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authorYamaArashi <shadow962@live.com>2016-06-11 17:30:20 -0700
committerGitHub <noreply@github.com>2016-06-11 17:30:20 -0700
commit7e12ca56a8d04d33f3945bb5b981c311fcdd44ef (patch)
tree8a61aee33d6b47e960dc71dbb89c096622bbdc95 /engine/battle/animations.asm
parentd8dae96f35222ababb9688ce2aed3292515f8ca2 (diff)
parent7f34e28f242ee4d0caba0bd96b040811dcb86c50 (diff)
Merge pull request #133 from YamaArashi/master
Remove address comments
Diffstat (limited to 'engine/battle/animations.asm')
-rwxr-xr-xengine/battle/animations.asm304
1 files changed, 152 insertions, 152 deletions
diff --git a/engine/battle/animations.asm b/engine/battle/animations.asm
index be8d2b18..ea5738bc 100755
--- a/engine/battle/animations.asm
+++ b/engine/battle/animations.asm
@@ -1,6 +1,6 @@
; Draws a "frame block". Frame blocks are blocks of tiles that are put
; together to form frames in battle animations.
-DrawFrameBlock: ; 78000 (1e:4000)
+DrawFrameBlock:
ld l,c
ld h,b
ld a,[hli]
@@ -161,7 +161,7 @@ DrawFrameBlock: ; 78000 (1e:4000)
.done
ret
-PlayAnimation: ; 780f1 (1e:40f1)
+PlayAnimation:
xor a
ld [$FF8B],a ; it looks like nothing reads this
ld [wSubAnimTransform],a
@@ -256,7 +256,7 @@ PlayAnimation: ; 780f1 (1e:40f1)
.AnimationOver ; 417B
ret
-LoadSubanimation: ; 7817c (1e:417c)
+LoadSubanimation:
ld a,[wSubAnimAddrPtr + 1]
ld h,a
ld a,[wSubAnimAddrPtr]
@@ -306,7 +306,7 @@ LoadSubanimation: ; 7817c (1e:417c)
; called if the subanimation type is not 5
; sets the transform to 0 (i.e. no transform) if it's the player's turn
; sets the transform to the subanimation type if it's the enemy's turn
-GetSubanimationTransform1: ; 781c2 (1e:41c2)
+GetSubanimationTransform1:
ld b,a
ld a,[H_WHOSETURN]
and a
@@ -318,7 +318,7 @@ GetSubanimationTransform1: ; 781c2 (1e:41c2)
; called if the subanimation type is 5
; sets the transform to 2 (i.e. horizontal and vertical flip) if it's the player's turn
; sets the transform to 0 (i.e. no transform) if it's the enemy's turn
-GetSubanimationTransform2: ; 781ca (1e:41ca)
+GetSubanimationTransform2:
ld a,[H_WHOSETURN]
and a
ld a,2 << 5
@@ -327,7 +327,7 @@ GetSubanimationTransform2: ; 781ca (1e:41ca)
ret
; loads tile patterns for battle animations
-LoadAnimationTileset: ; 781d2 (1e:41d2)
+LoadAnimationTileset:
ld a,[wWhichBattleAnimTileset]
add a
add a
@@ -347,7 +347,7 @@ LoadAnimationTileset: ; 781d2 (1e:41d2)
ld c,a ; number of tiles
jp CopyVideoData ; load tileset
-AnimationTilesetPointers: ; 781f2 (1e:41f2)
+AnimationTilesetPointers:
db 79 ; number of tiles
dw AnimationTileset1
db $FF
@@ -360,13 +360,13 @@ AnimationTilesetPointers: ; 781f2 (1e:41f2)
dw AnimationTileset1
db $FF
-AnimationTileset1: ; 781fe (1e:41fe)
+AnimationTileset1:
INCBIN "gfx/attack_anim_1.2bpp"
-AnimationTileset2: ; 786ee (1e:46ee)
+AnimationTileset2:
INCBIN "gfx/attack_anim_2.2bpp"
-SlotMachineTiles2: ; 78bde (1e:4bde)
+SlotMachineTiles2:
IF DEF(_RED)
INCBIN "gfx/red/slotmachine2.2bpp"
ENDC
@@ -374,7 +374,7 @@ IF DEF(_BLUE)
INCBIN "gfx/blue/slotmachine2.2bpp"
ENDC
-MoveAnimation: ; 78d5e (1e:4d5e)
+MoveAnimation:
push hl
push de
push bc
@@ -419,7 +419,7 @@ MoveAnimation: ; 78d5e (1e:4d5e)
pop hl
ret
-ShareMoveAnimations: ; 78da6 (1e:4da6)
+ShareMoveAnimations:
; some moves just reuse animations from status conditions
ld a,[H_WHOSETURN]
and a
@@ -442,7 +442,7 @@ ShareMoveAnimations: ; 78da6 (1e:4da6)
ld [wAnimationID],a
ret
-PlayApplyingAttackAnimation: ; 78dbd (1e:4dbd)
+PlayApplyingAttackAnimation:
; Generic animation that shows after the move's individual animation
; Different animation depending on whether the move has an additional effect and on whose turn it is
ld a,[wAnimationType]
@@ -459,7 +459,7 @@ PlayApplyingAttackAnimation: ; 78dbd (1e:4dbd)
ld l,a
jp [hl]
-AnimationTypePointerTable: ; 78dcf (1e:4dcf)
+AnimationTypePointerTable:
dw ShakeScreenVertically ; enemy mon has used a damaging move without a side effect
dw ShakeScreenHorizontallyHeavy ; enemy mon has used a damaging move with a side effect
