ClearSpriteAnims: ; 8cf53 ld hl, wSpriteAnimDict ld bc, wSpriteAnimsEnd - wSpriteAnimDict .loop ld [hl], $0 inc hl dec bc ld a, c or b jr nz, .loop ret ; 8cf62 PlaySpriteAnimationsAndDelayFrame: ; 8cf62 call PlaySpriteAnimations call DelayFrame ret ; 8cf69 PlaySpriteAnimations: ; 8cf69 push hl push de push bc push af ld a, Sprites % $100 ld [wCurrSpriteOAMAddr], a call DoNextFrameForAllSprites pop af pop bc pop de pop hl ret ; 8cf7a DoNextFrameForAllSprites: ; 8cf7a ld hl, wSpriteAnimationStructs ld e, 10 ; There are 10 structs here. .loop ld a, [hl] and a jr z, .next ; This struct is deinitialized. ld c, l ld b, h push hl push de call DoAnimFrame ; Uses a massive jumptable call UpdateAnimFrame pop de pop hl jr c, .done .next ld bc, $10 add hl, bc dec e jr nz, .loop ld a, [wCurrSpriteOAMAddr] ld l, a ld h, Sprites / $100 .loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> SpritesEnd) ld a, l cp SpritesEnd % $100 jr nc, .done xor a ld [hli], a jr .loop2 .done ret ; 8cfa8 DoNextFrameForFirst16Sprites: ; 8cfa8 (23:4fa8) ld hl, wSpriteAnimationStructs ld e, 10 .loop ld a, [hl] and a jr z, .next ld c, l ld b, h push hl push de call DoAnimFrame ; Uses a massive jumptable call UpdateAnimFrame pop de pop hl jr c, .done .next ld bc, $10 add hl, bc dec e jr nz, .loop ld a, [wCurrSpriteOAMAddr] ld l, a ld h, (Sprites + $40) / $100 .loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> Sprites + $40) ld a, l cp (Sprites + 16 * 4) % $100 jr nc, .done xor a ld [hli], a jr .loop2 .done ret InitSpriteAnimStruct:: ; 8cfd6 ; Initialize animation a at pixel x=e, y=d ; Find if there's any room in the wSpriteAnimationStructs array, which is 10x16 push de push af ld hl, wSpriteAnimationStructs ld e, 10 .loop ld a, [hl] and a jr z, .found ld bc, $10 add hl, bc dec e jr nz, .loop ; We've reached the end. There is no more room here. ; Return carry. pop af pop de scf ret .found ; Back up the structure address to bc. ld c, l ld b, h ; Value [wSpriteAnimCount] is initially set to -1. Set it to ; the number of objects loaded into this array. ld hl, wSpriteAnimCount inc [hl] ld a, [hl] and a jr nz, .initialized inc [hl] .initialized ; Get row a of SpriteAnimSeqData, copy the pointer into de pop af ld e, a ld d, 0 ld hl, SpriteAnimSeqData rept 3 add hl, de endr ld e, l ld d, h ; Set hl to the first field (field 0) in the current structure. ld hl, SPRITEANIMSTRUCT_INDEX add hl, bc ; Load the index. ld a, [wSpriteAnimCount] ld [hli], a ; Copy the table entry to the next two fields. ld a, [de] ld [hli], a inc de ld a, [de] ld [hli], a inc de ; Look up the third field from the table in the wSpriteAnimDict array (10x2). ; Take the value and load it in ld a, [de] call GetSpriteAnimVTile ld [hli], a pop de ; Set hl to field 4 (X coordinate). Kinda pointless, because we're presumably already here. ld hl, SPRITEANIMSTRUCT_XCOORD add hl, bc ; Load the original value of de into here. ld a, e ld [hli], a ld a, d ld [hli], a ; load 0 into the next four fields xor a rept 2 ld [hli], a endr xor a rept 2 ld [hli], a endr ; load -1 into the next field dec a ld [hli], a ; load 0 into the last five fields xor a rept 4 ld [hli], a endr ld [hl], a ; back up the address of the first field to wSpriteAnimAddrBackup ld a, c ld [wSpriteAnimAddrBackup], a ld a, b ld [wSpriteAnimAddrBackup + 1], a ret ; 8d036 DeinitializeSprite: ; 8d036 ; Clear the index field of the struct in bc. ld hl, SPRITEANIMSTRUCT_INDEX add hl, bc ld [hl], $0 ret ; 8d03d DeinitializeAllSprites: ; 8d03d (23:503d) ; Clear the index field of every struct in the wSpriteAnimationStructs array. ld hl, wSpriteAnimationStructs ld bc, $10 ld e, 10 xor a .loop ld [hl], a add hl, bc dec e jr nz, .loop ret UpdateAnimFrame: ; 8d04c call InitSpriteAnimBuffer ; init WRAM call GetSpriteAnimFrame ; read from a memory array cp -3 jr z, .done cp -4 jr z, .delete call GetFrameOAMPointer ; add byte to [wCurrAnimVTile] ld a, [wCurrAnimVTile] add [hl] ld [wCurrAnimVTile], a inc hl ; load pointer into hl ld a, [hli] ld h, [hl] ld l, a push bc ld a, [wCurrSpriteOAMAddr] ld e, a ld d, Sprites / $100 ld a, [hli] ld c, a ; number of objects .loop ; first byte: y (px) ; [de] = [wCurrAnimYCoord] + [wCurrAnimYOffset] + [wGlobalAnimYOffset] + AddOrSubtractY([hl]) ld a, [wCurrAnimYCoord] ld b, a ld a, [wCurrAnimYOffset] add b ld b, a ld a, [wGlobalAnimYOffset] add b ld b, a call AddOrSubtractY add b ld [de], a inc hl inc de ; second byte: x (px) ; [de] = [wCurrAnimXCoord] + [wCurrAnimXOffset] + [wGlobalAnimXOffset] + AddOrSubtractX([hl]) ld a, [wCurrAnimXCoord] ld b, a ld a, [wCurrAnimXOffset] add b ld b, a ld a, [wGlobalAnimXOffset] add b ld b, a call AddOrSubtractX add b ld [de], a inc hl inc de ; third byte: vtile ; [de] = [wCurrAnimVTile] + [hl] ld a, [wCurrAnimVTile] add [hl] ld [de], a inc hl inc de ; fourth byte: attributes ; [de] = GetSpriteOAMAttr([hl]) call GetSpriteOAMAttr ld [de], a inc hl inc de ld a, e ld [wCurrSpriteOAMAddr], a cp SpritesEnd % $100 jr nc, .reached_the_end dec c jr nz, .loop pop bc jr .done .delete call DeinitializeSprite .done and a ret .reached_the_end pop bc scf ret ; 8d0be AddOrSubtractY: ; 8d0be push hl ld a, [hl] ld hl, wCurrSpriteAddSubFlags bit 6, [hl] jr z, .ok ; 8 - a add $8 xor $ff inc a .ok pop hl ret ; 8d0ce AddOrSubtractX: ; 8d0ce push hl ld a, [hl] ld hl, wCurrSpriteAddSubFlags bit 5, [hl] jr z, .ok ; 8 - a add $8 xor $ff inc a .ok pop hl ret ; 8d0de GetSpriteOAMAttr: ; 8d0de ld a, [wCurrSpriteAddSubFlags] ld b, a ld a, [hl] xor b and $e0 ld b, a ld a, [hl] and $1f or b ret ; 8d0ec InitSpriteAnimBuffer: ; 8d0ec xor a ld [wCurrSpriteAddSubFlags], a ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld a, [hli] ld [wCurrAnimVTile], a ld a, [hli] ld [wCurrAnimXCoord], a ld a, [hli] ld [wCurrAnimYCoord], a ld a, [hli] ld [wCurrAnimXOffset], a ld a, [hli] ld [wCurrAnimYOffset], a ret ; 8d109 GetSpriteAnimVTile: ; 8d109 ; a = wSpriteAnimDict[a] if a in wSpriteAnimDict else 0 ; VTiles offset push hl push bc ld hl, wSpriteAnimDict ld b, a ld c, 10 .loop ld a, [hli] cp b jr z, .ok inc hl dec c jr nz, .loop xor a jr .done .ok ld a, [hl] .done pop bc pop hl ret ; 8d120 _ReinitSpriteAnimFrame:: ; 8d120 ld hl, SPRITEANIMSTRUCT_FRAMESET_ID add hl, bc ld [hl], a ld hl, SPRITEANIMSTRUCT_DURATION add hl, bc ld [hl], 0 ld hl, SPRITEANIMSTRUCT_FRAME add hl, bc ld [hl], -1 ret ; 8d132 GetSpriteAnimFrame: ; 8d132 .loop ld hl, SPRITEANIMSTRUCT_DURATION add hl, bc ld a, [hl] and a jr z, .next_frame ; finished the current sequence dec [hl] call GetSpriteFrameDataPointer ; load pointer from SpriteAnimFrameData ld a, [hli] push af jr .okay .next_frame ld hl, SPRITEANIMSTRUCT_FRAME add hl, bc inc [hl] call GetSpriteFrameDataPointer ; load pointer from SpriteAnimFrameData ld a, [hli] cp -2 jr z, .restart cp -1 jr z, .repeat_last push af ld a, [hl] push hl and $3f ld hl, SPRITEANIMSTRUCT_DURATIONOFFSET add hl, bc add [hl] ld hl, SPRITEANIMSTRUCT_DURATION add hl, bc ld [hl], a pop hl .okay ld a, [hl] and $c0 srl a ld [wCurrSpriteAddSubFlags], a pop af ret .repeat_last xor a ld hl, SPRITEANIMSTRUCT_DURATION add hl, bc ld [hl], a ld hl, SPRITEANIMSTRUCT_FRAME add hl, bc rept 2 dec [hl] endr jr .loop .restart xor a ld hl, SPRITEANIMSTRUCT_DURATION add hl, bc ld [hl], a dec a ld hl, SPRITEANIMSTRUCT_FRAME add hl, bc ld [hl], a jr .loop ; 8d189 GetSpriteFrameDataPointer: ; 8d189 ; Get the data for the current frame for the current animation sequence ; SpriteAnimFrameData[SpriteAnim[SPRITEANIMSTRUCT_FRAMESET_ID]][SpriteAnim[SPRITEANIMSTRUCT_FRAME]] ld hl, SPRITEANIMSTRUCT_FRAMESET_ID add hl, bc ld e, [hl] ld d, 0 ld hl, SpriteAnimFrameData rept 2 add hl, de endr ld e, [hl] inc hl ld d, [hl] ld hl, SPRITEANIMSTRUCT_FRAME add hl, bc ld l, [hl] ld h, 0 add hl, hl add hl, de ret ; 8d1a2 GetFrameOAMPointer: ; 8d1a2 ; Load OAM data pointer ld e, a ld d, 0 ld hl, SpriteAnimOAMData rept 3 add hl, de endr ret ; 8d1ac BrokenGetStdGraphics: ; 8d1ac ; dummied out push hl ld l, a ld h, 0 rept 2 add hl, hl endr ld de, BrokenStdGFXPointers ; broken 2bpp pointers add hl, de ld c, [hl] inc hl ld b, [hl] inc hl ld e, [hl] inc hl ld d, [hl] pop hl push bc call Request2bpp pop bc ret ; 8d1c4 SpriteAnimSeqData: ; 8d1c4 ; frameset sequence, tile db SPRITE_ANIM_FRAMESET_01, SPRITE_ANIM_SEQ_01, $00 ; 00 db SPRITE_ANIM_FRAMESET_07, SPRITE_ANIM_SEQ_04, $00 ; 01 db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_05, $05 ; 02 db SPRITE_ANIM_FRAMESET_0A, SPRITE_ANIM_SEQ_06, $00 ; 03 db SPRITE_ANIM_FRAMESET_0B, SPRITE_ANIM_SEQ_07, $06 ; 04 db SPRITE_ANIM_FRAMESET_0C, SPRITE_ANIM_SEQ_08, $06 ; 05 db SPRITE_ANIM_FRAMESET_SLOT_GOLEM, SPRITE_ANIM_SEQ_SLOT_GOLEM, $07 ; 06 slots golem db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, $07 ; 07 slots chansey db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, $07 ; 08 slots egg db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_0C, $05 ; 09 db SPRITE_ANIM_FRAMESET_11, SPRITE_ANIM_SEQ_00, $00 ; 0a flying sprite db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0D, $08 ; 0b db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0E, $08 ; 0c db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0F, $08 ; 0d db SPRITE_ANIM_FRAMESET_13, SPRITE_ANIM_SEQ_10, $00 ; 0e db SPRITE_ANIM_FRAMESET_15, SPRITE_ANIM_SEQ_00, $00 ; 0f db SPRITE_ANIM_FRAMESET_16, SPRITE_ANIM_SEQ_11, $00 ; 10 db SPRITE_ANIM_FRAMESET_17, SPRITE_ANIM_SEQ_12, $00 ; 11 db SPRITE_ANIM_FRAMESET_18, SPRITE_ANIM_SEQ_12, $00 ; 12 db SPRITE_ANIM_FRAMESET_19, SPRITE_ANIM_SEQ_13, $00 ; 13 db