.include "constants/gba_constants.inc" .include "asm/macros.inc" .syntax unified .text @ fire thumb_func_start sub_80D4ED8 sub_80D4ED8: @ 80D4ED8 push {r4,lr} adds r4, r0, 0 ldr r0, _080D4F0C @ =gBattleAnimArgs ldrh r0, [r0] strh r0, [r4, 0x2E] movs r0, 0x3C strh r0, [r4, 0x30] movs r0, 0x9 strh r0, [r4, 0x32] movs r0, 0x1E strh r0, [r4, 0x34] movs r0, 0xFE lsls r0, 8 strh r0, [r4, 0x36] ldr r1, _080D4F10 @ =DestroyAnimSprite adds r0, r4, 0 bl StoreSpriteCallbackInData ldr r1, _080D4F14 @ =sub_8078174 str r1, [r4, 0x1C] adds r0, r4, 0 bl _call_via_r1 pop {r4} pop {r0} bx r0 .align 2, 0 _080D4F0C: .4byte gBattleAnimArgs _080D4F10: .4byte DestroyAnimSprite _080D4F14: .4byte sub_8078174 thumb_func_end sub_80D4ED8 thumb_func_start sub_80D4F18 sub_80D4F18: @ 80D4F18 push {r4,r5,lr} adds r4, r0, 0 ldr r5, _080D4F50 @ =gBattleAnimArgs movs r0, 0 ldrsh r1, [r5, r0] adds r0, r4, 0 bl sub_807867C ldrh r0, [r5, 0x2] ldrh r1, [r4, 0x22] adds r0, r1 strh r0, [r4, 0x22] ldrh r0, [r5, 0x8] strh r0, [r4, 0x2E] ldrh r0, [r5, 0x4] strh r0, [r4, 0x30] ldrh r0, [r5, 0x6] strh r0, [r4, 0x32] ldr r0, _080D4F54 @ =sub_8078394 str r0, [r4, 0x1C] ldr r1, _080D4F58 @ =DestroyAnimSprite adds r0, r4, 0 bl StoreSpriteCallbackInData pop {r4,r5} pop {r0} bx r0 .align 2, 0 _080D4F50: .4byte gBattleAnimArgs _080D4F54: .4byte sub_8078394 _080D4F58: .4byte DestroyAnimSprite thumb_func_end sub_80D4F18 thumb_func_start sub_80D4F5C sub_80D4F5C: @ 80D4F5C push {r4,lr} adds r4, r0, 0 bl sub_8078650 ldr r0, _080D4F90 @ =gAnimBankAttacker ldrb r0, [r0] bl GetBankSide lsls r0, 24 cmp r0, 0 beq _080D4F98 ldr r2, _080D4F94 @ =gBattleAnimArgs ldrh r0, [r4, 0x20] ldrh r1, [r2] subs r0, r1 strh r0, [r4, 0x20] ldrh r0, [r2, 0x2] ldrh r1, [r4, 0x22] adds r0, r1 strh r0, [r4, 0x22] ldrh r0, [r2, 0x8] negs r0, r0 strh r0, [r4, 0x32] adds r1, r2, 0 b _080D4FAE .align 2, 0 _080D4F90: .4byte gAnimBankAttacker _080D4F94: .4byte gBattleAnimArgs _080D4F98: ldr r1, _080D4FC4 @ =gBattleAnimArgs ldrh r0, [r1] ldrh r2, [r4, 0x20] adds r0, r2 strh r0, [r4, 0x20] ldrh r0, [r1, 0x2] ldrh r2, [r4, 0x22] adds r0, r2 strh r0, [r4, 0x22] ldrh r0, [r1, 0x8] strh r0, [r4, 0x32] _080D4FAE: ldrh r0, [r1, 0x4] strh r0, [r4, 0x30] ldrh r0, [r1, 0x6] strh r0, [r4, 0x36] ldrh r0, [r1, 0xA] strh r0, [r4, 0x34] ldr r0, _080D4FC8 @ =sub_80D5038 str r0, [r4, 0x1C] pop {r4} pop {r0} bx r0 .align 2, 0 _080D4FC4: .4byte gBattleAnimArgs _080D4FC8: .4byte sub_80D5038 thumb_func_end sub_80D4F5C thumb_func_start sub_80D4FCC sub_80D4FCC: @ 80D4FCC push {r4,lr} adds r4, r0, 0 ldr r0, _080D4FF8 @ =gAnimBankAttacker ldrb r0, [r0] bl GetBankSide lsls r0, 24 cmp r0, 0 beq _080D5000 ldr r2, _080D4FFC @ =gBattleAnimArgs ldrh r0, [r4, 0x20] ldrh r1, [r2] subs r0, r1 strh r0, [r4, 0x20] ldrh r0, [r2, 0x2] ldrh r1, [r4, 0x22] adds r0, r1 strh r0, [r4, 0x22] ldrh r0, [r2, 0x8] strh r0, [r4, 0x32] adds r1, r2, 0 b _080D5018 .align 2, 0 _080D4FF8: .4byte gAnimBankAttacker _080D4FFC: .4byte gBattleAnimArgs _080D5000: ldr r1, _080D5030 @ =gBattleAnimArgs ldrh r0, [r1] ldrh r2, [r4, 0x20] adds r0, r2 strh r0, [r4, 0x20] ldrh r0, [r1, 0x2] ldrh r2, [r4, 0x22] adds r0, r2 strh r0, [r4, 0x22] ldrh r0, [r1, 0x8] negs r0, r0 strh r0, [r4, 