Merge pull request #601 from mid-kid/master

Exciting adventures down battle animation street!
This commit is contained in:
Rangi
2019-02-16 13:23:17 -05:00
committed by GitHub
17 changed files with 190 additions and 145 deletions

View File

@@ -112,10 +112,10 @@ RunBattleAnimScript:
cp ROLLOUT
jr nz, .not_rollout
ld a, $2e
ld b, 5
ld de, 4
ld hl, wActiveBGEffects
ld a, ANIM_BG_2E
ld b, NUM_BG_EFFECTS
ld de, BG_EFFECT_STRUCT_LENGTH
ld hl, wBGEffect1Function
.find
cp [hl]
jr z, .done
@@ -128,10 +128,10 @@ RunBattleAnimScript:
.done
ld a, [wBattleAnimFlags]
bit 0, a
bit BATTLEANIM_STOP_F, a
jr z, .playframe
call BattleAnim_ClearCGB_OAMFlags
call BattleAnim_ClearOAM
ret
BattleAnimClearHud:
@@ -232,16 +232,17 @@ Unreferenced_Functioncc220:
call BattleAnimDelayFrame
ret
BattleAnim_ClearCGB_OAMFlags:
BattleAnim_ClearOAM:
ld a, [wBattleAnimFlags]
bit 3, a
bit BATTLEANIM_KEEPSPRITES_F, a
jr z, .delete
; Instead of deleting the sprites, make them all use palette 0 (monochrome)
ld hl, wVirtualOAMSprite00Attributes
ld c, NUM_SPRITE_OAM_STRUCTS
.loop
ld a, [hl]
and $f0
and ~PALETTE_MASK & ~VRAM_BANK_1
ld [hli], a
rept SPRITEOAMSTRUCT_LENGTH + -1
inc hl
@@ -267,12 +268,12 @@ RunBattleAnimCommand:
ret
.CheckTimer:
ld a, [wBattleAnimDuration]
ld a, [wBattleAnimDelay]
and a
jr z, .done
dec a
ld [wBattleAnimDuration], a
ld [wBattleAnimDelay], a
and a
ret
@@ -289,17 +290,17 @@ RunBattleAnimCommand:
; Return from a subroutine.
ld hl, wBattleAnimFlags
bit 1, [hl]
bit BATTLEANIM_IN_SUBROUTINE_F, [hl]
jr nz, .do_anim
set 0, [hl]
set BATTLEANIM_STOP_F, [hl]
ret
.not_done_with_anim
cp $d0
cp anim_obj_command
jr nc, .do_anim
ld [wBattleAnimDuration], a
ld [wBattleAnimDelay], a
ret
.do_anim
@@ -310,7 +311,7 @@ RunBattleAnimCommand:
.DoCommand:
; Execute battle animation command in [wBattleAnimByte].
ld a, [wBattleAnimByte]
sub $d0
sub anim_obj_command
ld e, a
ld d, 0
@@ -361,7 +362,7 @@ BattleAnimCommands::
dw BattleAnimCmd_BGP
dw BattleAnimCmd_OBP0
dw BattleAnimCmd_OBP1
dw BattleAnimCmd_ClearSprites
dw BattleAnimCmd_KeepSprites
dw BattleAnimCmd_F5
dw BattleAnimCmd_F6
dw BattleAnimCmd_F7
@@ -382,7 +383,7 @@ BattleAnimCmd_ED:
BattleAnimCmd_Ret:
ld hl, wBattleAnimFlags
res 1, [hl]
res BATTLEANIM_IN_SUBROUTINE_F, [hl]
ld hl, wBattleAnimParent
ld e, [hl]
inc hl
@@ -413,7 +414,7 @@ BattleAnimCmd_Call:
inc hl
ld [hl], d
ld hl, wBattleAnimFlags
set 1, [hl]
set BATTLEANIM_IN_SUBROUTINE_F, [hl]
ret
BattleAnimCmd_Jump:
@@ -430,12 +431,12 @@ BattleAnimCmd_Jump:
BattleAnimCmd_Loop:
call GetBattleAnimByte
ld hl, wBattleAnimFlags
bit 2, [hl]
bit BATTLEANIM_IN_LOOP_F, [hl]
jr nz, .continue_loop
and a
jr z, .perpetual
dec a
set 2, [hl]
set BATTLEANIM_IN_LOOP_F, [hl]
ld [wBattleAnimLoops], a
.continue_loop
ld hl, wBattleAnimLoops
@@ -456,7 +457,7 @@ BattleAnimCmd_Loop:
.return_from_loop
ld hl, wBattleAnimFlags
res 2, [hl]
res BATTLEANIM_IN_LOOP_F, [hl]
ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
@@ -643,10 +644,13 @@ BattleAnimCmd_ResetObp0:
ret
BattleAnimCmd_ClearObjs:
; BUG: This function only clears the first 6+(2/3) objects
ld hl, wActiveAnimObjects
ld a, $a0
; ld a, wActiveAnimObjectsEnd - wActiveAnimObjects
.loop
ld [hl], $0
ld [hl], 0
inc hl
dec a
jr nz, .loop
@@ -693,7 +697,7 @@ endr
BattleAnimCmd_IncObj:
call GetBattleAnimByte
ld e, 10
ld e, NUM_ANIM_OBJECTS
ld bc, wActiveAnimObjects
.loop
ld hl, BATTLEANIMSTRUCT_INDEX
@@ -718,8 +722,8 @@ BattleAnimCmd_IncObj:
BattleAnimCmd_IncBGEffect:
call GetBattleAnimByte
ld e, 5
ld bc, wActiveBGEffects
ld e, NUM_BG_EFFECTS
ld bc, wBGEffect1Function
.loop
ld hl, $0
add hl, bc
@@ -743,7 +747,7 @@ BattleAnimCmd_IncBGEffect:
BattleAnimCmd_SetObj:
call GetBattleAnimByte
ld e, 10
ld e, NUM_ANIM_OBJECTS
ld bc, wActiveAnimObjects
.loop
ld hl, BATTLEANIMSTRUCT_INDEX
@@ -1152,9 +1156,9 @@ BattleAnimCmd_OAMOff:
ldh [hOAMUpdate], a
ret
BattleAnimCmd_ClearSprites:
BattleAnimCmd_KeepSprites:
ld hl, wBattleAnimFlags
set 3, [hl]
set BATTLEANIM_KEEPSPRITES_F, [hl]
ret
BattleAnimCmd_F5:
@@ -1430,10 +1434,10 @@ BattleAnim_SetOBPals:
ret
BattleAnim_UpdateOAM_All:
ld a, $0
ld a, 0
ld [wBattleAnimOAMPointerLo], a
ld hl, wActiveAnimObjects
ld e, 10
ld e, NUM_ANIM_OBJECTS
.loop
ld a, [hl]
and a

