mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-09-09 09:51:34 -07:00
753 lines
13 KiB
NASM
Executable File
753 lines
13 KiB
NASM
Executable File
ClearSpriteAnims: ; 8cf53
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ld hl, wSpriteAnimDict
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ld bc, wSpriteAnimsEnd - wSpriteAnimDict
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.loop
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ld [hl], $0
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inc hl
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dec bc
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ld a, c
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or b
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jr nz, .loop
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ret
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; 8cf62
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PlaySpriteAnimationsAndDelayFrame: ; 8cf62
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call PlaySpriteAnimations
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call DelayFrame
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ret
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; 8cf69
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PlaySpriteAnimations: ; 8cf69
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push hl
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push de
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push bc
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push af
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ld a, Sprites % $100
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ld [wCurrSpriteOAMAddr], a
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call DoNextFrameForAllSprites
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pop af
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pop bc
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pop de
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pop hl
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ret
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; 8cf7a
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DoNextFrameForAllSprites: ; 8cf7a
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ld hl, wSpriteAnimationStructs
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ld e, 10 ; There are 10 structs here.
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.loop
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ld a, [hl]
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and a
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jr z, .next ; This struct is deinitialized.
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ld c, l
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ld b, h
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push hl
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push de
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call DoAnimFrame ; Uses a massive jumptable
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call UpdateAnimFrame
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pop de
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pop hl
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jr c, .done
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.next
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ld bc, $10
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add hl, bc
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dec e
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jr nz, .loop
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ld a, [wCurrSpriteOAMAddr]
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ld l, a
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ld h, Sprites / $100
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.loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> SpritesEnd)
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ld a, l
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cp SpritesEnd % $100
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jr nc, .done
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xor a
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ld [hli], a
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jr .loop2
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.done
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ret
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; 8cfa8
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DoNextFrameForFirst16Sprites: ; 8cfa8 (23:4fa8)
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ld hl, wSpriteAnimationStructs
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ld e, 10
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.loop
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ld a, [hl]
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and a
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jr z, .next
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ld c, l
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ld b, h
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push hl
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push de
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call DoAnimFrame ; Uses a massive jumptable
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call UpdateAnimFrame
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pop de
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pop hl
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jr c, .done
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.next
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ld bc, $10
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add hl, bc
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dec e
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jr nz, .loop
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ld a, [wCurrSpriteOAMAddr]
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ld l, a
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ld h, (Sprites + $40) / $100
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.loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> Sprites + $40)
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ld a, l
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cp (Sprites + 16 * 4) % $100
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jr nc, .done
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xor a
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ld [hli], a
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jr .loop2
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.done
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ret
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InitSpriteAnimStruct:: ; 8cfd6
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; Initialize animation a at pixel x=e, y=d
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; Find if there's any room in the wSpriteAnimationStructs array, which is 10x16
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push de
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push af
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ld hl, wSpriteAnimationStructs
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ld e, 10
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.loop
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ld a, [hl]
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and a
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jr z, .found
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ld bc, $10
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add hl, bc
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dec e
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jr nz, .loop
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; We've reached the end. There is no more room here.
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; Return carry.
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pop af
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pop de
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scf
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ret
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.found
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; Back up the structure address to bc.
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ld c, l
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ld b, h
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; Value [wSpriteAnimCount] is initially set to -1. Set it to
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; the number of objects loaded into this array.
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ld hl, wSpriteAnimCount
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inc [hl]
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ld a, [hl]
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and a
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jr nz, .initialized
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inc [hl]
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.initialized
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; Get row a of SpriteAnimSeqData, copy the pointer into de
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pop af
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ld e, a
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ld d, 0
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ld hl, SpriteAnimSeqData
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rept 3
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add hl, de
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endr
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ld e, l
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ld d, h
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; Set hl to the first field (field 0) in the current structure.
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ld hl, SPRITEANIMSTRUCT_INDEX
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add hl, bc
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; Load the index.
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ld a, [wSpriteAnimCount]
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ld [hli], a
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; Copy the table entry to the next two fields.
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ld a, [de]
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ld [hli], a
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inc de
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ld a, [de]
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ld [hli], a
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inc de
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; Look up the third field from the table in the wSpriteAnimDict array (10x2).
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; Take the value and load it in
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ld a, [de]
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call GetSpriteAnimVTile
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ld [hli], a
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pop de
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; Set hl to field 4 (X coordinate). Kinda pointless, because we're presumably already here.
