pokered/engine/battle/battle_transitions.asm
Antonio Niño Díaz 9ea25bc8cd Replace deprecated mnemonics by the correct ones
The old mnemonics generate warnings with new versions of rgbds. This
patch replaces them by the correct ones.

Signed-off-by: Antonio Niño Díaz <antonio_nd@outlook.com>
2017-06-09 22:54:09 +01:00

822 lines
14 KiB
NASM

BattleTransition:
ld a, 1
ld [H_AUTOBGTRANSFERENABLED], a
call Delay3
xor a
ld [hWY], a
dec a
ld [wUpdateSpritesEnabled], a
call DelayFrame
; Determine which OAM block is being used by the enemy trainer sprite (if there
; is one).
ld hl, wSpriteStateData1 + 2
ld a, [hSpriteIndexOrTextID] ; enemy trainer sprite index (0 if wild battle)
ld c, a
ld b, 0
ld de, $10
.loop1
ld a, [hl]
cp $ff
jr z, .skip1
inc b
.skip1
add hl, de
dec c
jr nz, .loop1
; Clear OAM except for the blocks used by the player and enemy trainer sprites.
ld hl, wOAMBuffer + $10
ld c, 9
.loop2
ld a, b
swap a
cp l
jr z, .skip2 ; skip clearing the block if the enemy trainer is using it
push hl
push bc
ld bc, $10
xor a
call FillMemory
pop bc
pop hl
.skip2
ld de, $10
add hl, de
dec c
jr nz, .loop2
call Delay3
call LoadBattleTransitionTile
ld bc, 0
ld a, [wLinkState]
cp LINK_STATE_BATTLING
jr z, .linkBattle
call GetBattleTransitionID_WildOrTrainer
call GetBattleTransitionID_CompareLevels
call GetBattleTransitionID_IsDungeonMap
.linkBattle
ld hl, BattleTransitions
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
; the three GetBattleTransitionID functions set the first
; three bits of c, which determines what transition animation
; to play at the beginning of a battle
; bit 0: set if trainer battle
; bit 1: set if enemy is at least 3 levels higher than player
; bit 2: set if dungeon map
BattleTransitions:
dw BattleTransition_DoubleCircle ; %000
dw BattleTransition_Spiral ; %001
dw BattleTransition_Circle ; %010
dw BattleTransition_Spiral ; %011
dw BattleTransition_HorizontalStripes ; %100
dw BattleTransition_Shrink ; %101
dw BattleTransition_VerticalStripes ; %110
dw BattleTransition_Split ; %111
GetBattleTransitionID_WildOrTrainer:
ld a, [wCurOpponent]
cp 200
jr nc, .trainer
res 0, c
ret
.trainer
set 0, c
ret
GetBattleTransitionID_CompareLevels:
ld hl, wPartyMon1HP
.faintedLoop
ld a, [hli]
or [hl]
jr nz, .notFainted
ld de, wPartyMon2 - (wPartyMon1 + 1)
add hl, de
jr .faintedLoop
.notFainted
ld de, wPartyMon1Level - (wPartyMon1HP + 1)
add hl, de
ld a, [hl]
add $3
ld e, a
ld a, [wCurEnemyLVL]
sub e
jr nc, .highLevelEnemy
res 1, c
ld a, 1
ld [wBattleTransitionSpiralDirection], a
ret
.highLevelEnemy
set 1, c
xor a
ld [wBattleTransitionSpiralDirection], a
ret
; fails to recognize VICTORY_ROAD_2, VICTORY_ROAD_3, all ROCKET_HIDEOUT maps,
; MANSION_1, SEAFOAM_ISLANDS_[2-5], POWER_PLANT, DIGLETTS_CAVE
; and SILPH_CO_[9-11]F as dungeon maps
GetBattleTransitionID_IsDungeonMap:
ld a, [wCurMap]
ld e, a
