Merge pull request #338 from PikalaxALT/master

Battle anims, HP Bar anim
This commit is contained in:
yenatch 2016-04-18 08:01:12 -04:00
commit 7aef598414
642 changed files with 10767 additions and 10861 deletions

View File

@ -38,8 +38,8 @@ _MapSetup_Sound_Off:: ; e8000
dec e
jr nz, .clearsound
ld hl, Channel1 ; start of channel data
ld de, $1bf ; length of area to clear (entire sound wram area)
ld hl, Channels ; start of channel data
ld de, ChannelsEnd - Channels ; length of area to clear (entire sound wram area)
.clearchannels ; clear Channel1-$c2bf
xor a
ld [hli], a
@ -233,7 +233,7 @@ UpdateChannels: ; e8125
jp [hl]
.ChannelFnPtrs
.ChannelFnPtrs:
dw .Channel1
dw .Channel2
dw .Channel3
@ -245,11 +245,11 @@ UpdateChannels: ; e8125
dw .Channel7
dw .Channel8
.Channel1
.Channel1:
ld a, [Danger]
bit 7, a
ret nz
.Channel5
.Channel5:
ld hl, Channel1NoteFlags - Channel1
add hl, bc
bit NOTE_UNKN_3, [hl]
@ -317,8 +317,8 @@ UpdateChannels: ; e8125
ld [rNR14], a
ret
.Channel2
.Channel6
.Channel2:
.Channel6:
ld hl, Channel1NoteFlags - Channel1
add hl, bc
bit NOTE_REST, [hl] ; rest
@ -377,8 +377,8 @@ UpdateChannels: ; e8125
ld [rNR24], a
ret
.Channel3
.Channel7
.Channel3:
.Channel7:
ld hl, Channel1NoteFlags - Channel1
add hl, bc
bit NOTE_REST, [hl] ; rest
@ -478,8 +478,8 @@ endr
ld [rNR32], a
ret
.Channel4
.Channel8
.Channel4:
.Channel8:
ld hl, Channel1NoteFlags - Channel1
add hl, bc
bit NOTE_REST, [hl] ; rest
@ -2483,62 +2483,62 @@ _PlayCryHeader:: ; e8b79
; Play cry de using parameters:
; CryPitch
; CryLength
call MusicOff
; Overload the music id with the cry id
ld hl, MusicID
ld [hl], e
inc hl
ld [hl], d
; 3-byte pointers (bank, address)
ld hl, Cries
rept 3
add hl, de
endr
ld a, [hli]
ld [MusicBank], a
ld e, [hl]
inc hl
ld d, [hl]
; Read the cry's sound header
call LoadMusicByte
; Top 2 bits contain the number of channels
rlca
rlca
and 3
; For each channel:
inc a
.loop
push af
call LoadChannel
ld hl, Channel1Flags - Channel1
add hl, bc
set SOUND_REST, [hl]
ld hl, Channel1Flags2 - Channel1
add hl, bc
set SOUND_CRY_PITCH, [hl]
ld hl, Channel1CryPitch - Channel1
add hl, bc
ld a, [CryPitch]
ld [hli], a
ld a, [CryPitch + 1]
ld [hl], a
; No tempo for channel 4
ld a, [CurChannel]
and 3
cp 3
jr nc, .start
; Tempo is effectively length
ld hl, Channel1Tempo - Channel1
add hl, bc
@ -2551,14 +2551,14 @@ endr
ld a, [wStereoPanningMask]
and a
jr z, .next
; Stereo only: Play cry from the monster's side.
; This only applies in-battle.
ld a, [Options]
bit 5, a ; stereo
jr z, .next
; [Tracks] &= [CryTracks]
ld hl, Channel1Tracks - Channel1
add hl, bc
@ -2568,23 +2568,23 @@ endr
ld hl, Channel1Tracks - Channel1
add hl, bc
ld [hl], a
.next
pop af
dec a
jr nz, .loop
; Cries play at max volume, so we save the current volume for later.
ld a, [LastVolume]
and a
jr nz, .end
ld a, [Volume]
ld [LastVolume], a
ld a, $77
ld [Volume], a
.end
ld a, 1 ; stop playing music
ld [SFXPriority], a
@ -2699,24 +2699,24 @@ PlayStereoSFX:: ; e8ca6
; play sfx de
call MusicOff
; standard procedure if stereo's off
ld a, [Options]
bit 5, a
jp z, _PlaySFX
; else, let's go ahead with this
ld hl, MusicID
ld [hl], e
inc hl
ld [hl], d
; get sfx ptr
ld hl, SFX
rept 3
add hl, de
endr
; bank
ld a, [hli]
ld [MusicBank], a
@ -2724,22 +2724,22 @@ endr
ld e, [hl]
inc hl
ld d, [hl]
; bit 2-3
call LoadMusicByte
rlca
rlca
and 3 ; ch1-4
inc a
.loop
push af
call LoadChannel
ld hl, Channel1Flags - Channel1
add hl, bc
set SOUND_SFX, [hl]
push de
; get tracks for this channel
ld a, [CurChannel]
@ -2751,47 +2751,47 @@ endr
ld a, [hl]
ld hl, wStereoPanningMask
and [hl]
ld hl, Channel1Tracks - Channel1
add hl, bc
ld [hl], a
ld hl, Channel1Field0x30 - Channel1 ; $c131 - Channel1
add hl, bc
ld [hl], a
ld a, [CryTracks]
cp 2 ; ch 1-2
jr c, .skip
; ch3-4
ld a, [wSFXDuration]
ld hl, Channel1Field0x2e - Channel1 ; $c12f - Channel1
add hl, bc
ld [hl], a
ld hl, Channel1Field0x2f - Channel1 ; $c130 - Channel1
add hl, bc
ld [hl], a
ld hl, Channel1Flags2 - Channel1
add hl, bc
set SOUND_UNKN_0F, [hl]
.skip
pop de
; turn channel on
ld hl, Channel1Flags - Channel1
add hl, bc
set SOUND_CHANNEL_ON, [hl] ; on
; done?
pop af
dec a
jr nz, .loop
; we're done
call MusicOn
ret

View File

@ -102,9 +102,9 @@
dba Music_LakeOfRageRocketRadio ; 0xef5b1
dba Music_Printer ; 0xf07fd
dba Music_PostCredits ; 0xcfd9e
; Crystal adds the following songs:
dba Music_Clair ; 0x1fa8d
dba Music_MobileAdapterMenu ; 0x17801f
dba Music_MobileAdapter ; 0x1fc87

View File

@ -9,7 +9,7 @@ AI_SwitchOrTryItem: ; 38000
and a
ret nz
callba CheckSubstatus_RechargeChargedRampageBideRollout
callba CheckEnemyLockedIn
ret nz
ld a, [PlayerSubStatus5]
@ -318,7 +318,7 @@ AI_Items: ; 39196
jp c, .Use
jp .DontUse
.StatusCheckContext
.StatusCheckContext:
ld a, [EnemySubStatus5]
bit SUBSTATUS_TOXIC, a
jr z, .FailToxicCheck
@ -328,7 +328,7 @@ AI_Items: ; 39196
call Random
cp 1 + 50 percent
jp c, .Use
.FailToxicCheck
.FailToxicCheck:
ld a, [EnemyMonStatus]
and 1 << FRZ | SLP
jp z, .DontUse
@ -344,7 +344,7 @@ AI_Items: ; 39196
call .Status
jp c, .DontUse
.UseFullRestore
.UseFullRestore:
call EnemyUsedFullRestore
jp .Use
; 38220
@ -416,7 +416,7 @@ AI_Items: ; 39196
jp .Use
; 382ae
.asm_382ae: ; This appears to be unused
.asm_382ae ; This appears to be unused
callab AICheckEnemyMaxHP
jr c, .dont_use
push bc
@ -676,7 +676,7 @@ AI_TrySwitch: ; 3844b
ld c, a
ld hl, OTPartyMon1HP
ld d, 0
.SwitchLoop
.SwitchLoop:
ld a, [hli]
ld b, a
ld a, [hld]
@ -716,7 +716,7 @@ AI_Switch: ; 3846c
ld d, h
ld e, l
ld hl, EnemyMonStatus
ld bc, $0004
ld bc, MON_MAXHP - MON_STATUS
call CopyBytes
pop af
@ -726,7 +726,7 @@ AI_Switch: ; 3846c
.skiptext
ld a, 1
ld [wd264], a
ld [wAISwitch], a
callab NewEnemyMonStatus
callab ResetEnemyStatLevels
ld hl, PlayerSubStatus1
@ -734,7 +734,7 @@ AI_Switch: ; 3846c
callba EnemySwitch
callba ResetBattleParticipants
xor a
ld [wd264], a
ld [wAISwitch], a
ld a, [wLinkMode]
and a
ret nz

