pokecrystal-board/engine/battle_anims/anim_commands.asm

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; Battle animation command interpreter.
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PlayBattleAnim:
ldh a, [rSVBK]
push af
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ld a, BANK(wActiveAnimObjects)
ldh [rSVBK], a
call _PlayBattleAnim
pop af
ldh [rSVBK], a
ret
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_PlayBattleAnim:
ld c, 6
.wait
call BattleAnimDelayFrame
dec c
jr nz, .wait
call BattleAnimAssignPals
call BattleAnimRequestPals
call BattleAnimDelayFrame
ld c, 1
ldh a, [rKEY1]
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bit 7, a ; check CGB double speed mode
jr nz, .got_speed
ld c, 3
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.got_speed
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ld hl, hVBlank
ld a, [hl]
push af
ld [hl], c
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call BattleAnimRunScript
pop af
ldh [hVBlank], a
ld a, 1
ldh [hBGMapMode], a
call BattleAnimDelayFrame
call BattleAnimDelayFrame
call BattleAnimDelayFrame
call WaitSFX
ret
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BattleAnimRunScript:
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ld a, [wFXAnimID + 1]
and a
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jr nz, .hi_byte
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farcall CheckBattleScene
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jr c, .disabled
; This vc_hook reduces the move animation flashing in the Virtual Console for
; Fissure, Self-Destruct, Thunder, Flash, Explosion, Horn Drill, and Hyper Beam.
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vc_hook Reduce_move_anim_flashing
call BattleAnimClearHud
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call RunBattleAnimScript
call BattleAnimAssignPals
call BattleAnimRequestPals
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vc_hook Stop_reducing_move_anim_flashing
xor a
ldh [hSCX], a
ldh [hSCY], a
call BattleAnimDelayFrame
call BattleAnimRestoreHuds
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.disabled
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ld a, [wNumHits]
and a
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jr z, .done
ld l, a
ld h, 0
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ld de, ANIM_MISS
add hl, de
ld a, l
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ld [wFXAnimID], a
ld a, h
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ld [wFXAnimID + 1], a
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.hi_byte
call WaitSFX
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call PlayHitSound
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call RunBattleAnimScript
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.done
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call BattleAnim_RevertPals
ret
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RunBattleAnimScript:
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call ClearBattleAnims
.playframe
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call RunBattleAnimCommand
call _ExecuteBGEffects
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call BattleAnim_UpdateOAM_All
call PushLYOverrides
call BattleAnimRequestPals
; Speed up Rollout's animation.
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ld a, [wFXAnimID + 1]
or a
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jr nz, .not_rollout
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ld a, [wFXAnimID]
cp ROLLOUT
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jr nz, .not_rollout
ld a, ANIM_BG_ROLLOUT
ld b, NUM_BG_EFFECTS
ld de, BG_EFFECT_STRUCT_LENGTH
ld hl, wBGEffect1Function
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.find
cp [hl]
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jr z, .done
add hl, de
dec b
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jr nz, .find
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.not_rollout
call BattleAnimDelayFrame
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.done
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ld a, [wBattleAnimFlags]
bit BATTLEANIM_STOP_F, a
jr z, .playframe
call BattleAnim_ClearOAM
ret
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BattleAnimClearHud:
call BattleAnimDelayFrame
call WaitTop
call ClearActorHud
ld a, $1
ldh [hBGMapMode], a
call BattleAnimDelayFrame
call BattleAnimDelayFrame
call BattleAnimDelayFrame
call WaitTop
ret
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BattleAnimRestoreHuds:
call BattleAnimDelayFrame
call WaitTop
ldh a, [rSVBK]
push af
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ld a, BANK(wCurBattleMon) ; aka BANK(wTempMon), BANK(wPartyMon1), and several others
ldh [rSVBK], a
; this block should just be "call UpdateBattleHuds"
ld hl, UpdateBattleHuds
ld a, BANK(UpdatePlayerHUD)
rst FarCall
pop af
ldh [rSVBK], a
ld a, $1
ldh [hBGMapMode], a
call BattleAnimDelayFrame
call BattleAnimDelayFrame
call BattleAnimDelayFrame
call WaitTop
ret
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BattleAnimRequestPals:
ldh a, [hCGB]
and a
ret z
ldh a, [rBGP]
ld b, a
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ld a, [wBGP]
cp b
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call nz, BattleAnim_SetBGPals
ldh a, [rOBP0]
ld b, a
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ld a, [wOBP0]
cp b
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call nz, BattleAnim_SetOBPals
ret
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BattleAnimDelayFrame:
; Like DelayFrame but wastes battery life.
