mirror of
https://github.com/pret/pokeyellow.git
synced 2024-11-27 04:10:21 +00:00
0f5a9eb146
Co-authored-by: Rangi <remy.oukaour+rangi42@gmail.com>
2663 lines
52 KiB
NASM
2663 lines
52 KiB
NASM
; Draws a "frame block". Frame blocks are blocks of tiles that are put
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; together to form frames in battle animations.
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DrawFrameBlock:
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ld l, c
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ld h, b
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ld a, [hli]
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ld [wNumFBTiles], a
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ld a, [wFBDestAddr + 1]
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ld e, a
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ld a, [wFBDestAddr]
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ld d, a
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xor a
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ld [wFBTileCounter], a ; loop counter
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.loop
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ld a, [wFBTileCounter]
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inc a
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ld [wFBTileCounter], a
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ld a, [wSubAnimTransform]
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dec a
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jr z, .flipHorizontalAndVertical ; SUBANIMTYPE_HVFLIP
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dec a
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jp z, .flipHorizontalTranslateDown ; SUBANIMTYPE_HFLIP
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dec a
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jr z, .flipBaseCoords ; SUBANIMTYPE_COORDFLIP
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.noTransformation
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ld a, [wBaseCoordY]
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add [hl]
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ld [de], a ; store Y
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inc hl
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inc de
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ld a, [wBaseCoordX]
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jr .finishCopying
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.flipBaseCoords
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ld a, [wBaseCoordY]
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ld b, a
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ld a, 136
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sub b ; flip Y base coordinate
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add [hl] ; Y offset
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ld [de], a ; store Y
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inc hl
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inc de
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ld a, [wBaseCoordX]
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ld b, a
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ld a, 168
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sub b ; flip X base coordinate
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.finishCopying ; finish copying values to OAM (when subanimation not transformed)
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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 $31 ; base tile ID for battle animations
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ld [de], a ; store tile ID
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inc de
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ld a, [hli]
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ld [de], a ; store flags
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inc de
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jp .nextTile
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.flipHorizontalAndVertical
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ld a, [wBaseCoordY]
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add [hl] ; Y offset
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ld b, a
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ld a, 136
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sub b ; flip Y coordinate
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ld [de], a ; store Y
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inc hl
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inc de
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ld a, [wBaseCoordX]
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add [hl] ; X offset
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ld b, a
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ld a, 168
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sub b ; flip X coordinate
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ld [de], a ; store X
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inc hl
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inc de
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ld a, [hli]
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add $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 OAM_HFLIP
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ld b, OAM_VFLIP
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jr z, .storeFlags1
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cp OAM_VFLIP
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ld b, OAM_HFLIP
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jr z, .storeFlags1
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ld b, 0
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.storeFlags1
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ld a, b
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ld [de], a
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inc de
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jp .nextTile
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.flipHorizontalTranslateDown
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ld a, [wBaseCoordY]
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add [hl]
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add 40 ; translate Y coordinate downwards
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ld [de], a ; store Y
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inc hl
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inc de
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ld a, [wBaseCoordX]
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add [hl]
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ld b, a
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ld a, 168
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sub b ; flip X coordinate
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ld [de], a ; store X
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inc hl
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inc de
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ld a, [hli]
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add $31 ; base tile ID for battle animations
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ld [de], a ; store tile ID
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inc de
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ld a, [hli]
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bit 5, a ; is horizontal flip enabled?
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jr nz, .disableHorizontalFlip
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.enableHorizontalFlip
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set 5, a
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jr .storeFlags2
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.disableHorizontalFlip
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res 5, a
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.storeFlags2
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ld [de], a
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inc de
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.nextTile
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ld a, [wFBTileCounter]
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ld c, a
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ld a, [wNumFBTiles]
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cp c
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jp nz, .loop ; go back up if there are more tiles to draw
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.afterDrawingTiles
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ld a, [wFBMode]
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cp FRAMEBLOCKMODE_02
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jr z, .advanceFrameBlockDestAddr ; skip delay and don't clean OAM buffer
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ld a, [wSubAnimFrameDelay]
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ld c, a
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call DelayFrames
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ld a, [wFBMode]
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cp FRAMEBLOCKMODE_03
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jr z, .advanceFrameBlockDestAddr ; skip cleaning OAM buffer
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cp FRAMEBLOCKMODE_04
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jr z, .done ; skip cleaning OAM buffer and don't advance the frame block destination address
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ld a, [wAnimationID]
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cp 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, wShadowOAM
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ld a, l
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ld [wFBDestAddr + 1], a
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ld a, h
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ld [wFBDestAddr], a ; set destination address to beginning of OAM buffer
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ret
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.advanceFrameBlockDestAddr
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ld a, e
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ld [wFBDestAddr + 1], a
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ld a, d
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ld [wFBDestAddr], a
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.done
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ret
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PlayAnimation:
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xor a
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ldh [hROMBankTemp], a ; it looks like nothing reads this
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ld [wSubAnimTransform], a
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ld a, [wAnimationID] ; get animation number
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dec a
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ld l, a
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ld h, 0
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add hl, hl
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ld de, AttackAnimationPointers ; animation command stream pointers
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add hl, de
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ld a, [hli]
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ld h, [hl]
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ld l, a
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.animationLoop
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vc_hook Stop_reducing_move_anim_flashing_Thunderbolt
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ld a, [hli]
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vc_hook_red Stop_reducing_move_anim_flashing_Reflect
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vc_hook_blue Stop_reducing_move_anim_flashing_Self_Destruct
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cp -1
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vc_hook_blue Stop_reducing_move_anim_flashing_Reflect
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jr z, .AnimationOver
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cp FIRST_SE_ID ; 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 NO_MOVE - 1 ; is there a sound to play?
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jr z, .skipPlayingSound
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ld [wAnimSoundID], a ; store sound
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push hl
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push de
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call GetMoveSound
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call PlaySound
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pop de
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pop hl
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.skipPlayingSound
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push hl
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inc de
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ld a, [de]
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ld l, a
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inc de
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ld a, [de]
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ld h, a
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ld de, .nextAnimationCommand
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push de
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jp hl ; jump to special effect function
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.playSubanimation
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ld c, a
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and %00111111
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ld [wSubAnimFrameDelay], a
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xor a
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sla c
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rla
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sla c
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rla
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ld [wWhichBattleAnimTileset], a
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ld a, [hli] ; sound
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ld [wAnimSoundID], a ; store sound
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ld a, [hli] ; subanimation ID
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ld c, l
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ld b, h
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ld l, a
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ld h, 0
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add hl, hl
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ld de, SubanimationPointers
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add hl, de
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ld a, l
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ld [wSubAnimAddrPtr], a
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ld a, h
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ld [wSubAnimAddrPtr + 1], a
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ld l, c
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ld h, b
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push hl
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ldh a, [rOBP0]
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push af
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ld a, [wAnimPalette]
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ldh [rOBP0], a
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call LoadMoveAnimationTiles
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vc_hook Reduce_move_anim_flashing_Mega_Punch_Self_Destruct_Explosion
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call LoadSubanimation
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call PlaySubanimation
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vc_hook_red Stop_reducing_move_anim_flashing_Mega_Punch
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vc_hook_blue Stop_reducing_move_anim_flashing_Mega_Punch_Explosion
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pop af
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vc_hook_red Stop_reducing_move_anim_flashing_Blizzard
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ldh [rOBP0], a
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.nextAnimationCommand
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vc_hook_red Stop_reducing_move_anim_flashing_Hyper_Beam
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vc_hook_blue Stop_reducing_move_anim_flashing_Bubblebeam_Hyper_Beam_Blizzard
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pop hl
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vc_hook Stop_reducing_move_anim_flashing_Guillotine
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jr .animationLoop
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.AnimationOver
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ret
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LoadSubanimation:
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vc_hook Reduce_move_anim_flashing_Guillotine
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ld a, [wSubAnimAddrPtr + 1]
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vc_hook Reduce_move_anim_flashing_Mega_Kick
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ld h, a
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vc_hook_red Reduce_move_anim_flashing_Blizzard
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ld a, [wSubAnimAddrPtr]
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vc_hook_red Reduce_move_anim_flashing_Self_Destruct
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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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vc_hook Reduce_move_anim_flashing_Explosion
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ld a, [hl]
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vc_hook Reduce_move_anim_flashing_Thunderbolt
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ld d, a ; de = address of subanimation
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ld a, [de]
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vc_hook_blue Reduce_move_anim_flashing_Rock_Slide
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ld b, a
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vc_hook Reduce_move_anim_flashing_Spore
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and %00011111
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vc_hook Reduce_move_anim_flashing_Bubblebeam
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ld [wSubAnimCounter], a ; number of frame blocks
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vc_hook_red Reduce_move_anim_flashing_Rock_Slide
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vc_hook_blue Reduce_move_anim_flashing_Self_Destruct
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ld a, b
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and %11100000
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cp SUBANIMTYPE_ENEMY << 5
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vc_hook_blue Reduce_move_anim_flashing_Blizzard
