mirror of
https://github.com/pret/pokeyellow.git
synced 2024-11-23 05:49:57 +00:00
260 lines
5.0 KiB
NASM
260 lines
5.0 KiB
NASM
LoadShootingStarGraphics:
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ld a, $f9
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ldh [rOBP0], a
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ld a, $a4
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ldh [rOBP1], a
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call UpdateGBCPal_OBP0
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call UpdateGBCPal_OBP1
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ld de, MoveAnimationTiles1 tile 3 ; star tile (top left quadrant)
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ld hl, vChars1 tile $20
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lb bc, BANK(MoveAnimationTiles1), 1
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call CopyVideoData
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ld de, MoveAnimationTiles1 tile 19 ; star tile (bottom left quadrant)
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ld hl, vChars1 tile $21
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lb bc, BANK(MoveAnimationTiles1), 1
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call CopyVideoData
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ld de, FallingStar
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ld hl, vChars1 tile $22
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lb bc, BANK(FallingStar), (FallingStarEnd - FallingStar) / $10
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call CopyVideoData
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ld hl, GameFreakLogoOAMData
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ld de, wShadowOAMSprite24
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ld bc, GameFreakLogoOAMDataEnd - GameFreakLogoOAMData
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call CopyData
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ld hl, GameFreakShootingStarOAMData
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ld de, wShadowOAM
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ld bc, GameFreakShootingStarOAMDataEnd - GameFreakShootingStarOAMData
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jp CopyData
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AnimateShootingStar:
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call LoadShootingStarGraphics
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ld a, SFX_SHOOTING_STAR
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call PlaySound
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; Move the big star down and left across the screen.
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ld hl, wShadowOAM
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lb bc, $a0, $4
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.bigStarLoop
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push hl
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push bc
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.bigStarInnerLoop
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ld a, [hl] ; Y
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add 4
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ld [hli], a
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ld a, [hl] ; X
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add -4
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ld [hli], a
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inc hl
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inc hl
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dec c
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jr nz, .bigStarInnerLoop
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ld c, 1
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call CheckForUserInterruption
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pop bc
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pop hl
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ret c
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ld a, [hl]
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cp 80
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jr nz, .next
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jr .bigStarLoop
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.next
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cp b
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jr nz, .bigStarLoop
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; Clear big star OAM.
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ld hl, wShadowOAM
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ld c, 4
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ld de, 4
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.clearOAMLoop
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ld [hl], 160
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add hl, de
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dec c
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jr nz, .clearOAMLoop
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; Make Gamefreak logo flash.
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ld b, 3
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.flashLogoLoop
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ld hl, rOBP0
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rrc [hl]
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rrc [hl]
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call UpdateGBCPal_OBP0
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ld c, 10
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call CheckForUserInterruption
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ret c
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dec b
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jr nz, .flashLogoLoop
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; Copy 24 instances of the small stars OAM data.
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; Note that their coordinates put them off-screen.
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ld de, wShadowOAM
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ld a, 24
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.initSmallStarsOAMLoop
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push af
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ld hl, SmallStarsOAM
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ld bc, SmallStarsOAMEnd - SmallStarsOAM
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call CopyData
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pop af
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dec a
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jr nz, .initSmallStarsOAMLoop
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; Animate the small stars falling from the Gamefreak logo.