ld a, 1
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ld [wVBlankOccurred], a
.wait
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ld a, [wVBlankOccurred]
and a
jr nz, .wait
ret
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ClearActorHud:
ldh a, [hBattleTurn]
and a
jr z, .player
hlcoord 1, 0
lb bc, 4, 10
call ClearBox
ret
.player
hlcoord 9, 7
lb bc, 5, 11
call ClearBox
ret
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PlaceWindowOverBattleTextbox: ; unreferenced
xor a
ldh [hBGMapMode], a
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; bgcoord hBGMapAddress, 0, 20
ld a, LOW(vBGMap0 + 20 * BG_MAP_WIDTH)
ldh [hBGMapAddress], a
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ld a, HIGH(vBGMap0 + 20 * BG_MAP_WIDTH)
ldh [hBGMapAddress + 1], a
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call WaitBGMap2
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ld a, (SCREEN_HEIGHT - TEXTBOX_HEIGHT) * TILE_WIDTH
ldh [hWY], a
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; bgcoord hBGMapAddress, 0, 0
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xor a ; LOW(vBGMap0)
ldh [hBGMapAddress], a
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ld a, HIGH(vBGMap0)
ldh [hBGMapAddress + 1], a
call BattleAnimDelayFrame
ret
BattleAnim_ClearOAM:
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ld a, [wBattleAnimFlags]
bit BATTLEANIM_KEEPSPRITES_F, a
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jr z, .delete
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; Instead of deleting the sprites, make them all use PAL_BATTLE_OB_ENEMY
ld hl, wShadowOAMSprite00Attributes
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ld c, NUM_SPRITE_OAM_STRUCTS
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.loop
ld a, [hl]
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and ~(PALETTE_MASK | VRAM_BANK_1) ; zeros out the palette bits
assert PAL_BATTLE_OB_ENEMY == 0
ld [hli], a
rept SPRITEOAMSTRUCT_LENGTH - 1
inc hl
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endr
dec c
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jr nz, .loop
ret
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.delete
ld hl, wShadowOAM
ld c, wShadowOAMEnd - wShadowOAM
xor a
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.loop2
ld [hli], a
dec c
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jr nz, .loop2
ret
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RunBattleAnimCommand:
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call .CheckTimer
ret nc
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call .RunScript
ret
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.CheckTimer:
ld a, [wBattleAnimDelay]
and a
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jr z, .done
dec a
ld [wBattleAnimDelay], a
and a
ret
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.done
scf
ret
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.RunScript:
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.loop
call GetBattleAnimByte
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cp anim_ret_command
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jr nz, .not_done_with_anim
; Return from a subroutine.
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ld hl, wBattleAnimFlags
bit BATTLEANIM_IN_SUBROUTINE_F, [hl]
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jr nz, .do_anim
set BATTLEANIM_STOP_F, [hl]
ret
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.not_done_with_anim
cp anim_obj_command
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jr nc, .do_anim
ld [wBattleAnimDelay], a
ret
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.do_anim
call .DoCommand
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jr .loop
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.DoCommand:
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; Execute battle animation command in [wBattleAnimByte].
ld a, [wBattleAnimByte]
sub anim_obj_command
ld e, a
ld d, 0
ld hl, BattleAnimCommands
add hl, de
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add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
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BattleAnimCommands::
; entries correspond to anim_* constants (see macros/scripts/battle_anims.asm)
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table_width 2, BattleAnimCommands
dw BattleAnimCmd_Obj
dw BattleAnimCmd_1GFX
dw BattleAnimCmd_2GFX
dw BattleAnimCmd_3GFX
dw BattleAnimCmd_4GFX
dw BattleAnimCmd_5GFX
dw BattleAnimCmd_IncObj
dw BattleAnimCmd_SetObj
dw BattleAnimCmd_IncBGEffect
dw BattleAnimCmd_BattlerGFX_1Row
dw BattleAnimCmd_BattlerGFX_2Row
dw BattleAnimCmd_CheckPokeball
dw BattleAnimCmd_Transform
dw BattleAnimCmd_RaiseSub
dw BattleAnimCmd_DropSub
dw BattleAnimCmd_ResetObp0
dw BattleAnimCmd_Sound
dw BattleAnimCmd_Cry
dw BattleAnimCmd_MinimizeOpp
dw BattleAnimCmd_OAMOn
dw BattleAnimCmd_OAMOff
dw BattleAnimCmd_ClearObjs
dw BattleAnimCmd_BeatUp
dw BattleAnimCmd_E7
dw BattleAnimCmd_UpdateActorPic
dw BattleAnimCmd_Minimize
dw BattleAnimCmd_EA ; dummy
dw BattleAnimCmd_EB ; dummy
dw BattleAnimCmd_EC ; dummy
dw BattleAnimCmd_ED ; dummy
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dw BattleAnimCmd_IfParamAnd
