const_def const BGSQUARE_SIX const BGSQUARE_FOUR const BGSQUARE_TWO const BGSQUARE_SEVEN const BGSQUARE_FIVE const BGSQUARE_THREE ; BG effects for use in battle animations. ExecuteBGEffects: ld hl, wActiveBGEffects ld e, NUM_BG_EFFECTS .loop ld a, [hl] and a jr z, .next ld c, l ld b, h push hl push de call DoBattleBGEffectFunction pop de pop hl .next ld bc, BG_EFFECT_STRUCT_LENGTH add hl, bc dec e jr nz, .loop ret QueueBGEffect: ld hl, wActiveBGEffects ld e, NUM_BG_EFFECTS .loop ld a, [hl] and a jr z, .load ld bc, BG_EFFECT_STRUCT_LENGTH add hl, bc dec e jr nz, .loop scf ret .load ld c, l ld b, h ld hl, BG_EFFECT_STRUCT_FUNCTION add hl, bc ld a, [wBattleBGEffectTempID] ld [hli], a ld a, [wBattleBGEffectTempJumptableIndex] ld [hli], a ld a, [wBattleBGEffectTempTurn] ld [hli], a ld a, [wBattleBGEffectTempParam] ld [hl], a ret EndBattleBGEffect: ld hl, BG_EFFECT_STRUCT_FUNCTION add hl, bc ld [hl], 0 ret DoBattleBGEffectFunction: ld hl, BG_EFFECT_STRUCT_FUNCTION add hl, bc ld e, [hl] ld d, 0 ld hl, BattleBGEffects add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a jp hl BattleBGEffects: ; entries correspond to BATTLE_BG_EFFECT_* constants dw BattleBGEffect_End dw BattleBGEffect_FlashInverted dw BattleBGEffect_FlashWhite dw BattleBGEffect_WhiteHues dw BattleBGEffect_BlackHues dw BattleBGEffect_AlternateHues dw BattleBGEffect_CycleOBPalsGrayAndYellow dw BattleBGEffect_CycleMidOBPalsGrayAndYellow dw BattleBGEffect_CycleBGPals_Inverted dw BattleBGEffect_HideMon dw BattleBGEffect_ShowMon dw BattleBGEffect_EnterMon dw BattleBGEffect_ReturnMon dw BattleBGEffect_Surf dw BattleBGEffect_Whirlpool dw BattleBGEffect_Teleport dw BattleBGEffect_NightShade dw BattleBGEffect_BattlerObj_1Row dw BattleBGEffect_BattlerObj_2Row dw BattleBGEffect_DoubleTeam dw BattleBGEffect_AcidArmor dw BattleBGEffect_RapidFlash dw BattleBGEffect_FadeMonToLight dw BattleBGEffect_FadeMonToBlack dw BattleBGEffect_FadeMonToLightRepeating dw BattleBGEffect_FadeMonToBlackRepeating dw BattleBGEffect_CycleMonLightDarkRepeating dw BattleBGEffect_FlashMonRepeating dw BattleBGEffect_FadeMonsToBlackRepeating dw BattleBGEffect_FadeMonToWhiteWaitFadeBack dw BattleBGEffect_FadeMonFromWhite dw BattleBGEffect_ShakeScreenX dw BattleBGEffect_ShakeScreenY dw BattleBGEffect_Withdraw dw BattleBGEffect_BounceDown dw BattleBGEffect_Dig dw BattleBGEffect_Tackle dw BattleBGEffect_BodySlam dw BattleBGEffect_WobbleMon dw BattleBGEffect_RemoveMon dw BattleBGEffect_WaveDeformMon dw BattleBGEffect_Psychic dw BattleBGEffect_BetaSendOutMon1 dw BattleBGEffect_BetaSendOutMon2 dw BattleBGEffect_Flail dw BattleBGEffect_BetaPursuit dw BattleBGEffect_Rollout dw BattleBGEffect_VitalThrow dw BattleBGEffect_StartWater dw BattleBGEffect_Water dw BattleBGEffect_EndWater dw BattleBGEffect_VibrateMon dw BattleBGEffect_WobblePlayer dw BattleBGEffect_WobbleScreen BattleBGEffect_End: call EndBattleBGEffect ret BatttleBGEffects_GetNamedJumptablePointer: ld hl, BG_EFFECT_STRUCT_JT_INDEX add hl, bc ld l, [hl] ld h, 0 add hl, hl add hl, de ld a, [hli] ld h, [hl] ld l, a ret BattleBGEffects_AnonJumptable: pop de ld hl, BG_EFFECT_STRUCT_JT_INDEX add hl, bc ld l, [hl] ld h, 0 add hl, hl add hl, de ld a, [hli] ld h, [hl] ld l, a jp hl BattleBGEffects_IncAnonJumptableIndex: ld hl, BG_EFFECT_STRUCT_JT_INDEX add hl, bc inc [hl] ret BattleBGEffect_FlashInverted: ld de, .inverted jp BattleBGEffect_FlashContinue .inverted dc 3, 2, 1, 0 dc 0, 1, 2, 3 BattleBGEffect_FlashWhite: ld de, .white jp BattleBGEffect_FlashContinue .white dc 3, 2, 1, 0 dc 0, 0, 0, 0 BattleBGEffect_FlashContinue: ; current timer, flash duration, number of flashes ld a, $1 ld [wBattleBGEffectTempID], a ; unused? ld hl, BG_EFFECT_STRUCT_JT_INDEX add hl, bc ld a, [hl] and a jr z, .init dec [hl] ret .init ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] ld hl, BG_EFFECT_STRUCT_JT_INDEX add hl, bc ld [hl], a ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] and a jr nz, .apply_pal call EndBattleBGEffect ret .apply_pal dec a ld [hl], a and 1 ld l, a ld h, 0 add hl, de ld a, [hl] ld [wBGP], a ret BattleBGEffect_WhiteHues: ld de, .Pals call BattleBGEffect_GetNthDMGPal jr c, .quit ld [wBGP], a ret .quit call EndBattleBGEffect ret .Pals: dc 3, 2, 1, 0 dc 3, 2, 0, 0 dc 3, 1, 0, 0 db -1 BattleBGEffect_BlackHues: ld de, .Pals call BattleBGEffect_GetNthDMGPal jr c, .quit ld [wBGP], a ret .quit call EndBattleBGEffect ret .Pals: dc 3, 2, 1, 0 dc 3, 3, 1, 0 dc 3, 3, 2, 0 db -1 BattleBGEffect_AlternateHues: ld de, .Pals call BattleBGEffect_GetNthDMGPal jr c, .quit ld [wBGP], a ld [wOBP1], a ret .quit call EndBattleBGEffect ret .Pals: dc 3, 2, 1, 0 dc 3, 3, 2, 0 dc 3, 3, 3, 0 dc 3, 3, 2, 0 dc 3, 2, 1, 0 dc 2, 1, 0, 0 dc 1, 0, 0, 0 dc 2, 1, 0, 0 db -2 BattleBGEffect_CycleOBPalsGrayAndYellow: ld de, .PalsCGB call BattleBGEffect_GetNthDMGPal ld [wOBP0], a ret .PalsCGB: dc 3, 2, 1, 0 dc 2, 1, 0, 0 db -2 BattleBGEffect_CycleMidOBPalsGrayAndYellow: ld de, .PalsCGB call BattleBGEffect_GetNthDMGPal ld [wOBP0], a ret .PalsCGB: dc 3, 2, 1, 0 dc 3, 1, 2, 0 db -2 