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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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vc_hook Reduce_move_anim_flashing_Hyper_Beam
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call GetSubanimationTransform1
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.saveTransformation
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; place the upper 3 bits of a into bits 0-2 of a before storing
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srl a
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swap a
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ld [wSubAnimTransform], a
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cp SUBANIMTYPE_REVERSE
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ld hl, 0
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jr nz, .storeSubentryAddr
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; if the animation is reversed, then place the initial subentry address at the end of the list of subentries
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ld a, [wSubAnimCounter]
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dec a
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ld bc, 3
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.loop
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add hl, bc
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dec a
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jr nz, .loop
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.storeSubentryAddr
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inc de
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add hl, de
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ld a, l
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ld [wSubAnimSubEntryAddr], a
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ld a, h
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ld [wSubAnimSubEntryAddr + 1], a
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ret
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; called if the subanimation type is not SUBANIMTYPE_ENEMY
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; sets the transform to SUBANIMTYPE_NORMAL if it's the player's turn
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; sets the transform to the subanimation type if it's the enemy's turn
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GetSubanimationTransform1:
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vc_hook Reduce_move_anim_flashing_Reflect
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ld b, a
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ldh a, [hWhoseTurn]
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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 ; SUBANIMTYPE_NORMAL << 5
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ret
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; called if the subanimation type is SUBANIMTYPE_ENEMY
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; sets the transform to SUBANIMTYPE_HFLIP if it's the player's turn
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; sets the transform to SUBANIMTYPE_NORMAL if it's the enemy's turn
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GetSubanimationTransform2:
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ldh a, [hWhoseTurn]
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and a
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ld a, SUBANIMTYPE_HFLIP << 5
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ret z
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xor a ; SUBANIMTYPE_NORMAL << 5
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ret
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; loads tile patterns for battle animations
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LoadMoveAnimationTiles:
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ld a, [wWhichBattleAnimTileset]
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add a
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add a
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ld hl, MoveAnimationTilesPointers
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ld e, a
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ld d, 0
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add hl, de
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ld a, [hli]
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ld [wTempTilesetNumTiles], a ; number of tiles
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ld a, [hli]
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ld e, a
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ld a, [hl]
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ld d, a ; de = address of tileset
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ld hl, vSprites tile $31
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ld b, BANK(MoveAnimationTiles0) ; ROM bank
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ld a, [wTempTilesetNumTiles]
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ld c, a ; number of tiles
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jp CopyVideoData ; load tileset
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MACRO anim_tileset
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db \1
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dw \2
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db -1 ; padding
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ENDM
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MoveAnimationTilesPointers:
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; number of tiles, gfx pointer
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anim_tileset 79, MoveAnimationTiles0
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anim_tileset 79, MoveAnimationTiles1
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anim_tileset 64, MoveAnimationTiles2
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MoveAnimationTiles0:
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MoveAnimationTiles2:
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INCBIN "gfx/battle/move_anim_0.2bpp"
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MoveAnimationTiles1:
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INCBIN "gfx/battle/move_anim_1.2bpp"
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SlotMachineTiles2:
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IF DEF(_RED)
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INCBIN "gfx/slots/red_slots_2.2bpp"
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ENDC
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IF DEF(_BLUE)
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INCBIN "gfx/slots/blue_slots_2.2bpp"
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ENDC
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SlotMachineTiles2End:
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MoveAnimation:
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push hl
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push de
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push bc
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push af
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call WaitForSoundToFinish
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call SetAnimationPalette
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ld a, [wAnimationID]
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and a
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jr z, .animationFinished
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; if throwing a Poké Ball, skip the regular animation code
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cp TOSS_ANIM
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jr nz, .moveAnimation
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ld de, .animationFinished
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push de
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jp TossBallAnimation
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.moveAnimation
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; check if battle animations are disabled in the options
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ld a, [wOptions]
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bit BIT_BATTLE_ANIMATION, a
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jr nz, .animationsDisabled
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call ShareMoveAnimations
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call PlayAnimation
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vc_hook_red Stop_reducing_move_anim_flashing_Bubblebeam_Mega_Kick
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vc_hook_blue Stop_reducing_move_anim_flashing_Spore
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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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vc_hook_red Stop_reducing_move_anim_flashing
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vc_hook_blue Stop_reducing_move_anim_flashing_Rock_Slide_Dream_Eater
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call PlayApplyingAttackAnimation ; shake the screen or flash the pic in and out (to show damage)
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.animationFinished
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call WaitForSoundToFinish
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xor a
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ld [wSubAnimSubEntryAddr], a
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ld [wUnusedD09B], a
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ld [wSubAnimTransform], a
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dec a ; NO_MOVE - 1
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ld [wAnimSoundID], a
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pop af
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pop bc
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pop de
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pop hl
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ret
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ShareMoveAnimations:
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; some moves just reuse animations from status conditions
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ldh a, [hWhoseTurn]
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and a
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ret z
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; opponent's turn
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ld a, [wAnimationID]
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cp AMNESIA
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ld b, CONF_ANIM
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jr z, .replaceAnim
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cp REST
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ld b, SLP_ANIM
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ret nz
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.replaceAnim
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ld a, b
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ld [wAnimationID], a
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ret
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PlayApplyingAttackAnimation:
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; Generic animation that shows after the move's individual animation
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; Different animation depending on whether the move has an additional effect and on whose turn it is
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ld a, [wAnimationType]
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and a
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ret z
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dec a
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add a
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ld c, a
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ld b, 0
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ld hl, AnimationTypePointerTable
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add hl, bc
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ld a, [hli]
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ld h, [hl]
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ld l, a
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jp hl
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AnimationTypePointerTable:
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dw ShakeScreenVertically ; enemy mon has used a damaging move without a side effect
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dw ShakeScreenHorizontallyHeavy ; enemy mon has used a damaging move with a side effect
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dw ShakeScreenHorizontallySlow ; enemy mon has used a non-damaging move
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dw BlinkEnemyMonSprite ; player mon has used a damaging move without a side effect
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dw ShakeScreenHorizontallyLight ; player mon has used a damaging move with a side effect
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dw ShakeScreenHorizontallySlow2 ; player mon has used a non-damaging move
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ShakeScreenVertically:
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call PlayApplyingAttackSound
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ld b, 8
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jp AnimationShakeScreenVertically
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ShakeScreenHorizontallyHeavy:
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call PlayApplyingAttackSound
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ld b, 8
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jp AnimationShakeScreenHorizontallyFast
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ShakeScreenHorizontallySlow:
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lb bc, 6, 2
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jr AnimationShakeScreenHorizontallySlow
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BlinkEnemyMonSprite:
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call PlayApplyingAttackSound
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jp AnimationBlinkEnemyMon
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ShakeScreenHorizontallyLight:
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call PlayApplyingAttackSound
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ld b, 2
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jp AnimationShakeScreenHorizontallyFast
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ShakeScreenHorizontallySlow2:
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lb bc, 3, 2
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AnimationShakeScreenHorizontallySlow:
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push bc
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push bc
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.loop1
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ldh a, [rWX]
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inc a
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ldh [rWX], a
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ld c, 2
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call DelayFrames
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dec b
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jr nz, .loop1
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pop bc
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.loop2
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ldh a, [rWX]
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dec a
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ldh [rWX], a
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ld c, 2
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call DelayFrames
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dec b
|
|
jr nz, .loop2
|
|
pop bc
|
|
dec c
|
|
jr nz, AnimationShakeScreenHorizontallySlow
|
|
ret
|
|
|
|
SetAnimationPalette:
|
|
ld a, [wOnSGB]
|
|
and a
|
|
ld a, $e4
|
|
jr z, .notSGB
|
|
ld a, $f0
|
|
ld [wAnimPalette], a
|
|
ld b, $e4
|
|
ld a, [wAnimationID]
|
|
cp TRADE_BALL_DROP_ANIM
|
|
jr c, .next
|
|
cp TRADE_BALL_POOF_ANIM + 1
|
|
jr nc, .next
|
|
ld b, $f0
|
|
.next
|
|
ld a, b
|
|
ldh [rOBP0], a
|
|
ld a, $6c
|
|
ldh [rOBP1], a
|
|
ret
|
|
.notSGB
|
|
ld a, $e4
|
|
ld [wAnimPalette], a
|
|
vc_hook Reduce_move_anim_flashing_Dream_Eater
|
|
ldh [rOBP0], a
|
|
ld a, $6c
|
|
ldh [rOBP1], a
|
|
ret
|
|
|
|
PlaySubanimation:
|
|
ld a, [wAnimSoundID]
|
|
cp NO_MOVE - 1
|
|
jr z, .skipPlayingSound
|
|
call GetMoveSound
|
|
call PlaySound
|
|
.skipPlayingSound
|
|
ld hl, wShadowOAM
|
|
ld a, l
|
|
ld [wFBDestAddr + 1], a
|
|
ld a, h
|
|
ld [wFBDestAddr], a
|
|
ld a, [wSubAnimSubEntryAddr + 1]
|
|
ld h, a
|
|
ld a, [wSubAnimSubEntryAddr]
|
|
ld l, a
|
|
.loop
|
|
push hl
|
|
ld c, [hl] ; frame block ID
|
|
ld b, 0
|
|
ld hl, FrameBlockPointers
|
|
add hl, bc
|
|
add hl, bc
|
|
ld a, [hli]
|
|
ld c, a
|
|
ld a, [hli]
|
|
ld b, a
|
|
pop hl
|
|
inc hl
|
|
push hl
|
|
ld e, [hl] ; base coordinate ID
|
|
ld d, 0
|
|
ld hl, FrameBlockBaseCoords ; base coordinate table
|
|
add hl, de
|
|
add hl, de
|
|
ld a, [hli]
|
|
ld [wBaseCoordY], a
|
|
ld a, [hl]
|
|
ld [wBaseCoordX], a
|
|
pop hl
|
|
inc hl
|
|
ld a, [hl] ; frame block mode
|
|
ld [wFBMode], a
|
|
call DrawFrameBlock
|
|
call DoSpecialEffectByAnimationId ; run animation-specific function (if there is one)
|
|
ld a, [wSubAnimCounter]
|
|
dec a
|
|
ld [wSubAnimCounter], a
|
|
ret z
|
|
ld a, [wSubAnimSubEntryAddr + 1]
|
|
ld h, a
|
|
ld a, [wSubAnimSubEntryAddr]
|
|
ld l, a
|
|
ld a, [wSubAnimTransform]
|
|
cp SUBANIMTYPE_REVERSE
|
|
ld bc, 3
|
|
jr nz, .nextSubanimationSubentry
|
|
ld bc, -3
|
|
.nextSubanimationSubentry
|
|
add hl, bc
|
|
ld a, h
|
|
ld [wSubAnimSubEntryAddr + 1], a
|
|
ld a, l
|
|
ld [wSubAnimSubEntryAddr], a
|
|
jp .loop
|
|
|
|
AnimationCleanOAM:
|
|
push hl
|
|
push de
|
|
push bc
|
|
push af
|
|
call DelayFrame
|
|
call ClearSprites
|
|
pop af
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
ret
|
|
|
|
; this runs after each frame block is drawn in a subanimation
|
|
; it runs a particular special effect based on the animation ID
|
|
DoSpecialEffectByAnimationId:
|
|
push hl
|
|
push de
|
|
push bc
|
|
ld a, [wAnimationID]
|
|
ld hl, AnimationIdSpecialEffects
|
|
ld de, 3
|
|
call IsInArray
|
|
jr nc, .done
|
|
inc hl
|
|
ld a, [hli]
|
|
ld h, [hl]
|
|
ld l, a
|
|
ld de, .done
|
|
push de
|
|
jp hl
|
|
.done
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
ret
|
|
|
|
INCLUDE "data/battle_anims/special_effects.asm"
|
|
|
|
DoBallTossSpecialEffects:
|
|
ld a, [wcf91]
|
|
cp ULTRA_BALL + 1 ; is it a Master Ball or Ultra Ball?
|
|
jr nc, .skipFlashingEffect
|
|
.flashingEffect ; do a flashing effect if it's Master Ball or Ultra Ball
|
|
ldh a, [rOBP0]
|
|
xor %00111100 ; complement colors 1 and 2
|
|
ldh [rOBP0], a
|
|
.skipFlashingEffect
|
|
ld a, [wSubAnimCounter]
|
|
cp 11 ; is it the beginning of the subanimation?
|
|
jr nz, .skipPlayingSound
|
|
; if it is the beginning of the subanimation, play a sound
|
|
ld a, SFX_BALL_TOSS
|
|
call PlaySound
|
|
.skipPlayingSound
|
|
ld a, [wIsInBattle]
|
|
cp 2 ; is it a trainer battle?
|
|
jr z, .isTrainerBattle
|
|
ld a, [wd11e]
|
|
cp $10 ; is the enemy pokemon the Ghost Marowak?