dw BattleAnimCmd_JumpUntil
dw BattleAnimCmd_BGEffect
dw BattleAnimCmd_BGP
dw BattleAnimCmd_OBP0
dw BattleAnimCmd_OBP1
dw BattleAnimCmd_KeepSprites
dw BattleAnimCmd_F5
dw BattleAnimCmd_F6
dw BattleAnimCmd_F7
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dw BattleAnimCmd_IfParamEqual
dw BattleAnimCmd_SetVar
dw BattleAnimCmd_IncVar
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dw BattleAnimCmd_IfVarEqual
dw BattleAnimCmd_Jump
dw BattleAnimCmd_Loop
dw BattleAnimCmd_Call
dw BattleAnimCmd_Ret
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assert_table_length $100 - FIRST_BATTLE_ANIM_CMD
BattleAnimCmd_EA:
BattleAnimCmd_EB:
BattleAnimCmd_EC:
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BattleAnimCmd_ED:
ret
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BattleAnimCmd_Ret:
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ld hl, wBattleAnimFlags
res BATTLEANIM_IN_SUBROUTINE_F, [hl]
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ld hl, wBattleAnimParent
ld e, [hl]
inc hl
ld d, [hl]
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ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
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BattleAnimCmd_Call:
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
push de
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ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
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ld hl, wBattleAnimParent
ld [hl], e
inc hl
ld [hl], d
pop de
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ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
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ld hl, wBattleAnimFlags
set BATTLEANIM_IN_SUBROUTINE_F, [hl]
ret
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BattleAnimCmd_Jump:
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
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ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
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BattleAnimCmd_Loop:
call GetBattleAnimByte
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ld hl, wBattleAnimFlags
bit BATTLEANIM_IN_LOOP_F, [hl]
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jr nz, .continue_loop
and a
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jr z, .perpetual
dec a
set BATTLEANIM_IN_LOOP_F, [hl]
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ld [wBattleAnimLoops], a
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.continue_loop
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ld hl, wBattleAnimLoops
ld a, [hl]
and a
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jr z, .return_from_loop
dec [hl]
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.perpetual
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
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ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
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.return_from_loop
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ld hl, wBattleAnimFlags
res BATTLEANIM_IN_LOOP_F, [hl]
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ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
inc de
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inc de
ld [hl], d
dec hl
ld [hl], e
ret
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BattleAnimCmd_JumpUntil:
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ld hl, wBattleAnimParam
ld a, [hl]
and a
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jr z, .dont_jump
dec [hl]
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
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ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
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.dont_jump
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ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
inc de
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inc de
ld [hl], d
dec hl
ld [hl], e
ret
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BattleAnimCmd_SetVar:
call GetBattleAnimByte
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ld [wBattleAnimVar], a
ret
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BattleAnimCmd_IncVar:
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ld hl, wBattleAnimVar
inc [hl]
ret
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BattleAnimCmd_IfVarEqual:
call GetBattleAnimByte
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ld hl, wBattleAnimVar
cp [hl]
jr z, .jump
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ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
inc de
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inc de
ld [hl], d
dec hl
ld [hl], e
ret
.jump
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
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ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
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BattleAnimCmd_IfParamEqual:
call GetBattleAnimByte
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ld hl, wBattleAnimParam
cp [hl]
jr z, .jump
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ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
