; Battle animation command interpreter. PlayBattleAnim: ldh a, [rSVBK] push af ld a, BANK(wActiveAnimObjects) ldh [rSVBK], a call _PlayBattleAnim pop af ldh [rSVBK], a ret _PlayBattleAnim: ld c, 6 .wait call BattleAnimDelayFrame dec c jr nz, .wait call BattleAnimAssignPals call BattleAnimRequestPals call BattleAnimDelayFrame ld c, 1 ldh a, [rKEY1] bit 7, a ; check CGB double speed mode jr nz, .got_speed ld c, 3 .got_speed ld hl, hVBlank ld a, [hl] push af ld [hl], c call BattleAnimRunScript pop af ldh [hVBlank], a ld a, 1 ldh [hBGMapMode], a call BattleAnimDelayFrame call BattleAnimDelayFrame call BattleAnimDelayFrame call WaitSFX ret BattleAnimRunScript: ld a, [wFXAnimID + 1] and a jr nz, .hi_byte farcall CheckBattleScene jr c, .disabled ; This vc_hook reduces the move animation flashing in the Virtual Console for ; Fissure, Self-Destruct, Thunder, Flash, Explosion, Horn Drill, and Hyper Beam. vc_hook Reduce_move_anim_flashing call BattleAnimClearHud call RunBattleAnimScript call BattleAnimAssignPals call BattleAnimRequestPals vc_hook Stop_reducing_move_anim_flashing xor a ldh [hSCX], a ldh [hSCY], a call BattleAnimDelayFrame call BattleAnimRestoreHuds .disabled ld a, [wNumHits] and a jr z, .done ld l, a ld h, 0 ld de, ANIM_MISS add hl, de ld a, l ld [wFXAnimID], a ld a, h ld [wFXAnimID + 1], a .hi_byte call WaitSFX call PlayHitSound call RunBattleAnimScript .done call BattleAnim_RevertPals ret RunBattleAnimScript: call ClearBattleAnims .playframe call RunBattleAnimCommand call _ExecuteBGEffects call BattleAnim_UpdateOAM_All call PushLYOverrides call BattleAnimRequestPals ; Speed up Rollout's animation. ld a, [wFXAnimID + 1] or a jr nz, .not_rollout ld a, [wFXAnimID] cp ROLLOUT jr nz, .not_rollout ld a, ANIM_BG_ROLLOUT ld b, NUM_BG_EFFECTS ld de, BG_EFFECT_STRUCT_LENGTH ld hl, wBGEffect1Function .find cp [hl] jr z, .done add hl, de dec b jr nz, .find .not_rollout call BattleAnimDelayFrame .done ld a, [wBattleAnimFlags] bit BATTLEANIM_STOP_F, a jr z, .playframe call BattleAnim_ClearOAM ret BattleAnimClearHud: call BattleAnimDelayFrame call WaitTop call ClearActorHud ld a, $1 ldh [hBGMapMode], a call BattleAnimDelayFrame call BattleAnimDelayFrame call BattleAnimDelayFrame call WaitTop ret BattleAnimRestoreHuds: call BattleAnimDelayFrame call WaitTop ldh a, [rSVBK] push af ld a, BANK(wCurBattleMon) ; aka BANK(wTempMon), BANK(wPartyMon1), and several others ldh [rSVBK], a ; this block should just be "call UpdateBattleHuds" ld hl, UpdateBattleHuds ld a, BANK(UpdatePlayerHUD) rst FarCall pop af ldh [rSVBK], a ld a, $1 ldh [hBGMapMode], a call BattleAnimDelayFrame call BattleAnimDelayFrame call BattleAnimDelayFrame call WaitTop ret BattleAnimRequestPals: ldh a, [hCGB] and a ret z ldh a, [rBGP] ld b, a ld a, [wBGP] cp b call nz, BattleAnim_SetBGPals ldh a, [rOBP0] ld b, a ld a, [wOBP0] cp b call nz, BattleAnim_SetOBPals ret BattleAnimDelayFrame: ; Like DelayFrame but wastes battery life. ld a, 1 ld [wVBlankOccurred], a .wait ld a, [wVBlankOccurred] and a jr nz, .wait ret ClearActorHud: ldh a, [hBattleTurn] and a jr z, .player hlcoord 1, 0 lb bc, 4, 10 call ClearBox ret .player hlcoord 9, 7 lb bc, 5, 11 call ClearBox ret PlaceWindowOverBattleTextbox: ; unreferenced xor a ldh [hBGMapMode], a ; bgcoord hBGMapAddress, 0, 20 ld a, LOW(vBGMap0 + 20 * BG_MAP_WIDTH) ldh [hBGMapAddress], a ld a, HIGH(vBGMap0 + 20 * BG_MAP_WIDTH) ldh [hBGMapAddress + 1], a call WaitBGMap2 ld a, (SCREEN_HEIGHT - TEXTBOX_HEIGHT) * TILE_WIDTH ldh [hWY], a ; bgcoord hBGMapAddress, 0, 0 xor a ; LOW(vBGMap0) ldh [hBGMapAddress], a ld a, HIGH(vBGMap0) ldh [hBGMapAddress + 1], a call BattleAnimDelayFrame ret BattleAnim_ClearOAM: ld a, [wBattleAnimFlags] bit BATTLEANIM_KEEPSPRITES_F, a jr z, .delete ; Instead of deleting the sprites, make them all use PAL_BATTLE_OB_ENEMY ld hl, wShadowOAMSprite00Attributes ld c, NUM_SPRITE_OAM_STRUCTS .loop ld a, [hl] and ~(PALETTE_MASK | VRAM_BANK_1) ; zeros out the palette bits assert PAL_BATTLE_OB_ENEMY == 0 ld [hli], a rept SPRITEOAMSTRUCT_LENGTH - 1 inc hl endr dec c jr nz, .loop ret .delete ld hl, wShadowOAM ld c, wShadowOAMEnd - wShadowOAM xor a .loop2 ld [hli], a dec c jr nz, .loop2 ret RunBattleAnimCommand: call .CheckTimer ret nc call .RunScript ret .CheckTimer: ld a, [wBattleAnimDelay] and a jr z, .done dec a ld [wBattleAnimDelay], a and a ret .done scf ret .RunScript: .loop call GetBattleAnimByte cp anim_ret_command jr nz, .not_done_with_anim ; Return from a subroutine. ld hl, wBattleAnimFlags bit BATTLEANIM_IN_SUBROUTINE_F, [hl] jr nz, .do_anim set BATTLEANIM_STOP_F, [hl] ret .not_done_with_anim cp anim_obj_command jr nc, .do_anim ld [wBattleAnimDelay], a ret .do_anim call .DoCommand jr .loop .DoCommand: ; Execute battle animation command in [wBattleAnimByte]. ld a, [wBattleAnimByte] sub anim_obj_command ld e, a ld d, 0 ld hl, BattleAnimCommands add hl, de add hl, de ld a, [hli] ld h, [hl] ld l, a jp hl BattleAnimCommands:: ; entries correspond to anim_* constants (see macros/scripts/battle_anims.asm) table_width 2, BattleAnimCommands dw BattleAnimCmd_Obj dw BattleAnimCmd_1GFX dw BattleAnimCmd_2GFX dw BattleAnimCmd_3GFX dw BattleAnimCmd_4GFX dw BattleAnimCmd_5GFX dw BattleAnimCmd_IncObj dw BattleAnimCmd_SetObj dw BattleAnimCmd_IncBGEffect dw BattleAnimCmd_BattlerGFX_1Row dw BattleAnimCmd_BattlerGFX_2Row dw BattleAnimCmd_CheckPokeball dw BattleAnimCmd_Transform dw BattleAnimCmd_RaiseSub