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ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
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; Load the original value of de into here.
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ld a, e
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ld [hli], a
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ld a, d
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ld [hli], a
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; load 0 into the next four fields
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xor a
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rept 2
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ld [hli], a
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endr
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xor a
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rept 2
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ld [hli], a
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endr
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; load -1 into the next field
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dec a
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ld [hli], a
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; load 0 into the last five fields
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xor a
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rept 4
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ld [hli], a
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endr
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ld [hl], a
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; back up the address of the first field to wSpriteAnimAddrBackup
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ld a, c
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ld [wSpriteAnimAddrBackup], a
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ld a, b
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ld [wSpriteAnimAddrBackup + 1], a
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ret
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; 8d036
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DeinitializeSprite: ; 8d036
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; Clear the index field of the struct in bc.
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ld hl, SPRITEANIMSTRUCT_INDEX
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add hl, bc
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ld [hl], $0
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ret
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; 8d03d
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DeinitializeAllSprites: ; 8d03d (23:503d)
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; Clear the index field of every struct in the wSpriteAnimationStructs array.
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ld hl, wSpriteAnimationStructs
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ld bc, $10
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ld e, 10
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xor a
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.loop
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ld [hl], a
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add hl, bc
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dec e
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jr nz, .loop
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ret
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UpdateAnimFrame: ; 8d04c
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call InitSpriteAnimBuffer ; init WRAM
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call GetSpriteAnimFrame ; read from a memory array
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cp -3
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jr z, .done
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cp -4
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jr z, .delete
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call GetFrameOAMPointer
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; add byte to [wCurrAnimVTile]
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ld a, [wCurrAnimVTile]
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add [hl]
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ld [wCurrAnimVTile], a
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inc hl
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; load pointer into hl
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ld a, [hli]
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ld h, [hl]
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ld l, a
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push bc
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ld a, [wCurrSpriteOAMAddr]
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ld e, a
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ld d, Sprites / $100
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ld a, [hli]
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ld c, a ; number of objects
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.loop
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; first byte: y (px)
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; [de] = [wCurrAnimYCoord] + [wCurrAnimYOffset] + [wGlobalAnimYOffset] + AddOrSubtractY([hl])
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ld a, [wCurrAnimYCoord]
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ld b, a
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ld a, [wCurrAnimYOffset]
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add b
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ld b, a
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ld a, [wGlobalAnimYOffset]
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add b
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ld b, a
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call AddOrSubtractY
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add b
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ld [de], a
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inc hl
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inc de
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; second byte: x (px)
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; [de] = [wCurrAnimXCoord] + [wCurrAnimXOffset] + [wGlobalAnimXOffset] + AddOrSubtractX([hl])
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ld a, [wCurrAnimXCoord]
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ld b, a
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ld a, [wCurrAnimXOffset]
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add b
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ld b, a
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ld a, [wGlobalAnimXOffset]
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add b
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ld b, a
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call AddOrSubtractX
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add b
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ld [de], a
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inc hl
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inc de
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; third byte: vtile
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; [de] = [wCurrAnimVTile] + [hl]
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ld a, [wCurrAnimVTile]
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add [hl]
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ld [de], a
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inc hl
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inc de
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; fourth byte: attributes
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; [de] = GetSpriteOAMAttr([hl])
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call GetSpriteOAMAttr
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ld [de], a
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inc hl
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inc de
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ld a, e
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ld [wCurrSpriteOAMAddr], a
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cp SpritesEnd % $100
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jr nc, .reached_the_end
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dec c
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jr nz, .loop
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pop bc
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jr .done
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.delete
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call DeinitializeSprite
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.done
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and a
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ret
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.reached_the_end
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pop bc