inc de
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inc de
ld [hl], d
dec hl
ld [hl], e
ret
.jump
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
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ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
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BattleAnimCmd_IfParamAnd:
call GetBattleAnimByte
ld e, a
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ld a, [wBattleAnimParam]
and e
jr nz, .jump
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ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
inc de
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inc de
ld [hl], d
dec hl
ld [hl], e
ret
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.jump
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
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ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
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BattleAnimCmd_Obj:
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; index, x, y, param
call GetBattleAnimByte
ld [wBattleObjectTempID], a
call GetBattleAnimByte
ld [wBattleObjectTempXCoord], a
call GetBattleAnimByte
ld [wBattleObjectTempYCoord], a
call GetBattleAnimByte
ld [wBattleObjectTempParam], a
call QueueBattleAnimation
ret
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BattleAnimCmd_BGEffect:
call GetBattleAnimByte
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ld [wBattleBGEffectTempID], a
call GetBattleAnimByte
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ld [wBattleBGEffectTempJumptableIndex], a
call GetBattleAnimByte
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ld [wBattleBGEffectTempTurn], a
call GetBattleAnimByte
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ld [wBattleBGEffectTempParam], a
call _QueueBGEffect
ret
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BattleAnimCmd_BGP:
call GetBattleAnimByte
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ld [wBGP], a
ret
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BattleAnimCmd_OBP0:
call GetBattleAnimByte
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ld [wOBP0], a
ret
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BattleAnimCmd_OBP1:
call GetBattleAnimByte
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ld [wOBP1], a
ret
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BattleAnimCmd_ResetObp0:
ldh a, [hSGB]
and a
ld a, $e0
jr z, .not_sgb
ld a, $f0
.not_sgb
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ld [wOBP0], a
ret
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BattleAnimCmd_ClearObjs:
; BUG: BattleAnimCmd only clears the first 6â…” objects (see docs/bugs_and_glitches.md)
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ld hl, wActiveAnimObjects
ld a, $a0
.loop
ld [hl], 0
inc hl
dec a
jr nz, .loop
ret
BattleAnimCmd_1GFX:
BattleAnimCmd_2GFX:
BattleAnimCmd_3GFX:
BattleAnimCmd_4GFX:
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BattleAnimCmd_5GFX:
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ld a, [wBattleAnimByte]
and $f
ld c, a
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ld hl, wBattleAnimTileDict
xor a
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ld [wBattleAnimGFXTempTileID], a
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.loop
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ld a, [wBattleAnimGFXTempTileID]
cp (vTiles1 - vTiles0) / LEN_2BPP_TILE - BATTLEANIM_BASE_TILE
vc_hook Reduce_move_anim_flashing_PRESENT
ret nc
call GetBattleAnimByte
ld [hli], a
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ld a, [wBattleAnimGFXTempTileID]
ld [hli], a
push bc
push hl
ld l, a
ld h, 0
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rept 4
add hl, hl
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endr
ld de, vTiles0 tile BATTLEANIM_BASE_TILE
add hl, de
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ld a, [wBattleAnimByte]
call LoadBattleAnimGFX
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ld a, [wBattleAnimGFXTempTileID]
add c
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ld [wBattleAnimGFXTempTileID], a
pop hl
pop bc
dec c
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jr nz, .loop
ret
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BattleAnimCmd_IncObj:
call GetBattleAnimByte
ld e, NUM_ANIM_OBJECTS
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ld bc, wActiveAnimObjects
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.loop
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld d, [hl]
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ld a, [wBattleAnimByte]
cp d
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jr z, .found
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ld hl, BATTLEANIMSTRUCT_LENGTH
add hl, bc
ld c, l
ld b, h
dec e
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jr nz, .loop
ret
2015-12-23 14:10:50 -08:00
2015-12-23 17:46:23 -08:00
.found
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ret
2018-06-24 07:09:41 -07:00
BattleAnimCmd_IncBGEffect:
call GetBattleAnimByte
ld e, NUM_BG_EFFECTS
ld bc, wBGEffect1Function
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.loop
