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anim_commands.asm
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; Battle animation command interpreter.
PlayBattleAnim:
ldh a, [rSVBK]
push af
ld a, BANK(wActiveAnimObjects)
ldh [rSVBK], a
call _PlayBattleAnim
pop af
ldh [rSVBK], a
ret
_PlayBattleAnim:
ld c, 6
.wait
call BattleAnimDelayFrame
dec c
jr nz, .wait
call BattleAnimAssignPals
call BattleAnimRequestPals
call BattleAnimDelayFrame
ld c, 1
ldh a, [rKEY1]
bit 7, a
jr nz, .asm_cc0ff
ld c, 3
.asm_cc0ff
ld hl, hVBlank
ld a, [hl]
push af
ld [hl], c
call BattleAnimRunScript
pop af
ldh [hVBlank], a
ld a, $1
ldh [hBGMapMode], a
call BattleAnimDelayFrame
call BattleAnimDelayFrame
call BattleAnimDelayFrame
call WaitSFX
ret
BattleAnimRunScript:
ld a, [wFXAnimID + 1]
and a
jr nz, .hi_byte
farcall CheckBattleScene
jr c, .disabled
call BattleAnimClearHud
call RunBattleAnimScript
call BattleAnimAssignPals
call BattleAnimRequestPals
xor a
ldh [hSCX], a
ldh [hSCY], a
call BattleAnimDelayFrame
call BattleAnimRestoreHuds
.disabled
ld a, [wNumHits]
and a
jr z, .done
ld l, a
ld h, 0
ld de, ANIM_MISS
add hl, de
ld a, l
ld [wFXAnimID], a
ld a, h
ld [wFXAnimID + 1], a
.hi_byte
call WaitSFX
call PlayHitSound
call RunBattleAnimScript
.done
call BattleAnim_RevertPals
ret
RunBattleAnimScript:
call ClearBattleAnims
.playframe
call RunBattleAnimCommand
call _ExecuteBGEffects
call BattleAnim_UpdateOAM_All
call PushLYOverrides
call BattleAnimRequestPals
; Speed up Rollout's animation.
ld a, [wFXAnimID + 1]
or a
jr nz, .not_rollout
ld a, [wFXAnimID]
cp ROLLOUT
jr nz, .not_rollout
ld a, $2e
ld b, 5
ld de, 4
ld hl, wActiveBGEffects
.find
cp [hl]
jr z, .done
add hl, de
dec b
jr nz, .find
.not_rollout
call BattleAnimDelayFrame
.done
ld a, [wBattleAnimFlags]
bit 0, a
jr z, .playframe
call BattleAnim_ClearCGB_OAMFlags
ret
BattleAnimClearHud:
call BattleAnimDelayFrame
call WaitTop
call ClearActorHud
ld a, $1
ldh [hBGMapMode], a
call BattleAnimDelayFrame
call BattleAnimDelayFrame
call BattleAnimDelayFrame
call WaitTop
ret
BattleAnimRestoreHuds:
call BattleAnimDelayFrame
call WaitTop
ldh a, [rSVBK]
push af
ld a, BANK(wCurBattleMon) ; alternatively: BANK(wTempMon), BANK(wPartyMon1), several others
ldh [rSVBK], a
ld hl, UpdateBattleHuds
ld a, BANK(UpdatePlayerHUD)
rst FarCall ; Why not "call UpdateBattleHuds"?
pop af
ldh [rSVBK], a
ld a, $1
ldh [hBGMapMode], a
call BattleAnimDelayFrame
call BattleAnimDelayFrame
call BattleAnimDelayFrame
call WaitTop
ret
BattleAnimRequestPals:
ldh a, [hCGB]
and a
ret z
ldh a, [rBGP]
ld b, a
ld a, [wBGP]
cp b
call nz, BattleAnim_SetBGPals
ldh a, [rOBP0]
ld b, a
ld a, [wOBP0]
cp b
call nz, BattleAnim_SetOBPals
ret
BattleAnimDelayFrame:
; Like DelayFrame but wastes battery life.