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scf
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ret
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; 8d0be
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AddOrSubtractY: ; 8d0be
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push hl
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ld a, [hl]
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ld hl, wCurrSpriteAddSubFlags
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bit 6, [hl]
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jr z, .ok
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; 8 - a
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add $8
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xor $ff
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inc a
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.ok
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pop hl
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ret
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; 8d0ce
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AddOrSubtractX: ; 8d0ce
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push hl
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ld a, [hl]
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ld hl, wCurrSpriteAddSubFlags
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bit 5, [hl]
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jr z, .ok
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; 8 - a
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add $8
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xor $ff
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inc a
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.ok
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pop hl
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ret
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; 8d0de
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GetSpriteOAMAttr: ; 8d0de
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ld a, [wCurrSpriteAddSubFlags]
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ld b, a
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ld a, [hl]
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xor b
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and $e0
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ld b, a
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ld a, [hl]
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and $1f
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or b
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ret
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; 8d0ec
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InitSpriteAnimBuffer: ; 8d0ec
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xor a
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ld [wCurrSpriteAddSubFlags], a
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld a, [hli]
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ld [wCurrAnimVTile], a
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ld a, [hli]
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ld [wCurrAnimXCoord], a
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ld a, [hli]
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ld [wCurrAnimYCoord], a
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ld a, [hli]
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ld [wCurrAnimXOffset], a
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ld a, [hli]
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ld [wCurrAnimYOffset], a
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ret
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; 8d109
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GetSpriteAnimVTile: ; 8d109
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; a = wSpriteAnimDict[a] if a in wSpriteAnimDict else 0
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; VTiles offset
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push hl
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push bc
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ld hl, wSpriteAnimDict
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ld b, a
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ld c, 10
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.loop
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ld a, [hli]
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cp b
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jr z, .ok
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inc hl
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dec c
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jr nz, .loop
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xor a
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jr .done
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.ok
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ld a, [hl]
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.done
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pop bc
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pop hl
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ret
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; 8d120
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_ReinitSpriteAnimFrame:: ; 8d120
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld [hl], a
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ld hl, SPRITEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], 0
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ld hl, SPRITEANIMSTRUCT_FRAME
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add hl, bc
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ld [hl], -1
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ret
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; 8d132
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GetSpriteAnimFrame: ; 8d132
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.loop
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ld hl, SPRITEANIMSTRUCT_DURATION
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add hl, bc
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ld a, [hl]
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and a
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jr z, .next_frame ; finished the current sequence
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dec [hl]
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call .GetPointer ; load pointer from SpriteAnimFrameData
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ld a, [hli]
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push af
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jr .okay
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.next_frame
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ld hl, SPRITEANIMSTRUCT_FRAME
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add hl, bc
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inc [hl]
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call .GetPointer ; load pointer from SpriteAnimFrameData
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ld a, [hli]
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cp -2
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jr z, .restart
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cp -1
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jr z, .repeat_last
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push af
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ld a, [hl]
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push hl
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and $3f
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ld hl, SPRITEANIMSTRUCT_DURATIONOFFSET
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add hl, bc
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add [hl]
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ld hl, SPRITEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], a
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pop hl
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.okay
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ld a, [hl]
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and $c0
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srl a
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ld [wCurrSpriteAddSubFlags], a
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pop af
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ret
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.repeat_last
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xor a
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ld hl, SPRITEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], a
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ld hl, SPRITEANIMSTRUCT_FRAME
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add hl, bc
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rept 2
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dec [hl]
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endr
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jr .loop
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.restart
