pokecrystal-board/engine/battle_anims/functions.asm

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DoBattleAnimFrame:
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ld hl, BATTLEANIMSTRUCT_FUNCTION
add hl, bc
ld e, [hl]
ld d, 0
ld hl, .Jumptable
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
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.Jumptable:
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; entries correspond to BATTLE_ANIM_FUNC_* constants
table_width 2, DoBattleAnimFrame.Jumptable
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dw BattleAnimFunc_Null
dw BattleAnimFunc_MoveFromUserToTarget
dw BattleAnimFunc_MoveFromUserToTargetAndDisappear
dw BattleAnimFunc_MoveInCircle
dw BattleAnimFunc_MoveWaveToTarget
dw BattleAnimFunc_ThrowFromUserToTarget
dw BattleAnimFunc_ThrowFromUserToTargetAndDisappear
dw BattleAnimFunc_Drop
dw BattleAnimFunc_MoveFromUserToTargetSpinAround
dw BattleAnimFunc_Shake
dw BattleAnimFunc_FireBlast
dw BattleAnimFunc_RazorLeaf
dw BattleAnimFunc_Bubble
dw BattleAnimFunc_Surf
dw BattleAnimFunc_Sing
dw BattleAnimFunc_WaterGun
dw BattleAnimFunc_Ember
dw BattleAnimFunc_Powder
dw BattleAnimFunc_PokeBall
dw BattleAnimFunc_PokeBallBlocked
dw BattleAnimFunc_Recover
dw BattleAnimFunc_ThunderWave
dw BattleAnimFunc_Clamp_Encore
dw BattleAnimFunc_Bite
dw BattleAnimFunc_SolarBeam
dw BattleAnimFunc_Gust
dw BattleAnimFunc_RazorWind
dw BattleAnimFunc_Kick
dw BattleAnimFunc_Absorb
dw BattleAnimFunc_Egg
dw BattleAnimFunc_MoveUp
dw BattleAnimFunc_Wrap
dw BattleAnimFunc_LeechSeed
dw BattleAnimFunc_Sound
dw BattleAnimFunc_ConfuseRay
dw BattleAnimFunc_Dizzy
dw BattleAnimFunc_Amnesia
dw BattleAnimFunc_FloatUp
dw BattleAnimFunc_Dig
dw BattleAnimFunc_String
dw BattleAnimFunc_Paralyzed
dw BattleAnimFunc_SpiralDescent
dw BattleAnimFunc_PoisonGas
dw BattleAnimFunc_Horn
dw BattleAnimFunc_Needle
dw BattleAnimFunc_PetalDance
dw BattleAnimFunc_ThiefPayday
dw BattleAnimFunc_AbsorbCircle
dw BattleAnimFunc_Bonemerang
dw BattleAnimFunc_Shiny
dw BattleAnimFunc_SkyAttack
dw BattleAnimFunc_GrowthSwordsDance
dw BattleAnimFunc_SmokeFlameWheel
dw BattleAnimFunc_PresentSmokescreen
dw BattleAnimFunc_StrengthSeismicToss
dw BattleAnimFunc_SpeedLine
dw BattleAnimFunc_Sludge
dw BattleAnimFunc_MetronomeHand
dw BattleAnimFunc_MetronomeSparkleSketch
dw BattleAnimFunc_Agility
dw BattleAnimFunc_SacredFire
dw BattleAnimFunc_SafeguardProtect
dw BattleAnimFunc_LockOnMindReader
dw BattleAnimFunc_Spikes
dw BattleAnimFunc_HealBellNotes
dw BattleAnimFunc_BatonPass
dw BattleAnimFunc_Conversion
dw BattleAnimFunc_EncoreBellyDrum
dw BattleAnimFunc_SwaggerMorningSun
dw BattleAnimFunc_HiddenPower
dw BattleAnimFunc_Curse
dw BattleAnimFunc_PerishSong
dw BattleAnimFunc_RapidSpin
dw BattleAnimFunc_BetaPursuit
dw BattleAnimFunc_RainSandstorm
dw BattleAnimFunc_AnimObjB0
dw BattleAnimFunc_PsychUp
dw BattleAnimFunc_AncientPower
dw BattleAnimFunc_RockSmash
dw BattleAnimFunc_Cotton
assert_table_length NUM_BATTLE_ANIM_FUNCS
BattleAnimFunc_Null:
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
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.one
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call DeinitBattleAnimation
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.zero
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ret
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BattleAnimFunc_ThrowFromUserToTargetAndDisappear:
call BattleAnimFunc_ThrowFromUserToTarget
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ret c
call DeinitBattleAnimation
ret
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BattleAnimFunc_ThrowFromUserToTarget:
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; If x coord at $88 or beyond, abort.
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $88
ret nc
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; Move right 2 pixels
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add $2
ld [hl], a
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; Move down 1 pixel
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
dec [hl]
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; Decrease var1 and hold onto its previous value (argument of the sine function)
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
dec [hl]
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; Get param (amplitude of the sine function)
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld d, [hl]
call BattleAnim_Sine
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; Store the sine result in the Y offset
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
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; Carry flag denotes success
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scf
ret
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BattleAnimFunc_MoveWaveToTarget:
; Wave motion from one mon to another. Obj is cleared when it reaches x coord $88. Examples: Shadow Ball, Dragon Rage
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $88
jr c, .move
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call DeinitBattleAnimation
ret
.move
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add $2
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
dec [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
inc [hl]
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inc [hl]
inc [hl]
inc [hl]
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ld d, $10
push af
push de
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
sra a
sra a
sra a
sra a
ld [hl], a
ret
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BattleAnimFunc_MoveInCircle:
; Slow circular motion. Examples: Thundershock, Flamethrower
; Obj Param: Distance from center (masked with $7F). Bit 7 causes object to start on other side of the circle
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
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.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
bit 7, [hl]
ld a, $0
jr z, .got_starting_position
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ld a, $20
.got_starting_position
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $7f
ld [hl], a
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.one
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld d, [hl]
push af
push de
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
inc [hl]
ret
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BattleAnimFunc_MoveFromUserToTarget:
; Moves object diagonally at a ~30° angle towards opponent and stops when it reaches x coord $84. Obj Param changes the speed
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
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.one
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call DeinitBattleAnimation
ret
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.zero
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $84
ret nc
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
call BattleAnim_StepToTarget
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ret
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BattleAnimFunc_MoveFromUserToTargetAndDisappear:
; Same as BattleAnimFunc_01 but objs are cleared when they reach x coord $84
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $84
jr nc, .done
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
call BattleAnim_StepToTarget
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ret
.done
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call DeinitBattleAnimation
ret
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BattleAnimFunc_PokeBall:
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
dw .two
dw .three
dw .four
dw .five
dw .six
dw .seven
dw .eight
dw .nine
dw .ten
dw .eleven
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.zero ; init
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call GetBallAnimPal
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call BattleAnim_IncAnonJumptableIndex
ret
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.one
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call BattleAnimFunc_ThrowFromUserToTarget
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ret c
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
add [hl]
ld [hl], a
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ld a, BATTLE_ANIM_FRAMESET_POKE_BALL_3
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call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex
ret
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.three
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLE_ANIM_FRAMESET_POKE_BALL_1
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call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $0
inc hl
ld [hl], $10
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.four
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hli]
ld d, [hl]
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
dec a
ld [hl], a
and $1f
ret nz
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
sub $4
ld [hl], a
ret nz
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ld a, BATTLE_ANIM_FRAMESET_POKE_BALL_4
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call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex
ret
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.six
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ld a, BATTLE_ANIM_FRAMESET_POKE_BALL_5
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call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
dec [hl]
.two
.five
.nine
ret
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.seven
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call GetBallAnimPal
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ld a, BATTLE_ANIM_FRAMESET_POKE_BALL_2
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call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], $20
.eight
.ten
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hli]
ld d, [hl]
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
dec a
ld [hl], a
and $1f
jr z, .eleven
and $f
ret nz
call BattleAnim_IncAnonJumptableIndex
ret
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.eleven
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call DeinitBattleAnimation
ret
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BattleAnimFunc_PokeBallBlocked:
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
dw .two
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.zero
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call GetBallAnimPal
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call BattleAnim_IncAnonJumptableIndex
ret
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.one
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $70
jr nc, .next
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call BattleAnimFunc_ThrowFromUserToTarget
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ret
.next
call BattleAnim_IncAnonJumptableIndex
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.two
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld a, [hl]
cp $80
jr nc, .done
add $4
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
dec [hl]
dec [hl]
ret
.done
call DeinitBattleAnimation
ret
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GetBallAnimPal:
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ld hl, BallColors
ldh a, [rSVBK]
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push af
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ld a, BANK(wCurItem)
ldh [rSVBK], a
