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-rwxr-xr-xengine/battle/animations.asm80
1 files changed, 40 insertions, 40 deletions
diff --git a/engine/battle/animations.asm b/engine/battle/animations.asm
index fcc3c99f..ee476ce9 100755
--- a/engine/battle/animations.asm
+++ b/engine/battle/animations.asm
@@ -163,7 +163,7 @@ DrawFrameBlock:
PlayAnimation:
xor a
- ld [$FF8B], a ; it looks like nothing reads this
+ ld [hROMBankTemp], a ; it looks like nothing reads this
ld [wSubAnimTransform], a
ld a, [wAnimationID] ; get animation number
dec a
@@ -308,7 +308,7 @@ LoadSubanimation:
; sets the transform to the subanimation type if it's the enemy's turn
GetSubanimationTransform1:
ld b, a
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
ld a, b
ret nz
@@ -319,7 +319,7 @@ GetSubanimationTransform1:
; 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:
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
ld a, 2 << 5
ret z
@@ -421,7 +421,7 @@ MoveAnimation:
ShareMoveAnimations:
; some moves just reuse animations from status conditions
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
ret z
@@ -649,7 +649,7 @@ DoSpecialEffectByAnimationId:
pop hl
ret
-INCLUDE "data/move_animation_special_effects.asm"
+INCLUDE "data/moves/animation_special_effects.asm"
DoBallTossSpecialEffects:
ld a, [wcf91]
@@ -911,7 +911,7 @@ TailWhipAnimationUnused:
ld c, 20
jp DelayFrames
-INCLUDE "data/move_animation_pointers.asm"
+INCLUDE "data/moves/animation_special_effect_pointers.asm"
AnimationDelay10:
ld c, 10
@@ -920,16 +920,16 @@ AnimationDelay10:
; calls a function with the turn flipped from player to enemy or vice versa
; input - hl - address of function to call
CallWithTurnFlipped:
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
push af
xor 1
- ld [H_WHOSETURN], a
+ ld [hWhoseTurn], a
ld de, .returnAddress
push de
jp hl
.returnAddress
pop af
- ld [H_WHOSETURN], a
+ ld [hWhoseTurn], a
ret
; flashes the screen for an extended period (48 frames)
@@ -1133,7 +1133,7 @@ _AnimationWaterDroplets:
AnimationSlideMonUp:
; Slides the mon's sprite upwards.
ld c, 7
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
coord hl, 1, 6
coord de, 1, 5
@@ -1201,7 +1201,7 @@ _AnimationSlideMonUp:
jr nz, .slideLoop
; Fill in the bottom row of the mon pic with the next row's tile IDs.
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
coord hl, 1, 11
jr z, .next
@@ -1370,7 +1370,7 @@ AnimationShowEnemyMonPic:
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]
+ ld a, [hWhoseTurn]
and a
coord hl, 0, 5
coord de, 2, 5
@@ -1418,7 +1418,7 @@ AnimationMoveMonHorizontally:
; Shifts the mon's sprite horizontally to a fixed location. Used by lots of
; animations like Tackle/Body Slam.
call AnimationHideMonPic
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
coord hl, 2, 5
jr z, .next
@@ -1434,7 +1434,7 @@ AnimationMoveMonHorizontally:
AnimationResetMonPosition:
; Resets the mon's sprites to be located at the normal coordinates.
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
ld a, 5 * SCREEN_WIDTH + 2
jr z, .next
@@ -1446,7 +1446,7 @@ AnimationResetMonPosition:
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]
+ ld a, [hWhoseTurn]
and a
jr z, .playerTurn
ld a, -40
@@ -1530,7 +1530,7 @@ AnimationSquishMonPic:
ld c, 4
.loop
push bc
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
jr z, .playerTurn
coord hl, 16, 0
@@ -1583,7 +1583,7 @@ _AnimationSquishMonPic:
AnimationShootBallsUpward:
; Shoots one pillar of "energy" balls upwards. Used in Teleport/Sky Attack
; animations.
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
jr z, .playerTurn
lb bc, 0, 16 * 8
@@ -1651,7 +1651,7 @@ _AnimationShootBallsUpward:
AnimationShootManyBallsUpward:
; Shoots several pillars of "energy" balls upward.