BattleBGEffect_CycleBGPals_Inverted: ld de, .Pals call BattleBGEffect_GetNthDMGPal ld [wBGP], a ret .Pals: dc 0, 1, 2, 3 dc 1, 2, 0, 3 dc 2, 0, 1, 3 db -2 BattleBGEffect_HideMon: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw BattleBGEffects_IncAnonJumptableIndex dw BattleBGEffects_IncAnonJumptableIndex dw BattleBGEffects_IncAnonJumptableIndex dw .four .zero call BattleBGEffects_IncAnonJumptableIndex push bc call BGEffect_CheckBattleTurn jr nz, .player_side hlcoord 12, 0 lb bc, 7, 7 jr .got_pointer .player_side hlcoord 2, 6 lb bc, 6, 6 .got_pointer call ClearBox pop bc xor a ldh [hBGMapThird], a ld a, $1 ldh [hBGMapMode], a ret .four xor a ldh [hBGMapMode], a call EndBattleBGEffect ret BattleBGEffect_ShowMon: call BGEffect_CheckFlyDigStatus jr z, .not_flying call EndBattleBGEffect ret .not_flying call BGEffect_CheckBattleTurn jr nz, .player_side ld de, .EnemyData jr .got_pointer .player_side ld de, .PlayerData .got_pointer ld a, e ld [wBattlePicResizeTempPointer], a ld a, d ld [wBattlePicResizeTempPointer + 1], a call BattleBGEffect_RunPicResizeScript ret .PlayerData: db 0, $31, 0 db -1 .EnemyData: db 3, $00, 3 db -1 BattleBGEffect_BattlerObj_1Row: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw BattleBGEffects_IncAnonJumptableIndex dw BattleBGEffects_IncAnonJumptableIndex dw BattleBGEffects_IncAnonJumptableIndex dw .five .zero call BGEffect_CheckFlyDigStatus jr z, .not_flying_digging ld hl, wLastAnimObjectIndex inc [hl] call EndBattleBGEffect ret .not_flying_digging call BattleBGEffects_IncAnonJumptableIndex push bc call BGEffect_CheckBattleTurn jr nz, .player_side ld a, BATTLE_ANIM_OBJ_ENEMYFEET_1ROW ld [wBattleObjectTempID], a ld a, 16 * TILE_WIDTH + 4 jr .okay .player_side ld a, BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW ld [wBattleObjectTempID], a ld a, 6 * TILE_WIDTH .okay ld [wBattleObjectTempXCoord], a ld a, 8 * TILE_WIDTH ld [wBattleObjectTempYCoord], a xor a ld [wBattleObjectTempParam], a call _QueueBattleAnimation pop bc ret .one call BattleBGEffects_IncAnonJumptableIndex push bc call BGEffect_CheckBattleTurn jr nz, .player_side_2 hlcoord 12, 6 lb bc, 1, 7 jr .okay2 .player_side_2 hlcoord 2, 6 lb bc, 1, 6 .okay2 call ClearBox ld a, $1 ldh [hBGMapMode], a pop bc ret .five xor a ldh [hBGMapMode], a call EndBattleBGEffect ret BattleBGEffect_BattlerObj_2Row: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw BattleBGEffects_IncAnonJumptableIndex dw BattleBGEffects_IncAnonJumptableIndex dw BattleBGEffects_IncAnonJumptableIndex dw .five .zero call BGEffect_CheckFlyDigStatus jr z, .not_flying_digging ld hl, wLastAnimObjectIndex inc [hl] call EndBattleBGEffect ret .not_flying_digging call BattleBGEffects_IncAnonJumptableIndex push bc call BGEffect_CheckBattleTurn jr nz, .player_side ld a, BATTLE_ANIM_OBJ_ENEMYFEET_2ROW ld [wBattleObjectTempID], a ld a, 16 * TILE_WIDTH + 4 jr .okay .player_side ld a, BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW ld [wBattleObjectTempID], a ld a, 6 * TILE_WIDTH .okay ld [wBattleObjectTempXCoord], a ld a, 8 * TILE_WIDTH ld [wBattleObjectTempYCoord], a xor a ld [wBattleObjectTempParam], a call _QueueBattleAnimation pop bc ret .one call BattleBGEffects_IncAnonJumptableIndex push bc call BGEffect_CheckBattleTurn jr nz, .player_side_2 hlcoord 12, 5 lb bc, 2, 7 jr .okay2 .player_side_2 hlcoord 2, 6 lb bc, 2, 6 .okay2 call ClearBox ld a, $1 ldh [hBGMapMode], a pop bc ret .five xor a ldh [hBGMapMode], a call EndBattleBGEffect ret _QueueBattleAnimation: callfar QueueBattleAnimation ret BattleBGEffect_RemoveMon: ; Slides mon out of screen call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw BattleBGEffects_IncAnonJumptableIndex dw BattleBGEffects_IncAnonJumptableIndex dw .four .zero call BattleBGEffects_IncAnonJumptableIndex call BGEffect_CheckBattleTurn ld [hl], a ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] and a jr z, .user ld a, $9 jr .okay .user ld a, $8 .okay ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], a ret .one ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] and a jr z, .user_2 hlcoord 0, 6 lb de, 8, 6 .row1 push de push hl .col1 inc hl ld a, [hld] ld [hli], a dec d jr nz, .col1 pop hl ld de, SCREEN_WIDTH add hl, de pop de dec e jr nz, .row1 jr .okay2 .user_2 hlcoord 19, 0 lb de, 8, 7 .row2 push de push hl .col2 dec hl ld a, [hli] ld [hld], a dec d jr nz, .col2 pop hl ld de, SCREEN_WIDTH add hl, de pop de dec e jr nz, .row2 .okay2 xor a ldh [hBGMapThird], a ld a, $1 ldh [hBGMapMode], a call BattleBGEffects_IncAnonJumptableIndex ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc dec [hl] ret .four xor a ldh [hBGMapMode], a ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] and a jr z, .done ld hl, BG_EFFECT_STRUCT_JT_INDEX add hl, bc ld [hl], $1 ret .done call EndBattleBGEffect ret BattleBGEffect_EnterMon: call BGEffect_CheckBattleTurn jr nz, .player_turn ld de, .EnemyData jr .okay .player_turn ld de, .PlayerData .okay ld a, e ld [wBattlePicResizeTempPointer], a ld a, d ld [wBattlePicResizeTempPointer + 1], a call BattleBGEffect_RunPicResizeScript