View File

@ -12,7 +12,7 @@ AIChooseMove: ; 440ce
ret nz
; No use picking a move if there's no choice.
callba CheckSubstatus_RechargeChargedRampageBideRollout
callba CheckEnemyLockedIn
ret nz
@ -31,24 +31,24 @@ endr
ld hl, EnemyMonMoves
ld c, 0
.CheckDisabledMove
.CheckDisabledMove:
cp [hl]
jr z, .ScoreDisabledMove
inc c
inc hl
jr .CheckDisabledMove
.ScoreDisabledMove
.ScoreDisabledMove:
ld hl, Buffer1
ld b, 0
add hl, bc
ld [hl], 80
; Don't pick moves with 0 PP.
.CheckPP
.CheckPP:
ld hl, Buffer1 - 1
ld de, EnemyMonPP
ld b, 0
.CheckMovePP
.CheckMovePP:
inc b
ld a, b
cp EnemyMonMovesEnd - EnemyMonMoves + 1
@ -63,7 +63,7 @@ endr
; Apply AI scoring layers depending on the trainer class.
.ApplyLayers
.ApplyLayers:
ld hl, TrainerClassAttributes + TRNATTR_AI_MOVE_WEIGHTS
; If we have a battle in BattleTower just load the Attributes of the first TrainerClass (Falkner)
@ -82,7 +82,7 @@ endr
push bc
push hl
.CheckLayer
.CheckLayer:
pop hl
pop bc
@ -119,12 +119,12 @@ endr
jr .CheckLayer
; Decrement the scores of all moves one by one until one reaches 0.
.DecrementScores
.DecrementScores:
ld hl, Buffer1
ld de, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves
.DecrementNextScore
.DecrementNextScore:
; If the enemy has no moves, this will infinite.
ld a, [de]
inc de
@ -145,7 +145,7 @@ endr
; In order to avoid bias towards the moves located first in memory, increment the scores
; that were decremented one more time than the rest (in case there was a tie).
; This means that the minimum score will be 1.
.PickLowestScoreMoves
.PickLowestScoreMoves:
ld a, c
.move_loop
@ -159,14 +159,14 @@ endr
ld de, EnemyMonMoves
ld c, NUM_MOVES
; Give a score of 0 to a blank move
; Give a score of 0 to a blank move
.loop2
ld a, [de]
and a
jr nz, .skip_load
ld [hl], a
; Disregard the move if its score is not 1
; Disregard the move if its score is not 1
.skip_load
ld a, [hl]
dec a
@ -183,8 +183,8 @@ endr
dec c
jr nz, .loop2
; Randomly choose one of the moves with a score of 1
.ChooseMove
; Randomly choose one of the moves with a score of 1
.ChooseMove:
ld hl, Buffer1
call Random
and 3

