pokecrystal-board/engine/battle_anims/bg_effects.asm

2760 lines
43 KiB
NASM

const_def
const BGSQUARE_SIX
const BGSQUARE_FOUR
const BGSQUARE_TWO
const BGSQUARE_SEVEN
const BGSQUARE_FIVE
const BGSQUARE_THREE
; BG effects for use in battle animations.
ExecuteBGEffects:
ld hl, wActiveBGEffects
ld e, NUM_BG_EFFECTS
.loop
ld a, [hl]
and a
jr z, .next
ld c, l
ld b, h
push hl
push de
call DoBattleBGEffectFunction
pop de
pop hl
.next
ld bc, BG_EFFECT_STRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
ret
QueueBGEffect:
ld hl, wActiveBGEffects
ld e, NUM_BG_EFFECTS
.loop
ld a, [hl]
and a
jr z, .load
ld bc, BG_EFFECT_STRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
scf
ret
.load
ld c, l
ld b, h
ld hl, BG_EFFECT_STRUCT_FUNCTION
add hl, bc
ld a, [wBattleBGEffectTempID]
ld [hli], a
ld a, [wBattleBGEffectTempJumptableIndex]
ld [hli], a
ld a, [wBattleBGEffectTempTurn]
ld [hli], a
ld a, [wBattleBGEffectTempParam]
ld [hl], a
ret
EndBattleBGEffect:
ld hl, BG_EFFECT_STRUCT_FUNCTION
add hl, bc
ld [hl], 0
ret
DoBattleBGEffectFunction:
ld hl, BG_EFFECT_STRUCT_FUNCTION
add hl, bc
ld e, [hl]
ld d, 0
ld hl, BattleBGEffects
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
BattleBGEffects:
; entries correspond to BATTLE_BG_EFFECT_* constants
dw BattleBGEffect_End
dw BattleBGEffect_FlashInverted
dw BattleBGEffect_FlashWhite
dw BattleBGEffect_WhiteHues
dw BattleBGEffect_BlackHues
dw BattleBGEffect_AlternateHues
dw BattleBGEffect_CycleOBPalsGrayAndYellow
dw BattleBGEffect_CycleMidOBPalsGrayAndYellow
dw BattleBGEffect_CycleBGPals_Inverted
dw BattleBGEffect_HideMon
dw BattleBGEffect_ShowMon
dw BattleBGEffect_EnterMon
dw BattleBGEffect_ReturnMon
dw BattleBGEffect_Surf
dw BattleBGEffect_Whirlpool
dw BattleBGEffect_Teleport
dw BattleBGEffect_NightShade
dw BattleBGEffect_BattlerObj_1Row
dw BattleBGEffect_BattlerObj_2Row
dw BattleBGEffect_DoubleTeam
dw BattleBGEffect_AcidArmor
dw BattleBGEffect_RapidFlash
dw BattleBGEffect_FadeMonToLight
dw BattleBGEffect_FadeMonToBlack
dw BattleBGEffect_FadeMonToLightRepeating
dw BattleBGEffect_FadeMonToBlackRepeating
dw BattleBGEffect_CycleMonLightDarkRepeating
dw BattleBGEffect_FlashMonRepeating
dw BattleBGEffect_FadeMonsToBlackRepeating
dw BattleBGEffect_FadeMonToWhiteWaitFadeBack
dw BattleBGEffect_FadeMonFromWhite
dw BattleBGEffect_ShakeScreenX
dw BattleBGEffect_ShakeScreenY
dw BattleBGEffect_Withdraw
dw BattleBGEffect_BounceDown
dw BattleBGEffect_Dig
dw BattleBGEffect_Tackle
dw BattleBGEffect_BodySlam
dw BattleBGEffect_WobbleMon
dw BattleBGEffect_RemoveMon
dw BattleBGEffect_WaveDeformMon
dw BattleBGEffect_Psychic
dw BattleBGEffect_BetaSendOutMon1
dw BattleBGEffect_BetaSendOutMon2
dw BattleBGEffect_Flail
dw BattleBGEffect_BetaPursuit
dw BattleBGEffect_Rollout
dw BattleBGEffect_VitalThrow
dw BattleBGEffect_StartWater
dw BattleBGEffect_Water
dw BattleBGEffect_EndWater
dw BattleBGEffect_VibrateMon
dw BattleBGEffect_WobblePlayer
dw BattleBGEffect_WobbleScreen
BattleBGEffect_End:
call EndBattleBGEffect
ret
BatttleBGEffects_GetNamedJumptablePointer:
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld l, [hl]
ld h, 0
add hl, hl
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ret
BattleBGEffects_AnonJumptable:
pop de
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld l, [hl]
ld h, 0
add hl, hl
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
BattleBGEffects_IncAnonJumptableIndex:
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
inc [hl]
ret
BattleBGEffect_FlashInverted:
ld de, .inverted
jp BattleBGEffect_FlashContinue
.inverted
dc 3, 2, 1, 0
dc 0, 1, 2, 3
BattleBGEffect_FlashWhite:
ld de, .white
jp BattleBGEffect_FlashContinue
.white
dc 3, 2, 1, 0
dc 0, 0, 0, 0
BattleBGEffect_FlashContinue:
; current timer, flash duration, number of flashes
ld a, $1
ld [wBattleBGEffectTempID], a ; unused?