ld a, 1
ld [wVBlankOccurred], a
.wait
ld a, [wVBlankOccurred]
and a
jr nz, .wait
ret
ClearActorHud:
ldh a, [hBattleTurn]
and a
jr z, .player
hlcoord 1, 0
lb bc, 4, 10
call ClearBox
ret
.player
hlcoord 9, 7
lb bc, 5, 11
call ClearBox
ret
Unreferenced_Functioncc220:
xor a
ldh [hBGMapMode], a
ld a, LOW(vBGMap0 tile $28)
ldh [hBGMapAddress], a
ld a, HIGH(vBGMap0 tile $28)
ldh [hBGMapAddress + 1], a
call WaitBGMap2
ld a, $60
ldh [hWY], a
xor a ; LOW(vBGMap0)
ldh [hBGMapAddress], a
ld a, HIGH(vBGMap0)
ldh [hBGMapAddress + 1], a
call BattleAnimDelayFrame
ret
BattleAnim_ClearCGB_OAMFlags:
ld a, [wBattleAnimFlags]
bit 3, a
jr z, .delete
ld hl, wVirtualOAMSprite00Attributes
ld c, NUM_SPRITE_OAM_STRUCTS
.loop
ld a, [hl]
and $f0
ld [hli], a
rept SPRITEOAMSTRUCT_LENGTH + -1
inc hl
endr
dec c
jr nz, .loop
ret
.delete
ld hl, wVirtualOAM
ld c, wVirtualOAMEnd - wVirtualOAM
xor a
.loop2
ld [hli], a
dec c
jr nz, .loop2
ret
RunBattleAnimCommand:
call .CheckTimer
ret nc
call .RunScript
ret
.CheckTimer:
ld a, [wBattleAnimDuration]
and a
jr z, .done
dec a
ld [wBattleAnimDuration], a
and a
ret
.done
scf
ret
.RunScript:
.loop
call GetBattleAnimByte
cp anim_ret_command
jr nz, .not_done_with_anim
; Return from a subroutine.
ld hl, wBattleAnimFlags
bit 1, [hl]
jr nz, .do_anim
set 0, [hl]
ret
.not_done_with_anim
cp $d0
jr nc, .do_anim
ld [wBattleAnimDuration], a
ret
.do_anim
call .DoCommand
jr .loop
.DoCommand:
; Execute battle animation command in [wBattleAnimByte].
ld a, [wBattleAnimByte]
sub $d0
ld e, a
ld d, 0
ld hl, BattleAnimCommands
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
BattleAnimCommands::
; entries correspond to macros/scripts/battle_anims.asm enumeration
dw BattleAnimCmd_Obj
dw BattleAnimCmd_1GFX
dw BattleAnimCmd_2GFX
dw BattleAnimCmd_3GFX
dw BattleAnimCmd_4GFX
dw BattleAnimCmd_5GFX
dw BattleAnimCmd_IncObj
dw BattleAnimCmd_SetObj
dw BattleAnimCmd_IncBGEffect
dw BattleAnimCmd_EnemyFeetObj
dw BattleAnimCmd_PlayerHeadObj
dw BattleAnimCmd_CheckPokeball
dw BattleAnimCmd_Transform
dw BattleAnimCmd_RaiseSub
dw BattleAnimCmd_DropSub
dw BattleAnimCmd_ResetObp0
dw BattleAnimCmd_Sound
dw BattleAnimCmd_Cry
dw BattleAnimCmd_MinimizeOpp
dw BattleAnimCmd_OAMOn
dw BattleAnimCmd_OAMOff
dw BattleAnimCmd_ClearObjs
dw BattleAnimCmd_BeatUp
dw BattleAnimCmd_E7
dw BattleAnimCmd_UpdateActorPic
dw BattleAnimCmd_Minimize
dw BattleAnimCmd_EA ; dummy
dw BattleAnimCmd_EB ; dummy
dw BattleAnimCmd_EC ; dummy
dw BattleAnimCmd_ED ; dummy
dw BattleAnimCmd_IfParamAnd
dw BattleAnimCmd_JumpUntil
dw BattleAnimCmd_BGEffect
dw BattleAnimCmd_BGP
dw BattleAnimCmd_OBP0
dw BattleAnimCmd_OBP1
dw BattleAnimCmd_ClearSprites
dw BattleAnimCmd_F5
dw BattleAnimCmd_F6
dw BattleAnimCmd_F7
dw BattleAnimCmd_IfParamEqual
dw BattleAnimCmd_SetVar
dw BattleAnimCmd_IncVar
dw BattleAnimCmd_IfVarEqual
dw BattleAnimCmd_Jump
