mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
ce4ca85494
This callback type is executed in a new map setup command at the very end of every map setup script. Maps that should trigger the use of Flash automatically should use an instance of this callback with fixed functionality
596 lines
10 KiB
NASM
596 lines
10 KiB
NASM
DEF FIELDMOVE_GRASS EQU $80
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DEF FIELDMOVE_TREE EQU $84
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DEF FIELDMOVE_FLY EQU $84
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PlayWhirlpoolSound:
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call WaitSFX
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ld de, SFX_SURF
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call PlaySFX
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call WaitSFX
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ret
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UseFlashAuto::
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; ReplaceTimeOfDayPals in map setup command LoadMapTimeOfDay sets wTimeOfDayPalset to DARKNESS_PALSET
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; only if wStatusFlags[STATUSFLAGS_FLASH_F] has not been set.
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ld a, [wTimeOfDayPalset]
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cp DARKNESS_PALSET
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ret nz
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ld c, 30 ; 500 ms
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call DelayFrames
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call WaitSFX
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ld de, SFX_FLASH
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call PlaySFX
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call BlindingFlash
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ld c, 30 ; 500 ms
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call DelayFrames
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call WaitSFX
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ret
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BlindingFlash:
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farcall FadeOutPalettesToWhite
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ld hl, wStatusFlags
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set STATUSFLAGS_FLASH_F, [hl]
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farcall ReplaceTimeOfDayPals
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farcall UpdateTimeOfDayPal
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ld b, CGB_MAPPALS
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call GetCGBLayout
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farcall FadeInPalettesFromWhite
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ret
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ShakeHeadbuttTree:
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farcall ClearSpriteAnims
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ld de, CutGrassGFX
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ld hl, vTiles0 tile FIELDMOVE_GRASS
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lb bc, BANK(CutGrassGFX), 4
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call Request2bpp
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ld de, HeadbuttTreeGFX
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ld hl, vTiles0 tile FIELDMOVE_TREE
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lb bc, BANK(HeadbuttTreeGFX), 8
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call Request2bpp
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call Cut_Headbutt_GetPixelFacing
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ld a, SPRITE_ANIM_OBJ_HEADBUTT
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], FIELDMOVE_TREE
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ld a, 36 * SPRITEOAMSTRUCT_LENGTH
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ld [wCurSpriteOAMAddr], a
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farcall DoNextFrameForAllSprites
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call HideHeadbuttTree
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ld a, 32
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ld [wFrameCounter], a
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call WaitSFX
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ld de, SFX_SANDSTORM
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call PlaySFX
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.loop
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ld hl, wFrameCounter
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ld a, [hl]
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and a
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jr z, .done
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dec [hl]
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ld a, 36 * SPRITEOAMSTRUCT_LENGTH
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ld [wCurSpriteOAMAddr], a
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farcall DoNextFrameForAllSprites
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call DelayFrame
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jr .loop
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.done
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call LoadScreenTilemapAndAttrmapPals
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call WaitBGMap
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xor a
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ldh [hBGMapMode], a
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farcall ClearSpriteAnims
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ld hl, wShadowOAMSprite36
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ld bc, wShadowOAMEnd - wShadowOAMSprite36
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xor a
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call ByteFill
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ld de, Font
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ld hl, vTiles1
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lb bc, BANK(Font), 12
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call Get1bpp
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call UpdatePlayerSprite
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ret
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HeadbuttTreeGFX:
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INCBIN "gfx/overworld/headbutt_tree.2bpp"
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HideHeadbuttTree:
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xor a
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ldh [hBGMapMode], a
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ld a, [wPlayerDirection]
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and %00001100
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srl a
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ld e, a
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ld d, 0
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ld hl, TreeRelativeLocationTable
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add hl, de
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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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ld a, $05 ; grass block
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ld [hli], a
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ld [hld], a
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ld bc, SCREEN_WIDTH
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add hl, bc
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ld [hli], a
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ld [hld], a
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call WaitBGMap
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xor a
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ldh [hBGMapMode], a
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ret
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TreeRelativeLocationTable:
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dwcoord 8, 8 + 2 ; RIGHT
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dwcoord 8, 8 - 2 ; LEFT
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dwcoord 8 - 2, 8 ; DOWN
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dwcoord 8 + 2, 8 ; UP
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OWCutAnimation_WithCutTreeAsObject:
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ld a, $a0
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ld [wCutTreeOAMAddr], a
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ld de, CutTreeGFX
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ld hl, vTiles0 tile CUT_TREE_OAM_FIRST_TILE