View File

@ -23,7 +23,7 @@ AI_Basic: ; 38591
; Dismiss moves with special effects if they are
; useless or not a good choice right now.
; For example, healing moves, weather moves, Dream Eater...
; For example, healing moves, weather moves, Dream Eater...
push hl
push de
push bc
@ -33,7 +33,7 @@ AI_Basic: ; 38591
pop hl
jr nz, .discourage
; Dismiss status-only moves if the player can't be statused.
; Dismiss status-only moves if the player can't be statused.
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
push hl
push de
@ -680,7 +680,7 @@ rept 2
inc [hl]
endr
; 30% chance to end up here if enemy's HP is full and player is not badly poisoned.
; 30% chance to end up here if enemy's HP is full and player is not badly poisoned.
; 77% chance to end up here if enemy's HP is above 50% but not full.
; 96% chance to end up here if enemy's HP is between 25% and 50%.
; 100% chance to end up here if enemy's HP is below 25%.
@ -771,7 +771,7 @@ AI_Smart_MirrorMove: ; 3895b
jr nz, .asm_38968
; ...do nothing if enemy is slower than player
call AICompareSpeed
call AICompareSpeed
ret nc
; ...or dismiss this move if enemy is faster than player.
@ -784,7 +784,7 @@ AI_Smart_MirrorMove: ; 3895b
ld de, 1
call IsInArray
pop hl
; ...do nothing if he didn't use a useful move.
ret nc
@ -813,11 +813,11 @@ AI_Smart_AccuracyDown: ; 38985
call AICheckPlayerMaxHP
jr nc, .asm_389a0
; ...and enemy's HP is above 50%...
; ...and enemy's HP is above 50%...
call AICheckEnemyHalfHP
jr nc, .asm_389a0
; ...greatly encourage this move if player is badly poisoned.
; ...greatly encourage this move if player is badly poisoned.
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_3899d
@ -839,21 +839,21 @@ endr
call AICheckPlayerQuarterHP
jr nc, .asm_389bd
; If player's HP is above 25% but not full, 4% chance to greatly encourage this move.
; If player's HP is above 25% but not full, 4% chance to greatly encourage this move.
call Random
cp $a
jr c, .asm_3899d
; If player's HP is between 25% and 50%,...
; If player's HP is between 25% and 50%,...
call AICheckPlayerHalfHP
jr nc, .asm_389b8
; If player's HP is above 50% but not full, 20% chance to greatly encourage this move.
; If player's HP is above 50% but not full, 20% chance to greatly encourage this move.
call AI_80_20
jr c, .asm_3899d
jr .asm_389bf
; ...50% chance to greatly discourage this move.
; ...50% chance to greatly discourage this move.
.asm_389b8
call AI_50_50
jr c, .asm_389bf
@ -863,7 +863,7 @@ rept 2
inc [hl]
endr
; We only end up here if the move has not been already encouraged.
; We only end up here if the move has not been already encouraged.
.asm_389bf
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
@ -873,14 +873,14 @@ endr
bit SUBSTATUS_LEECH_SEED, a
jr nz, .asm_389ef
; Discourage this move if enemy's evasion level is higher than player's accuracy level.
; Discourage this move if enemy's evasion level is higher than player's accuracy level.
ld a, [EnemyEvaLevel]
ld b, a
ld a, [PlayerAccLevel]
cp b
jr c, .asm_389e4
; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout.
; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout.
ld a, [PlayerFuryCutterCount]
and a
jr nz, .asm_3899d
@ -895,7 +895,7 @@ endr
; Player is badly poisoned.
; 80% chance to greatly encourage this move.
; This would counter any previous discouragement.
; This would counter any previous discouragement.
.asm_389e6
call Random
cp $50
@ -907,7 +907,7 @@ endr
; Player is seeded.
; 50% chance to encourage this move.
; This would partly counter any previous discouragement.
; This would partly counter any previous discouragement.
.asm_389ef
call AI_50_50
ret c
@ -931,7 +931,7 @@ AI_Smart_Haze: ; 389f5
jr c, .asm_38a12
jr .asm_389fb
; 85% chance to encourage this move if any of player's stat levels is higher than +2.
; 85% chance to encourage this move if any of player's stat levels is higher than +2.
.asm_38a05
ld hl, PlayerAtkLevel
ld c, $8
@ -1164,7 +1164,7 @@ AI_Smart_Confuse: ; 38adb
cp $19
jr c, .asm_38ae7
inc [hl]
.asm_38ae7
; Discourage again if player's HP is below 25%.
call AICheckPlayerQuarterHP
@ -1220,10 +1220,10 @@ AI_Smart_Fly: ; 38b12
ld a, [PlayerSubStatus3]
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
ret z
call AICompareSpeed
ret nc
rept 3
dec [hl]
endr
@ -1246,9 +1246,9 @@ AI_Smart_Paralyze: ; 38b26
; 50% chance to discourage this move if player's HP is below 25%.
call AICheckPlayerQuarterHP
jr nc, .asm_38b3a
; 80% chance to greatly encourage this move
; if enemy is slower than player and its HP is above 25%.
; if enemy is slower than player and its HP is above 25%.
call AICompareSpeed
ret c
call AICheckEnemyQuarterHP
@ -1308,8 +1308,8 @@ AI_Smart_Substitute: ; 38b5c
AI_Smart_HyperBeam: ; 38b63
call AICheckEnemyHalfHP
jr c, .asm_38b72
; 50% chance to encourage this move if enemy's HP is below 25%.
; 50% chance to encourage this move if enemy's HP is below 25%.
call AICheckEnemyQuarterHP
ret c
call AI_50_50
@ -1335,13 +1335,13 @@ AI_Smart_Rage: ; 38b7f
bit SUBSTATUS_RAGE, a
jr z, .asm_38b9b
; If enemy's Rage is building, 50% chance to encourage this move.
; If enemy's Rage is building, 50% chance to encourage this move.
call AI_50_50
jr c, .asm_38b8c
dec [hl]
; Encourage this move based on Rage's counter.
; Encourage this move based on Rage's counter.
.asm_38b8c
ld a, [wEnemyRageCounter]
cp $2
@ -1773,12 +1773,12 @@ AI_Smart_PriorityHit: ; 38d5a
call AICompareSpeed
ret c
; Dismiss this move if the player is flying or underground.
; Dismiss this move if the player is flying or underground.
ld a, [PlayerSubStatus3]
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
jp nz, AIDiscourageMove
; Greatly encourage this move if it will KO the player.
; Greatly encourage this move if it will KO the player.
ld a, $1
ld [hBattleTurn], a
push hl
@ -1895,18 +1895,18 @@ AI_Smart_MeanLook: ; 38dfb
pop hl
jp z, AIDiscourageMove
; 80% chance to greatly encourage this move if the enemy is badly poisoned (weird).
; 80% chance to greatly encourage this move if the enemy is badly poisoned (weird).
ld a, [EnemySubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_38e26
; 80% chance to greatly encourage this move if the player is either
; in love, identified, stuck in Rollout, or has a Nightmare.
; in love, identified, stuck in Rollout, or has a Nightmare.
ld a, [PlayerSubStatus1]
and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE
jr nz, .asm_38e26
; Otherwise, discourage this move unless the player only has not very effective moves against the enemy.
; Otherwise, discourage this move unless the player only has not very effective moves against the enemy.
push hl
callab CheckPlayerMoveTypeMatchups
ld a, [wEnemyAISwitchScore]
@ -2233,7 +2233,7 @@ AI_Smart_Sandstorm: ; 38f7a
inc [hl]
ret
.SandstormImmuneTypes
.SandstormImmuneTypes:
db ROCK
db GROUND
db STEEL
@ -2493,7 +2493,7 @@ AI_Smart_HiddenPower: ; 3909e
push hl
ld a, 1
ld [hBattleTurn], a
; Calculate Hidden Power's type and base power based on enemy's DVs.
callab HiddenPowerDamage
callab BattleCheckTypeMatchup
@ -2697,7 +2697,7 @@ AI_Smart_PsychUp: ; 39152
jr nz, .asm_3915a
; Calculate the sum of all player's stat level modifiers. Add 100 first to prevent underflow.
; Put the result in d. d will range between 58 and 142.
; Put the result in d. d will range between 58 and 142.
ld hl, PlayerAtkLevel
ld b, $8
ld d, 100
@ -2716,12 +2716,12 @@ AI_Smart_PsychUp: ; 39152
pop hl
jr nc, .asm_39188
; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1...
; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1...
ld a, [PlayerAccLevel]
cp $6
ret c
; ...or enemy's evasion level is higher than +0.
; ...or enemy's evasion level is higher than +0.
ld a, [EnemyEvaLevel]
cp $8
ret nc
@ -2825,7 +2825,7 @@ rept 2
endr
ret
; Try to predict if the player will use Fly this turn.
; Try to predict if the player will use Fly this turn.
.couldFly
; 50% chance to encourage this move if the enemy is slower than the player.
@ -3175,10 +3175,10 @@ AI_Opportunist: ; 39315
call AICheckEnemyHalfHP
ret c
; Discourage stall moves if enemy's HP is below 25%.
; Discourage stall moves if enemy's HP is below 25%.
call AICheckEnemyQuarterHP
jr nc, .asm_39322
; 50% chance to discourage stall moves if enemy's HP is between 25% and 50%.
call AI_50_50
ret c
@ -3333,12 +3333,12 @@ AI_Aggressive: ; 39369
; Ignore this move if its power is 0 or 1.
; Moves such as Seismic Toss, Hidden Power,
; Counter and Fissure have a base power of 1.
; Counter and Fissure have a base power of 1.
ld a, [wEnemyMoveStruct + MOVE_POWER]
cp 2
jr c, .checkmove2
; Ignore this move if it is reckless.
; Ignore this move if it is reckless.
push hl
push de
push bc
@ -3351,7 +3351,7 @@ AI_Aggressive: ; 39369
pop hl
jr c, .checkmove2
; If we made it this far, discourage this move.
; If we made it this far, discourage this move.
inc [hl]
jr .checkmove2
@ -3384,7 +3384,7 @@ AIDamageCalc: ; 393e7
callab BattleCommand_Stab
ret
.ConstantDamageEffects
.ConstantDamageEffects:
db EFFECT_SUPER_FANG
db EFFECT_STATIC_DAMAGE
db EFFECT_LEVEL_DAMAGE
@ -3550,7 +3550,7 @@ AI_Risky: ; 394a9
call AICheckEnemyMaxHP
jr c, .nextmove
; Else, 80% chance to exclude them.
; Else, 80% chance to exclude them.
call Random
cp 200 ; 1/5
jr c, .nextmove

View File

@ -161,7 +161,7 @@ endr
.doubledown
call .DecreaseScore
; fallthrough
; 34931

View File

@ -980,7 +980,7 @@ BattleAnimCmd_RaiseSub: ; cc640 (33:4640)
GetSubstitutePic: ; cc64c
ld hl, sScratch
ld bc, $310
ld bc, (7 * 7) tiles
.loop
xor a
ld [hli], a
@ -994,16 +994,16 @@ GetSubstitutePic: ; cc64c
jr z, .player
ld hl, MonsterSpriteGFX + 0 tiles
ld de, sScratch + $13 tiles
ld de, sScratch + (2 * 7 + 5) tiles
call .CopyTile
ld hl, MonsterSpriteGFX + 1 tiles
ld de, sScratch + $1a tiles
ld de, sScratch + (3 * 7 + 5) tiles
call .CopyTile
ld hl, MonsterSpriteGFX + 2 tiles
ld de, sScratch + $14 tiles
ld de, sScratch + (2 * 7 + 6) tiles
call .CopyTile
ld hl, MonsterSpriteGFX + 3 tiles
ld de, sScratch + $1b tiles
ld de, sScratch + (3 * 7 + 6) tiles
call .CopyTile
ld hl, VTiles2 tile $00
@ -1014,16 +1014,16 @@ GetSubstitutePic: ; cc64c
.player
ld hl, MonsterSpriteGFX + 4 tiles
ld de, sScratch + $10 tiles
ld de, sScratch + (2 * 6 + 4) tiles
call .CopyTile
ld hl, MonsterSpriteGFX + 5 tiles
ld de, sScratch + $16 tiles
ld de, sScratch + (3 * 6 + 4) tiles
call .CopyTile
ld hl, MonsterSpriteGFX + 6 tiles
ld de, sScratch + $11 tiles
ld de, sScratch + (2 * 6 + 5) tiles
call .CopyTile
ld hl, MonsterSpriteGFX + 7 tiles
ld de, sScratch + $17 tiles
ld de, sScratch + (3 * 6 + 5) tiles
call .CopyTile
ld hl, VTiles2 tile $31