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld a, [hl]
and a
jr z, .init
dec [hl]
ret
.init
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld [hl], a
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
and a
jr nz, .apply_pal
call EndBattleBGEffect
ret
.apply_pal
dec a
ld [hl], a
and 1
ld l, a
ld h, 0
add hl, de
ld a, [hl]
ld [wBGP], a
ret
BattleBGEffect_WhiteHues:
ld de, .Pals
call BattleBGEffect_GetNthDMGPal
jr c, .quit
ld [wBGP], a
ret
.quit
call EndBattleBGEffect
ret
.Pals:
dc 3, 2, 1, 0
dc 3, 2, 0, 0
dc 3, 1, 0, 0
db -1
BattleBGEffect_BlackHues:
ld de, .Pals
call BattleBGEffect_GetNthDMGPal
jr c, .quit
ld [wBGP], a
ret
.quit
call EndBattleBGEffect
ret
.Pals:
dc 3, 2, 1, 0
dc 3, 3, 1, 0
dc 3, 3, 2, 0
db -1
BattleBGEffect_AlternateHues:
ld de, .Pals
call BattleBGEffect_GetNthDMGPal
jr c, .quit
ld [wBGP], a
ld [wOBP1], a
ret
.quit
call EndBattleBGEffect
ret
.Pals:
dc 3, 2, 1, 0
dc 3, 3, 2, 0
dc 3, 3, 3, 0
dc 3, 3, 2, 0
dc 3, 2, 1, 0
dc 2, 1, 0, 0
dc 1, 0, 0, 0
dc 2, 1, 0, 0
db -2
BattleBGEffect_CycleOBPalsGrayAndYellow:
ld de, .PalsCGB
call BattleBGEffect_GetNthDMGPal
ld [wOBP0], a
ret
.PalsCGB:
dc 3, 2, 1, 0
dc 2, 1, 0, 0
db -2
BattleBGEffect_CycleMidOBPalsGrayAndYellow:
ld de, .PalsCGB
call BattleBGEffect_GetNthDMGPal
ld [wOBP0], a
ret
.PalsCGB:
dc 3, 2, 1, 0
dc 3, 1, 2, 0
db -2
BattleBGEffect_CycleBGPals_Inverted:
ld de, .Pals
call BattleBGEffect_GetNthDMGPal
ld [wBGP], a
ret
.Pals:
dc 0, 1, 2, 3
dc 1, 2, 0, 3
dc 2, 0, 1, 3
db -2
BattleBGEffect_HideMon:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw BattleBGEffects_IncAnonJumptableIndex
dw BattleBGEffects_IncAnonJumptableIndex
dw BattleBGEffects_IncAnonJumptableIndex
dw .four
.zero
call BattleBGEffects_IncAnonJumptableIndex
push bc
call BGEffect_CheckBattleTurn
jr nz, .player_side
hlcoord 12, 0
lb bc, 7, 7
jr .got_pointer
.player_side
hlcoord 2, 6
lb bc, 6, 6
.got_pointer
call ClearBox
pop bc
xor a
ldh [hBGMapThird], a
ld a, $1
ldh [hBGMapMode], a
ret
.four
xor a
ldh [hBGMapMode], a
call EndBattleBGEffect
ret
BattleBGEffect_ShowMon:
call BGEffect_CheckFlyDigStatus
jr z, .not_flying
call EndBattleBGEffect
ret
.not_flying
call BGEffect_CheckBattleTurn
jr nz, .player_side
ld de, .EnemyData
jr .got_pointer
.player_side
ld de, .PlayerData
.got_pointer
ld a, e
ld [wBattlePicResizeTempPointer], a
ld a, d
ld [wBattlePicResizeTempPointer + 1], a
call BattleBGEffect_RunPicResizeScript
ret
.PlayerData:
db 0, $31, 0
db -1
.EnemyData:
db 3, $00, 3
db -1
BattleBGEffect_BattlerObj_1Row:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw BattleBGEffects_IncAnonJumptableIndex
dw BattleBGEffects_IncAnonJumptableIndex
dw BattleBGEffects_IncAnonJumptableIndex
dw .five
.zero
call BGEffect_CheckFlyDigStatus
jr z, .not_flying_digging
ld hl, wLastAnimObjectIndex
inc [hl]
call EndBattleBGEffect
ret
.not_flying_digging
call BattleBGEffects_IncAnonJumptableIndex
push bc
call BGEffect_CheckBattleTurn
jr nz, .player_side
ld a, BATTLE_ANIM_OBJ_ENEMYFEET_1ROW
ld [wBattleObjectTempID], a
ld a, 16 * TILE_WIDTH + 4
jr .okay
.player_side
ld a, BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW
ld [wBattleObjectTempID], a
ld a, 6 * TILE_WIDTH
.okay
ld [wBattleObjectTempXCoord], a
ld a, 8 * TILE_WIDTH
ld [wBattleObjectTempYCoord], a
xor a
ld [wBattleObjectTempParam], a
call _QueueBattleAnimation
pop bc
ret
.one
call BattleBGEffects_IncAnonJumptableIndex
push bc
call BGEffect_CheckBattleTurn
jr nz, .player_side_2
hlcoord 12, 6
lb bc, 1, 7
jr .okay2
.player_side_2
hlcoord 2, 6
lb bc, 1, 6
.okay2
call ClearBox
ld a, $1
ldh [hBGMapMode], a
pop bc
ret
.five
xor a
ldh [hBGMapMode], a
call EndBattleBGEffect
ret
BattleBGEffect_BattlerObj_2Row:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw BattleBGEffects_IncAnonJumptableIndex
dw BattleBGEffects_IncAnonJumptableIndex
dw BattleBGEffects_IncAnonJumptableIndex
dw .five
.zero
call BGEffect_CheckFlyDigStatus
jr z, .not_flying_digging
ld hl, wLastAnimObjectIndex
inc [hl]
call EndBattleBGEffect
ret
.not_flying_digging
call BattleBGEffects_IncAnonJumptableIndex
push bc
call BGEffect_CheckBattleTurn
jr nz, .player_side
ld a, BATTLE_ANIM_OBJ_ENEMYFEET_2ROW
ld [wBattleObjectTempID], a
ld a, 16 * TILE_WIDTH + 4
jr .okay
.player_side
ld a, BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW
ld [wBattleObjectTempID], a
ld a, 6 * TILE_WIDTH
.okay
ld [wBattleObjectTempXCoord], a
ld a, 8 * TILE_WIDTH
ld [wBattleObjectTempYCoord], a
xor a
ld [wBattleObjectTempParam], a
call _QueueBattleAnimation
pop bc
ret
.one
call BattleBGEffects_IncAnonJumptableIndex
push bc
call BGEffect_CheckBattleTurn
jr nz, .player_side_2
hlcoord 12, 5
lb bc, 2, 7
jr .okay2
.player_side_2
hlcoord 2, 6
lb bc, 2, 6
.okay2
call ClearBox
ld a, $1
ldh [hBGMapMode], a
pop bc
ret
.five
xor a
ldh [hBGMapMode], a
call EndBattleBGEffect
ret
_QueueBattleAnimation:
callfar QueueBattleAnimation
ret
BattleBGEffect_RemoveMon:
; Slides mon out of screen
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw BattleBGEffects_IncAnonJumptableIndex
dw BattleBGEffects_IncAnonJumptableIndex
dw .four
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BGEffect_CheckBattleTurn
ld [hl], a
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
and a
jr z, .user
ld a, $9
jr .okay
.user
ld a, $8
.okay