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
ld hl, UpwardBallsAnimXCoordinatesPlayerTurn
ld a, $50 ; y coordinate for "energy" ball pillar
@@ -1735,7 +1735,7 @@ AnimationSlideMonDownAndHide:
jr nz, .loop
call AnimationHideMonPic
ld hl, wTempPic
- ld bc, $0310
+ ld bc, $310
xor a
call FillMemory
jp CopyTempPicToMonPic
@@ -1743,7 +1743,7 @@ AnimationSlideMonDownAndHide:
_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]
+ ld a, [hWhoseTurn]
and a
jr z, .playerTurn
coord hl, 12, 0
@@ -1758,7 +1758,7 @@ _AnimationSlideMonOff:
.rowLoop ; iterates once for each row
ld c, 8
.tileLoop ; iterates once for each tile in the row
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
jr z, .playerTurn2
call .EnemyNextTile
@@ -1821,7 +1821,7 @@ AnimationSlideMonHalfOff:
jp Delay3
CopyTempPicToMonPic:
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
ld hl, vBackPic ; player turn
jr z, .next
@@ -1837,7 +1837,7 @@ AnimationWavyScreen:
call BattleAnimCopyTileMapToVRAM
call Delay3
xor a
- ld [H_AUTOBGTRANSFERENABLED], a
+ ld [hAutoBGTransferEnabled], a
ld a, SCREEN_HEIGHT_PIXELS
ld [hWY], a
ld d, $80 ; terminator
@@ -1865,7 +1865,7 @@ AnimationWavyScreen:
call SaveScreenTilesToBuffer2
call ClearScreen
ld a, 1
- ld [H_AUTOBGTRANSFERENABLED], a
+ ld [hAutoBGTransferEnabled], a
call Delay3
call LoadScreenTilesFromBuffer2
ld hl, vBGMap1
@@ -1896,9 +1896,9 @@ AnimationSubstitute:
; Changes the pokemon's sprite to the mini sprite
ld hl, wTempPic
xor a
- ld bc, $0310
+ ld bc, $310
call FillMemory
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
jr z, .playerTurn
ld hl, SlowbroSprite ; facing down sprite
@@ -1932,12 +1932,12 @@ AnimationSubstitute:
jp AnimationShowMonPic
CopySlowbroSpriteData:
- ld bc, $0010
+ ld bc, $10
ld a, BANK(SlowbroSprite)
jp FarCopyData2
HideSubstituteShowMonAnim:
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
ld hl, wPlayerMonMinimized
ld a, [wPlayerBattleStatus2]
@@ -1987,7 +1987,7 @@ AnimationTransformMon:
ld [wChangeMonPicEnemyTurnSpecies], a
ChangeMonPic:
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
jr z, .playerTurn
ld a, [wChangeMonPicEnemyTurnSpecies]
@@ -2020,11 +2020,11 @@ ChangeMonPic:
AnimationHideEnemyMonPic:
; Hides the enemy mon's sprite
xor a
- ld [H_AUTOBGTRANSFERENABLED], a
+ ld [hAutoBGTransferEnabled], a
ld hl, AnimationHideMonPic
call CallWithTurnFlipped
ld a, $1
- ld [H_AUTOBGTRANSFERENABLED], a
+ ld [hAutoBGTransferEnabled], a
jp Delay3
InitMultipleObjectsOAM:
@@ -2050,7 +2050,7 @@ InitMultipleObjectsOAM:
AnimationHideMonPic:
; Hides the mon's sprite.
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
jr z, .playerTurn
ld a, 12
@@ -2078,7 +2078,7 @@ ClearMonPicFromTileMap:
; in order to show only a portion of the mon sprite.
GetMonSpriteTileMapPointerFromRowCount:
push de
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
jr nz, .enemyTurn
ld a, 20 * 5 + 1
@@ -2166,7 +2166,7 @@ GetMoveSound:
ld b, a
call IsCryMove
jr nc, .NotCryMove
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
jr nz, .next
ld a, [wBattleMonSpecies] ; get number of current monster
@@ -2208,10 +2208,10 @@ IsCryMove:
scf
ret
-INCLUDE "data/move_sfx.asm"
+INCLUDE "data/moves/sfx.asm"
CopyPicTiles:
- ld a, [H_WHOSETURN]
+ ld a, [hWhoseTurn]
and a
ld a, $31 ; base tile ID of player mon sprite
jr z, .next
@@ -2235,7 +2235,7 @@ CopyDownscaledMonTiles:
CopyTileIDs_NoBGTransfer:
xor a
- ld [H_AUTOBGTRANSFERENABLED], a
+ ld [hAutoBGTransferEnabled], a
; fall through
; b = number of rows
@@ -2261,7 +2261,7 @@ CopyTileIDs:
dec b
jr nz, .rowLoop
ld a, $1
- ld [H_AUTOBGTRANSFERENABLED], a
+ ld [hAutoBGTransferEnabled], a
pop hl
ret
@@ -2624,9 +2624,9 @@ ShakeEnemyHUD_ShakeBG:
BattleAnimCopyTileMapToVRAM:
ld a, h
- ld [H_AUTOBGTRANSFERDEST + 1], a
+ ld [hAutoBGTransferDest + 1], a
ld a, l
- ld [H_AUTOBGTRANSFERDEST], a
+ ld [hAutoBGTransferDest], a
jp Delay3
TossBallAnimation: