pokecrystal-board/event/celebi.asm

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Special_CelebiShrineEvent: ; 4989a
call DelayFrame
ld a, [VramState]
push af
xor a
ld [VramState], a
call LoadCelebiGFX
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depixel 0, 10, 7, 0
ld a, SPRITE_ANIM_INDEX_CELEBI
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call _InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
ld [hl], $84
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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 [wcf64], a
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
ld a, $90
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ld [wCurrSpriteOAMAddr], 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
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.done
pop af
ld [VramState], a
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call .RefreshPlayerSprite_ClearAllOthers
call CelebiEvent_SetBattleType
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ret
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; 498f9
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.RefreshPlayerSprite_ClearAllOthers: ; 498f9
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ld hl, Sprites + 2
xor a
ld c, $4
.OAMloop:
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ld [hli], a
inc hl
inc hl
inc hl
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inc a
dec c
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jr nz, .OAMloop
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ld hl, Sprites + 4 * 4
ld bc, 36 * 4
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xor a
call ByteFill
ret
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; 49912
LoadCelebiGFX: ; 49912
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farcall ClearSpriteAnims
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ld de, SpecialCelebiLeafGFX
ld hl, VTiles1
lb bc, BANK(SpecialCelebiLeafGFX), 4
call Request2bpp
ld de, SpecialCelebiGFX
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ld hl, VTiles0 tile $84
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lb bc, BANK(SpecialCelebiGFX), $10
call Request2bpp
xor a
ld [wJumptableIndex], a
ret
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; 49935
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CelebiEvent_CountDown: ; 49935
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ld hl, wcf64
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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; 49944
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CelebiEvent_SpawnLeaf: ; 49944
; 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
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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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; 49962
SpecialCelebiLeafGFX: ; 49962
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INCBIN "gfx/overworld/cut_grass.2bpp"
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SpecialCelebiGFX: ; 499a2
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INCBIN "gfx/overworld/celebi/1.2bpp"
INCBIN "gfx/overworld/celebi/2.2bpp"
INCBIN "gfx/overworld/celebi/3.2bpp"
INCBIN "gfx/overworld/celebi/4.2bpp"
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UpdateCelebiPosition: ; 49aa2 (12:5aa2)
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: ; 49b30 (12:5b30)
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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: ; 49b3b (12:5b3b)
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add $10
and $3f
cp $20
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jr nc, .negative
call .SineFunction
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ld a, h
ret
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.negative
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and $1f
call .SineFunction
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ld a, h
xor $ff
inc a
ret
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.SineFunction: ; 49b52 (12:5b52)
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ld e, a
ld a, d
ld d, $0
ld hl, .sinewave
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add hl, de
add hl, de
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ld e, [hl]
inc hl
ld d, [hl]
ld hl, 0
.multiply
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srl a
jr nc, .even
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add hl, de
.even
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sla e
rl d
and a
jr nz, .multiply
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ret
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; 49b6e (12:5b6e)
.sinewave ; 49b6e
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sine_wave $100
; 49bae
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GetCelebiSpriteTile: ; 49bae
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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
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.Frame1:
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ld a, $84
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jr .load_tile
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.Frame2:
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ld a, $88
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jr .load_tile
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.Frame3:
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ld a, $8c
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jr .load_tile
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.Frame4:
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ld a, $90
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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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; 49bed
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.AddE: ; 49bed
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push af
ld a, d
add e
ld d, a
pop af
ret
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; 49bf3
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CelebiEvent_SetBattleType: ; 49bf3
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ld a, BATTLETYPE_CELEBI
ld [BattleType], a
ret
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; 49bf9
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CheckCaughtCelebi: ; 49bf9
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ld a, [wBattleResult]
bit 6, a
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jr z, .false
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ld a, $1
ld [ScriptVar], a
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jr .done
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.false
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xor a
ld [ScriptVar], a
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.done
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ret
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; 49c0c