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], a
ret
.one
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
and a
jr z, .user_2
hlcoord 0, 6
lb de, 8, 6
.row1
push de
push hl
.col1
inc hl
ld a, [hld]
ld [hli], a
dec d
jr nz, .col1
pop hl
ld de, SCREEN_WIDTH
add hl, de
pop de
dec e
jr nz, .row1
jr .okay2
.user_2
hlcoord 19, 0
lb de, 8, 7
.row2
push de
push hl
.col2
dec hl
ld a, [hli]
ld [hld], a
dec d
jr nz, .col2
pop hl
ld de, SCREEN_WIDTH
add hl, de
pop de
dec e
jr nz, .row2
.okay2
xor a
ldh [hBGMapThird], a
ld a, $1
ldh [hBGMapMode], a
call BattleBGEffects_IncAnonJumptableIndex
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
dec [hl]
ret
.four
xor a
ldh [hBGMapMode], a
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
and a
jr z, .done
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld [hl], $1
ret
.done
call EndBattleBGEffect
ret
BattleBGEffect_EnterMon:
call BGEffect_CheckBattleTurn
jr nz, .player_turn
ld de, .EnemyData
jr .okay
.player_turn
ld de, .PlayerData
.okay
ld a, e
ld [wBattlePicResizeTempPointer], a
ld a, d
ld [wBattlePicResizeTempPointer + 1], a
call BattleBGEffect_RunPicResizeScript
ret
.PlayerData:
db 2, $31, 2
db 1, $31, 1
db 0, $31, 0
db -1
.EnemyData:
db 5, $00, 5
db 4, $00, 4
db 3, $00, 3
db -1
BattleBGEffect_ReturnMon:
call BGEffect_CheckBattleTurn
jr nz, .player_turn
ld de, .EnemyData
jr .okay
.player_turn
ld de, .PlayerData
.okay
ld a, e
ld [wBattlePicResizeTempPointer], a
ld a, d
ld [wBattlePicResizeTempPointer + 1], a
call BattleBGEffect_RunPicResizeScript
ret
.PlayerData:
db 0, $31, 0
db -2, $66, 0
db 1, $31, 1
db -2, $44, 1
db 2, $31, 2
db -2, $22, 2
db -3, $00, 0
db -1
.EnemyData:
db 3, $00, 3
db -2, $77, 3
db 4, $00, 4
db -2, $55, 4
db 5, $00, 5
db -2, $33, 5
db -3, $00, 0
db -1
BattleBGEffect_RunPicResizeScript:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw BattleBGEffects_IncAnonJumptableIndex
dw BattleBGEffects_IncAnonJumptableIndex
dw .restart
dw .end
.zero
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld e, [hl]
ld d, $0
inc [hl]
ld a, [wBattlePicResizeTempPointer]
ld l, a
ld a, [wBattlePicResizeTempPointer + 1]
ld h, a
add hl, de
add hl, de
add hl, de
ld a, [hl]
cp -1
jr z, .end
cp -2
jr z, .clear
cp -3
jr z, .skip
call .PlaceGraphic
.skip
call BattleBGEffects_IncAnonJumptableIndex
ld a, $1
ldh [hBGMapMode], a
ret
.clear
call .ClearBox
jr .zero
.restart
xor a
ldh [hBGMapMode], a
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld [hl], $0
ret
.end
xor a
ldh [hBGMapMode], a
call EndBattleBGEffect
ret
.ClearBox:
; get dims
push bc
inc hl
ld a, [hli]
ld b, a
and $f
ld c, a
ld a, b
swap a
and $f
ld b, a
; get coords
ld e, [hl]
ld d, 0
ld hl, .Coords
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
call ClearBox
pop bc
ret
.PlaceGraphic:
; get dims
push bc
push hl
ld e, [hl]
ld d, 0
ld hl, .BGSquares
add hl, de
add hl, de
add hl, de
ld a, [hli]
ld b, a
and $f
ld c, a
ld a, b
swap a
and $f
ld b, a
; store pointer
ld e, [hl]
inc hl
ld d, [hl]
; get byte
pop hl
inc hl
ld a, [hli]
ld [wBattlePicResizeTempBaseTileID], a
; get coord
push de
ld e, [hl]
ld d, 0
ld hl, .Coords
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
pop de
; fill box
.row
push bc
push hl
ld a, [wBattlePicResizeTempBaseTileID]
ld b, a
.col
ld a, [de]
add b
ld [hli], a
inc de
dec c
jr nz, .col
pop hl
ld bc, SCREEN_WIDTH
add hl, bc
pop bc
dec b
jr nz, .row
pop bc
ret
.Coords:
dwcoord 2, 6
dwcoord 3, 8
dwcoord 4, 10
dwcoord 12, 0
dwcoord 13, 2
dwcoord 14, 4
.BGSquares:
MACRO bgsquare
dn \1, \2
dw \3
ENDM
bgsquare 6, 6, .SixBySix
bgsquare 4, 4, .FourByFour
bgsquare 2, 2, .TwoByTwo
bgsquare 7, 7, .SevenBySeven
bgsquare 5, 5, .FiveByFive
bgsquare 3, 3, .ThreeByThree
.SixBySix:
db $00, $06, $0c, $12, $18, $1e
db $01, $07, $0d, $13, $19, $1f
db $02, $08, $0e, $14, $1a, $20
db $03, $09, $0f, $15, $1b, $21
db $04, $0a, $10, $16, $1c, $22
db $05, $0b, $11, $17, $1d, $23
.FourByFour:
db $00, $0c, $12, $1e
db $02, $0e, $14, $20
db $03, $0f, $15, $21
db $05, $11, $17, $23
.TwoByTwo:
db $00, $1e
db $05, $23
.SevenBySeven:
db $00, $07, $0e, $15, $1c, $23, $2a
db $01, $08, $0f, $16, $1d, $24, $2b
db $02, $09, $10, $17, $1e, $25, $2c
db $03, $0a, $11, $18, $1f, $26, $2d
db $04, $0b, $12, $19, $20, $27, $2e
db $05, $0c, $13, $1a, $21, $28, $2f
db $06, $0d, $14, $1b, $22, $29, $30
.FiveByFive:
db $00, $07, $15, $23, $2a
db $01, $08, $16, $24, $2b
db $03, $0a, $18, $26, $2d
db $05, $0c, $1a, $28, $2f
db $06, $0d, $1b, $29, $30
.ThreeByThree:
db $00, $15, $2a
db $03, $18, $2d
db $06, $1b, $30
BattleBGEffect_Surf:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
.zero
call BattleBGEffects_IncAnonJumptableIndex
lb de, 2, 2
call InitSurfWaves
.one
ldh a, [hLCDCPointer]
and a
ret z
push bc
call .RotatewSurfWaveBGEffect
pop bc
ret
.two
call BattleAnim_ResetLCDStatCustom
ret
.RotatewSurfWaveBGEffect:
ld hl, wSurfWaveBGEffect
ld de, wSurfWaveBGEffect + 1
ld c, wSurfWaveBGEffectEnd - wSurfWaveBGEffect - 1
ld a, [hl]
push af
.loop
ld a, [de]
inc de
ld [hli], a
dec c
jr nz, .loop
pop af
ld [hl], a
ld de, wLYOverridesBackup
ld hl, wSurfWaveBGEffect
ld bc, $0
.loop2
ldh a, [hLYOverrideStart]
cp e
jr nc, .load_zero
push hl
add hl, bc
ld a, [hl]
pop hl
jr .okay
.load_zero
xor a
.okay
ld [de], a
ld a, c
inc a
