pokecrystal-board/engine/events/celebi.asm

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SPECIALCELEBIEVENT_CELEBI EQU $84
UnusedForestTreeFrames:
INCBIN "gfx/tilesets/forest-tree/unused.2bpp"
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CelebiShrineEvent:
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call DelayFrame
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ld a, [wVramState]
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push af
xor a
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ld [wVramState], a
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call LoadCelebiGFX
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depixel 0, 10, 7, 0
ld a, SPRITE_ANIM_INDEX_CELEBI
call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], SPECIALCELEBIEVENT_CELEBI
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ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
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add hl, bc
ld [hl], SPRITE_ANIM_SEQ_CELEBI
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ld hl, SPRITEANIMSTRUCT_0F
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add hl, bc
ld a, $80
ld [hl], a
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ld a, 160 ; frame count
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ld [wFrameCounter], a
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ld d, $0
.loop
ld a, [wJumptableIndex]
bit 7, a
jr nz, .done
push bc
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call GetCelebiSpriteTile
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inc d
push de
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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 CelebiEvent_CountDown
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ld c, 2
call DelayFrames
pop de
pop bc
jr .loop
.done
pop af
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ld [wVramState], a
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call .RestorePlayerSprite_DespawnLeaves
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call CelebiEvent_SetBattleType
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ret
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.RestorePlayerSprite_DespawnLeaves:
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ld hl, wVirtualOAMSprite00TileID
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xor a
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ld c, 4
.OAMloop:
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ld [hli], a ; tile id
rept SPRITEOAMSTRUCT_LENGTH - 1
inc hl
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endr
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inc a
dec c
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jr nz, .OAMloop
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ld hl, wVirtualOAMSprite04
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ld bc, wVirtualOAMEnd - wVirtualOAMSprite04
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xor a
call ByteFill
ret
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LoadCelebiGFX:
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farcall ClearSpriteAnims
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ld de, SpecialCelebiLeafGFX
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ld hl, vTiles1
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lb bc, BANK(SpecialCelebiLeafGFX), 4
call Request2bpp
ld de, SpecialCelebiGFX
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ld hl, vTiles0 tile SPECIALCELEBIEVENT_CELEBI
lb bc, BANK(SpecialCelebiGFX), 4 * 4
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call Request2bpp
xor a
ld [wJumptableIndex], a
ret
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CelebiEvent_CountDown:
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ld hl, wFrameCounter
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ld a, [hl]
and a
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jr z, .done
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dec [hl]
ret
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.done
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ld hl, wJumptableIndex
set 7, [hl]
ret
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CelebiEvent_SpawnLeaf:
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; unused
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ld hl, wcf65
ld a, [hl]
inc [hl]
and $7
ret nz
ld a, [hl]
and $18
sla a
add $40
ld d, a
ld e, $0
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ld a, SPRITE_ANIM_INDEX_FLY_LEAF ; fly land
call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
ld [hl], $80
ret
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SpecialCelebiLeafGFX:
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INCBIN "gfx/overworld/cut_grass.2bpp"
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SpecialCelebiGFX:
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INCBIN "gfx/overworld/celebi.2bpp"
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UpdateCelebiPosition:
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ld hl, SPRITEANIMSTRUCT_XOFFSET
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add hl, bc
ld a, [hl]
push af
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ld hl, SPRITEANIMSTRUCT_YCOORD
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add hl, bc
ld a, [hl]
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cp 8 * 10 + 2
jp nc, .FreezeCelebiPosition
ld hl, SPRITEANIMSTRUCT_YCOORD
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add hl, bc
inc [hl]
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ld hl, SPRITEANIMSTRUCT_0F
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add hl, bc
ld a, [hl]
ld d, a
cp $3a
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jr c, .skip
jr z, .skip
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sub $3
ld [hl], a
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.skip
ld hl, SPRITEANIMSTRUCT_0E
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add hl, bc
ld a, [hl]
inc [hl]
call CelebiEvent_Cosine
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ld hl, SPRITEANIMSTRUCT_XOFFSET
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add hl, bc
ld [hl], a
ld d, a
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ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
add [hl]
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cp 8 * 11 + 4
jr nc, .ShiftY
cp 8 * 8 + 4
jr nc, .ReinitSpriteAnimFrame
.ShiftY:
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pop af
push af
cp d
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jr nc, .moving_left
ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
add [hl]
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cp 8 * 10
jr c, .float_up
jr .float_down
.moving_left
ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
add [hl]
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cp 8 * 10
jr nc, .float_up
.float_down
ld hl, SPRITEANIMSTRUCT_YCOORD
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add hl, bc
ld a, [hl]
sub $2
ld [hl], a
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jr .ReinitSpriteAnimFrame
.float_up
ld hl, SPRITEANIMSTRUCT_YCOORD
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add hl, bc
ld a, [hl]
add $1
ld [hl], a
.ReinitSpriteAnimFrame:
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pop af
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ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
add [hl]
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cp 8 * 10
jr c, .left
cp -(8 * 3 + 2)
jr nc, .left
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
ld a, SPRITE_ANIM_FRAMESET_CELEBI_RIGHT
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call ReinitSpriteAnimFrame
jr .done
.left
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
ld a, SPRITE_ANIM_FRAMESET_CELEBI_LEFT
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call ReinitSpriteAnimFrame
.done
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ret
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.FreezeCelebiPosition:
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pop af
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
ld a, SPRITE_ANIM_FRAMESET_CELEBI_LEFT
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call ReinitSpriteAnimFrame
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ret
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CelebiEvent_Cosine:
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; a = d * cos(a * pi/32)
add %010000 ; cos(x) = sin(x + pi/2)
calc_sine_wave
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GetCelebiSpriteTile:
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push hl
push bc
push de
ld a, d
ld d, $3
ld e, d
cp $0
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jr z, .Frame1
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cp d
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jr z, .Frame2
call .AddE
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cp d
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jr z, .Frame3
call .AddE
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cp d
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jr z, .Frame4
call .AddE
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cp d
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jr c, .done
jr .restart
.Frame1:
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ld a, SPECIALCELEBIEVENT_CELEBI
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jr .load_tile
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.Frame2:
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ld a, SPECIALCELEBIEVENT_CELEBI + 4
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jr .load_tile
.Frame3:
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ld a, SPECIALCELEBIEVENT_CELEBI + 8
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jr .load_tile
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.Frame4:
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ld a, SPECIALCELEBIEVENT_CELEBI + 12
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.load_tile
ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
ld [hl], a
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jr .done
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.restart
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pop de
ld d, $ff
push de
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.done
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pop de
pop bc
pop hl
ret
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.AddE:
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push af
ld a, d
add e
ld d, a
pop af
ret
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CelebiEvent_SetBattleType:
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ld a, BATTLETYPE_CELEBI
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ld [wBattleType], a
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ret
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CheckCaughtCelebi:
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ld a, [wBattleResult]
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bit BATTLERESULT_CAUGHT_CELEBI, a
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jr z, .false
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ld a, TRUE
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ld [wScriptVar], a
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jr .done
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.false
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xor a ; FALSE
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ld [wScriptVar], a
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.done
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ret