dw BattleAnimCmd_Loop
dw BattleAnimCmd_Call
dw BattleAnimCmd_Ret
BattleAnimCmd_EA:
BattleAnimCmd_EB:
BattleAnimCmd_EC:
BattleAnimCmd_ED:
ret
BattleAnimCmd_Ret:
ld hl, wBattleAnimFlags
res 1, [hl]
ld hl, wBattleAnimParent
ld e, [hl]
inc hl
ld d, [hl]
ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
BattleAnimCmd_Call:
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
push de
ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
ld hl, wBattleAnimParent
ld [hl], e
inc hl
ld [hl], d
pop de
ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ld hl, wBattleAnimFlags
set 1, [hl]
ret
BattleAnimCmd_Jump:
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
BattleAnimCmd_Loop:
call GetBattleAnimByte
ld hl, wBattleAnimFlags
bit 2, [hl]
jr nz, .continue_loop
and a
jr z, .perpetual
dec a
set 2, [hl]
ld [wBattleAnimLoops], a
.continue_loop
ld hl, wBattleAnimLoops
ld a, [hl]
and a
jr z, .return_from_loop
dec [hl]
.perpetual
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
.return_from_loop
ld hl, wBattleAnimFlags
res 2, [hl]
ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
inc de
inc de
ld [hl], d
dec hl
ld [hl], e
ret
BattleAnimCmd_JumpUntil:
ld hl, wBattleAnimParam
ld a, [hl]
and a
jr z, .dont_jump
dec [hl]
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
.dont_jump
ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
inc de
inc de
ld [hl], d
dec hl
ld [hl], e
ret
BattleAnimCmd_SetVar:
call GetBattleAnimByte
ld [wBattleAnimVar], a
ret
BattleAnimCmd_IncVar:
ld hl, wBattleAnimVar
inc [hl]
ret
BattleAnimCmd_IfVarEqual:
call GetBattleAnimByte
ld hl, wBattleAnimVar
cp [hl]
jr z, .jump
ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
inc de
inc de
ld [hl], d
dec hl
ld [hl], e
ret
.jump
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
BattleAnimCmd_IfParamEqual:
call GetBattleAnimByte
ld hl, wBattleAnimParam
cp [hl]
jr z, .jump
ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
inc de
inc de
ld [hl], d
dec hl
ld [hl], e
ret
.jump
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
BattleAnimCmd_IfParamAnd:
call GetBattleAnimByte
ld e, a
ld a, [wBattleAnimParam]
and e
jr nz, .jump
ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
ld d, [hl]
inc de
inc de
ld [hl], d
dec hl
ld [hl], e
ret
.jump
call GetBattleAnimByte
ld e, a
call GetBattleAnimByte
ld d, a
ld hl, wBattleAnimAddress
ld [hl], e
inc hl
ld [hl], d
ret
BattleAnimCmd_Obj:
; index, x, y, param
call GetBattleAnimByte
ld [wBattleAnimTemp0], a
call GetBattleAnimByte
ld [wBattleAnimTemp1], a
call GetBattleAnimByte
ld [wBattleAnimTemp2], a
call GetBattleAnimByte
ld [wBattleAnimTemp3], a
call QueueBattleAnimation
ret
BattleAnimCmd_BGEffect:
call GetBattleAnimByte
ld [wBattleAnimTemp0], a
call GetBattleAnimByte
ld [wBattleAnimTemp1], a
call GetBattleAnimByte
ld [wBattleAnimTemp2], a