|
|
ret nz
|
|
; if the enemy pokemon is the Ghost Marowak, make it dodge during the last 3 frames
|
|
ld a, [wSubAnimCounter]
|
|
cp 3
|
|
jr z, .moveGhostMarowakLeft
|
|
cp 2
|
|
jr z, .moveGhostMarowakLeft
|
|
cp 1
|
|
ret nz
|
|
.moveGhostMarowakLeft
|
|
hlcoord 17, 0
|
|
ld de, 20
|
|
lb bc, 7, 7
|
|
.loop
|
|
push hl
|
|
push bc
|
|
call AnimCopyRowRight ; move row of tiles left
|
|
pop bc
|
|
pop hl
|
|
add hl, de
|
|
dec b
|
|
jr nz, .loop
|
|
ld a, %00001000
|
|
ldh [rNR10], a ; Channel 1 sweep register
|
|
ret
|
|
.isTrainerBattle ; if it's a trainer battle, shorten the animation by one frame
|
|
ld a, [wSubAnimCounter]
|
|
cp 3
|
|
ret nz
|
|
dec a
|
|
ld [wSubAnimCounter], a
|
|
ret
|
|
|
|
DoBallShakeSpecialEffects:
|
|
ld a, [wSubAnimCounter]
|
|
cp 4 ; is it the beginning of a shake?
|
|
jr nz, .skipPlayingSound
|
|
; if it is the beginning of a shake, play a sound and wait 2/3 of a second
|
|
ld a, SFX_TINK
|
|
call PlaySound
|
|
ld c, 40
|
|
call DelayFrames
|
|
.skipPlayingSound
|
|
ld a, [wSubAnimCounter]
|
|
dec a
|
|
ret nz
|
|
; if it's the end of the ball shaking subanimation, check if more shakes are left and restart the subanimation
|
|
ld a, [wNumShakes] ; number of shakes
|
|
dec a ; decrement number of shakes
|
|
ld [wNumShakes], a
|
|
ret z
|
|
; if there are shakes left, restart the subanimation
|
|
ld a, [wSubAnimSubEntryAddr]
|
|
ld l, a
|
|
ld a, [wSubAnimSubEntryAddr + 1]
|
|
ld h, a
|
|
ld de, -(4 * 3) ; 4 subentries and 3 bytes per subentry
|
|
add hl, de
|
|
ld a, l
|
|
ld [wSubAnimSubEntryAddr], a
|
|
ld a, h
|
|
ld [wSubAnimSubEntryAddr + 1], a
|
|
ld a, 5 ; number of subentries in the ball shaking subanimation plus one
|
|
ld [wSubAnimCounter], a
|
|
ret
|
|
|
|
; plays a sound after the second frame of the poof animation
|
|
DoPoofSpecialEffects:
|
|
ld a, [wSubAnimCounter]
|
|
cp 5
|
|
ret nz
|
|
ld a, SFX_BALL_POOF
|
|
jp PlaySound
|
|
|
|
DoRockSlideSpecialEffects:
|
|
ld a, [wSubAnimCounter]
|
|
cp 12
|
|
ret nc
|
|
cp 8
|
|
jr nc, .shakeScreen
|
|
cp 1
|
|
jp z, AnimationFlashScreen ; if it's the end of the subanimation, flash the screen
|
|
ret
|
|
; if the subanimation counter is between 8 and 11, shake the screen horizontally and vertically
|
|
.shakeScreen
|
|
ld b, 1
|
|
predef PredefShakeScreenHorizontally ; shake horizontally
|
|
ld b, 1
|
|
predef_jump PredefShakeScreenVertically ; shake vertically
|
|
|
|
FlashScreenEveryEightFrameBlocks:
|
|
ld a, [wSubAnimCounter]
|
|
and 7 ; is the subanimation counter exactly 8?
|
|
call z, AnimationFlashScreen ; if so, flash the screen
|
|
ret
|
|
|
|
; flashes the screen if the subanimation counter is divisible by 4
|
|
FlashScreenEveryFourFrameBlocks:
|
|
ld a, [wSubAnimCounter]
|
|
and 3
|
|
call z, AnimationFlashScreen
|
|
ret
|
|
|
|
; used for Explosion and Selfdestruct
|
|
DoExplodeSpecialEffects:
|
|
ld a, [wSubAnimCounter]
|
|
cp 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:
|
|
ld a, [wSubAnimCounter]
|
|
cp 13
|
|
jp z, AnimationFlashScreen
|
|
cp 9
|
|
jp z, AnimationFlashScreen
|
|
cp 5
|
|
jp z, AnimationFlashScreen
|
|
cp 1
|
|
jp z, AnimationFlashScreen
|
|
ret
|
|
|
|
; flashes the screen at 3 points in the subanimation
|
|
; unused
|
|
FlashScreenUnused:
|
|
ld a, [wSubAnimCounter]
|
|
cp 14
|
|
jp z, AnimationFlashScreen
|
|
cp 9
|
|
jp z, AnimationFlashScreen
|
|
cp 2
|
|
jp z, AnimationFlashScreen
|
|
ret
|
|
|
|
; function to make the pokemon disappear at the beginning of the animation
|
|
TradeHidePokemon:
|
|
ld a, [wSubAnimCounter]
|
|
cp 6
|
|
ret nz
|
|
ld a, 2 * SCREEN_WIDTH + 7
|
|
jp ClearMonPicFromTileMap ; make pokemon disappear
|
|
|
|
; function to make a shaking pokeball jump up at the end of the animation
|
|
TradeShakePokeball:
|
|
ld a, [wSubAnimCounter]
|
|
cp 1
|
|
ret nz
|
|
; if it's the end of the animation, make the ball jump up
|
|
ld de, BallMoveDistances1
|
|
.loop
|
|
ld hl, wShadowOAM
|
|
ld bc, 4
|
|
.innerLoop
|
|
ld a, [de]
|
|
cp $ff
|
|
jr z, .done
|
|
add [hl] ; add to Y value of OAM entry
|
|
ld [hl], a
|
|
add hl, bc
|
|
ld a, l
|
|
cp 4 * 4 ; there are 4 entries, each 4 bytes
|
|
jr nz, .innerLoop
|
|
inc de
|
|
push bc
|
|
call Delay3
|
|
pop bc
|
|
jr .loop
|
|
.done
|
|
call AnimationCleanOAM
|
|
ld a, SFX_TRADE_MACHINE
|
|
jp PlaySound
|
|
|
|
BallMoveDistances1:
|
|
db -12, -12, -8
|
|
db -1 ; end
|
|
|
|
; function to make the pokeball jump up
|
|
TradeJumpPokeball:
|
|
ld de, BallMoveDistances2
|
|
.loop
|
|
ld hl, wShadowOAM
|
|
ld bc, 4
|
|
.innerLoop
|
|
ld a, [de]
|
|
cp $ff
|
|
jp z, ClearScreen
|
|
add [hl]
|
|
ld [hl], a
|
|
add hl, bc
|
|
ld a, l
|
|
cp 4 * 4 ; there are 4 entries, each 4 bytes
|
|
jr nz, .innerLoop
|
|
inc de
|
|
push de
|
|
ld a, [de]
|
|
cp 12
|
|
jr z, .playSound
|
|
cp $ff
|
|
jr nz, .skipPlayingSound
|
|
.playSound ; play sound if next move distance is 12 or this is the last one
|
|
ld a, SFX_SWAP
|
|
call PlaySound
|
|
.skipPlayingSound
|
|
push bc
|
|
ld c, 5
|
|
call DelayFrames
|
|
pop bc
|
|
ldh a, [hSCX] ; background scroll X
|
|
sub 8 ; scroll to the left
|
|
ldh [hSCX], a
|
|
pop de
|
|
jr .loop
|
|
|
|
BallMoveDistances2:
|
|
db 11, 12, -12, -7, 7, 12, -8, 8
|
|
db -1 ; end
|
|
|
|
; this function copies the current musical note graphic
|
|
; so that there are two musical notes flying towards the defending pokemon
|
|
DoGrowlSpecialEffects:
|
|
ld hl, wShadowOAM
|
|
ld de, wShadowOAMSprite04
|
|
ld bc, $10
|
|
call CopyData ; copy the musical note graphic
|
|
ld a, [wSubAnimCounter]
|
|
dec a
|
|
call z, AnimationCleanOAM ; clean up at the end of the subanimation
|
|
ret
|
|
|
|
; this is associated with Tail Whip, but Tail Whip doesn't use any subanimations
|
|
TailWhipAnimationUnused:
|
|
ld a, 1
|
|
ld [wSubAnimCounter], a
|
|
ld c, 20
|
|
jp DelayFrames
|
|
|
|
INCLUDE "data/battle_anims/special_effect_pointers.asm"
|
|
|
|
AnimationDelay10:
|
|
ld c, 10
|
|
jp DelayFrames
|
|
|
|
; calls a function with the turn flipped from player to enemy or vice versa
|
|
; input - hl - address of function to call
|
|
CallWithTurnFlipped:
|
|
ldh a, [hWhoseTurn]
|
|
push af
|
|
xor 1
|
|
ldh [hWhoseTurn], a
|
|
ld de, .returnAddress
|
|
push de
|
|
jp hl
|
|
.returnAddress
|
|
pop af
|
|
ldh [hWhoseTurn], a
|
|
ret
|
|
|
|
; flashes the screen for an extended period (48 frames)
|
|
AnimationFlashScreenLong:
|
|
ld a, 3 ; cycle through the palettes 3 times
|
|
ld [wFlashScreenLongCounter], a
|
|
ld a, [wOnSGB] ; running on SGB?
|
|
and a
|
|
ld hl, FlashScreenLongMonochrome
|
|
jr z, .loop
|
|
ld hl, FlashScreenLongSGB
|
|
.loop
|
|
push hl
|
|
.innerLoop
|
|
ld a, [hli]
|
|
cp $01 ; is it the end of the palettes?
|
|
jr z, .endOfPalettes
|
|
ldh [rBGP], a
|
|
call FlashScreenLongDelay
|
|
jr .innerLoop
|
|
.endOfPalettes
|
|
ld a, [wFlashScreenLongCounter]
|
|
dec a
|
|
ld [wFlashScreenLongCounter], a
|
|
pop hl
|
|
jr nz, .loop
|
|
vc_hook_red Stop_reducing_move_anim_flashing_Psychic
|
|
ret
|
|
|
|
; BG palettes
|
|
FlashScreenLongMonochrome:
|
|
db %11111001 ; 3, 3, 2, 1
|
|
db %11111110 ; 3, 3, 3, 2
|
|
db %11111111 ; 3, 3, 3, 3
|
|
db %11111110 ; 3, 3, 3, 2
|
|
db %11111001 ; 3, 3, 2, 1
|
|
db %11100100 ; 3, 2, 1, 0
|
|
db %10010000 ; 2, 1, 0, 0
|
|
db %01000000 ; 1, 0, 0, 0
|
|
db %00000000 ; 0, 0, 0, 0
|
|
db %01000000 ; 1, 0, 0, 0
|
|
db %10010000 ; 2, 1, 0, 0
|
|
db %11100100 ; 3, 2, 1, 0
|
|
db $01 ; terminator
|
|
|
|
; BG palettes
|
|
FlashScreenLongSGB:
|
|
db %11111000 ; 3, 3, 2, 0
|
|
db %11111100 ; 3, 3, 3, 0
|
|
db %11111111 ; 3, 3, 3, 3
|
|
db %11111100 ; 3, 3, 3, 0
|
|
db %11111000 ; 3, 3, 2, 0
|
|
db %11100100 ; 3, 2, 1, 0
|
|
db %10010000 ; 2, 1, 0, 0
|
|
db %01000000 ; 1, 0, 0, 0
|
|
db %00000000 ; 0, 0, 0, 0
|
|
db %01000000 ; 1, 0, 0, 0
|
|
db %10010000 ; 2, 1, 0, 0
|
|
db %11100100 ; 3, 2, 1, 0
|
|
db $01 ; terminator
|
|
|
|
; causes a delay of 2 frames for the first cycle
|
|
; causes a delay of 1 frame for the second and third cycles
|
|
FlashScreenLongDelay:
|
|
ld a, [wFlashScreenLongCounter]
|
|
cp 4 ; never true since [wFlashScreenLongCounter] starts at 3
|
|
ld c, 4
|
|
jr z, .delayFrames
|
|
cp 3
|
|
ld c, 2
|
|
jr z, .delayFrames
|
|
cp 2 ; nothing is done with this
|
|
ld c, 1
|
|
.delayFrames
|
|
jp DelayFrames
|
|
|
|
AnimationFlashScreen:
|
|
ldh a, [rBGP]
|
|
push af ; save initial palette
|
|
ld a, %00011011 ; 0, 1, 2, 3 (inverted colors)
|
|
ldh [rBGP], a
|
|
ld c, 2
|
|
call DelayFrames
|
|
xor a ; white out background
|
|
ldh [rBGP], a
|
|
ld c, 2
|
|
call DelayFrames
|
|
pop af
|
|
ldh [rBGP], a ; restore initial palette
|
|
ret
|
|
|
|
AnimationDarkScreenPalette:
|
|
; Changes the screen's palette to a dark palette.
