1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
|
#include "global.h"
#include "rom_8077ABC.h"
#include "trig.h"
#include "battle_anim.h"
#include "sound.h"
#include "scanline_effect.h"
void sub_80DF81C(struct Sprite *sprite);
void sub_80DFBD8(struct Sprite *sprite);
void sub_80DF9F4(u8 taskId);
void sub_80DFAB0(struct Task *task);
extern s16 gBattleAnimArgs[];
extern u8 gAnimBankAttacker;
extern u8 gAnimBankTarget;
extern u8 gBankAttacker;
extern u16 gBattle_BG1_X;
extern u16 gBattle_BG2_X;
extern u16 gUnknown_03000730[];
extern u8 gObjectBankIDs[];
// Outrage
void sub_80DF5A0(struct Sprite *sprite)
{
sprite->pos1.x = GetBankPosition(gAnimBankAttacker, 2);
sprite->pos1.y = GetBankPosition(gAnimBankAttacker, 3);
if (GetBankSide(gAnimBankAttacker))
{
sprite->pos1.x -= gBattleAnimArgs[0];
gBattleAnimArgs[3] = -gBattleAnimArgs[3];
gBattleAnimArgs[4] = -gBattleAnimArgs[4];
}
else
sprite->pos1.x += gBattleAnimArgs[0];
sprite->pos1.y += gBattleAnimArgs[1];
sprite->data[0] = gBattleAnimArgs[2];
sprite->data[1] = gBattleAnimArgs[3];
sprite->data[3] = gBattleAnimArgs[4];
sprite->data[5] = gBattleAnimArgs[5];
sprite->invisible = 1;
StoreSpriteCallbackInData(sprite, move_anim_8074EE0);
sprite->callback = sub_8078504;
}
// part of Dragon Breath
void sub_80DF63C(struct Sprite *sprite)
{
sub_8078650(sprite);
sprite->data[2] = GetBankPosition(gAnimBankTarget, 2);
sprite->data[4] = GetBankPosition(gAnimBankTarget, 3);
if (GetBankSide(gAnimBankAttacker))
{
sprite->pos1.x -= gBattleAnimArgs[1];
sprite->pos1.y += gBattleAnimArgs[1];
sprite->data[2] -= gBattleAnimArgs[2];
sprite->data[4] += gBattleAnimArgs[3];
}
else
{
sprite->pos1.x += gBattleAnimArgs[0];
sprite->pos1.y += gBattleAnimArgs[1];
sprite->data[2] += gBattleAnimArgs[2];
sprite->data[4] += gBattleAnimArgs[3];
StartSpriteAnim(sprite, 1);
}
sprite->data[0] = gBattleAnimArgs[4];
sprite->callback = sub_8078B34;
StoreSpriteCallbackInData(sprite, move_anim_8074EE0);
}
// Dragon Rage
void sub_80DF6F0(struct Sprite *sprite)
{
if (gBattleAnimArgs[0] == 0)
{
sprite->pos1.x = GetBankPosition(gAnimBankAttacker, 0);
sprite->pos1.y = GetBankPosition(gAnimBankAttacker, 1);
}
else
{
sprite->pos1.x = GetBankPosition(gAnimBankTarget, 0);
sprite->pos1.y = GetBankPosition(gAnimBankTarget, 1);
}
sub_807867C(sprite, gBattleAnimArgs[1]);
sprite->pos1.y += gBattleAnimArgs[2];
sprite->callback = sub_8078600;
StoreSpriteCallbackInData(sprite, move_anim_8074EE0);
}
// Dragon Breath init
void sub_80DF760(struct Sprite *sprite)
{
if (GetBankSide(gAnimBankAttacker))
StartSpriteAffineAnim(sprite, 1);
sub_80DF63C(sprite);
}
//next 2 tasks might be Dragon Dance orbs?