dw BattleAnimCmd_DropSub dw BattleAnimCmd_ResetObp0 dw BattleAnimCmd_Sound dw BattleAnimCmd_Cry dw BattleAnimCmd_MinimizeOpp dw BattleAnimCmd_OAMOn dw BattleAnimCmd_OAMOff dw BattleAnimCmd_ClearObjs dw BattleAnimCmd_BeatUp dw BattleAnimCmd_E7 dw BattleAnimCmd_UpdateActorPic dw BattleAnimCmd_Minimize dw BattleAnimCmd_EA ; dummy dw BattleAnimCmd_EB ; dummy dw BattleAnimCmd_EC ; dummy dw BattleAnimCmd_ED ; dummy dw BattleAnimCmd_IfParamAnd dw BattleAnimCmd_JumpUntil dw BattleAnimCmd_BGEffect dw BattleAnimCmd_BGP dw BattleAnimCmd_OBP0 dw BattleAnimCmd_OBP1 dw BattleAnimCmd_KeepSprites dw BattleAnimCmd_F5 dw BattleAnimCmd_F6 dw BattleAnimCmd_F7 dw BattleAnimCmd_IfParamEqual dw BattleAnimCmd_SetVar dw BattleAnimCmd_IncVar dw BattleAnimCmd_IfVarEqual dw BattleAnimCmd_Jump dw BattleAnimCmd_Loop dw BattleAnimCmd_Call dw BattleAnimCmd_Ret assert_table_length $100 - FIRST_BATTLE_ANIM_CMD BattleAnimCmd_EA: BattleAnimCmd_EB: BattleAnimCmd_EC: BattleAnimCmd_ED: ret BattleAnimCmd_Ret: ld hl, wBattleAnimFlags res BATTLEANIM_IN_SUBROUTINE_F, [hl] ld hl, wBattleAnimParent ld e, [hl] inc hl ld d, [hl] ld hl, wBattleAnimAddress ld [hl], e inc hl ld [hl], d ret BattleAnimCmd_Call: call GetBattleAnimByte ld e, a call GetBattleAnimByte ld d, a push de ld hl, wBattleAnimAddress ld e, [hl] inc hl ld d, [hl] ld hl, wBattleAnimParent ld [hl], e inc hl ld [hl], d pop de ld hl, wBattleAnimAddress ld [hl], e inc hl ld [hl], d ld hl, wBattleAnimFlags set BATTLEANIM_IN_SUBROUTINE_F, [hl] ret BattleAnimCmd_Jump: call GetBattleAnimByte ld e, a call GetBattleAnimByte ld d, a ld hl, wBattleAnimAddress ld [hl], e inc hl ld [hl], d ret BattleAnimCmd_Loop: call GetBattleAnimByte ld hl, wBattleAnimFlags bit BATTLEANIM_IN_LOOP_F, [hl] jr nz, .continue_loop and a jr z, .perpetual dec a set BATTLEANIM_IN_LOOP_F, [hl] ld [wBattleAnimLoops], a .continue_loop ld hl, wBattleAnimLoops ld a, [hl] and a jr z, .return_from_loop dec [hl] .perpetual call GetBattleAnimByte ld e, a call GetBattleAnimByte ld d, a ld hl, wBattleAnimAddress ld [hl], e inc hl ld [hl], d ret .return_from_loop ld hl, wBattleAnimFlags res BATTLEANIM_IN_LOOP_F, [hl] ld hl, wBattleAnimAddress ld e, [hl] inc hl ld d, [hl] inc de inc de ld [hl], d dec hl ld [hl], e ret BattleAnimCmd_JumpUntil: ld hl, wBattleAnimParam ld a, [hl] and a jr z, .dont_jump dec [hl] call GetBattleAnimByte ld e, a call GetBattleAnimByte ld d, a ld hl, wBattleAnimAddress ld [hl], e inc hl ld [hl], d ret .dont_jump ld hl, wBattleAnimAddress ld e, [hl] inc hl ld d, [hl] inc de inc de ld [hl], d dec hl ld [hl], e ret BattleAnimCmd_SetVar: call GetBattleAnimByte ld [wBattleAnimVar], a ret BattleAnimCmd_IncVar: ld hl, wBattleAnimVar inc [hl] ret