0x32] _080D5018: ldrh r0, [r1, 0x4] strh r0, [r4, 0x30] ldrh r0, [r1, 0x6] strh r0, [r4, 0x36] ldrh r0, [r1, 0xA] strh r0, [r4, 0x34] ldr r0, _080D5034 @ =sub_80D5038 str r0, [r4, 0x1C] pop {r4} pop {r0} bx r0 .align 2, 0 _080D5030: .4byte gBattleAnimArgs _080D5034: .4byte sub_80D5038 thumb_func_end sub_80D4FCC thumb_func_start sub_80D5038 sub_80D5038: @ 80D5038 push {lr} adds r2, r0, 0 ldrh r0, [r2, 0x2E] adds r0, 0x1 strh r0, [r2, 0x2E] lsls r0, 16 asrs r0, 16 movs r3, 0x36 ldrsh r1, [r2, r3] cmp r0, r1 bge _080D505E ldrh r0, [r2, 0x32] ldrh r1, [r2, 0x24] adds r0, r1 strh r0, [r2, 0x24] ldrh r0, [r2, 0x34] ldrh r3, [r2, 0x26] adds r0, r3 strh r0, [r2, 0x26] _080D505E: movs r0, 0x2E ldrsh r1, [r2, r0] movs r3, 0x30 ldrsh r0, [r2, r3] cmp r1, r0 bne _080D5070 adds r0, r2, 0 bl move_anim_8074EE0 _080D5070: pop {r0} bx r0 thumb_func_end sub_80D5038 thumb_func_start sub_80D5074 sub_80D5074: @ 80D5074 push {r4,lr} adds r4, r0, 0 bl sub_8078650 ldr r0, _080D5098 @ =gAnimBankAttacker ldrb r0, [r0] bl GetBankSide lsls r0, 24 cmp r0, 0 beq _080D50A0 ldr r0, _080D509C @ =gBattleAnimArgs ldrh r1, [r4, 0x20] ldrh r2, [r0] subs r1, r2 strh r1, [r4, 0x20] b _080D50B2 .align 2, 0 _080D5098: .4byte gAnimBankAttacker _080D509C: .4byte gBattleAnimArgs _080D50A0: ldr r0, _080D50E0 @ =gBattleAnimArgs ldrh r1, [r0] ldrh r2, [r4, 0x20] adds r1, r2 strh r1, [r4, 0x20] adds r2, r4, 0 adds r2, 0x43 movs r1, 0x8 strb r1, [r2] _080D50B2: adds r2, r0, 0 ldrh r0, [r2, 0x2] ldrh r1, [r4, 0x22] adds r0, r1 movs r1, 0 strh r0, [r4, 0x22] ldrh r0, [r2, 0x4] strh r0, [r4, 0x2E] ldrh r0, [r2, 0x6] strh r0, [r4, 0x30] ldrh r0, [r2, 0x8] strh r0, [r4, 0x32] ldrh r0, [r2, 0xA] strh r0, [r4, 0x34] ldrh r0, [r2, 0xC] strh r0, [r4, 0x36] strh r1, [r4, 0x38] ldr r0, _080D50E4 @ =sub_80D50E8 str r0, [r4, 0x1C] pop {r4} pop {r0} bx r0 .align 2, 0 _080D50E0: .4byte gBattleAnimArgs _080D50E4: .4byte sub_80D50E8 thumb_func_end sub_80D5074 thumb_func_start sub_80D50E8 sub_80D50E8: @ 80D50E8 push {r4,lr} adds r4, r0, 0 movs r1, 0x34 ldrsh r0, [r4, r1] cmp r0, 0 beq _080D5170 movs r2, 0x38 ldrsh r1, [r4, r2] ldr r0, _080D5154 @ =0x00002710 cmp r1, r0 ble _080D5106 adds r1, r4, 0 adds r1, 0x43 movs r0, 0x1 strb r0, [r1] _080D5106: movs r1, 0x2E ldrsh r0, [r4, r1] ldrh r1, [r4, 0x38] lsls r1, 16 asrs r1, 24 ldrh r2, [r4, 0x30] adds r1, r2 lsls r1, 16 asrs r1, 16 bl Sin strh r0, [r4, 0x24] movs r1, 0x2E ldrsh r0, [r4, r1] ldrh r1, [r4, 0x38] lsls r1, 16 asrs r1, 24 ldrh r2, [r4, 0x30] adds r1, r2 lsls r1, 16 asrs r1, 16 bl Cos strh r0, [r4, 0x26] ldrh r0, [r4, 0x32] ldrh r2, [r4, 0x2E] adds r1, r0, r2 strh r1, [r4, 0x2E] ldrh r0, [r4, 0x36] ldrh r2, [r4, 0x38] adds r0, r2 strh r0, [r4, 0x38] lsls r0, r1, 16 asrs r0, 16 cmp r0, 0xFF ble _080D515C ldr r2, _080D5158 @ =0xffffff00 b _080D5164 .align 2, 0 _080D5154: .4byte 0x00002710 _080D5158: .4byte 0xffffff00 _080D515C: cmp r0, 0 bge _080D5168 movs r2, 0x80 lsls r2, 1 _080D5164: adds r0, r1, r2 strh r0, [r4, 0x2E] _080D5168: ldrh r0, [r4, 0x34] subs r0, 0x1 strh r0, [r4, 0x34] b _080D5176 _080D5170: adds r0, r4, 0 bl move_anim_8074EE0 _080D5176: pop {r4} pop {r0} bx r0 thumb_func_end sub_80D50E8 .align 2, 0 @ Don't pad with nop.