void sub_80DF78C(struct Sprite *sprite)
{
u16 r5;
u16 r0;
sprite->pos1.x = GetBankPosition(gAnimBankAttacker, 2);
sprite->pos1.y = GetBankPosition(gAnimBankAttacker, 3);
sprite->data[4] = 0;
sprite->data[5] = 1;
sprite->data[6] = gBattleAnimArgs[0];
r5 = sub_807A100(gBankAttacker, 0);
r0 = sub_807A100(gBankAttacker, 1);
if (r5 > r0)
sprite->data[7] = r5 / 2;
else
sprite->data[7] = r0 / 2;
sprite->pos2.x = Cos(sprite->data[6], sprite->data[7]);
sprite->pos2.y = Sin(sprite->data[6], sprite->data[7]);
sprite->callback = sub_80DF81C;
}
void sub_80DF81C(struct Sprite *sprite)
{
switch (sprite->data[0])
{
case 0:
sprite->data[6] = (sprite->data[6] - sprite->data[5]) & 0xFF;
sprite->pos2.x = Cos(sprite->data[6], sprite->data[7]);
sprite->pos2.y = Sin(sprite->data[6], sprite->data[7]);
if (++sprite->data[4] > 5)
{
sprite->data[4] = 0;
if (sprite->data[5] <= 15 && ++sprite->data[5] > 15)
sprite->data[5] = 16;
}
if (++sprite->data[3] > 0x3C)
{
sprite->data[3] = 0;
sprite->data[0]++;
}
break;
case 1:
sprite->data[6] = (sprite->data[6] - sprite->data[5]) & 0xFF;
if (sprite->data[7] <= 0x95 && (sprite->data[7] += 8) > 0x95)
sprite->data[7] = 0x96;
sprite->pos2.x = Cos(sprite->data[6], sprite->data[7]);
sprite->pos2.y = Sin(sprite->data[6], sprite->data[7]);
if (++sprite->data[4] > 5)
{
sprite->data[4] = 0;
if (sprite->data[5] <= 15 && ++sprite->data[5] > 15)
sprite->data[5] = 16;
}
if (++sprite->data[3] > 20)
DestroyAnimSprite(sprite);
break;
}
}
// Dragon Dance scanline eff
void sub_80DF924(u8 taskId)
{
struct ScanlineEffectParams sp;
struct Task *task = &gTasks[taskId];
u16 i;
u8 r1;
if (GetBankIdentity_permutated(gAnimBankAttacker) == 1)
{
sp.dmaDest = ®_BG1HOFS;
task->data[2] = gBattle_BG1_X;
}
else
{
sp.dmaDest = ®_BG2HOFS;
task->data[2] = gBattle_BG2_X;
}
sp.dmaControl = 0xA2600001;
sp.initState = 1;
sp.unused9 = 0;
r1 = sub_8077FC0(gAnimBankAttacker);
task->data[3] = r1 - 32;
task->data[4] = r1 + 32;
if (task->data[3] < 0)
task->data[3] = 0;
for(i = task->data[3];i <= task->data[4];i++)
{
gScanlineEffectRegBuffers[0][i] = task->data[2];
gScanlineEffectRegBuffers[1][i] = task->data[2];
}
ScanlineEffect_SetParams(sp);
task->func = sub_80DF9F4;
}
void sub_80DF9F4(u8 taskId)
{
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
if (++task->data[7] > 1)
{
task->data[7] = 0;
if (++task->data[6] == 3)
task->data[0]++;
}
sub_80DFAB0(task);
break;
case 1:
if (++task->data[1] > 0x3C)
task->data[0]++;
sub_80DFAB0(task);
break;
case 2:
if (++task->data[7] > 1)
{
task->data[7] = 0;
if (--task->data[6] == 0)
task->data[0]++;
}
sub_80DFAB0(task);
break;
case 3:
gScanlineEffect.state = 3;
task->data[0]++;
break;
case 4:
DestroyAnimVisualTask(taskId);
break;
}
}
void sub_80DFAB0(struct Task *task)
{
u16 r3 = task->data[5];
u16 i;
for (i = task->data[3]; i <= task->data[4]; i++)
{
gScanlineEffectRegBuffers[gScanlineEffect.srcBuffer][i] = ((gSineTable[r3] * task->data[6]) >> 7) + task->data[2];
r3 = (r3 + 8) & 0xFF;
}
task->data[5] = (task->data[5] + 9) & 0xFF;
}
// Overheat
void sub_80DFB28(struct Sprite *sprite)
{
int r6 = (gBattleAnimArgs[2] * 3) / 5;
int i;
sprite->pos1.x = GetBankPosition(gAnimBankAttacker, 2);
sprite->pos1.y = GetBankPosition(gAnimBankAttacker, 3) + gBattleAnimArgs[4];
sprite->data[1] = Cos(gBattleAnimArgs[1], gBattleAnimArgs[2]);
sprite->data[2] = Sin(gBattleAnimArgs[1], r6);
sprite->pos1.x += sprite->data[1] * gBattleAnimArgs[0];
sprite->pos1.y += sprite->data[2] * gBattleAnimArgs[0];
sprite->data[3] = gBattleAnimArgs[3];
sprite->callback = sub_80DFBD8;
for (i = 0; i <= 6; i++)
gUnknown_03000730[i] = sprite->data[i];
}
void sub_80DFBD8(struct Sprite *sprite)
{
sprite->data[4] += sprite->data[1];
sprite->data[5] += sprite->data[2];
sprite->pos2.x = sprite->data[4] / 10;
sprite->pos2.y = sprite->data[5] / 10;
if (++sprite->data[0] > sprite->data[3])
DestroyAnimSprite(sprite);
}
|