ret .PlayerData: db 2, $31, 2 db 1, $31, 1 db 0, $31, 0 db -1 .EnemyData: db 5, $00, 5 db 4, $00, 4 db 3, $00, 3 db -1 BattleBGEffect_ReturnMon: call BGEffect_CheckBattleTurn jr nz, .player_turn ld de, .EnemyData jr .okay .player_turn ld de, .PlayerData .okay ld a, e ld [wBattlePicResizeTempPointer], a ld a, d ld [wBattlePicResizeTempPointer + 1], a call BattleBGEffect_RunPicResizeScript ret .PlayerData: db 0, $31, 0 db -2, $66, 0 db 1, $31, 1 db -2, $44, 1 db 2, $31, 2 db -2, $22, 2 db -3, $00, 0 db -1 .EnemyData: db 3, $00, 3 db -2, $77, 3 db 4, $00, 4 db -2, $55, 4 db 5, $00, 5 db -2, $33, 5 db -3, $00, 0 db -1 BattleBGEffect_RunPicResizeScript: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw BattleBGEffects_IncAnonJumptableIndex dw BattleBGEffects_IncAnonJumptableIndex dw .restart dw .end .zero ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld e, [hl] ld d, $0 inc [hl] ld a, [wBattlePicResizeTempPointer] ld l, a ld a, [wBattlePicResizeTempPointer + 1] ld h, a add hl, de add hl, de add hl, de ld a, [hl] cp -1 jr z, .end cp -2 jr z, .clear cp -3 jr z, .skip call .PlaceGraphic .skip call BattleBGEffects_IncAnonJumptableIndex ld a, $1 ldh [hBGMapMode], a ret .clear call .ClearBox jr .zero .restart xor a ldh [hBGMapMode], a ld hl, BG_EFFECT_STRUCT_JT_INDEX add hl, bc ld [hl], $0 ret .end xor a ldh [hBGMapMode], a call EndBattleBGEffect ret .ClearBox: ; get dims push bc inc hl ld a, [hli] ld b, a and $f ld c, a ld a, b swap a and $f ld b, a ; get coords ld e, [hl] ld d, 0 ld hl, .Coords add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a call ClearBox pop bc ret .PlaceGraphic: ; get dims push bc push hl ld e, [hl] ld d, 0 ld hl, .BGSquares add hl, de add hl, de add hl, de ld a, [hli] ld b, a and $f ld c, a ld a, b swap a and $f ld b, a ; store pointer ld e, [hl] inc hl ld d, [hl] ; get byte pop hl inc hl ld a, [hli] ld [wBattlePicResizeTempBaseTileID], a ; get coord push de ld e, [hl] ld d, 0 ld hl, .Coords add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a pop de ; fill box .row push bc push hl ld a, [wBattlePicResizeTempBaseTileID] ld b, a .col ld a, [de] add b ld [hli], a inc de dec c jr nz, .col pop hl ld bc, SCREEN_WIDTH add hl, bc pop bc dec b jr nz, .row pop bc ret .Coords: dwcoord 2, 6 dwcoord 3, 8 dwcoord 4, 10 dwcoord 12, 0 dwcoord 13, 2 dwcoord 14, 4 .BGSquares: MACRO bgsquare dn \1, \2 dw \3 ENDM bgsquare 6, 6, .SixBySix bgsquare 4, 4, .FourByFour bgsquare 2, 2, .TwoByTwo bgsquare 7, 7, .SevenBySeven bgsquare 5, 5, .FiveByFive bgsquare 3, 3, .ThreeByThree .SixBySix: db $00, $06, $0c, $12, $18, $1e db $01, $07, $0d, $13, $19, $1f db $02, $08, $0e, $14, $1a, $20 db $03, $09, $0f, $15, $1b, $21 db $04, $0a, $10, $16, $1c, $22 db $05, $0b, $11, $17, $1d, $23 .FourByFour: db $00, $0c, $12, $1e db $02, $0e, $14, $20 db $03, $0f, $15, $21 db $05, $11, $17, $23 .TwoByTwo: db $00, $1e db $05, $23 .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 db $03, $0a, $11, $18, $1f, $26, $2d db $04, $0b, $12, $19, $20, $27, $2e db $05, $0c, $13, $1a, $21, $28, $2f db $06, $0d, $14, $1b, $22, $29, $30 .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: db $00, $15, $2a db $03, $18, $2d db $06, $1b, $30 BattleBGEffect_Surf: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two .zero call BattleBGEffects_IncAnonJumptableIndex lb de, 2, 2 call InitSurfWaves .one ldh a, [hLCDCPointer] and a ret z push bc call .RotatewSurfWaveBGEffect pop bc ret .two call BattleAnim_ResetLCDStatCustom ret .RotatewSurfWaveBGEffect: ld hl, wSurfWaveBGEffect ld de, wSurfWaveBGEffect + 1 ld c, wSurfWaveBGEffectEnd - wSurfWaveBGEffect - 1 ld a, [hl] push af .loop ld a, [de] inc de ld [hli], a dec c jr nz, .loop pop af ld [hl], a ld de, wLYOverridesBackup ld hl, wSurfWaveBGEffect ld bc, $0 .loop2 ldh a, [hLYOverrideStart] cp e jr nc, .load_zero push hl add hl, bc ld a, [hl] pop hl jr .okay .load_zero xor a .okay ld [de], a ld a, c inc a and $3f ld c, a inc de ld a, e cp $5f jr c, .loop2 ret BattleBGEffect_Whirlpool: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCY) ldh [hLCDCPointer], a xor a ldh [hLYOverrideStart], a ld a, $5e ldh [hLYOverrideEnd], a lb de, 2, 2 call DeformScreen ret .one call BattleBGEffect_WavyScreenFX ret .two call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_StartWater: call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCY) call BattleBGEffect_SetLCDStatCustoms1 call EndBattleBGEffect ret BattleBGEffect_Water: ; BG_EFFECT_STRUCT_JT_INDEX: defines Y position of deformation ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] ld e, a add $4 ld [hl], a ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] and $f0 swap a xor $ff add $4 ld d, a ld hl, BG_EFFECT_STRUCT_JT_INDEX add hl, bc ld a, [hl] ld [wBattleSineWaveTempProgress], a ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] cp $20 jr nc, .done inc [hl] inc [hl] call DeformWater ret .done call BattleBGEffects_ClearLYOverrides call EndBattleBGEffect ret BattleBGEffect_EndWater: call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_Psychic: ; Hardcoded to always affect opponent call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) ldh [hLCDCPointer], a xor a ldh [hLYOverrideStart], a ld a, $5f ldh [hLYOverrideEnd], a lb de, 6, 5 call DeformScreen ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], $0 ret .one ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] inc [hl] and $3 ret nz call BattleBGEffect_WavyScreenFX ret .two call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_Teleport: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) call BattleBGEffect_SetLCDStatCustoms1 lb de, 6, 5 call DeformScreen ret .one call BattleBGEffect_WavyScreenFX ret .two call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_NightShade: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCY) call BattleBGEffect_SetLCDStatCustoms1 ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld e, [hl] ld d, 2 call DeformScreen ret .one call BattleBGEffect_WavyScreenFX ret .two call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_DoubleTeam: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two dw .three dw .four dw .five .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) call BattleBGEffect_SetLCDStatCustoms1 ldh a, [hLYOverrideEnd] inc a ldh [hLYOverrideEnd], a ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld [hl], $0 ret .one ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] cp $10 jr nc, .next inc [hl] call .UpdateLYOverrides ret .three ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] cp $ff jr z, .next dec [hl] call .UpdateLYOverrides ret .next call BattleBGEffects_IncAnonJumptableIndex ret .two ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] ld d, $2 call BattleBGEffects_Sine ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc add [hl] call .UpdateLYOverrides ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] add $4 ld [hl], a .four ret .UpdateLYOverrides: ld e, a xor $ff inc a ld d, a ld h, HIGH(wLYOverridesBackup) ldh a, [hLYOverrideStart] ld l, a ldh a, [hLYOverrideEnd] sub l srl a push af .loop ld [hl], e inc hl ld [hl], d inc hl dec a jr nz, .loop pop af ret nc ld [hl], e ret .five call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_AcidArmor: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCY) call BattleBGEffect_SetLCDStatCustoms1 ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld e, [hl] ld d, 2 call DeformScreen ld h, HIGH(wLYOverridesBackup) ldh a, [hLYOverrideEnd] ld l, a ld [hl], $0 dec l ld [hl], $0 ret .one ldh a, [hLYOverrideEnd] ld l, a ld h, HIGH(wLYOverridesBackup) ld e, l ld d, h dec de .loop ld a, [de] dec de ld [hld], a ldh a, [hLYOverrideStart] cp l jr nz, .loop ld [hl], $90 ldh a, [hLYOverrideEnd] ld l, a ld a, [hl] cp $1 jr c, .okay cp $90 jr z, .okay ld [hl], $0 .okay dec l ld a, [hl] cp $2 ret c cp $90 ret z ld [hl], $0 ret .two call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_Withdraw: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCY) call BattleBGEffect_SetLCDStatCustoms1 ldh a, [hLYOverrideEnd] inc a ldh [hLYOverrideEnd], a ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld [hl], $1 ret .one ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] and $3f ld d, a ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] cp d ret nc call BGEffect_DisplaceLYOverridesBackup ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] rlca rlca and $3 ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc add [hl] ld [hl], a ret .two call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_Dig: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two dw .three .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCY) call BattleBGEffect_SetLCDStatCustoms1 ldh a, [hLYOverrideEnd] inc a ldh [hLYOverrideEnd], a ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld [hl], $2 ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], $0 ret .one ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] and a jr z, .next dec [hl] ret .next ld [hl], $10 call BattleBGEffects_IncAnonJumptableIndex .two ldh a, [hLYOverrideStart] ld l, a ldh a, [hLYOverrideEnd] sub l dec a ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc cp [hl] ret c ld a, [hl] push af and $7 jr nz, .skip ld hl, BG_EFFECT_STRUCT_JT_INDEX add hl, bc dec [hl] .skip pop af call BGEffect_DisplaceLYOverridesBackup ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc inc [hl] inc [hl] ret .three call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_Tackle: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw Tackle_MoveForward dw Tackle_ReturnMove dw .three .zero ; Prepares mon to move forward (player moves right, enemy moves left) ; BG_EFFECT_STRUCT_PARAM will keep track of distance moved, so it's reset to 0 here ; BG_EFFECT_STRUCT_BATTLE_TURN is set to 2 or -2 depending on target call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) call BattleBGEffect_SetLCDStatCustoms1 ldh a, [hLYOverrideEnd] inc a ldh [hLYOverrideEnd], a ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], 0 call