SPRITE_ANIM_FRAMESET_1A, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob db SPRITE_ANIM_FRAMESET_1B, SPRITE_ANIM_SEQ_00, $00 ; 15 db SPRITE_ANIM_FRAMESET_1D, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree db SPRITE_ANIM_FRAMESET_1E, SPRITE_ANIM_SEQ_00, $00 ; 17 db SPRITE_ANIM_FRAMESET_1D, SPRITE_ANIM_SEQ_17, $00 ; 18 flying leaves db SPRITE_ANIM_FRAMESET_1F, SPRITE_ANIM_SEQ_00, $00 ; 19 db SPRITE_ANIM_FRAMESET_24, SPRITE_ANIM_SEQ_19, $00 ; 1a db SPRITE_ANIM_FRAMESET_25, SPRITE_ANIM_SEQ_00, $00 ; 1b headbutt db SPRITE_ANIM_FRAMESET_20, SPRITE_ANIM_SEQ_13, $00 ; 1c db SPRITE_ANIM_FRAMESET_26, SPRITE_ANIM_SEQ_1A, $00 ; 1d db SPRITE_ANIM_FRAMESET_2D, SPRITE_ANIM_SEQ_00, $00 ; 1e db SPRITE_ANIM_FRAMESET_2E, SPRITE_ANIM_SEQ_00, $00 ; 1f db SPRITE_ANIM_FRAMESET_2F, SPRITE_ANIM_SEQ_00, $00 ; 20 db SPRITE_ANIM_FRAMESET_30, SPRITE_ANIM_SEQ_00, $00 ; 21 db SPRITE_ANIM_FRAMESET_31, SPRITE_ANIM_SEQ_00, $00 ; 22 db SPRITE_ANIM_FRAMESET_32, SPRITE_ANIM_SEQ_1B, $00 ; 23 db SPRITE_ANIM_FRAMESET_33, SPRITE_ANIM_SEQ_1C, $00 ; 24 db SPRITE_ANIM_FRAMESET_34, SPRITE_ANIM_SEQ_00, $00 ; 25 db SPRITE_ANIM_FRAMESET_35, SPRITE_ANIM_SEQ_1D, $00 ; 26 db SPRITE_ANIM_FRAMESET_37, SPRITE_ANIM_SEQ_1E, $00 ; 27 db SPRITE_ANIM_FRAMESET_38, SPRITE_ANIM_SEQ_1E, $00 ; 28 db SPRITE_ANIM_FRAMESET_39, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown db SPRITE_ANIM_FRAMESET_3F, SPRITE_ANIM_SEQ_21, $00 ; 2a db SPRITE_ANIM_FRAMESET_3E, SPRITE_ANIM_SEQ_22, $00 ; 2b db SPRITE_ANIM_FRAMESET_40, SPRITE_ANIM_SEQ_00, $00 ; 2c ; 8d24b INCLUDE "engine/sprite_anims.asm" ; DoAnimFrame INCLUDE "data/sprite_engine.asm" ; SpriteAnimFrameData ; SpriteAnimOAMData Sprites_Cosine: ; 8e72a add $10 Sprites_Sine: ; 8e72c ; floor(d * sin(a * pi/32)) and $3f cp $20 jr nc, .negative call .ApplySineWave ld a, h ret .negative and $1f call .ApplySineWave ld a, h xor $ff ; cpl inc a ret ; 8e741 .ApplySineWave: ; 8e741 ld e, a ld a, d ld d, 0 ld hl, .sinewave rept 2 add hl, de endr ld e, [hl] inc hl ld d, [hl] ld hl, 0 .multiply srl a jr nc, .even add hl, de .even sla e rl d and a jr nz, .multiply ret ; 8e75d .sinewave: ; 8e75d sine_wave $100 AnimateEndOfExpBar: ; 8e79d ld a, [hSGB] ld de, EndOfExpBarGFX and a jr z, .load ld de, SGBEndOfExpBarGFX .load ld hl, VTiles0 tile $00 lb bc, BANK(EndOfExpBarGFX), 1 call Request2bpp ld c, 8 ld d, 0 .loop push bc call .AnimateFrame call DelayFrame pop bc rept 2 inc d endr dec c jr nz, .loop call ClearSprites ret ; 8e7c6 .AnimateFrame: ; 8e7c6 ld hl, Sprites ld c, $8 .anim_loop ld a, c and a ret z dec c ld a, c ; multiply by 8 sla a sla a sla a push af push de push hl call Sprites_Sine pop hl pop de add 13 * 8 ld [hli], a pop af push de push hl call Sprites_Cosine pop hl pop de add 10 * 8 + 4 ld [hli], a ld a, $0 ld [hli], a ld a, $6 ; OBJ 6 ld [hli], a jr .anim_loop ; 8e7f4 EndOfExpBarGFX: ; 8e7f4 INCBIN "gfx/battle/expbarend.2bpp" SGBEndOfExpBarGFX: ; 8e804 INCBIN "gfx/battle/expbarend_sgb.2bpp" ClearSpriteAnims2: ; 8e814 push hl push de push bc push af ld hl, wSpriteAnimDict ld bc, wSpriteAnimsEnd - wSpriteAnimDict .loop ld [hl], $0 inc hl dec bc ld a, c or b jr nz, .loop pop af pop bc pop de pop hl ret ; 8e82b