|
|
lb bc, $6f, $6f
|
|
jr SetAnimationBGPalette
|
|
|
|
AnimationDarkenMonPalette:
|
|
; Darkens the mon sprite's palette.
|
|
lb bc, $f9, $f4
|
|
jr SetAnimationBGPalette
|
|
|
|
AnimationUnusedPalette1:
|
|
lb bc, $fe, $f8
|
|
jr SetAnimationBGPalette
|
|
|
|
AnimationUnusedPalette2:
|
|
lb bc, $ff, $ff
|
|
jr SetAnimationBGPalette
|
|
|
|
AnimationResetScreenPalette:
|
|
; Restores the screen's palette to the normal palette.
|
|
lb bc, $e4, $e4
|
|
jr SetAnimationBGPalette
|
|
|
|
AnimationUnusedPalette3:
|
|
lb bc, $00, $00
|
|
jr SetAnimationBGPalette
|
|
|
|
AnimationLightScreenPalette:
|
|
; Changes the screen to use a palette with light colors.
|
|
lb bc, $90, $90
|
|
jr SetAnimationBGPalette
|
|
|
|
AnimationUnusedPalette4:
|
|
lb bc, $40, $40
|
|
|
|
SetAnimationBGPalette:
|
|
ld a, [wOnSGB]
|
|
and a
|
|
ld a, b
|
|
jr z, .next
|
|
ld a, c
|
|
.next
|
|
ldh [rBGP], a
|
|
ret
|
|
|
|
ld b, $5
|
|
|
|
AnimationShakeScreenVertically:
|
|
predef_jump PredefShakeScreenVertically
|
|
|
|
AnimationShakeScreen:
|
|
; Shakes the screen for a while. Used in Earthquake/Fissure/etc. animations.
|
|
ld b, $8
|
|
|
|
AnimationShakeScreenHorizontallyFast:
|
|
predef_jump PredefShakeScreenHorizontally
|
|
|
|
AnimationWaterDropletsEverywhere:
|
|
; Draws water droplets all over the screen and makes them
|
|
; scroll. It's hard to describe, but it's the main animation
|
|
; in Surf/Mist/Toxic.
|
|
xor a
|
|
ld [wWhichBattleAnimTileset], a
|
|
call LoadMoveAnimationTiles
|
|
ld d, 32
|
|
ld a, -16
|
|
ld [wBaseCoordX], a
|
|
ld a, $71
|
|
ld [wDropletTile], a
|
|
.loop
|
|
ld a, 16
|
|
ld [wBaseCoordY], a
|
|
ld a, 0
|
|
ld [wUnusedD08A], a
|
|
call _AnimationWaterDroplets
|
|
ld a, 24
|
|
ld [wBaseCoordY], a
|
|
ld a, 32
|
|
ld [wUnusedD08A], a
|
|
call _AnimationWaterDroplets
|
|
dec d
|
|
jr nz, .loop
|
|
ret
|
|
|
|
_AnimationWaterDroplets:
|
|
ld hl, wShadowOAM
|
|
.loop
|
|
ld a, [wBaseCoordY]
|
|
ld [hli], a ; Y
|
|
ld a, [wBaseCoordX]
|
|
add 27
|
|
ld [wBaseCoordX], a
|
|
ld [hli], a ; X
|
|
ld a, [wDropletTile]
|
|
ld [hli], a ; tile
|
|
xor a
|
|
ld [hli], a ; attribute
|
|
ld a, [wBaseCoordX]
|
|
cp 144
|
|
jr c, .loop
|
|
sub 168
|
|
ld [wBaseCoordX], a
|
|
ld a, [wBaseCoordY]
|
|
add 16
|
|
ld [wBaseCoordY], a
|
|
cp 112
|
|
jr c, .loop
|
|
call AnimationCleanOAM
|
|
jp DelayFrame
|
|
|
|
AnimationSlideMonUp:
|
|
; Slides the mon's sprite upwards.
|
|
ld c, 7
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
hlcoord 1, 6
|
|
decoord 1, 5
|
|
ld a, $30
|
|
jr z, .next
|
|
hlcoord 12, 1
|
|
decoord 12, 0
|
|
ld a, $ff
|
|
.next
|
|
ld [wSlideMonUpBottomRowLeftTile], a
|
|
jp _AnimationSlideMonUp
|
|
|
|
AnimationSlideMonDown:
|
|
; Slides the mon's sprite down out of the screen.
|
|
xor a ; TILEMAP_MON_PIC
|
|
call GetTileIDList
|
|
.loop
|
|
call GetMonSpriteTileMapPointerFromRowCount
|
|
push bc
|
|
push de
|
|
call CopyPicTiles
|
|
call Delay3
|
|
call AnimationHideMonPic
|
|
pop de
|
|
pop bc
|
|
dec b
|
|
jr nz, .loop
|
|
ret
|
|
|
|
AnimationSlideMonOff:
|
|
; Slides the mon's sprite off the screen horizontally.
|
|
ld e, 8
|
|
ld a, 3
|
|
ld [wSlideMonDelay], a
|
|
jp _AnimationSlideMonOff
|
|
|
|
AnimationSlideEnemyMonOff:
|
|
; Slides the enemy mon off the screen horizontally.
|
|
ld hl, AnimationSlideMonOff
|
|
jp CallWithTurnFlipped
|
|
|
|
_AnimationSlideMonUp:
|
|
push de
|
|
push hl
|
|
push bc
|
|
|
|
; In each iteration, slide up all rows but the top one (which is overwritten).
|
|
ld b, 6
|
|
.slideLoop
|
|
push bc
|
|
push de
|
|
push hl
|
|
ld bc, 7
|
|
call CopyData
|
|
; Note that de and hl are popped in the same order they are pushed, swapping
|
|
; their values. When CopyData is called, hl points to a tile 1 row below
|
|
; the one de points to. To maintain this relationship, after swapping, we add 2
|
|
; rows to hl so that it is 1 row below again.
|
|
pop de
|
|
pop hl
|
|
ld bc, SCREEN_WIDTH * 2
|
|
add hl, bc
|
|
pop bc
|
|
dec b
|
|
jr nz, .slideLoop
|
|
|
|
; Fill in the bottom row of the mon pic with the next row's tile IDs.
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
hlcoord 1, 11
|
|
jr z, .next
|
|
hlcoord 12, 6
|
|
.next
|
|
ld a, [wSlideMonUpBottomRowLeftTile]
|
|
inc a
|
|
ld [wSlideMonUpBottomRowLeftTile], a
|
|
ld c, 7
|
|
.fillBottomRowLoop
|
|
ld [hli], a
|
|
add 7
|
|
dec c
|
|
jr nz, .fillBottomRowLoop
|
|
|
|
ld c, 2
|
|
call DelayFrames
|
|
pop bc
|
|
pop hl
|
|
pop de
|
|
dec c
|
|
jr nz, _AnimationSlideMonUp
|
|
ret
|
|
|
|
ShakeEnemyHUD_WritePlayerMonPicOAM:
|
|
; Writes the OAM entries for a copy of the player mon's pic in OAM.
|
|
; The top 5 rows are reproduced in OAM, although only 2 are actually needed.
|
|
ld a, $10
|
|
ld [wBaseCoordX], a
|
|
ld a, $30
|
|
ld [wBaseCoordY], a
|
|
ld hl, wShadowOAM
|
|
ld d, 0
|
|
ld c, 7
|
|
.loop
|
|
ld a, [wBaseCoordY]
|
|
ld e, a
|
|
ld b, 5
|
|
.innerLoop
|
|
call BattleAnimWriteOAMEntry
|
|
inc d
|
|
dec b
|
|
jr nz, .innerLoop
|
|
dec c
|
|
ret z
|
|
inc d
|
|
inc d
|
|
ld a, [wBaseCoordX]
|
|
add 8
|
|
ld [wBaseCoordX], a
|
|
jr .loop
|
|
|
|
BattleAnimWriteOAMEntry:
|
|
; Y coordinate = e (increased by 8 each call, before the write to OAM)
|
|
; X coordinate = [wBaseCoordX]
|
|
; tile = d
|
|
; attributes = 0
|
|
ld a, e
|
|
add 8
|
|
ld e, a
|
|
ld [hli], a
|
|
ld a, [wBaseCoordX]
|
|
ld [hli], a
|
|
ld a, d
|
|
ld [hli], a
|
|
xor a
|
|
ld [hli], a
|
|
ret
|
|
|
|
AdjustOAMBlockXPos:
|
|
ld l, e
|
|
ld h, d
|
|
|
|
AdjustOAMBlockXPos2:
|
|
ld de, 4
|
|
.loop
|
|
ld a, [wCoordAdjustmentAmount]
|
|
ld b, a
|
|
ld a, [hl]
|
|
add b
|
|
cp 168
|
|
jr c, .skipPuttingEntryOffScreen
|
|
; put off-screen if X >= 168
|
|
dec hl
|
|
ld a, 160
|
|
ld [hli], a
|
|
.skipPuttingEntryOffScreen
|
|
ld [hl], a
|
|
add hl, de
|
|
dec c
|
|
jr nz, .loop
|
|
ret
|
|
|
|
AdjustOAMBlockYPos:
|
|
ld l, e
|
|
ld h, d
|
|
|
|
AdjustOAMBlockYPos2:
|
|
ld de, 4
|
|
.loop
|
|
ld a, [wCoordAdjustmentAmount]
|
|
ld b, a
|
|
ld a, [hl]
|
|
add b
|
|
cp 112
|
|
jr c, .skipSettingPreviousEntrysAttribute
|
|
dec hl
|
|
ld a, 160 ; bug, sets previous OAM entry's attribute
|
|
ld [hli], a
|
|
.skipSettingPreviousEntrysAttribute
|
|
ld [hl], a
|
|
add hl, de
|
|
dec c
|
|
jr nz, .loop
|
|
ret
|
|
|
|
AnimationBlinkEnemyMon:
|
|
; Make the enemy mon's sprite blink on and off for a second or two
|
|
ld hl, AnimationBlinkMon
|
|
jp CallWithTurnFlipped
|
|
|
|
AnimationBlinkMon:
|
|
; Make the mon's sprite blink on and off for a second or two.
