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-rw-r--r--engine/battle_anims/anim_commands.asm66
1 files changed, 35 insertions, 31 deletions
diff --git a/engine/battle_anims/anim_commands.asm b/engine/battle_anims/anim_commands.asm
index f6c6b06a6..135ec31ea 100644
--- a/engine/battle_anims/anim_commands.asm
+++ b/engine/battle_anims/anim_commands.asm
@@ -112,10 +112,10 @@ RunBattleAnimScript:
cp ROLLOUT
jr nz, .not_rollout
- ld a, $2e
- ld b, 5
- ld de, 4
- ld hl, wActiveBGEffects
+ ld a, ANIM_BG_2E
+ ld b, NUM_BG_EFFECTS
+ ld de, BG_EFFECT_STRUCT_LENGTH
+ ld hl, wBGEffect1Function
.find
cp [hl]
jr z, .done
@@ -128,10 +128,10 @@ RunBattleAnimScript:
.done
ld a, [wBattleAnimFlags]
- bit 0, a
+ bit BATTLEANIM_STOP_F, a
jr z, .playframe
- call BattleAnim_ClearCGB_OAMFlags
+ call BattleAnim_ClearOAM
ret
BattleAnimClearHud:
@@ -232,16 +232,17 @@ Unreferenced_Functioncc220:
call BattleAnimDelayFrame
ret
-BattleAnim_ClearCGB_OAMFlags:
+BattleAnim_ClearOAM:
ld a, [wBattleAnimFlags]
- bit 3, a
+ bit BATTLEANIM_KEEPSPRITES_F, a
jr z, .delete
+ ; Instead of deleting the sprites, make them all use palette 0 (monochrome)
ld hl, wVirtualOAMSprite00Attributes
ld c, NUM_SPRITE_OAM_STRUCTS
.loop
ld a, [hl]
- and $f0
+ and ~PALETTE_MASK & ~VRAM_BANK_1
ld [hli], a
rept SPRITEOAMSTRUCT_LENGTH + -1
inc hl
@@ -267,12 +268,12 @@ RunBattleAnimCommand:
ret
.CheckTimer:
- ld a, [wBattleAnimDuration]
+ ld a, [wBattleAnimDelay]
and a
jr z, .done
dec a
- ld [wBattleAnimDuration], a
+ ld [wBattleAnimDelay], a
and a
ret
@@ -289,17 +290,17 @@ RunBattleAnimCommand:
; Return from a subroutine.
ld hl, wBattleAnimFlags
- bit 1, [hl]
+ bit BATTLEANIM_IN_SUBROUTINE_F, [hl]
jr nz, .do_anim
- set 0, [hl]
+ set BATTLEANIM_STOP_F, [hl]
ret
.not_done_with_anim
- cp $d0
+ cp anim_obj_command
jr nc, .do_anim
- ld [wBattleAnimDuration], a
+ ld [wBattleAnimDelay], a
ret
.do_anim
@@ -310,7 +311,7 @@ RunBattleAnimCommand:
.DoCommand:
; Execute battle animation command in [wBattleAnimByte].
ld a, [wBattleAnimByte]
- sub $d0
+ sub anim_obj_command
ld e, a
ld d, 0
@@ -361,7 +362,7 @@ BattleAnimCommands::
dw BattleAnimCmd_BGP
dw BattleAnimCmd_OBP0
dw BattleAnimCmd_OBP1
- dw BattleAnimCmd_ClearSprites
+ dw BattleAnimCmd_KeepSprites
dw BattleAnimCmd_F5
dw BattleAnimCmd_F6
dw BattleAnimCmd_F7
@@ -382,7 +383,7 @@ BattleAnimCmd_ED:
BattleAnimCmd_Ret:
ld hl, wBattleAnimFlags
- res 1, [hl]
+ res BATTLEANIM_IN_SUBROUTINE_F, [hl]
ld hl, wBattleAnimParent
ld e, [hl]
inc hl
@@ -413,7 +414,7 @@ BattleAnimCmd_Call:
inc hl
ld [hl], d
ld hl, wBattleAnimFlags
- set 1, [hl]
+ set BATTLEANIM_IN_SUBROUTINE_F, [hl]
ret
BattleAnimCmd_Jump:
@@ -430,12 +431,12 @@ BattleAnimCmd_Jump:
BattleAnimCmd_Loop:
call GetBattleAnimByte
ld hl, wBattleAnimFlags
- bit 2, [hl]
+ bit BATTLEANIM_IN_LOOP_F, [hl]
jr nz, .continue_loop
and a
jr z, .perpetual
dec a
- set 2, [hl]
+ set BATTLEANIM_IN_LOOP_F, [hl]
ld [wBattleAnimLoops], a
.continue_loop
ld hl, wBattleAnimLoops
@@ -456,7 +457,7 @@ BattleAnimCmd_Loop:
.return_from_loop
ld hl, wBattleAnimFlags
- res 2, [hl]
+ res BATTLEANIM_IN_LOOP_F, [hl]
ld hl, wBattleAnimAddress
ld e, [hl]
inc hl
@@ -643,10 +644,13 @@ BattleAnimCmd_ResetObp0:
ret
BattleAnimCmd_ClearObjs:
+; BUG: This function only clears the first 6+(2/3) objects
+
ld hl, wActiveAnimObjects
ld a, $a0
+ ; ld a, wActiveAnimObjectsEnd - wActiveAnimObjects
.loop
- ld [hl], $0
+ ld [hl], 0
inc hl
dec a
jr nz, .loop
@@ -693,7 +697,7 @@ endr
BattleAnimCmd_IncObj:
call GetBattleAnimByte
- ld e, 10
+ ld e, NUM_ANIM_OBJECTS
ld bc, wActiveAnimObjects
.loop
ld hl, BATTLEANIMSTRUCT_INDEX
@@ -718,8 +722,8 @@ BattleAnimCmd_IncObj:
BattleAnimCmd_IncBGEffect:
call GetBattleAnimByte
- ld e, 5
- ld bc, wActiveBGEffects
+ ld e, NUM_BG_EFFECTS
+ ld bc, wBGEffect1Function
.loop
ld hl, $0
add hl, bc
@@ -743,7 +747,7 @@ BattleAnimCmd_IncBGEffect:
BattleAnimCmd_SetObj:
call GetBattleAnimByte
- ld e, 10
+ ld e, NUM_ANIM_OBJECTS
ld bc, wActiveAnimObjects
.loop
ld hl, BATTLEANIMSTRUCT_INDEX
@@ -1152,9 +1156,9 @@ BattleAnimCmd_OAMOff:
ldh [hOAMUpdate], a
ret
-BattleAnimCmd_ClearSprites:
+BattleAnimCmd_KeepSprites:
ld hl, wBattleAnimFlags
- set 3, [hl]
+ set BATTLEANIM_KEEPSPRITES_F, [hl]
ret
BattleAnimCmd_F5:
@@ -1430,10 +1434,10 @@ BattleAnim_SetOBPals:
ret
BattleAnim_UpdateOAM_All:
- ld a, $0
+ ld a, 0
ld [wBattleAnimOAMPointerLo], a
ld hl, wActiveAnimObjects
- ld e, 10
+ ld e, NUM_ANIM_OBJECTS
.loop
ld a, [hl]
and a