ld hl, DungeonMaps1
.loop1
ld a, [hli]
cp $ff
jr z, .noMatch1
cp e
jr nz, .loop1
.match
set 2, c
ret
.noMatch1
ld hl, DungeonMaps2
.loop2
ld a, [hli]
cp $ff
jr z, .noMatch2
ld d, a
ld a, [hli]
cp e
jr c, .loop2
ld a, e
cp d
jr nc, .match
.noMatch2
res 2, c
ret
; GetBattleTransitionID_IsDungeonMap checks if wCurMap
; is equal to one of these maps
DungeonMaps1:
db VIRIDIAN_FOREST
db ROCK_TUNNEL_1
db SEAFOAM_ISLANDS_1
db ROCK_TUNNEL_2
db $FF
; GetBattleTransitionID_IsDungeonMap checks if wCurMap
; is in between or equal to each pair of maps
DungeonMaps2:
; all MT_MOON maps
db MT_MOON_1
db MT_MOON_3
; all SS_ANNE maps, VICTORY_ROAD_1, LANCES_ROOM, and HALL_OF_FAME
db SS_ANNE_1
db HALL_OF_FAME
; all POKEMONTOWER maps and Lavender Town buildings
db LAVENDER_POKECENTER
db LAVENDER_HOUSE_2
; SILPH_CO_[2-8]F, MANSION[2-4], SAFARI_ZONE, and UNKNOWN_DUNGEON maps,
; except for SILPH_CO_1F
db SILPH_CO_2F
db UNKNOWN_DUNGEON_1
db $FF
LoadBattleTransitionTile:
ld hl, vChars1 + $7f0
ld de, BattleTransitionTile
lb bc, BANK(BattleTransitionTile), (BattleTransitionTileEnd - BattleTransitionTile) / $10
jp CopyVideoData
BattleTransitionTile:
INCBIN "gfx/battle_transition.2bpp"
BattleTransitionTileEnd:
BattleTransition_BlackScreen:
ld a, $ff
ld [rBGP], a
ld [rOBP0], a
ld [rOBP1], a
ret
; for non-dungeon trainer battles
; called regardless of mon levels, but does an
; outward spiral if enemy is at least 3 levels
; higher than player and does an inward spiral otherwise
BattleTransition_Spiral:
ld a, [wBattleTransitionSpiralDirection]
and a
jr z, .outwardSpiral
call BattleTransition_InwardSpiral
jr .done
.outwardSpiral
coord hl, 10, 10
ld a, $3
ld [wOutwardSpiralCurrentDirection], a
ld a, l
ld [wOutwardSpiralTileMapPointer + 1], a
ld a, h
ld [wOutwardSpiralTileMapPointer], a
ld b, 120
.loop
ld c, 3
.innerLoop
push bc
call BattleTransition_OutwardSpiral_
pop bc
dec c
jr nz, .innerLoop
call DelayFrame
dec b
jr nz, .loop
.done
call BattleTransition_BlackScreen
xor a
ld [wOutwardSpiralTileMapPointer + 1], a
ld [wOutwardSpiralTileMapPointer], a
ret
BattleTransition_InwardSpiral:
ld a, 7
ld [wInwardSpiralUpdateScreenCounter], a
coord hl, 0, 0
ld c, SCREEN_HEIGHT - 1
ld de, SCREEN_WIDTH
call BattleTransition_InwardSpiral_
inc c
jr .skip
.loop
ld de, SCREEN_WIDTH
call BattleTransition_InwardSpiral_
.skip
inc c
ld de, 1
call BattleTransition_InwardSpiral_
dec c
dec c
ld de, -SCREEN_WIDTH
call BattleTransition_InwardSpiral_
inc c
ld de, -1
call BattleTransition_InwardSpiral_
dec c
dec c
ld a, c
and a
jr nz, .loop
ret
BattleTransition_InwardSpiral_:
push bc
.loop
ld [hl], $ff
add hl, de
push bc
ld a, [wInwardSpiralUpdateScreenCounter]
dec a
jr nz, .skip
call BattleTransition_TransferDelay3
ld a, 7
.skip
ld [wInwardSpiralUpdateScreenCounter], a
pop bc
dec c
jr nz, .loop
pop bc
ret
BattleTransition_OutwardSpiral_:
ld bc, -SCREEN_WIDTH