dw ShakeScreenHorizontallySlow ; enemy mon has used a non-damaging move
@@ -467,33 +467,33 @@ AnimationTypePointerTable: ; 78dcf (1e:4dcf)
dw ShakeScreenHorizontallyLight ; player mon has used a damaging move with a side effect
dw ShakeScreenHorizontallySlow2 ; player mon has used a non-damaging move
-ShakeScreenVertically: ; 78ddb (1e:4ddb)
+ShakeScreenVertically:
call PlayApplyingAttackSound
ld b, 8
jp AnimationShakeScreenVertically
-ShakeScreenHorizontallyHeavy: ; 78de3 (1e:4de3)
+ShakeScreenHorizontallyHeavy:
call PlayApplyingAttackSound
ld b, 8
jp AnimationShakeScreenHorizontallyFast
-ShakeScreenHorizontallySlow: ; 78deb (1e:4deb)
+ShakeScreenHorizontallySlow:
lb bc, 6, 2
jr AnimationShakeScreenHorizontallySlow
-BlinkEnemyMonSprite: ; 78df0 (1e:4df0)
+BlinkEnemyMonSprite:
call PlayApplyingAttackSound
jp AnimationBlinkEnemyMon
-ShakeScreenHorizontallyLight: ; 78df6 (1e:4df6)
+ShakeScreenHorizontallyLight:
call PlayApplyingAttackSound
ld b, 2
jp AnimationShakeScreenHorizontallyFast
-ShakeScreenHorizontallySlow2: ; 78dfe (1e:4dfe)
+ShakeScreenHorizontallySlow2:
lb bc, 3, 2
-AnimationShakeScreenHorizontallySlow: ; 78e01 (1e:4e01)
+AnimationShakeScreenHorizontallySlow:
push bc
push bc
.loop1
@@ -518,7 +518,7 @@ AnimationShakeScreenHorizontallySlow: ; 78e01 (1e:4e01)
jr nz, AnimationShakeScreenHorizontallySlow
ret
-SetAnimationPalette: ; 78e23 (1e:4e23)
+SetAnimationPalette:
ld a, [wOnSGB]
and a
ld a, $e4
@@ -546,7 +546,7 @@ SetAnimationPalette: ; 78e23 (1e:4e23)
ld [rOBP1], a
ret
-PlaySubanimation: ; 78e53 (1e:4e53)
+PlaySubanimation:
ld a,[wAnimSoundID]
cp a,$FF
jr z,.skipPlayingSound
@@ -612,7 +612,7 @@ PlaySubanimation: ; 78e53 (1e:4e53)
ld [wSubAnimSubEntryAddr],a
jp .loop
-AnimationCleanOAM: ; 78ec8 (1e:4ec8)
+AnimationCleanOAM:
push hl
push de
push bc
@@ -627,7 +627,7 @@ AnimationCleanOAM: ; 78ec8 (1e:4ec8)
; this runs after each frame block is drawn in a subanimation
; it runs a particular special effect based on the animation ID
-DoSpecialEffectByAnimationId: ; 78ed7 (1e:4ed7)
+DoSpecialEffectByAnimationId:
push hl
push de
push bc
@@ -650,7 +650,7 @@ DoSpecialEffectByAnimationId: ; 78ed7 (1e:4ed7)
ret
; Format: Animation ID (1 byte), Address (2 bytes)
-AnimationIdSpecialEffects: ; 78ef5 (1e:4ef5)
+AnimationIdSpecialEffects:
db MEGA_PUNCH
dw AnimationFlashScreen
@@ -725,7 +725,7 @@ AnimationIdSpecialEffects: ; 78ef5 (1e:4ef5)
db $FF ; terminator
-DoBallTossSpecialEffects: ; 78f3e (1e:4f3e)
+DoBallTossSpecialEffects:
ld a,[wcf91]
cp a,3 ; is it a Master Ball or Ultra Ball?
jr nc,.skipFlashingEffect
@@ -779,7 +779,7 @@ DoBallTossSpecialEffects: ; 78f3e (1e:4f3e)
ld [wSubAnimCounter],a
ret
-DoBallShakeSpecialEffects: ; 78f96 (1e:4f96)
+DoBallShakeSpecialEffects:
ld a,[wSubAnimCounter]
cp a,4 ; is it the beginning of a shake?
jr nz,.skipPlayingSound
@@ -813,14 +813,14 @@ DoBallShakeSpecialEffects: ; 78f96 (1e:4f96)
ret
; plays a sound after the second frame of the poof animation
-DoPoofSpecialEffects: ; 78fce (1e:4fce)
+DoPoofSpecialEffects:
ld a,[wSubAnimCounter]
cp a,5
ret nz
ld a,SFX_BALL_POOF
jp PlaySound
-DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9)
+DoRockSlideSpecialEffects:
ld a,[wSubAnimCounter]
cp a,12
ret nc
@@ -836,21 +836,21 @@ DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9)
ld b,1
predef_jump PredefShakeScreenVertically ; shake vertically
-FlashScreenEveryEightFrameBlocks: ; 78ff7 (1e:4ff7)
+FlashScreenEveryEightFrameBlocks:
ld a,[wSubAnimCounter]
and a,7 ; is the subanimation counter exactly 8?
call z,AnimationFlashScreen ; if so, flash the screen
ret
; flashes the screen if the subanimation counter is divisible by 4
-FlashScreenEveryFourFrameBlocks: ; 79000 (1e:5000)
+FlashScreenEveryFourFrameBlocks:
ld a,[wSubAnimCounter]
and a,3
call z,AnimationFlashScreen
ret
; used for Explosion and Selfdestruct
-DoExplodeSpecialEffects: ; 79009 (1e:5009)
+DoExplodeSpecialEffects:
ld a,[wSubAnimCounter]
cp a,1 ; is it the end of the subanimation?