BGEffect_CheckBattleTurn jr nz, .player_side ld a, 2 jr .okay .player_side ld a, -2 .okay ld [hl], a ret .three call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_BodySlam: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw Tackle_MoveForward dw Tackle_ReturnMove dw .three .zero ; Prepares mon to move forward (player moves right, enemy moves left) ; BG_EFFECT_STRUCT_PARAM will keep track of distance moved, so it's reset to 0 here ; BG_EFFECT_STRUCT_BATTLE_TURN is set to 2 or -2 depending on target call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) call BattleBGEffect_SetLCDStatCustoms2 ldh a, [hLYOverrideEnd] inc a ldh [hLYOverrideEnd], a ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], 0 call BGEffect_CheckBattleTurn jr nz, .player_side ld a, 2 jr .okay .player_side ld a, -2 .okay ld [hl], a ret .three call BattleAnim_ResetLCDStatCustom ret Tackle_MoveForward: ; Moves user horizontally in a direction that can be positive or negative. When the limit is reached (8 pixels) we move to the next function in the jumptable (Tackle_ReturnMove) ; BG_EFFECT_STRUCT_BATTLE_TURN: speed and direction ; BG_EFFECT_STRUCT_PARAM: keeps track of distance moved ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] cp -8 jr z, .reached_limit cp 8 jr nz, .finish .reached_limit call BattleBGEffects_IncAnonJumptableIndex .finish call Rollout_FillLYOverridesBackup ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc add [hl] ld [hl], a ret Tackle_ReturnMove: ; Move user horizontally back to initial position. When we back to position 0, we move to the next function in the jumptable ; BG_EFFECT_STRUCT_BATTLE_TURN: is turned into a negative number (this number is not saved to preserve the initial number) ; BG_EFFECT_STRUCT_PARAM: keeps track of distance moved ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] and a jr nz, .move_back call BattleBGEffects_IncAnonJumptableIndex .move_back call Rollout_FillLYOverridesBackup ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] xor $ff inc a ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc add [hl] ld [hl], a ret Rollout_FillLYOverridesBackup: push af ld a, [wFXAnimID + 1] or a jr nz, .not_rollout ld a, [wFXAnimID] cp ROLLOUT jr z, .rollout .not_rollout pop af jp BGEffect_FillLYOverridesBackup .rollout ldh a, [hLYOverrideStart] ld d, a ldh a, [hLYOverrideEnd] sub d ld d, a ld h, HIGH(wLYOverridesBackup) ldh a, [hSCY] or a jr nz, .skip1 ldh a, [hLYOverrideStart] or a jr z, .skip2 dec a ld l, a ld [hl], $0 jr .skip2 .skip1 ldh a, [hLYOverrideEnd] dec a ld l, a ld [hl], $0 .skip2 ldh a, [hSCY] ld l, a ldh a, [hLYOverrideStart] sub l jr nc, .skip3 xor a dec d .skip3 ld l, a pop af .loop ld [hli], a dec d jr nz, .loop ret BattleBGEffect_BetaPursuit: ; unused call BattleBGEffects_AnonJumptable .anon_dw dw VitalThrow_MoveBackwards dw Tackle_MoveForward dw Tackle_ReturnMove dw .three .three call BattleAnim_ResetLCDStatCustom ret VitalThrow_MoveBackwards: ; Prepares mon to move back back (player moves left, enemy moves right) ; BG_EFFECT_STRUCT_PARAM: keeps track of distance moved, so it's reset to 0 here call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) call BattleBGEffect_SetLCDStatCustoms1 ldh a, [hLYOverrideEnd] inc a ldh [hLYOverrideEnd], a ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], $0 call BGEffect_CheckBattleTurn jr nz, .player_turn ld a, -2 jr .okay .player_turn ld a, 2 .okay ld [hl], a ret BattleBGEffect_VitalThrow: call BattleBGEffects_AnonJumptable .anon_dw dw VitalThrow_MoveBackwards dw Tackle_MoveForward dw .two dw Tackle_ReturnMove dw .four .four call BattleAnim_ResetLCDStatCustom .two ret BattleBGEffect_WobbleMon: ; Similar to BattleBGEffect_WobblePlayer, except it can affect either side and the sine movement has a radius of 8 instead of 6 and it moves at twice the rate call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) call BattleBGEffect_SetLCDStatCustoms1 ldh a, [hLYOverrideEnd] inc a ldh [hLYOverrideEnd], a ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], $0 ret .one ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] ld d, $8 call BattleBGEffects_Sine call BGEffect_FillLYOverridesBackup ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] add $4 ld [hl], a ret .two call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_Flail: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) call BattleBGEffect_SetLCDStatCustoms1 ldh a, [hLYOverrideEnd] inc a ldh [hLYOverrideEnd], a xor a ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld [hli], a ld [hl], a ret .one ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] ld d, $6 call BattleBGEffects_Sine push af ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] ld d, $2 call BattleBGEffects_Sine ld e, a pop af add e call BGEffect_FillLYOverridesBackup ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] add $8 ld [hl], a ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] add $2 ld [hl], a ret .two call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_WaveDeformMon: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) call