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ld a, [wCurItem]
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ld e, a
pop af
ldh [rSVBK], a
.IsInArray:
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ld a, [hli]
cp -1
jr z, .load
cp e
jr z, .load
inc hl
jr .IsInArray
.load
ld a, [hl]
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ld hl, BATTLEANIMSTRUCT_PALETTE
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add hl, bc
ld [hl], a
ret
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INCLUDE "data/battle_anims/ball_colors.asm"
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BattleAnimFunc_Ember:
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
dw .two
dw .three
dw .four
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.zero
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
swap a
and $f
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
ld [hl], a
ret
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.one
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $88
ret nc
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
call BattleAnim_StepToTarget
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ret
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.two
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call DeinitBattleAnimation
ret
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.three
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLE_ANIM_FRAMESET_FLAMETHROWER
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call ReinitBattleAnimFrameset
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.four
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ret
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BattleAnimFunc_Drop:
; Drops obj. The Obj Param dictates how fast it is (lower value is faster) and how long it stays bouncing (lower value is longer). Example: Rock Slide
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
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.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $30
inc hl
ld [hl], $48
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.one
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hli]
ld d, [hl]
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
inc [hl]
ld a, [hl]
and $3f
ret nz
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $20
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
sub [hl]
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jr z, .done
jr c, .done
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], a
ret
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.done
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call DeinitBattleAnimation
ret
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BattleAnimFunc_MoveFromUserToTargetSpinAround:
; Object moves from user to target target and spins around it once. Example: Fire Spin, Swift
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
dw .two
dw .three
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.zero
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $80
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jr nc, .next
call .SetCoords
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ret
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.next
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call BattleAnim_IncAnonJumptableIndex
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.one
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $0
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.two
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
cp $40
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jr nc, .loop_back
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
ld d, $18
call BattleAnim_Cosine
sub $18
sra a
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
ld d, $18
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $f
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
add [hl]
ld [hl], a
ret
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.loop_back
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $f0
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jr z, .finish
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sub $10
ld d, a
ld a, [hl]
and $f
or d
ld [hl], a
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
dec [hl]
ret
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.finish
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call BattleAnim_IncAnonJumptableIndex
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.three
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $b0
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jr c, .retain
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call DeinitBattleAnimation
ret
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.retain
call .SetCoords
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ret
.SetCoords:
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $f
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
add [hl]
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $f
ld e, a
srl e
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
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.loop
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dec [hl]
dec e
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jr nz, .loop
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ret
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BattleAnimFunc_Shake:
; Object switches position side to side. Obj Param defines how far to move it. Example: Dynamic Punch
; Some objects use this function with a Param of 0
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
dw .two
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.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $0
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $f
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
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.one
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
and a
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jr z, .done_one
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dec [hl]
ret
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.done_one
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
swap a
and $f
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld a, [hl]
xor $ff
inc a
ld [hl], a
ret
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.two
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call DeinitBattleAnimation
ret
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BattleAnimFunc_FireBlast:
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
dw .two
dw .three
dw .four
dw .five
dw .six
dw .seven
dw .eight
dw .nine
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.zero
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
ld [hl], a
cp $7
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jr z, .seven
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ld a, BATTLE_ANIM_FRAMESET_BURNED
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call ReinitBattleAnimFrameset
ret
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.seven
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $88
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jr nc, .set_up_eight
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add $2
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
dec [hl]
ret
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.set_up_eight
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLE_ANIM_FRAMESET_EMBER
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call ReinitBattleAnimFrameset
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.eight
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
ld d, $10
push af
push de
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
inc [hl]
ret
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.nine
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call DeinitBattleAnimation
ret
.one
; Flame that moves upward
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
dec [hl]
ret
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.four
; Flame that moves down and left
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
inc [hl]
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.two
; Flame that moves left
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
dec [hl]
ret
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.five
; Flame that moves down and right
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
inc [hl]
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.three
; Flame that moves right
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
inc [hl]
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.six
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ret
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BattleAnimFunc_RazorLeaf:
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
dw .two
dw .three
dw .four
dw .five
dw .six
dw .seven
dw .eight
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.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $40
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.one
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
cp $30
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jr nc, .sine_cosine
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call BattleAnim_IncAnonJumptableIndex
xor a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hli], a
ld [hl], a
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ld a, BATTLE_ANIM_FRAMESET_RAZOR_LEAF_2
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call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
bit 6, [hl]
ret z
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
ld [hl], $5
ret
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.sine_cosine
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $3f
ld d, a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
dec [hl]
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
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call BattleAnim_ScatterHorizontal
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld h, [hl]
ld l, a
add hl, de
ld e, l
ld d, h
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], e
ret
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.two
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
cp $20
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jr nz, .sine_cosine_2
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call DeinitBattleAnimation
ret
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.sine_cosine_2
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
ld d, $10
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
bit 6, [hl]
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jr nz, .decrease
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
inc [hl]
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jr .finish
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.decrease
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
dec [hl]
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.finish
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ld de, $80
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld h, [hl]
ld l, a
add hl, de
ld e, l
ld d, h
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], e
ret
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.three
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ld a, BATTLE_ANIM_FRAMESET_RAZOR_LEAF_1