jr nz,FlashScreenEveryFourFrameBlocks
@@ -859,7 +859,7 @@ DoExplodeSpecialEffects: ; 79009 (1e:5009)
jp AnimationHideMonPic ; make pokemon disappear
; flashes the screen when subanimation counter is 1 modulo 4
-DoBlizzardSpecialEffects: ; 79016 (1e:5016)
+DoBlizzardSpecialEffects:
ld a,[wSubAnimCounter]
cp a,13
jp z,AnimationFlashScreen
@@ -873,7 +873,7 @@ DoBlizzardSpecialEffects: ; 79016 (1e:5016)
; flashes the screen at 3 points in the subanimation
; unused
-FlashScreenUnused: ; 7902e (1e:502e)
+FlashScreenUnused:
ld a,[wSubAnimCounter]
cp a,14
jp z,AnimationFlashScreen
@@ -884,7 +884,7 @@ FlashScreenUnused: ; 7902e (1e:502e)
ret
; function to make the pokemon disappear at the beginning of the animation
-TradeHidePokemon: ; 79041 (1e:5041)
+TradeHidePokemon:
ld a,[wSubAnimCounter]
cp a,6
ret nz
@@ -892,7 +892,7 @@ TradeHidePokemon: ; 79041 (1e:5041)
jp ClearMonPicFromTileMap ; make pokemon disappear
; function to make a shaking pokeball jump up at the end of the animation
-TradeShakePokeball: ; 7904c (1e:504c)
+TradeShakePokeball:
ld a,[wSubAnimCounter]
cp a,1
ret nz
@@ -921,7 +921,7 @@ TradeShakePokeball: ; 7904c (1e:504c)
ld a,SFX_TRADE_MACHINE
jp PlaySound
-BallMoveDistances1: ; 79078 (1e:5078)
+BallMoveDistances1:
db -12,-12,-8
db $ff ; terminator
@@ -962,13 +962,13 @@ TradeJumpPokeball: ; 507C
pop de
jr .loop
-BallMoveDistances2: ; 790b3 (1e:50b3)
+BallMoveDistances2:
db 11,12,-12,-7,7,12,-8,8
db $ff ; terminator
; this function copies the current musical note graphic
; so that there are two musical notes flying towards the defending pokemon
-DoGrowlSpecialEffects: ; 790bc (1e:50bc)
+DoGrowlSpecialEffects:
ld hl,wOAMBuffer ; OAM buffer
ld de,wOAMBuffer + $10
ld bc,$10
@@ -979,14 +979,14 @@ DoGrowlSpecialEffects: ; 790bc (1e:50bc)
ret
; this is associated with Tail Whip, but Tail Whip doesn't use any subanimations
-TailWhipAnimationUnused: ; 790d0 (1e:50d0)
+TailWhipAnimationUnused:
ld a,1
ld [wSubAnimCounter],a
ld c,20
jp DelayFrames
; Format: Special Effect ID (1 byte), Address (2 bytes)
-SpecialEffectPointers: ; 790da (1e:50da)
+SpecialEffectPointers:
db SE_DARK_SCREEN_FLASH ; $FE
dw AnimationFlashScreen
db SE_DARK_SCREEN_PALETTE ; $FD
@@ -1067,13 +1067,13 @@ SpecialEffectPointers: ; 790da (1e:50da)
dw AnimationWavyScreen
db $FF
-AnimationDelay10: ; 79150 (1e:5150)
+AnimationDelay10:
ld c,10
jp DelayFrames
; calls a function with the turn flipped from player to enemy or vice versa
; input - hl - address of function to call
-CallWithTurnFlipped: ; 79155 (1e:5155)
+CallWithTurnFlipped:
ld a,[H_WHOSETURN]
push af
xor a,1
@@ -1087,7 +1087,7 @@ CallWithTurnFlipped: ; 79155 (1e:5155)
ret
; flashes the screen for an extended period (48 frames)
-AnimationFlashScreenLong: ; 79165 (1e:5165)
+AnimationFlashScreenLong:
ld a,3 ; cycle through the palettes 3 times
ld [wFlashScreenLongCounter],a
ld a,[wOnSGB] ; running on SGB?
@@ -1113,7 +1113,7 @@ AnimationFlashScreenLong: ; 79165 (1e:5165)
ret
; BG palettes
-FlashScreenLongMonochrome: ; 7918e (1e:518e)
+FlashScreenLongMonochrome:
db %11111001 ; 3, 3, 2, 1
db %11111110 ; 3, 3, 3, 2
db %11111111 ; 3, 3, 3, 3
@@ -1129,7 +1129,7 @@ FlashScreenLongMonochrome: ; 7918e (1e:518e)
db $01 ; terminator
; BG palettes
-FlashScreenLongSGB: ; 7919b (1e:519b)
+FlashScreenLongSGB:
db %11111000 ; 3, 3, 2, 0
db %11111100 ; 3, 3, 3, 0
db %11111111 ; 3, 3, 3, 3
@@ -1146,7 +1146,7 @@ FlashScreenLongSGB: ; 7919b (1e:519b)
; causes a delay of 2 frames for the first cycle
; causes a delay of 1 frame for the second and third cycles
-FlashScreenLongDelay: ; 791a8 (1e:51a8)
+FlashScreenLongDelay:
ld a,[wFlashScreenLongCounter]
cp a,4 ; never true since [wFlashScreenLongCounter] starts at 3
ld c,4
@@ -1159,7 +1159,7 @@ FlashScreenLongDelay: ; 791a8 (1e:51a8)
.delayFrames
jp DelayFrames
-AnimationFlashScreen: ; 791be (1e:51be)
+AnimationFlashScreen:
ld a,[rBGP]
push af ; save initial palette
ld a,%00011011 ; 0, 1, 2, 3 (inverted colors)
@@ -1174,42 +1174,42 @@ AnimationFlashScreen: ; 791be (1e:51be)
ld [rBGP],a ; restore initial palette
ret
-AnimationDarkScreenPalette: ; 791d6 (1e:51d6)
+AnimationDarkScreenPalette:
; Changes the screen's palette to a dark palette.
lb bc, $6f, $6f
jr SetAnimationBGPalette
-AnimationDarkenMonPalette: ; 791db (1e:51db)
+AnimationDarkenMonPalette:
; Darkens the mon sprite's palette.
lb bc, $f9, $f4
jr SetAnimationBGPalette
-AnimationUnusedPalette1: ; 791e0 (1e:51e0)
+AnimationUnusedPalette1:
lb bc, $fe, $f8
jr SetAnimationBGPalette
-AnimationUnusedPalette2: ; 791e5 (1e:51e5)
+AnimationUnusedPalette2:
lb bc, $ff, $ff
jr SetAnimationBGPalette
-AnimationResetScreenPalette: ; 791ea (1e:51ea)
+AnimationResetScreenPalette:
; Restores the screen's palette to the normal palette.
lb bc, $e4, $e4
jr SetAnimationBGPalette
-AnimationUnusedPalette3: ; 791ef (1e:51ef)
+AnimationUnusedPalette3:
lb bc, $00, $00
jr SetAnimationBGPalette
-AnimationLightScreenPalette: ; 791f4 (1e:51f4)
+AnimationLightScreenPalette:
; Changes the screen to use a palette with light colors.
lb bc, $90, $90
jr SetAnimationBGPalette
-AnimationUnusedPalette4: ; 791f9 (1e:51f9)
+AnimationUnusedPalette4:
lb bc, $40, $40
-SetAnimationBGPalette: ; 791fc (1e:51fc)
+SetAnimationBGPalette:
ld a, [wOnSGB]
and a
ld a, b
@@ -1221,17 +1221,17 @@ SetAnimationBGPalette: ; 791fc (1e:51fc)
ld b, $5
-AnimationShakeScreenVertically: ; 79209 (1e:5209)
+AnimationShakeScreenVertically:
predef_jump PredefShakeScreenVertically
-AnimationShakeScreen: ; 7920e (1e:520e)
+AnimationShakeScreen:
; Shakes the screen for a while. Used in Earthquake/Fissure/etc. animations.
ld b, $8
-AnimationShakeScreenHorizontallyFast: ; 79210 (1e:5210)
+AnimationShakeScreenHorizontallyFast:
predef_jump PredefShakeScreenHorizontally
-AnimationWaterDropletsEverywhere: ; 79215 (1e:5215)
+AnimationWaterDropletsEverywhere:
; Draws water droplets all over the screen and makes them
; scroll. It's hard to describe, but it's the main animation
; in Surf/Mist/Toxic.
