DEF FIELDMOVE_GRASS EQU $80 DEF FIELDMOVE_TREE EQU $84 DEF FIELDMOVE_FLY EQU $84 PlayWhirlpoolSound: call WaitSFX ld de, SFX_SURF call PlaySFX call WaitSFX ret UseFlashAuto:: ; ReplaceTimeOfDayPals in map setup command LoadMapTimeOfDay sets wTimeOfDayPalset to DARKNESS_PALSET ; only if wStatusFlags[STATUSFLAGS_FLASH_F] has not been set. ld a, [wTimeOfDayPalset] cp DARKNESS_PALSET ret nz ld c, 30 ; 500 ms call DelayFrames call WaitSFX ld de, SFX_FLASH call PlaySFX call BlindingFlash ld c, 30 ; 500 ms call DelayFrames call WaitSFX ret BlindingFlash: farcall FadeOutToWhite ld hl, wStatusFlags set STATUSFLAGS_FLASH_F, [hl] farcall ReplaceTimeOfDayPals farcall UpdateTimeOfDayPal ld b, CGB_MAPPALS call GetCGBLayout farcall FadeInFromWhite ret ShakeHeadbuttTree: farcall ClearSpriteAnims ld de, CutGrassGFX ld hl, vTiles0 tile FIELDMOVE_GRASS lb bc, BANK(CutGrassGFX), 4 call Request2bpp ld de, HeadbuttTreeGFX ld hl, vTiles0 tile FIELDMOVE_TREE lb bc, BANK(HeadbuttTreeGFX), 8 call Request2bpp call Cut_Headbutt_GetPixelFacing ld a, SPRITE_ANIM_OBJ_HEADBUTT call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], FIELDMOVE_TREE ld a, 36 * SPRITEOAMSTRUCT_LENGTH ld [wCurSpriteOAMAddr], a farcall DoNextFrameForAllSprites call HideHeadbuttTree ld a, 32 ld [wFrameCounter], a call WaitSFX ld de, SFX_SANDSTORM call PlaySFX .loop ld hl, wFrameCounter ld a, [hl] and a jr z, .done dec [hl] ld a, 36 * SPRITEOAMSTRUCT_LENGTH ld [wCurSpriteOAMAddr], a farcall DoNextFrameForAllSprites call DelayFrame jr .loop .done call LoadOverworldTilemapAndAttrmapPals call WaitBGMap xor a ldh [hBGMapMode], a farcall ClearSpriteAnims ld hl, wShadowOAMSprite36 ld bc, wShadowOAMEnd - wShadowOAMSprite36 xor a call ByteFill ld de, Font ld hl, vTiles1 lb bc, BANK(Font), 12 call Get1bpp call UpdatePlayerSprite ret HeadbuttTreeGFX: INCBIN "gfx/overworld/headbutt_tree.2bpp" HideHeadbuttTree: xor a ldh [hBGMapMode], a ld a, [wPlayerDirection] and %00001100 srl a ld e, a ld d, 0 ld hl, TreeRelativeLocationTable add hl, de ld a, [hli] ld h, [hl] ld l, a ld a, $05 ; grass block ld [hli], a ld [hld], a ld bc, SCREEN_WIDTH add hl, bc ld [hli], a ld [hld], a call WaitBGMap xor a ldh [hBGMapMode], a ret TreeRelativeLocationTable: dwcoord 8, 8 + 2 ; RIGHT dwcoord 8, 8 - 2 ; LEFT dwcoord 8 - 2, 8 ; DOWN dwcoord 8 + 2, 8 ; UP OWCutAnimation_WithCutTreeAsObject: ld a, $a0 ld [wCutTreeOAMAddr], a ld de, CutTreeGFX ld hl, vTiles0 tile CUT_TREE_OAM_FIRST_TILE lb bc, BANK(CutTreeGFX), 4 call Request2bpp call WaitSFX ld de, SFX_PLACE_PUZZLE_PIECE_DOWN call PlaySFX xor a ld [wJumptableIndex], a .loop ld a, [wJumptableIndex] bit 7, a jr nz, .finish call .FindCutTreeOAMAddr ld a, 36 * SPRITEOAMSTRUCT_LENGTH jr nc, .got_oam_addr ld a, l .got_oam_addr ld [wCurSpriteOAMAddr], a ld [wCutTreeOAMAddr], a ld hl, wStateFlags set DONT_CLEAR_SHADOW_OAM_IN_SPRITE_ANIMS_F, [hl] callfar DoNextFrameForAllSprites ld hl, wStateFlags res DONT_CLEAR_SHADOW_OAM_IN_SPRITE_ANIMS_F, [hl] call .OWCutJumptable call DelayFrame jr .loop .finish farcall ClearSpriteAnims ret ; find the sprite in wShadowOAM with coordinates that match exactly the tile facing the player. ; if found, return in l its location within wShadowOAM and return carry. ; if it has already been found during this animation and thus copied into wCutTreeOAMAddr, return that value instead. ; otherwise return nc. .FindCutTreeOAMAddr: ld