BattleAnimCmd_IfVarEqual: call GetBattleAnimByte ld hl, wBattleAnimVar cp [hl] jr z, .jump ld hl, wBattleAnimAddress ld e, [hl] inc hl ld d, [hl] inc de inc de ld [hl], d dec hl ld [hl], e ret .jump call GetBattleAnimByte ld e, a call GetBattleAnimByte ld d, a ld hl, wBattleAnimAddress ld [hl], e inc hl ld [hl], d ret BattleAnimCmd_IfParamEqual: call GetBattleAnimByte ld hl, wBattleAnimParam cp [hl] jr z, .jump ld hl, wBattleAnimAddress ld e, [hl] inc hl ld d, [hl] inc de inc de ld [hl], d dec hl ld [hl], e ret .jump call GetBattleAnimByte ld e, a call GetBattleAnimByte ld d, a ld hl, wBattleAnimAddress ld [hl], e inc hl ld [hl], d ret BattleAnimCmd_IfParamAnd: call GetBattleAnimByte ld e, a ld a, [wBattleAnimParam] and e jr nz, .jump ld hl, wBattleAnimAddress ld e, [hl] inc hl ld d, [hl] inc de inc de ld [hl], d dec hl ld [hl], e ret .jump call GetBattleAnimByte ld e, a call GetBattleAnimByte ld d, a ld hl, wBattleAnimAddress ld [hl], e inc hl ld [hl], d ret BattleAnimCmd_Obj: ; index, x, y, param call GetBattleAnimByte ld [wBattleObjectTempID], a call GetBattleAnimByte ld [wBattleObjectTempXCoord], a call GetBattleAnimByte ld [wBattleObjectTempYCoord], a call GetBattleAnimByte ld [wBattleObjectTempParam], a call QueueBattleAnimation ret BattleAnimCmd_BGEffect: call GetBattleAnimByte ld [wBattleBGEffectTempID], a call GetBattleAnimByte ld [wBattleBGEffectTempJumptableIndex], a call GetBattleAnimByte ld [wBattleBGEffectTempTurn], a call GetBattleAnimByte ld [wBattleBGEffectTempParam], a call _QueueBGEffect ret BattleAnimCmd_BGP: call GetBattleAnimByte ld [wBGP], a ret BattleAnimCmd_OBP0: call GetBattleAnimByte ld [wOBP0], a ret BattleAnimCmd_OBP1: call GetBattleAnimByte ld [wOBP1], a ret BattleAnimCmd_ResetObp0: ldh a, [hSGB] and a ld a, $e0 jr z, .not_sgb ld a, $f0 .not_sgb ld [wOBP0], a ret BattleAnimCmd_ClearObjs: ; BUG: BattleAnimCmd only clears the first 6⅔ objects (see docs/bugs_and_glitches.md) ld hl, wActiveAnimObjects ld a, $a0 .loop ld [hl], 0 inc hl dec a jr nz, .loop ret BattleAnimCmd_1GFX: BattleAnimCmd_2GFX: BattleAnimCmd_3GFX: BattleAnimCmd_4GFX: BattleAnimCmd_5GFX: ld a, [wBattleAnimByte] and $f ld c, a ld hl, wBattleAnimTileDict xor a ld [wBattleAnimGFXTempTileID], a .loop ld a, [wBattleAnimGFXTempTileID] cp (vTiles1 - vTiles0) / LEN_2BPP_TILE - BATTLEANIM_BASE_TILE vc_hook Reduce_move_anim_flashing_PRESENT ret nc call GetBattleAnimByte ld [hli], a ld a, [wBattleAnimGFXTempTileID] ld [hli], a push bc push hl ld l, a ld h, 0 rept 4 add hl, hl endr ld de, vTiles0 tile BATTLEANIM_BASE_TILE add hl, de ld a, [wBattleAnimByte] call LoadBattleAnimGFX ld a, [wBattleAnimGFXTempTileID] add c ld [wBattleAnimGFXTempTileID], a pop hl pop bc dec c