call GetBattleAnimByte
ld [wBattleAnimTemp3], a
call _QueueBGEffect
ret
BattleAnimCmd_BGP:
call GetBattleAnimByte
ld [wBGP], a
ret
BattleAnimCmd_OBP0:
call GetBattleAnimByte
ld [wOBP0], a
ret
BattleAnimCmd_OBP1:
call GetBattleAnimByte
ld [wOBP1], a
ret
BattleAnimCmd_ResetObp0:
ldh a, [hSGB]
and a
ld a, $e0
jr z, .not_sgb
ld a, $f0
.not_sgb
ld [wOBP0], a
ret
BattleAnimCmd_ClearObjs:
ld hl, wActiveAnimObjects
ld a, $a0
.loop
ld [hl], $0
inc hl
dec a
jr nz, .loop
ret
BattleAnimCmd_1GFX:
BattleAnimCmd_2GFX:
BattleAnimCmd_3GFX:
BattleAnimCmd_4GFX:
BattleAnimCmd_5GFX:
ld a, [wBattleAnimByte]
and $f
ld c, a
ld hl, wBattleAnimTileDict
xor a
ld [wBattleAnimTemp0], a
.loop
ld a, [wBattleAnimTemp0]
cp (vTiles1 - vTiles0) / $10 - $31
ret nc
call GetBattleAnimByte
ld [hli], a
ld a, [wBattleAnimTemp0]
ld [hli], a
push bc
push hl
ld l, a
ld h, $0
rept 4
add hl, hl
endr
ld de, vTiles0 tile $31
add hl, de
ld a, [wBattleAnimByte]
call LoadBattleAnimObj
ld a, [wBattleAnimTemp0]
add c
ld [wBattleAnimTemp0], a
pop hl
pop bc
dec c
jr nz, .loop
ret
BattleAnimCmd_IncObj:
call GetBattleAnimByte
ld e, 10
ld bc, wActiveAnimObjects
.loop
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld d, [hl]
ld a, [wBattleAnimByte]
cp d
jr z, .found
ld hl, BATTLEANIMSTRUCT_LENGTH
add hl, bc
ld c, l
ld b, h
dec e
jr nz, .loop
ret
.found
ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
add hl, bc
inc [hl]
ret
BattleAnimCmd_IncBGEffect:
call GetBattleAnimByte
ld e, 5
ld bc, wActiveBGEffects
.loop
ld hl, $0
add hl, bc
ld d, [hl]
ld a, [wBattleAnimByte]
cp d
jr z, .found
ld hl, 4
add hl, bc
ld c, l
ld b, h
dec e
jr nz, .loop
ret
.found
ld hl, BG_EFFECT_STRUCT_JT_INDEX
add hl, bc
inc [hl]
ret
BattleAnimCmd_SetObj:
call GetBattleAnimByte
ld e, 10
ld bc, wActiveAnimObjects
.loop
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld d, [hl]
ld a, [wBattleAnimByte]
cp d
jr z, .found
ld hl, BATTLEANIMSTRUCT_LENGTH
add hl, bc
ld c, l
ld b, h
dec e
jr nz, .loop
ret
.found
call GetBattleAnimByte
ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
add hl, bc
ld [hl], a
ret
BattleAnimCmd_EnemyFeetObj:
ld hl, wBattleAnimTileDict
.loop
ld a, [hl]
and a
jr z, .okay
inc hl
inc hl
jr .loop
.okay
ld a, $28
ld [hli], a
ld a, $42
ld [hli], a
ld a, $29
ld [hli], a
ld a, $49
ld [hl], a
ld hl, vTiles0 tile $73
ld de, vTiles2 tile $06
ld a, $70
ld [wBattleAnimTemp0], a
ld a, $7
call .LoadFootprint
ld de, vTiles2 tile $31
ld a, $60
ld [wBattleAnimTemp0], a
ld a, $6
call .LoadFootprint
ret
.LoadFootprint:
push af
push hl
push de
lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 1
call Request2bpp
pop de
ld a, [wBattleAnimTemp0]
ld l, a
ld h, 0
add hl, de
ld e, l
ld d, h
pop hl
ld bc, 1 tiles
add hl, bc
pop af
dec a
jr nz, .LoadFootprint
ret
BattleAnimCmd_PlayerHeadObj:
ld hl, wBattleAnimTileDict
.loop
ld a, [hl]
and a
jr z, .okay
inc hl
inc hl
jr .loop
.okay
ld a, $28
ld [hli], a
ld a, $35
ld [hli], a
ld a, $29
ld [hli], a
ld a, $43
ld [hl], a
ld hl, vTiles0 tile $66
ld de, vTiles2 tile $05
ld a, $70
ld [wBattleAnimTemp0], a
ld a, $7
call .LoadHead
ld de, vTiles2 tile $31
ld a, $60
ld [wBattleAnimTemp0], a
ld a, $6
call .LoadHead
ret
.LoadHead:
push af
push hl
push de
lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 2
call Request2bpp
pop de
ld a, [wBattleAnimTemp0]
ld l, a
ld h, 0
add hl, de
ld e, l
ld d, h
pop hl
ld bc, 2 tiles
add hl, bc
pop af
dec a
jr nz, .LoadHead
ret
BattleAnimCmd_CheckPokeball:
callfar GetPokeBallWobble
ld a, c
ld [wBattleAnimVar], a
ret
BattleAnimCmd_E7:
ret
BattleAnimCmd_Transform:
ldh a, [rSVBK]
push af
ld a, BANK(wCurPartySpecies)
ldh [rSVBK], a
ld a, [wCurPartySpecies] ; CurPartySpecies
push af
ldh a, [hBattleTurn]
and a
jr z, .player
ld a, [wTempBattleMonSpecies] ; TempBattleMonSpecies
ld [wCurPartySpecies], a ; CurPartySpecies
ld hl, wBattleMonDVs ; BattleMonDVs
predef GetUnownLetter
ld de, vTiles0 tile $00
predef GetMonFrontpic
jr .done
.player
ld a, [wTempEnemyMonSpecies] ; TempEnemyMonSpecies
ld [wCurPartySpecies], a ; CurPartySpecies
ld hl, wEnemyMonDVs ; EnemyMonDVs
predef GetUnownLetter
ld de, vTiles0 tile $00
predef GetMonBackpic
.done
pop af
ld [wCurPartySpecies], a ; CurPartySpecies
pop af
ldh [rSVBK], a
ret
BattleAnimCmd_UpdateActorPic:
ld de, vTiles0 tile $00
ldh a, [hBattleTurn]
and a
jr z, .player
ld hl, vTiles2 tile $00
ld b, 0
ld c, $31
call Request2bpp
ret
.player
ld hl, vTiles2 tile $31
ld b, 0
ld c, $24
call Request2bpp
ret
BattleAnimCmd_RaiseSub:
ldh a, [rSVBK]
push af
ld a, 1 ; unnecessary bankswitch?
ldh [rSVBK], a
xor a ; sScratch
call GetSRAMBank
GetSubstitutePic: ; used only for BANK(GetSubstitutePic)
ld hl, sScratch
ld bc, (7 * 7) tiles
.loop
xor a
ld [hli], a
dec bc
ld a, c
or b
jr nz, .loop
ldh a, [hBattleTurn]
and a
jr z, .player
ld hl, MonsterSpriteGFX + 0 tiles
ld de, sScratch + (2 * 7 + 5) tiles
call .CopyTile
ld hl, MonsterSpriteGFX + 1 tiles
ld de, sScratch + (3 * 7 + 5) tiles
call .CopyTile
ld hl, MonsterSpriteGFX + 2 tiles
ld de, sScratch + (2 * 7 + 6) tiles
call .CopyTile
ld hl, MonsterSpriteGFX + 3 tiles
ld de, sScratch + (3 * 7 + 6) tiles
call .CopyTile
ld hl, vTiles2 tile $00
ld de, sScratch
lb bc, BANK(GetSubstitutePic), 7 * 7
call Request2bpp
jr .done
.player
ld hl, MonsterSpriteGFX + 4 tiles
ld de, sScratch + (2 * 6 + 4) tiles
call .CopyTile
ld hl, MonsterSpriteGFX + 5 tiles
ld de, sScratch + (3 * 6 + 4) tiles
call .CopyTile
ld hl, MonsterSpriteGFX + 6 tiles
ld de, sScratch + (2 * 6 + 5) tiles
call .CopyTile
ld hl, MonsterSpriteGFX + 7 tiles
ld de, sScratch + (3 * 6 + 5) tiles
call .CopyTile
ld hl, vTiles2 tile $31
ld de, sScratch
lb bc, BANK(GetSubstitutePic), 6 * 6