ld de, SCREEN_WIDTH
ld a, [wOutwardSpiralTileMapPointer + 1]
ld l, a
ld a, [wOutwardSpiralTileMapPointer]
ld h, a
ld a, [wOutwardSpiralCurrentDirection]
cp $0
jr z, .up
cp $1
jr z, .left
cp $2
jr z, .down
cp $3
jr z, .right
.keepSameDirection
ld [hl], $ff
.done
ld a, l
ld [wOutwardSpiralTileMapPointer + 1], a
ld a, h
ld [wOutwardSpiralTileMapPointer], a
ret
.up
dec hl
ld a, [hl]
cp $ff
jr nz, .changeDirection
inc hl
add hl, bc
jr .keepSameDirection
.left
add hl, de
ld a, [hl]
cp $ff
jr nz, .changeDirection
add hl, bc
dec hl
jr .keepSameDirection
.down
inc hl
ld a, [hl]
cp $ff
jr nz, .changeDirection
dec hl
add hl, de
jr .keepSameDirection
.right
add hl, bc
ld a, [hl]
cp $ff
jr nz, .changeDirection
add hl, de
inc hl
jr .keepSameDirection
.changeDirection
ld [hl], $ff
ld a, [wOutwardSpiralCurrentDirection]
inc a
cp $4
jr nz, .skip
xor a
.skip
ld [wOutwardSpiralCurrentDirection], a
jr .done
FlashScreen:
BattleTransition_FlashScreen_:
ld hl, BattleTransition_FlashScreenPalettes
.loop
ld a, [hli]
cp $1
jr z, .done
ld [rBGP], a
ld c, 2
call DelayFrames
jr .loop
.done
dec b
jr nz, BattleTransition_FlashScreen_
ret
BattleTransition_FlashScreenPalettes:
db $F9,$FE,$FF,$FE,$F9,$E4,$90,$40,$00,$40,$90,$E4
db $01 ; terminator
; used for low level trainer dungeon battles
BattleTransition_Shrink:
ld c, SCREEN_HEIGHT / 2
.loop
push bc
xor a
ld [H_AUTOBGTRANSFERENABLED], a
coord hl, 0, 7
coord de, 0, 8
ld bc, -SCREEN_WIDTH * 2
call BattleTransition_CopyTiles1
coord hl, 0, 10
coord de, 0, 9
ld bc, SCREEN_WIDTH * 2
call BattleTransition_CopyTiles1
coord hl, 8, 0
coord de, 9, 0
ld bc, -2
call BattleTransition_CopyTiles2
coord hl, 11, 0
coord de, 10, 0
ld bc, 2
call BattleTransition_CopyTiles2
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld c, 6
call DelayFrames
pop bc
dec c
jr nz, .loop
call BattleTransition_BlackScreen
ld c, 10
jp DelayFrames
; used for high level trainer dungeon battles
BattleTransition_Split:
ld c, SCREEN_HEIGHT / 2
xor a
ld [H_AUTOBGTRANSFERENABLED], a
.loop
push bc
coord hl, 0, 16
coord de, 0, 17
ld bc, -SCREEN_WIDTH * 2
call BattleTransition_CopyTiles1
coord hl, 0, 1
coord de, 0, 0
ld bc, SCREEN_WIDTH * 2
call BattleTransition_CopyTiles1
coord hl, 18, 0
coord de, 19, 0
ld bc, -2
call BattleTransition_CopyTiles2
coord hl, 1, 0
coord de, 0, 0
ld bc, 2
call BattleTransition_CopyTiles2
call BattleTransition_TransferDelay3
call Delay3
pop bc
dec c
jr nz, .loop
call BattleTransition_BlackScreen
ld c, 10
jp DelayFrames
BattleTransition_CopyTiles1:
ld a, c
ld [wBattleTransitionCopyTilesOffset], a
ld a, b
ld [wBattleTransitionCopyTilesOffset + 1], a
ld c, 8
.loop1
push bc
push hl
push de
ld bc, SCREEN_WIDTH
call CopyData
pop hl
pop de
ld a, [wBattleTransitionCopyTilesOffset]
ld c, a
ld a, [wBattleTransitionCopyTilesOffset + 1]
ld b, a
add hl, bc
pop bc
dec c
jr nz, .loop1
ld l, e
ld h, d
ld a, $ff