jr nz, .loop ret BattleAnimCmd_IncObj: call GetBattleAnimByte ld e, NUM_ANIM_OBJECTS ld bc, wActiveAnimObjects .loop ld hl, BATTLEANIMSTRUCT_INDEX add hl, bc ld d, [hl] ld a, [wBattleAnimByte] cp d jr z, .found ld hl, BATTLEANIMSTRUCT_LENGTH add hl, bc ld c, l ld b, h dec e jr nz, .loop ret .found ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc inc [hl] ret BattleAnimCmd_IncBGEffect: call GetBattleAnimByte ld e, NUM_BG_EFFECTS ld bc, wBGEffect1Function .loop ld hl, $0 add hl, bc ld d, [hl] ld a, [wBattleAnimByte] cp d jr z, .found ld hl, 4 add hl, bc ld c, l ld b, h dec e jr nz, .loop ret .found ld hl, BG_EFFECT_STRUCT_JT_INDEX add hl, bc inc [hl] ret BattleAnimCmd_SetObj: call GetBattleAnimByte ld e, NUM_ANIM_OBJECTS ld bc, wActiveAnimObjects .loop ld hl, BATTLEANIMSTRUCT_INDEX add hl, bc ld d, [hl] ld a, [wBattleAnimByte] cp d jr z, .found ld hl, BATTLEANIMSTRUCT_LENGTH add hl, bc ld c, l ld b, h dec e jr nz, .loop ret .found call GetBattleAnimByte ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc ld [hl], a ret BattleAnimCmd_BattlerGFX_1Row: ld hl, wBattleAnimTileDict .loop ld a, [hl] and a jr z, .okay inc hl inc hl jr .loop .okay ld a, ANIM_GFX_PLAYERHEAD ld [hli], a ld a, ($80 - 6 - 7) - BATTLEANIM_BASE_TILE ld [hli], a ld a, ANIM_GFX_ENEMYFEET ld [hli], a ld a, ($80 - 6) - BATTLEANIM_BASE_TILE ld [hl], a ld hl, vTiles0 tile ($80 - 6 - 7) ld de, vTiles2 tile $06 ; Enemy feet start tile ld a, 7 tiles ; Enemy pic height ld [wBattleAnimGFXTempPicHeight], a ld a, 7 ; Copy 7x1 tiles call .LoadFeet ld de, vTiles2 tile $31 ; Player head start tile ld a, 6 tiles ; Player pic height ld [wBattleAnimGFXTempPicHeight], a ld a, 6 ; Copy 6x1 tiles call .LoadFeet ret .LoadFeet: push af push hl push de lb bc, BANK(@), 1 call Request2bpp pop de ld a, [wBattleAnimGFXTempPicHeight] ld l, a ld h, 0 add hl, de ld e, l ld d, h pop hl ld bc, 1 tiles add hl, bc pop af dec a jr nz, .LoadFeet ret BattleAnimCmd_BattlerGFX_2Row: ld hl, wBattleAnimTileDict .loop ld a, [hl] and a jr z, .okay inc hl inc hl jr .loop .okay ld a, ANIM_GFX_PLAYERHEAD ld [hli], a ld a, ($80 - 6 * 2 - 7 * 2) - BATTLEANIM_BASE_TILE ld [hli], a ld a, ANIM_GFX_ENEMYFEET ld [hli], a ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE ld [hl], a ld hl, vTiles0 tile ($80 - 6 * 2 - 7 * 2) ld de, vTiles2 tile $05 ; Enemy feet start tile ld a, 7 tiles ; Enemy pic height ld [wBattleAnimGFXTempPicHeight], a ld a, 7 ; Copy 7x2 tiles call .LoadHead ld de, vTiles2 tile $31 ; Player head start tile ld a, 6 tiles ; Player pic height ld [wBattleAnimGFXTempPicHeight], a ld a, 6 ; Copy 6x2 tiles call .LoadHead ret .LoadHead: push af push hl push de lb bc, BANK(@), 2 call Request2bpp pop de ld