View File

@ -1,41 +1,41 @@
AnimObj00GFX: ; 84a2e
AnimObj01GFX: INCBIN "gfx/fx/001.2bpp.lz"
AnimObj02GFX: INCBIN "gfx/fx/002.2bpp.lz"
AnimObj03GFX: INCBIN "gfx/fx/003.2bpp.lz"
AnimObj04GFX: INCBIN "gfx/fx/004.2bpp.lz"
AnimObj05GFX: INCBIN "gfx/fx/005.2bpp.lz"
AnimObj07GFX: INCBIN "gfx/fx/007.2bpp.lz"
AnimObj08GFX: INCBIN "gfx/fx/008.2bpp.lz"
AnimObj10GFX: INCBIN "gfx/fx/010.2bpp.lz"
AnimObj09GFX: INCBIN "gfx/fx/009.2bpp.lz"
AnimObj12GFX: INCBIN "gfx/fx/012.2bpp.lz"
AnimObj06GFX: INCBIN "gfx/fx/006.2bpp.lz"
AnimObj11GFX: INCBIN "gfx/fx/011.2bpp.lz"
AnimObj13GFX: INCBIN "gfx/fx/013.2bpp.lz"
AnimObj14GFX: INCBIN "gfx/fx/014.2bpp.lz"
AnimObj24GFX: INCBIN "gfx/fx/024.2bpp.lz"
AnimObj15GFX: INCBIN "gfx/fx/015.2bpp.lz"
AnimObj16GFX: INCBIN "gfx/fx/016.2bpp.lz"
AnimObj17GFX: INCBIN "gfx/fx/017.2bpp.lz"
AnimObj18GFX: INCBIN "gfx/fx/018.2bpp.lz"
AnimObj19GFX: INCBIN "gfx/fx/019.2bpp.lz"
AnimObj20GFX: INCBIN "gfx/fx/020.2bpp.lz"
AnimObj22GFX: INCBIN "gfx/fx/022.2bpp.lz"
AnimObj21GFX: INCBIN "gfx/fx/021.2bpp.lz"
AnimObj23GFX: INCBIN "gfx/fx/023.2bpp.lz"
AnimObj26GFX: INCBIN "gfx/fx/026.2bpp.lz"
AnimObj27GFX: INCBIN "gfx/fx/027.2bpp.lz"
AnimObj28GFX: INCBIN "gfx/fx/028.2bpp.lz"
AnimObj29GFX: INCBIN "gfx/fx/029.2bpp.lz"
AnimObj30GFX: INCBIN "gfx/fx/030.2bpp.lz"
AnimObj31GFX: INCBIN "gfx/fx/031.2bpp.lz"
AnimObj32GFX: INCBIN "gfx/fx/032.2bpp.lz"
AnimObj33GFX: INCBIN "gfx/fx/033.2bpp.lz"
AnimObj34GFX: INCBIN "gfx/fx/034.2bpp.lz"
AnimObj25GFX: INCBIN "gfx/fx/025.2bpp.lz"
AnimObj35GFX: INCBIN "gfx/fx/035.2bpp.lz"
AnimObj36GFX: INCBIN "gfx/fx/036.2bpp.lz"
AnimObj37GFX: INCBIN "gfx/fx/037.2bpp.lz"
AnimObj38GFX: INCBIN "gfx/fx/038.2bpp.lz"
AnimObj39GFX: INCBIN "gfx/fx/039.2bpp.lz"
AnimObjHitGFX: INCBIN "gfx/fx/hit.2bpp.lz"
AnimObjCutGFX: INCBIN "gfx/fx/cut.2bpp.lz"
AnimObjFireGFX: INCBIN "gfx/fx/fire.2bpp.lz"
AnimObjWaterGFX: INCBIN "gfx/fx/water.2bpp.lz"
AnimObjLightningGFX: INCBIN "gfx/fx/lightning.2bpp.lz"
AnimObjSmokeGFX: INCBIN "gfx/fx/smoke.2bpp.lz"
AnimObjExplosionGFX: INCBIN "gfx/fx/explosion.2bpp.lz"
AnimObjIceGFX: INCBIN "gfx/fx/ice.2bpp.lz"
AnimObjRocksGFX: INCBIN "gfx/fx/rocks.2bpp.lz"
AnimObjPoisonGFX: INCBIN "gfx/fx/poison.2bpp.lz"
AnimObjPlantGFX: INCBIN "gfx/fx/plant.2bpp.lz"
AnimObjPokeBallGFX: INCBIN "gfx/fx/pokeball.2bpp.lz"
AnimObjBubbleGFX: INCBIN "gfx/fx/bubble.2bpp.lz"
AnimObjNoiseGFX: INCBIN "gfx/fx/noise.2bpp.lz"
AnimObjReflectGFX: INCBIN "gfx/fx/reflect.2bpp.lz"
AnimObjPowderGFX: INCBIN "gfx/fx/powder.2bpp.lz"
AnimObjBeamGFX: INCBIN "gfx/fx/beam.2bpp.lz"
AnimObjSpeedGFX: INCBIN "gfx/fx/speed.2bpp.lz"
AnimObjChargeGFX: INCBIN "gfx/fx/charge.2bpp.lz"
AnimObjWindGFX: INCBIN "gfx/fx/wind.2bpp.lz"
AnimObjWhipGFX: INCBIN "gfx/fx/whip.2bpp.lz"
AnimObjRopeGFX: INCBIN "gfx/fx/rope.2bpp.lz"
AnimObjEggGFX: INCBIN "gfx/fx/egg.2bpp.lz"
AnimObjPsychicGFX: INCBIN "gfx/fx/psychic.2bpp.lz"
AnimObjSandGFX: INCBIN "gfx/fx/sand.2bpp.lz"
AnimObjWebGFX: INCBIN "gfx/fx/web.2bpp.lz"
AnimObjHazeGFX: INCBIN "gfx/fx/haze.2bpp.lz"
AnimObjHornGFX: INCBIN "gfx/fx/horn.2bpp.lz"
AnimObjFlowerGFX: INCBIN "gfx/fx/flower.2bpp.lz"
AnimObjMiscGFX: INCBIN "gfx/fx/misc.2bpp.lz"
AnimObjSkyAttackGFX: INCBIN "gfx/fx/skyattack.2bpp.lz"
AnimObjGlobeGFX: INCBIN "gfx/fx/globe.2bpp.lz"
AnimObjShapesGFX: INCBIN "gfx/fx/shapes.2bpp.lz"
AnimObjStatusGFX: INCBIN "gfx/fx/status.2bpp.lz"
AnimObjObjectsGFX: INCBIN "gfx/fx/objects.2bpp.lz"
AnimObjShineGFX: INCBIN "gfx/fx/shine.2bpp.lz"
AnimObjAngelsGFX: INCBIN "gfx/fx/angels.2bpp.lz"
AnimObjWaveGFX: INCBIN "gfx/fx/wave.2bpp.lz"
AnimObjAeroblastGFX: INCBIN "gfx/fx/aeroblast.2bpp.lz"
; 8640e

