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-rwxr-xr-xengine/gfx/mon_icons.asm295
1 files changed, 295 insertions, 0 deletions
diff --git a/engine/gfx/mon_icons.asm b/engine/gfx/mon_icons.asm
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+AnimatePartyMon_ForceSpeed1:
+ xor a
+ ld [wCurrentMenuItem], a
+ ld b, a
+ inc a
+ jr GetAnimationSpeed
+
+; wPartyMenuHPBarColors contains the party mon's health bar colors
+; 0: green
+; 1: yellow
+; 2: red
+AnimatePartyMon::
+ ld hl, wPartyMenuHPBarColors
+ ld a, [wCurrentMenuItem]
+ ld c, a
+ ld b, 0
+ add hl, bc
+ ld a, [hl]
+
+GetAnimationSpeed:
+ ld c, a
+ ld hl, PartyMonSpeeds
+ add hl, bc
+ ld a, [wOnSGB]
+ xor $1
+ add [hl]
+ ld c, a
+ add a
+ ld b, a
+ ld a, [wAnimCounter]
+ and a
+ jr z, .resetSprites
+ cp c
+ jr z, .animateSprite
+.incTimer
+ inc a
+ cp b
+ jr nz, .skipResetTimer
+ xor a ; reset timer
+.skipResetTimer
+ ld [wAnimCounter], a
+ jp DelayFrame
+.resetSprites
+ push bc
+ ld hl, wMonPartySpritesSavedOAM
+ ld de, wOAMBuffer
+ ld bc, $60
+ call CopyData
+ pop bc
+ xor a
+ jr .incTimer
+.animateSprite
+ push bc
+ ld hl, wOAMBuffer + $02 ; OAM tile id
+ ld bc, $10
+ ld a, [wCurrentMenuItem]
+ call AddNTimes
+ ld c, $40 ; amount to increase the tile id by
+ ld a, [hl]
+ cp $4 ; tile ID for ICON_BALL
+ jr z, .editCoords
+ cp $8 ; tile ID for ICON_HELIX
+ jr nz, .editTileIDS
+; ICON_BALL and ICON_HELIX only shake up and down
+.editCoords
+ dec hl
+ dec hl ; dec hl to the OAM y coord
+ ld c, $1 ; amount to increase the y coord by
+; otherwise, load a second sprite frame
+.editTileIDS
+ ld b, $4
+ ld de, $4
+.loop
+ ld a, [hl]
+ add c
+ ld [hl], a
+ add hl, de
+ dec b
+ jr nz, .loop
+ pop bc
+ ld a, c
+ jr .incTimer
+
+; Party mon animations cycle between 2 frames.
+; The members of the PartyMonSpeeds array specify the number of V-blanks
+; that each frame lasts for green HP, yellow HP, and red HP in order.
+; On the naming screen, the yellow HP speed is always used.
+PartyMonSpeeds:
+ db 5, 16, 32
+
+LoadMonPartySpriteGfx:
+; Load mon party sprite tile patterns into VRAM during V-blank.
+ ld hl, MonPartySpritePointers
+ ld a, $1c
+
+LoadAnimSpriteGfx:
+; Load animated sprite tile patterns into VRAM during V-blank. hl is the address
+; of an array of structures that contain arguments for CopyVideoData and a is
+; the number of structures in the array.
+ ld bc, $0
+.loop
+ push af
+ push bc
+ push hl
+ add hl, bc
+ ld a, [hli]
+ ld e, a
+ ld a, [hli]
+ ld d, a
+ ld a, [hli]
+ ld c, a
+ ld a, [hli]
+ ld b, a
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ call CopyVideoData
+ pop hl
+ pop bc
+ ld a, $6
+ add c
+ ld c, a
+ pop af
+ dec a
+ jr nz, .loop
+ ret
+
+LoadMonPartySpriteGfxWithLCDDisabled:
+; Load mon party sprite tile patterns into VRAM immediately by disabling the
+; LCD.
+ call DisableLCD
+ ld hl, MonPartySpritePointers
+ ld a, $1c
+ ld bc, $0
+.loop
+ push af
+ push bc
+ push hl
+ add hl, bc
+ ld a, [hli]
+ ld e, a
+ ld a, [hli]
+ ld d, a
+ push de
+ ld a, [hli]
+ ld c, a
+ swap c
+ ld b, $0
+ ld a, [hli]
+ ld e, [hl]
+ inc hl
+ ld d, [hl]
+ pop hl
+ call FarCopyData2
+ pop hl
+ pop bc
+ ld a, $6
+ add c
+ ld c, a
+ pop af
+ dec a
+ jr nz, .loop
+ jp EnableLCD
+
+INCLUDE "data/mon_party_sprite_pointers.asm"
+
+WriteMonPartySpriteOAMByPartyIndex:
+; Write OAM blocks for the party mon in [hPartyMonIndex].