and $3f
ld c, a
inc de
ld a, e
cp $5f
jr c, .loop2
ret
BattleBGEffect_Whirlpool:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCY)
ldh [hLCDCPointer], a
xor a
ldh [hLYOverrideStart], a
ld a, $5e
ldh [hLYOverrideEnd], a
lb de, 2, 2
call DeformScreen
ret
.one
call BattleBGEffect_WavyScreenFX
ret
.two
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_StartWater:
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCY)
call BattleBGEffect_SetLCDStatCustoms1
call EndBattleBGEffect
ret
BattleBGEffect_Water:
; BG_EFFECT_STRUCT_JT_INDEX: defines Y position of deformation
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
ld e, a
add $4
ld [hl], a
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
and $f0
swap a
xor $ff
add $4
ld d, a
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld a, [hl]
ld [wBattleSineWaveTempProgress], a
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
cp $20
jr nc, .done
inc [hl]
inc [hl]
call DeformWater
ret
.done
call BattleBGEffects_ClearLYOverrides
call EndBattleBGEffect
ret
BattleBGEffect_EndWater:
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_Psychic:
; Hardcoded to always affect opponent
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
ldh [hLCDCPointer], a
xor a
ldh [hLYOverrideStart], a
ld a, $5f
ldh [hLYOverrideEnd], a
lb de, 6, 5
call DeformScreen
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], $0
ret
.one
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
inc [hl]
and $3
ret nz
call BattleBGEffect_WavyScreenFX
ret
.two
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_Teleport:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
call BattleBGEffect_SetLCDStatCustoms1
lb de, 6, 5
call DeformScreen
ret
.one
call BattleBGEffect_WavyScreenFX
ret
.two
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_NightShade:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCY)
call BattleBGEffect_SetLCDStatCustoms1
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld e, [hl]
ld d, 2
call DeformScreen
ret
.one
call BattleBGEffect_WavyScreenFX
ret
.two
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_DoubleTeam:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
dw .three
dw .four
dw .five
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
call BattleBGEffect_SetLCDStatCustoms1
ldh a, [hLYOverrideEnd]
inc a
ldh [hLYOverrideEnd], a
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld [hl], $0
ret
.one
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
cp $10
jr nc, .next
inc [hl]
call .UpdateLYOverrides
ret
.three
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
cp $ff
jr z, .next
dec [hl]
call .UpdateLYOverrides
ret
.next
call BattleBGEffects_IncAnonJumptableIndex
ret
.two
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
ld d, $2
call BattleBGEffects_Sine
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
add [hl]
call .UpdateLYOverrides
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
add $4
ld [hl], a
.four
ret
.UpdateLYOverrides:
ld e, a
xor $ff
inc a
ld d, a
ld h, HIGH(wLYOverridesBackup)
ldh a, [hLYOverrideStart]
ld l, a
ldh a, [hLYOverrideEnd]
sub l
srl a
push af
.loop
ld [hl], e
inc hl
ld [hl], d
inc hl
dec a
jr nz, .loop
pop af
ret nc
ld [hl], e
ret
.five
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_AcidArmor:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCY)
call BattleBGEffect_SetLCDStatCustoms1
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld e, [hl]
ld d, 2
call DeformScreen
ld h, HIGH(wLYOverridesBackup)
ldh a, [hLYOverrideEnd]
ld l, a
ld [hl], $0
dec l
ld [hl], $0
ret
.one
ldh a, [hLYOverrideEnd]
ld l, a
ld h, HIGH(wLYOverridesBackup)
ld e, l
ld d, h
dec de
.loop
ld a, [de]
dec de
ld [hld], a
ldh a, [hLYOverrideStart]
cp l
jr nz, .loop
ld [hl], $90
ldh a, [hLYOverrideEnd]
ld l, a
ld a, [hl]
cp $1
jr c, .okay
cp $90
jr z, .okay
ld [hl], $0
.okay
dec l
ld a, [hl]
cp $2
ret c
cp $90
ret z
ld [hl], $0
ret
.two
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_Withdraw:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCY)
call BattleBGEffect_SetLCDStatCustoms1
ldh a, [hLYOverrideEnd]
inc a
ldh [hLYOverrideEnd], a
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld [hl], $1
ret
.one
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
and $3f
ld d, a
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
cp d
ret nc
call BGEffect_DisplaceLYOverridesBackup
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
rlca
rlca
and $3
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
add [hl]
ld [hl], a
ret
.two
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_Dig:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
dw .three
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCY)
call BattleBGEffect_SetLCDStatCustoms1
ldh a, [hLYOverrideEnd]
inc a
ldh [hLYOverrideEnd], a
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld [hl], $2
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], $0
ret
.one
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
and a
jr z, .next
dec [hl]
ret
.next
ld [hl], $10
call BattleBGEffects_IncAnonJumptableIndex
.two
ldh a, [hLYOverrideStart]
ld l, a
ldh a, [hLYOverrideEnd]
sub l
dec a
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
cp [hl]
ret c
