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EmotionBubble: ; 17c47 (5:7c47)
ld a, [wWhichEmotionBubble]
ld c, a
ld b, 0
ld hl, EmotionBubblesPointerTable
add hl, bc
add hl, bc
ld e, [hl]
inc hl
ld d, [hl]
ld hl, vChars1 + $780
lb bc, BANK(EmotionBubblesPointerTable), $04
call CopyVideoData
ld a, [wUpdateSpritesEnabled]
push af
ld a, $ff
ld [wUpdateSpritesEnabled], a
ld a, [wd736]
bit 6, a ; are the last 4 OAM entries reserved for a shadow or fishing rod?
ld hl, wOAMBuffer + $8f
ld de, wOAMBuffer + $9f
jr z, .next
ld hl, wOAMBuffer + $7f
ld de, wOAMBuffer + $8f
; Copy OAM data 16 bytes forward to make room for emotion bubble OAM data at the
; start of the OAM buffer.
.next
ld bc, $90
.loop
ld a, [hl]
ld [de], a
dec hl
dec de
dec bc
ld a, c
or b
jr nz, .loop
; get the screen coordinates of the sprite the bubble is to be displayed above
ld hl, wSpriteStateData1 + 4
ld a, [wEmotionBubbleSpriteIndex]
swap a
ld c, a
ld b, 0
add hl, bc
ld a, [hli]
ld b, a
inc hl
ld a, [hl]
add $8
ld c, a
ld de, EmotionBubblesOAM
xor a
call WriteOAMBlock
ld c, 60
call DelayFrames
pop af
ld [wUpdateSpritesEnabled], a
call DelayFrame
jp UpdateSprites
EmotionBubblesPointerTable: ; 17caf (5:7caf)
dw EmotionBubbles
dw EmotionBubbles + $40
dw EmotionBubbles + $80
EmotionBubblesOAM: ; 17cb5 (5:7cb5)
db $F8,$00,$F9,$00
db $FA,$00,$FB,$00
EmotionBubbles: ; 17cbd (5:7cbd)
INCBIN "gfx/emotion_bubbles.2bpp"
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