pokecrystal-board/engine/battle/battle_transition.asm

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; BattleTransitionJumptable.Jumptable indexes
DEF BATTLETRANSITION_CAVE EQU $01
DEF BATTLETRANSITION_CAVE_STRONGER EQU $09
DEF BATTLETRANSITION_NO_CAVE EQU $10
DEF BATTLETRANSITION_NO_CAVE_STRONGER EQU $18
DEF BATTLETRANSITION_FINISH EQU $20
DEF BATTLETRANSITION_END EQU $80
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DEF BATTLETRANSITION_SQUARE EQU "8" ; $fe
DEF BATTLETRANSITION_BLACK EQU "9" ; $ff
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DoBattleTransition:
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call .InitGFX
ldh a, [rBGP]
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ld [wBGP], a
ldh a, [rOBP0]
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ld [wOBP0], a
ldh a, [rOBP1]
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ld [wOBP1], a
call DelayFrame
ld hl, hVBlank
ld a, [hl]
push af
vc_hook Reduce_battle_transition_flashing
ld [hl], $1
.loop
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ld a, [wJumptableIndex]
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bit 7, a ; BATTLETRANSITION_END?
jr nz, .done
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call BattleTransitionJumptable
call DelayFrame
jr .loop
.done
ldh a, [rSVBK]
push af
ld a, BANK(wBGPals1)
ldh [rSVBK], a
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ld hl, wBGPals1
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ld bc, 8 palettes
xor a
call ByteFill
pop af
ldh [rSVBK], a
ld a, %11111111
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ld [wBGP], a
call DmgToCgbBGPals
call DelayFrame
xor a
ldh [hLCDCPointer], a
ldh [hLYOverrideStart], a
ldh [hLYOverrideEnd], a
ldh [hSCY], a
ld a, $1 ; unnecessary bankswitch?
ldh [rSVBK], a
pop af
vc_hook Stop_reducing_battle_transition_flashing
ldh [hVBlank], a
call DelayFrame
ret
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.InitGFX:
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farcall ReanchorBGMap_NoOAMUpdate
call UpdateSprites
call DelayFrame
call .LoadPokeballTiles
call CopyTilemapAtOnce
call HideWindow_EnableLCDInt
call DelayFrame
xor a
ldh [hBGMapMode], a
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ld hl, wJumptableIndex
xor a
ld [hli], a
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ld [hli], a
ld [hl], a
call WipeLYOverrides
ret
.LoadPokeballTiles:
call LoadTrainerBattlePokeballTiles
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hlbgcoord 0, 0
call ConvertTrainerBattlePokeballTilesTo2bpp
ret
LoadTrainerBattlePokeballTiles:
; Load the tiles used in the Pokeball Graphic that fills the screen
; at the start of every Trainer battle.
ld de, TrainerBattlePokeballTiles
ld hl, vTiles0 tile BATTLETRANSITION_SQUARE
ld b, BANK(TrainerBattlePokeballTiles)
ld c, 2
call Request2bpp
ldh a, [rVBK]
push af
ld a, $1
ldh [rVBK], a
ld de, TrainerBattlePokeballTiles
ld hl, vTiles3 tile BATTLETRANSITION_SQUARE
ld b, BANK(TrainerBattlePokeballTiles)
ld c, 2
call Request2bpp
pop af
ldh [rVBK], a
ret
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ConvertTrainerBattlePokeballTilesTo2bpp:
ldh a, [rSVBK]
push af
ld a, BANK(wDecompressScratch)
ldh [rSVBK], a
push hl
ld hl, wDecompressScratch
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ld bc, $28 tiles
.loop
ld [hl], -1
inc hl
dec bc
ld a, c
or b
jr nz, .loop
pop hl
ld de, wDecompressScratch
ld b, BANK(@)
ld c, $28
call Request2bpp
pop af
ldh [rSVBK], a
ret
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TrainerBattlePokeballTiles:
INCBIN "gfx/overworld/trainer_battle_pokeball_tiles.2bpp"
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BattleTransitionJumptable:
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jumptable .Jumptable, wJumptableIndex
.Jumptable:
dw StartTrainerBattle_DetermineWhichAnimation ; 00
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; BATTLETRANSITION_CAVE
dw StartTrainerBattle_LoadPokeBallGraphics ; 01
dw StartTrainerBattle_SetUpBGMap ; 02
dw StartTrainerBattle_Flash ; 03
dw StartTrainerBattle_Flash ; 04
dw StartTrainerBattle_Flash ; 05
dw StartTrainerBattle_NextScene ; 06
