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Use "battle_anims" and "sprite_anims" for clarity, not just "anims"
This commit is contained in:
130
engine/battle_anims/helpers.asm
Executable file
130
engine/battle_anims/helpers.asm
Executable file
@@ -0,0 +1,130 @@
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ReinitBattleAnimFrameset: ; ce7bf (33:67bf)
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ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld [hl], a
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ld hl, BATTLEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], 0
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ld hl, BATTLEANIMSTRUCT_FRAME
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add hl, bc
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ld [hl], -1
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ret
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GetBattleAnimFrame: ; ce7d1
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.loop
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ld hl, BATTLEANIMSTRUCT_DURATION
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add hl, bc
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ld a, [hl]
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and a
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jr z, .next_frame
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dec [hl]
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call .GetPointer
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ld a, [hli]
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push af
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jr .okay
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.next_frame
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ld hl, BATTLEANIMSTRUCT_FRAME
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add hl, bc
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inc [hl]
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call .GetPointer
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ld a, [hli]
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cp -2
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jr z, .restart
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cp -1
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jr z, .repeat_last
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push af
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ld a, [hl]
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push hl
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and $3f
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ld hl, BATTLEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], a
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pop hl
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.okay
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ld a, [hl]
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and $c0
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srl a
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ld [wBattleAnimTemp7], a
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pop af
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ret
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.repeat_last
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xor a
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ld hl, BATTLEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], a
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ld hl, BATTLEANIMSTRUCT_FRAME
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add hl, bc
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dec [hl]
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dec [hl]
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jr .loop
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.restart
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xor a
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ld hl, BATTLEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], a
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dec a
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ld hl, BATTLEANIMSTRUCT_FRAME
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add hl, bc
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ld [hl], a
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jr .loop
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; ce823
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.GetPointer: ; ce823
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ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld e, [hl]
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ld d, 0
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ld hl, BattleAnimFrameData
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add hl, de
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add hl, de
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ld e, [hl]
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inc hl
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ld d, [hl]
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ld hl, BATTLEANIMSTRUCT_FRAME
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add hl, bc
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ld l, [hl]
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ld h, $0
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add hl, hl
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add hl, de
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ret
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; ce83c
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GetBattleAnimOAMPointer: ; ce83c
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ld l, a
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ld h, 0
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ld de, BattleAnimOAMData
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add hl, hl
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add hl, hl
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add hl, de
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ret
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; ce846
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LoadBattleAnimObj: ; ce846 (33:6846)
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push hl
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ld l, a
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ld h, 0
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add hl, hl
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add hl, hl
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ld de, AnimObjGFX
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add hl, de
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ld c, [hl]
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inc hl
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ld b, [hl]
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inc hl
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ld a, [hli]
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ld h, [hl]
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ld l, a
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pop de
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push bc
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call DecompressRequest2bpp
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pop bc
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ret
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; ce85e (33:685e)
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