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xor a
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ld [wMoveDownSmallStarsOAMCount], a
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ld hl, SmallStarsWaveCoordsPointerTable
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ld c, 6
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.smallStarsLoop
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ld a, [hli]
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ld e, a
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ld a, [hli]
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ld d, a
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push bc
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push hl
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ld hl, wShadowOAMSprite20
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ld c, 4
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.smallStarsInnerLoop ; introduce new wave of 4 small stars OAM entries
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ld a, [de]
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cp -1
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jr z, .next2
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ld [hli], a ; Y
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inc de
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ld a, [de]
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ld [hli], a ; X
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inc de
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inc hl
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push bc
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ld a, [de]
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ld b, a
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ld a, [hl]
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and $f0
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or b
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ld [hl], a
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inc de
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pop bc
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inc hl
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dec c
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jr nz, .smallStarsInnerLoop
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ld a, [wMoveDownSmallStarsOAMCount]
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cp 24
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jr z, .next2
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add 6 ; should be 4, but the extra 2 aren't visible on screen
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ld [wMoveDownSmallStarsOAMCount], a
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.next2
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call MoveDownSmallStars
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push af
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; shift the existing OAM entries down to make room for the next wave
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ld hl, wShadowOAMSprite04
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ld de, wShadowOAM
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ld bc, $50
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call CopyData
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pop af
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pop hl
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pop bc
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ret c
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dec c
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jr nz, .smallStarsLoop
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and a
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ret
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SmallStarsOAM:
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dbsprite 0, 0, 0, 0, $A2, OAM_BEHIND_BG | OAM_OBP1
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SmallStarsOAMEnd:
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SmallStarsWaveCoordsPointerTable:
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dw SmallStarsWave1Coords
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dw SmallStarsWave2Coords
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dw SmallStarsWave3Coords
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dw SmallStarsWave4Coords
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dw SmallStarsEmptyWave
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dw SmallStarsEmptyWave
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; The stars that fall from the Gamefreak logo come in 4 waves of 4 OAM entries.
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; These arrays contain the Y and X coordinates of each OAM entry.
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SmallStarsWave1Coords:
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db $68, $30
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db $05, $68
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db $40, $05
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db $68, $58
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db $04, $68
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db $78, $07
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SmallStarsWave2Coords:
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db $68, $38
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db $05, $68
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db $48, $06
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db $68, $60
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db $04, $68
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db $70, $07
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SmallStarsWave3Coords:
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db $68, $34
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db $05, $68
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db $4c, $06
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db $68, $54
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db $06, $68
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db $64, $07
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SmallStarsWave4Coords:
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db $68, $3c
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db $05, $68
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db $5c, $04
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db $68, $6c
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db $07, $68
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db $74, $07
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SmallStarsEmptyWave:
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db -1 ; end
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MoveDownSmallStars:
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ld b, 8
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.loop
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ld hl, wShadowOAMSprite23
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ld a, [wMoveDownSmallStarsOAMCount]
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ld de, -4
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ld c, a
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.innerLoop
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inc [hl] ; Y
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add hl, de
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dec c
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jr nz, .innerLoop
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; Toggle the palette so that the lower star in the small stars tile blinks in
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; and out.
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ldh a, [rOBP1]
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xor %10100000
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ldh [rOBP1], a
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call UpdateGBCPal_OBP1
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ld c, 3
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call CheckForUserInterruption
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ret c
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dec b
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jr nz, .loop
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ret
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GameFreakLogoOAMData:
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dbsprite 10, 9, 0, 0, $8d, 0
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dbsprite 11, 9, 0, 0, $8e, 0
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dbsprite 10, 10, 0, 0, $8f, 0
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dbsprite 11, 10, 0, 0, $90, 0
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dbsprite 10, 11, 0, 0, $91, 0
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dbsprite 11, 11, 0, 0, $92, 0
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dbsprite 6, 12, 0, 0, $80, 0
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dbsprite 7, 12, 0, 0, $81, 0
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dbsprite 8, 12, 0, 0, $82, 0
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dbsprite 9, 12, 0, 0, $83, 0
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dbsprite 10, 12, 0, 0, $93, 0
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dbsprite 11, 12, 0, 0, $84, 0
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dbsprite 12, 12, 0, 0, $85, 0
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dbsprite 13, 12, 0, 0, $83, 0
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dbsprite 14, 12, 0, 0, $81, 0
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dbsprite 15, 12, 0, 0, $86, 0
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GameFreakLogoOAMDataEnd:
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GameFreakShootingStarOAMData:
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dbsprite 20, 0, 0, 0, $a0, OAM_OBP1 | OAM_HIGH_PALS
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dbsprite 21, 0, 0, 0, $a0, OAM_OBP1 | OAM_HIGH_PALS | OAM_HFLIP
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dbsprite 20, 1, 0, 0, $a1, OAM_OBP1 | OAM_HIGH_PALS
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dbsprite 21, 1, 0, 0, $a1, OAM_OBP1 | OAM_HIGH_PALS | OAM_HFLIP
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GameFreakShootingStarOAMDataEnd:
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FallingStar:
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INCBIN "gfx/splash/falling_star.2bpp"
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FallingStarEnd:
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