a
|
||
.asm_7952a
|
||
call Func_79329
|
||
dec b
|
||
jr nz, .asm_7952a
|
||
call DelayFrame
|
||
pop bc
|
||
ld a, b
|
||
ld [wd08a], a
|
||
.asm_79538
|
||
push bc
|
||
ld hl, wOAMBuffer
|
||
.asm_7953c
|
||
ld a, [W_BASECOORDY] ; wd082
|
||
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, [wd08a]
|
||
dec a
|
||
ld [wd08a], a
|
||
.asm_79554
|
||
ld de, $4
|
||
add hl, de
|
||
dec b
|
||
jr nz, .asm_7953c
|
||
call DelayFrames
|
||
pop bc
|
||
ld a, [wd08a]
|
||
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, wTempPic
|
||
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 GetTileIDList
|
||
call GetMonSpriteTileMapPointerFromRowCount
|
||
call Func_79aae
|
||
ld c, $8
|
||
call DelayFrames
|
||
pop af
|
||
inc a
|
||
pop bc
|
||
dec c
|
||
jr nz, .asm_795cd
|
||
call AnimationHideMonPic
|
||
ld hl, wTempPic
|
||
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
|
||
hlCoord 12, 0
|
||
jr .asm_79605
|
||
.asm_79602
|
||
hlCoord 0, 5
|
||
.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] ; W_SUBANIMTRANSFORM
|
||
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, vBackPic
|
||
jr z, .asm_7965d
|
||
ld hl, vFrontPic
|
||
.asm_7965d
|
||
ld de, wTempPic
|
||
ld bc, 7 * 7
|
||
jp CopyVideoData
|
||
|
||
AnimationWavyScreen: ; 79666 (1e:5666)
|
||
; used in Psywave/Psychic etc.
|
||
ld hl, vBGMap0
|
||
call Func_79e0d
|
||
call Delay3
|
||
xor a
|
||
ld [H_AUTOBGTRANSFERENABLED], a
|
||
ld a, $90
|
||
ld [hWY], 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 [hWY], a
|
||
call SaveScreenTilesToBuffer2
|
||
call ClearScreen
|
||
ld a, $1
|
||
ld [H_AUTOBGTRANSFERENABLED], a
|
||
call Delay3
|
||
call LoadScreenTilesFromBuffer2
|
||
ld hl, vBGMap1
|
||
call Func_79e0d
|
||
ret
|
||
|
||
Func_796ae: ; 796ae (1e:56ae)
|
||
ld a, [$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, wTempPic
|
||
xor a
|
||
ld bc, $0310
|
||
call FillMemory
|
||
ld a, [$fff3]
|
||
and a
|
||
jr z, .asm_79715 ; 0x796ed $26
|
||
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 .asm_79739
|
||
.asm_79715
|
||
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
|
||
.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, wccf7
|
||
ld a, [W_PLAYERBATTSTATUS2] ; W_PLAYERBATTSTATUS2
|
||
jr z, .asm_79758
|
||
ld hl, wccf3
|
||
ld a, [W_ENEMYBATTSTATUS2] ; W_ENEMYBATTSTATUS2
|
||
.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, [wEnemyMonSpecies]
|
||
ld [wHPBarMaxHP + 1], a
|
||
ld a, [wBattleMonSpecies]
|
||
ld [wHPBarMaxHP], a
|
||
|
||
Func_79793: ; 79793 (1e:5793)
|
||
ld a, [H_WHOSETURN] ; $fff3
|
||
and a
|
||
jr z, .asm_797b0
|
||
ld a, [wHPBarMaxHP]
|
||
ld [wcf91], a
|
||
ld [wd0b5], a
|
||
xor a
|
||
ld [W_SPRITEFLIPPED], a
|
||
call GetMonHeader
|
||
hlCoord 12, 0
|
||
call LoadFrontSpriteByMonIndex
|
||
jr .asm_797d3
|
||
.asm_797b0
|
||
ld a, [wBattleMonSpecies2]
|
||
push af
|
||