@@ -1258,7 +1258,7 @@ AnimationWaterDropletsEverywhere: ; 79215 (1e:5215)
jr nz, .loop
ret
-_AnimationWaterDroplets: ; 79246 (1e:5246)
+_AnimationWaterDroplets:
ld hl, wOAMBuffer
.loop
ld a, [wBaseCoordY]
@@ -1284,7 +1284,7 @@ _AnimationWaterDroplets: ; 79246 (1e:5246)
call AnimationCleanOAM
jp DelayFrame
-AnimationSlideMonUp: ; 7927a (1e:527a)
+AnimationSlideMonUp:
; Slides the mon's sprite upwards.
ld c, 7
ld a, [H_WHOSETURN]
@@ -1300,7 +1300,7 @@ AnimationSlideMonUp: ; 7927a (1e:527a)
ld [wSlideMonUpBottomRowLeftTile], a
jp _AnimationSlideMonUp
-AnimationSlideMonDown: ; 79297 (1e:5297)
+AnimationSlideMonDown:
; Slides the mon's sprite down out of the screen.
xor a
call GetTileIDList
@@ -1317,19 +1317,19 @@ AnimationSlideMonDown: ; 79297 (1e:5297)
jr nz, .loop
ret
-AnimationSlideMonOff: ; 792af (1e:52af)
+AnimationSlideMonOff:
; Slides the mon's sprite off the screen horizontally.
ld e, 8
ld a, 3
ld [wSlideMonDelay], a
jp _AnimationSlideMonOff
-AnimationSlideEnemyMonOff: ; 792b9 (1e:52b9)
+AnimationSlideEnemyMonOff:
; Slides the enemy mon off the screen horizontally.
ld hl, AnimationSlideMonOff
jp CallWithTurnFlipped
-_AnimationSlideMonUp: ; 792bf (1e:52bf)
+_AnimationSlideMonUp:
push de
push hl
push bc
@@ -1380,7 +1380,7 @@ _AnimationSlideMonUp: ; 792bf (1e:52bf)
jr nz, _AnimationSlideMonUp
ret
-ShakeEnemyHUD_WritePlayerMonPicOAM: ; 792fd (1e:52fd)
+ShakeEnemyHUD_WritePlayerMonPicOAM:
; Writes the OAM entries for a copy of the player mon's pic in OAM.
; The top 5 rows are reproduced in OAM, although only 2 are actually needed.
ld a, $10
@@ -1408,7 +1408,7 @@ ShakeEnemyHUD_WritePlayerMonPicOAM: ; 792fd (1e:52fd)
ld [wBaseCoordX], a
jr .loop
-BattleAnimWriteOAMEntry: ; 79329 (1e:5329)
+BattleAnimWriteOAMEntry:
; Y coordinate = e (increased by 8 each call, before the write to OAM)
; X coordinate = [wBaseCoordX]
; tile = d
@@ -1425,11 +1425,11 @@ BattleAnimWriteOAMEntry: ; 79329 (1e:5329)
ld [hli], a
ret
-AdjustOAMBlockXPos: ; 79337 (1e:5337)
+AdjustOAMBlockXPos:
ld l, e
ld h, d
-AdjustOAMBlockXPos2: ; 79339 (1e:5339)
+AdjustOAMBlockXPos2:
ld de, 4
.loop
ld a, [wCoordAdjustmentAmount]
@@ -1449,11 +1449,11 @@ AdjustOAMBlockXPos2: ; 79339 (1e:5339)
jr nz, .loop
ret
-AdjustOAMBlockYPos: ; 79350 (1e:5350)
+AdjustOAMBlockYPos:
ld l, e
ld h, d
-AdjustOAMBlockYPos2: ; 79352 (1e:5352)
+AdjustOAMBlockYPos2:
ld de, 4
.loop
ld a, [wCoordAdjustmentAmount]
@@ -1472,12 +1472,12 @@ AdjustOAMBlockYPos2: ; 79352 (1e:5352)
jr nz, .loop
ret
-AnimationBlinkEnemyMon: ; 79369 (1e:5369)
+AnimationBlinkEnemyMon:
; Make the enemy mon's sprite blink on and off for a second or two
ld hl, AnimationBlinkMon
jp CallWithTurnFlipped
-AnimationBlinkMon: ; 7936f (1e:536f)
+AnimationBlinkMon:
; Make the mon's sprite blink on and off for a second or two.
push af
ld c, 6
@@ -1495,7 +1495,7 @@ AnimationBlinkMon: ; 7936f (1e:536f)
pop af
ret
-AnimationFlashMonPic: ; 79389 (1e:5389)
+AnimationFlashMonPic:
; Flashes the mon's sprite on and off
ld a, [wBattleMonSpecies]
ld [wChangeMonPicPlayerTurnSpecies], a
@@ -1503,25 +1503,25 @@ AnimationFlashMonPic: ; 79389 (1e:5389)
ld [wChangeMonPicEnemyTurnSpecies], a
jp ChangeMonPic
-AnimationFlashEnemyMonPic: ; 79398 (1e:5398)
+AnimationFlashEnemyMonPic:
; Flashes the enemy mon's sprite on and off
ld hl, AnimationFlashMonPic
jp CallWithTurnFlipped
-AnimationShowMonPic: ; 7939e (1e:539e)
+AnimationShowMonPic:
xor a
call GetTileIDList
call GetMonSpriteTileMapPointerFromRowCount
call CopyPicTiles
jp Delay3
-AnimationShowEnemyMonPic: ; 793ab (1e:53ab)
+AnimationShowEnemyMonPic:
; Shows the emenmy mon's front sprite. Used in animations like Seismic Toss
; to make the mon's sprite reappear after disappears offscreen.
ld hl, AnimationShowMonPic
jp CallWithTurnFlipped
-AnimationShakeBackAndForth: ; 793b1 (1e:53b1)
+AnimationShakeBackAndForth:
; Shakes the mon's sprite back and forth rapidly. This is used in Double Team.
; The mon's sprite disappears after this animation.
ld a, [H_WHOSETURN]
@@ -1568,7 +1568,7 @@ AnimationShakeBackAndForth: ; 793b1 (1e:53b1)
jr nz, .loop
ret
-AnimationMoveMonHorizontally: ; 793f9 (1e:53f9)
+AnimationMoveMonHorizontally:
; Shifts the mon's sprite horizontally to a fixed location. Used by lots of
; animations like Tackle/Body Slam.
call AnimationHideMonPic
@@ -1586,7 +1586,7 @@ AnimationMoveMonHorizontally: ; 793f9 (1e:53f9)
ld c, 3
jp DelayFrames
-AnimationResetMonPosition: ; 79415 (1e:5415)
+AnimationResetMonPosition:
; Resets the mon's sprites to be located at the normal coordinates.
ld a, [H_WHOSETURN]
and a
@@ -1597,7 +1597,7 @@ AnimationResetMonPosition: ; 79415 (1e:5415)
call ClearMonPicFromTileMap
jp AnimationShowMonPic
-AnimationSpiralBallsInward: ; 79424 (1e:5424)
+AnimationSpiralBallsInward:
; Creates an effect that looks like energy balls spiralling into the
; player mon's sprite. Used in Focus Energy, for example.
ld a, [H_WHOSETURN]
@@ -1651,7 +1651,7 @@ AnimationSpiralBallsInward: ; 79424 (1e:5424)
call AnimationCleanOAM
jp AnimationFlashScreen
-SpiralBallAnimationCoordinates: ; 79476 (1e:5476)
+SpiralBallAnimationCoordinates:
; y, x pairs
; This is the sequence of screen coordinates that the spiralling
; balls are positioned at.
@@ -1678,7 +1678,7 @@ SpiralBallAnimationCoordinates: ; 79476 (1e:5476)
db $50, $28
db $FF ; list terminator
-AnimationSquishMonPic: ; 794a1 (1e:54a1)
+AnimationSquishMonPic:
; Squishes the mon's sprite horizontally making it
; disappear. Used by Teleport/Sky Attack animations.
ld c, 4
@@ -1709,7 +1709,7 @@ AnimationSquishMonPic: ; 794a1 (1e:54a1)
ld c, 2
jp DelayFrame
-_AnimationSquishMonPic: ; 794d4 (1e:54d4)
+_AnimationSquishMonPic:
ld c, 7
.loop
push bc
@@ -1734,7 +1734,7 @@ _AnimationSquishMonPic: ; 794d4 (1e:54d4)
jr nz, .loop
jp Delay3
-AnimationShootBallsUpward: ; 794f9 (1e:54f9)
+AnimationShootBallsUpward:
; Shoots one pillar of "energy" balls upwards. Used in Teleport/Sky Attack
; animations.
ld a, [H_WHOSETURN]
@@ -1753,7 +1753,7 @@ AnimationShootBallsUpward: ; 794f9 (1e:54f9)
call _AnimationShootBallsUpward
jp AnimationCleanOAM
-_AnimationShootBallsUpward: ; 79517 (1e:5517)
+_AnimationShootBallsUpward:
push bc
xor a
ld [wWhichBattleAnimTileset], a
@@ -1803,7 +1803,7 @@ _AnimationShootBallsUpward: ; 79517 (1e:5517)
jr nz, .loop
ret
-AnimationShootManyBallsUpward: ; 79566 (1e:5566)
+AnimationShootManyBallsUpward:
; Shoots several pillars of "energy" balls upward.
ld a, [H_WHOSETURN]
and a
@@ -1827,19 +1827,19 @@ AnimationShootManyBallsUpward: ; 79566 (1e:5566)
pop hl
jr .loop
-UpwardBallsAnimXCoordinatesPlayerTurn: ; 79591 (1e:5591)
+UpwardBallsAnimXCoordinatesPlayerTurn:
; List of x coordinates for each pillar of "energy" balls in the
; AnimationShootManyBallsUpward animation. It's unused in the game.
db $10, $40, $28, $18, $38, $30
db $FF ; list terminator
-UpwardBallsAnimXCoordinatesEnemyTurn: ; 79598 (1e:5598)
+UpwardBallsAnimXCoordinatesEnemyTurn:
; List of x coordinates for each pillar of "energy" balls in the
; AnimationShootManyBallsUpward animation. It's unused in the game.
db $60, $90, $78, $68, $88, $80
db $FF ; list terminator
-AnimationMinimizeMon: ; 7959f (1e:559f)
+AnimationMinimizeMon:
; Changes the mon's sprite to a mini black sprite. Used by the
; Minimize animation.
ld hl, wTempPic
@@ -1863,10 +1863,10 @@ AnimationMinimizeMon: ; 7959f (1e:559f)
call Delay3
jp AnimationShowMonPic
-MinimizedMonSprite: ; 795c4 (1e:55c4)
+MinimizedMonSprite:
INCBIN "gfx/minimized_mon_sprite.1bpp"
-AnimationSlideMonDownAndHide: ; 795c9 (1e:55c9)
+AnimationSlideMonDownAndHide:
; Slides the mon's sprite down and disappears. Used in Acid Armor.
ld a, $1
ld c, $2
@@ -1893,7 +1893,7 @@ AnimationSlideMonDownAndHide: ; 795c9 (1e:55c9)
call FillMemory
jp CopyTempPicToMonPic
-_AnimationSlideMonOff: ; 795f8 (1e:55f8)
+_AnimationSlideMonOff:
; Slides the mon's sprite off the screen horizontally by e tiles and waits
; [wSlideMonDelay] V-blanks each time the pic is slid by one tile.
ld a, [H_WHOSETURN]
@@ -1965,7 +1965,7 @@ _AnimationSlideMonOff: ; 795f8 (1e:55f8)
ld a, " "
ret
-AnimationSlideMonHalfOff: ; 79645 (1e:5645)
+AnimationSlideMonHalfOff:
; Slides the mon's sprite halfway off the screen. It's used in Softboiled.
ld e, 4
ld a, 4
@@ -1973,7 +1973,7 @@ AnimationSlideMonHalfOff: ; 79645 (1e:5645)
call _AnimationSlideMonOff
jp Delay3
-CopyTempPicToMonPic: ; 79652 (1e:5652)
+CopyTempPicToMonPic:
ld a, [H_WHOSETURN]
and a
ld hl, vBackPic ; player turn
@@ -1984,7 +1984,7 @@ CopyTempPicToMonPic: ; 79652 (1e:5652)
ld bc, 7 * 7
jp CopyVideoData
-AnimationWavyScreen: ; 79666 (1e:5666)
+AnimationWavyScreen:
; used in Psywave/Psychic etc.
ld hl, vBGMap0
call BattleAnimCopyTileMapToVRAM
@@ -2025,7 +2025,7 @@ AnimationWavyScreen: ; 79666 (1e:5666)
call BattleAnimCopyTileMapToVRAM
ret
-WavyScreen_SetSCX: ; 796ae (1e:56ae)
+WavyScreen_SetSCX:
ld a, [rSTAT]
and $3 ; is it H-blank?
jr nz, WavyScreen_SetSCX ; wait until it's H-blank
@@ -2038,14 +2038,14 @@ WavyScreen_SetSCX: ; 796ae (1e:56ae)
ld hl, WavyScreenLineOffsets ; go back to the beginning if so
ret
-WavyScreenLineOffsets: ; 796bf (1e:56bf)
+WavyScreenLineOffsets:
; Sequence of horizontal line pixel offsets for the wavy screen animation.
; This sequence vaguely resembles a sine wave.
db 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1
db 0, 0, 0, 0, 0, -1, -1, -1, -2, -2, -2, -2, -2, -1, -1, -1
db $80 ; terminator
-AnimationSubstitute: ; 796e0 (1e:56e0)
+AnimationSubstitute:
; Changes the pokemon's sprite to the mini sprite
ld hl, wTempPic
xor a
@@ -2084,12 +2084,12 @@ AnimationSubstitute: ; 796e0 (1e:56e0)
call CopyTempPicToMonPic
jp AnimationShowMonPic
-CopySlowbroSpriteData: ; 7973f (1e:573f)
+CopySlowbroSpriteData:
ld bc, $0010
ld a, BANK(SlowbroSprite)
jp FarCopyData2
-HideSubstituteShowMonAnim: ; 79747 (1e:5747)
+HideSubstituteShowMonAnim:
ld a, [H_WHOSETURN]
and a
ld hl, wPlayerMonMinimized
@@ -2114,12 +2114,12 @@ HideSubstituteShowMonAnim: ; 79747 (1e:5747)
call AnimationFlashMonPic
jp AnimationShowMonPic
-ReshowSubstituteAnim: ; 79771 (1e:5771)
+ReshowSubstituteAnim:
call AnimationSlideMonOff
call AnimationSubstitute
jp AnimationShowMonPic
-AnimationBoundUpAndDown: ; 7977a (1e:577a)
+AnimationBoundUpAndDown:
; Bounces the mon's sprite up and down several times. It is used
; by Splash's animation.
ld c, 5
@@ -2131,7 +2131,7 @@ AnimationBoundUpAndDown: ; 7977a (1e:577a)
jr nz, .loop
jp AnimationShowMonPic
-AnimationTransformMon: ; 79787 (1e:5787)
+AnimationTransformMon:
; Redraws this mon's sprite as the back/front sprite of the opposing mon.
; Used in Transform.
ld a, [wEnemyMonSpecies]
@@ -2139,7 +2139,7 @@ AnimationTransformMon: ; 79787 (1e:5787)
ld a, [wBattleMonSpecies]
ld [wChangeMonPicEnemyTurnSpecies], a
-ChangeMonPic: ; 79793 (1e:5793)
+ChangeMonPic:
ld a, [H_WHOSETURN]
and a
jr z, .playerTurn
@@ -2170,7 +2170,7 @@ ChangeMonPic: ; 79793 (1e:5793)
ld b, SET_PAL_BATTLE
jp RunPaletteCommand
-AnimationHideEnemyMonPic: ; 797d8 (1e:57d8)
+AnimationHideEnemyMonPic:
; Hides the enemy mon's sprite
xor a
ld [H_AUTOBGTRANSFERENABLED], a
@@ -2180,7 +2180,7 @@ AnimationHideEnemyMonPic: ; 797d8 (1e:57d8)
ld [H_AUTOBGTRANSFERENABLED], a
jp Delay3
-InitMultipleObjectsOAM: ; 797e8 (1e:57e8)
+InitMultipleObjectsOAM:
; Writes c OAM entries with tile d.
; Sets their Y coordinates to sequential multiples of 8, starting from 0.
; Sets their X coordinates to 0.
@@ -2201,7 +2201,7 @@ InitMultipleObjectsOAM: ; 797e8 (1e:57e8)
jr nz, .loop
ret
-AnimationHideMonPic: ; 79801 (1e:5801)
+AnimationHideMonPic:
; Hides the mon's sprite.
ld a, [H_WHOSETURN]
and a
@@ -2211,7 +2211,7 @@ AnimationHideMonPic: ; 79801 (1e:5801)
.playerTurn
ld a, 5 * SCREEN_WIDTH + 1
-ClearMonPicFromTileMap: ; 7980c (1e:580c)
+ClearMonPicFromTileMap:
push hl
push de
push bc
@@ -2229,7 +2229,7 @@ ClearMonPicFromTileMap: ; 7980c (1e:580c)
; puts the tile map destination address of a mon sprite in hl, given the row count in b
; The usual row count is 7, but it may be smaller when sliding a mon sprite in/out,
; in order to show only a portion of the mon sprite.