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lb bc, BANK(CutTreeGFX), 4
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call Request2bpp
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call WaitSFX
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ld de, SFX_PLACE_PUZZLE_PIECE_DOWN
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call PlaySFX
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xor a
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ld [wJumptableIndex], a
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.loop
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ld a, [wJumptableIndex]
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bit 7, a
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jr nz, .finish
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call .FindCutTreeOAMAddr
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ld a, 36 * SPRITEOAMSTRUCT_LENGTH
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jr nc, .got_oam_addr
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ld a, l
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.got_oam_addr
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ld [wCurSpriteOAMAddr], a
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ld [wCutTreeOAMAddr], a
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ld hl, wVramState
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set 2, [hl] ; do not clear wShadowOAM during DoNextFrameForAllSprites
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callfar DoNextFrameForAllSprites
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ld hl, wVramState
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res 2, [hl]
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call .OWCutJumptable
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call DelayFrame
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jr .loop
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.finish
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farcall ClearSpriteAnims
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ret
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; find the sprite in wShadowOAM with coordinates that match exactly the tile facing the player.
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; if found, return in l its location within wShadowOAM and return carry.
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; if it has already been found during this animation and thus copied into wCutTreeOAMAddr, return that value instead.
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; otherwise return nc.
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.FindCutTreeOAMAddr:
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ld a, [wCutTreeOAMAddr]
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cp $a0
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ld l, a
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scf
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ret nz ; c
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call .GetPixelFacing
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; .GetPixelFacing returns the coordinates of the bottom right object.
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; convert them to the top left object.
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ld a, d
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sub TILE_WIDTH
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ld d, a
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ld a, e
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sub TILE_WIDTH
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ld e, a
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ld hl, wShadowOAM
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ld bc, 4 * SPRITEOAMSTRUCT_LENGTH
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.sprite_loop
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ld a, [hl]
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cp d
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jr nz, .next_sprite
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inc hl
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ld a, [hld]
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cp e
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scf
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ret z ; c
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.next_sprite
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add hl, bc
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ld a, l
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cp LOW(wShadowOAMEnd)
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ret nc
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jr .sprite_loop
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.OWCutJumptable:
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jumptable .dw, wJumptableIndex
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.dw
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dw .Cut_SpawnAnimateTree
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dw .Cut_StartWaiting
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dw .Cut_WaitAnimSFX
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.Cut_SpawnAnimateTree:
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call .GetPixelFacing
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ld a, SPRITE_ANIM_OBJ_CUT_TREE
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], CUT_TREE_OAM_FIRST_TILE
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ld a, 32
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ld [wFrameCounter], a
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; .Cut_StartWaiting
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ld hl, wJumptableIndex
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inc [hl]
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ret
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.GetPixelFacing:
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ld a, [wPlayerDirection]
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and %00001100
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srl a
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ld e, a
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ld d, 0
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ld hl, .Coords
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add hl, de
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ld e, [hl]
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inc hl
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ld d, [hl]
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ret
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.Coords:
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dbpixel 10, 12, 0, 4
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dbpixel 10, 8, 0, 4
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dbpixel 8, 10, 0, 4
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dbpixel 12, 10, 0, 4
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.Cut_StartWaiting:
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ld a, 1
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ldh [hBGMapMode], a
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; .Cut_WaitAnimSFX
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ld hl, wJumptableIndex
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inc [hl]
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.Cut_WaitAnimSFX:
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ld hl, wFrameCounter
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ld a, [hl]
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and a
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jr z, .finished
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dec [hl]
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ret
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.finished
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ld hl, wJumptableIndex
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set 7, [hl]
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ret
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OWCutAnimation:
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; Animation index in e
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; 0: Split tree in half
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; 1: Mow the lawn
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ld a, e
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and 1
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ld [wJumptableIndex], a
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call .LoadCutGFX
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call WaitSFX
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ld de, SFX_PLACE_PUZZLE_PIECE_DOWN
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call PlaySFX