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call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_OAMFLAGS
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add hl, bc
res 5, [hl]
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.four
.five
.six
.seven
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call BattleAnim_IncAnonJumptableIndex
ret
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.eight
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $c0
ret nc
ld a, $8
call BattleAnim_StepToTarget
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ret
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BattleAnim_ScatterHorizontal:
; Affects horizontal sine movement based on bit 7 of Obj Param
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
bit 7, a
jr nz, .negative
cp $20
jr nc, .plus_256
cp $18
jr nc, .plus_384
ld de, $200
ret
.plus_384
ld de, $180
ret
.plus_256
ld de, $100
ret
.negative
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and %00111111
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cp $20
jr nc, .minus_256
cp $18
jr nc, .minus_384
ld de, -$200
ret
.minus_384
ld de, -$180
ret
.minus_256
ld de, -$100
ret
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BattleAnimFunc_RockSmash:
; Object moves at an arc
; Obj Param: Bit 7 makes arc flip horizontally
; Bit 6 defines offset from base frameset FRAMESET_19
; Rest defines arc radius
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
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.zero
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $40
rlca
rlca
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add BATTLE_ANIM_FRAMESET_BIG_ROCK
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ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld [hl], a
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $40
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.one
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
cp $30
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jr nc, .sine_cosine
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call DeinitBattleAnimation
ret
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.sine_cosine
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $3f
ld d, a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
dec [hl]
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
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call BattleAnim_ScatterHorizontal
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld h, [hl]
ld l, a
add hl, de
ld e, l
ld d, h
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], e
ret
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BattleAnimFunc_Bubble:
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
dw .two
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.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $c
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.one
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
and a
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jr z, .next
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dec [hl]
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
call BattleAnim_StepToTarget
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ret
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.next
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $0
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ld a, BATTLE_ANIM_FRAMESET_PULSING_BUBBLE
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call ReinitBattleAnimFrameset
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.two
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $98
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jr nc, .okay
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld h, [hl]
ld l, a
ld de, $60
add hl, de
ld e, l
ld d, h
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], e
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld [hl], d
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.okay
ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld a, [hl]
cp $20
ret c
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $f0
ld e, a
ld d, $ff
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld h, [hl]
ld l, a
add hl, de
ld e, l
ld d, h
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], e
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ld hl, BATTLEANIMSTRUCT_YCOORD
2015-12-23 14:10:50 -08:00
add hl, bc
ld [hl], d
ret
2023-09-24 06:06:19 -07:00
BattleAnimFunc_Surf:
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call BattleAnim_AnonJumptable
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.anon_dw
2015-12-23 19:51:50 -08:00
dw .zero
dw .one
dw .two
dw .three
dw .four
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.zero
2015-12-23 14:10:50 -08:00
call BattleAnim_IncAnonJumptableIndex
2018-08-25 11:34:25 -07:00
ld a, LOW(rSCY)
ldh [hLCDCPointer], a
2015-12-23 14:10:50 -08:00
ld a, $58
ldh [hLYOverrideStart], a
2015-12-23 14:10:50 -08:00
ld a, $5e
ldh [hLYOverrideEnd], a
2015-12-23 14:10:50 -08:00
ret
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.one
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld e, [hl]
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld a, [hl]
cp e
jr nc, .move
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call BattleAnim_IncAnonJumptableIndex
xor a
ldh [hLYOverrideStart], a
2015-12-23 14:10:50 -08:00
ret
.move
2015-12-23 14:10:50 -08:00
dec a
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
ld d, $10
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
2015-12-23 14:10:50 -08:00
add hl, bc
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
add [hl]
sub $10
ret c
ldh [hLYOverrideStart], a
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld a, [hl]
inc a
and $7
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
inc [hl]
inc [hl]
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.two
2015-12-23 14:10:50 -08:00
ret
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.three
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld a, [hl]
cp $70
jr c, .move_down
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xor a
ldh [hLCDCPointer], a
ldh [hLYOverrideStart], a
ldh [hLYOverrideEnd], a
2015-12-24 10:33:54 -08:00
.four
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call DeinitBattleAnimation
ret
.move_down
2015-12-23 14:10:50 -08:00
inc a
inc a
ld [hl], a
sub $10
ret c
ldh [hLYOverrideStart], a
2015-12-23 14:10:50 -08:00
ret
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BattleAnimFunc_Sing:
2015-12-23 14:10:50 -08:00
call BattleAnim_AnonJumptable
2015-12-26 18:59:03 -08:00
.anon_dw
dw .zero
dw .one
.zero
2015-12-23 14:10:50 -08:00
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
2023-09-24 06:06:19 -07:00
ld a, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1
add [hl] ; BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
2015-12-23 14:10:50 -08:00
call ReinitBattleAnimFrameset
.one
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ld hl, BATTLEANIMSTRUCT_XCOORD
2015-12-23 14:10:50 -08:00
add hl, bc
ld a, [hl]
cp $b8
jr c, .move
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call DeinitBattleAnimation
ret
.move
2015-12-23 14:10:50 -08:00
ld a, $2
call BattleAnim_StepToTarget
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
dec [hl]
ld d, $8
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ret
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BattleAnimFunc_WaterGun:
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
dw .three
.zero
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call BattleAnim_IncAnonJumptableIndex
.one
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld a, [hl]
cp $30
jr c, .run_down
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ld a, $2
call BattleAnim_StepToTarget
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
dec [hl]
ld d, $8
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
2015-12-23 14:10:50 -08:00
add hl, bc
ld [hl], a
ret
.run_down
2015-12-23 14:10:50 -08:00
call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLE_ANIM_FRAMESET_WATER_GUN_2
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], $0
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld [hl], $30
ld hl, BATTLEANIMSTRUCT_OAMFLAGS
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add hl, bc
ld a, [hl]
and $1
ld [hl], a
.two
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
cp $18
jr nc, .splash
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inc [hl]
ret
.splash
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLE_ANIM_FRAMESET_WATER_GUN_3
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call ReinitBattleAnimFrameset
.three
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ret
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BattleAnimFunc_Powder:
; Obj moves down and disappears at x coord $38
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
cp $38
jr c, .move
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call DeinitBattleAnimation
ret
.move
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ld a, [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld l, [hl]
ld h, a
ld de, $80
add hl, de
ld e, l
ld d, h
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], e
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], d
; Shakes object back and forth 16 pixels
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld a, [hl]
xor $10
ld [hl], a
ret
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BattleAnimFunc_Recover:
; Obj moves in an ever shrinking circle. Obj Param defines initial position in the circle
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $f0
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $f
sla a
sla a
sla a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld [hl], $1
.one
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
and a
jr nz, .move
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call DeinitBattleAnimation
ret
.move
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
inc [hl]
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld d, [hl]
push af
push de
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
xor $1
ld [hl], a
ret z
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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dec [hl]
ret
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BattleAnimFunc_ThunderWave:
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
dw .three
.one
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLE_ANIM_FRAMESET_THUNDER_WAVE_EXTRA
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call ReinitBattleAnimFrameset
.zero
.two
2015-12-23 14:10:50 -08:00
ret
.three
2015-12-23 14:10:50 -08:00
call DeinitBattleAnimation
ret
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BattleAnimFunc_Clamp_Encore:
; Claps two objects together, twice. Also used by Encore
; Second object's frameset and position relative to first are both defined via this function
; Obj Param: Distance from center (masked with $7F). Bit 7 flips object horizontally by switching to a different frameset
2015-12-23 14:10:50 -08:00
call BattleAnim_AnonJumptable
2015-12-26 18:59:03 -08:00
.anon_dw
dw .zero
dw .one
dw .two
dw .three
dw .four
dw .five
dw .six
.zero
2015-12-23 14:10:50 -08:00
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
bit 7, [hl]
jr nz, .flipped
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $10
jr .got_sine_start
2015-12-23 14:10:50 -08:00
.flipped
ld hl, BATTLEANIMSTRUCT_VAR1
2015-12-23 14:10:50 -08:00
add hl, bc
