Use "battle_anims" and "sprite_anims" for clarity, not just "anims"

This commit is contained in:
Remy Oukaour
2017-12-26 18:45:04 -05:00
parent b5417fafec
commit 35a3a19fda
132 changed files with 1967 additions and 1969 deletions

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

314
engine/battle_anims/engine.asm Executable file
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QueueBattleAnimation: ; cc9a1 (33:49a1)
ld hl, ActiveAnimObjects
ld e, 10
.loop
ld a, [hl]
and a
jr z, .done
ld bc, BATTLEANIMSTRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
scf
ret
.done
ld c, l
ld b, h
ld hl, wNumActiveBattleAnims
inc [hl]
call InitBattleAnimation
ret
DeinitBattleAnimation: ; cc9bd
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld [hl], $0
ret
; cc9c4
InitBattleAnimation: ; cc9c4 (33:49c4)
ld a, [wBattleAnimTemp0]
ld e, a
ld d, 0
ld hl, BattleAnimObjects
rept 6
add hl, de
endr
ld e, l
ld d, h
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld a, [wNumActiveBattleAnims]
ld [hli], a ; Index
ld a, [de]
inc de
ld [hli], a ; 01
ld a, [de]
inc de
ld [hli], a ; 02
ld a, [de]
inc de
ld [hli], a ; Frameset ID
ld a, [de]
inc de
ld [hli], a ; Function
ld a, [de]
inc de
ld [hli], a ; 05
ld a, [de]
call GetBattleAnimTileOffset
ld [hli], a ; Tile ID
ld a, [wBattleAnimTemp1]
ld [hli], a ; X Coord
ld a, [wBattleAnimTemp2]
ld [hli], a ; Y Coord
xor a
ld [hli], a ; X Offset
ld [hli], a ; Y Offset
ld a, [wBattleAnimTemp3]
ld [hli], a ; 0b
xor a
ld [hli], a ; 0c
dec a
ld [hli], a ; 0d
xor a
ld [hli], a ; 0e
ld [hli], a ; 0f
ld [hl], a ; 10
ret
BattleAnimOAMUpdate: ; cca09
call InitBattleAnimBuffer
call GetBattleAnimFrame
cp -3
jp z, .done
cp -4
jp z, .delete
push af
ld hl, wBattleAnimTempOAMFlags
ld a, [wBattleAnimTemp7]
xor [hl]
and $e0
ld [hl], a
pop af
push bc
call GetBattleAnimOAMPointer
ld a, [wBattleAnimTempTileID]
add [hl]
ld [wBattleAnimTempTileID], a
inc hl
ld a, [hli]
ld c, a
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [wBattleAnimOAMPointerLo]
ld e, a
ld d, HIGH(Sprites)
.loop
ld a, [wBattleAnimTempYCoord]
ld b, a
ld a, [wBattleAnimTempYOffset]
add b
ld b, a
push hl
ld a, [hl]
ld hl, wBattleAnimTempOAMFlags
bit 6, [hl]
jr z, .no_yflip
add $8
xor $ff
inc a
.no_yflip
pop hl
add b
ld [de], a
inc hl
inc de
ld a, [wBattleAnimTempXCoord]
ld b, a
ld a, [wBattleAnimTempXOffset]
add b
ld b, a
push hl
ld a, [hl]
ld hl, wBattleAnimTempOAMFlags
bit 5, [hl]
jr z, .no_xflip
add $8
xor $ff
inc a
.no_xflip
pop hl
add b
ld [de], a
inc hl
inc de
ld a, [wBattleAnimTempTileID]
add $31
add [hl]
ld [de], a
inc hl
inc de
ld a, [wBattleAnimTempOAMFlags]
ld b, a
ld a, [hl]
xor b
and $e0
ld b, a
ld a, [hl]
and $10
or b
ld b, a
ld a, [wBattleAnimTempPalette]
and $f
or b
ld [de], a
inc hl
inc de
ld a, e
ld [wBattleAnimOAMPointerLo], a
cp $a0
jr nc, .exit_set_carry
dec c
jr nz, .loop
pop bc
jr .done
.delete
call DeinitBattleAnimation
.done
and a
ret
.exit_set_carry
pop bc
scf
ret
; ccaaa
InitBattleAnimBuffer: ; ccaaa
ld hl, BATTLEANIMSTRUCT_01
add hl, bc
ld a, [hl]
and %10000000
ld [wBattleAnimTempOAMFlags], a
xor a
ld [wBattleAnimTemp7], a
ld hl, BATTLEANIMSTRUCT_PALETTE
add hl, bc
ld a, [hl]
ld [wBattleAnimTempPalette], a
ld hl, BATTLEANIMSTRUCT_02
add hl, bc
ld a, [hl]
ld [wBattleAnimTemp1], a
ld hl, BATTLEANIMSTRUCT_TILEID
add hl, bc
ld a, [hli]
ld [wBattleAnimTempTileID], a
ld a, [hli]
ld [wBattleAnimTempXCoord], a
ld a, [hli]
ld [wBattleAnimTempYCoord], a
ld a, [hli]
ld [wBattleAnimTempXOffset], a
ld a, [hli]
ld [wBattleAnimTempYOffset], a
ld a, [hBattleTurn]
and a
ret z
ld hl, BATTLEANIMSTRUCT_01
add hl, bc
ld a, [hl]
ld [wBattleAnimTempOAMFlags], a
bit 0, [hl]
ret z
ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hli]
ld d, a
ld a, (-10 * 8) + 4
sub d
ld [wBattleAnimTempXCoord], a
ld a, [hli]
ld d, a
ld a, [wBattleAnimTemp1]
cp $ff
jr nz, .check_kinesis_softboiled_milkdrink
ld a, 5 * 8
add d
jr .done
.check_kinesis_softboiled_milkdrink
sub d
push af
ld a, [FXAnimID + 1]
or a
jr nz, .no_sub
ld a, [FXAnimID]
cp KINESIS
jr z, .kinesis
cp SOFTBOILED
jr z, .softboiled
cp MILK_DRINK
jr nz, .no_sub
.kinesis
.softboiled
.milk_drink
pop af
sub 1 * 8
jr .done
.no_sub
pop af
.done
ld [wBattleAnimTempYCoord], a
ld a, [hli]
xor $ff
inc a
ld [wBattleAnimTempXOffset], a
ret
; ccb31
GetBattleAnimTileOffset: ; ccb31 (33:4b31)
push hl
push bc
ld hl, wBattleAnimTileDict
ld b, a
ld c, 10 / 2
.loop
ld a, [hli]
cp b
jr z, .load
inc hl
dec c
jr nz, .loop
xor a
jr .done
.load
ld a, [hl]
.done
pop bc
pop hl
ret
_ExecuteBGEffects: ; ccb48
callfar ExecuteBGEffects
ret
; ccb4f
_QueueBGEffect: ; ccb4f (33:4b4f)
callfar QueueBGEffect
ret
; ccb56 (33:4b56)