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.loop
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ld a, [wJumptableIndex]
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bit 7, a
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jr nz, .finish
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ld a, 36 * SPRITEOAMSTRUCT_LENGTH
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ld [wCurSpriteOAMAddr], a
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callfar DoNextFrameForAllSprites
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call OWCutJumptable
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call DelayFrame
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jr .loop
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.finish
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ret
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.LoadCutGFX:
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callfar ClearSpriteAnims ; pointless to farcall
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ld de, CutGrassGFX
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ld hl, vTiles0 tile FIELDMOVE_GRASS
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lb bc, BANK(CutGrassGFX), 4
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call Request2bpp
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ld de, CutTreeGFX
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ld hl, vTiles0 tile FIELDMOVE_TREE
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lb bc, BANK(CutTreeGFX), 4
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call Request2bpp
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ret
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CutTreeGFX:
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INCBIN "gfx/overworld/cut_tree.2bpp"
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CutGrassGFX:
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INCBIN "gfx/overworld/cut_grass.2bpp"
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OWCutJumptable:
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jumptable .dw, wJumptableIndex
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.dw
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dw Cut_SpawnAnimateTree
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dw Cut_SpawnAnimateLeaves
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dw Cut_StartWaiting
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dw Cut_WaitAnimSFX
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Cut_SpawnAnimateTree:
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call Cut_Headbutt_GetPixelFacing
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ld a, SPRITE_ANIM_OBJ_CUT_TREE ; cut tree
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], FIELDMOVE_TREE
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ld a, 32
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ld [wFrameCounter], a
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; Cut_StartWaiting
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ld hl, wJumptableIndex
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inc [hl]
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inc [hl]
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ret
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Cut_SpawnAnimateLeaves:
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call Cut_GetLeafSpawnCoords
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xor a
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call Cut_SpawnLeaf
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ld a, $10
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call Cut_SpawnLeaf
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ld a, $20
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call Cut_SpawnLeaf
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ld a, $30
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call Cut_SpawnLeaf
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ld a, 32 ; frames
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ld [wFrameCounter], a
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; Cut_StartWaiting
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ld hl, wJumptableIndex
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inc [hl]
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ret
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Cut_StartWaiting:
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ld a, 1
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ldh [hBGMapMode], a
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; Cut_WaitAnimSFX
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ld hl, wJumptableIndex
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inc [hl]
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Cut_WaitAnimSFX:
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ld hl, wFrameCounter
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ld a, [hl]
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and a
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jr z, .finished
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dec [hl]
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ret
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.finished
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ld hl, wJumptableIndex
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set 7, [hl]
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ret
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Cut_SpawnLeaf:
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push de
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push af
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ld a, SPRITE_ANIM_OBJ_LEAF ; leaf
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], FIELDMOVE_GRASS
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ld hl, SPRITEANIMSTRUCT_VAR3
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add hl, bc
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ld [hl], $4
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pop af
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ld hl, SPRITEANIMSTRUCT_VAR1
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add hl, bc
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ld [hl], a
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pop de
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ret
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Cut_GetLeafSpawnCoords:
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ld de, 0
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ld a, [wPlayerMetatileX]
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bit 0, a
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jr z, .left_side
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set 0, e
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.left_side
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ld a, [wPlayerMetatileY]
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bit 0, a
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jr z, .top_side
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set 1, e
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.top_side
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ld a, [wPlayerDirection]
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and %00001100
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add e
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ld e, a
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ld hl, .Coords
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add hl, de
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add hl, de
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ld e, [hl]
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inc hl
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ld d, [hl]
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ret
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.Coords:
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dbpixel 11, 12 ; facing down, top left
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dbpixel 9, 12 ; facing down, top right
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dbpixel 11, 14 ; facing down, bottom left
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dbpixel 9, 14 ; facing down, bottom right
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dbpixel 11, 8 ; facing up, top left
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dbpixel 9, 8 ; facing up, top right
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dbpixel 11, 10 ; facing up, bottom left
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dbpixel 9, 10 ; facing up, bottom right
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dbpixel 7, 12 ; facing left, top left
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dbpixel 9, 12 ; facing left, top right