a, [wBattleAnimGFXTempPicHeight] ld l, a ld h, 0 add hl, de ld e, l ld d, h pop hl ld bc, 2 tiles add hl, bc pop af dec a jr nz, .LoadHead ret BattleAnimCmd_CheckPokeball: callfar GetPokeBallWobble ld a, c ld [wBattleAnimVar], a ret BattleAnimCmd_E7: ret BattleAnimCmd_Transform: ldh a, [rSVBK] push af ld a, BANK(wCurPartySpecies) ldh [rSVBK], a ld a, [wCurPartySpecies] push af ldh a, [hBattleTurn] and a jr z, .player ld a, [wTempBattleMonSpecies] ld [wCurPartySpecies], a ld hl, wBattleMonDVs predef GetUnownLetter ld de, vTiles0 tile $00 predef GetMonFrontpic jr .done .player ld a, [wTempEnemyMonSpecies] ld [wCurPartySpecies], a ld hl, wEnemyMonDVs predef GetUnownLetter ld de, vTiles0 tile $00 predef GetMonBackpic .done pop af ld [wCurPartySpecies], a pop af ldh [rSVBK], a ret BattleAnimCmd_UpdateActorPic: ld de, vTiles0 tile $00 ldh a, [hBattleTurn] and a jr z, .player ld hl, vTiles2 tile $00 ld b, 0 ld c, 7 * 7 call Request2bpp ret .player ld hl, vTiles2 tile $31 ld b, 0 ld c, 6 * 6 call Request2bpp ret BattleAnimCmd_RaiseSub: ldh a, [rSVBK] push af ld a, 1 ; unnecessary bankswitch? ldh [rSVBK], a xor a ; BANK(sScratch) call OpenSRAM GetSubstitutePic: ; used only for BANK(GetSubstitutePic) ld hl, sScratch ld bc, (7 * 7) tiles .loop xor a ld [hli], a dec bc ld a, c or b jr nz, .loop ldh a, [hBattleTurn] and a jr z, .player ld hl, MonsterSpriteGFX + 0 tiles ld de, sScratch + (2 * 7 + 5) tiles call .CopyTile ld hl, MonsterSpriteGFX + 1 tiles ld de, sScratch + (3 * 7 + 5) tiles call .CopyTile ld hl, MonsterSpriteGFX + 2 tiles ld de, sScratch + (2 * 7 + 6) tiles call .CopyTile ld hl, MonsterSpriteGFX + 3 tiles ld de, sScratch + (3 * 7 + 6) tiles call .CopyTile ld hl, vTiles2 tile $00 ld de, sScratch lb bc, BANK(GetSubstitutePic), 7 * 7 call Request2bpp jr .done .player ld hl, MonsterSpriteGFX + 4 tiles ld de, sScratch + (2 * 6 + 4) tiles call .CopyTile ld hl, MonsterSpriteGFX + 5 tiles ld de, sScratch + (3 * 6 + 4) tiles call .CopyTile ld hl, MonsterSpriteGFX + 6 tiles ld de, sScratch + (2 * 6 + 5) tiles call .CopyTile ld hl, MonsterSpriteGFX + 7 tiles ld de, sScratch + (3 * 6 + 5) tiles call .CopyTile ld hl, vTiles2 tile $31 ld de, sScratch lb bc, BANK(GetSubstitutePic), 6 * 6 call Request2bpp .done call CloseSRAM pop af ldh [rSVBK], a ret .CopyTile: ld bc, 1 tiles ld a, BANK(MonsterSpriteGFX) call FarCopyBytes ret BattleAnimCmd_MinimizeOpp: ldh a, [rSVBK] push af ld a, 1 ; unnecessary bankswitch? ldh [rSVBK], a xor a ; BANK(sScratch) call OpenSRAM call GetMinimizePic call Request2bpp call CloseSRAM pop af ldh [rSVBK], a ret GetMinimizePic: ld hl, sScratch ld bc, (7 * 7) tiles .loop xor a ld [hli], a dec bc ld a, c or b jr nz, .loop ldh a, [hBattleTurn] and