summaryrefslogtreecommitdiff
path: root/engine/battle/battle_transitions.asm
blob: e2db5f1439999642c5821b78ebb085eaa2699f57 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
INCLUDE "constants.asm"

; BattleTransitionJumptable.Jumptable indexes
BATTLETRANSITION_WAVY        EQU $01
BATTLETRANSITION_WIPE_UNUSED EQU $08
BATTLETRANSITION_SCANLINE    EQU $0f
BATTLETRANSITION_SPIN        EQU $16
BATTLETRANSITION_SCATTER     EQU $1d
BATTLETRANSITION_FINISH      EQU $24
BATTLETRANSITION_END         EQU $80

BATTLETRANSITION_BLACK EQU $ff


SECTION "engine/battle/battle_transitions.asm", ROMX

DoBattleTransition:
	ld a, %11100011
	ldh [rLCDC], a
	call .InitGFX

.loop
	ld a, [wJumptableIndex]
	bit 7, a ; BATTLETRANSITION_END?
	jr nz, .done
	call BattleTransitionJumptable
	call DelayFrame
	jr .loop

.done
	ld a, %11111111
	ldh [rBGP], a ; cut to black
	xor a
	ldh [hLCDCPointer], a
	ldh [hLYOverrideStart], a
	ldh [hLYOverrideEnd], a
	ldh [hSCY], a
	ld a, %10100011
	ldh [rLCDC], a
	ret

.InitGFX:
	callba ReanchorBGMap_NoOAMUpdate
	call UpdateSprites
	call ConvertTrainerBattlePokeballTilesTo2bpp
	call WaitBGMap

	ld a, SCREEN_HEIGHT_PX
	ldh [hWY], a
	call DelayFrame
	xor a
	ldh [hBGMapMode], a
	ld hl, wJumptableIndex
	xor a
	ld [hli], a
	ld [hli], a
	ld [hl], a
	call WipeLYOverrides
	ret

ConvertTrainerBattlePokeballTilesTo2bpp:
	ld hl, wOverworldMapBlocks
	ld bc, $28 tiles
.loop
	ld [hl], BATTLETRANSITION_BLACK
	inc hl
	dec bc
	ld a, c
	or b
	jr nz, .loop

	ld de, wOverworldMapBlocks
	hlbgcoord 0, 0, vBGMap0
	ld b, BANK(@)
	ld c, $28
	call Request2bpp

	ld de, .BlackTile
	ldh a, [hOverworldFlashlightEffect]
	and a
	jr z, .got_tile
	ld de, .GrayTile
.got_tile
	ld hl, vChars0 tile BATTLETRANSITION_BLACK
	ld b, BANK(@)
	ld c, 1
	call Request2bpp
	ret

.BlackTile:
rept 8
	dw `33333333
endr

.GrayTile:
rept 8
	dw `22222222
endr

BattleTransitionJumptable:
	jumptable .Jumptable, wJumptableIndex

.Jumptable:
	dw StartTrainerBattle_DetermineWhichAnimation ; 00

	; BATTLETRANSITION_WAVY
	dw StartTrainerBattle_LoadPokeBallGraphics ; 01
	dw StartTrainerBattle_SetUpBGMap ; 02
	dw StartTrainerBattle_Flash ; 03
	dw StartTrainerBattle_Flash ; 04
	dw StartTrainerBattle_Flash ; 05
	dw StartTrainerBattle_SetUpForWavyOutro ; 06
	dw StartTrainerBattle_SineWave ; 07

	; BATTLETRANSITION_WIPE_UNUSED
	dw StartTrainerBattle_LoadPokeBallGraphics ; 08
	dw StartTrainerBattle_SetUpBGMap ; 09
	dw StartTrainerBattle_Flash ; 0a
	dw StartTrainerBattle_Flash ; 0b
	dw StartTrainerBattle_Flash ; 0c
	dw StartTrainerBattle_SetUpForWipeOutro ; 0d
	dw StartTrainerBattle_WipeOutro ; 0e