BattleBGEffect_SetLCDStatCustoms1 ret .one ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] cp $20 ret nc inc [hl] ld d, a ld e, 4 call DeformScreen ret .two ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] and a jr z, .reset dec [hl] ld d, a ld e, 4 call DeformScreen ret .reset call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_BounceDown: call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCY) call BattleBGEffect_SetLCDStatCustoms2 ldh a, [hLYOverrideEnd] inc a ldh [hLYOverrideEnd], a ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld [hl], $1 ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], $20 ret .one ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] cp $38 ret nc push af ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] ld d, $10 call BattleBGEffects_Cosine add $10 ld d, a pop af add d call BGEffect_DisplaceLYOverridesBackup ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc inc [hl] inc [hl] ret .two call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_BetaSendOutMon1: ; unused call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two dw .three dw .four dw .five .zero call BattleBGEffects_IncAnonJumptableIndex ld a, $e4 call BattleBGEffects_SetLYOverrides ld a, $47 call BattleBGEffect_SetLCDStatCustoms1 ldh a, [hLYOverrideEnd] inc a ldh [hLYOverrideEnd], a ldh a, [hLYOverrideStart] ld l, a ld h, HIGH(wLYOverridesBackup) .loop ldh a, [hLYOverrideEnd] cp l jr z, .done xor a ld [hli], a jr .loop .done ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], $0 .one .four ret .two call .GetLYOverride jr nc, .next call .SetLYOverridesBackup ret .next ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], $0 ldh a, [hLYOverrideStart] inc a ldh [hLYOverrideStart], a call BattleBGEffects_IncAnonJumptableIndex ret .three call .GetLYOverride jr nc, .finish call .SetLYOverridesBackup ldh a, [hLYOverrideEnd] dec a ld l, a ld [hl], e ret .finish call BattleBGEffects_IncAnonJumptableIndex ret .SetLYOverridesBackup: ld e, a ldh a, [hLYOverrideStart] ld l, a ldh a, [hLYOverrideEnd] sub l srl a ld h, HIGH(wLYOverridesBackup) .loop2 ld [hl], e inc hl inc hl dec a jr nz, .loop2 ret .five call BattleBGEffects_ResetVideoHRAM ret .GetLYOverride: ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] inc [hl] srl a srl a srl a ld e, a ld d, 0 ld hl, .data add hl, de ld a, [hl] cp $ff ret .data db $00, $40, $90, $e4 db -1 BattleBGEffect_BetaSendOutMon2: ; unused call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) call BattleBGEffect_SetLCDStatCustoms1 ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld [hl], $40 ret .one ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] and a jr z, .done dec [hl] srl a srl a srl a and $f ld d, a ld e, a call DeformScreen ret .done call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_FadeMonsToBlackRepeating: ld de, .Jumptable call BatttleBGEffects_GetNamedJumptablePointer jp hl .Jumptable: dw .cgb_zero dw .cgb_one dw .cgb_two .cgb_zero call BattleBGEffects_IncAnonJumptableIndex ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], $0 ret .cgb_one ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] inc [hl] ld e, a and $7 ret nz ld a, e and $18 sla a swap a sla a ld e, a ld d, 0 call BGEffect_CheckBattleTurn jr nz, .player_2 ld hl, .CGB_DMGEnemyData add hl, de ld a, [hli] push hl call BGEffects_LoadEnemyPals pop hl ld a, [hl] call BGEffects_LoadPlayerPals ret .player_2 ld hl, .CGB_DMGEnemyData add hl, de ld a, [hli] push hl call BGEffects_LoadPlayerPals pop hl ld a, [hl] call BGEffects_LoadEnemyPals ret .cgb_two ld a, $e4 call BGEffects_LoadPlayerPals ld a, $e4 call BGEffects_LoadEnemyPals call EndBattleBGEffect ret .CGB_DMGEnemyData: db $e4, $e4 db $f8, $90 db $fc, $40 db $f8, $90 .DMG_PlayerData: db $e4, $e4 db $90, $f8 db $40, $fc db $90, $f8 BattleBGEffect_RapidFlash: ; unused ld de, .FlashPals call BGEffect_RapidCyclePals ret .FlashPals: db $e4, $6c, $fe BattleBGEffect_FadeMonToLight: ; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER ld de, .Pals call BGEffect_RapidCyclePals ret .Pals: db $e4, $90, $40, $ff BattleBGEffect_FadeMonToBlack: ; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER ld de, .Pals call BGEffect_RapidCyclePals ret .Pals: db $e4, $f8, $fc, $ff BattleBGEffect_FadeMonToLightRepeating: ; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER ld de, .Pals call BGEffect_RapidCyclePals ret .Pals: db $e4, $90, $40, $90, $fe BattleBGEffect_FadeMonToBlackRepeating: ; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER ld de, .Pals call BGEffect_RapidCyclePals ret .Pals: db $e4, $f8, $fc, $f8, $fe BattleBGEffect_CycleMonLightDarkRepeating: ; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER ld de, .Pals call BGEffect_RapidCyclePals ret .Pals: db $e4, $f8, $fc, $f8, $e4, $90, $40, $90, $fe BattleBGEffect_FlashMonRepeating: ; unused ; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER ld de, .Pals call BGEffect_RapidCyclePals ret .Pals: db $e4, $fc, $e4, $00, $fe BattleBGEffect_FadeMonToWhiteWaitFadeBack: ; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER ld de, .Pals call BGEffect_RapidCyclePals ret .Pals: db $e4, $90, $40, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $40, $90, $e4, $ff BattleBGEffect_FadeMonFromWhite: ; unused ; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER ld de, .Pals call BGEffect_RapidCyclePals ret .Pals: db $00, $40, $90, $e4, $ff BattleBGEffect_VibrateMon: ; Moves mon back and forth sideways for $20 frames ; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) call BattleBGEffect_SetLCDStatCustoms1 ldh a, [hLYOverrideEnd] inc a ldh [hLYOverrideEnd], a ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld [hl], $1 ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], $20 ret .one ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] and a jr z, .finish dec [hl] and $1 ret nz ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] xor $ff inc a ld [hl], a call BGEffect_FillLYOverridesBackup ret .finish call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_WobblePlayer: ; Always affects the player call BattleBGEffects_AnonJumptable .anon_dw dw .zero dw .one dw .two .zero call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_ClearLYOverrides ld a, LOW(rSCX) ldh [hLCDCPointer], a xor a ldh [hLYOverrideStart], a ld a, $37 ldh [hLYOverrideEnd], a ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], $0 ret .one ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] cp $40 jr nc, .two ld d, $6 call BattleBGEffects_Sine call BGEffect_FillLYOverridesBackup ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] add $2 ld [hl], a ret .two call BattleAnim_ResetLCDStatCustom ret BattleBGEffect_Rollout: call BattleBGEffects_GetShakeAmount jr c, .xor_a bit 7, a jr z, .okay .xor_a xor a .okay push af call DelayFrame pop af ldh [hSCY], a xor $ff inc a ld [wAnimObject1YOffset], a ret BattleBGEffect_ShakeScreenX: call BattleBGEffects_GetShakeAmount jr nc, .skip xor a .skip ldh [hSCX], a ret BattleBGEffect_ShakeScreenY: call BattleBGEffects_GetShakeAmount jr nc, .skip xor a .skip ldh [hSCY], a ret BattleBGEffects_GetShakeAmount: ld hl, BG_EFFECT_STRUCT_JT_INDEX add hl, bc ld a, [hl] and a jr nz, .okay call EndBattleBGEffect scf ret .okay dec [hl] ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] and $f jr z, .every_16_frames dec [hl] ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] and a ret .every_16_frames ld a, [hl] swap a or [hl] ld [hl], a ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] xor $ff inc a ld [hl], a and a ret BattleBGEffect_WobbleScreen: ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] cp $40 jr nc, .finish ld d, $6 call BattleBGEffects_Sine ldh [hSCX], a ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] add $2 ld [hl], a ret .finish xor a ldh [hSCX], a ret BattleBGEffect_GetNthDMGPal: ld hl, BG_EFFECT_STRUCT_JT_INDEX add hl, bc ld a, [hl] and a jr z, .zero dec [hl] ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] call BattleBGEffect_GetNextDMGPal ret .zero ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] ld hl, BG_EFFECT_STRUCT_JT_INDEX add hl, bc ld [hl], a call BattleBGEffect_GetFirstDMGPal ret BGEffect_RapidCyclePals: ; Last index in DE: $fe signals a loop, $ff signals end push de ld de, .Jumptable_CGB call BatttleBGEffects_GetNamedJumptablePointer pop de jp hl .Jumptable_CGB: dw .zero_cgb dw .one_cgb dw .two_cgb dw .three_cgb dw .four_cgb .zero_cgb call BGEffect_CheckBattleTurn jr nz, .player_turn_cgb call BattleBGEffects_IncAnonJumptableIndex call BattleBGEffects_IncAnonJumptableIndex .player_turn_cgb call BattleBGEffects_IncAnonJumptableIndex ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] ld [hl], $0 ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld [hl], a ret .one_cgb ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] and $f jr z, .okay_1_cgb dec [hl] ret .okay_1_cgb ld a, [hl] swap a or [hl] ld [hl], a call BattleBGEffect_GetFirstDMGPal jr c, .okay_2_cgb call BGEffects_LoadPlayerPals ret .okay_2_cgb ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc dec [hl] ret .two_cgb ld a, $e4 call BGEffects_LoadPlayerPals call EndBattleBGEffect ret .three_cgb ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ld a, [hl] and $f jr z, .okay_3_cgb dec [hl] ret .okay_3_cgb ld a, [hl] swap a or [hl] ld [hl], a call BattleBGEffect_GetFirstDMGPal jr c, .okay_4_cgb call BGEffects_LoadEnemyPals ret .okay_4_cgb ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc dec [hl] ret .four_cgb ld a, $e4 call BGEffects_LoadEnemyPals call EndBattleBGEffect ret BGEffects_LoadPlayerPals: ld h, a ldh a, [rSVBK] push af ld a, BANK(wBGPals1) ldh [rSVBK], a ld a, h push bc push af ld hl, wBGPals2 ld de, wBGPals1 ld b, a ld c, $1 call CopyPals ld hl, wOBPals2 palette 1 ld de, wOBPals1 palette 1 pop af ld b, a ld c, $1 call CopyPals pop bc pop af ldh [rSVBK], a ld a, TRUE ldh [hCGBPalUpdate], a ret BGEffects_LoadEnemyPals: ld h, a ldh a, [rSVBK] push af ld a, BANK(wBGPals1) ldh [rSVBK], a