a jr z, .player ld de, sScratch + (3 * 7 + 5) tiles call CopyMinimizePic ld hl, vTiles2 tile $00 ld de, sScratch lb bc, BANK(GetMinimizePic), 7 * 7 ret .player ld de, sScratch + (3 * 6 + 4) tiles call CopyMinimizePic ld hl, vTiles2 tile $31 ld de, sScratch lb bc, BANK(GetMinimizePic), 6 * 6 ret CopyMinimizePic: ld hl, MinimizePic ld bc, $10 ld a, BANK(MinimizePic) call FarCopyBytes ret MinimizePic: INCBIN "gfx/battle/minimize.2bpp" BattleAnimCmd_Minimize: ldh a, [rSVBK] push af ld a, 1 ; unnecessary bankswitch? ldh [rSVBK], a xor a ; BANK(sScratch) call OpenSRAM call GetMinimizePic ld hl, vTiles0 tile $00 call Request2bpp call CloseSRAM pop af ldh [rSVBK], a ret BattleAnimCmd_DropSub: ldh a, [rSVBK] push af ld a, BANK(wCurPartySpecies) ldh [rSVBK], a ld a, [wCurPartySpecies] push af ldh a, [hBattleTurn] and a jr z, .player callfar DropEnemySub jr .done .player callfar DropPlayerSub .done pop af ld [wCurPartySpecies], a pop af ldh [rSVBK], a ret BattleAnimCmd_BeatUp: ldh a, [rSVBK] push af ld a, BANK(wCurPartySpecies) ldh [rSVBK], a ld a, [wCurPartySpecies] push af ld a, [wBattleAnimParam] ld [wCurPartySpecies], a ldh a, [hBattleTurn] and a jr z, .player ld hl, wBattleMonDVs predef GetUnownLetter ld de, vTiles2 tile $00 predef GetMonFrontpic jr .done .player ld hl, wEnemyMonDVs predef GetUnownLetter ld de, vTiles2 tile $31 predef GetMonBackpic .done pop af ld [wCurPartySpecies], a ld b, SCGB_BATTLE_COLORS call GetSGBLayout pop af ldh [rSVBK], a ret BattleAnimCmd_OAMOn: xor a ldh [hOAMUpdate], a ret BattleAnimCmd_OAMOff: ld a, $1 ldh [hOAMUpdate], a ret BattleAnimCmd_KeepSprites: ld hl, wBattleAnimFlags set BATTLEANIM_KEEPSPRITES_F, [hl] ret BattleAnimCmd_F5: ret BattleAnimCmd_F6: ret BattleAnimCmd_F7: ret BattleAnimCmd_Sound: call GetBattleAnimByte ld e, a srl a srl a ld [wSFXDuration], a call .GetCryTrack maskbits NUM_NOISE_CHANS ld [wCryTracks], a ld e, a ld d, 0 ld hl, .GetPanning add hl, de ld a, [hl] ld [wStereoPanningMask], a call GetBattleAnimByte ld e, a ld d, 0 callfar PlayStereoSFX ret .GetPanning: db $f0, $0f, $f0, $0f .GetCryTrack: ldh a, [hBattleTurn] and a jr nz, .enemy ld a, e ret .enemy ld a, e xor 1 ret BattleAnimCmd_Cry: call GetBattleAnimByte maskbits NUM_NOISE_CHANS ld e, a ld d, 0 ld hl, .CryData rept 4 add hl, de endr ldh a, [rSVBK] push af ld a, BANK(wEnemyMon) ; wBattleMon is in WRAM0, but wEnemyMon is in WRAMX ldh [rSVBK], a ldh a, [hBattleTurn] and a jr nz, .enemy ld a, $f0 ld [wCryTracks], a ld a, [wBattleMonSpecies] jr .done_cry_tracks .enemy ld a, $0f ld [wCryTracks], a ld a, [wEnemyMonSpecies] .done_cry_tracks push hl call LoadCry pop hl jr c, .done ld a, [hli] ld c, a ld a, [hli] ld b, a push hl ld hl, wCryPitch