dw StartTrainerBattle_SetUpForWavyOutro ; 07
dw StartTrainerBattle_SineWave ; 08
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; BATTLETRANSITION_CAVE_STRONGER
dw StartTrainerBattle_LoadPokeBallGraphics ; 09
dw StartTrainerBattle_SetUpBGMap ; 0a
dw StartTrainerBattle_Flash ; 0b
dw StartTrainerBattle_Flash ; 0c
dw StartTrainerBattle_Flash ; 0d
dw StartTrainerBattle_NextScene ; 0e
; There is no setup for this one
dw StartTrainerBattle_ZoomToBlack ; 0f
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; BATTLETRANSITION_NO_CAVE
dw StartTrainerBattle_LoadPokeBallGraphics ; 10
dw StartTrainerBattle_SetUpBGMap ; 11
dw StartTrainerBattle_Flash ; 12
dw StartTrainerBattle_Flash ; 13
dw StartTrainerBattle_Flash ; 14
dw StartTrainerBattle_NextScene ; 15
dw StartTrainerBattle_SetUpForSpinOutro ; 16
dw StartTrainerBattle_SpinToBlack ; 17
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; BATTLETRANSITION_NO_CAVE_STRONGER
dw StartTrainerBattle_LoadPokeBallGraphics ; 18
dw StartTrainerBattle_SetUpBGMap ; 19
dw StartTrainerBattle_Flash ; 1a
dw StartTrainerBattle_Flash ; 1b
dw StartTrainerBattle_Flash ; 1c
dw StartTrainerBattle_NextScene ; 1d
dw StartTrainerBattle_SetUpForRandomScatterOutro ; 1e
dw StartTrainerBattle_SpeckleToBlack ; 1f
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; BATTLETRANSITION_FINISH
dw StartTrainerBattle_Finish ; 20
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; transition animations
const_def
const TRANS_CAVE
const TRANS_CAVE_STRONGER
const TRANS_NO_CAVE
const TRANS_NO_CAVE_STRONGER
; transition animation bits
DEF TRANS_STRONGER_F EQU 0 ; bit set in TRANS_CAVE_STRONGER and TRANS_NO_CAVE_STRONGER
DEF TRANS_NO_CAVE_F EQU 1 ; bit set in TRANS_NO_CAVE and TRANS_NO_CAVE_STRONGER
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StartTrainerBattle_DetermineWhichAnimation:
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; The screen flashes a different number of times depending on the level of
; your lead Pokemon relative to the opponent's.
; BUG: Battle transitions fail to account for enemy's level (see docs/bugs_and_glitches.md)
ld de, 0
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ld a, [wBattleMonLevel]
add 3
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ld hl, wEnemyMonLevel
cp [hl]
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jr nc, .not_stronger
set TRANS_STRONGER_F, e
.not_stronger
ld a, [wEnvironment]
cp INDOOR_ENVIRONMENT
jr nc, .cave
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set TRANS_NO_CAVE_F, e
.cave
ld hl, .StartingPoints
add hl, de
ld a, [hl]
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ld [wJumptableIndex], a
ret
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.StartingPoints:
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; entries correspond to TRANS_* constants
db BATTLETRANSITION_CAVE
db BATTLETRANSITION_CAVE_STRONGER
db BATTLETRANSITION_NO_CAVE
db BATTLETRANSITION_NO_CAVE_STRONGER
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StartTrainerBattle_Finish:
call ClearSprites
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ld a, BATTLETRANSITION_END
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ld [wJumptableIndex], a
ret
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StartTrainerBattle_NextScene:
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ld hl, wJumptableIndex
inc [hl]
ret
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StartTrainerBattle_SetUpBGMap:
call StartTrainerBattle_NextScene
xor a
ld [wBattleTransitionCounter], a
ldh [hBGMapMode], a
ret
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StartTrainerBattle_Flash:
call .DoFlashAnimation
ret nc
call StartTrainerBattle_NextScene
ret
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.DoFlashAnimation:
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ld a, [wTimeOfDayPalset]
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cp DARKNESS_PALSET
jr z, .done
ld hl, wBattleTransitionCounter
ld a, [hl]
inc [hl]
srl a
ld e, a
ld d, 0
ld hl, .pals
add hl, de
ld a, [hl]
cp %00000001
jr z, .done
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ld [wBGP], a
call DmgToCgbBGPals