ld hl, $0
add hl, bc
ld d, [hl]
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ld a, [wBattleAnimByte]
cp d
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jr z, .found
ld hl, 4
add hl, bc
ld c, l
ld b, h
dec e
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jr nz, .loop
ret
2015-12-23 17:46:23 -08:00
.found
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
inc [hl]
ret
2018-06-24 07:09:41 -07:00
BattleAnimCmd_SetObj:
call GetBattleAnimByte
ld e, NUM_ANIM_OBJECTS
2018-01-23 14:39:09 -08:00
ld bc, wActiveAnimObjects
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.loop
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld d, [hl]
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ld a, [wBattleAnimByte]
cp d
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jr z, .found
ld hl, BATTLEANIMSTRUCT_LENGTH
add hl, bc
ld c, l
ld b, h
dec e
2015-12-23 17:46:23 -08:00
jr nz, .loop
ret
2015-12-23 17:46:23 -08:00
.found
call GetBattleAnimByte
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld [hl], a
ret
BattleAnimCmd_BattlerGFX_1Row:
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ld hl, wBattleAnimTileDict
2015-12-23 17:46:23 -08:00
.loop
ld a, [hl]
and a
2015-12-23 17:46:23 -08:00
jr z, .okay
inc hl
2015-12-23 17:46:23 -08:00
inc hl
jr .loop
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.okay
ld a, ANIM_GFX_PLAYERHEAD
ld [hli], a
ld a, ($80 - 6 - 7) - BATTLEANIM_BASE_TILE
ld [hli], a
ld a, ANIM_GFX_ENEMYFEET
ld [hli], a
ld a, ($80 - 6) - BATTLEANIM_BASE_TILE
ld [hl], a
ld hl, vTiles0 tile ($80 - 6 - 7)
ld de, vTiles2 tile $06 ; Enemy feet start tile
ld a, 7 tiles ; Enemy pic height
2020-11-09 12:05:14 -08:00
ld [wBattleAnimGFXTempPicHeight], a
ld a, 7 ; Copy 7x1 tiles
call .LoadFeet
ld de, vTiles2 tile $31 ; Player head start tile
ld a, 6 tiles ; Player pic height
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ld [wBattleAnimGFXTempPicHeight], a
ld a, 6 ; Copy 6x1 tiles
call .LoadFeet
ret
.LoadFeet:
push af
push hl
push de
lb bc, BANK(@), 1
call Request2bpp
pop de
2020-11-09 12:05:14 -08:00
ld a, [wBattleAnimGFXTempPicHeight]
ld l, a
2015-12-23 17:46:23 -08:00
ld h, 0
add hl, de
ld e, l
ld d, h
pop hl
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ld bc, 1 tiles
add hl, bc
pop af
dec a
jr nz, .LoadFeet
ret
BattleAnimCmd_BattlerGFX_2Row:
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ld hl, wBattleAnimTileDict
2015-12-23 17:46:23 -08:00
.loop
ld a, [hl]
and a
2015-12-23 17:46:23 -08:00
jr z, .okay
inc hl
2015-12-23 17:46:23 -08:00
inc hl
jr .loop
2015-12-23 17:46:23 -08:00
.okay
ld a, ANIM_GFX_PLAYERHEAD
ld [hli], a
ld a, ($80 - 6 * 2 - 7 * 2) - BATTLEANIM_BASE_TILE
ld [hli], a
ld a, ANIM_GFX_ENEMYFEET
ld [hli], a
ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE
ld [hl], a
ld hl, vTiles0 tile ($80 - 6 * 2 - 7 * 2)
ld de, vTiles2 tile $05 ; Enemy feet start tile
ld a, 7 tiles ; Enemy pic height
2020-11-09 12:05:14 -08:00
ld [wBattleAnimGFXTempPicHeight], a
ld a, 7 ; Copy 7x2 tiles
2015-12-23 17:46:23 -08:00
call .LoadHead
ld de, vTiles2 tile $31 ; Player head start tile
ld a, 6 tiles ; Player pic height
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ld [wBattleAnimGFXTempPicHeight], a
ld a, 6 ; Copy 6x2 tiles
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call .LoadHead
ret
2018-06-24 07:09:41 -07:00
.LoadHead:
push af
push hl
push de
lb bc, BANK(@), 2
call Request2bpp
pop de
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ld a, [wBattleAnimGFXTempPicHeight]
ld l, a
2015-12-23 17:46:23 -08:00
ld h, 0
add hl, de
ld e, l
ld d, h
pop hl
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ld bc, 2 tiles
add hl, bc
pop af
dec a
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jr nz, .LoadHead
ret
2018-06-24 07:09:41 -07:00
BattleAnimCmd_CheckPokeball:
2017-12-24 09:47:30 -08:00
callfar GetPokeBallWobble
ld a, c
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ld [wBattleAnimVar], a
ret
2018-06-24 07:09:41 -07:00
BattleAnimCmd_E7:
ret
2018-06-24 07:09:41 -07:00
BattleAnimCmd_Transform:
ldh a, [rSVBK]
push af
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ld a, BANK(wCurPartySpecies)
ldh [rSVBK], a
ld a, [wCurPartySpecies]
push af
ldh a, [hBattleTurn]
and a
jr z, .player
ld a, [wTempBattleMonSpecies]
ld [wCurPartySpecies], a
ld hl, wBattleMonDVs
predef GetUnownLetter
2017-12-28 04:32:33 -08:00
ld de, vTiles0 tile $00
predef GetMonFrontpic
jr .done
.player
ld a, [wTempEnemyMonSpecies]
ld [wCurPartySpecies], a
ld hl, wEnemyMonDVs
predef GetUnownLetter
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ld de, vTiles0 tile $00
predef GetMonBackpic
.done
pop af
ld [wCurPartySpecies], a
pop af
ldh [rSVBK], a
ret
2018-06-24 07:09:41 -07:00
BattleAnimCmd_UpdateActorPic:
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ld de, vTiles0 tile $00
ldh a, [hBattleTurn]
and a
jr z, .player
2017-12-28 04:32:33 -08:00
ld hl, vTiles2 tile $00
ld b, 0
ld c, 7 * 7
call Request2bpp
ret
.player
2017-12-28 04:32:33 -08:00
ld hl, vTiles2 tile $31
ld b, 0
ld c, 6 * 6
call Request2bpp
ret
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BattleAnimCmd_RaiseSub:
ldh a, [rSVBK]
push af
ld a, 1 ; unnecessary bankswitch?