a, [wCutTreeOAMAddr] cp $a0 ld l, a scf ret nz ; c call .GetPixelFacing ; .GetPixelFacing returns the coordinates of the bottom right object. ; convert them to the top left object. ld a, d sub TILE_WIDTH ld d, a ld a, e sub TILE_WIDTH ld e, a ld hl, wShadowOAM ld bc, 4 * SPRITEOAMSTRUCT_LENGTH .sprite_loop ld a, [hl] cp d jr nz, .next_sprite inc hl ld a, [hld] cp e scf ret z ; c .next_sprite add hl, bc ld a, l cp LOW(wShadowOAMEnd) ret nc jr .sprite_loop .OWCutJumptable: jumptable .dw, wJumptableIndex .dw dw .Cut_SpawnAnimateTree dw .Cut_StartWaiting dw .Cut_WaitAnimSFX .Cut_SpawnAnimateTree: call .GetPixelFacing ld a, SPRITE_ANIM_OBJ_CUT_TREE call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], CUT_TREE_OAM_FIRST_TILE ld a, 32 ld [wFrameCounter], a ; .Cut_StartWaiting ld hl, wJumptableIndex inc [hl] ret .GetPixelFacing: ld a, [wPlayerDirection] and %00001100 srl a ld e, a ld d, 0 ld hl, .Coords add hl, de ld e, [hl] inc hl ld d, [hl] ret .Coords: dbpixel 10, 12, 0, 4 dbpixel 10, 8, 0, 4 dbpixel 8, 10, 0, 4 dbpixel 12, 10, 0, 4 .Cut_StartWaiting: ld a, 1 ldh [hBGMapMode], a ; .Cut_WaitAnimSFX ld hl, wJumptableIndex inc [hl] .Cut_WaitAnimSFX: ld hl, wFrameCounter ld a, [hl] and a jr z, .finished dec [hl] ret .finished ld hl, wJumptableIndex set 7, [hl] ret OWCutAnimation: ; Animation index in e ; 0: Split tree in half ; 1: Mow the lawn ld a, e and 1 ld [wJumptableIndex], a call .LoadCutGFX call WaitSFX ld de, SFX_PLACE_PUZZLE_PIECE_DOWN call PlaySFX .loop ld a, [wJumptableIndex] bit 7, a jr nz, .finish ld a, 36 * SPRITEOAMSTRUCT_LENGTH ld [wCurSpriteOAMAddr], a callfar DoNextFrameForAllSprites call OWCutJumptable call DelayFrame jr .loop .finish ret .LoadCutGFX: callfar ClearSpriteAnims ; pointless to farcall ld de, CutGrassGFX ld hl, vTiles0 tile FIELDMOVE_GRASS lb bc, BANK(CutGrassGFX), 4 call Request2bpp ld de, CutTreeGFX ld hl, vTiles0 tile FIELDMOVE_TREE lb bc, BANK(CutTreeGFX), 4 call Request2bpp ret CutTreeGFX: INCBIN "gfx/overworld/cut_tree.2bpp" CutGrassGFX: INCBIN "gfx/overworld/cut_grass.2bpp" OWCutJumptable: jumptable .dw, wJumptableIndex .dw dw Cut_SpawnAnimateTree dw Cut_SpawnAnimateLeaves dw Cut_StartWaiting dw Cut_WaitAnimSFX Cut_SpawnAnimateTree: call Cut_Headbutt_GetPixelFacing ld a, SPRITE_ANIM_OBJ_CUT_TREE ; cut tree call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], FIELDMOVE_TREE ld a, 32 ld [wFrameCounter], a ; Cut_StartWaiting ld hl, wJumptableIndex inc [hl] inc [hl] ret Cut_SpawnAnimateLeaves: call Cut_GetLeafSpawnCoords xor a call Cut_SpawnLeaf ld a, $10 call Cut_SpawnLeaf ld a, $20 call Cut_SpawnLeaf ld a, $30 call Cut_SpawnLeaf ld a, 32 ; frames ld [wFrameCounter], a ; Cut_StartWaiting ld hl, wJumptableIndex inc [hl] ret Cut_StartWaiting: ld a, 1 ldh [hBGMapMode], a ; Cut_WaitAnimSFX ld hl, wJumptableIndex inc [hl] Cut_WaitAnimSFX: ld hl, wFrameCounter ld a, [hl] and a jr z, .finished dec [hl] ret .finished ld hl, wJumptableIndex set 7, [hl] ret Cut_SpawnLeaf: push de push af ld a, SPRITE_ANIM_OBJ_LEAF ; leaf call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], FIELDMOVE_GRASS ld hl, SPRITEANIMSTRUCT_VAR3 add hl, bc ld [hl], $4 pop af ld hl, SPRITEANIMSTRUCT_VAR1 add hl, bc ld [hl], a pop de ret Cut_GetLeafSpawnCoords: ld de, 0 ld a, [wPlayerMetatileX] bit 0, a jr z, .left_side set 0, e .left_side ld a, [wPlayerMetatileY] bit 0, a jr z, .top_side set 1, e .top_side