View File

@@ -10,7 +10,7 @@
ExecuteBGEffects:
ld hl, wActiveBGEffects
ld e, 5
ld e, NUM_BG_EFFECTS
.loop
ld a, [hl]
and a
@@ -23,7 +23,7 @@ ExecuteBGEffects:
pop de
pop hl
.next
ld bc, 4
ld bc, BG_EFFECT_STRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
@@ -31,12 +31,12 @@ ExecuteBGEffects:
QueueBGEffect:
ld hl, wActiveBGEffects
ld e, 5
ld e, NUM_BG_EFFECTS
.loop
ld a, [hl]
and a
jr z, .load
ld bc, 4
ld bc, BG_EFFECT_STRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
@@ -416,7 +416,7 @@ BattleBGEffect_BattlerObj_1Row:
.zero
call BGEffect_CheckFlyDigStatus
jr z, .not_flying_digging
ld hl, wNumActiveBattleAnims
ld hl, wLastAnimObjectIndex
inc [hl]
call EndBattleBGEffect
ret
@@ -483,7 +483,7 @@ BattleBGEffect_BattlerObj_2Row:
.zero
call BGEffect_CheckFlyDigStatus
jr z, .not_flying_digging
ld hl, wNumActiveBattleAnims
ld hl, wLastAnimObjectIndex
inc [hl]
call EndBattleBGEffect
ret