ld a, [wHPBarMaxHP + 1]
|
||
ld [wBattleMonSpecies2], a
|
||
ld [wd0b5], a
|
||
call GetMonHeader
|
||
predef LoadMonBackPic
|
||
xor a
|
||
call GetTileIDList
|
||
call GetMonSpriteTileMapPointerFromRowCount
|
||
call Func_79aae
|
||
pop af
|
||
ld [wBattleMonSpecies2], 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 [wd09f], a
|
||
call LoadAnimationTileset
|
||
pop de
|
||
pop bc
|
||
xor a
|
||
ld e, a
|
||
ld [W_BASECOORDX], a ; wd081
|
||
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
|
||
|
||
; 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: ; 79820 (1e:5820)
|
||
push de
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
jr nz, .enemyTurn
|
||
ld a, 20 * 5 + 1
|
||
jr .next
|
||
.enemyTurn
|
||
ld a, 12
|
||
.next
|
||
ld hl, wTileMap
|
||
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: ; 79842 (1e:5842)
|
||
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
|
||
|
||
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,[wBattleMonSpecies] ; get number of current monster
|
||
jr .Continue
|
||
.next
|
||
ld a,[wEnemyMonSpecies]
|
||
.Continue
|
||
push hl
|
||
call GetCryData
|
||
ld b,a
|
||
pop hl
|
||
ld a,[wc0f1]
|
||
add [hl]
|
||
ld [wc0f1],a
|
||
inc hl
|
||
ld a,[wc0f2]
|
||
add [hl]
|
||
ld [wc0f2],a
|
||
jr .done
|
||
.NotCryMove
|
||
ld a,[hli]
|
||
ld [wc0f1],a
|
||
ld a,[hli]
|
||
ld [wc0f2],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 (SFX_08_4a - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_4c - SFX_Headers_08) / 3,$10,$80
|
||
db (SFX_08_5d - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_4b - SFX_Headers_08) / 3,$01,$80
|
||
db (SFX_08_4d - SFX_Headers_08) / 3,$00,$40
|
||
db (SFX_08_77 - SFX_Headers_08) / 3,$00,$ff
|
||
db (SFX_08_4d - SFX_Headers_08) / 3,$10,$60
|
||
db (SFX_08_4d - SFX_Headers_08) / 3,$20,$80
|
||
db (SFX_08_4d - SFX_Headers_08) / 3,$00,$a0
|
||
db (SFX_08_50 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_4f - SFX_Headers_08) / 3,$20,$40
|
||
db (SFX_08_4f - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_4e - SFX_Headers_08) / 3,$00,$a0
|
||
db (SFX_08_51 - SFX_Headers_08) / 3,$10,$c0
|
||
db (SFX_08_51 - SFX_Headers_08) / 3,$00,$a0
|
||
db (SFX_08_52 - SFX_Headers_08) / 3,$00,$c0
|
||
db (SFX_08_52 - SFX_Headers_08) / 3,$10,$a0
|
||
db (SFX_08_53 - SFX_Headers_08) / 3,$00,$e0
|
||
db (SFX_08_51 - SFX_Headers_08) / 3,$20,$c0
|
||
db (SFX_08_54 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_62 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_55 - SFX_Headers_08) / 3,$01,$80
|
||
db (SFX_08_60 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_57 - SFX_Headers_08) / 3,$f0,$40
|
||
db (SFX_08_5a - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_57 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_61 - SFX_Headers_08) / 3,$10,$80
|
||
db (SFX_08_5b - SFX_Headers_08) / 3,$01,$a0
|
||