ldh [rSVBK], a
xor a ; BANK(sScratch)
call OpenSRAM
GetSubstitutePic: ; used only for BANK(GetSubstitutePic)
ld hl, sScratch
2016-03-27 09:47:28 -07:00
ld bc, (7 * 7) tiles
.loop
xor a
ld [hli], a
dec bc
ld a, c
or b
jr nz, .loop
ldh a, [hBattleTurn]
and a
jr z, .player
2015-12-23 17:46:23 -08:00
ld hl, MonsterSpriteGFX + 0 tiles
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ld de, sScratch + (2 * 7 + 5) tiles
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call .CopyTile
ld hl, MonsterSpriteGFX + 1 tiles
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ld de, sScratch + (3 * 7 + 5) tiles
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call .CopyTile
ld hl, MonsterSpriteGFX + 2 tiles
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ld de, sScratch + (2 * 7 + 6) tiles
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call .CopyTile
ld hl, MonsterSpriteGFX + 3 tiles
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ld de, sScratch + (3 * 7 + 6) tiles
2015-12-23 17:46:23 -08:00
call .CopyTile
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ld hl, vTiles2 tile $00
ld de, sScratch
lb bc, BANK(GetSubstitutePic), 7 * 7
call Request2bpp
jr .done
.player
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ld hl, MonsterSpriteGFX + 4 tiles
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ld de, sScratch + (2 * 6 + 4) tiles
2015-12-23 17:46:23 -08:00
call .CopyTile
ld hl, MonsterSpriteGFX + 5 tiles
2016-03-27 09:47:28 -07:00
ld de, sScratch + (3 * 6 + 4) tiles
2015-12-23 17:46:23 -08:00
call .CopyTile
ld hl, MonsterSpriteGFX + 6 tiles
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ld de, sScratch + (2 * 6 + 5) tiles
2015-12-23 17:46:23 -08:00
call .CopyTile
ld hl, MonsterSpriteGFX + 7 tiles
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ld de, sScratch + (3 * 6 + 5) tiles
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call .CopyTile
2017-12-28 04:32:33 -08:00
ld hl, vTiles2 tile $31
ld de, sScratch
lb bc, BANK(GetSubstitutePic), 6 * 6
call Request2bpp
.done
call CloseSRAM
pop af
ldh [rSVBK], a
ret
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.CopyTile:
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ld bc, 1 tiles
ld a, BANK(MonsterSpriteGFX)
call FarCopyBytes
ret
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BattleAnimCmd_MinimizeOpp:
ldh a, [rSVBK]
push af
ld a, 1 ; unnecessary bankswitch?
ldh [rSVBK], a
xor a ; BANK(sScratch)
call OpenSRAM
call GetMinimizePic
call Request2bpp
call CloseSRAM
pop af
ldh [rSVBK], a
ret
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GetMinimizePic:
ld hl, sScratch
ld bc, (7 * 7) tiles
.loop
xor a
ld [hli], a
dec bc
ld a, c
or b
jr nz, .loop
ldh a, [hBattleTurn]
and a
jr z, .player
ld de, sScratch + (3 * 7 + 5) tiles
call CopyMinimizePic
2017-12-28 04:32:33 -08:00
ld hl, vTiles2 tile $00
ld de, sScratch
2018-01-14 16:43:35 -08:00
lb bc, BANK(GetMinimizePic), 7 * 7
ret
.player
ld de, sScratch + (3 * 6 + 4) tiles
call CopyMinimizePic
2017-12-28 04:32:33 -08:00
ld hl, vTiles2 tile $31
ld de, sScratch
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lb bc, BANK(GetMinimizePic), 6 * 6
ret
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CopyMinimizePic:
ld hl, MinimizePic
ld bc, $10
ld a, BANK(MinimizePic)
call FarCopyBytes
ret
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MinimizePic:
INCBIN "gfx/battle/minimize.2bpp"
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BattleAnimCmd_Minimize:
ldh a, [rSVBK]
push af
ld a, 1 ; unnecessary bankswitch?
ldh [rSVBK], a
xor a ; BANK(sScratch)
call OpenSRAM
call GetMinimizePic
2017-12-28 04:32:33 -08:00
ld hl, vTiles0 tile $00
call Request2bpp
call CloseSRAM
pop af
