diff options
Diffstat (limited to 'engine/battle/animations.asm')
-rwxr-xr-x | engine/battle/animations.asm | 66 |
1 files changed, 33 insertions, 33 deletions
diff --git a/engine/battle/animations.asm b/engine/battle/animations.asm index 4f75aab9..c16fa3ec 100755 --- a/engine/battle/animations.asm +++ b/engine/battle/animations.asm @@ -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 @@ -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 @@ -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 @@ -1898,7 +1898,7 @@ AnimationSubstitute: xor a ld bc, $0310 call FillMemory - ld a, [H_WHOSETURN] + ld a, [hWhoseTurn] and a jr z, .playerTurn ld hl, SlowbroSprite ; facing down sprite @@ -1937,7 +1937,7 @@ CopySlowbroSpriteData: 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 @@ -2211,7 +2211,7 @@ IsCryMove: 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: |