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ReinitBattleAnimFrameset:
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], 0
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
ld [hl], -1
ret
GetBattleAnimFrame:
.loop
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld a, [hl]
and a
jr z, .next_frame
dec [hl]
call .GetPointer
ld a, [hli]
push af
jr .okay
.next_frame
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
inc [hl]
call .GetPointer
ld a, [hli]
cp dorestart_command
jr z, .restart
cp endanim_command
jr z, .repeat_last
push af
ld a, [hl]
push hl
and %00111111
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
pop hl
.okay
ld a, [hl]
and Y_FLIP << 1 | X_FLIP << 1 ; The << 1 is compensated in the "frame" macro
srl a
ld [wBattleAnimTempFrameOAMFlags], a
pop af
ret
.repeat_last
xor a
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
dec [hl]
dec [hl]
jr .loop
.restart
xor a
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
dec a
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
ld [hl], a
jr .loop
.GetPointer:
ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld e, [hl]
ld d, 0
ld hl, BattleAnimFrameData
add hl, de
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ld hl, BATTLEANIMSTRUCT_FRAME
add hl, bc
ld l, [hl]
ld h, $0
add hl, hl
add hl, de
ret
GetBattleAnimOAMPointer:
ld l, a
ld h, 0
ld de, BattleAnimOAMData
add hl, hl
add hl, hl
add hl, de
ret
LoadBattleAnimGFX:
push hl
ld l, a
ld h, 0
add hl, hl
add hl, hl
ld de, AnimObjGFX
add hl, de
ld c, [hl]
inc hl
ld b, [hl]
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
pop de
push bc
call DecompressRequest2bpp
pop bc
ret
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