|
|
push af
|
|
ld c, 6
|
|
.loop
|
|
push bc
|
|
call AnimationHideMonPic
|
|
ld c, 5
|
|
call DelayFrames
|
|
call AnimationShowMonPic
|
|
ld c, 5
|
|
call DelayFrames
|
|
pop bc
|
|
dec c
|
|
jr nz, .loop
|
|
pop af
|
|
ret
|
|
|
|
AnimationFlashMonPic:
|
|
; Flashes the mon's sprite on and off
|
|
ld a, [wBattleMonSpecies]
|
|
ld [wChangeMonPicPlayerTurnSpecies], a
|
|
ld a, [wEnemyMonSpecies]
|
|
ld [wChangeMonPicEnemyTurnSpecies], a
|
|
jp ChangeMonPic
|
|
|
|
AnimationFlashEnemyMonPic:
|
|
; Flashes the enemy mon's sprite on and off
|
|
ld hl, AnimationFlashMonPic
|
|
jp CallWithTurnFlipped
|
|
|
|
AnimationShowMonPic:
|
|
xor a ; TILEMAP_MON_PIC
|
|
call GetTileIDList
|
|
call GetMonSpriteTileMapPointerFromRowCount
|
|
call CopyPicTiles
|
|
jp Delay3
|
|
|
|
AnimationShowEnemyMonPic:
|
|
; Shows the enemy mon's front sprite. Used in animations like Seismic Toss
|
|
; to make the mon's sprite reappear after disappears offscreen.
|
|
ld hl, AnimationShowMonPic
|
|
jp CallWithTurnFlipped
|
|
|
|
AnimationShakeBackAndForth:
|
|
; Shakes the mon's sprite back and forth rapidly. This is used in Double Team.
|
|
; The mon's sprite disappears after this animation.
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
hlcoord 0, 5
|
|
decoord 2, 5
|
|
jr z, .next
|
|
hlcoord 11, 0
|
|
decoord 13, 0
|
|
|
|
.next
|
|
xor a ; TILEMAP_MON_PIC
|
|
ld c, $10
|
|
.loop
|
|
push af
|
|
push bc
|
|
push de
|
|
push hl
|
|
push hl
|
|
push de
|
|
push af
|
|
push hl
|
|
push hl
|
|
call GetTileIDList
|
|
pop hl
|
|
call CopyPicTiles
|
|
call Delay3
|
|
pop hl
|
|
lb bc, 7, 9
|
|
call ClearScreenArea
|
|
pop af
|
|
call GetTileIDList
|
|
pop hl
|
|
call CopyPicTiles
|
|
call Delay3
|
|
pop hl
|
|
lb bc, 7, 9
|
|
call ClearScreenArea
|
|
pop hl
|
|
pop de
|
|
pop bc
|
|
pop af
|
|
dec c
|
|
jr nz, .loop
|
|
ret
|
|
|
|
AnimationMoveMonHorizontally:
|
|
; Shifts the mon's sprite horizontally to a fixed location. Used by lots of
|
|
; animations like Tackle/Body Slam.
|
|
call AnimationHideMonPic
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
hlcoord 2, 5
|
|
jr z, .next
|
|
hlcoord 11, 0
|
|
.next
|
|
xor a ; TILEMAP_MON_PIC
|
|
push hl
|
|
call GetTileIDList
|
|
pop hl
|
|
call CopyPicTiles
|
|
ld c, 3
|
|
jp DelayFrames
|
|
|
|
AnimationResetMonPosition:
|
|
; Resets the mon's sprites to be located at the normal coordinates.
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
ld a, 5 * SCREEN_WIDTH + 2
|
|
jr z, .next
|
|
ld a, 11
|
|
.next
|
|
call ClearMonPicFromTileMap
|
|
jp AnimationShowMonPic
|
|
|
|
AnimationSpiralBallsInward:
|
|
; Creates an effect that looks like energy balls spiralling into the
|
|
; player mon's sprite. Used in Focus Energy, for example.
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
jr z, .playerTurn
|
|
ld a, -40
|
|
ld [wSpiralBallsBaseY], a
|
|
ld a, 80
|
|
ld [wSpiralBallsBaseX], a
|
|
jr .next
|
|
.playerTurn
|
|
xor a
|
|
ld [wSpiralBallsBaseY], a
|
|
ld [wSpiralBallsBaseX], a
|
|
.next
|
|
ld d, $7a ; ball tile
|
|
ld c, 3 ; number of balls
|
|
xor a
|
|
call InitMultipleObjectsOAM
|
|
ld hl, SpiralBallAnimationCoordinates
|
|
.loop
|
|
push hl
|
|
ld c, 3
|
|
ld de, wShadowOAM
|
|
.innerLoop
|
|
ld a, [hl]
|
|
cp $ff
|
|
jr z, .done
|
|
ld a, [wSpiralBallsBaseY]
|
|
add [hl]
|
|
ld [de], a ; Y
|
|
inc de
|
|
inc hl
|
|
ld a, [wSpiralBallsBaseX]
|
|
add [hl]
|
|
ld [de], a ; X
|
|
inc hl
|
|
inc de
|
|
inc de
|
|
inc de
|
|
dec c
|
|
jr nz, .innerLoop
|
|
ld c, 5
|
|
call DelayFrames
|
|
pop hl
|
|
inc hl
|
|
inc hl
|
|
jr .loop
|
|
.done
|
|
pop hl
|
|
call AnimationCleanOAM
|
|
jp AnimationFlashScreen
|
|
|
|
SpiralBallAnimationCoordinates:
|
|
; y, x pairs
|
|
; This is the sequence of screen coordinates that the spiralling
|
|
; balls are positioned at.
|
|
db $38, $28
|
|
db $40, $18
|
|
db $50, $10
|
|
db $60, $18
|
|
db $68, $28
|
|
db $60, $38
|
|
db $50, $40
|
|
db $40, $38
|
|
db $40, $28
|
|
db $46, $1E
|
|
db $50, $18
|
|
db $5B, $1E
|
|
db $60, $28
|
|
db $5B, $32
|
|
db $50, $38
|
|
db $46, $32
|
|
db $48, $28
|
|
db $50, $20
|
|
db $58, $28
|
|
db $50, $30
|
|
db $50, $28
|
|
db -1 ; end
|
|
|
|
AnimationSquishMonPic:
|
|
; Squishes the mon's sprite horizontally making it
|
|
; disappear. Used by Teleport/Sky Attack animations.
|
|
ld c, 4
|
|
.loop
|
|
push bc
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
jr z, .playerTurn
|
|
hlcoord 16, 0
|
|
decoord 14, 0
|
|
jr .next
|
|
.playerTurn
|
|
hlcoord 5, 5
|
|
decoord 3, 5
|
|
.next
|
|
push de
|
|
xor a ; left
|
|
ld [wSquishMonCurrentDirection], a
|
|
call _AnimationSquishMonPic
|
|
pop hl
|
|
ld a, 1 ; right
|
|
ld [wSquishMonCurrentDirection], a
|
|
call _AnimationSquishMonPic
|
|
pop bc
|
|
dec c
|
|
jr nz, .loop
|
|
call AnimationHideMonPic
|
|
ld c, 2
|
|
jp DelayFrame
|
|
|
|
_AnimationSquishMonPic:
|
|
ld c, 7
|
|
.loop
|
|
push bc
|
|
push hl
|
|
ld c, 3
|
|
ld a, [wSquishMonCurrentDirection]
|
|
cp 0
|
|
jr nz, .right
|
|
call AnimCopyRowLeft
|
|
dec hl
|
|
jr .next
|
|
.right
|
|
call AnimCopyRowRight
|
|
inc hl
|
|
.next
|
|
ld [hl], " "
|
|
pop hl
|
|
ld de, SCREEN_WIDTH
|
|
add hl, de
|
|
pop bc
|
|
dec c
|
|
jr nz, .loop
|
|
jp Delay3
|
|
|
|
AnimationShootBallsUpward:
|
|
; Shoots one pillar of "energy" balls upwards. Used in Teleport/Sky Attack
|
|
; animations.
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
jr z, .playerTurn
|
|
lb bc, 0, 16 * 8
|
|
jr .next
|
|
.playerTurn
|
|
lb bc, 6 * 8, 5 * 8
|
|
.next
|
|
ld a, b
|
|
ld [wBaseCoordY], a
|
|
ld a, c
|
|
ld [wBaseCoordX], a
|
|
lb bc, 5, 1
|
|
call _AnimationShootBallsUpward
|
|
jp AnimationCleanOAM
|
|
|
|
_AnimationShootBallsUpward:
|
|
push bc
|
|
xor a
|
|
ld [wWhichBattleAnimTileset], a
|
|
call LoadMoveAnimationTiles
|
|
pop bc
|
|
ld d, $7a ; ball tile
|
|
ld hl, wShadowOAM
|
|
push bc
|
|
ld a, [wBaseCoordY]
|
|
ld e, a
|
|
.initOAMLoop
|
|
call BattleAnimWriteOAMEntry
|
|
dec b
|
|
jr nz, .initOAMLoop
|
|
call DelayFrame
|
|
pop bc
|
|
ld a, b
|
|
ld [wNumShootingBalls], a
|
|
.loop
|
|
push bc
|
|
ld hl, wShadowOAM
|
|
.innerLoop
|
|
ld a, [wBaseCoordY]
|
|
add 8
|
|
ld e, a
|
|
ld a, [hl]
|
|
cp e ; has the ball reached the top?
|
|
jr z, .reachedTop
|
|
add -4 ; ball hasn't reached the top. move it up 4 pixels
|
|
ld [hl], a
|
|
jr .next
|
|
.reachedTop
|
|
; remove the ball once it has reached the top
|
|
ld [hl], 0 ; put it off-screen
|
|
ld a, [wNumShootingBalls]
|
|
dec a
|
|
ld [wNumShootingBalls], a
|
|
.next
|
|
ld de, 4
|
|
add hl, de ; next OAM entry
|
|
dec b
|
|
jr nz, .innerLoop
|
|
call DelayFrames
|
|
pop bc
|
|
ld a, [wNumShootingBalls]
|
|
and a
|
|
jr nz, .loop
|
|
ret
|
|
|
|
AnimationShootManyBallsUpward:
|
|
; Shoots several pillars of "energy" balls upward.