ld a, [wPlayerDirection] and %00001100 add e ld e, a ld hl, .Coords add hl, de add hl, de ld e, [hl] inc hl ld d, [hl] ret .Coords: dbpixel 11, 12 ; facing down, top left dbpixel 9, 12 ; facing down, top right dbpixel 11, 14 ; facing down, bottom left dbpixel 9, 14 ; facing down, bottom right dbpixel 11, 8 ; facing up, top left dbpixel 9, 8 ; facing up, top right dbpixel 11, 10 ; facing up, bottom left dbpixel 9, 10 ; facing up, bottom right dbpixel 7, 12 ; facing left, top left dbpixel 9, 12 ; facing left, top right dbpixel 7, 10 ; facing left, bottom left dbpixel 9, 10 ; facing left, bottom right dbpixel 11, 12 ; facing right, top left dbpixel 13, 12 ; facing right, top right dbpixel 11, 10 ; facing right, bottom left dbpixel 13, 10 ; facing right, bottom right Cut_Headbutt_GetPixelFacing: ld a, [wPlayerDirection] and %00001100 srl a ld e, a ld d, 0 ld hl, .Coords add hl, de ld e, [hl] inc hl ld d, [hl] ret .Coords: dbpixel 10, 13 dbpixel 10, 9 dbpixel 8, 11 dbpixel 12, 11 FlyFromAnim: call DelayFrame ld a, [wStateFlags] push af xor a ld [wStateFlags], a call FlyFunction_InitGFX depixel 10, 10, 4, 0 ld a, SPRITE_ANIM_OBJ_RED_WALK call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], FIELDMOVE_FLY ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc ld [hl], SPRITE_ANIM_FUNC_FLY_FROM ld a, 128 ld [wFrameCounter], a .loop ld a, [wJumptableIndex] bit 7, a jr nz, .exit ld a, 0 * SPRITEOAMSTRUCT_LENGTH ld [wCurSpriteOAMAddr], a callfar DoNextFrameForAllSprites call FlyFunction_FrameTimer call DelayFrame jr .loop .exit pop af ld [wStateFlags], a ret FlyToAnim: call DelayFrame ld a, [wStateFlags] push af xor a ld [wStateFlags], a call FlyFunction_InitGFX depixel 31, 10, 4, 0 ld a, SPRITE_ANIM_OBJ_RED_WALK call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], FIELDMOVE_FLY ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc ld [hl], SPRITE_ANIM_FUNC_FLY_TO ld hl, SPRITEANIMSTRUCT_VAR4 add hl, bc ld [hl], 11 * TILE_WIDTH ld a, 64 ld [wFrameCounter], a .loop ld a, [wJumptableIndex] bit 7, a jr nz, .exit ld a, 0 * SPRITEOAMSTRUCT_LENGTH ld [wCurSpriteOAMAddr], a callfar DoNextFrameForAllSprites call FlyFunction_FrameTimer call DelayFrame jr .loop .exit pop af ld [wStateFlags], a call .RestorePlayerSprite_DespawnLeaves ret .RestorePlayerSprite_DespawnLeaves: ld hl, wShadowOAMSprite00TileID xor a ld c, 4 .OAMloop ld [hli], a ; tile id rept SPRITEOAMSTRUCT_LENGTH - 1 inc hl endr inc a dec c jr nz, .OAMloop ld hl, wShadowOAMSprite04 ld bc, wShadowOAMEnd - wShadowOAMSprite04 xor a call ByteFill ret FlyFunction_InitGFX: callfar ClearSpriteAnims ld de, CutGrassGFX ld hl, vTiles0 tile FIELDMOVE_GRASS lb bc, BANK(CutGrassGFX), 4 call Request2bpp ld a, [wCurPartyMon] ld hl, wPartySpecies ld e, a ld d, 0 add hl, de ld a, [hl] ld [wTempIconSpecies], a ld e, FIELDMOVE_FLY farcall FlyFunction_GetMonIcon xor a ld [wJumptableIndex], a ret FlyFunction_FrameTimer: call .SpawnLeaf ld hl, wFrameCounter ld a, [hl] and a jr z, .exit dec [hl] cp $40 ret c and $7 ret nz ld de, SFX_FLY call PlaySFX ret .exit ld hl, wJumptableIndex set 7, [hl] ret .SpawnLeaf: ld hl, wFrameCounter2 ld a, [hl] inc [hl] and $7 ret nz ld a, [hl] and (6 * 8) >> 1 sla a add 8 * 8 ; gives a number in [$40, $50, $60, $70] ld d, a ld e, 0 ld a, SPRITE_ANIM_OBJ_FLY_LEAF call InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], FIELDMOVE_GRASS ret