View File

@ -321,7 +321,7 @@ BattleAnim_ThrowPokeBall
anim_jump .Shake
; c92f2
.TheTrainerBlockedTheBall
.TheTrainerBlockedTheBall:
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_HIT
anim_sound 6, 2, SFX_THROW_BALL
anim_obj ANIM_OBJ_16, 8, 0, 11, 4, $20
@ -331,7 +331,7 @@ BattleAnim_ThrowPokeBall
anim_ret
; c9305
.UltraBall
.UltraBall:
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
anim_sound 6, 2, SFX_THROW_BALL
anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
@ -345,7 +345,7 @@ BattleAnim_ThrowPokeBall
anim_jump .Shake
; c9326
.GreatBall
.GreatBall:
anim_2gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE
anim_sound 6, 2, SFX_THROW_BALL
anim_obj ANIM_OBJ_POKE_BALL, 8, 4, 11, 4, $40
@ -359,7 +359,7 @@ BattleAnim_ThrowPokeBall
anim_jump .Shake
; c9347
.MasterBall
.MasterBall:
anim_3gfx ANIM_GFX_POKE_BALL, ANIM_GFX_SMOKE, ANIM_GFX_SPEED
anim_sound 6, 2, SFX_THROW_BALL
anim_obj ANIM_OBJ_POKE_BALL, 8, 0, 11, 4, $20
@ -380,7 +380,7 @@ BattleAnim_ThrowPokeBall
anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $36
anim_obj ANIM_OBJ_2B, -15, 0, 7, 0, $37
anim_wait 64
.Shake
.Shake:
anim_bgeffect ANIM_BG_RETURN_MON, $0, $0, $0
anim_wait 8
anim_incobj 2
@ -394,7 +394,7 @@ BattleAnim_ThrowPokeBall
anim_wait 32
anim_wait 8
anim_setvar $0
.Loop
.Loop:
anim_wait 48
anim_checkpokeball
anim_jumpvar $1, .Click
@ -404,12 +404,12 @@ BattleAnim_ThrowPokeBall
anim_jump .Loop
; c93bc
.Click
.Click:
anim_clearsprites
anim_ret
; c93be
.BreakFree
.BreakFree:
anim_setobj $1, $b
anim_sound 0, 1, SFX_BALL_POOF
anim_obj ANIM_OBJ_1C, -15, 0, 8, 0, $10
@ -434,7 +434,7 @@ BattleAnim_SendOutMon: ; c93d1
anim_call BattleAnim_ShowMon_0
anim_ret
.Unknown
.Unknown:
anim_1gfx ANIM_GFX_SMOKE
anim_call BattleAnim_FollowEnemyFeet_0
anim_bgeffect ANIM_BG_2A, $0, $1, $0
@ -449,7 +449,7 @@ BattleAnim_SendOutMon: ; c93d1
anim_call BattleAnim_ShowMon_0
anim_ret
.Shiny
.Shiny:
anim_1gfx ANIM_GFX_SPEED
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $3
anim_bgeffect ANIM_BG_06, $0, $2, $0
@ -479,7 +479,7 @@ BattleAnim_SendOutMon: ; c93d1
anim_wait 32
anim_ret
.Normal
.Normal:
anim_1gfx ANIM_GFX_SMOKE
anim_sound 0, 0, SFX_BALL_POOF
anim_obj ANIM_OBJ_1C, 5, 4, 12, 0, $0
@ -1323,7 +1323,7 @@ BattleAnim_Thundershock: ; c9b53
BattleAnim_Thunderbolt: ; c9b66
anim_2gfx ANIM_GFX_LIGHTNING, ANIM_GFX_EXPLOSION
anim_obj ANIM_OBJ_32, -15, 0, 7, 0, $2
anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
anim_wait 16
anim_bgeffect ANIM_BG_FLASH_INVERTED, $0, $4, $2
anim_sound 0, 1, SFX_THUNDERSHOCK
@ -2497,10 +2497,10 @@ BattleAnim_Transform: ; ca54d
anim_call BattleAnim_FollowPlayerHead_0
anim_transform
anim_sound 0, 0, SFX_PSYBEAM
anim_bgeffect ANIM_BG_28, $0, $1, $0
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
anim_wait 48
anim_updateactorpic
anim_incbgeffect ANIM_BG_28
anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
anim_wait 48
anim_call BattleAnim_ShowMon_0
anim_ret
@ -2759,10 +2759,10 @@ BattleAnim_Minimize: ; ca78a
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowPlayerHead_0
anim_minimize
anim_bgeffect ANIM_BG_28, $0, $1, $0
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
anim_wait 48
anim_updateactorpic
anim_incbgeffect ANIM_BG_28
anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
anim_wait 48
anim_call BattleAnim_ShowMon_0
anim_ret
@ -2774,7 +2774,7 @@ BattleAnim_SkyAttack: ; ca7a1
anim_bgeffect ANIM_BG_27, $0, $1, $0
anim_wait 32
anim_sound 0, 0, SFX_HYPER_BEAM
anim_obj ANIM_OBJ_6E, 6, 0, 11, 0, $40
anim_obj ANIM_OBJ_SKY_ATTACK_FEAROW, 6, 0, 11, 0, $40
anim_wait 64
anim_incobj 1
anim_wait 21
@ -2805,7 +2805,7 @@ BattleAnim_NightShade: ; ca7cc
BattleAnim_Lick: ; ca7e5
anim_1gfx ANIM_GFX_WATER
anim_sound 0, 1, SFX_LICK
anim_obj ANIM_OBJ_6F, -15, 0, 7, 0, $0
anim_obj ANIM_OBJ_LICK, -15, 0, 7, 0, $0
anim_wait 64
anim_ret
; ca7f1
@ -3025,9 +3025,9 @@ BattleAnim_Meditate: ; ca9d8
anim_1gfx ANIM_GFX_HIT
anim_call BattleAnim_FollowEnemyFeet_0
anim_sound 0, 0, SFX_PSYBEAM
anim_bgeffect ANIM_BG_28, $0, $1, $0
anim_bgeffect ANIM_BG_WAVE_DEFORM_USER, $0, $1, $0
anim_wait 48
anim_incbgeffect ANIM_BG_28
anim_incbgeffect ANIM_BG_WAVE_DEFORM_USER
anim_wait 48
anim_call BattleAnim_ShowMon_0
anim_ret
@ -3550,7 +3550,7 @@ BattleAnim_CottonSpore: ; cae84
anim_obp0 $54
anim_1gfx ANIM_GFX_MISC
anim_sound 0, 1, SFX_POWDER
.loop: ; cae8b
.loop ; cae8b
anim_obj ANIM_OBJ_81, -16, 4, 4, 0, $0
anim_wait 8
anim_loop 5, .loop
@ -3592,7 +3592,7 @@ BattleAnim_Spite: ; caed6
BattleAnim_PowderSnow: ; caee2
anim_1gfx ANIM_GFX_ICE
.loop: ; caee4
.loop ; caee4
anim_sound 6, 2, SFX_SHINE
anim_obj ANIM_OBJ_8F, 8, 0, 11, 0, $23
anim_wait 2
@ -3765,13 +3765,13 @@ BattleAnim_Octazooka: ; cb06f
BattleAnim_Spikes: ; cb092
anim_1gfx ANIM_GFX_MISC
anim_sound 6, 2, SFX_MENU
anim_obj ANIM_OBJ_8E, 6, 0, 11, 0, $20
anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $20
anim_wait 8
anim_sound 6, 2, SFX_MENU
anim_obj ANIM_OBJ_8E, 6, 0, 11, 0, $30
anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $30
anim_wait 8
anim_sound 6, 2, SFX_MENU
anim_obj ANIM_OBJ_8E, 6, 0, 11, 0, $28
anim_obj ANIM_OBJ_SPIKES, 6, 0, 11, 0, $28
anim_wait 64
anim_ret
; cb0b0
@ -3784,7 +3784,7 @@ BattleAnim_ZapCannon: ; cb0b0
anim_obj ANIM_OBJ_A3, 8, 0, 11, 4, $2
anim_wait 40
anim_sound 0, 1, SFX_THUNDERSHOCK
anim_obj ANIM_OBJ_32, -15, 0, 7, 0, $2
anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
anim_wait 16
anim_obj ANIM_OBJ_31, -15, 0, 7, 0, $0
anim_wait 128
@ -3830,14 +3830,14 @@ BattleAnim_PerishSong: ; cb113
anim_bgeffect ANIM_BG_06, $0, $2, $0
anim_bgeffect ANIM_BG_ALTERNATE_HUES, $0, $2, $0
anim_sound 0, 2, SFX_PERISH_SONG
anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $0
anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $8
anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $10
anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $18
anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $20
anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $28
anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $30
anim_obj ANIM_OBJ_A6, 11, 0, 0, 0, $38
anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $0
anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $8
anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $10
anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $18
anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $20
anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $28
anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $30
anim_obj ANIM_OBJ_PERISH_SONG, 11, 0, 0, 0, $38
anim_wait 112
anim_ret
; cb14c
@ -4087,7 +4087,7 @@ BattleAnim_Spark: ; cb34d
anim_incobj 2
anim_wait 1
anim_sound 0, 1, SFX_THUNDERSHOCK
anim_obj ANIM_OBJ_32, -15, 0, 7, 0, $2
anim_obj ANIM_OBJ_LIGHTNING_BOLT, -15, 0, 7, 0, $2
anim_obj ANIM_OBJ_33, -15, 0, 7, 0, $0
anim_wait 32
anim_ret

