pokecrystal-board/engine/events/celebi.asm
2023-09-30 19:12:57 +02:00

315 lines
4.8 KiB
NASM

DEF SPECIALCELEBIEVENT_CELEBI EQU $84
UnusedForestTreeFrames: ; unreferenced
INCBIN "gfx/tilesets/forest-tree/1.2bpp"
INCBIN "gfx/tilesets/forest-tree/2.2bpp"
INCBIN "gfx/tilesets/forest-tree/3.2bpp"
INCBIN "gfx/tilesets/forest-tree/4.2bpp"
CelebiShrineEvent:
call DelayFrame
ld a, [wVramState]
push af
xor a
ld [wVramState], a
call LoadCelebiGFX
depixel 0, 10, 7, 0
ld a, SPRITE_ANIM_OBJ_CELEBI
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], SPECIALCELEBIEVENT_CELEBI
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
ld [hl], SPRITE_ANIM_FUNC_CELEBI
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld a, $80
ld [hl], a
ld a, 160 ; frame count
ld [wFrameCounter], a
ld d, $0
.loop
ld a, [wJumptableIndex]
bit 7, a
jr nz, .done
push bc
call GetCelebiSpriteTile
inc d
push de
ld a, 36 * SPRITEOAMSTRUCT_LENGTH
ld [wCurSpriteOAMAddr], a
farcall DoNextFrameForAllSprites
call CelebiEvent_CountDown
ld c, 2
call DelayFrames
pop de
pop bc
jr .loop
.done
pop af
ld [wVramState], a
call .RestorePlayerSprite_DespawnLeaves
call CelebiEvent_SetBattleType
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
LoadCelebiGFX:
farcall ClearSpriteAnims
ld de, SpecialCelebiLeafGFX
ld hl, vTiles1
lb bc, BANK(SpecialCelebiLeafGFX), 4
call Request2bpp
ld de, SpecialCelebiGFX
ld hl, vTiles0 tile SPECIALCELEBIEVENT_CELEBI
lb bc, BANK(SpecialCelebiGFX), 4 * 4
call Request2bpp
xor a
ld [wJumptableIndex], a
ret
CelebiEvent_CountDown:
ld hl, wFrameCounter
ld a, [hl]
and a
jr z, .done
dec [hl]
ret
.done
ld hl, wJumptableIndex
set 7, [hl]
ret
CelebiEvent_SpawnLeaf: ; unreferenced
ld hl, wFrameCounter2
ld a, [hl]
inc [hl]
and $7
ret nz
ld a, [hl]
and $18
sla a
add $40
ld d, a
ld e, $0
ld a, SPRITE_ANIM_OBJ_FLY_LEAF ; fly land
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], $80
ret
SpecialCelebiLeafGFX:
INCBIN "gfx/overworld/cut_grass.2bpp"
SpecialCelebiGFX:
INCBIN "gfx/overworld/celebi.2bpp"
UpdateCelebiPosition:
ld hl, SPRITEANIMSTRUCT_XOFFSET
add hl, bc
ld a, [hl]
push af
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
cp 8 * 10 + 2
jp nc, .FreezeCelebiPosition
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld a, [hl]
ld d, a
cp $3a
jr c, .skip
jr z, .skip
sub $3
ld [hl], a
.skip
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hl]
inc [hl]
call CelebiEvent_Cosine
ld hl, SPRITEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld d, a
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
add [hl]
cp 8 * 11 + 4
jr nc, .ShiftY
cp 8 * 8 + 4
jr nc, .ReinitSpriteAnimFrame
.ShiftY:
pop af
push af
cp d
jr nc, .moving_left
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
add [hl]
cp 8 * 10
jr c, .float_up
jr .float_down
.moving_left
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
add [hl]
cp 8 * 10
jr nc, .float_up
.float_down
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
sub $2
ld [hl], a
jr .ReinitSpriteAnimFrame
.float_up
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
add $1
ld [hl], a
.ReinitSpriteAnimFrame:
pop af
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
add [hl]
cp 8 * 10
jr c, .left
cp -(8 * 3 + 2)
jr nc, .left
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, SPRITE_ANIM_FRAMESET_CELEBI_RIGHT
call ReinitSpriteAnimFrame
jr .done
.left
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, SPRITE_ANIM_FRAMESET_CELEBI_LEFT
call ReinitSpriteAnimFrame
.done
ret
.FreezeCelebiPosition:
pop af
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, SPRITE_ANIM_FRAMESET_CELEBI_LEFT
call ReinitSpriteAnimFrame
ret
CelebiEvent_Cosine:
; a = d * cos(a * pi/32)
add %010000 ; cos(x) = sin(x + pi/2)
calc_sine_wave
GetCelebiSpriteTile:
push hl
push bc
push de
ld a, d
ld d, $3
ld e, d
cp $0
jr z, .Frame1
cp d
jr z, .Frame2
call .AddE
cp d
jr z, .Frame3
call .AddE
cp d
jr z, .Frame4
call .AddE
cp d
jr c, .done
jr .restart
.Frame1:
ld a, SPECIALCELEBIEVENT_CELEBI
jr .load_tile
.Frame2:
ld a, SPECIALCELEBIEVENT_CELEBI + 4
jr .load_tile
.Frame3:
ld a, SPECIALCELEBIEVENT_CELEBI + 8
jr .load_tile
.Frame4:
ld a, SPECIALCELEBIEVENT_CELEBI + 12
.load_tile
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], a
jr .done
.restart
pop de
ld d, $ff
push de
.done
pop de
pop bc
pop hl
ret
.AddE:
push af
ld a, d
add e
ld d, a
pop af
ret
CelebiEvent_SetBattleType:
ld a, BATTLETYPE_CELEBI
ld [wBattleType], a
ret
CheckCaughtCelebi:
ld a, [wBattleResult]
bit BATTLERESULT_CAUGHT_CELEBI, a
jr z, .false
ld a, TRUE
ldh [hScriptVar], a
jr .done
.false
xor a ; FALSE
ldh [hScriptVar], a
.done
ret