ReinitBattleAnimFrameset: ld hl, BATTLEANIMSTRUCT_FRAMESET_ID add hl, bc ld [hl], a ld hl, BATTLEANIMSTRUCT_DURATION add hl, bc ld [hl], 0 ld hl, BATTLEANIMSTRUCT_FRAME add hl, bc ld [hl], -1 ret GetBattleAnimFrame: .loop ld hl, BATTLEANIMSTRUCT_DURATION add hl, bc ld a, [hl] and a jr z, .next_frame dec [hl] call .GetPointer ld a, [hli] push af jr .okay .next_frame ld hl, BATTLEANIMSTRUCT_FRAME add hl, bc inc [hl] call .GetPointer ld a, [hli] cp dorestart_command jr z, .restart cp endanim_command jr z, .repeat_last push af ld a, [hl] push hl and $ff ^ (Y_FLIP << 1 | X_FLIP << 1) ld hl, BATTLEANIMSTRUCT_DURATION add hl, bc ld [hl], a pop hl .okay ld a, [hl] and Y_FLIP << 1 | X_FLIP << 1 ; The << 1 is compensated in the "frame" macro srl a ld [wBattleAnimTempFrameOAMFlags], a pop af ret .repeat_last xor a ld hl, BATTLEANIMSTRUCT_DURATION add hl, bc ld [hl], a ld hl, BATTLEANIMSTRUCT_FRAME add hl, bc dec [hl] dec [hl] jr .loop .restart xor a ld hl, BATTLEANIMSTRUCT_DURATION add hl, bc ld [hl], a dec a ld hl, BATTLEANIMSTRUCT_FRAME add hl, bc ld [hl], a jr .loop .GetPointer: ld hl, BATTLEANIMSTRUCT_FRAMESET_ID add hl, bc ld e, [hl] ld d, 0 ld hl, BattleAnimFrameData add hl, de add hl, de ld e, [hl] inc hl ld d, [hl] ld hl, BATTLEANIMSTRUCT_FRAME add hl, bc ld l, [hl] ld h, $0 add hl, hl add hl, de ret GetBattleAnimOAMPointer: ld l, a ld h, 0 ld de, BattleAnimOAMData add hl, hl add hl, hl add hl, de ret LoadBattleAnimGFX: push hl ld l, a ld h, 0 add hl, hl add hl, hl ld de, AnimObjGFX add hl, de ld c, [hl] inc hl ld b, [hl] inc hl ld a, [hli] ld h, [hl] ld l, a pop de push bc call DecompressRequest2bpp pop bc ret