4157
engine/battle_anims/functions.asm Executable file

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GetPokeBallWobble: ; f971 (3:7971)
; Returns whether a Poke Ball will wobble in the catch animation.
; Whether a Pokemon is caught is determined beforehand.
push de
ld a, [rSVBK]
ld d, a
push de
ld a, 1 ; BANK(Buffer2)
ld [rSVBK], a
ld a, [Buffer2]
inc a
ld [Buffer2], a
; Wobble up to 3 times.
cp 3 + 1
jr z, .finished
ld a, [wWildMon]
and a
ld c, 0 ; next
jr nz, .done
ld hl, .WobbleProbabilities
ld a, [Buffer1]
ld b, a
.loop
ld a, [hli]
cp b
jr nc, .checkwobble
inc hl
jr .loop
.checkwobble
ld b, [hl]
call Random
cp b
ld c, 0 ; next
jr c, .done
ld c, 2 ; escaped
jr .done
.finished
ld a, [wWildMon]
and a
ld c, 1 ; caught
jr nz, .done
ld c, 2 ; escaped
.done
pop de
ld e, a
ld a, d
ld [rSVBK], a
ld a, e
pop de
ret
.WobbleProbabilities: ; f9ba
; catch rate, chance of wobbling / 255
; nLeft/255 = (nRight/255) ** 4
db 1, 63
db 2, 75
db 3, 84
db 4, 90
db 5, 95
db 7, 103
db 10, 113
db 15, 126
db 20, 134
db 30, 149
db 40, 160
db 50, 169
db 60, 177
db 80, 191
db 100, 201
db 120, 211
db 140, 220
db 160, 227
db 180, 234
db 200, 240
db 220, 246
db 240, 251
db 254, 253
db 255, 255

130
engine/battle_anims/helpers.asm Executable file
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ReinitBattleAnimFrameset: ; ce7bf (33:67bf)
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], 0
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
ld [hl], -1
ret
GetBattleAnimFrame: ; ce7d1
.loop
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld a, [hl]
and a
jr z, .next_frame
dec [hl]
call .GetPointer
ld a, [hli]
push af
jr .okay
.next_frame
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
inc [hl]
call .GetPointer
ld a, [hli]
cp -2
jr z, .restart
cp -1
jr z, .repeat_last
push af
ld a, [hl]
push hl
and $3f
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
pop hl
.okay
ld a, [hl]
and $c0
srl a
ld [wBattleAnimTemp7], a
pop af
ret
.repeat_last
xor a
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
dec [hl]
dec [hl]
jr .loop
.restart
xor a
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
dec a
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
ld [hl], a
jr .loop
; ce823
.GetPointer: ; ce823
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld e, [hl]
ld d, 0
ld hl, BattleAnimFrameData
add hl, de
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
ld l, [hl]
ld h, $0
add hl, hl
add hl, de
ret
; ce83c
GetBattleAnimOAMPointer: ; ce83c
ld l, a
ld h, 0
ld de, BattleAnimOAMData
add hl, hl
add hl, hl
add hl, de
ret
; ce846
LoadBattleAnimObj: ; ce846 (33:6846)
push hl
ld l, a
ld h, 0
add hl, hl
add hl, hl
ld de, AnimObjGFX
add hl, de
ld c, [hl]
inc hl
ld b, [hl]
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
pop de
push bc
call DecompressRequest2bpp
pop bc
ret
; ce85e (33:685e)