ld a, [hl]
push af
and $7
jr nz, .skip
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
dec [hl]
.skip
pop af
call BGEffect_DisplaceLYOverridesBackup
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
inc [hl]
inc [hl]
ret
.three
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_Tackle:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw Tackle_MoveForward
dw Tackle_ReturnMove
dw .three
.zero
; Prepares mon to move forward (player moves right, enemy moves left)
; BG_EFFECT_STRUCT_PARAM will keep track of distance moved, so it's reset to 0 here
; BG_EFFECT_STRUCT_BATTLE_TURN is set to 2 or -2 depending on target
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
call BattleBGEffect_SetLCDStatCustoms1
ldh a, [hLYOverrideEnd]
inc a
ldh [hLYOverrideEnd], a
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], 0
call BGEffect_CheckBattleTurn
jr nz, .player_side
ld a, 2
jr .okay
.player_side
ld a, -2
.okay
ld [hl], a
ret
.three
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_BodySlam:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw Tackle_MoveForward
dw Tackle_ReturnMove
dw .three
.zero
; Prepares mon to move forward (player moves right, enemy moves left)
; BG_EFFECT_STRUCT_PARAM will keep track of distance moved, so it's reset to 0 here
; BG_EFFECT_STRUCT_BATTLE_TURN is set to 2 or -2 depending on target
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
call BattleBGEffect_SetLCDStatCustoms2
ldh a, [hLYOverrideEnd]
inc a
ldh [hLYOverrideEnd], a
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], 0
call BGEffect_CheckBattleTurn
jr nz, .player_side
ld a, 2
jr .okay
.player_side
ld a, -2
.okay
ld [hl], a
ret
.three
call BattleAnim_ResetLCDStatCustom
ret
Tackle_MoveForward:
; Moves user horizontally in a direction that can be positive or negative. When the limit is reached (8 pixels) we move to the next function in the jumptable (Tackle_ReturnMove)
; BG_EFFECT_STRUCT_BATTLE_TURN: speed and direction
; BG_EFFECT_STRUCT_PARAM: keeps track of distance moved
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
cp -8
jr z, .reached_limit
cp 8
jr nz, .finish
.reached_limit
call BattleBGEffects_IncAnonJumptableIndex
.finish
call Rollout_FillLYOverridesBackup
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
add [hl]
ld [hl], a
ret
Tackle_ReturnMove:
; Move user horizontally back to initial position. When we back to position 0, we move to the next function in the jumptable
; BG_EFFECT_STRUCT_BATTLE_TURN: is turned into a negative number (this number is not saved to preserve the initial number)
; BG_EFFECT_STRUCT_PARAM: keeps track of distance moved
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
and a
jr nz, .move_back
call BattleBGEffects_IncAnonJumptableIndex
.move_back
call Rollout_FillLYOverridesBackup
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
xor $ff
inc a
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
add [hl]
ld [hl], a
ret
Rollout_FillLYOverridesBackup:
push af
ld a, [wFXAnimID + 1]
or a
jr nz, .not_rollout
ld a, [wFXAnimID]
cp ROLLOUT
jr z, .rollout
.not_rollout
pop af
jp BGEffect_FillLYOverridesBackup
.rollout
ldh a, [hLYOverrideStart]
ld d, a
ldh a, [hLYOverrideEnd]
sub d
ld d, a
ld h, HIGH(wLYOverridesBackup)
ldh a, [hSCY]
or a
jr nz, .skip1
ldh a, [hLYOverrideStart]
or a
jr z, .skip2
dec a
ld l, a
ld [hl], $0
jr .skip2
.skip1
ldh a, [hLYOverrideEnd]
dec a
ld l, a
ld [hl], $0
.skip2
ldh a, [hSCY]
ld l, a
ldh a, [hLYOverrideStart]
sub l
jr nc, .skip3
xor a
dec d
.skip3
ld l, a
pop af
.loop
ld [hli], a
dec d
jr nz, .loop
ret
BattleBGEffect_BetaPursuit: ; unused
call BattleBGEffects_AnonJumptable
.anon_dw
dw VitalThrow_MoveBackwards
dw Tackle_MoveForward
dw Tackle_ReturnMove
dw .three
.three
call BattleAnim_ResetLCDStatCustom
ret
VitalThrow_MoveBackwards:
; Prepares mon to move back back (player moves left, enemy moves right)
; BG_EFFECT_STRUCT_PARAM: keeps track of distance moved, so it's reset to 0 here
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
call BattleBGEffect_SetLCDStatCustoms1
ldh a, [hLYOverrideEnd]
inc a
ldh [hLYOverrideEnd], a
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], $0
call BGEffect_CheckBattleTurn
jr nz, .player_turn
ld a, -2
jr .okay
.player_turn
ld a, 2
.okay
ld [hl], a
ret
BattleBGEffect_VitalThrow:
call BattleBGEffects_AnonJumptable
.anon_dw
dw VitalThrow_MoveBackwards
dw Tackle_MoveForward
dw .two
dw Tackle_ReturnMove
dw .four
.four
call BattleAnim_ResetLCDStatCustom
.two
ret
BattleBGEffect_WobbleMon:
; Similar to BattleBGEffect_WobblePlayer, except it can affect either side and the sine movement has a radius of 8 instead of 6 and it moves at twice the rate
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
call BattleBGEffect_SetLCDStatCustoms1
ldh a, [hLYOverrideEnd]
inc a
ldh [hLYOverrideEnd], a
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], $0
ret
.one
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
ld d, $8
call BattleBGEffects_Sine
call BGEffect_FillLYOverridesBackup
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
add $4
ld [hl], a
ret
.two
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_Flail:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
call BattleBGEffect_SetLCDStatCustoms1