ld [hl], $30
.got_sine_start
ld hl, BATTLEANIMSTRUCT_PARAM
2015-12-23 14:10:50 -08:00
add hl, bc
ld a, [hl]
and $7f
ld [hl], a
.one
ld hl, BATTLEANIMSTRUCT_VAR1
2015-12-23 14:10:50 -08:00
add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_PARAM
2015-12-23 14:10:50 -08:00
add hl, bc
ld d, [hl]
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
bit 7, a
2016-05-05 12:07:37 -07:00
jr nz, .load_no_inc
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
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inc a ; BATTLE_ANIM_FRAMESET_3B (Clamp Flipped)
; BATTLE_ANIM_FRAMESET_A1 (Hands Flipped)
2016-05-05 12:07:37 -07:00
jr .reinit
2015-12-23 14:10:50 -08:00
2016-05-05 12:07:37 -07:00
.load_no_inc
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl] ; BATTLE_ANIM_FRAMESET_3A (Clamp)
; BATTLE_ANIM_FRAMESET_A0 (Hands)
2016-05-05 12:07:37 -07:00
.reinit
2015-12-23 14:10:50 -08:00
call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
inc [hl]
ld a, [hl]
and $1f
ret nz
.two
.three
.four
.five
2015-12-23 14:10:50 -08:00
call BattleAnim_IncAnonJumptableIndex
ret
.six
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
ld [hl], $1
ret
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BattleAnimFunc_Bite:
; Claps two objects together (vertically), twice
; Second object's frameset and position relative to first are both defined via this function
; Obj Param: Distance from center (masked with $7F). Bit 7 flips object vertically by switching to a different frameset
2015-12-23 14:10:50 -08:00
call BattleAnim_AnonJumptable
2015-12-26 18:59:03 -08:00
.anon_dw
dw .zero
dw .one
dw .two
dw .three
dw .four
dw .five
dw .six
.zero
2015-12-23 14:10:50 -08:00
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
bit 7, [hl]
jr nz, .flipped
ld hl, BATTLEANIMSTRUCT_VAR1
2015-12-23 14:10:50 -08:00
add hl, bc
ld [hl], $10
jr .got_sine_start
2015-12-23 14:10:50 -08:00
.flipped
ld hl, BATTLEANIMSTRUCT_VAR1
2015-12-23 14:10:50 -08:00
add hl, bc
ld [hl], $30
.got_sine_start
ld hl, BATTLEANIMSTRUCT_PARAM
2015-12-23 14:10:50 -08:00
add hl, bc
ld a, [hl]
and $7f
ld [hl], a
.one
ld hl, BATTLEANIMSTRUCT_VAR1
2015-12-23 14:10:50 -08:00
add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_PARAM
2015-12-23 14:10:50 -08:00
add hl, bc
ld d, [hl]
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
2015-12-23 14:10:50 -08:00
add hl, bc
ld [hl], a
bit 7, a
jr nz, .flipped2
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ld a, BATTLE_ANIM_FRAMESET_BITE_2
jr .got_frameset
2015-12-23 14:10:50 -08:00
.flipped2
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ld a, BATTLE_ANIM_FRAMESET_BITE_1
.got_frameset
2015-12-23 14:10:50 -08:00
call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_VAR1
2015-12-23 14:10:50 -08:00
add hl, bc
inc [hl]
inc [hl]
ld a, [hl]
and $1f
ret nz
.two
.three
.four
.five
2015-12-23 14:10:50 -08:00
call BattleAnim_IncAnonJumptableIndex
ret
.six
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
ld [hl], $1
ret
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BattleAnimFunc_SolarBeam:
; Solar Beam charge up animation
2015-12-23 14:10:50 -08:00
call BattleAnim_AnonJumptable
2015-12-26 18:59:03 -08:00
.anon_dw
dw .zero
dw .one
.zero
2015-12-23 14:10:50 -08:00
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
2015-12-23 14:10:50 -08:00
add hl, bc
ld [hl], $28
inc hl
ld [hl], $0
.one
ld hl, BATTLEANIMSTRUCT_PARAM
2015-12-23 14:10:50 -08:00
add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
2015-12-23 14:10:50 -08:00
add hl, bc
ld d, [hl]
push af
push de
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
2015-12-23 14:10:50 -08:00
add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
2015-12-23 14:10:50 -08:00
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
2015-12-23 14:10:50 -08:00
add hl, bc
ld a, [hl]
and a
jr z, .zero_radius
2015-12-23 14:10:50 -08:00
ld d, a
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
2015-12-23 14:10:50 -08:00
ld e, [hl]
ld hl, -$80
2015-12-23 14:10:50 -08:00
add hl, de
ld e, l
ld d, h
ld hl, BATTLEANIMSTRUCT_VAR2
2015-12-23 19:51:50 -08:00
add hl, bc
2015-12-23 14:10:50 -08:00
ld [hl], e
ld hl, BATTLEANIMSTRUCT_VAR1
2015-12-23 14:10:50 -08:00
add hl, bc
ld [hl], d
ret
.zero_radius
2015-12-23 14:10:50 -08:00
call DeinitBattleAnimation
ret
2023-09-24 06:06:19 -07:00
BattleAnimFunc_Gust:
2015-12-23 14:10:50 -08:00
call BattleAnim_AnonJumptable
2015-12-26 18:59:03 -08:00
.anon_dw
dw .zero
dw .one
dw .two
dw .three
dw .four
.zero
2015-12-23 14:10:50 -08:00
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_PARAM
2015-12-23 14:10:50 -08:00
add hl, bc
2020-10-05 08:24:47 -07:00
ld [hl], 0
.one
.three
call .GustWobble
2015-12-23 14:10:50 -08:00
ret
.two
2015-12-23 19:51:50 -08:00
ld hl, BATTLEANIMSTRUCT_XCOORD
2015-12-23 14:10:50 -08:00
add hl, bc
ld a, [hl]
cp $88
jr c, .move
2015-12-23 14:10:50 -08:00
call BattleAnim_IncAnonJumptableIndex
ret
.four
2015-12-23 19:51:50 -08:00
ld hl, BATTLEANIMSTRUCT_XCOORD
2015-12-23 14:10:50 -08:00
add hl, bc
ld a, [hl]
cp $b8
jr c, .move
2015-12-23 14:10:50 -08:00
call DeinitBattleAnimation
ret
.move
call .GustWobble
; Move horizontally every frame
2015-12-23 19:51:50 -08:00
ld hl, BATTLEANIMSTRUCT_XCOORD
2015-12-23 14:10:50 -08:00
add hl, bc
inc [hl]
ld a, [hl]
; Move in the vertically every other frame
2015-12-23 14:10:50 -08:00
and $1
ret nz
2015-12-23 19:51:50 -08:00
ld hl, BATTLEANIMSTRUCT_YCOORD
2015-12-23 14:10:50 -08:00
add hl, bc
dec [hl]
ret
.GustWobble:
; Circular movement where width is retrieved from a list, and height is 1/16 of that
call .GetGustRadius
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
push af
push de
call BattleAnim_Sine
sra a
sra a
sra a
sra a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
add [hl]
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
sub $8
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and a
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jr z, .start_wobble
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cp $c2
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jr c, .finish_wobble
.start_wobble
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dec a
ld [hl], a
and $7
ret nz
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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inc [hl]
ret
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.finish_wobble
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xor a
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hli], a
ld [hl], a
ret
.GetGustRadius:
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld e, [hl]
ld d, 0
ld hl, .GustOffsets
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add hl, de
ld d, [hl]
ret
.GustOffsets:
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db 8, 6, 5, 4, 5, 6, 8, 12, 16
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BattleAnimFunc_Absorb:
; Moves object from target to user and disappears when reaches x coord $30. Example: Absorb, Mega Drain, Leech Seed status
; Obj Param: Speed in the X axis
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $30
jr nc, .move
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call DeinitBattleAnimation
ret
.move
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $f
ld e, a
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
sub e
ld [hl], a
srl e
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
.loop
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inc [hl]
dec e
jr nz, .loop
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ret
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BattleAnimFunc_Wrap:
; Plays out object frameset. Use anim_incobj to move to next frameset
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
.one
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ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, [hl]
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inc a ; BATTLE_ANIM_FRAMESET_BIND_2
; BATTLE_ANIM_FRAMESET_BIND_4
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call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1 ; Unused?
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add hl, bc
ld [hl], $8
.zero
.two
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ret
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BattleAnimFunc_LeechSeed:
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
dw .two
dw .three
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], $40
ret
.one
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
cp $20
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jr c, .sprout
call BattleAnim_StepThrownToTarget
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ret
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.sprout
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ld [hl], $40
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ld a, BATTLE_ANIM_FRAMESET_LEECH_SEED_2
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call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex
ret
.two
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
and a
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jr z, .flutter
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dec [hl]
ret
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.flutter
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLE_ANIM_FRAMESET_LEECH_SEED_3
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call ReinitBattleAnimFrameset
.three
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ret
BattleAnim_StepThrownToTarget:
; Inches object towards the opponent's side in a parabola arc defined by the lower and upper nybble of Obj Param
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dec [hl]
ld d, $20
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_FIX_Y
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add hl, bc
ld a, [hl]
add $2
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld e, [hl]
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld d, [hl]
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld h, [hl]
ld a, h
and $f
swap a
ld l, a
ld a, h
and $f0
swap a
ld h, a
add hl, de
ld e, l
ld d, h
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], e
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
and $1
ret nz
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
dec [hl]
ret
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BattleAnimFunc_Spikes:
; Object is thrown at target. After $20 frames it stops and waits another $20 frames then disappear
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], $40
ret
.one
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
cp $20
jr c, .wait
call BattleAnim_StepThrownToTarget
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ret
.wait
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call BattleAnim_IncAnonJumptableIndex
.two
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ret
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BattleAnimFunc_RazorWind:
call BattleAnimFunc_MoveInCircle
; Causes object to skip ahead the circular motion every frame
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
add $f
ld [hl], a
ret
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BattleAnimFunc_Kick:
; Uses anim_setobj for different kick types
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two ; Jump Kick, Hi Jump Kick
dw .three ; Rolling Kick
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dw .four ; Rolling Kick (continued)
.zero
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ret
.one ; Unused?
