; HealMachineAnim.Jumptable indexes const_def const HEALMACHINESTATE_LOADGFX const HEALMACHINESTATE_PCLOADBALLS const HEALMACHINESTATE_HOFLOADBALLS const HEALMACHINESTATE_PLAYMUSIC const HEALMACHINESTATE_HOFPLAYSFX const HEALMACHINESTATE_FINISH HealMachineAnim: ; If you have no Pokemon, don't change the buffer. This can lead to some glitchy effects if you have no Pokemon. ld a, [wPartyCount] and a ret z ; The location of the healing machine relative to the player is stored in hScriptVar. ; 0: Up and left (Pokemon Center) ; 1: Left (Elm's Lab) ; 2: Up (Hall of Fame) ldh a, [hScriptVar] ld [wHealMachineAnimType], a ldh a, [rOBP1] ld [wHealMachineTempOBP1], a call .DoJumptableFunctions ld a, [wHealMachineTempOBP1] call DmgToCgbObjPal1 ret .DoJumptableFunctions: xor a ld [wHealMachineAnimState], a .jumptable_loop ld a, [wHealMachineAnimType] ld e, a ld d, 0 ld hl, .Pointers add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a ld a, [wHealMachineAnimState] ld e, a inc a ld [wHealMachineAnimState], a add hl, de ld a, [hl] cp HEALMACHINESTATE_FINISH jr z, .finish ld hl, .Jumptable rst JumpTable jr .jumptable_loop .finish ret .Pointers: ; entries correspond to HEALMACHINE_* constants dw .Pokecenter dw .ElmsLab dw .HallOfFame MACRO healmachineanimseq rept _NARG db HEALMACHINESTATE_\1 shift endr ENDM .Pokecenter: healmachineanimseq LOADGFX, PCLOADBALLS, PLAYMUSIC, FINISH .ElmsLab: healmachineanimseq LOADGFX, PCLOADBALLS, PLAYMUSIC, FINISH .HallOfFame: healmachineanimseq LOADGFX, HOFLOADBALLS, HOFPLAYSFX, FINISH .Jumptable: ; entries correspond to HEALMACHINESTATE_* constants dw .LoadGFX dw .PC_LoadBallsOntoMachine dw .HOF_LoadBallsOntoMachine dw .PlayHealMusic dw .HOF_PlaySFX dw .dummy_5 ; never encountered .LoadGFX: call .LoadPalettes ld de, .HealMachineGFX ld hl, vTiles0 tile $7c lb bc, BANK(.HealMachineGFX), 2 call Request2bpp ret .PC_LoadBallsOntoMachine: ld hl, wShadowOAMSprite32 ld de, .PC_ElmsLab_OAM call .PlaceHealingMachineTile call .PlaceHealingMachineTile jr .LoadBallsOntoMachine .HOF_LoadBallsOntoMachine: ld hl, wShadowOAMSprite32 ld de, .HOF_OAM .LoadBallsOntoMachine: ld a, [wPartyCount] ld b, a .party_loop call .PlaceHealingMachineTile push de ld de, SFX_SECOND_PART_OF_ITEMFINDER call PlaySFX pop de ld c, 30 call DelayFrames dec b jr nz, .party_loop ret .PlayHealMusic: ld de, MUSIC_HEAL call PlayMusic jp .FlashPalettes8Times .HOF_PlaySFX: ld de, SFX_GAME_FREAK_LOGO_GS call PlaySFX call .FlashPalettes8Times call WaitSFX ld de, SFX_BOOT_PC call PlaySFX ret .dummy_5 ret .PC_ElmsLab_OAM: dbsprite 4, 4, 2, 0, $7c, PAL_OW_TREE | OBP_NUM dbsprite 4, 4, 6, 0, $7c, PAL_OW_TREE | OBP_NUM dbsprite 4, 4, 0, 6, $7d, PAL_OW_TREE | OBP_NUM dbsprite 5, 4, 0, 6, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP dbsprite 4, 5, 0, 3, $7d, PAL_OW_TREE | OBP_NUM dbsprite 5, 5, 0, 3, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP dbsprite 4, 6, 0, 0, $7d, PAL_OW_TREE | OBP_NUM dbsprite 5, 6, 0, 0, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP .HealMachineGFX: INCBIN "gfx/overworld/heal_machine.2bpp" .HOF_OAM: dbsprite 10, 7, 1, 4, $7d, PAL_OW_TREE | OBP_NUM dbsprite 10, 7, 6, 4, $7d, PAL_OW_TREE | OBP_NUM dbsprite 9, 7, 5, 3, $7d, PAL_OW_TREE | OBP_NUM dbsprite 11, 7, 2, 3, $7d, PAL_OW_TREE | OBP_NUM dbsprite 9, 7, 1, 1, $7d, PAL_OW_TREE | OBP_NUM dbsprite 11, 7, 5, 1, $7d, PAL_OW_TREE | OBP_NUM .LoadPalettes: ld hl, .palettes ld de, wOBPals2 palette PAL_OW_TREE ld bc, 1 palettes ld a, BANK(wOBPals2) call FarCopyWRAM ld a, TRUE ldh [hCGBPalUpdate], a ret .palettes INCLUDE "gfx/overworld/heal_machine.pal" .FlashPalettes8Times: ld c, 8 .palette_loop push bc call .FlashPalettes ld c, 10 call DelayFrames pop bc dec c jr nz, .palette_loop ret .FlashPalettes: ldh a, [rSVBK] push af ld a, BANK(wOBPals2) ldh [rSVBK], a ld hl, wOBPals2 palette PAL_OW_TREE ld a, [hli] ld e, a ld a, [hli] ld d, a push de ld c, $3 .palette_loop_2 ld a, [hli] ld e, a ld a, [hld] ld d, a dec hl ld a, d ld [hld], a ld a, e ld [hli], a inc hl inc hl inc hl dec c jr nz, .palette_loop_2 pop de dec hl ld a, d ld [hld], a ld a, e ld [hl], a pop af ldh [rSVBK], a ld a, TRUE ldh [hCGBPalUpdate], a ret .PlaceHealingMachineTile: push bc ld a, [wHealMachineAnimType] bcpixel 2, 4 cp HEALMACHINE_ELMS_LAB jr z, .okay bcpixel 0, 0 .okay ld a, [de] add c inc de ld [hli], a ; y ld a, [de] add b inc de ld [hli], a ; x ld a, [de] inc de ld [hli], a ; tile id ld a, [de] inc de ld [hli], a ; attributes pop bc ret