db (SFX_08_58 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_5e - SFX_Headers_08) / 3,$00,$60
|
||
db (SFX_08_5e - SFX_Headers_08) / 3,$01,$40
|
||
db (SFX_08_5f - SFX_Headers_08) / 3,$00,$a0
|
||
db (SFX_08_5a - SFX_Headers_08) / 3,$10,$a0
|
||
db (SFX_08_60 - SFX_Headers_08) / 3,$00,$c0
|
||
db (SFX_08_54 - SFX_Headers_08) / 3,$10,$60
|
||
db (SFX_08_5a - SFX_Headers_08) / 3,$00,$a0
|
||
db (SFX_08_62 - SFX_Headers_08) / 3,$11,$c0
|
||
db (SFX_08_5a - SFX_Headers_08) / 3,$20,$c0
|
||
db (SFX_08_61 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_5b - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_5b - SFX_Headers_08) / 3,$20,$c0
|
||
db (SFX_08_59 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_71 - SFX_Headers_08) / 3,$ff,$40
|
||
db (SFX_08_5e - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_4b - SFX_Headers_08) / 3,$00,$c0
|
||
db (SFX_08_4b - SFX_Headers_08) / 3,$00,$40
|
||
db (SFX_08_75 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_67 - SFX_Headers_08) / 3,$40,$60
|
||
db (SFX_08_67 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_67 - SFX_Headers_08) / 3,$ff,$40
|
||
db (SFX_08_6a - SFX_Headers_08) / 3,$80,$c0
|
||
db (SFX_08_59 - SFX_Headers_08) / 3,$10,$a0
|
||
db (SFX_08_59 - SFX_Headers_08) / 3,$21,$e0
|
||
db (SFX_08_69 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_64 - SFX_Headers_08) / 3,$20,$60
|
||
db (SFX_08_6a - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_6c - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_68 - SFX_Headers_08) / 3,$40,$80
|
||
db (SFX_08_69 - SFX_Headers_08) / 3,$f0,$e0
|
||
db (SFX_08_6d - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_6a - SFX_Headers_08) / 3,$f0,$60
|
||
db (SFX_08_68 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_76 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_47 - SFX_Headers_08) / 3,$01,$a0
|
||
db (SFX_08_53 - SFX_Headers_08) / 3,$f0,$20
|
||
db (SFX_08_63 - SFX_Headers_08) / 3,$01,$c0
|
||
db (SFX_08_63 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_5a - SFX_Headers_08) / 3,$00,$e0
|
||
db (SFX_08_66 - SFX_Headers_08) / 3,$01,$60
|
||
db (SFX_08_66 - SFX_Headers_08) / 3,$20,$40
|
||
db (SFX_08_64 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_64 - SFX_Headers_08) / 3,$40,$c0
|
||
db (SFX_08_5b - SFX_Headers_08) / 3,$03,$60
|
||
db (SFX_08_65 - SFX_Headers_08) / 3,$11,$e0
|
||
db (SFX_08_52 - SFX_Headers_08) / 3,$20,$e0
|
||
db (SFX_08_6e - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_5c - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_5c - SFX_Headers_08) / 3,$11,$a0
|
||
db (SFX_08_5c - SFX_Headers_08) / 3,$01,$c0
|
||
db (SFX_08_53 - SFX_Headers_08) / 3,$14,$c0
|
||
db (SFX_08_5b - SFX_Headers_08) / 3,$02,$a0
|
||
db (SFX_08_69 - SFX_Headers_08) / 3,$f0,$80
|
||
db (SFX_08_69 - SFX_Headers_08) / 3,$20,$c0
|
||
db (SFX_08_6f - SFX_Headers_08) / 3,$00,$20