+ push hl
+ push de
+ push bc
+ ld a, [hPartyMonIndex]
+ ld hl, wPartySpecies
+ ld e, a
+ ld d, 0
+ add hl, de
+ ld a, [hl]
+ call GetPartyMonSpriteID
+ ld [wOAMBaseTile], a
+ call WriteMonPartySpriteOAM
+ pop bc
+ pop de
+ pop hl
+ ret
+
+WriteMonPartySpriteOAMBySpecies:
+; Write OAM blocks for the party sprite of the species in
+; [wMonPartySpriteSpecies].
+ xor a
+ ld [hPartyMonIndex], a
+ ld a, [wMonPartySpriteSpecies]
+ call GetPartyMonSpriteID
+ ld [wOAMBaseTile], a
+ jr WriteMonPartySpriteOAM
+
+UnusedPartyMonSpriteFunction:
+; This function is unused and doesn't appear to do anything useful. It looks
+; like it may have been intended to load the tile patterns and OAM data for
+; the mon party sprite associated with the species in [wcf91].
+; However, its calculations are off and it loads garbage data.
+ ld a, [wcf91]
+ call GetPartyMonSpriteID
+ push af
+ ld hl, vSprites
+ call .LoadTilePatterns
+ pop af
+ add $54
+ ld hl, vSprites + $40
+ call .LoadTilePatterns
+ xor a
+ ld [wMonPartySpriteSpecies], a
+ jr WriteMonPartySpriteOAMBySpecies
+
+.LoadTilePatterns
+ push hl
+ add a
+ ld c, a
+ ld b, 0
+ ld hl, MonPartySpritePointers
+ add hl, bc
+ add hl, bc
+ add hl, bc
+ ld a, [hli]
+ ld e, a
+ ld a, [hli]
+ ld d, a
+ ld a, [hli]
+ ld c, a
+ ld a, [hli]
+ ld b, a
+ pop hl
+ jp CopyVideoData
+
+WriteMonPartySpriteOAM:
+; Write the OAM blocks for the first animation frame into the OAM buffer and
+; make a copy at wMonPartySpritesSavedOAM.
+ push af
+ ld c, $10
+ ld h, wOAMBuffer / $100
+ ld a, [hPartyMonIndex]
+ swap a
+ ld l, a
+ add $10
+ ld b, a
+ pop af
+ cp ICON_HELIX << 2
+ jr z, .helix
+ call WriteSymmetricMonPartySpriteOAM
+ jr .makeCopy
+.helix
+ call WriteAsymmetricMonPartySpriteOAM
+; Make a copy of the OAM buffer with the first animation frame written so that
+; we can flip back to it from the second frame by copying it back.
+.makeCopy
+ ld hl, wOAMBuffer
+ ld de, wMonPartySpritesSavedOAM
+ ld bc, $60
+ jp CopyData
+
+GetPartyMonSpriteID:
+ ld [wd11e], a
+ predef IndexToPokedex
+ ld a, [wd11e]
+ ld c, a
+ dec a
+ srl a
+ ld hl, MonPartyData
+ ld e, a
+ ld d, 0
+ add hl, de
+ ld a, [hl]
+ bit 0, c
+ jr nz, .skipSwap
+ swap a ; use lower nybble if pokedex num is even
+.skipSwap
+ and $f0
+ srl a
+ srl a
+ ret
+
+INCLUDE "data/mon_party_sprites.asm"
+
+INC_FRAME_1 EQUS "0, $20"
+INC_FRAME_2 EQUS "$20, $20"
+
+BugIconFrame1: INCBIN "gfx/icons/bug.2bpp", INC_FRAME_1
+PlantIconFrame1: INCBIN "gfx/icons/plant.2bpp", INC_FRAME_1
+BugIconFrame2: INCBIN "gfx/icons/bug.2bpp", INC_FRAME_2
+PlantIconFrame2: INCBIN "gfx/icons/plant.2bpp", INC_FRAME_2
+SnakeIconFrame1: INCBIN "gfx/icons/snake.2bpp", INC_FRAME_1
+QuadrupedIconFrame1: INCBIN "gfx/icons/quadruped.2bpp", INC_FRAME_1
+SnakeIconFrame2: INCBIN "gfx/icons/snake.2bpp", INC_FRAME_2
+QuadrupedIconFrame2: INCBIN "gfx/icons/quadruped.2bpp", INC_FRAME_2
+
+TradeBubbleIconGFX: INCBIN "gfx/trade/bubble.2bpp"