ldh a, [hLYOverrideEnd]
inc a
ldh [hLYOverrideEnd], a
xor a
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld [hli], a
ld [hl], a
ret
.one
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
ld d, $6
call BattleBGEffects_Sine
push af
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
ld d, $2
call BattleBGEffects_Sine
ld e, a
pop af
add e
call BGEffect_FillLYOverridesBackup
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
add $8
ld [hl], a
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
add $2
ld [hl], a
ret
.two
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_WaveDeformMon:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
call BattleBGEffect_SetLCDStatCustoms1
ret
.one
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
cp $20
ret nc
inc [hl]
ld d, a
ld e, 4
call DeformScreen
ret
.two
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
and a
jr z, .reset
dec [hl]
ld d, a
ld e, 4
call DeformScreen
ret
.reset
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_BounceDown:
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCY)
call BattleBGEffect_SetLCDStatCustoms2
ldh a, [hLYOverrideEnd]
inc a
ldh [hLYOverrideEnd], a
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld [hl], $1
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], $20
ret
.one
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
cp $38
ret nc
push af
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
ld d, $10
call BattleBGEffects_Cosine
add $10
ld d, a
pop af
add d
call BGEffect_DisplaceLYOverridesBackup
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
inc [hl]
inc [hl]
ret
.two
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_BetaSendOutMon1: ; unused
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
dw .three
dw .four
dw .five
.zero
call BattleBGEffects_IncAnonJumptableIndex
ld a, $e4
call BattleBGEffects_SetLYOverrides
ld a, $47
call BattleBGEffect_SetLCDStatCustoms1
ldh a, [hLYOverrideEnd]
inc a
ldh [hLYOverrideEnd], a
ldh a, [hLYOverrideStart]
ld l, a
ld h, HIGH(wLYOverridesBackup)
.loop
ldh a, [hLYOverrideEnd]
cp l
jr z, .done
xor a
ld [hli], a
jr .loop
.done
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], $0
.one
.four
ret
.two
call .GetLYOverride
jr nc, .next
call .SetLYOverridesBackup
ret
.next
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], $0
ldh a, [hLYOverrideStart]
inc a
ldh [hLYOverrideStart], a
call BattleBGEffects_IncAnonJumptableIndex
ret
.three
call .GetLYOverride
jr nc, .finish
call .SetLYOverridesBackup
ldh a, [hLYOverrideEnd]
dec a
ld l, a
ld [hl], e
ret
.finish
call BattleBGEffects_IncAnonJumptableIndex
ret
.SetLYOverridesBackup:
ld e, a
ldh a, [hLYOverrideStart]
ld l, a
ldh a, [hLYOverrideEnd]
sub l
srl a
ld h, HIGH(wLYOverridesBackup)
.loop2
ld [hl], e
inc hl
inc hl
dec a
jr nz, .loop2
ret
.five
call BattleBGEffects_ResetVideoHRAM
ret
.GetLYOverride:
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
inc [hl]
srl a
srl a
srl a
ld e, a
ld d, 0
ld hl, .data
add hl, de
ld a, [hl]
cp $ff
ret
.data
db $00, $40, $90, $e4
db -1
BattleBGEffect_BetaSendOutMon2: ; unused
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
call BattleBGEffect_SetLCDStatCustoms1
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld [hl], $40
ret
.one
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
and a
jr z, .done
dec [hl]
srl a
srl a
srl a
and $f
ld d, a
ld e, a
call DeformScreen
ret
.done
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_FadeMonsToBlackRepeating:
ld de, .Jumptable
call BatttleBGEffects_GetNamedJumptablePointer
jp hl
.Jumptable:
dw .cgb_zero
dw .cgb_one
dw .cgb_two
.cgb_zero
call BattleBGEffects_IncAnonJumptableIndex
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], $0
ret
.cgb_one
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
inc [hl]
ld e, a
and $7
ret nz
ld a, e
and $18
sla a
swap a
sla a
ld e, a
ld d, 0
call BGEffect_CheckBattleTurn
jr nz, .player_2
ld hl, .CGB_DMGEnemyData
add hl, de
ld a, [hli]
push hl
call BGEffects_LoadEnemyPals
pop hl
ld a, [hl]
call BGEffects_LoadPlayerPals
ret
.player_2
ld hl, .CGB_DMGEnemyData
add hl, de
ld a, [hli]
push hl
call BGEffects_LoadPlayerPals
pop hl
ld a, [hl]
call BGEffects_LoadEnemyPals
ret
.cgb_two
ld a, $e4
call BGEffects_LoadPlayerPals
ld a, $e4
call BGEffects_LoadEnemyPals
call EndBattleBGEffect
ret
.CGB_DMGEnemyData:
db $e4, $e4
db $f8, $90
db $fc, $40
db $f8, $90
.DMG_PlayerData:
db $e4, $e4
db $90, $f8
db $40, $fc
db $90, $f8
BattleBGEffect_RapidFlash: ; unused
ld de, .FlashPals
call BGEffect_RapidCyclePals
ret
.FlashPals:
db $e4, $6c, $fe
BattleBGEffect_FadeMonToLight:
; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER
ld de, .Pals
call BGEffect_RapidCyclePals
ret
.Pals:
db $e4, $90, $40, $ff
BattleBGEffect_FadeMonToBlack:
; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER
ld de, .Pals
call BGEffect_RapidCyclePals
ret
.Pals:
db $e4, $f8, $fc, $ff
BattleBGEffect_FadeMonToLightRepeating:
; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER
ld de, .Pals
call BGEffect_RapidCyclePals
ret
.Pals:
db $e4, $90, $40, $90, $fe
BattleBGEffect_FadeMonToBlackRepeating:
; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER
ld de, .Pals
call BGEffect_RapidCyclePals
ret
.Pals:
db $e4, $f8, $fc, $f8, $fe