and a
ret
.done
xor a
ld [wBattleTransitionCounter], a
scf
ret
.pals:
dc 3, 3, 2, 1
dc 3, 3, 3, 2
dc 3, 3, 3, 3
dc 3, 3, 3, 2
dc 3, 3, 2, 1
dc 3, 2, 1, 0
dc 2, 1, 0, 0
dc 1, 0, 0, 0
dc 0, 0, 0, 0
dc 1, 0, 0, 0
dc 2, 1, 0, 0
dc 3, 2, 1, 0
dc 0, 0, 0, 1
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StartTrainerBattle_SetUpForWavyOutro:
vc_hook Stop_reducing_battle_transition_flashing_WavyOutro
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farcall RespawnPlayerAndOpponent
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ld a, BANK(wLYOverrides)
ldh [rSVBK], a
call StartTrainerBattle_NextScene
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ld a, LOW(rSCX)
ldh [hLCDCPointer], a
xor a
ldh [hLYOverrideStart], a
ld a, $90
ldh [hLYOverrideEnd], a
xor a
ld [wBattleTransitionCounter], a
ld [wBattleTransitionSineWaveOffset], a
ret
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StartTrainerBattle_SineWave:
ld a, [wBattleTransitionCounter]
cp $60
jr nc, .end
call .DoSineWave
ret
.end
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ld a, BATTLETRANSITION_FINISH
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ld [wJumptableIndex], a
ret
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.DoSineWave:
ld hl, wBattleTransitionSineWaveOffset
ld a, [hl]
inc [hl]
ld hl, wBattleTransitionCounter
ld d, [hl]
add [hl]
ld [hl], a
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ld a, wLYOverridesEnd - wLYOverrides
ld bc, wLYOverrides
ld e, 0
.loop
push af
push de
ld a, e
call StartTrainerBattle_DrawSineWave
ld [bc], a
inc bc
pop de
ld a, e
add 2
ld e, a
pop af
dec a
jr nz, .loop
ret
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StartTrainerBattle_SetUpForSpinOutro:
vc_hook Stop_reducing_battle_transition_flashing_SpinOutro
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farcall RespawnPlayerAndOpponent
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ld a, BANK(wLYOverrides)
ldh [rSVBK], a
call StartTrainerBattle_NextScene
xor a
ld [wBattleTransitionCounter], a
ret
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StartTrainerBattle_SpinToBlack:
xor a
ldh [hBGMapMode], a
ld a, [wBattleTransitionCounter]
ld e, a
ld d, 0
ld hl, .spin_quadrants
rept 5
add hl, de
endr
ld a, [hli]
cp -1
jr z, .end
ld [wBattleTransitionSineWaveOffset], a
call .load
ld a, 1
ldh [hBGMapMode], a
call DelayFrame
call DelayFrame
ld hl, wBattleTransitionCounter
inc [hl]
ret
.end
ld a, 1
ldh [hBGMapMode], a
call DelayFrame
call DelayFrame
call DelayFrame
xor a
ldh [hBGMapMode], a
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ld a, BATTLETRANSITION_FINISH
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ld [wJumptableIndex], a
ret
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; quadrants
const_def
const UPPER_LEFT
const UPPER_RIGHT
const LOWER_LEFT
const LOWER_RIGHT
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; quadrant bits
DEF RIGHT_QUADRANT_F EQU 0 ; bit set in UPPER_RIGHT and LOWER_RIGHT
DEF LOWER_QUADRANT_F EQU 1 ; bit set in LOWER_LEFT and LOWER_RIGHT
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.spin_quadrants:
MACRO spin_quadrant
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db \1
dw \2
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dwcoord \3, \4
ENDM
spin_quadrant UPPER_LEFT, .wedge1, 1, 6
spin_quadrant UPPER_LEFT, .wedge2, 0, 3
spin_quadrant UPPER_LEFT, .wedge3, 1, 0
spin_quadrant UPPER_LEFT, .wedge4, 5, 0
spin_quadrant UPPER_LEFT, .wedge5, 9, 0
spin_quadrant UPPER_RIGHT, .wedge5, 10, 0
spin_quadrant UPPER_RIGHT, .wedge4, 14, 0
spin_quadrant UPPER_RIGHT, .wedge3, 18, 0
spin_quadrant UPPER_RIGHT, .wedge2, 19, 3
spin_quadrant UPPER_RIGHT, .wedge1, 18, 6
spin_quadrant LOWER_RIGHT, .wedge1, 18, 11
spin_quadrant LOWER_RIGHT, .wedge2, 19, 14
spin_quadrant LOWER_RIGHT, .wedge3, 18, 17
spin_quadrant LOWER_RIGHT, .wedge4, 14, 17
spin_quadrant LOWER_RIGHT, .wedge5, 10, 17
spin_quadrant LOWER_LEFT, .wedge5, 9, 17
spin_quadrant LOWER_LEFT, .wedge4, 5, 17
spin_quadrant LOWER_LEFT, .wedge3, 1, 17
spin_quadrant LOWER_LEFT, .wedge2, 0, 14
spin_quadrant LOWER_LEFT, .wedge1, 1, 11
db -1
.load:
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
