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LoadShootingStarGraphics:
ld a, $f9
ld [rOBP0], a
ld a, $a4
ld [rOBP1], a
ld de, AnimationTileset2 + $30 ; star tile (top left quadrant)
ld hl, vChars1 + $200
lb bc, BANK(AnimationTileset2), $01
call CopyVideoData
ld de, AnimationTileset2 + $130 ; star tile (bottom left quadrant)
ld hl, vChars1 + $210
lb bc, BANK(AnimationTileset2), $01
call CopyVideoData
ld de, FallingStar
ld hl, vChars1 + $220
lb bc, BANK(FallingStar), (FallingStarEnd - FallingStar) / $10
call CopyVideoData
ld hl, GameFreakLogoOAMData
ld de, wOAMBuffer + $60
ld bc, GameFreakLogoOAMDataEnd - GameFreakLogoOAMData
call CopyData
ld hl, GameFreakShootingStarOAMData
ld de, wOAMBuffer
ld bc, GameFreakShootingStarOAMDataEnd - GameFreakShootingStarOAMData
jp CopyData
AnimateShootingStar:
call LoadShootingStarGraphics
ld a, SFX_SHOOTING_STAR
call PlaySound
; Move the big star down and left across the screen.
ld hl, wOAMBuffer
lb bc, $a0, $4
.bigStarLoop
push hl
push bc
.bigStarInnerLoop
ld a, [hl] ; Y
add 4
ld [hli], a
ld a, [hl] ; X
add -4
ld [hli], a
inc hl
inc hl
dec c
jr nz, .bigStarInnerLoop
ld c, 1
call CheckForUserInterruption
pop bc
pop hl
ret c
ld a, [hl]
cp 80
jr nz, .next
jr .bigStarLoop
.next
cp b
jr nz, .bigStarLoop
; Clear big star OAM.
ld hl, wOAMBuffer
ld c, 4
ld de, 4
.clearOAMLoop
ld [hl], 160
add hl, de
dec c
jr nz, .clearOAMLoop
; Make Gamefreak logo flash.
ld b, 3
.flashLogoLoop
ld hl, rOBP0
rrc [hl]
rrc [hl]
ld c, 10
call CheckForUserInterruption
ret c
dec b
jr nz, .flashLogoLoop
; Copy 24 instances of the small stars OAM data.
; Note that their coordinates put them off-screen.
ld de, wOAMBuffer
ld a, 24
.initSmallStarsOAMLoop
push af
ld hl, SmallStarsOAM
ld bc, SmallStarsOAMEnd - SmallStarsOAM
call CopyData
pop af
dec a
jr nz, .initSmallStarsOAMLoop
; Animate the small stars falling from the Gamefreak logo.
xor a
ld [wMoveDownSmallStarsOAMCount], a
ld hl, SmallStarsWaveCoordsPointerTable
ld c, 6
.smallStarsLoop
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
push bc
push hl
ld hl, wOAMBuffer + $50
ld c, 4
.smallStarsInnerLoop ; introduce new wave of 4 small stars OAM entries
ld a, [de]
cp $ff
jr z, .next2
ld [hli], a ; Y
inc de
ld a, [de]
ld [hli], a ; X
inc de
inc hl
inc hl
dec c
jr nz, .smallStarsInnerLoop
ld a, [wMoveDownSmallStarsOAMCount]
cp 24
jr z, .next2
add 6 ; should be 4, but the extra 2 aren't visible on screen
ld [wMoveDownSmallStarsOAMCount], a
.next2
call MoveDownSmallStars
push af
; shift the existing OAM entries down to make room for the next wave
ld hl, wOAMBuffer + $10
ld de, wOAMBuffer
ld bc, $50
call CopyData
pop af
pop hl
pop bc
ret c
dec c
jr nz, .smallStarsLoop
and a
ret
SmallStarsOAM:
db $00,$00,$A2,$90
SmallStarsOAMEnd:
SmallStarsWaveCoordsPointerTable:
dw SmallStarsWave1Coords
dw SmallStarsWave2Coords
dw SmallStarsWave3Coords
dw SmallStarsWave4Coords
dw SmallStarsEmptyWave
dw SmallStarsEmptyWave
; The stars that fall from the Gamefreak logo come in 4 waves of 4 OAM entries.
; These arrays contain the Y and X coordinates of each OAM entry.
SmallStarsWave1Coords:
db $68,$30
db $68,$40
db $68,$58
db $68,$78
SmallStarsWave2Coords:
db $68,$38
db $68,$48
db $68,$60
db $68,$70
SmallStarsWave3Coords:
db $68,$34
db $68,$4C
db $68,$54
db $68,$64
SmallStarsWave4Coords:
db $68,$3C
db $68,$5C
db $68,$6C
db $68,$74
SmallStarsEmptyWave:
db $FF
MoveDownSmallStars:
ld b, 8
.loop
ld hl, wOAMBuffer + $5c
ld a, [wMoveDownSmallStarsOAMCount]
ld de, -4
ld c, a
.innerLoop
inc [hl] ; Y
add hl, de
dec c
jr nz, .innerLoop
; Toggle the palette so that the lower star in the small stars tile blinks in
; and out.
ld a, [rOBP1]
xor %10100000
ld [rOBP1], a
ld c, 3
call CheckForUserInterruption
ret c
dec b
jr nz, .loop
ret
GameFreakLogoOAMData:
db $48,$50,$8D,$00
db $48,$58,$8E,$00
db $50,$50,$8F,$00
db $50,$58,$90,$00
db $58,$50,$91,$00
db $58,$58,$92,$00
db $60,$30,$80,$00
db $60,$38,$81,$00
db $60,$40,$82,$00
db $60,$48,$83,$00
db $60,$50,$93,$00
db $60,$58,$84,$00
db $60,$60,$85,$00
db $60,$68,$83,$00
db $60,$70,$81,$00
db $60,$78,$86,$00
GameFreakLogoOAMDataEnd:
GameFreakShootingStarOAMData:
db $00,$A0,$A0,$10
db $00,$A8,$A0,$30
db $08,$A0,$A1,$10
db $08,$A8,$A1,$30
GameFreakShootingStarOAMDataEnd:
FallingStar:
INCBIN "gfx/falling_star.2bpp"
FallingStarEnd:
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