|
||
db (SFX_08_6f - SFX_Headers_08) / 3,$20,$80
|
||
db (SFX_08_6e - SFX_Headers_08) / 3,$12,$60
|
||
db (SFX_08_66 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_54 - SFX_Headers_08) / 3,$01,$e0
|
||
db (SFX_08_69 - SFX_Headers_08) / 3,$0f,$e0
|
||
db (SFX_08_69 - SFX_Headers_08) / 3,$11,$20
|
||
db (SFX_08_50 - SFX_Headers_08) / 3,$10,$40
|
||
db (SFX_08_4f - SFX_Headers_08) / 3,$10,$c0
|
||
db (SFX_08_54 - SFX_Headers_08) / 3,$00,$20
|
||
db (SFX_08_70 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_75 - SFX_Headers_08) / 3,$11,$18
|
||
db (SFX_08_49 - SFX_Headers_08) / 3,$20,$c0
|
||
db (SFX_08_48 - SFX_Headers_08) / 3,$20,$c0
|
||
db (SFX_08_65 - SFX_Headers_08) / 3,$00,$10
|
||
db (SFX_08_66 - SFX_Headers_08) / 3,$f0,$20
|
||
db (SFX_08_73 - SFX_Headers_08) / 3,$f0,$c0
|
||
db (SFX_08_51 - SFX_Headers_08) / 3,$f0,$e0
|
||
db (SFX_08_49 - SFX_Headers_08) / 3,$f0,$40
|
||
db (SFX_08_71 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_73 - SFX_Headers_08) / 3,$80,$40
|
||
db (SFX_08_73 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_54 - SFX_Headers_08) / 3,$11,$20
|
||
db (SFX_08_54 - SFX_Headers_08) / 3,$22,$10
|
||
db (SFX_08_5b - SFX_Headers_08) / 3,$f1,$ff
|
||
db (SFX_08_53 - SFX_Headers_08) / 3,$f1,$ff
|
||
db (SFX_08_54 - SFX_Headers_08) / 3,$33,$30
|
||
db (SFX_08_72 - SFX_Headers_08) / 3,$40,$c0
|
||
db (SFX_08_4e - SFX_Headers_08) / 3,$20,$20
|
||
db (SFX_08_4e - SFX_Headers_08) / 3,$f0,$10
|
||
db (SFX_08_4f - SFX_Headers_08) / 3,$f8,$10
|
||
db (SFX_08_51 - SFX_Headers_08) / 3,$f0,$10
|
||
db (SFX_08_65 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_58 - SFX_Headers_08) / 3,$00,$c0
|
||
db (SFX_08_72 - SFX_Headers_08) / 3,$c0,$ff
|
||
db (SFX_08_49 - SFX_Headers_08) / 3,$f2,$20
|
||
db (SFX_08_74 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_74 - SFX_Headers_08) / 3,$00,$40
|
||
db (SFX_08_49 - SFX_Headers_08) / 3,$00,$40
|
||
db (SFX_08_51 - SFX_Headers_08) / 3,$10,$ff
|
||
db (SFX_08_6a - SFX_Headers_08) / 3,$20,$20
|
||
db (SFX_08_72 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_69 - SFX_Headers_08) / 3,$1f,$20
|
||
db (SFX_08_65 - SFX_Headers_08) / 3,$2f,$80
|
||
db (SFX_08_4f - SFX_Headers_08) / 3,$1f,$ff
|
||
db (SFX_08_6b - SFX_Headers_08) / 3,$1f,$60
|
||
db (SFX_08_66 - SFX_Headers_08) / 3,$1e,$20
|
||
db (SFX_08_66 - SFX_Headers_08) / 3,$1f,$18
|
||
db (SFX_08_54 - SFX_Headers_08) / 3,$0f,$80
|
||
db (SFX_08_49 - SFX_Headers_08) / 3,$f8,$10
|
||
db (SFX_08_48 - SFX_Headers_08) / 3,$18,$20
|
||
db (SFX_08_72 - SFX_Headers_08) / 3,$08,$40
|
||
db (SFX_08_57 - SFX_Headers_08) / 3,$01,$e0
|
||
db (SFX_08_51 - SFX_Headers_08) / 3,$09,$ff
|
||
db (SFX_08_75 - SFX_Headers_08) / 3,$42,$01
|
||
db (SFX_08_5c - SFX_Headers_08) / 3,$00,$ff
|
||
db (SFX_08_72 - SFX_Headers_08) / 3,$08,$e0
|
||
db (SFX_08_64 - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_49 - SFX_Headers_08) / 3,$88,$10