ld a, h push bc push af ld hl, wBGPals2 palette 1 ld de, wBGPals1 palette 1 ld b, a ld c, $1 call CopyPals ld hl, wOBPals2 ld de, wOBPals1 pop af ld b, a ld c, $1 call CopyPals pop bc pop af ldh [rSVBK], a ld a, TRUE ldh [hCGBPalUpdate], a ret BattleBGEffect_GetFirstDMGPal: ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld a, [hl] inc [hl] BattleBGEffect_GetNextDMGPal: ld l, a ld h, 0 add hl, de ld a, [hl] cp -1 jr z, .quit cp -2 jr nz, .repeat ld a, [de] ld hl, BG_EFFECT_STRUCT_PARAM add hl, bc ld [hl], $0 .repeat and a ret .quit scf ret BattleBGEffects_ClearLYOverrides: xor a BattleBGEffects_SetLYOverrides: ld hl, wLYOverrides ld e, $99 .loop1 ld [hli], a dec e jr nz, .loop1 ld hl, wLYOverridesBackup ld e, $91 .loop2 ld [hli], a dec e jr nz, .loop2 ret BattleBGEffect_SetLCDStatCustoms1: ldh [hLCDCPointer], a call BGEffect_CheckBattleTurn jr nz, .player_turn lb de, $00, $36 jr .okay .player_turn lb de, $2f, $5e .okay ld a, d ldh [hLYOverrideStart], a ld a, e ldh [hLYOverrideEnd], a ret BattleBGEffect_SetLCDStatCustoms2: ldh [hLCDCPointer], a call BGEffect_CheckBattleTurn jr nz, .player_turn lb de, $00, $36 jr .okay .player_turn lb de, $2d, $5e .okay ld a, d ldh [hLYOverrideStart], a ld a, e ldh [hLYOverrideEnd], a ret BattleAnim_ResetLCDStatCustom: xor a ldh [hLYOverrideStart], a ldh [hLYOverrideEnd], a call BattleBGEffects_ClearLYOverrides xor a ldh [hLCDCPointer], a call EndBattleBGEffect ret BattleBGEffects_ResetVideoHRAM: xor a ldh [hLCDCPointer], a ld a, %11100100 ldh [rBGP], a ld [wBGP], a ld [wOBP1], a ldh [hLYOverrideStart], a ldh [hLYOverrideEnd], a call BattleBGEffects_ClearLYOverrides ret DeformScreen: push bc xor a ld [wBattleSineWaveTempProgress], a ld a, e ld [wBattleSineWaveTempOffset], a ld a, d ld [wBattleSineWaveTempAmplitude], a ld a, $80 ld [wBattleSineWaveTempTimer], a ld bc, wLYOverridesBackup .loop ldh a, [hLYOverrideStart] cp c jr nc, .next ldh a, [hLYOverrideEnd] cp c jr c, .next ld a, [wBattleSineWaveTempAmplitude] ld d, a ld a, [wBattleSineWaveTempProgress] call BattleBGEffects_Sine ld [bc], a .next inc bc ld a, [wBattleSineWaveTempOffset] ld hl, wBattleSineWaveTempProgress add [hl] ld [hl], a ld hl, wBattleSineWaveTempTimer dec [hl] jr nz, .loop pop bc ret InitSurfWaves: push bc xor a ld [wBattleSineWaveTempProgress], a ld a, e ld [wBattleSineWaveTempOffset], a ld a, d ld [wBattleSineWaveTempAmplitude], a ld a, $40 ld [wBattleSineWaveTempTimer], a ld bc, wSurfWaveBGEffect .loop ld a, [wBattleSineWaveTempAmplitude] ld d, a ld a, [wBattleSineWaveTempProgress] call BattleBGEffects_Sine ld [bc], a inc bc ld a, [wBattleSineWaveTempOffset] ld hl, wBattleSineWaveTempProgress add [hl] ld [hl], a ld hl, wBattleSineWaveTempTimer dec [hl] jr nz, .loop pop bc ret DeformWater: push bc ld [wBattleSineWaveTempTimer], a ld a, e ld [wBattleSineWaveTempOffset], a ld a, d ld [wBattleSineWaveTempAmplitude], a call .GetLYOverrideBackupAddrOffset ld hl, wLYOverridesBackup add hl, de ld c, l ld b, h .loop ld a, [wBattleSineWaveTempTimer] and a jr z, .done dec a ld [wBattleSineWaveTempTimer], a push af ld a, [wBattleSineWaveTempAmplitude] ld d, a ld a, [wBattleSineWaveTempOffset] push hl call BattleBGEffects_Sine ld e, a pop hl ldh a, [hLYOverrideEnd] cp c jr c, .skip1 ld a, e ld [bc], a inc bc .skip1 ldh a, [hLYOverrideStart] cp l jr nc, .skip2 ld [hl], e dec hl .skip2 ld a, [wBattleSineWaveTempOffset] add $4 ld [wBattleSineWaveTempOffset], a pop af jr .loop .done pop bc and a ret .GetLYOverrideBackupAddrOffset: ldh a, [hLYOverrideStart] ld e, a ld a, [wBattleSineWaveTempProgress] add e ld e, a ld d, 0 ret BattleBGEffect_WavyScreenFX: push bc ldh a, [hLYOverrideStart] ld l, a inc a ld e, a ld h, HIGH(wLYOverridesBackup) ld d, h ldh a, [hLYOverrideEnd] sub l and a jr z, .done ld c, a ld a, [hl] push af .loop ld a, [de] inc de ld [hli], a dec c jr nz, .loop pop af ld [hl], a .done pop bc ret BGEffect_FillLYOverridesBackup: push af ld h, HIGH(wLYOverridesBackup) ldh a, [hLYOverrideStart] ld l, a ldh a, [hLYOverrideEnd] sub l ld d, a pop af .loop ld [hli], a dec d jr nz, .loop ret BGEffect_DisplaceLYOverridesBackup: ; e = a ; d = [hLYOverrideEnd] - [hLYOverrideStart] - a push af ld e, a ldh a, [hLYOverrideStart] ld l, a ldh a, [hLYOverrideEnd] sub l sub e ld d, a ld h, HIGH(wLYOverridesBackup) ldh a, [hLYOverrideStart] ld l, a ld a, $90 .loop ld [hli], a dec e jr nz, .loop pop af xor $ff .loop2 ld [hli], a dec d jr nz, .loop2 ret BGEffect_CheckBattleTurn: ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ldh a, [hBattleTurn] and $1 xor [hl] ret BGEffect_CheckFlyDigStatus: ld hl, BG_EFFECT_STRUCT_BATTLE_TURN add hl, bc ldh a, [hBattleTurn] and $1 xor [hl] jr nz, .player ld a, [wEnemySubStatus3] ; EnemySubStatus3 and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND ret .player ld a, [wPlayerSubStatus3] ; PlayerSubStatus3 and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND ret BattleBGEffects_Sine: ld e, a callfar BattleAnim_Sine_e ld a, e ret BattleBGEffects_Cosine: ld e, a callfar BattleAnim_Cosine_e ld a, e ret