ld c, SCREEN_WIDTH
.loop2
ld [hli], a
dec c
jr nz, .loop2
ret
BattleTransition_CopyTiles2:
ld a, c
ld [wBattleTransitionCopyTilesOffset], a
ld a, b
ld [wBattleTransitionCopyTilesOffset + 1], a
ld c, SCREEN_HEIGHT / 2
.loop1
push bc
push hl
push de
ld c, SCREEN_HEIGHT
.loop2
ld a, [hl]
ld [de], a
ld a, e
add SCREEN_WIDTH
jr nc, .noCarry1
inc d
.noCarry1
ld e, a
ld a, l
add SCREEN_WIDTH
jr nc, .noCarry2
inc h
.noCarry2
ld l, a
dec c
jr nz, .loop2
pop hl
pop de
ld a, [wBattleTransitionCopyTilesOffset]
ld c, a
ld a, [wBattleTransitionCopyTilesOffset + 1]
ld b, a
add hl, bc
pop bc
dec c
jr nz, .loop1
ld l, e
ld h, d
ld de, SCREEN_WIDTH
ld c, SCREEN_HEIGHT
.loop3
ld [hl], $ff
add hl, de
dec c
jr nz, .loop3
ret
; used for high level wild dungeon battles
BattleTransition_VerticalStripes:
ld c, SCREEN_HEIGHT
coord hl, 0, 0
coord de, 1, 17
xor a
ld [H_AUTOBGTRANSFERENABLED], a
.loop
push bc
push hl
push de
push de
call BattleTransition_VerticalStripes_
pop hl
call BattleTransition_VerticalStripes_
call BattleTransition_TransferDelay3
pop hl
ld bc, -SCREEN_WIDTH
add hl, bc
ld e, l
ld d, h
pop hl
ld bc, SCREEN_WIDTH
add hl, bc
pop bc
dec c
jr nz, .loop
jp BattleTransition_BlackScreen
BattleTransition_VerticalStripes_:
ld c, SCREEN_WIDTH / 2
.loop
ld [hl], $ff
inc hl
inc hl
dec c
jr nz, .loop
ret
; used for low level wild dungeon battles
BattleTransition_HorizontalStripes:
ld c, SCREEN_WIDTH
coord hl, 0, 0
coord de, 19, 1
xor a
ld [H_AUTOBGTRANSFERENABLED], a
.loop
push bc
push hl
push de
push de
call BattleTransition_HorizontalStripes_
pop hl
call BattleTransition_HorizontalStripes_
call BattleTransition_TransferDelay3
pop de
pop hl
pop bc
inc hl
dec de
dec c
jr nz, .loop
jp BattleTransition_BlackScreen
BattleTransition_HorizontalStripes_:
ld c, SCREEN_HEIGHT / 2
ld de, SCREEN_WIDTH * 2
.loop
ld [hl], $ff
add hl, de
dec c
jr nz, .loop
ret
; used for high level wild non-dungeon battles
; makes one full circle around the screen
; by animating each half circle one at a time
BattleTransition_Circle:
call BattleTransition_FlashScreen
lb bc, 0, SCREEN_WIDTH / 2
ld hl, BattleTransition_HalfCircle1
call BattleTransition_Circle_Sub1
ld c, SCREEN_WIDTH / 2
ld b, 1
ld hl, BattleTransition_HalfCircle2
call BattleTransition_Circle_Sub1
jp BattleTransition_BlackScreen
BattleTransition_FlashScreen:
ld b, $3
call BattleTransition_FlashScreen_
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ret
BattleTransition_Circle_Sub1:
push bc
push hl
ld a, b
call BattleTransition_Circle_Sub2
pop hl
ld bc, 5
add hl, bc
call BattleTransition_TransferDelay3
pop bc
dec c
jr nz, BattleTransition_Circle_Sub1
ret
BattleTransition_TransferDelay3:
ld a, 1
ld [H_AUTOBGTRANSFERENABLED], a
call Delay3
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ret
; used for low level wild non-dungeon battles
; makes two half circles around the screen