	; BATTLETRANSITION_SCANLINE
	dw StartTrainerBattle_LoadPokeBallGraphics ; 0f
	dw StartTrainerBattle_SetUpBGMap ; 10
	dw StartTrainerBattle_Flash ; 11
	dw StartTrainerBattle_Flash ; 12
	dw StartTrainerBattle_Flash ; 13
	dw StartTrainerBattle_SetUpForScanlineOutro ; 14
	dw StartTrainerBattle_Scanlines ; 15

	; BATTLETRANSITION_SPIN
	dw StartTrainerBattle_LoadPokeBallGraphics ; 16
	dw StartTrainerBattle_SetUpBGMap ; 17
	dw StartTrainerBattle_Flash ; 18
	dw StartTrainerBattle_Flash ; 19
	dw StartTrainerBattle_Flash ; 1a
	dw StartTrainerBattle_SetUpForSpinOutro ; 1b
	dw StartTrainerBattle_SpinToBlack ; 1c

	; BATTLETRANSITION_SCATTER
	dw StartTrainerBattle_LoadPokeBallGraphics ; 1d
	dw StartTrainerBattle_SetUpBGMap ; 1e
	dw StartTrainerBattle_Flash ; 1f
	dw StartTrainerBattle_Flash ; 20
	dw StartTrainerBattle_Flash ; 21
	dw StartTrainerBattle_SetUpForRandomScatterOutro ; 22
	dw StartTrainerBattle_SpeckleToBlack ; 23

	; BATTLETRANSITION_FINISH
	dw StartTrainerBattle_Finish ; 24

StartTrainerBattle_DetermineWhichAnimation:
; Picks an arbitrary animation depending on [hVBlankCounter] % 4.
	ldh a, [hVBlankCounter]
	and a, %11
	ld e, a
	ld d, 0
	ld hl, .StartingPoints
	add hl, de
	ld a, [hl]
	ld [wJumptableIndex], a
	ret

.StartingPoints:
	db BATTLETRANSITION_WAVY
	db BATTLETRANSITION_SCATTER
	db BATTLETRANSITION_SCANLINE
	db BATTLETRANSITION_SPIN

StartTrainerBattle_Finish:
	call ClearSprites
	ld a, BATTLETRANSITION_END
	ld [wJumptableIndex], a
	ret

StartTrainerBattle_NextScene:
	ld hl, wJumptableIndex
	inc [hl]
	ret

StartTrainerBattle_SetUpBGMap:
	call StartTrainerBattle_NextScene
	xor a
	ld [wBattleTransitionCounter], a
	ldh [hBGMapMode], a
	ret

StartTrainerBattle_Flash:
	call .DoFlashAnimation
	ret nc
	call StartTrainerBattle_NextScene
	ret

.DoFlashAnimation:
	ld hl, wBattleTransitionCounter
	ld a, [hl]
	inc [hl]
	srl a
	ld e, a
	ld d, 0
	ld hl, .pals
	add hl, de
	ld a, [hl]
	cp %00000001
	jr z, .done
	ldh [rBGP], a
	and a
	ret

.done
	xor a
	ld [wBattleTransitionCounter], a
	scf
	ret

.pals:
	dc 3, 3, 2, 1
	dc 3, 3, 3, 2
	dc 3, 3, 3, 3
	dc 3, 3, 3, 2
	dc 3, 3, 2, 1
	dc 3, 2, 1, 0
	dc 2, 1, 0, 0
	dc 1, 0, 0, 0
	dc 0, 0, 0, 0
	dc 1, 0, 0, 0
	dc 2, 1, 0, 0
	dc 3, 2, 1, 0
	dc 0, 0, 0, 1

StartTrainerBattle_SetUpForWavyOutro:
	call StartTrainerBattle_NextScene
	ld a, LOW(rSCX)
	ldh [hLCDCPointer], a
	xor a
	ldh [hLYOverrideStart], a
	ld a, SCREEN_HEIGHT_PX
	ldh [hLYOverrideEnd], a
	xor a
	ld [wBattleTransitionCounter], a
	ld [wBattleTransitionSineWaveOffset], a
	ret