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xor a
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ld hl, SPRITEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], a
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dec a
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ld hl, SPRITEANIMSTRUCT_FRAME
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add hl, bc
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ld [hl], a
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jr .loop
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; 8d189
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.GetPointer: ; 8d189
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; Get the data for the current frame for the current animation sequence
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; SpriteAnimFrameData[SpriteAnim[SPRITEANIMSTRUCT_FRAMESET_ID]][SpriteAnim[SPRITEANIMSTRUCT_FRAME]]
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld e, [hl]
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ld d, 0
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ld hl, SpriteAnimFrameData
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rept 2
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add hl, de
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endr
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ld e, [hl]
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inc hl
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ld d, [hl]
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ld hl, SPRITEANIMSTRUCT_FRAME
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add hl, bc
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ld l, [hl]
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ld h, 0
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add hl, hl
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add hl, de
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ret
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; 8d1a2
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GetFrameOAMPointer: ; 8d1a2
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; Load OAM data pointer
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ld e, a
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ld d, 0
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ld hl, SpriteAnimOAMData
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rept 3
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add hl, de
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endr
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ret
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; 8d1ac
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BrokenGetStdGraphics: ; 8d1ac
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; dummied out
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push hl
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ld l, a
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ld h, 0
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rept 2
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add hl, hl
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endr
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ld de, BrokenStdGFXPointers ; broken 2bpp pointers
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add hl, de
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ld c, [hl]
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inc hl
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ld b, [hl]
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inc hl
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ld e, [hl]
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inc hl
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ld d, [hl]
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pop hl
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push bc
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call Request2bpp
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pop bc
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ret
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; 8d1c4
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SpriteAnimSeqData: ; 8d1c4
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; frameset sequence, tile
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db SPRITE_ANIM_FRAMESET_01, SPRITE_ANIM_SEQ_01, $00 ; 00
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db SPRITE_ANIM_FRAMESET_07, SPRITE_ANIM_SEQ_04, $00 ; 01
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db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_05, $05 ; 02
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db SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO, SPRITE_ANIM_SEQ_GAMEFREAK_LOGO, $00 ; 03
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db SPRITE_ANIM_FRAMESET_0B, SPRITE_ANIM_SEQ_07, $06 ; 04
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db SPRITE_ANIM_FRAMESET_0C, SPRITE_ANIM_SEQ_08, $06 ; 05
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db SPRITE_ANIM_FRAMESET_SLOT_GOLEM, SPRITE_ANIM_SEQ_SLOT_GOLEM, $07 ; 06 slots golem
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db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, $07 ; 07 slots chansey
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db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, $07 ; 08 slots egg
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db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_0C, $05 ; 09
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db SPRITE_ANIM_FRAMESET_WALK_CYCLE, SPRITE_ANIM_SEQ_NULL, $00 ; 0a walk cycle
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db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0D, $08 ; 0b
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db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0E, $08 ; 0c
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db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0F, $08 ; 0d
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db SPRITE_ANIM_FRAMESET_13, SPRITE_ANIM_SEQ_10, $00 ; 0e
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db SPRITE_ANIM_FRAMESET_15, SPRITE_ANIM_SEQ_NULL, $00 ; 0f
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db SPRITE_ANIM_FRAMESET_16, SPRITE_ANIM_SEQ_11, $00 ; 10
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db SPRITE_ANIM_FRAMESET_17, SPRITE_ANIM_SEQ_12, $00 ; 11
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db SPRITE_ANIM_FRAMESET_18, SPRITE_ANIM_SEQ_12, $00 ; 12
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db SPRITE_ANIM_FRAMESET_19, SPRITE_ANIM_SEQ_13, $00 ; 13
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db SPRITE_ANIM_FRAMESET_1A, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob
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db SPRITE_ANIM_FRAMESET_1B, SPRITE_ANIM_SEQ_NULL, $00 ; 15
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db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree
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db SPRITE_ANIM_FRAMESET_1E, SPRITE_ANIM_SEQ_NULL, $00 ; 17
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db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_FLY_LEAF, $00 ; 18 flying leaves
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db SPRITE_ANIM_FRAMESET_1F, SPRITE_ANIM_SEQ_NULL, $00 ; 19
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db SPRITE_ANIM_FRAMESET_24, SPRITE_ANIM_SEQ_19, $00 ; 1a
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db SPRITE_ANIM_FRAMESET_25, SPRITE_ANIM_SEQ_NULL, $00 ; 1b headbutt
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db SPRITE_ANIM_FRAMESET_20, SPRITE_ANIM_SEQ_13, $00 ; 1c
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db SPRITE_ANIM_FRAMESET_26, SPRITE_ANIM_SEQ_1A, $00 ; 1d
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db SPRITE_ANIM_FRAMESET_2D, SPRITE_ANIM_SEQ_NULL, $00 ; 1e
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db SPRITE_ANIM_FRAMESET_2E, SPRITE_ANIM_SEQ_NULL, $00 ; 1f
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db SPRITE_ANIM_FRAMESET_2F, SPRITE_ANIM_SEQ_NULL, $00 ; 20
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db SPRITE_ANIM_FRAMESET_30, SPRITE_ANIM_SEQ_NULL, $00 ; 21
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db SPRITE_ANIM_FRAMESET_31, SPRITE_ANIM_SEQ_NULL, $00 ; 22
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db SPRITE_ANIM_FRAMESET_32, SPRITE_ANIM_SEQ_1B, $00 ; 23
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db SPRITE_ANIM_FRAMESET_33, SPRITE_ANIM_SEQ_1C, $00 ; 24
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db SPRITE_ANIM_FRAMESET_34, SPRITE_ANIM_SEQ_NULL, $00 ; 25
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db SPRITE_ANIM_FRAMESET_35, SPRITE_ANIM_SEQ_1D, $00 ; 26
|
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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
|
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db SPRITE_ANIM_FRAMESET_40, SPRITE_ANIM_SEQ_NULL, $00 ; 2c
|
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; 8d24b
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|
|
|
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
|