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dbpixel 7, 10 ; facing left, bottom left
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dbpixel 9, 10 ; facing left, bottom right
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dbpixel 11, 12 ; facing right, top left
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dbpixel 13, 12 ; facing right, top right
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dbpixel 11, 10 ; facing right, bottom left
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dbpixel 13, 10 ; facing right, bottom right
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Cut_Headbutt_GetPixelFacing:
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ld a, [wPlayerDirection]
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and %00001100
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srl a
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ld e, a
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ld d, 0
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ld hl, .Coords
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add hl, de
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ld e, [hl]
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inc hl
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ld d, [hl]
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ret
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.Coords:
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dbpixel 10, 13
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dbpixel 10, 9
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dbpixel 8, 11
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dbpixel 12, 11
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FlyFromAnim:
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call DelayFrame
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ld a, [wVramState]
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push af
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xor a
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ld [wVramState], a
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call FlyFunction_InitGFX
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depixel 10, 10, 4, 0
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ld a, SPRITE_ANIM_OBJ_RED_WALK
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], FIELDMOVE_FLY
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ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
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add hl, bc
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ld [hl], SPRITE_ANIM_FUNC_FLY_FROM
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ld a, 128
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ld [wFrameCounter], a
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.loop
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ld a, [wJumptableIndex]
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bit 7, a
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jr nz, .exit
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ld a, 0 * SPRITEOAMSTRUCT_LENGTH
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ld [wCurSpriteOAMAddr], a
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callfar DoNextFrameForAllSprites
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call FlyFunction_FrameTimer
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call DelayFrame
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jr .loop
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.exit
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pop af
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ld [wVramState], a
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ret
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FlyToAnim:
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call DelayFrame
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ld a, [wVramState]
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push af
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xor a
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ld [wVramState], a
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call FlyFunction_InitGFX
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depixel 31, 10, 4, 0
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ld a, SPRITE_ANIM_OBJ_RED_WALK
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], FIELDMOVE_FLY
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ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
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add hl, bc
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ld [hl], SPRITE_ANIM_FUNC_FLY_TO
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ld hl, SPRITEANIMSTRUCT_VAR4
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add hl, bc
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ld [hl], 11 * TILE_WIDTH
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ld a, 64
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ld [wFrameCounter], a
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.loop
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ld a, [wJumptableIndex]
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bit 7, a
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jr nz, .exit
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ld a, 0 * SPRITEOAMSTRUCT_LENGTH
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ld [wCurSpriteOAMAddr], a
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callfar DoNextFrameForAllSprites
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call FlyFunction_FrameTimer
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call DelayFrame
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jr .loop
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.exit
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pop af
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ld [wVramState], a
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call .RestorePlayerSprite_DespawnLeaves
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ret
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.RestorePlayerSprite_DespawnLeaves:
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ld hl, wShadowOAMSprite00TileID
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xor a
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ld c, 4
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.OAMloop
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ld [hli], a ; tile id
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rept SPRITEOAMSTRUCT_LENGTH - 1
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inc hl
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endr
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inc a
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dec c
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jr nz, .OAMloop
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ld hl, wShadowOAMSprite04
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ld bc, wShadowOAMEnd - wShadowOAMSprite04
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xor a
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call ByteFill
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ret
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FlyFunction_InitGFX:
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callfar ClearSpriteAnims
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ld de, CutGrassGFX
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ld hl, vTiles0 tile FIELDMOVE_GRASS
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lb bc, BANK(CutGrassGFX), 4
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call Request2bpp
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ld a, [wCurPartyMon]
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ld hl, wPartySpecies
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ld e, a
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ld d, 0
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add hl, de
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ld a, [hl]
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ld [wTempIconSpecies], a
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ld e, FIELDMOVE_FLY
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farcall FlyFunction_GetMonIcon
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xor a
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ld [wJumptableIndex], a
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ret
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FlyFunction_FrameTimer:
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call .SpawnLeaf
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ld hl, wFrameCounter
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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
|