StartTrainerBattle_SineWave:
	ld a, [wBattleTransitionCounter]
	cp $60
	jr nc, .end
	call .DoSineWave
	ret

.end
	ld a, BATTLETRANSITION_FINISH
	ld [wJumptableIndex], a
	ret

.DoSineWave:
	ld hl, wBattleTransitionSineWaveOffset
	ld a, [hl]
	inc [hl]
	ld hl, wBattleTransitionCounter
	ld d, [hl]
	add [hl]
	ld [hl], a
	ld a, wLYOverridesEnd - wLYOverrides
	ld bc, wLYOverrides
	ld e, 0

.loop
	push af
	push de
	ld a, e
	call StartTrainerBattle_DrawSineWave
	ld [bc], a
	inc bc
	pop de
	ld a, e
	add 2
	ld e, a
	pop af
	dec a
	jr nz, .loop
	ret

StartTrainerBattle_SetUpForWipeOutro:
	call StartTrainerBattle_NextScene
	ld a, LOW(rSCY)
	ldh [hLCDCPointer], a
	xor a
	ldh [hLYOverrideStart], a
	ld a, SCREEN_HEIGHT_PX
	ldh [hLYOverrideEnd], a
	xor a
	ld [wBattleTransitionCounter], a
	ld a, SCREEN_HEIGHT_PX + 1
	ldh [hSCY], a
	ret

StartTrainerBattle_WipeOutro:
	ld hl, wBattleTransitionCounter
	ld a, [hl]
	cp $48
	jr nc, .end
	inc [hl]
	srl a
	ld e, a
	ld d, 0
	ld hl, wLYOverrides
	add hl, de
	call .DoWipeOutro
	ret

.end
	ld a, BATTLETRANSITION_FINISH
	ld [wJumptableIndex], a
	ret

.DoWipeOutro:
	ld c, 4
	ld de, SCREEN_HEIGHT_PX / 4
	ld b, SCREEN_HEIGHT_PX + 1
.loop
	ld a, b
	sub l
	ld [hl], a
	add hl, de
	dec c
	jr nz, .loop
	ld hl, wLYOverridesEnd + 1
	ld [hl], SCREEN_HEIGHT_PX + 1
	ret

StartTrainerBattle_SetUpForScanlineOutro:
	call StartTrainerBattle_NextScene
	ld a, LOW(rSCX)
	ldh [hLCDCPointer], a
	xor a
	ld [wBattleTransitionCounter], a
	call WipeLYOverrides
	ret

StartTrainerBattle_Scanlines:
	ld hl, wBattleTransitionCounter
	ld a, [hl]
	cp $50
	jr nc, .end
	inc [hl]
	ld e, a
	xor $ff ; switch scroll direction
	inc a
	ld d, a
	call .SplitEvenOdd
	ret

.end
	ld a, BATTLETRANSITION_FINISH
	ld [wJumptableIndex], a
	ret

.SplitEvenOdd:
	ld hl, wLYOverrides
	ld c, $48
.loop
	ld [hl], e
	inc hl
	ld [hl], d
	inc hl
	dec c
	jr nz, .loop
	ret

StartTrainerBattle_SetUpForSpinOutro:
	call StartTrainerBattle_NextScene
	xor a
	ld [wBattleTransitionCounter], a
	ret

StartTrainerBattle_SpinToBlack:
	xor a
	ldh [hBGMapMode], a
	ld a, [wBattleTransitionCounter]
	ld e, a
	ld d, 0
	ld hl, .spin_quadrants
rept 5
	add hl, de
endr
	ld a, [hli]
	cp -1
	jr z, .end
	ld [wBattleTransitionSpinQuadrant], a
	call .load
	ld a, 1
	ldh [hBGMapMode], a
	call DelayFrame
	call DelayFrame
	ld hl, wBattleTransitionCounter
	inc [hl]
	ret

