EvolutionAnimation: ; 4e5e1 push hl push de push bc ld a, [CurSpecies] push af ld a, [rOBP0] push af ld a, [BaseDexNo] push af call .EvolutionAnimation pop af ld [BaseDexNo], a pop af ld [rOBP0], a pop af ld [CurSpecies], a pop bc pop de pop hl ld a, [Buffer4] and a ret z scf ret ; 4e607 .EvolutionAnimation: ; 4e607 ld a, $e4 ld [rOBP0], a ld de, MUSIC_NONE call PlayMusic callba ClearSpriteAnims ld de, .GFX ld hl, VTiles0 lb bc, BANK(.GFX), 8 call Request2bpp xor a ld [Danger], a call WaitBGMap xor a ld [hBGMapMode], a ld a, [Buffer1] ld [PlayerHPPal], a ld c, $0 call .GetSGBLayout ld a, [Buffer1] ld [CurPartySpecies], a ld [CurSpecies], a call .PlaceFrontpic ld de, VTiles2 ld hl, VTiles2 tile $31 ld bc, $31 call Request2bpp ld a, $31 ld [wd1ec], a call .ReplaceFrontpic ld a, [Buffer2] ld [CurPartySpecies], a ld [CurSpecies], a call .LoadFrontpic ld a, [Buffer1] ld [CurPartySpecies], a ld [CurSpecies], a ld a, $1 ld [hBGMapMode], a call .check_statused jr c, .skip_cry ld a, [Buffer1] call PlayCry .skip_cry ld de, MUSIC_EVOLUTION call PlayMusic ld c, 80 call DelayFrames ld c, $1 call .GetSGBLayout call .AnimationSequence jr c, .cancel_evo ld a, -7 * 7 ld [wd1ec], a call .ReplaceFrontpic xor a ld [Buffer4], a ld a, [Buffer2] ld [PlayerHPPal], a ld c, $0 call .GetSGBLayout call .PlayEvolvedSFX callba ClearSpriteAnims call .check_statused jr c, .no_anim ld a, [wBoxAlignment] push af ld a, $1 ld [wBoxAlignment], a ld a, [CurPartySpecies] push af ld a, [PlayerHPPal] ld [CurPartySpecies], a hlcoord 7, 2 ld d, $0 ld e, ANIM_MON_EVOLVE predef AnimateFrontpic pop af ld [CurPartySpecies], a pop af ld [wBoxAlignment], a ret .no_anim ret .cancel_evo ld a, $1 ld [Buffer4], a ld a, [Buffer1] ld [PlayerHPPal], a ld c, $0 call .GetSGBLayout call .PlayEvolvedSFX callba ClearSpriteAnims call .check_statused ret c ld a, [PlayerHPPal] call PlayCry ret ; 4e703 .GetSGBLayout: ; 4e703 ld b, SCGB_0B jp GetSGBLayout ; 4e708 .PlaceFrontpic: ; 4e708 call GetBaseData hlcoord 7, 2 jp PrepMonFrontpic ; 4e711 .LoadFrontpic: ; 4e711 call GetBaseData ld a, $1 ld [wBoxAlignment], a ld de, VTiles2 predef FrontpicPredef xor a ld [wBoxAlignment], a ret ; 4e726 .AnimationSequence: ; 4e726 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 rept 2 dec c endr jr nz, .loop and a ret .exit_sequence scf ret ; 4e741 .Flash: ; 4e741 ld a, -7 * 7 ; new stage ld [wd1ec], a call .ReplaceFrontpic ld a, 7 * 7 ; previous stage ld [wd1ec], a call .ReplaceFrontpic dec b jr nz, .Flash ret ; 4e755 .ReplaceFrontpic: ; 4e755 push bc xor a ld [hBGMapMode], a hlcoord 7, 2 lb bc, 7, 7 ld de, SCREEN_WIDTH - 7 .loop1 push bc .loop2 ld a, [wd1ec] add [hl] ld [hli], a dec c jr nz, .loop2 pop bc add hl, de dec b jr nz, .loop1 ld a, $1 ld [hBGMapMode], a call WaitBGMap pop bc ret ; 4e779 .WaitFrames_CheckPressedB: ; 4e779 call DelayFrame push bc call JoyTextDelay ld 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 ; 4e794 .check_statused: ; 4e794 ld a, [CurPartyMon] ld hl, PartyMon1Species call GetPartyLocation ld b, h ld c, l callba CheckFaintedFrzSlp ret ; 4e7a6 .PlayEvolvedSFX: ; 4e7a6 ld a, [Buffer4] 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 ; 4e7cf .balls_of_light: ; 4e7cf 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 ; 4e7e8 .GenerateBallOfLight: ; 4e7e8 push de depixel 9, 11 ld a, SPRITE_ANIM_INDEX_13 call _InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_0B 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_0C add hl, bc ld [hl], $10 ret ; 4e80c .AnimateBallsOfLight: ; 4e80c push bc callab PlaySpriteAnimations ; a = (([hVBlankCounter] + 4) / 2) % NUM_PALETTES ld a, [hVBlankCounter] and %1110 srl a rept 2 inc a endr and $7 ld b, a ld hl, Sprites + 3 ; attributes ld c, 40 .loop6 ld a, [hl] or b ld [hli], a rept 3 inc hl endr dec c jr nz, .loop6 pop bc call DelayFrame ret ; 4e831 .GFX: INCBIN "gfx/evo/bubble_large.2bpp" INCBIN "gfx/evo/bubble.2bpp"