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; HealMachineAnim.Jumptable indexes
const_def
const HEALMACHINESTATE_LOADGFX
const HEALMACHINESTATE_PCLOADBALLS
const HEALMACHINESTATE_HOFLOADBALLS
const HEALMACHINESTATE_PLAYMUSIC
const HEALMACHINESTATE_HOFPLAYSFX
const HEALMACHINESTATE_FINISH
HealMachineAnim:
; If you have no Pokemon, don't change the buffer. This can lead to some glitchy effects if you have no Pokemon.
ld a, [wPartyCount]
and a
ret z
; The location of the healing machine relative to the player is stored in wScriptVar.
; 0: Up and left (Pokemon Center)
; 1: Left (Elm's Lab)
; 2: Up (Hall of Fame)
ld a, [wScriptVar]
ld [wHealMachineAnimType], a
ldh a, [rOBP1]
ld [wHealMachineTempOBP1], a
call .DoJumptableFunctions
ld a, [wHealMachineTempOBP1]
call DmgToCgbObjPal1
ret
.DoJumptableFunctions:
xor a
ld [wHealMachineAnimState], a
.jumptable_loop
ld a, [wHealMachineAnimType]
ld e, a
ld d, 0
ld hl, .Pointers
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [wHealMachineAnimState]
ld e, a
inc a
ld [wHealMachineAnimState], a
add hl, de
ld a, [hl]
cp HEALMACHINESTATE_FINISH
jr z, .finish
ld hl, .Jumptable
rst JumpTable
jr .jumptable_loop
.finish
ret
.Pointers:
; entries correspond to HEALMACHINE_* constants
dw .Pokecenter
dw .ElmsLab
dw .HallOfFame
healmachineanimseq: MACRO
rept _NARG
db HEALMACHINESTATE_\1
shift
endr
ENDM
.Pokecenter:
healmachineanimseq LOADGFX, PCLOADBALLS, PLAYMUSIC, FINISH
.ElmsLab:
healmachineanimseq LOADGFX, PCLOADBALLS, PLAYMUSIC, FINISH
.HallOfFame:
healmachineanimseq LOADGFX, HOFLOADBALLS, HOFPLAYSFX, FINISH
.Jumptable:
; entries correspond to HEALMACHINESTATE_* constants
dw .LoadGFX
dw .PC_LoadBallsOntoMachine
dw .HOF_LoadBallsOntoMachine
dw .PlayHealMusic
dw .HOF_PlaySFX
dw .dummy_5 ; never encountered
.LoadGFX:
call .LoadPalettes
ld de, .HealMachineGFX
ld hl, vTiles0 tile $7c
lb bc, BANK(.HealMachineGFX), 2
call Request2bpp
ret
.PC_LoadBallsOntoMachine:
ld hl, wVirtualOAMSprite32
ld de, .PC_ElmsLab_OAM
call .PlaceHealingMachineTile
call .PlaceHealingMachineTile
jr .LoadBallsOntoMachine
.HOF_LoadBallsOntoMachine:
ld hl, wVirtualOAMSprite32
ld de, .HOF_OAM
.LoadBallsOntoMachine:
ld a, [wPartyCount]
ld b, a
.party_loop
call .PlaceHealingMachineTile
push de
ld de, SFX_SECOND_PART_OF_ITEMFINDER
call PlaySFX
pop de
ld c, 30
call DelayFrames
dec b
jr nz, .party_loop
ret
.PlayHealMusic:
ld de, MUSIC_HEAL
call PlayMusic
jp .FlashPalettes8Times
.HOF_PlaySFX:
ld de, SFX_GAME_FREAK_LOGO_GS
call PlaySFX
call .FlashPalettes8Times
call WaitSFX
ld de, SFX_BOOT_PC
call PlaySFX
ret
.dummy_5
ret
.PC_ElmsLab_OAM:
dbsprite 4, 4, 2, 0, $7c, PAL_OW_TREE | OBP_NUM
dbsprite 4, 4, 6, 0, $7c, PAL_OW_TREE | OBP_NUM
dbsprite 4, 4, 0, 6, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 5, 4, 0, 6, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP
dbsprite 4, 5, 0, 3, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 5, 5, 0, 3, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP
dbsprite 4, 6, 0, 0, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 5, 6, 0, 0, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP
.HealMachineGFX:
INCBIN "gfx/overworld/heal_machine.2bpp"
.HOF_OAM:
dbsprite 10, 7, 1, 4, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 10, 7, 6, 4, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 9, 7, 5, 3, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 11, 7, 2, 3, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 9, 7, 1, 1, $7d, PAL_OW_TREE | OBP_NUM
dbsprite 11, 7, 5, 1, $7d, PAL_OW_TREE | OBP_NUM
.LoadPalettes:
call IsCGB
jr nz, .cgb
ld a, %11100000
ldh [rOBP1], a
ret
.cgb
ld hl, .palettes
ld de, wOBPals2 palette PAL_OW_TREE
ld bc, 1 palettes
ld a, BANK(wOBPals2)
call FarCopyWRAM
ld a, TRUE
ldh [hCGBPalUpdate], a
ret
.palettes
INCLUDE "gfx/overworld/heal_machine.pal"
.FlashPalettes8Times:
ld c, 8
.palette_loop
push bc
call .FlashPalettes
ld c, 10
call DelayFrames
pop bc
dec c
jr nz, .palette_loop
ret
.FlashPalettes:
call IsCGB
jr nz, .go
ldh a, [rOBP1]
xor %00101000
ldh [rOBP1], a
ret
.go
ldh a, [rSVBK]
push af
ld a, BANK(wOBPals2)
ldh [rSVBK], a
ld hl, wOBPals2 palette PAL_OW_TREE
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
push de
ld c, $3
.palette_loop_2
ld a, [hli]
ld e, a
ld a, [hld]
ld d, a
dec hl
ld a, d
ld [hld], a
ld a, e
ld [hli], a
inc hl
inc hl
inc hl
dec c
jr nz, .palette_loop_2
pop de
dec hl
ld a, d
ld [hld], a
ld a, e
ld [hl], a
pop af
ldh [rSVBK], a
ld a, TRUE
ldh [hCGBPalUpdate], a
ret
.PlaceHealingMachineTile:
push bc
ld a, [wHealMachineAnimType]
bcpixel 2, 4
cp HEALMACHINE_ELMS_LAB
jr z, .okay
bcpixel 0, 0
.okay
ld a, [de]
add c
inc de
ld [hli], a ; y
ld a, [de]
add b
inc de
ld [hli], a ; x
ld a, [de]
inc de
ld [hli], a ; tile id
ld a, [de]
inc de
ld [hli], a ; attributes
pop bc
ret
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