.end
	ld a, 1
	ldh [hBGMapMode], a
	call DelayFrame
	call DelayFrame
	call DelayFrame
	xor a
	ldh [hBGMapMode], a
	ld a, BATTLETRANSITION_FINISH
	ld [wJumptableIndex], a
	ret

; quadrants
	const_def
	const UPPER_LEFT
	const UPPER_RIGHT
	const LOWER_LEFT
	const LOWER_RIGHT

; quadrant bits
RIGHT_QUADRANT_F EQU 0 ; bit set in UPPER_RIGHT and LOWER_RIGHT
LOWER_QUADRANT_F EQU 1 ; bit set in LOWER_LEFT and LOWER_RIGHT

.spin_quadrants:
spin_quadrant: MACRO
	db \1
	dw \2
	dwcoord \3, \4
ENDM
	spin_quadrant UPPER_LEFT,  .wedge1,  1,  6
	spin_quadrant UPPER_LEFT,  .wedge2,  0,  3
	spin_quadrant UPPER_LEFT,  .wedge3,  1,  0
	spin_quadrant UPPER_LEFT,  .wedge4,  5,  0
	spin_quadrant UPPER_LEFT,  .wedge5,  9,  0
	spin_quadrant UPPER_RIGHT, .wedge5, 10,  0
	spin_quadrant UPPER_RIGHT, .wedge4, 14,  0
	spin_quadrant UPPER_RIGHT, .wedge3, 18,  0
	spin_quadrant UPPER_RIGHT, .wedge2, 19,  3
	spin_quadrant UPPER_RIGHT, .wedge1, 18,  6
	spin_quadrant LOWER_RIGHT, .wedge1, 18, 11
	spin_quadrant LOWER_RIGHT, .wedge2, 19, 14
	spin_quadrant LOWER_RIGHT, .wedge3, 18, 17
	spin_quadrant LOWER_RIGHT, .wedge4, 14, 17
	spin_quadrant LOWER_RIGHT, .wedge5, 10, 17
	spin_quadrant LOWER_LEFT,  .wedge5,  9, 17
	spin_quadrant LOWER_LEFT,  .wedge4,  5, 17
	spin_quadrant LOWER_LEFT,  .wedge3,  1, 17
	spin_quadrant LOWER_LEFT,  .wedge2,  0, 14
	spin_quadrant LOWER_LEFT,  .wedge1,  1, 11
	db -1

.load:
	ld a, [hli]
	ld e, a
	ld a, [hli]
	ld d, a
	ld a, [hli]
	ld h, [hl]
	ld l, a
.loop
	push hl
	ld a, [de]
	ld c, a
	inc de
.loop1
	ld [hl], BATTLETRANSITION_BLACK
	ld a, [wBattleTransitionSpinQuadrant]
	bit RIGHT_QUADRANT_F, a
	jr z, .leftside
	inc hl
	jr .okay1
.leftside
	dec hl
.okay1
	dec c
	jr nz, .loop1
	pop hl
	ld a, [wBattleTransitionSpinQuadrant]
	bit LOWER_QUADRANT_F, a
	ld bc, SCREEN_WIDTH
	jr z, .upper
	ld bc, -SCREEN_WIDTH
.upper
	add hl, bc
	ld a, [de]
	inc de
	cp -1
	ret z
	and a
	jr z, .loop
	ld c, a
.loop2
	ld a, [wBattleTransitionSpinQuadrant]
	bit RIGHT_QUADRANT_F, a
	jr z, .leftside2
	dec hl
	jr .okay2
.leftside2
	inc hl
.okay2
	dec c
	jr nz, .loop2
	jr .loop