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld a, [hl]
cp $30
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jr c, .move_down
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
ld [hl], $0
ret
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.move_down
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add $4
ld [hl], a
ret
.two
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $98
ret nc
inc [hl]
inc [hl]
ld hl, BATTLEANIMSTRUCT_OAMFLAGS
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add hl, bc
set 0, [hl]
ld hl, BATTLEANIMSTRUCT_FIX_Y
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add hl, bc
ld [hl], $90
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
ld [hl], $0
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], $2
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
dec [hl]
ret
.three
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $2c
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
ld [hl], $0
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], $80
.four
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $98
ret nc
inc [hl]
inc [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
inc [hl]
ld d, $8
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ret
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BattleAnimFunc_Egg:
; Used by Egg Bomb and Softboiled
; Obj Param: Defines jumptable starting index
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one ; Egg Bomb start
dw .two
dw .three
dw .four ; ret
dw .five
dw .six ; Softboiled obj 1 start
dw .seven
dw .eight
dw .nine
dw .ten ; ret
dw .eleven ; Softboiled obj 2 start
dw .twelve
dw .thirteen ; ret
.zero
; Object starts here then jumps to the jumptable index defined by the Obj Param
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $28
inc hl ; BATTLEANIMSTRUCT_VAR2
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ld [hl], $10
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
ld [hl], a
ret
.one
; Initial Egg Bomb arc movement to x coord $40
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $40
jr nc, .egg_bomb_vertical_wave
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inc [hl]
.egg_bomb_vertical_wave
call .EggVerticalWaveMotion
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ret
.six
; Initial Softboiled arc movement to x coord $4b
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $4b
jr nc, .softboiled_vertical_wave
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inc [hl]
.softboiled_vertical_wave
call .EggVerticalWaveMotion
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ret
.two
; Compares the egg's x coord to determine whether to move, wait or end animation
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $88
jr nc, .egg_bomb_done
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and $f
jr nz, .egg_bomb_step
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], $10
call BattleAnim_IncAnonJumptableIndex ; jumps to three
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ret
.egg_bomb_done
; Increases jumptable index twice to four
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call BattleAnim_IncAnonJumptableIndex
inc [hl]
ret
.three
; Waits in place
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
and a
jr z, .done_waiting
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dec [hl]
ret
.done_waiting
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
dec [hl]
.egg_bomb_step
; Moves towards the target
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
inc [hl]
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld d, [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld e, [hl]
ld hl, -$80
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add hl, de
ld e, l
ld d, h
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], e
ret
.five
; Clears Egg Bomb object via anim_incobj
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call DeinitBattleAnimation
ret
.seven
; Switches Softboiled frameset to egg wobbling
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ld a, BATTLE_ANIM_FRAMESET_EGG_WOBBLE ; Egg wobbling
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call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex
ret
.eight
; Softboiled object waves slightly side to side
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
inc [hl]
inc [hl]
ld d, $2
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ret
.nine
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; First Softboiled BATTLE_ANIM_OBJ_EGG turns into the bottom half frameset
ld a, BATTLE_ANIM_FRAMESET_EGG_CRACKED_BOTTOM ; Cracked egg bottom
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call ReinitBattleAnimFrameset
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], $4
call BattleAnim_IncAnonJumptableIndex
ret
.eleven
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; Second Softboiled BATTLE_ANIM_OBJ_EGG
ld a, BATTLE_ANIM_FRAMESET_EGG_CRACKED_TOP ; Cracked egg top
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call ReinitBattleAnimFrameset
call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $40
ret
.twelve
; Top half of egg moves upward for $30 frames
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
ld d, $20
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
cp $30
jr c, .done_top_shell
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dec [hl]
ret
.done_top_shell
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call BattleAnim_IncAnonJumptableIndex
.four
.ten
.thirteen
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ret
.EggVerticalWaveMotion:
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hli]
ld d, [hl] ; BATTLEANIMSTRUCT_VAR2
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call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
inc [hl]
ld a, [hl]
and $3f ; cp 64
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ret nz
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $20
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
sub $8
ld [hl], a
ret nz
xor a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hli], a
ld [hl], a
call BattleAnim_IncAnonJumptableIndex
ret
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BattleAnimFunc_MoveUp:
; Moves object up for 41 frames
; Obj Param: Movement speed
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
and a
jr z, .move
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cp $d8
jr nc, .move
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call DeinitBattleAnimation
ret
.move
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld d, [hl]
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
sub d
ld [hl], a
ret
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BattleAnimFunc_Sound:
; Moves object back and forth in one of three angles using a sine behavior and disappear after 8 frames. Used in Growl, Snore and Kinesis
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; Obj Param: Used to define object angle. How much to increase from base frameset, which is hardcoded as BATTLE_ANIM_FRAMESET_SOUND_1
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
.zero
ldh a, [hBattleTurn]
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and a
jr z, .got_turn
; enemy
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
xor $ff
add $3
ld [hl], a
.got_turn
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $8 ; duration
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, BATTLE_ANIM_FRAMESET_SOUND_1
add [hl] ; BATTLE_ANIM_FRAMESET_SOUND_2 BATTLE_ANIM_FRAMESET_SOUND_3
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call ReinitBattleAnimFrameset
ret
.one
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
and a
jr z, .done_anim
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dec [hl]
call .SoundWaveMotion
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ret
.done_anim
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call DeinitBattleAnimation
ret
.SoundWaveMotion:
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
inc [hl]
inc [hl]
ld d, $10
call BattleAnim_Sine
ld d, a
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and a
jr z, .negative
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dec a
ret z
; Obj Param 2
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], d
ret
.negative
; Obj Param 0
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, d
xor $ff
inc a
ld [hl], a
ret
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BattleAnimFunc_ConfuseRay:
; Creates the Confuse Ray object and moves it across the screen until x coord $80
; Moves horizontally every frame and vertically every 3 frames
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $3f
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $80
rlca
ld [hl], a
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add BATTLE_ANIM_FRAMESET_CONFUSE_RAY_1 ; BATTLE_ANIM_FRAMESET_CONFUSE_RAY_2
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call ReinitBattleAnimFrameset
ret
.one
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
swap a
ld d, a
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
inc [hl]
push af
push de
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $80
ret nc
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
and $3
jr nz, .skip_vertical_movement
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
dec [hl]
.skip_vertical_movement
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and $1
ret nz
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
inc [hl]
ret
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BattleAnimFunc_Dizzy:
; Moves object in a circle where the height is 1/4 the width, with the next frameset from base whether moving left or right. Also used for Nightmare
; Obj Param: Defines starting position in the circle (masked with $80). Bit 7 flips it at the start
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $80
rlca
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
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add [hl] ; BATTLE_ANIM_FRAMESET_61 BATTLE_ANIM_FRAMESET_62
; BATTLE_ANIM_FRAMESET_9C BATTLE_ANIM_FRAMESET_9D
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call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $7f
ld [hl], a
.one
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld d, $10
push af
push de
call BattleAnim_Sine
sra a
sra a
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
inc [hl]
and $3f
jr z, .not_flipped
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and $1f
ret nz
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
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inc a ; BATTLE_ANIM_FRAMESET_62
; BATTLE_ANIM_FRAMESET_9D
jr .got_frameset
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.not_flipped
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
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ld a, [hl] ; BATTLE_ANIM_FRAMESET_61
; BATTLE_ANIM_FRAMESET_9C
.got_frameset
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call ReinitBattleAnimFrameset
ret
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BattleAnimFunc_Amnesia:
; Creates 3 objects based on Obj Param
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; Obj Param: How much to increase from base frameset, which is hardcoded as BATTLE_ANIM_FRAMESET_AMNESIA_1
; anim_incobj is used to DeInit object (used by Present)
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
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add BATTLE_ANIM_FRAMESET_AMNESIA_1 ; BATTLE_ANIM_FRAMESET_AMNESIA_2 BATTLE_ANIM_FRAMESET_AMNESIA_3
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call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld e, [hl]
ld d, 0
ld hl, .AmnesiaOffsets
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add hl, de
ld a, [hl]
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
.one
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ret
.two
; anim_incobj forces obj to deinit
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call DeinitBattleAnimation
ret
.AmnesiaOffsets: ; Hardcoded Y Offsets for each Obj Param