ldh [rSVBK], a
ret
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BattleAnimCmd_DropSub:
ldh a, [rSVBK]
push af
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ld a, BANK(wCurPartySpecies)
ldh [rSVBK], a
ld a, [wCurPartySpecies]
push af
ldh a, [hBattleTurn]
and a
jr z, .player
2017-12-24 09:47:30 -08:00
callfar DropEnemySub
jr .done
.player
2017-12-24 09:47:30 -08:00
callfar DropPlayerSub
.done
pop af
ld [wCurPartySpecies], a
pop af
ldh [rSVBK], a
ret
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BattleAnimCmd_BeatUp:
ldh a, [rSVBK]
push af
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ld a, BANK(wCurPartySpecies)
ldh [rSVBK], a
ld a, [wCurPartySpecies]
push af
2015-12-23 17:46:23 -08:00
ld a, [wBattleAnimParam]
ld [wCurPartySpecies], a
ldh a, [hBattleTurn]
and a
jr z, .player
2018-01-23 14:39:09 -08:00
ld hl, wBattleMonDVs
predef GetUnownLetter
2017-12-28 04:32:33 -08:00
ld de, vTiles2 tile $00
predef GetMonFrontpic
jr .done
.player
2018-01-23 14:39:09 -08:00
ld hl, wEnemyMonDVs
predef GetUnownLetter
2017-12-28 04:32:33 -08:00
ld de, vTiles2 tile $31
predef GetMonBackpic
.done
pop af
ld [wCurPartySpecies], a
2015-12-28 07:57:04 -08:00
ld b, SCGB_BATTLE_COLORS
call GetSGBLayout
pop af
ldh [rSVBK], a
ret
2018-06-24 07:09:41 -07:00
BattleAnimCmd_OAMOn:
xor a
ldh [hOAMUpdate], a
ret
2018-06-24 07:09:41 -07:00
BattleAnimCmd_OAMOff:
ld a, $1
ldh [hOAMUpdate], a
ret
BattleAnimCmd_KeepSprites:
2018-01-23 14:39:09 -08:00
ld hl, wBattleAnimFlags
set BATTLEANIM_KEEPSPRITES_F, [hl]
ret
2018-06-24 07:09:41 -07:00
BattleAnimCmd_F5:
ret
2018-06-24 07:09:41 -07:00
BattleAnimCmd_F6:
ret
2018-06-24 07:09:41 -07:00
BattleAnimCmd_F7:
ret
2018-06-24 07:09:41 -07:00
BattleAnimCmd_Sound:
call GetBattleAnimByte
ld e, a
srl a
srl a
2015-12-23 14:10:50 -08:00
ld [wSFXDuration], a
call .GetCryTrack
2018-01-16 14:27:50 -08:00
maskbits NUM_NOISE_CHANS
ld [wCryTracks], a
ld e, a
ld d, 0
2015-12-23 14:10:50 -08:00
ld hl, .GetPanning
add hl, de
ld a, [hl]
2015-12-23 14:10:50 -08:00
ld [wStereoPanningMask], a
call GetBattleAnimByte
ld e, a
ld d, 0
2017-12-24 09:47:30 -08:00
callfar PlayStereoSFX
ret
2018-06-24 07:09:41 -07:00
.GetPanning:
db $f0, $0f, $f0, $0f
2018-06-24 07:09:41 -07:00
.GetCryTrack:
ldh a, [hBattleTurn]
and a
jr nz, .enemy
ld a, e
ret
.enemy
ld a, e
xor 1
ret
2018-06-24 07:09:41 -07:00
BattleAnimCmd_Cry:
call GetBattleAnimByte
2018-01-16 14:27:50 -08:00
maskbits NUM_NOISE_CHANS
ld e, a
ld d, 0
2015-12-23 11:00:29 -08:00
ld hl, .CryData
2015-07-20 19:18:18 -07:00
rept 4
add hl, de
2015-07-20 19:18:18 -07:00
endr
ldh a, [rSVBK]
push af
ld a, BANK(wEnemyMon) ; wBattleMon is in WRAM0, but wEnemyMon is in WRAMX
ldh [rSVBK], a
ldh a, [hBattleTurn]
and a
jr nz, .enemy
ld a, $f0
2018-01-23 14:39:09 -08:00
ld [wCryTracks], a
ld a, [wBattleMonSpecies]
2015-12-23 11:00:29 -08:00
jr .done_cry_tracks
.enemy
ld a, $0f
2018-01-23 14:39:09 -08:00
ld [wCryTracks], a
ld a, [wEnemyMonSpecies]
2015-12-23 11:00:29 -08:00
.done_cry_tracks
push hl
call LoadCry
pop hl
jr c, .done
ld a, [hli]
ld c, a
ld a, [hli]
ld b, a
push hl
2018-01-23 14:39:09 -08:00
ld hl, wCryPitch
ld a, [hli]
ld h, [hl]
ld l, a
add hl, bc
ld a, l
2018-01-23 14:39:09 -08:00
ld [wCryPitch], a
ld a, h
2018-01-23 14:39:09 -08:00
ld [wCryPitch + 1], a
pop hl
ld a, [hli]
ld c, a
ld b, [hl]
ld hl, wCryLength
ld a, [hli]
ld h, [hl]
ld l, a
add hl, bc
ld a, l
ld [wCryLength], a
ld a, h
2018-01-23 14:39:09 -08:00
ld [wCryLength + 1], a
ld a, 1
2015-12-23 14:10:50 -08:00
ld [wStereoPanningMask], a
callfar _PlayCry
.done
pop af
ldh [rSVBK], a
ret
2018-06-24 07:09:41 -07:00
.CryData:
; +pitch, +length
2015-12-23 11:00:29 -08:00
dw $0000, $00c0
dw $0000, $0040
dw $0000, $0000
dw $0000, $0000
