pokecrystal-board/engine/events/field_moves.asm

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DEF FIELDMOVE_GRASS EQU $80
DEF FIELDMOVE_TREE EQU $84
DEF FIELDMOVE_FLY EQU $84
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PlayWhirlpoolSound:
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call WaitSFX
ld de, SFX_SURF
call PlaySFX
call WaitSFX
ret
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BlindingFlash:
farcall FadeOutPalettesToWhite
ld hl, wStatusFlags
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set STATUSFLAGS_FLASH_F, [hl]
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farcall ReplaceTimeOfDayPals
farcall UpdateTimeOfDayPal
ld b, CGB_MAPPALS
call GetCGBLayout
farcall FadeInPalettesFromWhite
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ret
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ShakeHeadbuttTree:
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farcall ClearSpriteAnims
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ld de, CutGrassGFX
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ld hl, vTiles0 tile FIELDMOVE_GRASS
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lb bc, BANK(CutGrassGFX), 4
call Request2bpp
ld de, HeadbuttTreeGFX
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ld hl, vTiles0 tile FIELDMOVE_TREE
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lb bc, BANK(HeadbuttTreeGFX), 8
call Request2bpp
call Cut_Headbutt_GetPixelFacing
ld a, SPRITE_ANIM_INDEX_HEADBUTT
call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], FIELDMOVE_TREE
ld a, 36 * SPRITEOAMSTRUCT_LENGTH
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ld [wCurSpriteOAMAddr], a
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farcall DoNextFrameForAllSprites
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call HideHeadbuttTree
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ld a, 32
ld [wFrameCounter], a
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call WaitSFX
ld de, SFX_SANDSTORM
call PlaySFX
.loop
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ld hl, wFrameCounter
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ld a, [hl]
and a
jr z, .done
dec [hl]
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ld a, 36 * SPRITEOAMSTRUCT_LENGTH
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ld [wCurSpriteOAMAddr], a
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farcall DoNextFrameForAllSprites
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call DelayFrame
jr .loop
.done
call OverworldTextModeSwitch
call WaitBGMap
xor a
ldh [hBGMapMode], a
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farcall ClearSpriteAnims
ld hl, wShadowOAMSprite36
ld bc, wShadowOAMEnd - wShadowOAMSprite36
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xor a
call ByteFill
ld de, Font
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ld hl, vTiles1
lb bc, BANK(Font), 12
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call Get1bpp
call UpdatePlayerSprite
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ret
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HeadbuttTreeGFX:
INCBIN "gfx/overworld/headbutt_tree.2bpp"
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HideHeadbuttTree:
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xor a
ldh [hBGMapMode], a
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ld a, [wPlayerDirection]
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and %00001100
srl a
ld e, a
ld d, 0
ld hl, TreeRelativeLocationTable
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ld a, $05 ; grass block
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ld [hli], a
ld [hld], a
ld bc, SCREEN_WIDTH
add hl, bc
ld [hli], a
ld [hld], a
call WaitBGMap
xor a
ldh [hBGMapMode], a
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ret
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TreeRelativeLocationTable:
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dwcoord 8, 8 + 2 ; RIGHT
dwcoord 8, 8 - 2 ; LEFT
dwcoord 8 - 2, 8 ; DOWN
dwcoord 8 + 2, 8 ; UP
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OWCutAnimation:
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; Animation index in e
; 0: Split tree in half
; 1: Mow the lawn
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ld a, e
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and 1
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ld [wJumptableIndex], a
call .LoadCutGFX
call WaitSFX
ld de, SFX_PLACE_PUZZLE_PIECE_DOWN
call PlaySFX
.loop
ld a, [wJumptableIndex]
bit 7, a
jr nz, .finish
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ld a, 36 * SPRITEOAMSTRUCT_LENGTH
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ld [wCurSpriteOAMAddr], a
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callfar DoNextFrameForAllSprites
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call OWCutJumptable
call DelayFrame
jr .loop
.finish
ret
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.LoadCutGFX:
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callfar ClearSpriteAnims ; pointless to farcall
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ld de, CutGrassGFX
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ld hl, vTiles0 tile FIELDMOVE_GRASS
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lb bc, BANK(CutGrassGFX), 4
call Request2bpp
ld de, CutTreeGFX
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ld hl, vTiles0 tile FIELDMOVE_TREE
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lb bc, BANK(CutTreeGFX), 4
call Request2bpp
ret
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CutTreeGFX:
INCBIN "gfx/overworld/cut_tree.2bpp"
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CutGrassGFX:
INCBIN "gfx/overworld/cut_grass.2bpp"
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OWCutJumptable:
jumptable .dw, wJumptableIndex
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.dw
dw Cut_SpawnAnimateTree
dw Cut_SpawnAnimateLeaves
dw Cut_StartWaiting
dw Cut_WaitAnimSFX
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Cut_SpawnAnimateTree:
call Cut_Headbutt_GetPixelFacing
ld a, SPRITE_ANIM_INDEX_CUT_TREE ; cut tree
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], FIELDMOVE_TREE
ld a, 32
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ld [wFrameCounter], a
; Cut_StartWaiting
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ld hl, wJumptableIndex
inc [hl]
inc [hl]
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ret
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Cut_SpawnAnimateLeaves:
call Cut_GetLeafSpawnCoords
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xor a
call Cut_SpawnLeaf
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ld a, $10
call Cut_SpawnLeaf
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ld a, $20
call Cut_SpawnLeaf
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ld a, $30
call Cut_SpawnLeaf
ld a, 32 ; frames
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ld [wFrameCounter], a
; Cut_StartWaiting
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ld hl, wJumptableIndex
inc [hl]
ret
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Cut_StartWaiting:
ld a, 1
ldh [hBGMapMode], a
; Cut_WaitAnimSFX
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ld hl, wJumptableIndex
inc [hl]
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Cut_WaitAnimSFX:
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ld hl, wFrameCounter
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ld a, [hl]
and a
jr z, .finished
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dec [hl]
ret
.finished
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ld hl, wJumptableIndex
set 7, [hl]
ret
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Cut_SpawnLeaf:
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push de
push af
ld a, SPRITE_ANIM_INDEX_LEAF ; leaf
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], FIELDMOVE_GRASS
ld hl, SPRITEANIMSTRUCT_VAR3
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add hl, bc
ld [hl], $4
pop af
ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
ld [hl], a
pop de
ret
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Cut_GetLeafSpawnCoords:
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ld de, 0
ld a, [wPlayerMetatileX]
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bit 0, a
jr z, .left_side
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set 0, e
.left_side
ld a, [wPlayerMetatileY]
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bit 0, a
jr z, .top_side
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set 1, e
.top_side
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ld a, [wPlayerDirection]
and %00001100
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add e
ld e, a
ld hl, .Coords
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add hl, de
add hl, de
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ld e, [hl]
inc hl
ld d, [hl]
ret
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.Coords:
dbpixel 11, 12 ; facing down, top left
dbpixel 9, 12 ; facing down, top right
dbpixel 11, 14 ; facing down, bottom left
dbpixel 9, 14 ; facing down, bottom right
dbpixel 11, 8 ; facing up, top left
dbpixel 9, 8 ; facing up, top right
dbpixel 11, 10 ; facing up, bottom left
dbpixel 9, 10 ; facing up, bottom right
dbpixel 7, 12 ; facing left, top left
dbpixel 9, 12 ; facing left, top right
dbpixel 7, 10 ; facing left, bottom left
dbpixel 9, 10 ; facing left, bottom right
dbpixel 11, 12 ; facing right, top left
dbpixel 13, 12 ; facing right, top right
dbpixel 11, 10 ; facing right, bottom left
dbpixel 13, 10 ; facing right, bottom right
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Cut_Headbutt_GetPixelFacing:
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ld a, [wPlayerDirection]
and %00001100
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srl a
ld e, a
ld d, 0
ld hl, .Coords