; by animating both half circles at the same time
BattleTransition_DoubleCircle:
call BattleTransition_FlashScreen
ld c, SCREEN_WIDTH / 2
ld hl, BattleTransition_HalfCircle1
ld de, BattleTransition_HalfCircle2
.loop
push bc
push hl
push de
push de
xor a
call BattleTransition_Circle_Sub2
pop hl
ld a, $1
call BattleTransition_Circle_Sub2
pop hl
ld bc, 5
add hl, bc
ld e, l
ld d, h
pop hl
add hl, bc
call BattleTransition_TransferDelay3
pop bc
dec c
jr nz, .loop
jp BattleTransition_BlackScreen
BattleTransition_Circle_Sub2:
ld [wBattleTransitionCircleScreenQuadrantY], a
ld a, [hli]
ld [wBattleTransitionCircleScreenQuadrantX], a
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
ld h, [hl]
ld l, a
jp BattleTransition_Circle_Sub3
BattleTransition_HalfCircle1:
db $01
dw BattleTransition_CircleData1
dwCoord 18, 6
db $01
dw BattleTransition_CircleData2
dwCoord 19, 3
db $01
dw BattleTransition_CircleData3
dwCoord 18, 0
db $01
dw BattleTransition_CircleData4
dwCoord 14, 0
db $01
dw BattleTransition_CircleData5
dwCoord 10, 0
db $00
dw BattleTransition_CircleData5
dwCoord 9, 0
db $00
dw BattleTransition_CircleData4
dwCoord 5, 0
db $00
dw BattleTransition_CircleData3
dwCoord 1, 0
db $00
dw BattleTransition_CircleData2
dwCoord 0, 3
db $00
dw BattleTransition_CircleData1
dwCoord 1, 6
BattleTransition_HalfCircle2:
db $00
dw BattleTransition_CircleData1
dwCoord 1, 11
db $00
dw BattleTransition_CircleData2
dwCoord 0, 14
db $00
dw BattleTransition_CircleData3
dwCoord 1, 17
db $00
dw BattleTransition_CircleData4
dwCoord 5, 17
db $00
dw BattleTransition_CircleData5
dwCoord 9, 17
db $01
dw BattleTransition_CircleData5
dwCoord 10, 17
db $01
dw BattleTransition_CircleData4
dwCoord 14, 17
db $01
dw BattleTransition_CircleData3
dwCoord 18, 17
db $01
dw BattleTransition_CircleData2
dwCoord 19, 14
db $01
dw BattleTransition_CircleData1
dwCoord 18, 11
BattleTransition_Circle_Sub3:
push hl
ld a, [de]
ld c, a
inc de
.loop1
ld [hl], $ff
ld a, [wBattleTransitionCircleScreenQuadrantX]
and a
jr z, .skip1
inc hl
jr .skip2
.skip1
dec hl
.skip2
dec c
jr nz, .loop1
pop hl
ld a, [wBattleTransitionCircleScreenQuadrantY]
and a
ld bc, SCREEN_WIDTH
jr z, .skip3
ld bc, -SCREEN_WIDTH
.skip3
add hl, bc
ld a, [de]
inc de
cp $ff
ret z
and a
jr z, BattleTransition_Circle_Sub3
ld c, a
.loop2
ld a, [wBattleTransitionCircleScreenQuadrantX]
and a
jr z, .skip4
dec hl
jr .skip5
.skip4
inc hl
.skip5
dec c
jr nz, .loop2
jr BattleTransition_Circle_Sub3
BattleTransition_CircleData1:
db $02,$03,$05,$04,$09,$FF
BattleTransition_CircleData2:
db $01,$01,$02,$02,$04,$02,$04,$02,$03,$FF
BattleTransition_CircleData3:
db $02,$01,$03,$01,$04,$01,$04,$01,$04,$01,$03,$01,$02,$01,$01,$01,$01,$FF
BattleTransition_CircleData4:
db $04,$01,$04,$00,$03,$01,$03,$00,$02,$01,$02,$00,$01,$FF
BattleTransition_CircleData5:
db $04,$00,$03,$00,$03,$00,$02,$00,$02,$00,$01,$00,$01,$00,$01,$FF