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
ld hl, UpwardBallsAnimXCoordinatesPlayerTurn
|
|
ld a, $50 ; y coordinate for "energy" ball pillar
|
|
jr z, .player
|
|
ld hl, UpwardBallsAnimXCoordinatesEnemyTurn
|
|
ld a, $28 ; y coordinate for "energy" ball pillar
|
|
.player
|
|
ld [wSavedY], a
|
|
.loop
|
|
ld a, [wSavedY]
|
|
ld [wBaseCoordY], a
|
|
ld a, [hli]
|
|
cp $ff
|
|
jp z, AnimationCleanOAM
|
|
ld [wBaseCoordX], a
|
|
lb bc, 4, 1
|
|
push hl
|
|
call _AnimationShootBallsUpward
|
|
pop hl
|
|
jr .loop
|
|
|
|
UpwardBallsAnimXCoordinatesPlayerTurn:
|
|
; List of x coordinates for each pillar of "energy" balls in the
|
|
; AnimationShootManyBallsUpward animation. It's unused in the game.
|
|
db $10, $40, $28, $18, $38, $30
|
|
db -1 ; end
|
|
|
|
UpwardBallsAnimXCoordinatesEnemyTurn:
|
|
; List of x coordinates for each pillar of "energy" balls in the
|
|
; AnimationShootManyBallsUpward animation. It's unused in the game.
|
|
db $60, $90, $78, $68, $88, $80
|
|
db -1 ; end
|
|
|
|
AnimationMinimizeMon:
|
|
; Changes the mon's sprite to a mini black sprite. Used by the
|
|
; Minimize animation.
|
|
ld hl, wTempPic
|
|
push hl
|
|
xor a
|
|
ld bc, 7 * 7 * $10
|
|
call FillMemory
|
|
pop hl
|
|
ld de, 7 * 3 * $10 + 4 * $10 + 4
|
|
add hl, de
|
|
ld de, MinimizedMonSprite
|
|
ld c, MinimizedMonSpriteEnd - MinimizedMonSprite
|
|
.loop
|
|
ld a, [de]
|
|
ld [hli], a
|
|
ld [hli], a
|
|
inc de
|
|
dec c
|
|
jr nz, .loop
|
|
call CopyTempPicToMonPic
|
|
call Delay3
|
|
jp AnimationShowMonPic
|
|
|
|
MinimizedMonSprite:
|
|
; 8x5 partial tile graphic
|
|
pusho
|
|
opt b.X ; . = 0, X = 1
|
|
db %...XX...
|
|
db %..XXXX..
|
|
db %.XXXXXX.
|
|
db %..XXXX..
|
|
db %..X..X..
|
|
popo
|
|
MinimizedMonSpriteEnd:
|
|
|
|
AnimationSlideMonDownAndHide:
|
|
; Slides the mon's sprite down and disappears. Used in Acid Armor.
|
|
ld a, TILEMAP_SLIDE_DOWN_MON_PIC_7X5
|
|
ld c, 2
|
|
.loop
|
|
push bc
|
|
push af
|
|
call AnimationHideMonPic
|
|
pop af
|
|
push af
|
|
call GetTileIDList
|
|
call GetMonSpriteTileMapPointerFromRowCount
|
|
call CopyPicTiles
|
|
ld c, 8
|
|
call DelayFrames
|
|
pop af
|
|
inc a
|
|
pop bc
|
|
dec c
|
|
jr nz, .loop
|
|
call AnimationHideMonPic
|
|
ld hl, wTempPic
|
|
ld bc, 7 * 7 tiles
|
|
xor a
|
|
call FillMemory
|
|
jp CopyTempPicToMonPic
|
|
|
|
_AnimationSlideMonOff:
|
|
; Slides the mon's sprite off the screen horizontally by e tiles and waits
|
|
; [wSlideMonDelay] V-blanks each time the pic is slid by one tile.
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
jr z, .playerTurn
|
|
hlcoord 12, 0
|
|
jr .next
|
|
.playerTurn
|
|
hlcoord 0, 5
|
|
.next
|
|
ld d, 8 ; d's value is unused
|
|
.slideLoop ; iterates once for each time the pic slides by one tile
|
|
push hl
|
|
ld b, 7
|
|
.rowLoop ; iterates once for each row
|
|
ld c, 8
|
|
.tileLoop ; iterates once for each tile in the row
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
jr z, .playerTurn2
|
|
call .EnemyNextTile
|
|
jr .next2
|
|
.playerTurn2
|
|
call .PlayerNextTile
|
|
.next2
|
|
ld [hli], a
|
|
dec c
|
|
jr nz, .tileLoop
|
|
push de
|
|
ld de, SCREEN_WIDTH - 8
|
|
add hl, de
|
|
pop de
|
|
dec b
|
|
jr nz, .rowLoop
|
|
ld a, [wSlideMonDelay]
|
|
ld c, a
|
|
call DelayFrames
|
|
pop hl
|
|
dec d
|
|
dec e
|
|
jr nz, .slideLoop
|
|
ret
|
|
|
|
; Since mon pic tile numbers go from top to bottom, left to right in order,
|
|
; adding the height of the mon pic in tiles to a tile number gives the tile
|
|
; number of the tile one column to the right (and thus subtracting the height
|
|
; gives the reverse). If the next tile would be past the edge of the pic, the 2
|
|
; functions below catch it by checking if the tile number is within the valid
|
|
; range and if not, replacing it with a blank tile.
|
|
|
|
.PlayerNextTile
|
|
ld a, [hl]
|
|
add 7
|
|
; This is a bug. The lower right corner tile of the mon back pic is blanked
|
|
; while the mon is sliding off the screen. It should compare with the max tile
|
|
; plus one instead.
|
|
cp $61
|
|
ret c
|
|
ld a, " "
|
|
ret
|
|
|
|
.EnemyNextTile
|
|
ld a, [hl]
|
|
sub 7
|
|
; This has the same problem as above, but it has no visible effect because
|
|
; the lower right tile is in the first column to slide off the screen.
|
|
cp $30
|
|
ret c
|
|
ld a, " "
|
|
ret
|
|
|
|
AnimationSlideMonHalfOff:
|
|
; Slides the mon's sprite halfway off the screen. It's used in Softboiled.
|
|
ld e, 4
|
|
ld a, 4
|
|
ld [wSlideMonDelay], a
|
|
call _AnimationSlideMonOff
|
|
jp Delay3
|
|
|
|
CopyTempPicToMonPic:
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
ld hl, vBackPic ; player turn
|
|
jr z, .next
|
|
ld hl, vFrontPic ; enemy turn
|
|
.next
|
|
ld de, wTempPic
|
|
ld bc, 7 * 7
|
|
jp CopyVideoData
|
|
|
|
AnimationWavyScreen:
|
|
; used in Psywave/Psychic etc.
|
|
ld hl, vBGMap0
|
|
call BattleAnimCopyTileMapToVRAM
|
|
call Delay3
|
|
xor a
|
|
ldh [hAutoBGTransferEnabled], a
|
|
ld a, SCREEN_HEIGHT_PX
|
|
ldh [hWY], a
|
|
ld d, $80 ; terminator
|
|
ld e, SCREEN_HEIGHT_PX - 1
|
|
ld c, $ff
|
|
ld hl, WavyScreenLineOffsets
|
|
.loop
|
|
push hl
|
|
.innerLoop
|
|
call WavyScreen_SetSCX
|
|
ldh a, [rLY]
|
|
cp e ; is it the last visible line in the frame?
|
|
jr nz, .innerLoop ; keep going if not
|
|
pop hl
|
|
inc hl
|
|
ld a, [hl]
|
|
cp d ; have we reached the end?
|
|
jr nz, .next
|
|
ld hl, WavyScreenLineOffsets ; go back to the beginning if so
|
|
.next
|
|
dec c
|
|
jr nz, .loop
|
|
xor a
|
|
ldh [hWY], a
|
|
call SaveScreenTilesToBuffer2
|
|
call ClearScreen
|
|
ld a, 1
|
|
ldh [hAutoBGTransferEnabled], a
|
|
call Delay3
|
|
call LoadScreenTilesFromBuffer2
|
|
ld hl, vBGMap1
|
|
call BattleAnimCopyTileMapToVRAM
|
|
ret
|
|
|
|
WavyScreen_SetSCX:
|
|
ldh a, [rSTAT]
|
|
and $3 ; is it H-blank?
|
|
jr nz, WavyScreen_SetSCX ; wait until it's H-blank
|
|
ld a, [hl]
|
|
ldh [rSCX], a
|
|
inc hl
|
|
ld a, [hl]
|
|
cp d ; have we reached the end?
|
|
ret nz
|
|
ld hl, WavyScreenLineOffsets ; go back to the beginning if so
|
|
ret
|
|
|
|
WavyScreenLineOffsets:
|
|
; Sequence of horizontal line pixel offsets for the wavy screen animation.
|
|
; This sequence vaguely resembles a sine wave.
|
|
db 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1
|
|
db 0, 0, 0, 0, 0, -1, -1, -1, -2, -2, -2, -2, -2, -1, -1, -1
|
|
db $80 ; terminator
|
|
|
|
AnimationSubstitute:
|
|
; Changes the pokemon's sprite to the mini sprite
|
|
ld hl, wTempPic
|
|
xor a
|
|
ld bc, $310
|
|
call FillMemory
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
jr z, .playerTurn
|
|
ld hl, MonsterSprite tile 0 ; facing down sprite
|
|
ld de, wTempPic + $120
|
|
call CopyMonsterSpriteData
|
|
ld hl, MonsterSprite tile 1
|
|
ld de, wTempPic + $120 + $70
|
|
call CopyMonsterSpriteData
|
|
ld hl, MonsterSprite tile 2
|
|
ld de, wTempPic + $120 + $10
|
|
call CopyMonsterSpriteData
|
|
ld hl, MonsterSprite tile 3
|
|
ld de, wTempPic + $120 + $10 + $70
|
|
call CopyMonsterSpriteData
|
|
jr .next
|
|
.playerTurn
|
|
ld hl, MonsterSprite tile 4 ; facing up sprite
|
|
ld de, wTempPic + $120 + $70
|
|
call CopyMonsterSpriteData
|
|
ld hl, MonsterSprite tile 5
|
|
ld de, wTempPic + $120 + $e0
|
|
call CopyMonsterSpriteData
|
|
ld hl, MonsterSprite tile 6
|
|
ld de, wTempPic + $120 + $80
|
|
call CopyMonsterSpriteData
|
|
ld hl, MonsterSprite tile 7
|
|
ld de, wTempPic + $120 + $f0
|
|
call CopyMonsterSpriteData
|
|
.next
|
|
call CopyTempPicToMonPic
|
|
jp AnimationShowMonPic
|
|
|
|
CopyMonsterSpriteData:
|
|
ld bc, 1 tiles
|
|
ld a, BANK(MonsterSprite)
|
|
jp FarCopyData2
|
|
|
|
HideSubstituteShowMonAnim:
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
ld hl, wPlayerMonMinimized
|
|
ld a, [wPlayerBattleStatus2]
|
|
jr z, .next1
|
|
ld hl, wEnemyMonMinimized
|
|
ld a, [wEnemyBattleStatus2]
|
|
.next1
|
|
push hl
|
|
; if the substitute broke, slide it down, else slide it offscreen horizontally
|
|
bit HAS_SUBSTITUTE_UP, a
|
|
jr nz, .substituteStillUp
|
|
call AnimationSlideMonDown
|
|
jr .next2
|
|
.substituteStillUp
|
|
call AnimationSlideMonOff
|
|
.next2
|
|
pop hl
|
|
ld a, [hl]
|
|
and a
|
|
jp nz, AnimationMinimizeMon
|
|
call AnimationFlashMonPic
|
|
jp AnimationShowMonPic
|
|
|
|
ReshowSubstituteAnim:
|
|
call AnimationSlideMonOff
|
|
call AnimationSubstitute
|
|
jp AnimationShowMonPic
|
|
|
|
AnimationBoundUpAndDown:
|
|
; Bounces the mon's sprite up and down several times. It is used
|
|
; by Splash's animation.
