ClearSpriteAnims: ld hl, wSpriteAnimData ld bc, wSpriteAnimDataEnd - wSpriteAnimData .loop ld [hl], 0 inc hl dec bc ld a, c or b jr nz, .loop ret PlaySpriteAnimationsAndDelayFrame: call PlaySpriteAnimations call DelayFrame ret PlaySpriteAnimations: push hl push de push bc push af ld a, LOW(wShadowOAM) ld [wCurSpriteOAMAddr], a call DoNextFrameForAllSprites pop af pop bc pop de pop hl ret DoNextFrameForAllSprites: ld hl, wSpriteAnimationStructs ld e, NUM_SPRITE_ANIM_STRUCTS .loop ld a, [hl] and a jr z, .next ; This struct is deinitialized. ld c, l ld b, h push hl push de call DoSpriteAnimFrame ; Uses a massive dw call UpdateAnimFrame pop de pop hl jr c, .done .next ld bc, SPRITEANIMSTRUCT_LENGTH add hl, bc dec e jr nz, .loop ld a, [wStateFlags] bit DONT_CLEAR_SHADOW_OAM_IN_SPRITE_ANIMS_F, a ret nz ; Clear (wShadowOAM + [wCurSpriteOAMAddr] --> wShadowOAMEnd) ld a, [wCurSpriteOAMAddr] 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 DoNextFrameForFirst16Sprites: ld hl, wSpriteAnimationStructs ld e, NUM_SPRITE_ANIM_STRUCTS .loop ld a, [hl] and a jr z, .next ld c, l ld b, h push hl push de call DoSpriteAnimFrame ; Uses a massive dw call UpdateAnimFrame pop de pop hl jr c, .done .next ld bc, SPRITEANIMSTRUCT_LENGTH add hl, bc dec e jr nz, .loop ld a, [wCurSpriteOAMAddr] ld l, a ld h, HIGH(wShadowOAMSprite16) .loop2 ; Clear (wShadowOAM + [wCurSpriteOAMAddr] --> Sprites + $40) ld a, l cp LOW(wShadowOAMSprite16) jr nc, .done xor a ld [hli], a jr .loop2 .done ret _InitSpriteAnimStruct:: ; 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, NUM_SPRITE_ANIM_STRUCTS .loop ld a, [hl] and a jr z, .found ld bc, SPRITEANIMSTRUCT_LENGTH 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 ; Increment [wSpriteAnimCount], skipping a 0 value. ld hl, wSpriteAnimCount inc [hl] ld a, [hl] and a jr nz, .nonzero inc [hl] .nonzero ; Get row a of SpriteAnimObjects, copy the pointer into de pop af ld e, a ld d, 0 ld hl, SpriteAnimObjects add hl, de add hl, de add hl, de 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 ; SPRITEANIMSTRUCT_INDEX ; Copy the table entry to the next two fields. ld a, [de] ld [hli], a ; SPRITEANIMSTRUCT_FRAMESET_ID inc de ld a, [de] ld [hli], a ; SPRITEANIMSTRUCT_ANIM_SEQ_ID inc de ; Look up the third field in the wSpriteAnimDict mapping. ; Take the mapped value and load it in. ld a, [de] call GetSpriteAnimVTile ld [hli], a ; SPRITEANIMSTRUCT_TILE_ID 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 ; SPRITEANIMSTRUCT_XCOORD ld a, d ld [hli], a ; SPRITEANIMSTRUCT_YCOORD ; load 0 into the next four fields xor a ld [hli], a ; SPRITEANIMSTRUCT_XOFFSET ld [hli], a ; SPRITEANIMSTRUCT_YOFFSET xor a ld [hli], a ; SPRITEANIMSTRUCT_DURATION ld [hli], a ; SPRITEANIMSTRUCT_DURATIONOFFSET ; load -1 into the next field dec a ld [hli], a ; SPRITEANIMSTRUCT_FRAME ; load 0 into the last five fields xor a ld [hli], a ; SPRITEANIMSTRUCT_JUMPTABLE_INDEX ld [hli], a ; SPRITEANIMSTRUCT_VAR1 ld [hli], a ; SPRITEANIMSTRUCT_VAR2 ld [hli], a ; SPRITEANIMSTRUCT_VAR3 ld [hl], a ; SPRITEANIMSTRUCT_VAR4 ; back up the address of the first field to wSpriteAnimAddrBackup ld a, c ld [wSpriteAnimAddrBackup], a ld a, b ld [wSpriteAnimAddrBackup + 1], a ret DeinitializeSprite: ; Clear the index field of the struct in bc. ld hl, SPRITEANIMSTRUCT_INDEX add hl, bc ld [hl], 0 ret DeinitializeAllSprites: ; Clear the index field of every struct in the wSpriteAnimationStructs array. ld hl, wSpriteAnimationStructs ld bc, SPRITEANIMSTRUCT_LENGTH ld e, NUM_SPRITE_ANIM_STRUCTS xor a .loop ld [hl], a add hl, bc dec e jr nz, .loop ret UpdateAnimFrame: call InitSpriteAnimBuffer ; init WRAM call GetSpriteAnimFrame ; read from a memory array cp oamwait_command jr z, .done cp oamdelete_command jr z, .delete call GetFrameOAMPointer ; add byte to [wCurAnimVTile] ld a, [wCurAnimVTile] add [hl] ld [wCurAnimVTile], a inc hl ; load pointer into