|
||
db (SFX_08_65 - SFX_Headers_08) / 3,$48,$ff
|
||
db (SFX_08_48 - SFX_Headers_08) / 3,$ff,$ff
|
||
db (SFX_08_64 - SFX_Headers_08) / 3,$ff,$10
|
||
db (SFX_08_48 - SFX_Headers_08) / 3,$ff,$04
|
||
db (SFX_08_5c - SFX_Headers_08) / 3,$01,$ff
|
||
db (SFX_08_53 - SFX_Headers_08) / 3,$f8,$ff
|
||
db (SFX_08_4c - SFX_Headers_08) / 3,$f0,$f0
|
||
db (SFX_08_4f - SFX_Headers_08) / 3,$08,$10
|
||
db (SFX_08_4d - SFX_Headers_08) / 3,$f0,$ff
|
||
db (SFX_08_5a - SFX_Headers_08) / 3,$f0,$ff
|
||
db (SFX_08_74 - SFX_Headers_08) / 3,$10,$ff
|
||
db (SFX_08_4e - SFX_Headers_08) / 3,$f0,$20
|
||
db (SFX_08_6b - SFX_Headers_08) / 3,$f0,$60
|
||
db (SFX_08_61 - SFX_Headers_08) / 3,$12,$10
|
||
db (SFX_08_76 - SFX_Headers_08) / 3,$f0,$20
|
||
db (SFX_08_5e - SFX_Headers_08) / 3,$12,$ff
|
||
db (SFX_08_71 - SFX_Headers_08) / 3,$80,$04
|
||
db (SFX_08_73 - SFX_Headers_08) / 3,$f0,$10
|
||
db (SFX_08_69 - SFX_Headers_08) / 3,$f8,$ff
|
||
db (SFX_08_66 - SFX_Headers_08) / 3,$f0,$ff
|
||
db (SFX_08_51 - SFX_Headers_08) / 3,$01,$ff
|
||
db (SFX_08_6c - SFX_Headers_08) / 3,$d8,$04
|
||
db (SFX_08_4b - SFX_Headers_08) / 3,$00,$80
|
||
db (SFX_08_4b - SFX_Headers_08) / 3,$00,$80
|
||
|
||
Func_79aae: ; 79aae (1e:5aae)
|
||
ld a, [H_WHOSETURN]
|
||
and a
|
||
ld a, $31 ; base tile ID of player mon sprite
|
||
jr z, .asm_79ab6
|
||
; enemy turn
|
||
xor a ; base tile ID of enemy mon sprite
|
||
.asm_79ab6
|
||
ld [hBaseTileID], a
|
||
jr asm_79acb
|
||
|
||
Func_79aba: ; 79aba (1e:5aba)
|
||
call GetPredefRegisters
|
||
ld a, [wcd6c]
|
||
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
|
||
|
||
; b = number of rows
|
||
; c = number of columns
|
||
CopyTileIDs: ; 79ace (1e:5ace)
|
||
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: ; 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
|
||
db $32,$39,$47,$55,$5C
|
||
db $34,$3B,$49,$57,$5E
|
||
db $36,$3D,$4B,$59,$60
|
||
db $37,$3E,$4C,$5A,$61
|
||
|
||
Unknown_79b1b: ; 79b1b (1e:5b1b)
|
||
db $31,$46,$5B
|
||
db $34,$49,$5E
|
||
db $37,$4C,$61
|
||
|
||
Unknown_79b24: ; 79b24 (1e:5b24)
|
||
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: ; 79b55 (1e:5b55)
|
||
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: ; 79b78 (1e:5b78)
|
||
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: ; 79b8d (1e:5b8d)
|
||
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: ; 79bbe (1e:5bbe)
|
||
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: ; 79bef (1e:5bef)
|
||
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: ; 79c20 (1e:5c20)
|
||
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: ; 79c50 (1e:5c50)
|
||
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,$43
|
||
|
||
AnimationLeavesFalling: ; 79c74 (1e:5c74)
|
||
; Makes leaves float down from the top of the screen. This is used
|
||
; in Razor Leaf's animation.
