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; return nc if wd42a, wd4c0, and wAnimationQueue[] are all equal to $ff
; nc means no animation is playing (or animation(s) has/have ended)
CheckAnyAnimationPlaying:
push hl
push bc
ld a, [wd42a]
ld hl, wd4c0
and [hl]
ld hl, wAnimationQueue
ld c, ANIMATION_QUEUE_LENGTH
.loop
and [hl]
inc hl
dec c
jr nz, .loop
cp $ff
pop bc
pop hl
ret
; plays duel animation
; the animations are loaded to a buffer
; and played in order, so they can be stacked
; input:
; - a = animation index
PlayDuelAnimation:
ld [wTempAnimation], a ; hold an animation temporarily
ldh a, [hBankROM]
push af
ld [wDuelAnimReturnBank], a
push hl
push bc
push de
ld a, BANK(LoadDuelAnimationToBuffer)
call BankswitchROM
ld a, [wTempAnimation]
cp DUEL_SPECIAL_ANIMS
jr nc, .load_buffer
ld hl, wDuelAnimBufferSize
ld a, [wDuelAnimBufferCurPos]
cp [hl]
jr nz, .load_buffer
call CheckAnyAnimationPlaying
jr nc, .play_anim
.load_buffer
call LoadDuelAnimationToBuffer
jr .done
.play_anim
call PlayLoadedDuelAnimation
jr .done
.done
pop de
pop bc
pop hl
pop af
call BankswitchROM
ret
Func_3ba2:
ldh a, [hBankROM]
push af
ld a, BANK(Func_1cac5)
call BankswitchROM
call Func_1cac5
call HandleAllSpriteAnimations
pop af
call BankswitchROM
ret
Func_3bb5:
xor a
ld [wd4c0], a
ldh a, [hBankROM]
push af
ld a, [wDuelAnimReturnBank]
call BankswitchROM
call HandleAllSpriteAnimations
call CallHL2
pop af
call BankswitchROM
ld a, $80
ld [wd4c0], a
ret
; writes from hl the pointer to the function to be called by DoFrame
SetDoFrameFunction:
ld a, l
ld [wDoFrameFunction], a
ld a, h
ld [wDoFrameFunction + 1], a
ret
ResetDoFrameFunction:
push hl
ld hl, NULL
call SetDoFrameFunction
pop hl
ret
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