hl ld a, [hli] ld h, [hl] ld l, a push bc ld a, [wCurSpriteOAMAddr] ld e, a ld d, HIGH(wShadowOAM) ld a, [hli] ld c, a ; number of objects .loop ; first byte: y (px) ; [de] = [wCurAnimYCoord] + [wCurAnimYOffset] + [wGlobalAnimYOffset] + AddOrSubtractY([hl]) ld a, [wCurAnimYCoord] ld b, a ld a, [wCurAnimYOffset] 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] = [wCurAnimXCoord] + [wCurAnimXOffset] + [wGlobalAnimXOffset] + AddOrSubtractX([hl]) ld a, [wCurAnimXCoord] ld b, a ld a, [wCurAnimXOffset] 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] = [wCurAnimVTile] + [hl] ld a, [wCurAnimVTile] 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 [wCurSpriteOAMAddr], a cp LOW(wShadowOAMEnd) jr nc, .reached_the_end dec c jr nz, .loop pop bc jr .done .delete ; Removes the object from the screen, as opposed to `oamend` which just stops all motion call DeinitializeSprite .done and a ret .reached_the_end pop bc scf ret AddOrSubtractY: push hl ld a, [hl] ld hl, wCurSpriteOAMFlags bit OAM_Y_FLIP, [hl] jr z, .ok ; -8 - a add 8 xor $ff inc a .ok pop hl ret AddOrSubtractX: push hl ld a, [hl] ld hl, wCurSpriteOAMFlags bit OAM_X_FLIP, [hl] jr z, .ok ; -8 - a add 8 xor $ff inc a .ok pop hl ret GetSpriteOAMAttr: ld a, [wCurSpriteOAMFlags] ld b, a ld a, [hl] xor b and PRIORITY | Y_FLIP | X_FLIP ld b, a ld a, [hl] and ~(PRIORITY | Y_FLIP | X_FLIP) or b ret InitSpriteAnimBuffer: xor a ld [wCurSpriteOAMFlags], a ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld a, [hli] ld [wCurAnimVTile], a ld a, [hli] ld [wCurAnimXCoord], a ld a, [hli] ld [wCurAnimYCoord], a ld a, [hli] ld [wCurAnimXOffset], a ld a, [hli] ld [wCurAnimYOffset], a ret GetSpriteAnimVTile: ; a = wSpriteAnimDict[a] if a in wSpriteAnimDict else vtile offset $00 push hl push bc ld hl, wSpriteAnimDict ld b, a ld c, NUM_SPRITEANIMDICT_ENTRIES .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 _ReinitSpriteAnimFrame:: 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 GetSpriteAnimFrame: .loop ld hl, SPRITEANIMSTRUCT_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, SPRITEANIMSTRUCT_FRAME add hl, bc inc [hl] call .GetPointer ld a, [hli] cp oamrestart_command jr z, .restart cp oamend_command jr z, .repeat_last push af ld a, [hl] push hl and ~(Y_FLIP << 1 | X_FLIP << 1) 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 Y_FLIP << 1 | X_FLIP << 1 ; The << 1 is compensated in the "oamframe" macro srl a ld [wCurSpriteOAMFlags], 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 dec [hl] dec [hl] 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 .GetPointer: ld hl, SPRITEANIMSTRUCT_FRAMESET_ID add hl, bc ld e, [hl] ld d, 0 ld hl, SpriteAnimFrameData add hl, de add hl, de 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 GetFrameOAMPointer: ld e, a ld d, 0 ld hl, SpriteAnimOAMData add hl, de add hl, de add hl, de ret INCLUDE "data/sprite_anims/objects.asm" INCLUDE "engine/sprite_anims/functions.asm" INCLUDE "data/sprite_anims/framesets.asm" INCLUDE "data/sprite_anims/oam.asm" Sprites_Cosine: ; a = d * cos(a * pi/32) add %010000 ; cos(x) = sin(x + pi/2) ; fallthrough Sprites_Sine: ; a = d * sin(a * pi/32) calc_sine_wave AnimateEndOfExpBar: ld de, EndOfExpBarGFX 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 inc d inc d dec c jr nz, .loop call ClearSprites ret .AnimateFrame: ld hl, wShadowOAMSprite00 ld c, 8 ; number of animated circles .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 * TILE_WIDTH ld [hli], a ; y pop af push de push hl call Sprites_Cosine pop hl pop de add 10 * TILE_WIDTH + 4 ld [hli], a ; x ld a, $0 ld [hli], a ; tile id ld a, PAL_BATTLE_OB_BLUE ld [hli], a ; attributes jr .anim_loop EndOfExpBarGFX: INCBIN "gfx/battle/expbarend.2bpp" ClearSpriteAnims2: push hl push de push bc push af ld hl, wSpriteAnimData ld bc, wSpriteAnimDataEnd - wSpriteAnimData .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