View File

@@ -1,6 +1,6 @@
QueueBattleAnimation:
ld hl, wActiveAnimObjects
ld e, 10
ld e, NUM_ANIM_OBJECTS
.loop
ld a, [hl]
and a
@@ -15,7 +15,7 @@ QueueBattleAnimation:
.done
ld c, l
ld b, h
ld hl, wNumActiveBattleAnims
ld hl, wLastAnimObjectIndex
inc [hl]
call InitBattleAnimation
ret
@@ -38,7 +38,7 @@ endr
ld d, h
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld a, [wNumActiveBattleAnims]
ld a, [wLastAnimObjectIndex]
ld [hli], a ; Index
ld a, [de]
inc de
@@ -80,32 +80,36 @@ endr
BattleAnimOAMUpdate:
call InitBattleAnimBuffer
call GetBattleAnimFrame
cp -3
cp dowait_command
jp z, .done
cp -4
cp delanim_command
jp z, .delete
push af
ld hl, wBattleAnimTempOAMFlags
ld a, [wBattleAnimTempAddSubFlags]
ld a, [wBattleAnimTempFrameOAMFlags]
xor [hl]
and $e0
and PRIORITY | Y_FLIP | X_FLIP
ld [hl], a
pop af
push bc
call GetBattleAnimOAMPointer
ld a, [wBattleAnimTempTileID]
add [hl]
add [hl] ; tile offset
ld [wBattleAnimTempTileID], a
inc hl
ld a, [hli]
ld a, [hli] ; oam data length
ld c, a
ld a, [hli]
ld a, [hli] ; oam data pointer
ld h, [hl]
ld l, a
ld a, [wBattleAnimOAMPointerLo]
ld e, a
ld d, HIGH(wVirtualOAM)
.loop
; Y Coord
ld a, [wBattleAnimTempYCoord]
ld b, a
ld a, [wBattleAnimTempYOffset]
@@ -114,16 +118,17 @@ BattleAnimOAMUpdate:
push hl
ld a, [hl]
ld hl, wBattleAnimTempOAMFlags
bit 6, [hl]
bit OAM_Y_FLIP, [hl]
jr z, .no_yflip
add $8
xor $ff
inc a
.no_yflip
pop hl
add b
ld [de], a
; X Coord
inc hl
inc de
ld a, [wBattleAnimTempXCoord]
@@ -134,43 +139,47 @@ BattleAnimOAMUpdate:
push hl
ld a, [hl]
ld hl, wBattleAnimTempOAMFlags
bit 5, [hl]
bit OAM_X_FLIP, [hl]
jr z, .no_xflip
add $8
xor $ff
inc a
.no_xflip
pop hl
add b
ld [de], a
; Tile ID
inc hl
inc de
ld a, [wBattleAnimTempTileID]
add BATTLEANIM_BASE_TILE
add [hl]
ld [de], a
; Attributes
inc hl
inc de
ld a, [wBattleAnimTempOAMFlags]
ld b, a
ld a, [hl]
xor b
and $e0
and PRIORITY | Y_FLIP | X_FLIP
ld b, a
ld a, [hl]
and $10
and OBP_NUM
or b
ld b, a
ld a, [wBattleAnimTempPalette]
and $f
and (PRIORITY | Y_FLIP | X_FLIP | OBP_NUM) ^ $ff
or b
ld [de], a
inc hl
inc de
ld a, e
ld [wBattleAnimOAMPointerLo], a
cp $a0
cp LOW(wVirtualOAMEnd)
jr nc, .exit_set_carry
dec c
jr nz, .loop
@@ -193,10 +202,11 @@ InitBattleAnimBuffer:
ld hl, BATTLEANIMSTRUCT_01
add hl, bc
ld a, [hl]
and %10000000
and PRIORITY
ld [wBattleAnimTempOAMFlags], a
xor a
ld [wBattleAnimTempAddSubFlags], a
ld [wBattleAnimTempFrameOAMFlags], a
ld hl, BATTLEANIMSTRUCT_PALETTE
add hl, bc
ld a, [hl]
@@ -217,15 +227,18 @@ InitBattleAnimBuffer:
ld [wBattleAnimTempXOffset], a
ld a, [hli]
ld [wBattleAnimTempYOffset], a
ldh 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]

View File

@@ -37,16 +37,16 @@ GetBattleAnimFrame:
push af
ld a, [hl]
push hl
and $3f
and (Y_FLIP << 1 | X_FLIP << 1) ^ $ff
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
pop hl
.okay
ld a, [hl]
and $c0
and Y_FLIP << 1 | X_FLIP << 1 ; The << 1 is compensated in the "frame" macro
srl a
ld [wBattleAnimTempAddSubFlags], a
ld [wBattleAnimTempFrameOAMFlags], a
pop af
ret
@@ -55,6 +55,7 @@ GetBattleAnimFrame:
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
dec [hl]

View File

@@ -315,8 +315,8 @@ UpdateAnimFrame:
AddOrSubtractY:
push hl
ld a, [hl]
ld hl, wCurSpriteAddSubFlags
bit 6, [hl]
ld hl, wCurSpriteOAMFlags
bit OAM_Y_FLIP, [hl]
jr z, .ok
; 8 - a
add $8
@@ -330,8 +330,8 @@ AddOrSubtractY:
AddOrSubtractX:
push hl
ld a, [hl]
ld hl, wCurSpriteAddSubFlags
bit 5, [hl] ; x flip
ld hl, wCurSpriteOAMFlags
bit OAM_X_FLIP, [hl]
jr z, .ok
; 8 - a
add $8
@@ -343,20 +343,20 @@ AddOrSubtractX:
ret
GetSpriteOAMAttr:
ld a, [wCurSpriteAddSubFlags]
ld a, [wCurSpriteOAMFlags]
ld b, a
ld a, [hl]
xor b
and $e0
and PRIORITY | Y_FLIP | X_FLIP
ld b, a
ld a, [hl]
and $1f
and (PRIORITY | Y_FLIP | X_FLIP) ^ $ff
or b
ret
InitSpriteAnimBuffer:
xor a
ld [wCurSpriteAddSubFlags], a
ld [wCurSpriteOAMFlags], a
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld a, [hli]
@@ -436,7 +436,7 @@ GetSpriteAnimFrame:
push af
ld a, [hl]
push hl
and $3f
and (Y_FLIP << 1 | X_FLIP << 1) ^ $ff
ld hl, SPRITEANIMSTRUCT_DURATIONOFFSET
add hl, bc
add [hl]
@@ -446,9 +446,9 @@ GetSpriteAnimFrame:
pop hl
.okay
ld a, [hl]
and $c0
and Y_FLIP << 1 | X_FLIP << 1 ; The << 1 is compensated in the "frame" macro
srl a
ld [wCurSpriteAddSubFlags], a
ld [wCurSpriteOAMFlags], a
pop af
ret