2018-06-24 07:09:41 -07:00
PlayHitSound:
2015-12-23 11:00:29 -08:00
ld a, [wNumHits]
cp BATTLEANIM_ENEMY_DAMAGE
2015-11-09 13:41:09 -08:00
jr z, .okay
cp BATTLEANIM_PLAYER_DAMAGE
ret nz
2015-11-09 13:41:09 -08:00
.okay
2018-01-23 14:39:09 -08:00
ld a, [wTypeModifier]
and $7f
ret z
2018-03-09 13:09:03 -08:00
cp EFFECTIVE
ld de, SFX_DAMAGE
jr z, .play
ld de, SFX_SUPER_EFFECTIVE
jr nc, .play
ld de, SFX_NOT_VERY_EFFECTIVE
.play
call PlaySFX
ret
2018-06-24 07:09:41 -07:00
BattleAnimAssignPals:
ldh a, [hCGB]
and a
2015-11-09 13:41:09 -08:00
jr nz, .cgb
ldh a, [hSGB]
and a
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ld a, %11100000
jr z, .sgb
ld a, %11110000
2015-11-09 13:41:09 -08:00
.sgb
2015-12-23 11:00:29 -08:00
ld [wOBP0], a
2015-11-09 13:41:09 -08:00
ld a, %11100100
2015-12-23 11:00:29 -08:00
ld [wBGP], a
ld [wOBP1], a
ret
2015-11-09 13:41:09 -08:00
.cgb
ld a, %11100100
2015-12-23 11:00:29 -08:00
ld [wBGP], a
ld [wOBP0], a
ld [wOBP1], a
call DmgToCgbBGPals
2015-11-09 13:41:09 -08:00
lb de, %11100100, %11100100
call DmgToCgbObjPals
ret
ClearBattleAnims::
2015-11-09 13:41:09 -08:00
; Clear animation block
2018-01-23 14:39:09 -08:00
ld hl, wLYOverrides
ld bc, wBattleAnimEnd - wLYOverrides
2015-11-09 13:41:09 -08:00
.loop
ld [hl], 0
inc hl
dec bc
ld a, c
or b
2015-11-09 13:41:09 -08:00
jr nz, .loop
2018-01-23 14:39:09 -08:00
ld hl, wFXAnimID
ld e, [hl]
inc hl
ld d, [hl]
2014-01-05 04:28:55 -08:00
ld hl, BattleAnimations
add hl, de
2015-12-23 17:46:23 -08:00
add hl, de
2015-11-09 13:41:09 -08:00
call GetBattleAnimPointer
call BattleAnimAssignPals
call BattleAnimDelayFrame
ret
2018-06-24 07:09:41 -07:00
BattleAnim_RevertPals:
call WaitTop
2015-11-09 13:41:09 -08:00
ld a, %11100100
2015-12-23 11:00:29 -08:00
ld [wBGP], a
ld [wOBP0], a
ld [wOBP1], a
call DmgToCgbBGPals
2015-11-09 13:41:09 -08:00
lb de, %11100100, %11100100
call DmgToCgbObjPals
xor a
ldh [hSCX], a
ldh [hSCY], a
call BattleAnimDelayFrame
ld a, $1
ldh [hBGMapMode], a
ret
2018-06-24 07:09:41 -07:00
BattleAnim_SetBGPals:
ldh [rBGP], a
ldh a, [hCGB]
and a
ret z
ldh a, [rSVBK]
push af
ld a, BANK(wBGPals1)
ldh [rSVBK], a
2018-01-01 06:08:21 -08:00
ld hl, wBGPals2
ld de, wBGPals1
ldh a, [rBGP]
ld b, a
2017-12-10 17:50:08 -08:00
ld c, 7
call CopyPals
2018-01-01 06:08:21 -08:00
ld hl, wOBPals2
ld de, wOBPals1
ldh a, [rBGP]
ld b, a
2017-12-10 17:50:08 -08:00
ld c, 2
call CopyPals
pop af
ldh [rSVBK], a
2020-08-03 14:41:01 -07:00
ld a, TRUE
ldh [hCGBPalUpdate], a
ret
2018-06-24 07:09:41 -07:00
BattleAnim_SetOBPals:
ldh [rOBP0], a
ldh a, [hCGB]
and a
ret z
ldh a, [rSVBK]
push af
ld a, BANK(wOBPals1)
ldh [rSVBK], a
2018-01-01 06:08:21 -08:00
ld hl, wOBPals2 palette PAL_BATTLE_OB_GRAY
ld de, wOBPals1 palette PAL_BATTLE_OB_GRAY
ldh a, [rOBP0]
ld b, a
2017-12-10 17:50:08 -08:00
ld c, 2
call CopyPals
pop af
ldh [rSVBK], a
2020-08-03 14:41:01 -07:00
ld a, TRUE
ldh [hCGBPalUpdate], a
ret
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BattleAnim_UpdateOAM_All:
ld a, 0
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ld [wBattleAnimOAMPointerLo], a
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ld hl, wActiveAnimObjects
ld e, NUM_ANIM_OBJECTS
.loop
ld a, [hl]
and a
jr z, .next
ld c, l
ld b, h
push hl
push de
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call DoBattleAnimFrame
call BattleAnimOAMUpdate
pop de
pop hl
jr c, .done
.next
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ld bc, BATTLEANIMSTRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
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ld a, [wBattleAnimOAMPointerLo]
ld l, a
ld h, HIGH(wShadowOAM)
.loop2
ld a, l
cp LOW(wShadowOAMEnd)
jr nc, .done
xor a
ld [hli], a
jr .loop2
.done
ret