-GetMonSpriteTileMapPointerFromRowCount: ; 79820 (1e:5820)
+GetMonSpriteTileMapPointerFromRowCount:
push de
ld a, [H_WHOSETURN]
and a
@@ -2262,7 +2262,7 @@ GetMonSpriteTileMapPointerFromRowCount: ; 79820 (1e:5820)
; de = tile ID list pointer
; b = number of rows
; c = number of columns
-GetTileIDList: ; 79842 (1e:5842)
+GetTileIDList:
ld hl, TileIDListPointerTable
ld e, a
ld d, 0
@@ -2283,7 +2283,7 @@ GetTileIDList: ; 79842 (1e:5842)
ld b, a
ret
-AnimCopyRowLeft: ; 7985b (1e:585b)
+AnimCopyRowLeft:
; copy a row of c tiles 1 tile left
ld a, [hld]
ld [hli], a
@@ -2292,7 +2292,7 @@ AnimCopyRowLeft: ; 7985b (1e:585b)
jr nz, AnimCopyRowLeft
ret
-AnimCopyRowRight: ; 79862 (1e:5862)
+AnimCopyRowRight:
; copy a row of c tiles 1 tile right
ld a, [hli]
ld [hld], a
@@ -2302,14 +2302,14 @@ AnimCopyRowRight: ; 79862 (1e:5862)
ret
; get the sound of the move id in b
-GetMoveSoundB: ; 79869 (1e:5869)
+GetMoveSoundB:
ld a, b
call GetMoveSound
ld b, a
ret
; get the sound of the (move id - 1) in a
-GetMoveSound: ; 7986f (1e:586f)
+GetMoveSound:
ld hl,MoveSoundTable
ld e,a
ld d,0
@@ -2349,7 +2349,7 @@ GetMoveSound: ; 7986f (1e:586f)
ld a,b
ret
-IsCryMove: ; 798ad (1e:58ad)
+IsCryMove:
; set carry if the move animation involves playing a monster cry
ld a,[wAnimationID]
cp a,GROWL
@@ -2362,7 +2362,7 @@ IsCryMove: ; 798ad (1e:58ad)
scf
ret
-MoveSoundTable: ; 798bc (1e:58bc)
+MoveSoundTable:
db SFX_POUND, $00,$80 ; POUND
db SFX_BATTLE_0C, $10,$80 ; KARATE_CHOP
db SFX_DOUBLESLAP, $00,$80 ; DOUBLESLAP
@@ -2530,7 +2530,7 @@ MoveSoundTable: ; 798bc (1e:58bc)
db SFX_BATTLE_0B, $00,$80 ; STRUGGLE
db SFX_BATTLE_0B, $00,$80
-CopyPicTiles: ; 79aae (1e:5aae)
+CopyPicTiles:
ld a, [H_WHOSETURN]
and a
ld a, $31 ; base tile ID of player mon sprite
@@ -2542,7 +2542,7 @@ CopyPicTiles: ; 79aae (1e:5aae)
jr CopyTileIDs_NoBGTransfer
; copy the tiles used when a mon is being sent out of or into a pokeball
-CopyDownscaledMonTiles: ; 79aba (1e:5aba)
+CopyDownscaledMonTiles:
call GetPredefRegisters
ld a, [wDownscaledMonSize]
and a
@@ -2553,14 +2553,14 @@ CopyDownscaledMonTiles: ; 79aba (1e:5aba)
ld de, DownscaledMonTiles_3x3
; fall through
-CopyTileIDs_NoBGTransfer: ; 79acb (1e:5acb)
+CopyTileIDs_NoBGTransfer:
xor a
ld [H_AUTOBGTRANSFERENABLED], a
; fall through
; b = number of rows
; c = number of columns
-CopyTileIDs: ; 79ace (1e:5ace)
+CopyTileIDs:
push hl
.rowLoop
push bc
@@ -2585,7 +2585,7 @@ CopyTileIDs: ; 79ace (1e:5ace)
pop hl
ret
-TileIDListPointerTable: ; 79aea (1e:5aea)
+TileIDListPointerTable:
dw Unknown_79b24
db $77
dw Unknown_79b55
@@ -2603,19 +2603,19 @@ TileIDListPointerTable: ; 79aea (1e:5aea)
dw Unknown_79c50
db $3C
-DownscaledMonTiles_5x5: ; 79b02 (1e:5b02)
+DownscaledMonTiles_5x5:
db $31,$38,$46,$54,$5B
db $32,$39,$47,$55,$5C
db $34,$3B,$49,$57,$5E
db $36,$3D,$4B,$59,$60
db $37,$3E,$4C,$5A,$61
-DownscaledMonTiles_3x3: ; 79b1b (1e:5b1b)
+DownscaledMonTiles_3x3:
db $31,$46,$5B
db $34,$49,$5E
db $37,$4C,$61
-Unknown_79b24: ; 79b24 (1e:5b24)
+Unknown_79b24:
db $00,$07,$0E,$15,$1C,$23,$2A
db $01,$08,$0F,$16,$1D,$24,$2B
db $02,$09,$10,$17,$1E,$25,$2C
@@ -2624,19 +2624,19 @@ Unknown_79b24: ; 79b24 (1e:5b24)
db $05,$0C,$13,$1A,$21,$28,$2F
db $06,$0D,$14,$1B,$22,$29,$30
-Unknown_79b55: ; 79b55 (1e:5b55)
+Unknown_79b55:
db $00,$07,$0E,$15,$1C,$23,$2A
db $01,$08,$0F,$16,$1D,$24,$2B
db $03,$0A,$11,$18,$1F,$26,$2D
db $04,$0B,$12,$19,$20,$27,$2E
db $05,$0C,$13,$1A,$21,$28,$2F
-Unknown_79b78: ; 79b78 (1e:5b78)
+Unknown_79b78:
db $00,$07,$0E,$15,$1C,$23,$2A
db $02,$09,$10,$17,$1E,$25,$2C
db $04,$0B,$12,$19,$20,$27,$2E
-Unknown_79b8d: ; 79b8d (1e:5b8d)
+Unknown_79b8d:
db $00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$19,$00
db $02,$06,$0B,$10,$14,$1A,$00
@@ -2645,7 +2645,7 @@ Unknown_79b8d: ; 79b8d (1e:5b8d)
db $04,$09,$0E,$13,$17,$1D,$1F
db $05,$0A,$0F,$01,$18,$1E,$20
-Unknown_79bbe: ; 79bbe (1e:5bbe)
+Unknown_79bbe:
db $00,$00,$00,$30,$00,$37,$00
db $00,$00,$2B,$31,$34,$38,$3D
db $21,$26,$2C,$01,$35,$39,$3E
@@ -2654,7 +2654,7 @@ Unknown_79bbe: ; 79bbe (1e:5bbe)
db $24,$29,$2F,$01,$01,$3B,$00
db $25,$2A,$01,$01,$01,$3C,$00
-Unknown_79bef: ; 79bef (1e:5bef)
+Unknown_79bef:
db $00,$00,$00,$00,$00,$00,$00
db $00,$00,$47,$4D,$00,$00,$00
db $00,$00,$48,$4E,$52,$56,$5B
@@ -2663,7 +2663,7 @@ Unknown_79bef: ; 79bef (1e:5bef)
db $41,$45,$4B,$51,$4C,$59,$5D
db $42,$46,$4C,$4C,$55,$5A,$5E
-Unknown_79c20: ; 79c20 (1e:5c20)
+Unknown_79c20:
db $31,$32,$32,$32,$32,$33
db $34,$35,$36,$36,$37,$38
db $34,$39,$3A,$3A,$3B,$38
@@ -2673,12 +2673,12 @@ Unknown_79c20: ; 79c20 (1e:5c20)
db $41,$43,$4B,$4C,$4D,$4E
db $4F,$50,$50,$50,$51,$52
-Unknown_79c50: ; 79c50 (1e:5c50)
+Unknown_79c50:
db $43,$55,$56,$53,$53,$53,$53,$53,$53,$53,$53,$53
db $43,$57,$58,$54,$54,$54,$54,$54,$54,$54,$54,$54
db $43,$59,$5A,$43,$43,$43,$43,$43,$43,$43,$43,$43
-AnimationLeavesFalling: ; 79c74 (1e:5c74)
+AnimationLeavesFalling:
; Makes leaves float down from the top of the screen. This is used
; in Razor Leaf's animation.