.wedge1: db 2, 3, 5, 4, 9, -1
.wedge2: db 1, 1, 2, 2, 4, 2, 4, 2, 3, -1
.wedge3: db 2, 1, 3, 1, 4, 1, 4, 1, 4, 1, 3, 1, 2, 1, 1, 1, 1, -1
.wedge4: db 4, 1, 4, 0, 3, 1, 3, 0, 2, 1, 2, 0, 1, -1
.wedge5: db 4, 0, 3, 0, 3, 0, 2, 0, 2, 0, 1, 0, 1, 0, 1, -1

StartTrainerBattle_SetUpForRandomScatterOutro:
	call StartTrainerBattle_NextScene
	ld a, $10
	ld [wBattleTransitionCounter], a
	ld a, 1
	ldh [hBGMapMode], a
	ret

StartTrainerBattle_SpeckleToBlack:
	ld hl, wBattleTransitionCounter
	ld a, [hl]
	and a
	jr z, .done
	dec [hl]
	ld c, 12
.loop
	push bc
	call .BlackOutRandomTile
	pop bc
	dec c
	jr nz, .loop
	ret

.done
	ld a, 1
	ldh [hBGMapMode], a
	call DelayFrame
	call DelayFrame
	call DelayFrame
	xor a
	ldh [hBGMapMode], a
	ld a, BATTLETRANSITION_FINISH
	ld [wJumptableIndex], a
	ret

.BlackOutRandomTile:
.y_loop
	call Random
	cp SCREEN_HEIGHT
	jr nc, .y_loop
	ld b, a

.x_loop
	call Random
	cp SCREEN_WIDTH
	jr nc, .x_loop
	ld c, a

	hlcoord 0, -1
	ld de, SCREEN_WIDTH
	inc b

.row_loop
	add hl, de
	dec b
	jr nz, .row_loop
	add hl, bc

; If the tile has already been blacked out,
; sample a new tile
	ld a, [hl]
	cp BATTLETRANSITION_BLACK
	jr z, .y_loop
	ld [hl], BATTLETRANSITION_BLACK
	ret

StartTrainerBattle_LoadPokeBallGraphics:
	xor a
	ldh [hBGMapMode], a

	hlcoord 2, 1
	ld de, .PokeBallTransition
	ld b, SCREEN_WIDTH - 4
.tile_loop
	push hl
	ld c, 2
.row_loop
	push hl
	ld a, [de]
	inc de
.col_loop
; Loading is done bit by bit
	and a
	jr z, .done
	sla a
	jr nc, .no_load
	ld [hl], BATTLETRANSITION_BLACK
.no_load
	inc hl
	jr .col_loop

.done
	pop hl
	push bc
	ld bc, (SCREEN_WIDTH - 4) / 2
	add hl, bc
	pop bc
	dec c
	jr nz, .row_loop

	pop hl
	push bc
	ld bc, SCREEN_WIDTH
	add hl, bc
	pop bc
	dec b
	jr nz, .tile_loop

	ld a, 1
	ldh [hBGMapMode], a
	call DelayFrame
	call DelayFrame
	call StartTrainerBattle_NextScene
	ret

.PokeBallTransition:
	; 16x16 overlay of a Poke Ball
pusho
opt b.X ; . = 0, X = 1
	bigdw %................
	bigdw %......XXXX......
	bigdw %....XXXXXXXX....
	bigdw %...XXXXXXXXXX...
	bigdw %..XXXXXXXXXXXX..
	bigdw %..XXXXXXXXXXXX..
	bigdw %.XXXXXX..XXXXXX.
	bigdw %.XXXXX....XXXXX.
	bigdw %.X....X..X....X.
	bigdw %.X.....XX.....X.
	bigdw %..X..........X..
	bigdw %..X..........X..
	bigdw %...X........X...
	bigdw %....XX....XX....
	bigdw %......XXXX......
	bigdw %................
popo

WipeLYOverrides:
	ld hl, wLYOverrides
	xor a
	ld c, SCREEN_HEIGHT_PX
.loop
	ld [hli], a
	dec c
	jr nz, .loop
	ret

StartTrainerBattle_DrawSineWave:
	calc_sine_wave