EvolutionAnimation: push hl push de push bc ld a, [wCurSpecies] push af ldh a, [rOBP0] push af ld a, [wBaseDexNo] push af call .EvolutionAnimation pop af ld [wBaseDexNo], a pop af ldh [rOBP0], a pop af ld [wCurSpecies], a pop bc pop de pop hl ld a, [wEvolutionCanceled] and a ret z scf ret .EvolutionAnimation: ld a, %11100100 ldh [rOBP0], a ld de, MUSIC_NONE call PlayMusic farcall ClearSpriteAnims ld de, .GFX ld hl, vTiles0 lb bc, BANK(.GFX), 8 call Request2bpp xor a ld [wLowHealthAlarm], a call WaitBGMap xor a ldh [hBGMapMode], a ld a, [wEvolutionOldSpecies] ld [wPlayerHPPal], a ld c, FALSE call .GetSGBLayout ld a, [wEvolutionOldSpecies] ld [wCurPartySpecies], a ld [wCurSpecies], a call .PlaceFrontpic ld de, vTiles2 ld hl, vTiles2 tile $31 ld bc, 7 * 7 call Request2bpp ld a, 7 * 7 ld [wEvolutionPicOffset], a call .ReplaceFrontpic ld a, [wEvolutionNewSpecies] ld [wCurPartySpecies], a ld [wCurSpecies], a call .LoadFrontpic ld a, [wEvolutionOldSpecies] ld [wCurPartySpecies], a ld [wCurSpecies], a ld a, 1 ldh [hBGMapMode], a call .check_statused jr c, .skip_cry ld a, [wEvolutionOldSpecies] call PlayMonCry .skip_cry ld de, MUSIC_EVOLUTION call PlayMusic ld c, 80 call DelayFrames ld c, TRUE call .GetSGBLayout call .AnimationSequence jr c, .cancel_evo ld a, -7 * 7 ld [wEvolutionPicOffset], a call .ReplaceFrontpic xor a ld [wEvolutionCanceled], a ld a, [wEvolutionNewSpecies] ld [wPlayerHPPal], a ld c, FALSE call .GetSGBLayout call .PlayEvolvedSFX farcall ClearSpriteAnims call .check_statused jr c, .no_anim ld a, [wBoxAlignment] push af ld a, $1 ld [wBoxAlignment], a ld a, [wCurPartySpecies] push af ld a, [wPlayerHPPal] ld [wCurPartySpecies], a hlcoord 7, 2 ld d, $0 ld e, ANIM_MON_EVOLVE predef AnimateFrontpic pop af ld [wCurPartySpecies], a pop af ld [wBoxAlignment], a ret .no_anim ret .cancel_evo ld a, TRUE ld [wEvolutionCanceled], a ld a, [wEvolutionOldSpecies] ld [wPlayerHPPal], a ld c, FALSE call .GetSGBLayout call .PlayEvolvedSFX farcall ClearSpriteAnims call .check_statused ret c ld a, [wPlayerHPPal] call PlayMonCry ret .GetSGBLayout: ld b, SCGB_EVOLUTION jp GetSGBLayout .PlaceFrontpic: call GetBaseData hlcoord 7, 2 jp PrepMonFrontpic .LoadFrontpic: call GetBaseData ld a, $1 ld [wBoxAlignment], a ld de, vTiles2 predef GetAnimatedFrontpic xor a ld [wBoxAlignment], a ret .AnimationSequence: call ClearJoypad lb bc, 1, 2 * 7 ; flash b times, wait c frames in between .loop push bc call .WaitFrames_CheckPressedB pop bc jr c, .exit_sequence push bc call .Flash pop bc inc b dec c dec c jr nz, .loop and a ret .exit_sequence scf ret .Flash: ld a, -7 * 7 ; new stage ld [wEvolutionPicOffset], a call .ReplaceFrontpic ld a, 7 * 7 ; previous stage ld [wEvolutionPicOffset], a call .ReplaceFrontpic dec b jr nz, .Flash ret .ReplaceFrontpic: push bc xor a ldh [hBGMapMode], a hlcoord 7, 2 lb bc, 7, 7 ld de, SCREEN_WIDTH - 7 .loop1 push bc .loop2 ld a, [wEvolutionPicOffset] add [hl] ld [hli], a dec c jr nz, .loop2 pop bc add hl, de dec b jr nz, .loop1 ld a, $1 ldh [hBGMapMode], a call WaitBGMap pop bc ret .WaitFrames_CheckPressedB: call DelayFrame push bc call JoyTextDelay ldh a, [hJoyDown] pop bc and B_BUTTON jr nz, .pressed_b .loop3 dec c jr nz, .WaitFrames_CheckPressedB and a ret .pressed_b ld a, [wForceEvolution] and a jr nz, .loop3 scf ret .check_statused ld a, [wCurPartyMon] ld hl, wPartyMon1Species call GetPartyLocation ld b, h ld c, l farcall CheckFaintedFrzSlp ret .PlayEvolvedSFX: ld a, [wEvolutionCanceled] and a ret nz ld de, SFX_EVOLVED call PlaySFX ld hl, wJumptableIndex ld a, [hl] push af ld [hl], $0 .loop4 call .balls_of_light jr nc, .done call .AnimateBallsOfLight jr .loop4 .done ld c, 32 .loop5 call .AnimateBallsOfLight dec c jr nz, .loop5 pop af ld [wJumptableIndex], a ret .balls_of_light ld hl, wJumptableIndex ld a, [hl] cp 32 ret nc ld d, a inc [hl] and $1 jr nz, .done_balls ld e, $0 call .GenerateBallOfLight ld e, $10 call .GenerateBallOfLight .done_balls scf ret .GenerateBallOfLight: push de depixel 9, 11 ld a, SPRITE_ANIM_INDEX_EVOLUTION_BALL_OF_LIGHT call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX add hl, bc ld a, [wJumptableIndex] and %1110 sla a pop de add e ld [hl], a ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], $0 ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc ld [hl], $10 ret .AnimateBallsOfLight: push bc callfar PlaySpriteAnimations ; a = (([hVBlankCounter] + 4) / 2) % NUM_PALETTES ldh a, [hVBlankCounter] and %1110 srl a inc a inc a and $7 ld b, a ld hl, wVirtualOAMSprite00Attributes ld c, NUM_SPRITE_OAM_STRUCTS .loop6 ld a, [hl] or b ld [hli], a ; attributes rept SPRITEOAMSTRUCT_LENGTH - 1 inc hl endr dec c jr nz, .loop6 pop bc call DelayFrame ret .GFX: INCBIN "gfx/evo/bubble_large.2bpp" INCBIN "gfx/evo/bubble.2bpp"