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db $ec, $f8, $00
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BattleAnimFunc_FloatUp:
; Object moves horizontally in a sine wave, while also moving up. Also used by Charm and the Nightmare status
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
inc [hl]
inc [hl]
ld d, $4
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld d, [hl]
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld e, [hl]
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lb hl, -1, $a0
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add hl, de
ld e, l
ld d, h
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], e
ret
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BattleAnimFunc_Dig:
; Object moves up then down with a wave motion, while also moving away from the user 1 pixel per frame
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
dec [hl]
dec [hl]
ld d, $10
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
inc [hl]
ret
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BattleAnimFunc_String:
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and a
jr nz, .not_param_zero
; Obj Param 0 flips when used by enemy
ld hl, BATTLEANIMSTRUCT_OAMFLAGS
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add hl, bc
set OAM_Y_FLIP, [hl]
.not_param_zero
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add BATTLE_ANIM_FRAMESET_STRING_SHOT_1 ; BATTLE_ANIM_FRAMESET_STRING_SHOT_2 BATTLE_ANIM_FRAMESET_STRING_SHOT_3
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call ReinitBattleAnimFrameset
.one
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ret
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BattleAnimFunc_Paralyzed:
; Also used by Disable
; Obj Param: When bit 7 is set, frameset is replaced with flipped version. This bit is discarded and object then moves back and forth between position in lower nybble and upper nybble of Param every other frame
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $0
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld e, [hl]
ld a, e
and $70
swap a
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld a, e
and $80
jr nz, .right
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ld a, e
and $f
ld [hl], a
ret
.right
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ld a, e
and $f
xor $ff
inc a
ld [hl], a
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ld a, BATTLE_ANIM_FRAMESET_PARALYZED_FLIPPED
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call ReinitBattleAnimFrameset
ret
.one
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
and a
jr z, .var1_zero
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dec [hl]
ret
.var1_zero
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld a, [hl]
xor $ff
inc a
ld [hl], a
ret
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BattleAnimFunc_SpiralDescent:
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
ld d, $18
push af
push de
call BattleAnim_Sine
sra a
sra a
sra a
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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add [hl]
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
inc [hl]
ld a, [hl]
and $7
ret nz
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
cp $28
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jr nc, .delete
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inc [hl]
ret
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.delete
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call DeinitBattleAnimation
ret
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BattleAnimFunc_PetalDance:
; Object moves downwards in a spiral around the user. Object disappears at y coord $28
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
ld d, $18
push af
push de
call BattleAnim_Sine
sra a
sra a
sra a
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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add [hl]
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
inc [hl]
ld a, [hl]
and $3
ret nz
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
cp $28
jr nc, .end
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inc [hl]
ret
.end
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call DeinitBattleAnimation
ret
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BattleAnimFunc_PoisonGas:
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
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dw BattleAnimFunc_SpiralDescent
.zero:
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $84
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jr nc, .next
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inc [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
inc [hl]
ld d, $18
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
and $1
ret nz
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
dec [hl]
ret
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.next
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call BattleAnim_IncAnonJumptableIndex
ret
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BattleAnimFunc_SmokeFlameWheel:
; Object spins around target while also moving upward until it disappears at x coord $e8
; Obj Param: Defines where the object starts in the circle
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld d, $18
push af
push de
call BattleAnim_Sine
sra a
sra a
sra a
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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add [hl]
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
inc [hl]
inc [hl]
ld a, [hl]
and $7
ret nz
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
cp $e8
jr z, .done
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dec [hl]
ret
.done
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call DeinitBattleAnimation
ret
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BattleAnimFunc_SacredFire:
; Moves object in a circle where the height is 1/8 the width, while also moving upward 2 pixels per frame for 24 frames after which it disappears
; Obj Param: Is used internally only
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld d, $18
push af
push de
call BattleAnim_Sine
sra a
sra a
sra a
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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add [hl]
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
inc [hl]
inc [hl]
ld a, [hl]
and $3
ret nz
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
cp $d0
jr z, .done
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dec [hl]
dec [hl]
ret
.done
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call DeinitBattleAnimation
ret
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BattleAnimFunc_PresentSmokescreen:
; Object bounces from user to target and stops at x coord $6c. Uses anim_incobj to clear object
; Obj Param: Defined but not used
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $34
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], $10
.one
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $6c
jr c, .do_move
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ret
.do_move
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ld a, $2
call BattleAnim_StepToTarget
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld d, [hl]
call BattleAnim_Sine
bit 7, a
jr nz, .negative
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xor $ff
inc a
.negative
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
sub $4
ld [hl], a
and $1f
cp $20
ret nz
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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srl [hl]
ret
.two
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call DeinitBattleAnimation
ret
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BattleAnimFunc_Horn:
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call BattleAnim_AnonJumptable
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.anon_dw
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dw .zero
dw .one
dw .two
dw .three
.zero
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], a
ret
.one
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $58
ret nc
ld a, $2
call BattleAnim_StepToTarget
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ret
.two
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
cp $20
jr c, .three
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call DeinitBattleAnimation
ret
.three
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
ld d, $8
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
sra a
xor $ff
inc a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
add [hl]
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
add $8
ld [hl], a
ret
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BattleAnimFunc_Needle:
; Moves object towards target, either in a straight line or arc. Stops at x coord $84
; Obj Param: Upper nybble defines the index of the jumptable. Lower nybble defines the speed.
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
.zero
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $f0
swap a
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
ld [hl], a
ret
.two
; Pin Missile needle (arc)
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
ld d, $10
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
bit 7, a
jr z, .negative
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ld [hl], a
.negative
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
sub $4
ld [hl], a
.one
; Normal needle (line)
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $84
jr c, .move_to_target
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call DeinitBattleAnimation
ret
.move_to_target
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
call BattleAnim_StepToTarget
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ret
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BattleAnimFunc_ThiefPayday:
; Object drops off target and bounces once on the floor
; Obj Param: Defines every how many frames the object moves horizontally
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $28
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld a, [hl]
sub $28
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], a
.one
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hli]
ld d, [hl]
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
and [hl]
jr nz, .var_doesnt_equal_param
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
dec [hl]
.var_doesnt_equal_param
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
inc [hl]
ld a, [hl]
and $3f
ret nz
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $20
inc hl
srl [hl]
ret
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BattleAnimFunc_AbsorbCircle:
; A circle of objects that starts at the target and moves to the user. It expands until x coord $5a and then shrinks. Once radius reaches 0, the object disappears. Also used by Mimic and Conversion2
; Obj Param: Defines the position in the circle the object starts at
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld d, [hl]
push af
push de
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
inc [hl]
ld a, [hl]
and $1
jr nz, .dont_move_x
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
dec [hl]
.dont_move_x
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $3
jr nz, .dont_move_y
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
inc [hl]
.dont_move_y
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
cp $5a
jr nc, .increase_radius
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ld a, [hl]
and a
jr z, .end
dec [hl] ; decreases radius
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ret
.increase_radius
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inc [hl]
ret
.end
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call DeinitBattleAnimation
ret
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BattleAnimFunc_Conversion:
; A rotating circle of objects centered at a position. It expands for $40 frames and then shrinks. Once radius reaches 0, the object disappears.