ld a, [rOBP0]
@@ -2693,7 +2693,7 @@ AnimationLeavesFalling: ; 79c74 (1e:5c74)
ld [rOBP0], a
ret
-AnimationPetalsFalling: ; 79c8a (1e:5c8a)
+AnimationPetalsFalling:
; Makes lots of petals fall down from the top of the screen. It's used in
; the animation for Petal Dance.
ld d, $71 ; petal tile
@@ -2702,7 +2702,7 @@ AnimationPetalsFalling: ; 79c8a (1e:5c8a)
call AnimationFallingObjects
jp ClearSprites
-AnimationFallingObjects: ; 79c97 (1e:5c97)
+AnimationFallingObjects:
ld c, a
ld a, 1
call InitMultipleObjectsOAM
@@ -2741,7 +2741,7 @@ AnimationFallingObjects: ; 79c97 (1e:5c97)
jr nz, .loop ; keep moving the falling objects down until it does
ret
-FallingObjects_UpdateOAMEntry: ; 79cdb (1e:5cdb)
+FallingObjects_UpdateOAMEntry:
; Increases Y by 2 pixels and adjusts X and X flip based on the falling object's
; movement byte.
ld hl, wOAMBuffer
@@ -2785,10 +2785,10 @@ FallingObjects_UpdateOAMEntry: ; 79cdb (1e:5cdb)
ld [hl], a ; attribute
ret
-FallingObjects_DeltaXs: ; 79d0d (1e:5d0d)
+FallingObjects_DeltaXs:
db 0, 1, 3, 5, 7, 9, 11, 13, 15
-FallingObjects_UpdateMovementByte: ; 79d16 (1e:5d16)
+FallingObjects_UpdateMovementByte:
ld a, [wFallingObjectMovementByte]
inc a
ld b, a
@@ -2804,7 +2804,7 @@ FallingObjects_UpdateMovementByte: ; 79d16 (1e:5d16)
ld [wFallingObjectMovementByte], a
ret
-FallingObjects_InitXCoords: ; 79d2a (1e:5d2a)
+FallingObjects_InitXCoords:
ld hl, wOAMBuffer + $01
ld de, FallingObjects_InitialXCoords
ld a, [wNumFallingObjects]
@@ -2820,10 +2820,10 @@ FallingObjects_InitXCoords: ; 79d2a (1e:5d2a)
jr nz, .loop
ret
-FallingObjects_InitialXCoords: ; 79d3e (1e:5d3e)
+FallingObjects_InitialXCoords:
db $38,$40,$50,$60,$70,$88,$90,$56,$67,$4A,$77,$84,$98,$32,$22,$5C,$6C,$7D,$8E,$99
-FallingObjects_InitMovementData: ; 79d52 (1e:5d52)
+FallingObjects_InitMovementData:
ld hl, wFallingObjectsMovementData
ld de, FallingObjects_InitialMovementData
ld a, [wNumFallingObjects]
@@ -2836,10 +2836,10 @@ FallingObjects_InitMovementData: ; 79d52 (1e:5d52)
jr nz, .loop
ret
-FallingObjects_InitialMovementData: ; 79d63 (1e:5d63)
+FallingObjects_InitialMovementData:
db $00,$84,$06,$81,$02,$88,$01,$83,$05,$89,$09,$80,$07,$87,$03,$82,$04,$85,$08,$86
-AnimationShakeEnemyHUD: ; 79d77 (1e:5d77)
+AnimationShakeEnemyHUD:
; Shakes the enemy HUD.
; Make a copy of the back pic's tile patterns in sprite tile pattern VRAM.
@@ -2912,7 +2912,7 @@ AnimationShakeEnemyHUD: ; 79d77 (1e:5d77)
; b = tile ID list index
; c = base tile ID
-CopyTileIDsFromList: ; 79dda (1e:5dda)
+CopyTileIDsFromList:
call GetPredefRegisters
ld a, c
ld [hBaseTileID], a
@@ -2922,7 +2922,7 @@ CopyTileIDsFromList: ; 79dda (1e:5dda)
pop hl
jp CopyTileIDs
-ShakeEnemyHUD_ShakeBG: ; 79de9 (1e:5de9)
+ShakeEnemyHUD_ShakeBG:
ld a, [hSCX]
ld [wTempSCX], a
.loop
@@ -2942,14 +2942,14 @@ ShakeEnemyHUD_ShakeBG: ; 79de9 (1e:5de9)
ld [hSCX], a
ret
-BattleAnimCopyTileMapToVRAM: ; 79e0d (1e:5e0d)
+BattleAnimCopyTileMapToVRAM:
ld a, h
ld [H_AUTOBGTRANSFERDEST + 1], a
ld a, l
ld [H_AUTOBGTRANSFERDEST], a
jp Delay3
-TossBallAnimation: ; 79e16 (1e:5e16)
+TossBallAnimation:
ld a,[wIsInBattle]
cp a,2
jr z,.BlockBall ; if in trainer battle, play different animation
@@ -2992,7 +2992,7 @@ TossBallAnimation: ; 79e16 (1e:5e16)
jr nz,.PlayNextAnimation
ret
-.PokeBallAnimations: ; 79e50 (1e:5e50)
+.PokeBallAnimations:
; sequence of animations that make up the Poké Ball toss
db POOF_ANIM,HIDEPIC_ANIM,SHAKE_ANIM,POOF_ANIM,SHOWPIC_ANIM
@@ -3006,7 +3006,7 @@ TossBallAnimation: ; 79e16 (1e:5e16)
ld [wAnimationID],a
jp PlayAnimation
-PlayApplyingAttackSound: ; 79e6a (1e:5e6a)
+PlayApplyingAttackSound:
; play a different sound depending if move is not very effective, neutral, or super-effective
; don't play any sound at all if move is ineffective
call WaitForSoundToFinish