View File

@ -236,7 +236,7 @@ BattleBGEffect_WhiteHues: ; c812d (32:412d)
call EndBattleBGEffect
ret
.Pals
.Pals:
db %11100100
db %11100000
db %11010000
@ -254,7 +254,7 @@ BattleBGEffect_BlackHues: ; c8141 (32:4141)
call EndBattleBGEffect
ret
.Pals
.Pals:
db %11100100
db %11110100
db %11111000
@ -273,7 +273,7 @@ BattleBGEffect_AlternateHues: ; c8155 (32:4155)
call EndBattleBGEffect
ret
.Pals
.Pals:
db %11100100
db %11111000
db %11111100
@ -298,12 +298,12 @@ BattleBGEffect_06: ; c8171 (32:4171)
ld [wOBP0], a
ret
.PalsCGB
.PalsCGB:
db %11100100
db %10010000
db -2
.PalsSGB
.PalsSGB:
db %11110000
db %11000000
db -2
@ -322,12 +322,12 @@ BattleBGEffect_07: ; c818b (32:418b)
ld [wOBP0], a
ret
.PalsCGB
.PalsCGB:
db %11100100
db %11011000
db -2
.PalsSGB
.PalsSGB:
db %11110000
db %11001100
db -2
@ -339,7 +339,7 @@ BattleBGEffect_08: ; c81a5 (32:41a5)
ld [wBGP], a
ret
.Pals
.Pals:
db %00011011
db %01100011
db %10000111
@ -405,10 +405,10 @@ BattleBGEffect_ShowMon: ; c81ea (32:41ea)
call BattleBGEffect_RunPicResizeScript
ret
.PlayerData
.PlayerData:
db 0, $31, 0
db -1
.EnemyData
.EnemyData:
db 3, $00, 3
db -1
; c8214
@ -670,12 +670,12 @@ BattleBGEffect_EnterMon: ; c837b (32:437b)
call BattleBGEffect_RunPicResizeScript
ret
.PlayerData
.PlayerData:
db 2, $31, 2
db 1, $31, 1
db 0, $31, 0
db -1
.EnemyData
.EnemyData:
db 5, $00, 5
db 4, $00, 4
db 3, $00, 3
@ -698,7 +698,7 @@ BattleBGEffect_ReturnMon: ; c83a8 (32:43a8)
call BattleBGEffect_RunPicResizeScript
ret
.PlayerData
.PlayerData:
db 0, $31, 0
db -2, $66, 0
db 1, $31, 1
@ -707,7 +707,7 @@ BattleBGEffect_ReturnMon: ; c83a8 (32:43a8)
db -2, $22, 2
db -3, $00, 0
db -1
.EnemyData
.EnemyData:
db 3, $00, 3
db -2, $77, 3
db 4, $00, 4
@ -773,7 +773,7 @@ endr
call EndBattleBGEffect
ret
.ClearBox
.ClearBox:
; get dims
push bc
inc hl
@ -798,7 +798,7 @@ endr
pop bc
ret
.PlaceGraphic
.PlaceGraphic:
; get dims
push bc
push hl
@ -858,7 +858,7 @@ endr
pop bc
ret
.Coords
.Coords:
dwcoord 2, 6
dwcoord 3, 8
dwcoord 4, 10
@ -866,7 +866,7 @@ endr
dwcoord 13, 2
dwcoord 14, 4
.BGSquares
.BGSquares:
bgsquare: MACRO
dn \1,\2
dw \3
@ -879,7 +879,7 @@ endm
bgsquare 5, 5, .FiveByFive
bgsquare 3, 3, .ThreeByThree
.SixBySix
.SixBySix:
db $00, $06, $0c, $12, $18, $1e
db $01, $07, $0d, $13, $19, $1f
db $02, $08, $0e, $14, $1a, $20
@ -887,17 +887,17 @@ endm
db $04, $0a, $10, $16, $1c, $22
db $05, $0b, $11, $17, $1d, $23
.FourByFour
.FourByFour:
db $00, $0c, $12, $1e
db $02, $0e, $14, $20
db $03, $0f, $15, $21
db $05, $11, $17, $23
.TwoByTwo
.TwoByTwo:
db $00, $1e
db $05, $23
.SevenBySeven
.SevenBySeven:
db $00, $07, $0e, $15, $1c, $23, $2a
db $01, $08, $0f, $16, $1d, $24, $2b
db $02, $09, $10, $17, $1e, $25, $2c
@ -906,14 +906,14 @@ endm
db $05, $0c, $13, $1a, $21, $28, $2f
db $06, $0d, $14, $1b, $22, $29, $30
.FiveByFive
.FiveByFive:
db $00, $07, $15, $23, $2a
db $01, $08, $16, $24, $2b
db $03, $0a, $18, $26, $2d
db $05, $0c, $1a, $28, $2f
db $06, $0d, $1b, $29, $30
.ThreeByThree
.ThreeByThree:
db $00, $15, $2a
db $03, $18, $2d
db $06, $1b, $30
@ -945,7 +945,7 @@ BattleBGEffect_Surf: ; c8545 (32:4545)
call BattleAnim_ResetLCDStatCustom
ret
.RotatewSurfWaveBGEffect
.RotatewSurfWaveBGEffect:
ld hl, wSurfWaveBGEffect
ld de, wSurfWaveBGEffect + 1
ld c, wSurfWaveBGEffectEnd - wSurfWaveBGEffect - 1
@ -1218,7 +1218,7 @@ BattleBGEffect_DoubleTeam: ; c8689 (32:4689)
.four
ret
.UpdateLYOverrides
.UpdateLYOverrides:
ld e, a
xor $ff
inc a
@ -1893,7 +1893,7 @@ BattleBGEffect_2a: ; c8a3a (32:4a3a)
call BattleBGEffects_IncrementJumptable
ret
.SetLYOverridesBackup
.SetLYOverridesBackup:
ld e, a
ld a, [hFFC7]
ld l, a
@ -1913,7 +1913,7 @@ BattleBGEffect_2a: ; c8a3a (32:4a3a)
call BattleBGEffects_ResetVideoHRAM
ret
.GetLYOverride
.GetLYOverride:
ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
@ -2042,7 +2042,7 @@ BattleBGEffect_1c: ; c8b00 (32:4b00)
ld [wOBP1], a
ret
.DMG_LYOverrideLoads
.DMG_LYOverrideLoads:
ld hl, LYOverridesBackup
.loop1
ld [hl], d
@ -2061,7 +2061,7 @@ BattleBGEffect_1c: ; c8b00 (32:4b00)
call BatttleBGEffects_GetNamedJumptablePointer
jp [hl]
.Jumptable
.Jumptable:
dw .cgb_zero
dw .cgb_one
dw .cgb_two
@ -2118,12 +2118,12 @@ BattleBGEffect_1c: ; c8b00 (32:4b00)
call EndBattleBGEffect
ret
.CGB_DMGEnemyData
.CGB_DMGEnemyData:
db $e4, $e4
db $f8, $90
db $fc, $40
db $f8, $90
.DMG_PlayerData
.DMG_PlayerData:
db $e4, $e4
db $90, $f8
db $40, $fc
@ -2135,7 +2135,7 @@ BattleBGEffect_RapidFlash: ; c8be8 (32:4be8)
call BGEffect_RapidCyclePals
ret
.FlashPals
.FlashPals:
db $e4, $6c, $fe
; c8bf2
@ -2144,7 +2144,7 @@ BattleBGEffect_16: ; c8bf2 (32:4bf2)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $90, $40, $ff
; c8bfd
@ -2153,7 +2153,7 @@ BattleBGEffect_17: ; c8bfd (32:4bfd)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $f8, $fc, $ff
; c8c08
@ -2162,7 +2162,7 @@ BattleBGEffect_18: ; c8c08 (32:4c08)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $90, $40, $90, $fe
; c8c14
@ -2171,7 +2171,7 @@ BattleBGEffect_19: ; c8c14 (32:4c14)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $f8, $fc, $f8, $fe
; c8c20
@ -2180,7 +2180,7 @@ BattleBGEffect_1a: ; c8c20 (32:4c20)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $f8, $fc, $f8, $e4, $90, $40, $90, $fe
; c8c30
@ -2189,7 +2189,7 @@ BattleBGEffect_1b: ; c8c30 (32:4c30)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $fc, $e4, $00, $fe
; c8c3c
@ -2198,7 +2198,7 @@ BattleBGEffect_1d: ; c8c3c (32:4c3c)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $e4, $90, $40, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $40, $90, $e4, $ff
; c8c55
@ -2207,7 +2207,7 @@ BattleBGEffect_1e: ; c8c55 (32:4c55)
call BGEffect_RapidCyclePals
ret
.Pals
.Pals:
db $00, $40, $90, $e4, $ff
; c8c61
@ -2218,7 +2218,7 @@ BattleBGEffect_VibrateMon: ; c8c61 (32:4c61)
dw .one
.zero: ; c8c68 (32:4c68)
.zero ; c8c68 (32:4c68)
call BattleBGEffects_IncrementJumptable
call BattleBGEffects_ClearLYOverrides
ld a, $43
@ -2234,7 +2234,7 @@ BattleBGEffect_VibrateMon: ; c8c61 (32:4c61)
ld [hl], $20
ret
.one: ; c8c85 (32:4c85)
.one ; c8c85 (32:4c85)
ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
@ -2264,7 +2264,7 @@ BattleBGEffect_WobbleMon: ; c8ca2 (32:4ca2)
dw .two
.zero: ; c8cab (32:4cab)
.zero ; c8cab (32:4cab)
call BattleBGEffects_IncrementJumptable
call BattleBGEffects_ClearLYOverrides
ld a, $43
@ -2278,7 +2278,7 @@ BattleBGEffect_WobbleMon: ; c8ca2 (32:4ca2)
ld [hl], $0
ret
.one: ; c8cc3 (32:4cc3)
.one ; c8cc3 (32:4cc3)
ld hl, BG_EFFECT_STRUCT_03
add hl, bc
ld a, [hl]
@ -2294,7 +2294,7 @@ BattleBGEffect_WobbleMon: ; c8ca2 (32:4ca2)
ld [hl], a
ret
.two: ; c8cdd (32:4cdd)
.two ; c8cdd (32:4cdd)
call BattleAnim_ResetLCDStatCustom
ret
@ -2423,13 +2423,13 @@ BGEffect_RapidCyclePals: ; c8d77 (32:4d77)
pop de
jp [hl]
.Jumptable_DMG
.Jumptable_DMG:
dw .zero_dmg
dw .one_dmg
dw .two_dmg
.zero_dmg: ; c8d8b (32:4d8b)
.zero_dmg ; c8d8b (32:4d8b)
call BattleBGEffects_IncrementJumptable
ld a, $e4
call BattleBGEffects_SetLYOverrides
@ -2447,7 +2447,7 @@ BGEffect_RapidCyclePals: ; c8d77 (32:4d77)
ld [hl], a
ret
.one_dmg: ; c8daa (32:4daa)
.one_dmg ; c8daa (32:4daa)
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
@ -2472,7 +2472,7 @@ BGEffect_RapidCyclePals: ; c8d77 (32:4d77)
dec [hl]
ret
.two_dmg: ; c8dc9 (32:4dc9)
.two_dmg ; c8dc9 (32:4dc9)
call BattleBGEffects_ResetVideoHRAM
ld a, %11100100
ld [rBGP], a
@ -2494,7 +2494,7 @@ BGEffect_RapidCyclePals: ; c8d77 (32:4d77)
dw .four_cgb
.zero_cgb: ; c8de7 (32:4de7)
.zero_cgb ; c8de7 (32:4de7)
call BGEffect_CheckBattleTurn
jr nz, .player_turn_cgb
call BattleBGEffects_IncrementJumptable
@ -2510,7 +2510,7 @@ BGEffect_RapidCyclePals: ; c8d77 (32:4d77)
ld [hl], a
ret
.one_cgb: ; c8e02 (32:4e02)
.one_cgb ; c8e02 (32:4e02)
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
@ -2535,13 +2535,13 @@ BGEffect_RapidCyclePals: ; c8d77 (32:4d77)
dec [hl]
ret
.two_cgb: ; c8e21 (32:4e21)
.two_cgb ; c8e21 (32:4e21)
ld a, $e4
call BGEffects_LoadBGPal0_OBPal1
call EndBattleBGEffect
ret
.three_cgb: ; c8e2a (32:4e2a)
.three_cgb ; c8e2a (32:4e2a)
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
@ -2566,7 +2566,7 @@ BGEffect_RapidCyclePals: ; c8d77 (32:4d77)
dec [hl]
ret
.four_cgb: ; c8e49 (32:4e49)
.four_cgb ; c8e49 (32:4e49)
ld a, $e4
call BGEffects_LoadBGPal1_OBPal0
call EndBattleBGEffect
@ -2836,7 +2836,7 @@ Functionc8f9a: ; c8f9a (32:4f9a)
and a
ret
.GetLYOverrideBackupAddrOffset
.GetLYOverrideBackupAddrOffset:
ld a, [hFFC7]
ld e, a
ld a, [wBattleAnimTemp0]