BattleBGEffect_CycleMonLightDarkRepeating:
; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER
ld de, .Pals
call BGEffect_RapidCyclePals
ret
.Pals:
db $e4, $f8, $fc, $f8, $e4, $90, $40, $90, $fe
BattleBGEffect_FlashMonRepeating: ; unused
; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER
ld de, .Pals
call BGEffect_RapidCyclePals
ret
.Pals:
db $e4, $fc, $e4, $00, $fe
BattleBGEffect_FadeMonToWhiteWaitFadeBack:
; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER
ld de, .Pals
call BGEffect_RapidCyclePals
ret
.Pals:
db $e4, $90, $40, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $40, $90, $e4, $ff
BattleBGEffect_FadeMonFromWhite: ; unused
; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER
ld de, .Pals
call BGEffect_RapidCyclePals
ret
.Pals:
db $00, $40, $90, $e4, $ff
BattleBGEffect_VibrateMon:
; Moves mon back and forth sideways for $20 frames
; BG_EFFECT_STRUCT_BATTLE_TURN = BG_EFFECT_TARGET or BG_EFFECT_USER
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
call BattleBGEffect_SetLCDStatCustoms1
ldh a, [hLYOverrideEnd]
inc a
ldh [hLYOverrideEnd], a
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld [hl], $1
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], $20
ret
.one
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
and a
jr z, .finish
dec [hl]
and $1
ret nz
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
xor $ff
inc a
ld [hl], a
call BGEffect_FillLYOverridesBackup
ret
.finish
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_WobblePlayer:
; Always affects the player
call BattleBGEffects_AnonJumptable
.anon_dw
dw .zero
dw .one
dw .two
.zero
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_ClearLYOverrides
ld a, LOW(rSCX)
ldh [hLCDCPointer], a
xor a
ldh [hLYOverrideStart], a
ld a, $37
ldh [hLYOverrideEnd], a
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], $0
ret
.one
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
cp $40
jr nc, .two
ld d, $6
call BattleBGEffects_Sine
call BGEffect_FillLYOverridesBackup
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
add $2
ld [hl], a
ret
.two
call BattleAnim_ResetLCDStatCustom
ret
BattleBGEffect_Rollout:
call BattleBGEffects_GetShakeAmount
jr c, .xor_a
bit 7, a
jr z, .okay
.xor_a
xor a
.okay
push af
call DelayFrame
pop af
ldh [hSCY], a
xor $ff
inc a
ld [wAnimObject1YOffset], a
ret
BattleBGEffect_ShakeScreenX:
call BattleBGEffects_GetShakeAmount
jr nc, .skip
xor a
.skip
ldh [hSCX], a
ret
BattleBGEffect_ShakeScreenY:
call BattleBGEffects_GetShakeAmount
jr nc, .skip
xor a
.skip
ldh [hSCY], a
ret
BattleBGEffects_GetShakeAmount:
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld a, [hl]
and a
jr nz, .okay
call EndBattleBGEffect
scf
ret
.okay
dec [hl]
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
and $f
jr z, .every_16_frames
dec [hl]
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
and a
ret
.every_16_frames
ld a, [hl]
swap a
or [hl]
ld [hl], a
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
xor $ff
inc a
ld [hl], a
and a
ret
BattleBGEffect_WobbleScreen:
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
cp $40
jr nc, .finish
ld d, $6
call BattleBGEffects_Sine
ldh [hSCX], a
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
add $2
ld [hl], a
ret
.finish
xor a
ldh [hSCX], a
ret
BattleBGEffect_GetNthDMGPal:
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld a, [hl]
and a
jr z, .zero
dec [hl]
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
call BattleBGEffect_GetNextDMGPal
ret
.zero
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
ld [hl], a
call BattleBGEffect_GetFirstDMGPal
ret
BGEffect_RapidCyclePals:
; Last index in DE: $fe signals a loop, $ff signals end
push de
ld de, .Jumptable_CGB
call BatttleBGEffects_GetNamedJumptablePointer
pop de
jp hl
.Jumptable_CGB:
dw .zero_cgb
dw .one_cgb
dw .two_cgb
dw .three_cgb
dw .four_cgb
.zero_cgb
call BGEffect_CheckBattleTurn
jr nz, .player_turn_cgb
call BattleBGEffects_IncAnonJumptableIndex
call BattleBGEffects_IncAnonJumptableIndex
.player_turn_cgb
call BattleBGEffects_IncAnonJumptableIndex
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
ld [hl], $0
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld [hl], a
ret
.one_cgb
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
and $f
jr z, .okay_1_cgb
dec [hl]
ret
.okay_1_cgb
ld a, [hl]
swap a
or [hl]
ld [hl], a
call BattleBGEffect_GetFirstDMGPal
jr c, .okay_2_cgb
call BGEffects_LoadPlayerPals
ret
.okay_2_cgb
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
dec [hl]
ret
.two_cgb
ld a, $e4
call BGEffects_LoadPlayerPals
call EndBattleBGEffect
ret
.three_cgb
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ld a, [hl]
and $f
jr z, .okay_3_cgb
dec [hl]
ret
.okay_3_cgb
ld a, [hl]
swap a
or [hl]
ld [hl], a
call BattleBGEffect_GetFirstDMGPal
jr c, .okay_4_cgb
call BGEffects_LoadEnemyPals
ret
.okay_4_cgb
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
dec [hl]
ret
.four_cgb
ld a, $e4
call BGEffects_LoadEnemyPals
call EndBattleBGEffect
ret
BGEffects_LoadPlayerPals:
ld h, a
ldh a, [rSVBK]
push af
ld a, BANK(wBGPals1)
ldh [rSVBK], a
ld a, h
push bc
push af
ld hl, wBGPals2
ld de, wBGPals1
ld b, a
ld c, $1
call CopyPals
ld hl, wOBPals2 palette 1
ld de, wOBPals1 palette 1
pop af