ld h, [hl]
ld l, a
.loop
push hl
ld a, [de]
ld c, a
inc de
.loop1
ld [hl], BATTLETRANSITION_BLACK
ld a, [wBattleTransitionSineWaveOffset]
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bit RIGHT_QUADRANT_F, a
jr z, .leftside
inc hl
jr .okay1
.leftside
dec hl
.okay1
dec c
jr nz, .loop1
pop hl
ld a, [wBattleTransitionSineWaveOffset]
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bit LOWER_QUADRANT_F, a
ld bc, SCREEN_WIDTH
jr z, .upper
ld bc, -SCREEN_WIDTH
.upper
add hl, bc
ld a, [de]
inc de
cp -1
ret z
and a
jr z, .loop
ld c, a
.loop2
ld a, [wBattleTransitionSineWaveOffset]
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bit RIGHT_QUADRANT_F, a
jr z, .leftside2
dec hl
jr .okay2
.leftside2
inc hl
.okay2
dec c
jr nz, .loop2
jr .loop
.wedge1: db 2, 3, 5, 4, 9, -1
.wedge2: db 1, 1, 2, 2, 4, 2, 4, 2, 3, -1
.wedge3: db 2, 1, 3, 1, 4, 1, 4, 1, 4, 1, 3, 1, 2, 1, 1, 1, 1, -1
.wedge4: db 4, 1, 4, 0, 3, 1, 3, 0, 2, 1, 2, 0, 1, -1
.wedge5: db 4, 0, 3, 0, 3, 0, 2, 0, 2, 0, 1, 0, 1, 0, 1, -1
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StartTrainerBattle_SetUpForRandomScatterOutro:
vc_hook Stop_reducing_battle_transition_flashing_ScatterOutro
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farcall RespawnPlayerAndOpponent
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ld a, BANK(wLYOverrides)
ldh [rSVBK], a
call StartTrainerBattle_NextScene
ld a, $10
ld [wBattleTransitionCounter], a
ld a, 1
ldh [hBGMapMode], a
ret
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StartTrainerBattle_SpeckleToBlack:
ld hl, wBattleTransitionCounter
ld a, [hl]
and a
jr z, .done
dec [hl]
ld c, $c
.loop
push bc
call .BlackOutRandomTile
pop bc
dec c
jr nz, .loop
ret
.done
ld a, $1
ldh [hBGMapMode], a
call DelayFrame
call DelayFrame
call DelayFrame
xor a
ldh [hBGMapMode], a
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ld a, BATTLETRANSITION_FINISH
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ld [wJumptableIndex], a
ret
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.BlackOutRandomTile:
.y_loop
call Random
cp SCREEN_HEIGHT
jr nc, .y_loop
ld b, a
.x_loop
call Random
cp SCREEN_WIDTH
jr nc, .x_loop
ld c, a
hlcoord 0, -1
ld de, SCREEN_WIDTH
inc b
.row_loop
add hl, de
dec b
jr nz, .row_loop
add hl, bc
; If the tile has already been blacked out,
; sample a new tile
ld a, [hl]
cp BATTLETRANSITION_BLACK
jr z, .y_loop
ld [hl], BATTLETRANSITION_BLACK
ret
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StartTrainerBattle_LoadPokeBallGraphics:
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ld a, [wOtherTrainerClass]
and a
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jp z, .nextscene ; don't need to be here if wild
xor a
ldh [hBGMapMode], a
hlcoord 0, 0, wAttrmap
ld bc, SCREEN_HEIGHT * SCREEN_WIDTH
inc b
inc c
jr .enter_loop_midway
.pal_loop
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; set all pals to 7
ld a, [hl]
or PAL_BG_TEXT
ld [hli], a
.enter_loop_midway
dec c
jr nz, .pal_loop
dec b
jr nz, .pal_loop
call .loadpokeballgfx
hlcoord 2, 1
ld b, SCREEN_WIDTH - 4
.tile_loop
push hl
ld c, 2
.row_loop
push hl
ld a, [de]
inc de
.col_loop
; Loading is done bit by bit
and a
jr z, .done
sla a
jr nc, .no_load
ld [hl], BATTLETRANSITION_SQUARE
.no_load
inc hl
jr .col_loop
.done
pop hl
push bc
ld bc, (SCREEN_WIDTH - 4) / 2
add hl, bc
pop bc
dec c
jr nz, .row_loop
pop hl
push bc
ld bc, SCREEN_WIDTH
add hl, bc
pop bc
dec b
jr nz, .tile_loop
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ld hl, .pals
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ld a, [wTimeOfDayPalset]
cp DARKNESS_PALSET
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jr nz, .not_dark
ld hl, .darkpals
.not_dark
ldh a, [rSVBK]
push af
ld a, BANK(wBGPals1)
ldh [rSVBK], a
call .copypals
push hl
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ld de, wBGPals1 palette PAL_BG_TEXT
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ld bc, 1 palettes
call CopyBytes
pop hl
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ld de, wBGPals2 palette PAL_BG_TEXT
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ld bc, 1 palettes
call CopyBytes
pop af
ldh [rSVBK], a