|
|
ld c, 5
|
|
.loop
|
|
push bc
|
|
call AnimationSlideMonDown
|
|
pop bc
|
|
dec c
|
|
jr nz, .loop
|
|
jp AnimationShowMonPic
|
|
|
|
AnimationTransformMon:
|
|
; Redraws this mon's sprite as the back/front sprite of the opposing mon.
|
|
; Used in Transform.
|
|
ld a, [wEnemyMonSpecies]
|
|
ld [wChangeMonPicPlayerTurnSpecies], a
|
|
ld a, [wBattleMonSpecies]
|
|
ld [wChangeMonPicEnemyTurnSpecies], a
|
|
|
|
ChangeMonPic:
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
jr z, .playerTurn
|
|
ld a, [wChangeMonPicEnemyTurnSpecies]
|
|
ld [wcf91], a
|
|
ld [wd0b5], a
|
|
xor a
|
|
ld [wSpriteFlipped], a
|
|
call GetMonHeader
|
|
hlcoord 12, 0
|
|
call LoadFrontSpriteByMonIndex
|
|
jr .done
|
|
.playerTurn
|
|
ld a, [wBattleMonSpecies2]
|
|
push af
|
|
ld a, [wChangeMonPicPlayerTurnSpecies]
|
|
ld [wBattleMonSpecies2], a
|
|
ld [wd0b5], a
|
|
call GetMonHeader
|
|
predef LoadMonBackPic
|
|
xor a ; TILEMAP_MON_PIC
|
|
call GetTileIDList
|
|
call GetMonSpriteTileMapPointerFromRowCount
|
|
call CopyPicTiles
|
|
pop af
|
|
ld [wBattleMonSpecies2], a
|
|
.done
|
|
ld b, SET_PAL_BATTLE
|
|
jp RunPaletteCommand
|
|
|
|
AnimationHideEnemyMonPic:
|
|
; Hides the enemy mon's sprite
|
|
xor a
|
|
ldh [hAutoBGTransferEnabled], a
|
|
ld hl, AnimationHideMonPic
|
|
call CallWithTurnFlipped
|
|
ld a, $1
|
|
ldh [hAutoBGTransferEnabled], a
|
|
jp Delay3
|
|
|
|
InitMultipleObjectsOAM:
|
|
; Writes c OAM entries with tile d.
|
|
; Sets their Y coordinates to sequential multiples of 8, starting from 0.
|
|
; Sets their X coordinates to 0.
|
|
; Loads animation tileset a.
|
|
push bc
|
|
push de
|
|
ld [wWhichBattleAnimTileset], a
|
|
call LoadMoveAnimationTiles
|
|
pop de
|
|
pop bc
|
|
xor a
|
|
ld e, a
|
|
ld [wBaseCoordX], a
|
|
ld hl, wShadowOAM
|
|
.loop
|
|
call BattleAnimWriteOAMEntry
|
|
dec c
|
|
jr nz, .loop
|
|
ret
|
|
|
|
AnimationHideMonPic:
|
|
; Hides the mon's sprite.
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
jr z, .playerTurn
|
|
ld a, 12
|
|
jr ClearMonPicFromTileMap
|
|
.playerTurn
|
|
ld a, 5 * SCREEN_WIDTH + 1
|
|
|
|
ClearMonPicFromTileMap:
|
|
push hl
|
|
push de
|
|
push bc
|
|
ld e, a
|
|
ld d, 0
|
|
hlcoord 0, 0
|
|
add hl, de
|
|
lb bc, 7, 7
|
|
call ClearScreenArea
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
ret
|
|
|
|
; puts the tile map destination address of a mon sprite in hl, given the row count in b
|
|
; The usual row count is 7, but it may be smaller when sliding a mon sprite in/out,
|
|
; in order to show only a portion of the mon sprite.
|
|
GetMonSpriteTileMapPointerFromRowCount:
|
|
push de
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
jr nz, .enemyTurn
|
|
ld a, 20 * 5 + 1
|
|
jr .next
|
|
.enemyTurn
|
|
ld a, 12
|
|
.next
|
|
hlcoord 0, 0
|
|
ld e, a
|
|
ld d, 0
|
|
add hl, de
|
|
ld a, 7
|
|
sub b
|
|
and a
|
|
jr z, .done
|
|
ld de, 20
|
|
.loop
|
|
add hl, de
|
|
dec a
|
|
jr nz, .loop
|
|
.done
|
|
pop de
|
|
ret
|
|
|
|
; Input:
|
|
; a = tile ID list index
|
|
; Output:
|
|
; de = tile ID list pointer
|
|
; b = number of rows
|
|
; c = number of columns
|
|
GetTileIDList:
|
|
ld hl, TileIDListPointerTable
|
|
ld e, a
|
|
ld d, 0
|
|
add hl, de
|
|
add hl, de
|
|
add hl, de
|
|
ld a, [hli]
|
|
ld e, a
|
|
ld a, [hli]
|
|
ld d, a
|
|
ld a, [hli]
|
|
ld b, a
|
|
and $f
|
|
ld c, a
|
|
ld a, b
|
|
swap a
|
|
and $f
|
|
ld b, a
|
|
ret
|
|
|
|
AnimCopyRowLeft:
|
|
; copy a row of c tiles 1 tile left
|
|
ld a, [hld]
|
|
ld [hli], a
|
|
inc hl
|
|
dec c
|
|
jr nz, AnimCopyRowLeft
|
|
ret
|
|
|
|
AnimCopyRowRight:
|
|
; copy a row of c tiles 1 tile right
|
|
ld a, [hli]
|
|
ld [hld], a
|
|
dec hl
|
|
dec c
|
|
jr nz, AnimCopyRowRight
|
|
ret
|
|
|
|
; get the sound of the move id in b
|
|
GetMoveSoundB:
|
|
ld a, b
|
|
call GetMoveSound
|
|
ld b, a
|
|
ret
|
|
|
|
GetMoveSound:
|
|
ld hl, MoveSoundTable
|
|
ld e, a
|
|
ld d, 0
|
|
add hl, de
|
|
add hl, de
|
|
add hl, de
|
|
ld a, [hli]
|
|
ld b, a
|
|
call IsCryMove
|
|
jr nc, .NotCryMove
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
jr nz, .next
|
|
ld a, [wBattleMonSpecies] ; get number of current monster
|
|
jr .Continue
|
|
.next
|
|
ld a, [wEnemyMonSpecies]
|
|
.Continue
|
|
push hl
|
|
call GetCryData
|
|
ld b, a
|
|
pop hl
|
|
ld a, [wFrequencyModifier]
|
|
add [hl]
|
|
ld [wFrequencyModifier], a
|
|
inc hl
|
|
ld a, [wTempoModifier]
|
|
add [hl]
|
|
ld [wTempoModifier], a
|
|
jr .done
|
|
.NotCryMove
|
|
ld a, [hli]
|
|
ld [wFrequencyModifier], a
|
|
ld a, [hli]
|
|
ld [wTempoModifier], a
|
|
.done
|
|
ld a, b
|
|
ret
|
|
|
|
IsCryMove:
|
|
; set carry if the move animation involves playing a monster cry
|
|
ld a, [wAnimationID]
|
|
cp GROWL
|
|
jr z, .CryMove
|
|
cp ROAR
|
|
jr z, .CryMove
|
|
and a ; clear carry
|
|
ret
|
|
.CryMove
|
|
scf
|
|
ret
|
|
|
|
INCLUDE "data/moves/sfx.asm"
|
|
|
|
CopyPicTiles:
|
|
ldh a, [hWhoseTurn]
|
|
and a
|
|
ld a, $31 ; base tile ID of player mon sprite
|
|
jr z, .next
|
|
; enemy turn
|
|
xor a ; base tile ID of enemy mon sprite
|
|
.next
|
|
ldh [hBaseTileID], a
|
|
jr CopyTileIDs_NoBGTransfer
|
|
|
|
; copy the tiles used when a mon is being sent out of or into a pokeball
|
|
CopyDownscaledMonTiles:
|
|
call GetPredefRegisters
|
|
ld a, [wDownscaledMonSize]
|
|
and a
|
|
jr nz, .smallerSize
|
|
ld de, DownscaledMonTiles_5x5
|
|
jr CopyTileIDs_NoBGTransfer
|
|
.smallerSize
|
|
ld de, DownscaledMonTiles_3x3
|
|
; fall through
|
|
|
|
CopyTileIDs_NoBGTransfer:
|
|
xor a
|
|
ldh [hAutoBGTransferEnabled], a
|
|
; fall through
|
|
|
|
; b = number of rows
|
|
; c = number of columns
|
|
CopyTileIDs:
|
|
push hl
|
|
.rowLoop
|
|
push bc
|
|
push hl
|
|
ldh 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
|
|
ldh [hAutoBGTransferEnabled], a
|
|
pop hl
|
|
ret
|
|
|
|
INCLUDE "data/tilemaps.asm"
|
|
|
|
AnimationLeavesFalling:
|
|
; Makes leaves float down from the top of the screen. This is used
|
|
; in Razor Leaf's animation.
|
|
ldh a, [rOBP0]
|
|
push af
|
|
ld a, [wAnimPalette]
|
|
ldh [rOBP0], a
|
|
ld d, $37 ; leaf tile
|
|
ld a, 3 ; number of leaves
|
|
ld [wNumFallingObjects], a
|
|
call AnimationFallingObjects
|
|
pop af
|
|
ldh [rOBP0], a
|
|
ret
|
|
|
|
AnimationPetalsFalling:
|
|
; Makes lots of petals fall down from the top of the screen. It's used in
|
|
; the animation for Petal Dance.
|
|
ld d, $71 ; petal tile
|
|
ld a, 20 ; number of petals
|
|
ld [wNumFallingObjects], a
|
|
call AnimationFallingObjects
|
|
jp ClearSprites
|
|
|
|
AnimationFallingObjects:
|
|
ld c, a
|
|
ld a, 1
|
|
call InitMultipleObjectsOAM
|
|
call FallingObjects_InitXCoords
|
|
call FallingObjects_InitMovementData
|
|
ld hl, wShadowOAM
|
|
ld [hl], 0
|
|
.loop
|
|
ld hl, wFallingObjectsMovementData
|
|
ld de, 0
|
|
ld a, [wNumFallingObjects]
|
|
ld c, a
|
|
.innerLoop
|
|
push bc
|
|
push hl
|
|
push de
|
|
ld a, [hl]
|
|
ld [wFallingObjectMovementByte], a
|
|
call FallingObjects_UpdateMovementByte
|
|
call FallingObjects_UpdateOAMEntry
|
|
pop de
|
|
ld hl, 4
|
|
add hl, de
|
|
ld e, l
|
|
ld d, h
|
|
pop hl
|
|
ld a, [wFallingObjectMovementByte]
|
|
ld [hli], a
|
|
pop bc
|
|
dec c
|
|
jr nz, .innerLoop
|
|
call Delay3
|
|
ld hl, wShadowOAM
|
|
ld a, [hl] ; Y
|
|
cp 104 ; has the top falling object reached 104 yet?