; Obj Param: Defines starting point in the circle
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
inc [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld d, [hl]
push af
push de
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
inc [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
cp $40
jr nc, .shrink
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inc [hl]
ret
.shrink
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ld a, [hl]
dec [hl]
and a
ret nz
call DeinitBattleAnimation
ret
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BattleAnimFunc_Bonemerang:
; Boomerang-like movement from user to target
; Obj Param: Defines position to start at in the circle
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
.zero:
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call BattleAnim_IncAnonJumptableIndex
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld [hl], a
.one:
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld d, $30
call BattleAnim_Sine
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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add [hl]
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
add $8
ld d, $30
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
inc [hl]
ret
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BattleAnimFunc_Shiny:
; Puts object in a circle formation of radius $10. Also used by Flash and Light Screen
; Obj Param: Defines where the object starts in the circle
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
.zero:
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld d, $10
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld d, $10
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR2 ; unused?
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add hl, bc
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ld [hl], $f
.one:
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ret
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BattleAnimFunc_SkyAttack:
; Uses anim_incobj to move to next step
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
dw .three
.zero
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call BattleAnim_IncAnonJumptableIndex
ldh a, [hBattleTurn]
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and a
jr nz, .enemy_turn
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ld a, $f0
jr .got_var1
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.enemy_turn
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ld a, $cc
.got_var1
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], a
ret
.one
call .SkyAttack_CyclePalette
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ret
.two
; Moves towards target and stops at x coord $84
call .SkyAttack_CyclePalette
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $84
ret nc
ld a, $4
call BattleAnim_StepToTarget
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ret
.three
; Moves towards target and disappears at x coord $d0
call .SkyAttack_CyclePalette
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $d0
jr nc, .done
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ld a, $4
call BattleAnim_StepToTarget
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ret
.done
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call DeinitBattleAnimation
ret
.SkyAttack_CyclePalette:
; Cycles wOBP0 pallete
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
and $7
inc [hl]
srl a
ld e, a
ld d, 0
ld hl, .GBCPals
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add hl, de
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
and [hl]
ld [wOBP0], a
ret
.GBCPals:
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db $ff, $aa, $55, $aa
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BattleAnimFunc_GrowthSwordsDance:
; Moves object in a circle where the height is 1/8 the width, while also moving upward 2 pixels per frame
; Obj Param: Defines where the object starts in the circle
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld d, $18
call BattleAnim_Sine
sra a
sra a
sra a
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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add [hl]
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
inc [hl]
ld d, $18
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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dec [hl]
dec [hl]
ret
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BattleAnimFunc_StrengthSeismicToss:
; Moves object up for $e0 frames, then shakes it vertically and throws it at the target. Uses anim_incobj to move to final phase
; Obj Param: Defined but not used
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
.zero
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
cp $e0
jr nz, .move_up
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $2
ret
.move_up
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ld d, a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld e, [hl]
ld hl, -$80
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add hl, de
ld e, l
ld d, h
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], e
ret
.one
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
and a
jr z, .switch_position
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dec [hl]
ret
.switch_position
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ld [hl], $4
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
xor $ff
inc a
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
add [hl]
ld [hl], a
ret
.two
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $84
jr nc, .done
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ld a, $4
call BattleAnim_StepToTarget
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ret
.done
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call DeinitBattleAnimation
ret
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BattleAnimFunc_SpeedLine:
; Used in moves where the user disappears for a speed-based attack such as Quick Attack, Mach Punch and Extremespeed
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $7f
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add BATTLE_ANIM_FRAMESET_SPEED_LINE_1 ; BATTLE_ANIM_FRAMESET_SPEED_LINE_2 BATTLE_ANIM_FRAMESET_SPEED_LINE_3
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call ReinitBattleAnimFrameset
.one
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
bit 7, [hl]
jr nz, .inverted
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
inc [hl]
ret
.inverted
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
dec [hl]
ret
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BattleAnimFunc_Sludge:
; Object moves upward for $c frames and switches to BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE_BURST
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $c
ret
.one
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
and a
jr z, .done
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dec [hl]
ret
.done
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call BattleAnim_IncAnonJumptableIndex
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ld a, BATTLE_ANIM_FRAMESET_SLUDGE_BUBBLE_BURST
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call ReinitBattleAnimFrameset
.two
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
dec [hl]
ret
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BattleAnimFunc_MetronomeHand:
; Fast circular motion with an x radius of $8 and y radius of $2
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
inc [hl]
inc [hl]
push af
ld d, $2
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop af
ld d, $8
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ret
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BattleAnimFunc_MetronomeSparkleSketch:
; Sideways wave motion while also moving downward until it disappears at y coord $20
; Obj Param: Only used internally
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
cp $20
jr c, .do_move
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call DeinitBattleAnimation
ret
.do_move
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld d, $8
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
add $2
ld [hl], a
and $7
ret nz
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
inc [hl]
ret
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BattleAnimFunc_Agility:
; Object moves sideways at a speed determined by Obj Param. Can use anim_incobj to make it disappear
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
.zero
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
add [hl]
ld [hl], a
ret
.one
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call DeinitBattleAnimation
ret
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BattleAnimFunc_SafeguardProtect:
; Moves object in a circle where the width is 1/2 the height
; Obj Param: Defines starting point in circle
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld d, $18
push af
push de
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
sra a
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
inc [hl]
ret
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BattleAnimFunc_LockOnMindReader:
; Moves objects towards a center position
; Obj Param: Used to define object angle from 0 to 3. Lower nybble defines how much to increase from base frameset while upper nybble defines angle of movement. The object moves for $28 frames, then waits for $10 frames and disappears
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $28
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $f
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc
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add [hl] ; BATTLE_ANIM_FRAMESET_8F BATTLE_ANIM_FRAMESET_90 BATTLE_ANIM_FRAMESET_91
; BATTLE_ANIM_FRAMESET_93 BATTLE_ANIM_FRAMESET_94 BATTLE_ANIM_FRAMESET_95
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call ReinitBattleAnimFrameset
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and $f0
or $8
ld [hl], a
.one
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
and a
jr z, .done
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dec [hl]
add $8
ld d, a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
push af
push de
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ret
.done
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ld [hl], $10
call BattleAnim_IncAnonJumptableIndex
.two
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
dec [hl]
and a
ret nz
call DeinitBattleAnimation
ret
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BattleAnimFunc_HealBellNotes:
; Object moves horizontally in a sine wave, while also moving left every other frame and downwards for $38 frames after which it disappears
; Obj Param: Defines a frameset offset from FRAMESET_24
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
.zero
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
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ld a, BATTLE_ANIM_FRAMESET_MUSIC_NOTE_1
add [hl] ; BATTLE_ANIM_FRAMESET_MUSIC_NOTE_2 BATTLE_ANIM_FRAMESET_MUSIC_NOTE_3
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call ReinitBattleAnimFrameset
.one
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
cp $38
jr nc, .done
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inc [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
inc [hl]
ld d, $18
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
ld a, [hl]
and $1
ret nz
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
dec [hl]
ret
.done
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call DeinitBattleAnimation
ret
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BattleAnimFunc_BatonPass:
; Object falls vertically and bounces on the ground
; Obj Param: Defines speed and duration
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and a
ret z
ld d, a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
inc [hl]
call BattleAnim_Sine
bit 7, a
jr nz, .negative
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xor $ff
inc a
.negative
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