|
||
ld a, [$ff48]
|
||
push af
|
||
ld a, [wcc79]
|
||
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 [wd08a], 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, [wd08a]
|
||
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, [wd08a]
|
||
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, [wd08a]
|
||
inc a
|
||
ld b, a
|
||
and $7f
|
||
cp $9
|
||
ld a, b
|
||
jr nz, .asm_79d26
|
||
and $80
|
||
xor $80
|
||
.asm_79d26
|
||
ld [wd08a], a
|
||
ret
|
||
|
||
Func_79d2a: ; 79d2a (1e:5d2a)
|
||
ld hl, wOAMBuffer + $01
|
||
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, vBackPic
|
||
ld hl, vSprites
|
||
ld bc, 7 * 7
|
||
call CopyVideoData
|
||
xor a
|
||
ld [hSCX], a
|
||
ld hl, vBGMap0
|
||
call Func_79e0d
|
||
ld a, $90
|
||
ld [hWY], a
|
||
ld hl, vBGMap0 + $320
|
||
call Func_79e0d
|
||
ld a, $38
|
||
ld [hWY], a
|
||
call Func_792fd
|
||
ld hl, vBGMap0
|
||
call Func_79e0d
|
||
call AnimationHideMonPic
|
||
call Delay3
|
||
ld de, $0208
|
||
call Func_79de9
|
||
call AnimationShowMonPic
|
||
call ClearSprites
|
||
ld a, $90
|
||
ld [hWY], a
|
||
ld hl, vBGMap1
|
||
call Func_79e0d
|
||
xor a
|
||
ld [hWY], a
|
||
call SaveScreenTilesToBuffer1
|
||
ld hl, vBGMap0
|
||
call Func_79e0d
|
||
call ClearScreen
|
||
call Delay3
|
||
call LoadScreenTilesFromBuffer1
|
||
ld hl, vBGMap1
|
||
jp Func_79e0d
|
||
|
||
; b = tile ID list index
|
||
; c = base tile ID
|
||
CopyTileIDsFromList: ; 79dda (1e:5dda)
|
||
call GetPredefRegisters
|
||
ld a, c
|
||
ld [hBaseTileID], a
|
||
ld a, b
|
||
push hl
|
||
call GetTileIDList
|
||
pop hl
|
||
jp CopyTileIDs
|
||
|
||
Func_79de9: ; 79de9 (1e:5de9)
|
||
ld a, [hSCX]
|
||
ld [wTrainerSpriteOffset], a
|
||
.asm_79dee
|
||
ld a, [wTrainerSpriteOffset]
|
||
add d
|
||
ld [hSCX], a
|
||
ld c, $2
|
||
call DelayFrames
|
||
ld a, [wTrainerSpriteOffset]
|
||
sub d
|
||
ld [hSCX], a
|
||
ld c, $2
|
||
call DelayFrames
|
||
dec e
|
||
jr nz, .asm_79dee
|
||
ld a, [wTrainerSpriteOffset]
|
||
ld [hSCX], a
|
||
ret
|
||
|
||
Func_79e0d: ; 79e0d (1e:5e0d)
|
||
ld a, h
|
||
ld [$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,[wd11e]
|
||
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 [wWhichTrade],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 [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,SHAKE_ANIM,POOF_ANIM,SHOWPIC_ANIM
|
||
|
||
.BlockBall ; 5E55
|
||
ld a,TOSS_ANIM
|
||
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
|
||
|
||
PlayApplyingAttackSound: ; 79e6a (1e:5e6a)
|
||
; 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 $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 [wc0f1], a
|
||
ld a, b
|
||
ld [wc0f2], a
|
||
ld a, c
|
||
jp PlaySound
|