pokecrystal-board/engine/events/heal_machine_anim.asm

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; HealMachineAnim.Jumptable indexes
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const_def
const HEALMACHINESTATE_LOADGFX
const HEALMACHINESTATE_PCLOADBALLS
const HEALMACHINESTATE_HOFLOADBALLS
const HEALMACHINESTATE_PLAYMUSIC
const HEALMACHINESTATE_HOFPLAYSFX
const HEALMACHINESTATE_FINISH
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HealMachineAnim:
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; If you have no Pokemon, don't change the buffer. This can lead to some glitchy effects if you have no Pokemon.
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ld a, [wPartyCount]
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and a
ret z
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; The location of the healing machine relative to the player is stored in hScriptVar.
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; 0: Up and left (Pokemon Center)
; 1: Left (Elm's Lab)
; 2: Up (Hall of Fame)
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ldh a, [hScriptVar]
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ld [wHealMachineAnimType], a
ldh a, [rOBP1]
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ld [wHealMachineTempOBP1], a
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call .DoJumptableFunctions
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ld a, [wHealMachineTempOBP1]
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call DmgToCgbObjPal1
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ret
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.DoJumptableFunctions:
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xor a
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ld [wHealMachineAnimState], a
.jumptable_loop
ld a, [wHealMachineAnimType]
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ld e, a
ld d, 0
ld hl, .Pointers
add hl, de
add hl, de
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ld a, [hli]
ld h, [hl]
ld l, a
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ld a, [wHealMachineAnimState]
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ld e, a
inc a
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ld [wHealMachineAnimState], a
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add hl, de
ld a, [hl]
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cp HEALMACHINESTATE_FINISH
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jr z, .finish
ld hl, .Jumptable
rst JumpTable
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jr .jumptable_loop
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.finish
ret
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.Pointers:
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; entries correspond to HEALMACHINE_* constants
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dw .Pokecenter
dw .ElmsLab
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dw .HallOfFame
MACRO healmachineanimseq
rept _NARG
db HEALMACHINESTATE_\1
shift
endr
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ENDM
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.Pokecenter:
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healmachineanimseq LOADGFX, PCLOADBALLS, PLAYMUSIC, FINISH
.ElmsLab:
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healmachineanimseq LOADGFX, PCLOADBALLS, PLAYMUSIC, FINISH
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.HallOfFame:
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healmachineanimseq LOADGFX, HOFLOADBALLS, HOFPLAYSFX, FINISH
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.Jumptable:
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; entries correspond to HEALMACHINESTATE_* constants
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dw .LoadGFX
dw .PC_LoadBallsOntoMachine
dw .HOF_LoadBallsOntoMachine
dw .PlayHealMusic
dw .HOF_PlaySFX
dw .dummy_5 ; never encountered
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.LoadGFX:
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call .LoadPalettes
ld de, .HealMachineGFX
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ld hl, vTiles0 tile $7c
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lb bc, BANK(.HealMachineGFX), 2
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call Request2bpp
ret
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.PC_LoadBallsOntoMachine:
ld hl, wShadowOAMSprite32
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ld de, .PC_ElmsLab_OAM
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call .PlaceHealingMachineTile
call .PlaceHealingMachineTile
jr .LoadBallsOntoMachine
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.HOF_LoadBallsOntoMachine:
ld hl, wShadowOAMSprite32
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ld de, .HOF_OAM
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.LoadBallsOntoMachine:
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ld a, [wPartyCount]
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ld b, a
.party_loop
call .PlaceHealingMachineTile
push de
ld de, SFX_SECOND_PART_OF_ITEMFINDER
call PlaySFX
pop de
ld c, 30
call DelayFrames
dec b
jr nz, .party_loop
ret
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.PlayHealMusic:
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ld de, MUSIC_HEAL
call PlayMusic
jp .FlashPalettes8Times
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.HOF_PlaySFX:
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ld de, SFX_GAME_FREAK_LOGO_GS
call PlaySFX
call .FlashPalettes8Times
call WaitSFX
ld de, SFX_BOOT_PC
call PlaySFX
ret
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.dummy_5
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ret
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.PC_ElmsLab_OAM:
dbsprite 4, 4, 2, 0, $7c, PAL_OW_TREE | OBP_NUM
dbsprite 4, 4, 6, 0, $7c, PAL_OW_TREE | OBP_NUM
dbsprite 4, 4, 0, 6, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 5, 4, 0, 6, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP
dbsprite 4, 5, 0, 3, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 5, 5, 0, 3, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP
dbsprite 4, 6, 0, 0, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 5, 6, 0, 0, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP
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.HealMachineGFX:
INCBIN "gfx/overworld/heal_machine.2bpp"
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.HOF_OAM:
dbsprite 10, 7, 1, 4, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 10, 7, 6, 4, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 9, 7, 5, 3, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 11, 7, 2, 3, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 9, 7, 1, 1, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 11, 7, 5, 1, $7d, PAL_OW_TREE | OBP_NUM
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.LoadPalettes:
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ld hl, .palettes
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ld de, wOBPals2 palette PAL_OW_TREE
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ld bc, 1 palettes
ld a, BANK(wOBPals2)
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call FarCopyWRAM
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ld a, TRUE
ldh [hCGBPalUpdate], a
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ret
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.palettes
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INCLUDE "gfx/overworld/heal_machine.pal"
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.FlashPalettes8Times:
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ld c, 8
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.palette_loop
push bc
call .FlashPalettes
ld c, 10
call DelayFrames
pop bc
dec c
jr nz, .palette_loop
ret
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.FlashPalettes:
ldh a, [rSVBK]
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push af
ld a, BANK(wOBPals2)
ldh [rSVBK], a
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ld hl, wOBPals2 palette PAL_OW_TREE
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ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
push de
ld c, $3
.palette_loop_2
ld a, [hli]
ld e, a
ld a, [hld]
ld d, a
dec hl
ld a, d
ld [hld], a
ld a, e
ld [hli], a
inc hl
inc hl
inc hl
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dec c
jr nz, .palette_loop_2
pop de
dec hl
ld a, d
ld [hld], a
ld a, e
ld [hl], a
pop af
ldh [rSVBK], a
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ld a, TRUE
ldh [hCGBPalUpdate], a
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ret
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.PlaceHealingMachineTile:
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push bc
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ld a, [wHealMachineAnimType]
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bcpixel 2, 4
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cp HEALMACHINE_ELMS_LAB
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jr z, .okay
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bcpixel 0, 0
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.okay
ld a, [de]
add c
inc de
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ld [hli], a ; y
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ld a, [de]
add b
inc de
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ld [hli], a ; x
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ld a, [de]
inc de
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ld [hli], a ; tile id
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ld a, [de]
inc de
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ld [hli], a ; attributes
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pop bc
ret