ld a, [hli] ld h, [hl] ld l, a add hl, bc ld a, l ld [wCryPitch], a ld a, h ld [wCryPitch + 1], a pop hl ld a, [hli] ld c, a ld b, [hl] ld hl, wCryLength ld a, [hli] ld h, [hl] ld l, a add hl, bc ld a, l ld [wCryLength], a ld a, h ld [wCryLength + 1], a ld a, 1 ld [wStereoPanningMask], a callfar _PlayCry .done pop af ldh [rSVBK], a ret .CryData: ; +pitch, +length dw $0000, $00c0 dw $0000, $0040 dw $0000, $0000 dw $0000, $0000 PlayHitSound: ld a, [wNumHits] cp $1 jr z, .okay cp $4 ret nz .okay ld a, [wTypeModifier] and $7f ret z cp EFFECTIVE ld de, SFX_DAMAGE jr z, .play ld de, SFX_SUPER_EFFECTIVE jr nc, .play ld de, SFX_NOT_VERY_EFFECTIVE .play call PlaySFX ret BattleAnimAssignPals: ldh a, [hCGB] and a jr nz, .cgb ldh a, [hSGB] and a ld a, %11100000 jr z, .sgb ld a, %11110000 .sgb ld [wOBP0], a ld a, %11100100 ld [wBGP], a ld [wOBP1], a ret .cgb ld a, %11100100 ld [wBGP], a ld [wOBP0], a ld [wOBP1], a call DmgToCgbBGPals lb de, %11100100, %11100100 call DmgToCgbObjPals ret ClearBattleAnims:: ; Clear animation block ld hl, wLYOverrides ld bc, wBattleAnimEnd - wLYOverrides .loop ld [hl], 0 inc hl dec bc ld a, c or b jr nz, .loop ld hl, wFXAnimID ld e, [hl] inc hl ld d, [hl] ld hl, BattleAnimations add hl, de add hl, de call GetBattleAnimPointer call BattleAnimAssignPals call BattleAnimDelayFrame ret BattleAnim_RevertPals: call WaitTop ld a, %11100100 ld [wBGP], a ld [wOBP0], a ld [wOBP1], a call DmgToCgbBGPals lb de, %11100100, %11100100 call DmgToCgbObjPals xor a ldh [hSCX], a ldh [hSCY], a call BattleAnimDelayFrame ld a, $1 ldh [hBGMapMode], a ret BattleAnim_SetBGPals: ldh [rBGP], a ldh a, [hCGB] and a ret z ldh a, [rSVBK] push af ld a, BANK(wBGPals1) ldh [rSVBK], a ld hl, wBGPals2 ld de, wBGPals1 ldh a, [rBGP] ld b, a ld c, 7 call CopyPals ld hl, wOBPals2 ld de, wOBPals1 ldh a, [rBGP] ld b, a ld c, 2 call CopyPals pop af ldh [rSVBK], a ld a, TRUE ldh [hCGBPalUpdate], a ret BattleAnim_SetOBPals: ldh [rOBP0], a ldh a, [hCGB] and a ret z ldh a, [rSVBK] push af ld a, BANK(wOBPals1) ldh [rSVBK], a ld hl, wOBPals2 palette PAL_BATTLE_OB_GRAY ld de, wOBPals1 palette PAL_BATTLE_OB_GRAY ldh a, [rOBP0] ld b, a ld c, 2 call CopyPals pop af ldh [rSVBK], a ld a, TRUE ldh [hCGBPalUpdate], a ret BattleAnim_UpdateOAM_All: ld a, 0 ld [wBattleAnimOAMPointerLo], a ld hl, wActiveAnimObjects ld e, NUM_ANIM_OBJECTS .loop ld a, [hl] and a jr z, .next ld c, l ld b, h push hl push de call DoBattleAnimFrame call BattleAnimOAMUpdate pop de pop hl jr c, .done .next ld bc, BATTLEANIMSTRUCT_LENGTH add hl, bc dec e jr nz, .loop ld a, [wBattleAnimOAMPointerLo] ld l, a ld h, HIGH(wShadowOAM) .loop2 ld a, l cp LOW(wShadowOAMEnd) jr nc, .done xor a ld [hli], a jr .loop2 .done ret