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ld a, TRUE
ldh [hCGBPalUpdate], a
call DelayFrame
call CopyTilemapAtOnce
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.nextscene
call StartTrainerBattle_NextScene
ret
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.copypals
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ld de, wBGPals1 palette PAL_BG_TEXT
call .copy
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ld de, wBGPals2 palette PAL_BG_TEXT
call .copy
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ld de, wOBPals1 palette PAL_OW_TREE
call .copy
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ld de, wOBPals2 palette PAL_OW_TREE
call .copy
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ld de, wOBPals1 palette PAL_OW_ROCK
call .copy
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ld de, wOBPals2 palette PAL_OW_ROCK
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.copy
push hl
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ld bc, 1 palettes
call CopyBytes
pop hl
ret
.pals:
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INCLUDE "gfx/overworld/trainer_battle.pal"
.darkpals:
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INCLUDE "gfx/overworld/trainer_battle_dark.pal"
.loadpokeballgfx:
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ld a, [wOtherTrainerClass]
ld de, PokeBallTransition
ret
PokeBallTransition:
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; 16x16 overlay of a Poke Ball
pusho
opt b.X ; . = 0, X = 1
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bigdw %......XXXX......
bigdw %....XXXXXXXX....
bigdw %..XXXX....XXXX..
bigdw %..XX........XX..
bigdw %.XX..........XX.
bigdw %.XX...XXXX...XX.
bigdw %XX...XX..XX...XX
bigdw %XXXXXX....XXXXXX
bigdw %XXXXXX....XXXXXX
bigdw %XX...XX..XX...XX
bigdw %.XX...XXXX...XX.
bigdw %.XX..........XX.
bigdw %..XX........XX..
bigdw %..XXXX....XXXX..
bigdw %....XXXXXXXX....
bigdw %......XXXX......
popo
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WipeLYOverrides:
ldh a, [rSVBK]
push af
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ld a, BANK(wLYOverrides)
ldh [rSVBK], a
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ld hl, wLYOverrides
call .wipe
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ld hl, wLYOverridesBackup
call .wipe
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pop af
ldh [rSVBK], a
ret
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.wipe
xor a
ld c, SCREEN_HEIGHT_PX
.loop
ld [hli], a
dec c
jr nz, .loop
ret
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StartTrainerBattle_DrawSineWave:
calc_sine_wave
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StartTrainerBattle_ZoomToBlack:
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vc_hook Stop_reducing_battle_transition_flashing_ZoomToBlack
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farcall RespawnPlayerAndOpponent
ld de, .boxes
.loop
ld a, [de]
cp -1
jr z, .done
inc de
ld c, a
ld a, [de]
inc de
ld b, a
ld a, [de]
inc de
ld l, a
ld a, [de]
inc de
ld h, a
xor a
ldh [hBGMapMode], a
call .Copy
call WaitBGMap
jr .loop
.done
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ld a, BATTLETRANSITION_FINISH
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ld [wJumptableIndex], a
ret
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.boxes
MACRO zoombox
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; width, height, start y, start x
db \1, \2
dwcoord \3, \4
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ENDM
zoombox 4, 2, 8, 8
zoombox 6, 4, 7, 7
zoombox 8, 6, 6, 6
zoombox 10, 8, 5, 5
zoombox 12, 10, 4, 4
zoombox 14, 12, 3, 3
zoombox 16, 14, 2, 2
zoombox 18, 16, 1, 1
zoombox 20, 18, 0, 0
db -1
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.Copy:
ld a, BATTLETRANSITION_BLACK
.row
push bc
push hl
.col
ld [hli], a
dec c
jr nz, .col
pop hl
ld bc, SCREEN_WIDTH
add hl, bc
pop bc
dec b
jr nz, .row
ret
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UnusedWaitBGMapOnce: ; unreferenced
ld a, 1
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ldh [hBGMapMode], a ; redundant
call WaitBGMap
xor a
ldh [hBGMapMode], a
ret