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -14,7 +14,7 @@ BattleCommand_Metronome: ; 37418
.asm_3742b
call LoadMoveAnim
.GetMove
.GetMove:
call BattleRandom
; No invalid moves.

View File

@ -85,7 +85,7 @@ BattleCommand_Present: ; 37874
.do_animation
jp EndMoveEffect
.PresentPower
.PresentPower:
db 40 percent, 40
db 70 percent + 1, 80
db 80 percent, 120

View File

@ -58,7 +58,7 @@ DoWeatherModifiers: ; fbda4
ld a, [wd265] ; move type
ld c, a
.CheckWeatherType
.CheckWeatherType:
ld a, [de]
inc de
cp $ff
@ -71,7 +71,7 @@ DoWeatherModifiers: ; fbda4
cp c
jr z, .ApplyModifier
.NextWeatherType
.NextWeatherType:
rept 2
inc de
endr
@ -85,7 +85,7 @@ endr
call GetBattleVar
ld c, a
.CheckWeatherMove
.CheckWeatherMove:
ld a, [de]
inc de
cp $ff
@ -98,13 +98,13 @@ endr
cp c
jr z, .ApplyModifier
.NextWeatherMove
.NextWeatherMove:
rept 2
inc de
endr
jr .CheckWeatherMove
.ApplyModifier
.ApplyModifier:
xor a
ld [hMultiplicand + 0], a
ld hl, CurDamage
@ -138,7 +138,7 @@ endr
ld bc, 1
.Update
.Update:
ld a, b
ld [CurDamage], a
ld a, c
@ -147,14 +147,14 @@ endr
.done
ret
.WeatherTypeModifiers
.WeatherTypeModifiers:
db WEATHER_RAIN, WATER, 15
db WEATHER_RAIN, FIRE, 05
db WEATHER_SUN, FIRE, 15
db WEATHER_SUN, WATER, 05
db $ff
.WeatherMoveModifiers
.WeatherMoveModifiers:
db WEATHER_RAIN, EFFECT_SOLARBEAM, 05
db $ff
; fbe24
@ -183,7 +183,7 @@ DoBadgeTypeBoosts: ; fbe24
ld a, [JohtoBadges]
ld c, a
.CheckBadge
.CheckBadge:
ld a, [hl]
cp $ff
jr z, .done
@ -196,11 +196,11 @@ DoBadgeTypeBoosts: ; fbe24
cp [hl]
jr z, .ApplyBoost
.NextBadge
.NextBadge:
inc hl
jr .CheckBadge
.ApplyBoost
.ApplyBoost:
ld a, [CurDamage]
ld h, a
ld d, a
@ -226,7 +226,7 @@ DoBadgeTypeBoosts: ; fbe24
ld hl, $ffff
.Update
.Update:
ld a, h
ld [CurDamage], a
ld a, l
@ -237,7 +237,7 @@ DoBadgeTypeBoosts: ; fbe24
pop de
ret
.BadgeTypes
.BadgeTypes:
db FLYING ; zephyrbadge
db BUG ; hivebadge
db NORMAL ; plainbadge