|
|
jr nz, .loop ; keep moving the falling objects down until it does
|
|
ret
|
|
|
|
FallingObjects_UpdateOAMEntry:
|
|
; Increases Y by 2 pixels and adjusts X and X flip based on the falling object's
|
|
; movement byte.
|
|
ld hl, wShadowOAM
|
|
add hl, de
|
|
ld a, [hl]
|
|
inc a
|
|
inc a
|
|
cp 112
|
|
jr c, .next
|
|
ld a, 160 ; if Y >= 112, put it off-screen
|
|
.next
|
|
ld [hli], a ; Y
|
|
ld a, [wFallingObjectMovementByte]
|
|
ld b, a
|
|
ld de, FallingObjects_DeltaXs
|
|
and $7f
|
|
add e
|
|
jr nc, .noCarry
|
|
inc d
|
|
.noCarry
|
|
ld e, a
|
|
ld a, b
|
|
and $80
|
|
jr nz, .movingLeft
|
|
; moving right
|
|
ld a, [de]
|
|
add [hl]
|
|
ld [hli], a ; X
|
|
inc hl
|
|
xor a ; no horizontal flip
|
|
jr .next2
|
|
.movingLeft
|
|
ld a, [de]
|
|
ld b, a
|
|
ld a, [hl]
|
|
sub b
|
|
ld [hli], a ; X
|
|
inc hl
|
|
ld a, (1 << OAM_X_FLIP)
|
|
.next2
|
|
ld [hl], a ; attribute
|
|
ret
|
|
|
|
FallingObjects_DeltaXs:
|
|
db 0, 1, 3, 5, 7, 9, 11, 13, 15
|
|
|
|
FallingObjects_UpdateMovementByte:
|
|
ld a, [wFallingObjectMovementByte]
|
|
inc a
|
|
ld b, a
|
|
and $7f
|
|
cp 9 ; have we reached the end of the delta-Xs?
|
|
ld a, b
|
|
jr nz, .next
|
|
; We've reached the end of the delta-Xs, so wrap to the start and change
|
|
; direction from right to left or vice versa.
|
|
and $80
|
|
xor $80
|
|
.next
|
|
ld [wFallingObjectMovementByte], a
|
|
ret
|
|
|
|
FallingObjects_InitXCoords:
|
|
ld hl, wShadowOAMSprite00XCoord
|
|
ld de, FallingObjects_InitialXCoords
|
|
ld a, [wNumFallingObjects]
|
|
ld c, a
|
|
.loop
|
|
ld a, [de]
|
|
ld [hli], a
|
|
inc hl
|
|
inc hl
|
|
inc hl
|
|
inc de
|
|
dec c
|
|
jr nz, .loop
|
|
ret
|
|
|
|
FallingObjects_InitialXCoords:
|
|
db $38, $40, $50, $60, $70, $88, $90, $56, $67, $4A, $77, $84, $98, $32, $22, $5C, $6C, $7D, $8E, $99
|
|
|
|
FallingObjects_InitMovementData:
|
|
ld hl, wFallingObjectsMovementData
|
|
ld de, FallingObjects_InitialMovementData
|
|
ld a, [wNumFallingObjects]
|
|
ld c, a
|
|
.loop
|
|
ld a, [de]
|
|
ld [hli], a
|
|
inc de
|
|
dec c
|
|
jr nz, .loop
|
|
ret
|
|
|
|
FallingObjects_InitialMovementData:
|
|
db $00, $84, $06, $81, $02, $88, $01, $83, $05, $89, $09, $80, $07, $87, $03, $82, $04, $85, $08, $86
|
|
|
|
AnimationShakeEnemyHUD:
|
|
; Shakes the enemy HUD.
|
|
|
|
; Make a copy of the back pic's tile patterns in sprite tile pattern VRAM.
|
|
ld de, vBackPic
|
|
ld hl, vSprites
|
|
ld bc, 7 * 7
|
|
call CopyVideoData
|
|
|
|
xor a
|
|
ldh [hSCX], a
|
|
|
|
; Copy wTileMap to BG map 0. The regular BG (not the window) is set to use
|
|
; map 0 and can be scrolled with SCX, which allows a shaking effect.
|
|
ld hl, vBGMap0
|
|
call BattleAnimCopyTileMapToVRAM
|
|
|
|
; Now that the regular BG is showing the same thing the window was, move the
|
|
; window off the screen so that we can modify its contents below.
|
|
ld a, SCREEN_HEIGHT_PX
|
|
ldh [hWY], a
|
|
|
|
; Copy wTileMap to VRAM such that the row below the enemy HUD (in wTileMap) is
|
|
; lined up with row 0 of the window.
|
|
ld hl, vBGMap1 - $20 * 7
|
|
call BattleAnimCopyTileMapToVRAM
|
|
|
|
; Move the window so that the row below the enemy HUD (in BG map 0) lines up
|
|
; with the top row of the window on the screen. This makes it so that the window
|
|
; covers everything below the enemy HD with a copy that looks just like what
|
|
; was there before.
|
|
ld a, 7 * 8
|
|
ldh [hWY], a
|
|
|
|
; Write OAM entries so that the copy of the back pic from the top of this
|
|
; function shows up on screen. We need this because the back pic's Y coordinates
|
|
; range overlaps with that of the enemy HUD and we don't want to shake the top
|
|
; of the back pic when we shake the enemy HUD. The OAM copy won't be affected
|
|
; by SCX.
|
|
call ShakeEnemyHUD_WritePlayerMonPicOAM
|
|
|
|
ld hl, vBGMap0
|
|
call BattleAnimCopyTileMapToVRAM
|
|
|
|
; Remove the back pic from the BG map.
|
|
call AnimationHideMonPic
|
|
call Delay3
|
|
|
|
; Use SCX to shake the regular BG. The window and the back pic OAM copy are
|
|
; not affected.
|
|
lb de, 2, 8
|
|
call ShakeEnemyHUD_ShakeBG
|
|
|
|
; Restore the original graphics.
|
|
call AnimationShowMonPic
|
|
call ClearSprites
|
|
ld a, SCREEN_HEIGHT_PX
|
|
ldh [hWY], a
|
|
ld hl, vBGMap1
|
|
call BattleAnimCopyTileMapToVRAM
|
|
xor a
|
|
ldh [hWY], a
|
|
call SaveScreenTilesToBuffer1
|
|
ld hl, vBGMap0
|
|
call BattleAnimCopyTileMapToVRAM
|
|
call ClearScreen
|
|
call Delay3
|
|
call LoadScreenTilesFromBuffer1
|
|
ld hl, vBGMap1
|
|
jp BattleAnimCopyTileMapToVRAM
|
|
|
|
; b = tile ID list index
|
|
; c = base tile ID
|
|
CopyTileIDsFromList:
|
|
call GetPredefRegisters
|
|
ld a, c
|
|
ldh [hBaseTileID], a
|
|
ld a, b
|
|
push hl
|
|
call GetTileIDList
|
|
pop hl
|
|
jp CopyTileIDs
|
|
|
|
ShakeEnemyHUD_ShakeBG:
|
|
ldh a, [hSCX]
|
|
ld [wTempSCX], a
|
|
.loop
|
|
ld a, [wTempSCX]
|
|
add d
|
|
ldh [hSCX], a
|
|
ld c, 2
|
|
call DelayFrames
|
|
ld a, [wTempSCX]
|
|
sub d
|
|
ldh [hSCX], a
|
|
ld c, 2
|
|
call DelayFrames
|
|
dec e
|
|
jr nz, .loop
|
|
ld a, [wTempSCX]
|
|
ldh [hSCX], a
|
|
ret
|
|
|
|
BattleAnimCopyTileMapToVRAM:
|
|
ld a, h
|
|
ldh [hAutoBGTransferDest + 1], a
|
|
ld a, l
|
|
ldh [hAutoBGTransferDest], a
|
|
jp Delay3
|
|
|
|
TossBallAnimation:
|
|
ld a, [wIsInBattle]
|
|
cp 2
|
|
jr z, .BlockBall ; if in trainer battle, play different animation
|
|
ld a, [wPokeBallAnimData]
|
|
ld b, a
|
|
|
|
; upper nybble: how many animations (from PokeBallAnimations) to play
|
|
; this will be 4 for successful capture, 6 for breakout
|
|
and $F0
|
|
swap a
|
|
ld c, a
|
|
|
|
; lower nybble: number of shakes
|
|
; store these for later
|
|
ld a, b
|
|
and $F
|
|
ld [wNumShakes], a
|
|
|
|
ld hl, .PokeBallAnimations
|
|
; choose which toss animation to use
|
|
ld a, [wcf91]
|
|
cp POKE_BALL
|
|
ld b, TOSS_ANIM
|
|
jr z, .done
|
|
cp GREAT_BALL
|
|
ld b, GREATTOSS_ANIM
|
|
jr z, .done
|
|
ld b, ULTRATOSS_ANIM
|
|
.done
|
|
ld a, b
|
|
.PlayNextAnimation
|
|
ld [wAnimationID], a
|
|
push bc
|
|
push hl
|
|
call PlayAnimation
|
|
pop hl
|
|
ld a, [hli]
|
|
pop bc
|
|
dec c
|
|
jr nz, .PlayNextAnimation
|
|
ret
|
|
|
|
.PokeBallAnimations:
|
|
; sequence of animations that make up the Poké Ball toss
|
|
db POOF_ANIM, HIDEPIC_ANIM, SHAKE_ANIM, POOF_ANIM, SHOWPIC_ANIM
|
|
|
|
.BlockBall
|
|
ld a, TOSS_ANIM
|
|
ld [wAnimationID], a
|
|
call PlayAnimation
|
|
ld a, SFX_FAINT_THUD
|
|
call PlaySound
|
|
ld a, BLOCKBALL_ANIM
|
|
ld [wAnimationID], a
|
|
jp PlayAnimation
|
|
|
|
PlayApplyingAttackSound:
|
|
; play a different sound depending if move is not very effective, neutral, or super-effective
|
|
; don't play any sound at all if move is ineffective
|
|
call WaitForSoundToFinish
|
|
ld a, [wDamageMultipliers]
|
|
and $7f
|
|
ret z
|
|
cp 10
|
|
ld a, $20
|
|
ld b, $30
|
|
ld c, SFX_DAMAGE
|
|
jr z, .playSound
|
|
ld a, $e0
|
|
ld b, $ff
|
|
ld c, SFX_SUPER_EFFECTIVE
|
|
jr nc, .playSound
|
|
ld a, $50
|
|
ld b, $1
|
|
ld c, SFX_NOT_VERY_EFFECTIVE
|
|
.playSound
|
|
ld [wFrequencyModifier], a
|
|
ld a, b
|
|
ld [wTempoModifier], a
|
|
ld a, c
|
|
jp PlaySound
|