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add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ret
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.Coords:
dbpixel 10, 13
dbpixel 10, 9
dbpixel 8, 11
dbpixel 12, 11
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FlyFromAnim:
call DelayFrame
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ld a, [wVramState]
push af
xor a
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ld [wVramState], a
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call FlyFunction_InitGFX
depixel 10, 10, 4, 0
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ld a, SPRITE_ANIM_INDEX_RED_WALK
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
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ld [hl], FIELDMOVE_FLY
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
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ld [hl], SPRITE_ANIM_SEQ_FLY_FROM
ld a, 128
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ld [wFrameCounter], a
.loop
ld a, [wJumptableIndex]
bit 7, a
jr nz, .exit
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ld a, 0 * SPRITEOAMSTRUCT_LENGTH
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ld [wCurSpriteOAMAddr], a
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callfar DoNextFrameForAllSprites
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call FlyFunction_FrameTimer
call DelayFrame
jr .loop
.exit
pop af
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ld [wVramState], a
ret
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FlyToAnim:
call DelayFrame
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ld a, [wVramState]
push af
xor a
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ld [wVramState], a
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call FlyFunction_InitGFX
depixel 31, 10, 4, 0
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ld a, SPRITE_ANIM_INDEX_RED_WALK
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
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ld [hl], FIELDMOVE_FLY
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
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ld [hl], SPRITE_ANIM_SEQ_FLY_TO
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
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ld [hl], 11 * 8
ld a, 64
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ld [wFrameCounter], a
.loop
ld a, [wJumptableIndex]
bit 7, a
jr nz, .exit
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ld a, 0 * SPRITEOAMSTRUCT_LENGTH
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ld [wCurSpriteOAMAddr], a
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callfar DoNextFrameForAllSprites
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call FlyFunction_FrameTimer
call DelayFrame
jr .loop
.exit
pop af
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ld [wVramState], a
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call .RestorePlayerSprite_DespawnLeaves
ret
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.RestorePlayerSprite_DespawnLeaves:
ld hl, wShadowOAMSprite00TileID
xor a
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ld c, 4
.OAMloop
ld [hli], a ; tile id
rept SPRITEOAMSTRUCT_LENGTH - 1
inc hl
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endr
inc a
dec c
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jr nz, .OAMloop
ld hl, wShadowOAMSprite04
ld bc, wShadowOAMEnd - wShadowOAMSprite04
xor a
call ByteFill
ret
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FlyFunction_InitGFX:
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callfar ClearSpriteAnims
ld de, CutGrassGFX
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ld hl, vTiles0 tile FIELDMOVE_GRASS
lb bc, BANK(CutGrassGFX), 4
call Request2bpp
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ld a, [wCurPartyMon]
ld hl, wPartySpecies
ld e, a
ld d, 0
add hl, de
ld a, [hl]
ld [wTempIconSpecies], a
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ld e, FIELDMOVE_FLY
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farcall FlyFunction_GetMonIcon
xor a
ld [wJumptableIndex], a
ret
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FlyFunction_FrameTimer:
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call .SpawnLeaf
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ld hl, wFrameCounter
ld a, [hl]
and a
jr z, .exit
dec [hl]
cp $40
ret c
and $7
ret nz
ld de, SFX_FLY
call PlaySFX
ret
.exit
ld hl, wJumptableIndex
set 7, [hl]
ret
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.SpawnLeaf:
ld hl, wFrameCounter2
ld a, [hl]
inc [hl]
and $7
ret nz
ld a, [hl]
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and (6 * 8) >> 1
sla a
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add 8 * 8 ; gives a number in [$40, $50, $60, $70]
ld d, a
ld e, 0
ld a, SPRITE_ANIM_INDEX_FLY_LEAF
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
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ld [hl], FIELDMOVE_GRASS
ret