.include "constants/gba_constants.inc" .include "asm/macros.inc" .syntax unified .text @ poison thumb_func_start sub_80D9D70 sub_80D9D70: @ 80D9D70 push {r4,r5,lr} adds r5, r0, 0 ldr r4, _080D9DC4 @ =gBattleAnimArgs movs r1, 0x6 ldrsh r0, [r4, r1] cmp r0, 0 bne _080D9D86 adds r0, r5, 0 movs r1, 0x2 bl StartSpriteAnim _080D9D86: adds r0, r5, 0 movs r1, 0x1 bl sub_80787B0 ldrh r0, [r4, 0x4] strh r0, [r5, 0x2E] ldr r4, _080D9DC8 @ =gAnimBankTarget ldrb r0, [r4] movs r1, 0x2 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r5, 0x32] ldrb r0, [r4] movs r1, 0x3 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r5, 0x36] ldr r0, _080D9DCC @ =0x0000ffe2 strh r0, [r5, 0x38] adds r0, r5, 0 bl sub_80786EC ldr r0, _080D9DD0 @ =sub_80D9DD4 str r0, [r5, 0x1C] pop {r4,r5} pop {r0} bx r0 .align 2, 0 _080D9DC4: .4byte gBattleAnimArgs _080D9DC8: .4byte gAnimBankTarget _080D9DCC: .4byte 0x0000ffe2 _080D9DD0: .4byte sub_80D9DD4 thumb_func_end sub_80D9D70 thumb_func_start sub_80D9DD4 sub_80D9DD4: @ 80D9DD4 push {r4,lr} adds r4, r0, 0 bl sub_8078718 lsls r0, 24 cmp r0, 0 beq _080D9DE8 adds r0, r4, 0 bl DestroyAnimSprite _080D9DE8: pop {r4} pop {r0} bx r0 thumb_func_end sub_80D9DD4 thumb_func_start sub_80D9DF0 sub_80D9DF0: @ 80D9DF0 push {r4-r6,lr} sub sp, 0x4 adds r4, r0, 0 ldr r5, _080D9E64 @ =gBattleAnimArgs movs r1, 0x6 ldrsh r0, [r5, r1] cmp r0, 0 bne _080D9E08 adds r0, r4, 0 movs r1, 0x2 bl StartSpriteAnim _080D9E08: adds r0, r4, 0 movs r1, 0x1 bl sub_80787B0 ldr r0, _080D9E68 @ =gAnimBankTarget ldrb r0, [r0] mov r6, sp adds r6, 0x2 movs r1, 0x1 mov r2, sp adds r3, r6, 0 bl sub_807A3FC ldr r0, _080D9E6C @ =gAnimBankAttacker ldrb r0, [r0] bl GetBankSide lsls r0, 24 cmp r0, 0 beq _080D9E36 ldrh r0, [r5, 0x8] negs r0, r0 strh r0, [r5, 0x8] _080D9E36: ldrh r0, [r5, 0x4] strh r0, [r4, 0x2E] mov r1, sp ldrh r0, [r5, 0x8] ldrh r1, [r1] adds r0, r1 strh r0, [r4, 0x32] ldrh r0, [r5, 0xA] ldrh r6, [r6] adds r0, r6 strh r0, [r4, 0x36] ldr r0, _080D9E70 @ =0x0000ffe2 strh r0, [r4, 0x38] adds r0, r4, 0 bl sub_80786EC ldr r0, _080D9E74 @ =sub_80D9E78 str r0, [r4, 0x1C] add sp, 0x4 pop {r4-r6} pop {r0} bx r0 .align 2, 0 _080D9E64: .4byte gBattleAnimArgs _080D9E68: .4byte gAnimBankTarget _080D9E6C: .4byte gAnimBankAttacker _080D9E70: .4byte 0x0000ffe2 _080D9E74: .4byte sub_80D9E78 thumb_func_end sub_80D9DF0 thumb_func_start sub_80D9E78 sub_80D9E78: @ 80D9E78 push {r4,lr} adds r4, r0, 0 bl sub_8078718 lsls r0, 24 cmp r0, 0 beq _080D9E8C adds r0, r4, 0 bl DestroyAnimSprite _080D9E8C: pop {r4} pop {r0} bx r0 thumb_func_end sub_80D9E78 thumb_func_start sub_80D9E94 sub_80D9E94: @ 80D9E94 push {r4,r5,lr} adds r4, r0, 0 ldr r5, _080D9EE0 @ =gBattleAnimArgs ldrh r0, [r5, 0x4] strh r0, [r4, 0x2E] ldrh r0, [r4, 0x20] strh r0, [r4, 0x30] ldrh r1, [r5] adds r0, r1 strh r0, [r4, 0x32] ldrh r0, [r4, 0x22] strh r0, [r4, 0x34] ldrh r1, [r5, 0x2] adds r0, r1 strh r0, [r4, 0x36] adds r0, r4, 0 bl sub_8078A5C movs r1, 0x30 ldrsh r0, [r4, r1] movs r2, 0x4 ldrsh r1, [r5, r2] bl __divsi3 strh r0, [r4, 0x38] movs r1, 0x32 ldrsh r0, [r4, r1] movs r2, 0x4 ldrsh r1, [r5, r2] bl __divsi3 strh r0, [r4, 0x3A] ldr r0, _080D9EE4 @ =sub_80D9EE8 str r0, [r4, 0x1C] pop {r4,r5} pop {r0} bx r0 .align 2, 0 _080D9EE0: .4byte gBattleAnimArgs _080D9EE4: .4byte sub_80D9EE8 thumb_func_end sub_80D9E94 thumb_func_start sub_80D9EE8 sub_80D9EE8: @ 80D9EE8 push {r4,lr} adds r4, r0, 0 bl sub_8078394 ldrh r0, [r4, 0x30] ldrh r1, [r4, 0x38] subs r0, r1 strh r0, [r4, 0x30] ldrh r0, [r4, 0x32] ldrh r1, [r4, 0x3A] subs r0, r1 strh r0, [r4, 0x32] movs r1, 0x2E ldrsh r0, [r4, r1] cmp r0, 0 bne _080D9F0E adds r0, r4, 0 bl DestroyAnimSprite _080D9F0E: pop {r4} pop {r0} bx r0 thumb_func_end sub_80D9EE8 thumb_func_start sub_80D9F14 sub_80D9F14: @ 80D9F14 push {r4,lr} adds r4, r0, 0 ldr r0, _080D9F74 @ =gAnimBankTarget ldrb r0, [r0] adds r2, r4, 0 adds r2, 0x20 adds r3, r4, 0 adds r3, 0x22 movs r1, 0x1 bl sub_807A3FC ldr r0, _080D9F78 @ =gAnimBankAttacker ldrb r0, [r0] bl GetBankSide lsls r0, 24 cmp r0, 0 beq _080D9F40 ldr r1, _080D9F7C @ =gBattleAnimArgs ldrh r0, [r1] negs r0, r0 strh r0, [r1] _080D9F40: ldr r0, _080D9F7C @ =gBattleAnimArgs ldrh r2, [r0] ldrh r1, [r4, 0x20] adds r2, r1 strh r2, [r4, 0x20] ldrh r1, [r0, 0x2] ldrh r3, [r4, 0x22] adds r1, r3 strh r1, [r4, 0x22] ldrh r3, [r0, 0x8] strh r3, [r4, 0x2E] ldrh r0, [r0, 0x4] adds r2, r0 strh r2, [r4, 0x32] adds r1, r3 strh r1, [r4, 0x36] ldr r0, _080D9F80 @ =sub_8078B34 str r0, [r4, 0x1C] ldr r1, _080D9F84 @ =DestroyAnimSprite adds r0, r4, 0 bl StoreSpriteCallbackInData pop {r4} pop {r0} bx r0 .align 2, 0 _080D9F74: .4byte gAnimBankTarget _080D9F78: .4byte gAnimBankAttacker _080D9F7C: .4byte gBattleAnimArgs _080D9F80: .4byte sub_8078B34 _080D9F84: .4byte DestroyAnimSprite thumb_func_end sub_80D9F14 thumb_func_start sub_80D9F88 sub_80D9F88: @ 80D9F88 push {r4,r5,lr} adds r4, r0, 0 ldr r5, _080D9FA0 @ =gBattleAnimArgs movs r1, 0x4 ldrsh r0, [r5, r1] cmp r0, 0 bne _080D9FA4 adds r0, r4, 0 movs r1, 0x1 bl sub_8078764 b _080D9FDA .align 2, 0 _080D9FA0: .4byte gBattleAnimArgs _080D9FA4: ldr r0, _080D9FE4 @ =gAnimBankTarget ldrb r0, [r0] adds r2, r4, 0 adds r2, 0x20 adds r3, r4, 0 adds r3, 0x22 movs r1, 0x1 bl sub_807A3FC ldr r0, _080D9FE8 @ =gAnimBankAttacker ldrb r0, [r0] bl GetBankSide lsls r0, 24 cmp r0, 0 beq _080D9FCA ldrh r0, [r5] negs r0, r0 strh r0, [r5] _080D9FCA: ldrh r0, [r5] ldrh r1, [r4, 0x20] adds r0, r1 strh r0, [r4, 0x20] ldrh r0, [r5, 0x2] ldrh r1, [r4, 0x22] adds r0, r1 strh r0, [r4, 0x22] _080D9FDA: ldr r0, _080D9FEC @ =sub_80D9FF0 str r0, [r4, 0x1C] pop {r4,r5} pop {r0} bx r0 .align 2, 0 _080D9FE4: .4byte gAnimBankTarget _080D9FE8: .4byte gAnimBankAttacker _080D9FEC: .4byte sub_80D9FF0 thumb_func_end sub_80D9F88 thumb_func_start sub_80D9FF0 sub_80D9FF0: @ 80D9FF0 push {r4,lr} adds r4, r0, 0 ldrh r0, [r4, 0x2E] adds r0, 0xB movs r1, 0xFF ands r0, r1 strh r0, [r4, 0x2E] movs r1, 0x2E ldrsh r0, [r4, r1] movs r1, 0x4 bl Sin strh r0, [r4, 0x24] ldrh r0, [r4, 0x30] adds r0, 0x30 strh r0, [r4, 0x30] lsls r0, 16 asrs r0, 24 negs r0, r0 strh r0, [r4, 0x26] adds r0, r4, 0 adds r0, 0x3F ldrb r1, [r0] movs r0, 0x20 ands r0, r1 cmp r0, 0 beq _080DA02C adds r0, r4, 0 bl DestroyAnimSprite _080DA02C: pop {r4} pop {r0} bx r0 thumb_func_end sub_80D9FF0 .align 2, 0 @ Don't pad with nop.