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|
Special_CelebiShrineEvent: ; 4989a
call DelayFrame
ld a, [VramState]
push af
xor a
ld [VramState], a
call LoadCelebiGFX
depixel 0, 10, 7, 0
ld a, SPRITE_ANIM_INDEX_CELEBI
call _InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], $84
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
ld [hl], SPRITE_ANIM_SEQ_CELEBI
ld hl, SPRITEANIMSTRUCT_0F
add hl, bc
ld a, $80
ld [hl], a
ld a, 160 ; frame count
ld [wFrameCounter], a
ld d, $0
.loop
ld a, [wJumptableIndex]
bit 7, a
jr nz, .done
push bc
call GetCelebiSpriteTile
inc d
push de
ld a, $90
ld [wCurrSpriteOAMAddr], a
farcall DoNextFrameForAllSprites
call CelebiEvent_CountDown
ld c, 2
call DelayFrames
pop de
pop bc
jr .loop
.done
pop af
ld [VramState], a
call .RestorePlayerSprite_DespawnLeaves
call CelebiEvent_SetBattleType
ret
; 498f9
.RestorePlayerSprite_DespawnLeaves: ; 498f9
ld hl, Sprite01TileID
xor a
ld c, 4
.OAMloop:
ld [hli], a ; tile id
rept SPRITEOAMSTRUCT_LENGTH +- 1
inc hl
endr
inc a
dec c
jr nz, .OAMloop
ld hl, Sprite05
ld bc, SpritesEnd - Sprite05
xor a
call ByteFill
ret
; 49912
LoadCelebiGFX: ; 49912
farcall ClearSpriteAnims
ld de, SpecialCelebiLeafGFX
ld hl, vTiles1
lb bc, BANK(SpecialCelebiLeafGFX), 4
call Request2bpp
ld de, SpecialCelebiGFX
ld hl, vTiles0 tile $84
lb bc, BANK(SpecialCelebiGFX), $10
call Request2bpp
xor a
ld [wJumptableIndex], a
ret
; 49935
CelebiEvent_CountDown: ; 49935
ld hl, wFrameCounter
ld a, [hl]
and a
jr z, .done
dec [hl]
ret
.done
ld hl, wJumptableIndex
set 7, [hl]
ret
; 49944
CelebiEvent_SpawnLeaf: ; 49944
; unused
ld hl, wcf65
ld a, [hl]
inc [hl]
and $7
ret nz
ld a, [hl]
and $18
sla a
add $40
ld d, a
ld e, $0
ld a, SPRITE_ANIM_INDEX_FLY_LEAF ; fly land
call _InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], $80
ret
; 49962
SpecialCelebiLeafGFX: ; 49962
INCBIN "gfx/overworld/cut_grass.2bpp"
SpecialCelebiGFX: ; 499a2
INCBIN "gfx/overworld/celebi/1.2bpp"
INCBIN "gfx/overworld/celebi/2.2bpp"
INCBIN "gfx/overworld/celebi/3.2bpp"
INCBIN "gfx/overworld/celebi/4.2bpp"
UpdateCelebiPosition: ; 49aa2 (12:5aa2)
ld hl, SPRITEANIMSTRUCT_XOFFSET
add hl, bc
ld a, [hl]
push af
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
cp 8 * 10 + 2
jp nc, .FreezeCelebiPosition
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_0F
add hl, bc
ld a, [hl]
ld d, a
cp $3a
jr c, .skip
jr z, .skip
sub $3
ld [hl], a
.skip
ld hl, SPRITEANIMSTRUCT_0E
add hl, bc
ld a, [hl]
inc [hl]
call CelebiEvent_Cosine
ld hl, SPRITEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld d, a
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
add [hl]
cp 8 * 11 + 4
jr nc, .ShiftY
cp 8 * 8 + 4
jr nc, .ReinitSpriteAnimFrame
.ShiftY:
pop af
push af
cp d
jr nc, .moving_left
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
add [hl]
cp 8 * 10
jr c, .float_up
jr .float_down
.moving_left
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
add [hl]
cp 8 * 10
jr nc, .float_up
.float_down
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
sub $2
ld [hl], a
jr .ReinitSpriteAnimFrame
.float_up
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
add $1
ld [hl], a
.ReinitSpriteAnimFrame:
pop af
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
add [hl]
cp 8 * 10
jr c, .left
cp -(8 * 3 + 2)
jr nc, .left
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, SPRITE_ANIM_FRAMESET_CELEBI_RIGHT
call ReinitSpriteAnimFrame
jr .done
.left
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, SPRITE_ANIM_FRAMESET_CELEBI_LEFT
call ReinitSpriteAnimFrame
.done
ret
.FreezeCelebiPosition: ; 49b30 (12:5b30)
pop af
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, SPRITE_ANIM_FRAMESET_CELEBI_LEFT
call ReinitSpriteAnimFrame
ret
CelebiEvent_Cosine: ; 49b3b (12:5b3b)
; a = d * cos(a * pi/32)
add %010000
and %111111
cp %100000
jr nc, .negative
call .ApplySineWave
ld a, h
ret
.negative
and %011111
call .ApplySineWave
ld a, h
xor $ff
inc a
ret
.ApplySineWave: ; 49b52 (12:5b52)
ld e, a
ld a, d
ld d, 0
ld hl, .sinewave
add hl, de
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ld hl, 0
.multiply
srl a
jr nc, .even
add hl, de
.even
sla e
rl d
and a
jr nz, .multiply
ret
; 49b6e (12:5b6e)
.sinewave ; 49b6e
sine_wave $100
; 49bae
GetCelebiSpriteTile: ; 49bae
push hl
push bc
push de
ld a, d
ld d, $3
ld e, d
cp $0
jr z, .Frame1
cp d
jr z, .Frame2
call .AddE
cp d
jr z, .Frame3
call .AddE
cp d
jr z, .Frame4
call .AddE
cp d
jr c, .done
jr .restart
.Frame1:
ld a, $84
jr .load_tile
.Frame2:
ld a, $88
jr .load_tile
.Frame3:
ld a, $8c
jr .load_tile
.Frame4:
ld a, $90
.load_tile
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], a
jr .done
.restart
pop de
ld d, $ff
push de
.done
pop de
pop bc
pop hl
ret
; 49bed
.AddE: ; 49bed
push af
ld a, d
add e
ld d, a
pop af
ret
; 49bf3
CelebiEvent_SetBattleType: ; 49bf3
ld a, BATTLETYPE_CELEBI
ld [BattleType], a
ret
; 49bf9
CheckCaughtCelebi: ; 49bf9
ld a, [wBattleResult]
bit 6, a
jr z, .false
ld a, $1
ld [ScriptVar], a
jr .done
.false
xor a
ld [ScriptVar], a
.done
ret
; 49c0c
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