and $1f
ret nz
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
srl [hl]
ret
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BattleAnimFunc_EncoreBellyDrum:
; Object moves at an arc for 8 frames and disappears
; Obj Param: Defines starting position in the arc
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
cp $10
jr nc, .done
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inc [hl]
inc [hl]
ld d, a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
push af
push de
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ret
.done
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call DeinitBattleAnimation
ret
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BattleAnimFunc_SwaggerMorningSun:
; Moves object at an angle
; Obj Param: Lower 6 bits define angle of movement and upper 2 bits define speed
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld e, [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld d, [hl]
ld a, e
and $c0
rlca
rlca
add [hl]
ld [hl], a
ld a, e
and $3f
push af
push de
call BattleAnim_Sine
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ret
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BattleAnimFunc_HiddenPower:
; Moves object in a ring around position. Uses anim_incobj to move to second phase, where it expands the radius 8 pixels at a time for 13 frames and then disappears
; Obj Param: Defines starting position in circle
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
.zero
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ld d, $18
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
inc [hl]
jr .step_circle
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.one
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call BattleAnim_IncAnonJumptableIndex
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], $18
.two
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
cp $80
jr nc, .done
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ld d, a
add $8
ld [hl], a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
jr .step_circle
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.done
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call DeinitBattleAnimation
ret
.step_circle
call BattleAnim_StepCircle
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ret
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BattleAnimFunc_Curse:
; Object moves down and to the left 2 pixels at a time until it reaches x coord $30 and disappears
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
.one
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld a, [hl]
cp $30
jr c, .done
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
dec [hl]
dec [hl]
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
inc [hl]
inc [hl]
ret
.done
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call DeinitBattleAnimation
.zero:
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ret
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BattleAnimFunc_PerishSong:
; Moves object in a large circle with a x radius of $50 and a y radius 1/4 or that, while also moving downwards
; Obj Param: Defines starting position in the circle
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ld d, $50
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
inc [hl]
inc [hl]
push af
push de
call BattleAnim_Sine
sra a
sra a
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
add [hl]
inc [hl]
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ret
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BattleAnimFunc_RapidSpin:
; Object moves upwards 4 pixels per frame until it disappears at y coord $d0
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
cp $d0
jr z, .done
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dec [hl]
dec [hl]
dec [hl]
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dec [hl]
ret
.done
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call DeinitBattleAnimation
ret
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BattleAnimFunc_BetaPursuit:
; Working but unused animation
; Object moves either down or up 4 pixels per frame, depending on Obj Param. Object disappears after 23 frames when going down, or at y coord $d8 when going up
; Obj Param: 0 moves downwards, 1 moves upwards
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
dw .three
.zero
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
and a
jr nz, .move_up
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call BattleAnim_IncAnonJumptableIndex
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], $ec
.one
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
cp $4
jr z, .three
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inc [hl]
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inc [hl]
inc [hl]
inc [hl]
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ret
.three
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call DeinitBattleAnimation
ret
.move_up
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call BattleAnim_IncAnonJumptableIndex
call BattleAnim_IncAnonJumptableIndex
.two
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
cp $d8
ret z
dec [hl]
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dec [hl]
dec [hl]
dec [hl]
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ret
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BattleAnimFunc_RainSandstorm:
; Object moves down 4 pixels at a time and right a variable distance
; Obj Param: Defines variation in the movement
; $0: 2 pixels horizontal movement
; $1: 8 pixels horizontal movement
; $2: 4 pixels horizontal movement
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call BattleAnim_AnonJumptable
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.anon_dw
dw .zero
dw .one
dw .two
dw .three
.zero
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
ld [hl], a
call BattleAnim_IncAnonJumptableIndex
ret
.one ; Obj Param 0
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
add $4
cp $70
jr c, .dont_reset_y_offset_one
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xor a
.dont_reset_y_offset_one
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ld [hl], a
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
inc [hl]
inc [hl]
ret
.two ; Obj Param 1
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
add $4
cp $70
jr c, .dont_reset_y_offset_two
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xor a
.dont_reset_y_offset_two
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ld [hl], a
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld a, [hl]
add $8
ld [hl], a
ret
.three ; Obj Param 2
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld a, [hl]
add $4
cp $70
jr c, .dont_reset_y_offset_three
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xor a
.dont_reset_y_offset_three
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ld [hl], a
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld a, [hl]
add $4
ld [hl], a
ret
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BattleAnimFunc_AnimObjB0: ; unused
; Used by object BATTLE_ANIM_OBJ_B0, with itself is not used in any animation
; Obj Param: Lower nybble is added to VAR1 while upper nybble is added to XCOORD
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld d, [hl]
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld e, [hl]
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
ld l, a
and $f0
ld h, a
swap a
or h
ld h, a
ld a, l
and $f
swap a
ld l, a
add hl, de
ld e, l
ld d, h
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
ld [hl], d
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], e
ret
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BattleAnimFunc_PsychUp:
; Object moves in a circle
; Obj Param: Defines starting position in the circle
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ld d, $18
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld a, [hl]
inc [hl]
call BattleAnim_StepCircle
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ret
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BattleAnimFunc_Cotton:
; Object moves in a circle slowly
; Obj Param: Defines starting position in the circle
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ld d, $18
ld hl, BATTLEANIMSTRUCT_VAR2
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add hl, bc
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ld a, [hl]
inc [hl]
srl a
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
add [hl]
call BattleAnim_StepCircle
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ret
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BattleAnimFunc_AncientPower:
; Object moves up and down in an arc for $20 frames and then disappears
; Obj Param: Defines range of arc motion
ld hl, BATTLEANIMSTRUCT_VAR1
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add hl, bc
ld a, [hl]
cp $20
jr nc, .done
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inc [hl]
ld hl, BATTLEANIMSTRUCT_PARAM
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add hl, bc
ld d, [hl]
call BattleAnim_Sine
xor $ff
inc a
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
ret
.done
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call DeinitBattleAnimation
ret
BattleAnim_StepCircle:
; Inches object in a circular movement where its height is 1/4 the width
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push af
push de
call BattleAnim_Sine
sra a
sra a
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ld hl, BATTLEANIMSTRUCT_YOFFSET
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add hl, bc
ld [hl], a
pop de
pop af
call BattleAnim_Cosine
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ld hl, BATTLEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ret
BattleAnim_StepToTarget:
; Inches object towards the opponent's side, moving half as much in the Y axis as it did in the X axis. Uses lower nybble of A
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and $f
ld e, a
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ld hl, BATTLEANIMSTRUCT_XCOORD
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add hl, bc
add [hl]
ld [hl], a
srl e
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ld hl, BATTLEANIMSTRUCT_YCOORD
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add hl, bc
.loop
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dec [hl]
dec e
jr nz, .loop
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ret
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BattleAnim_AnonJumptable:
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pop de
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
ld l, [hl]
ld h, $0
add hl, hl
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
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BattleAnim_IncAnonJumptableIndex:
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
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add hl, bc
inc [hl]
ret
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BattleAnim_Cosine:
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; a = d * cos(a * pi/32)
add %010000 ; cos(x) = sin(x + pi/2)
; fallthrough
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BattleAnim_Sine:
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; a = d * sin(a * pi/32)
calc_sine_wave BattleAnimSineWave
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BattleAnim_Sine_e:
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ld a, e
call BattleAnim_Sine
ld e, a
ret
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BattleAnim_Cosine_e:
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ld a, e
call BattleAnim_Cosine
ld e, a
ret
BattleAnim_AbsSinePrecise: ; unreferenced
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ld a, e
call BattleAnim_Sine
ld e, l
ld d, h
ret
BattleAnim_AbsCosinePrecise: ; unreferenced
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ld a, e
call BattleAnim_Cosine
ld e, l
ld d, h
ret
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BattleAnimSineWave:
sine_table 32