View File

@ -2095,7 +2095,7 @@ FutureSight:
damagestats
damagecalc
futuresight
damagevariation
damagevariation ; skip here if last turn
checkhit
hittargetnosub
failuretext

View File

@ -156,7 +156,7 @@ endm
; ANIM_OBJ_31
battleanimobj $21, $90, BATTLEANIMFRAMESET_36, BATTLEANIMFUNC_00, $03, $05
; ANIM_OBJ_32
; ANIM_OBJ_LIGHTNING_BOLT
battleanimobj $21, $90, BATTLEANIMFRAMESET_37, BATTLEANIMFUNC_03, $02, $08
; ANIM_OBJ_33
@ -336,10 +336,10 @@ endm
; ANIM_OBJ_6D
battleanimobj $01, $88, BATTLEANIMFRAMESET_7A, BATTLEANIMFUNC_31, $03, $11
; ANIM_OBJ_6E
; ANIM_OBJ_SKY_ATTACK_FEAROW
battleanimobj $21, $88, BATTLEANIMFRAMESET_7B, BATTLEANIMFUNC_32, $02, $20
; ANIM_OBJ_6F
; ANIM_OBJ_LICK
battleanimobj $21, $98, BATTLEANIMFRAMESET_7C, BATTLEANIMFUNC_00, $02, $04
; ANIM_OBJ_70
@ -432,7 +432,7 @@ endm
; ANIM_OBJ_8D
battleanimobj $21, $a0, BATTLEANIMFRAMESET_99, BATTLEANIMFUNC_35, $04, $19
; ANIM_OBJ_8E
; ANIM_OBJ_SPIKES
battleanimobj $21, $70, BATTLEANIMFRAMESET_8B, BATTLEANIMFUNC_3F, $02, $1f
; ANIM_OBJ_8F
@ -504,7 +504,7 @@ endm
; ANIM_OBJ_A5
battleanimobj $61, $90, BATTLEANIMFRAMESET_A9, BATTLEANIMFUNC_46, $02, $23
; ANIM_OBJ_A6
; ANIM_OBJ_PERISH_SONG
battleanimobj $00, $00, BATTLEANIMFRAMESET_24, BATTLEANIMFUNC_47, $02, $0e
; ANIM_OBJ_A7

File diff suppressed because it is too large Load Diff

View File

@ -12,7 +12,7 @@ DoBattleAnimFrame: ; ccfbe
jp [hl]
; ccfce
.Jumptable
.Jumptable:
dw BattleAnimFunction_00 ; 00
dw BattleAnimFunction_01 ; 01
dw BattleAnimFunction_02 ; 02
@ -425,7 +425,7 @@ GetBallAnimPal: ; cd249 (33:5249)
ld e, a
pop af
ld [rSVBK], a
.IsInArray
.IsInArray:
ld a, [hli]
cp -1
jr z, .load
@ -634,7 +634,7 @@ BattleAnimFunction_08: ; cd306 (33:5306)
call .SetCoords
ret
.SetCoords
.SetCoords:
ld hl, BATTLEANIMSTRUCT_0B
add hl, bc
ld a, [hl]
@ -4100,7 +4100,7 @@ BattleAnim_Sine: ; ce734 (33:6734)
inc a
ret
.ApplySineWave
.ApplySineWave:
ld e, a
ld a, d
ld d, 0

View File

@ -2,51 +2,51 @@
AnimObjGFX: ; cfcf6
object_gfx: MACRO
; label, # tiles
; # tiles, label
db \1
dba \2
ENDM
object_gfx 0, AnimObj00GFX
object_gfx 21, AnimObj01GFX
object_gfx 6, AnimObj02GFX
object_gfx 6, AnimObj03GFX
object_gfx 20, AnimObj04GFX
object_gfx 26, AnimObj05GFX
object_gfx 18, AnimObj06GFX
object_gfx 12, AnimObj07GFX
object_gfx 9, AnimObj08GFX
object_gfx 17, AnimObj09GFX
object_gfx 6, AnimObj10GFX
object_gfx 10, AnimObj11GFX
object_gfx 9, AnimObj12GFX
object_gfx 13, AnimObj13GFX
object_gfx 16, AnimObj14GFX
object_gfx 2, AnimObj15GFX
object_gfx 11, AnimObj16GFX
object_gfx 9, AnimObj17GFX
object_gfx 9, AnimObj18GFX
object_gfx 19, AnimObj19GFX
object_gfx 10, AnimObj20GFX
object_gfx 12, AnimObj21GFX
object_gfx 18, AnimObj22GFX
object_gfx 13, AnimObj23GFX
object_gfx 10, AnimObj24GFX
object_gfx 27, AnimObj25GFX
object_gfx 12, AnimObj26GFX
object_gfx 14, AnimObj27GFX
object_gfx 16, AnimObj28GFX
object_gfx 7, AnimObj29GFX
object_gfx 8, AnimObj30GFX
object_gfx 40, AnimObj31GFX
object_gfx 36, AnimObj32GFX
object_gfx 16, AnimObj33GFX
object_gfx 48, AnimObj34GFX
object_gfx 18, AnimObj35GFX
object_gfx 38, AnimObj36GFX
object_gfx 35, AnimObj37GFX
object_gfx 18, AnimObj38GFX
object_gfx 24, AnimObj39GFX
object_gfx 21, AnimObjHitGFX
object_gfx 6, AnimObjCutGFX
object_gfx 6, AnimObjFireGFX
object_gfx 20, AnimObjWaterGFX
object_gfx 26, AnimObjLightningGFX
object_gfx 18, AnimObjPlantGFX
object_gfx 12, AnimObjSmokeGFX
object_gfx 9, AnimObjExplosionGFX
object_gfx 17, AnimObjRocksGFX
object_gfx 6, AnimObjIceGFX
object_gfx 10, AnimObjPokeBallGFX
object_gfx 9, AnimObjPoisonGFX
object_gfx 13, AnimObjBubbleGFX
object_gfx 16, AnimObjNoiseGFX
object_gfx 2, AnimObjPowderGFX
object_gfx 11, AnimObjBeamGFX
object_gfx 9, AnimObjSpeedGFX
object_gfx 9, AnimObjChargeGFX
object_gfx 19, AnimObjWindGFX
object_gfx 10, AnimObjWhipGFX
object_gfx 12, AnimObjEggGFX
object_gfx 18, AnimObjRopeGFX
object_gfx 13, AnimObjPsychicGFX
object_gfx 10, AnimObjReflectGFX
object_gfx 27, AnimObjStatusGFX
object_gfx 12, AnimObjSandGFX
object_gfx 14, AnimObjWebGFX
object_gfx 16, AnimObjHazeGFX
object_gfx 7, AnimObjHornGFX
object_gfx 8, AnimObjFlowerGFX
object_gfx 40, AnimObjMiscGFX
object_gfx 36, AnimObjSkyAttackGFX
object_gfx 16, AnimObjGlobeGFX
object_gfx 48, AnimObjShapesGFX
object_gfx 18, AnimObjObjectsGFX
object_gfx 38, AnimObjShineGFX
object_gfx 35, AnimObjAngelsGFX
object_gfx 18, AnimObjWaveGFX
object_gfx 24, AnimObjAeroblastGFX
object_gfx 1, NULL
object_gfx 1, NULL
; cfd9e

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