ld b, a
ld c, $1
call CopyPals
pop bc
pop af
ldh [rSVBK], a
ld a, TRUE
ldh [hCGBPalUpdate], a
ret
BGEffects_LoadEnemyPals:
ld h, a
ldh a, [rSVBK]
push af
ld a, BANK(wBGPals1)
ldh [rSVBK], a
ld a, h
push bc
push af
ld hl, wBGPals2 palette 1
ld de, wBGPals1 palette 1
ld b, a
ld c, $1
call CopyPals
ld hl, wOBPals2
ld de, wOBPals1
pop af
ld b, a
ld c, $1
call CopyPals
pop bc
pop af
ldh [rSVBK], a
ld a, TRUE
ldh [hCGBPalUpdate], a
ret
BattleBGEffect_GetFirstDMGPal:
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld a, [hl]
inc [hl]
BattleBGEffect_GetNextDMGPal:
ld l, a
ld h, 0
add hl, de
ld a, [hl]
cp -1
jr z, .quit
cp -2
jr nz, .repeat
ld a, [de]
ld hl, BG_EFFECT_STRUCT_PARAM
add hl, bc
ld [hl], $0
.repeat
and a
ret
.quit
scf
ret
BattleBGEffects_ClearLYOverrides:
xor a
BattleBGEffects_SetLYOverrides:
ld hl, wLYOverrides
ld e, $99
.loop1
ld [hli], a
dec e
jr nz, .loop1
ld hl, wLYOverridesBackup
ld e, $91
.loop2
ld [hli], a
dec e
jr nz, .loop2
ret
BattleBGEffect_SetLCDStatCustoms1:
ldh [hLCDCPointer], a
call BGEffect_CheckBattleTurn
jr nz, .player_turn
lb de, $00, $36
jr .okay
.player_turn
lb de, $2f, $5e
.okay
ld a, d
ldh [hLYOverrideStart], a
ld a, e
ldh [hLYOverrideEnd], a
ret
BattleBGEffect_SetLCDStatCustoms2:
ldh [hLCDCPointer], a
call BGEffect_CheckBattleTurn
jr nz, .player_turn
lb de, $00, $36
jr .okay
.player_turn
lb de, $2d, $5e
.okay
ld a, d
ldh [hLYOverrideStart], a
ld a, e
ldh [hLYOverrideEnd], a
ret
BattleAnim_ResetLCDStatCustom:
xor a
ldh [hLYOverrideStart], a
ldh [hLYOverrideEnd], a
call BattleBGEffects_ClearLYOverrides
xor a
ldh [hLCDCPointer], a
call EndBattleBGEffect
ret
BattleBGEffects_ResetVideoHRAM:
xor a
ldh [hLCDCPointer], a
ld a, %11100100
ldh [rBGP], a
ld [wBGP], a
ld [wOBP1], a
ldh [hLYOverrideStart], a
ldh [hLYOverrideEnd], a
call BattleBGEffects_ClearLYOverrides
ret
DeformScreen:
push bc
xor a
ld [wBattleSineWaveTempProgress], a
ld a, e
ld [wBattleSineWaveTempOffset], a
ld a, d
ld [wBattleSineWaveTempAmplitude], a
ld a, $80
ld [wBattleSineWaveTempTimer], a
ld bc, wLYOverridesBackup
.loop
ldh a, [hLYOverrideStart]
cp c
jr nc, .next
ldh a, [hLYOverrideEnd]
cp c
jr c, .next
ld a, [wBattleSineWaveTempAmplitude]
ld d, a
ld a, [wBattleSineWaveTempProgress]
call BattleBGEffects_Sine
ld [bc], a
.next
inc bc
ld a, [wBattleSineWaveTempOffset]
ld hl, wBattleSineWaveTempProgress
add [hl]
ld [hl], a
ld hl, wBattleSineWaveTempTimer
dec [hl]
jr nz, .loop
pop bc
ret
InitSurfWaves:
push bc
xor a
ld [wBattleSineWaveTempProgress], a
ld a, e
ld [wBattleSineWaveTempOffset], a
ld a, d
ld [wBattleSineWaveTempAmplitude], a
ld a, $40
ld [wBattleSineWaveTempTimer], a
ld bc, wSurfWaveBGEffect
.loop
ld a, [wBattleSineWaveTempAmplitude]
ld d, a
ld a, [wBattleSineWaveTempProgress]
call BattleBGEffects_Sine
ld [bc], a
inc bc
ld a, [wBattleSineWaveTempOffset]
ld hl, wBattleSineWaveTempProgress
add [hl]
ld [hl], a
ld hl, wBattleSineWaveTempTimer
dec [hl]
jr nz, .loop
pop bc
ret
DeformWater:
push bc
ld [wBattleSineWaveTempTimer], a
ld a, e
ld [wBattleSineWaveTempOffset], a
ld a, d
ld [wBattleSineWaveTempAmplitude], a
call .GetLYOverrideBackupAddrOffset
ld hl, wLYOverridesBackup
add hl, de
ld c, l
ld b, h
.loop
ld a, [wBattleSineWaveTempTimer]
and a
jr z, .done
dec a
ld [wBattleSineWaveTempTimer], a
push af
ld a, [wBattleSineWaveTempAmplitude]
ld d, a
ld a, [wBattleSineWaveTempOffset]
push hl
call BattleBGEffects_Sine
ld e, a
pop hl
ldh a, [hLYOverrideEnd]
cp c
jr c, .skip1
ld a, e
ld [bc], a
inc bc
.skip1
ldh a, [hLYOverrideStart]
cp l
jr nc, .skip2
ld [hl], e
dec hl
.skip2
ld a, [wBattleSineWaveTempOffset]
add $4
ld [wBattleSineWaveTempOffset], a
pop af
jr .loop
.done
pop bc
and a
ret
.GetLYOverrideBackupAddrOffset:
ldh a, [hLYOverrideStart]
ld e, a
ld a, [wBattleSineWaveTempProgress]
add e
ld e, a
ld d, 0
ret
BattleBGEffect_WavyScreenFX:
push bc
ldh a, [hLYOverrideStart]
ld l, a
inc a
ld e, a
ld h, HIGH(wLYOverridesBackup)
ld d, h
ldh a, [hLYOverrideEnd]
sub l
and a
jr z, .done
ld c, a
ld a, [hl]
push af
.loop
ld a, [de]
inc de
ld [hli], a
dec c
jr nz, .loop
pop af
ld [hl], a
.done
pop bc
ret
BGEffect_FillLYOverridesBackup:
push af
ld h, HIGH(wLYOverridesBackup)
ldh a, [hLYOverrideStart]
ld l, a
ldh a, [hLYOverrideEnd]
sub l
ld d, a
pop af
.loop
ld [hli], a
dec d
jr nz, .loop
ret
BGEffect_DisplaceLYOverridesBackup:
; e = a
; d = [hLYOverrideEnd] - [hLYOverrideStart] - a
push af
ld e, a
ldh a, [hLYOverrideStart]
ld l, a
ldh a, [hLYOverrideEnd]
sub l
sub e
ld d, a
ld h, HIGH(wLYOverridesBackup)
ldh a, [hLYOverrideStart]
ld l, a
ld a, $90
.loop
ld [hli], a
dec e
jr nz, .loop
pop af
xor $ff
.loop2
ld [hli], a
dec d
jr nz, .loop2
ret
BGEffect_CheckBattleTurn:
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ldh a, [hBattleTurn]
and $1
xor [hl]
ret
BGEffect_CheckFlyDigStatus:
ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
add hl, bc
ldh a, [hBattleTurn]
and $1
xor [hl]
jr nz, .player
ld a, [wEnemySubStatus3] ; EnemySubStatus3
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
ret
.player
ld a, [wPlayerSubStatus3] ; PlayerSubStatus3
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
ret
BattleBGEffects_Sine:
ld e, a
callfar BattleAnim_Sine_e
ld a, e
ret
BattleBGEffects_Cosine:
ld e, a
callfar BattleAnim_Cosine_e
ld a, e
ret