diff options
author | dannye <33dannye@gmail.com> | 2020-05-20 19:40:33 -0500 |
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committer | dannye <33dannye@gmail.com> | 2020-05-20 20:02:53 -0500 |
commit | 10f9559eab8c93b94abb8ae8d1083704ad4e169a (patch) | |
tree | 7dbe7b152dde8a6e9b56664b5b8cdfc0d6be1253 /engine/battle/animations.asm | |
parent | b8954732a3eaa3a784a6e3eaaa68977a9ccd9816 (diff) |
Sync with pokered
Diffstat (limited to 'engine/battle/animations.asm')
-rwxr-xr-x | engine/battle/animations.asm | 168 |
1 files changed, 84 insertions, 84 deletions
diff --git a/engine/battle/animations.asm b/engine/battle/animations.asm index 629aa8cd..de1e67b9 100755 --- a/engine/battle/animations.asm +++ b/engine/battle/animations.asm @@ -115,7 +115,7 @@ DrawFrameBlock: .flipHorizontalTranslateDown ld a, [wBaseCoordY] add [hl] - add a, 40 ; translate Y coordinate downwards + add 40 ; translate Y coordinate downwards ld [de], a ; store Y inc hl inc de @@ -134,7 +134,7 @@ DrawFrameBlock: inc hl inc de ld a, [hli] - add a, $31 ; base tile ID for battle animations + add $31 ; base tile ID for battle animations ld [de], a ; store tile ID inc de ld a, [hli] @@ -159,18 +159,18 @@ DrawFrameBlock: jp nz, .loop ; go back up if there are more tiles to draw .afterDrawingTiles ld a, [wFBMode] - cp a, 2 + cp 2 jr z, .advanceFrameBlockDestAddr; skip delay and don't clean OAM buffer ld a, [wSubAnimFrameDelay] ld c, a call DelayFrames ld a, [wFBMode] - cp a, 3 + cp 3 jr z, .advanceFrameBlockDestAddr ; skip cleaning OAM buffer - cp a, 4 + cp 4 jr z, .done ; skip cleaning OAM buffer and don't advance the frame block destination address ld a, [wAnimationID] - cp a, GROWL + cp GROWL jr z, .resetFrameBlockDestAddr call AnimationCleanOAM .resetFrameBlockDestAddr @@ -204,9 +204,9 @@ PlayAnimation: ld l, a .animationLoop ld a, [hli] - cp a, $FF + cp $FF jr z, .AnimationOver - cp a, $C0 ; is this subanimation or a special effect? + cp $C0 ; is this subanimation or a special effect? jr c, .playSubanimation .doSpecialEffect ld c, a @@ -221,7 +221,7 @@ PlayAnimation: jr .searchSpecialEffectTableLoop .foundMatch ld a, [hli] - cp a, $FF ; is there a sound to play? + cp $FF ; is there a sound to play? jr z, .skipPlayingSound ld [wAnimSoundID], a ; store sound push hl @@ -243,7 +243,7 @@ PlayAnimation: jp hl ; jump to special effect function .playSubanimation ld c, a - and a, %00111111 + and %00111111 ld [wSubAnimFrameDelay], a xor a sla c @@ -296,11 +296,11 @@ LoadSubanimation: ld d, a ; de = address of subanimation ld a, [de] ld b, a - and a, 31 + and 31 ld [wSubAnimCounter], a ; number of frame blocks ld a, b - and a, %11100000 - cp a, 5 << 5 ; is subanimation type 5? + and %11100000 + cp 5 << 5 ; is subanimation type 5? jr nz, .isNotType5 .isType5 call GetSubanimationTransform2 @@ -312,7 +312,7 @@ LoadSubanimation: srl a swap a ld [wSubAnimTransform], a - cp a, 4 ; is the animation reversed? + cp 4 ; is the animation reversed? ld hl, 0 jr nz, .storeSubentryAddr ; if the animation is reversed, then place the initial subentry address at the end of the list of subentries @@ -410,7 +410,7 @@ MoveAnimation: jr z, .animationFinished ; if throwing a Poké Ball, skip the regular animation code - cp a, TOSS_ANIM + cp TOSS_ANIM jr nz, .moveAnimation ld de, .animationFinished push de @@ -453,11 +453,11 @@ ShareMoveAnimations: ld a, [wAnimationID] - cp a, AMNESIA + cp AMNESIA ld b, CONF_ANIM jr z, .replaceAnim - cp a, REST + cp REST ld b, SLP_ANIM ret nz @@ -596,7 +596,7 @@ WriteLowerByteOfBGMapAndEnableBGTransfer: PlaySubanimation: ld a, [wAnimSoundID] - cp a, $FF + cp $FF jr z, .skipPlayingSound call GetMoveSound call PlaySound @@ -648,7 +648,7 @@ PlaySubanimation: ld a, [wSubAnimSubEntryAddr] ld l, a ld a, [wSubAnimTransform] - cp a, 4 ; is the animation reversed? + cp 4 ; is the animation reversed? ld bc, 3 jr nz, .nextSubanimationSubentry ld bc, -3 @@ -775,34 +775,34 @@ AnimationIdSpecialEffects: DoBallTossSpecialEffects: ld a, [wcf91] - cp a, 3 ; is it a Master Ball or Ultra Ball? + cp 3 ; is it a Master Ball or Ultra Ball? jr nc, .skipFlashingEffect .flashingEffect ; do a flashing effect if it's Master Ball or Ultra Ball ld a, [rOBP0] - xor a, %00111100 ; complement colors 1 and 2 + xor %00111100 ; complement colors 1 and 2 ld [rOBP0], a call UpdateGBCPal_OBP0 .skipFlashingEffect ld a, [wSubAnimCounter] - cp a, 11 ; is it the beginning of the subanimation? + cp 11 ; is it the beginning of the subanimation? jr nz, .skipPlayingSound ; if it is the beginning of the subanimation, play a sound ld a, SFX_BALL_TOSS call PlaySound .skipPlayingSound ld a, [wIsInBattle] - cp a, 02 ; is it a trainer battle? + cp 02 ; is it a trainer battle? jr z, .isTrainerBattle ld a, [wd11e] - cp a, $10 ; is the enemy pokemon the Ghost Marowak? + cp $10 ; is the enemy pokemon the Ghost Marowak? ret nz ; if the enemy pokemon is the Ghost Marowak, make it dodge during the last 3 frames ld a, [wSubAnimCounter] - cp a, 3 + cp 3 jr z, .moveGhostMarowakLeft - cp a, 2 + cp 2 jr z, .moveGhostMarowakLeft - cp a, 1 + cp 1 ret nz .moveGhostMarowakLeft coord hl, 17, 0 @@ -822,7 +822,7 @@ DoBallTossSpecialEffects: ret .isTrainerBattle ; if it's a trainer battle, shorten the animation by one frame ld a, [wSubAnimCounter] - cp a, 3 + cp 3 ret nz dec a ld [wSubAnimCounter], a @@ -830,7 +830,7 @@ DoBallTossSpecialEffects: DoBallShakeSpecialEffects: ld a, [wSubAnimCounter] - cp a, 4 ; is it the beginning of a shake? + cp 4 ; is it the beginning of a shake? jr nz, .skipPlayingSound ; if it is the beginning of a shake, play a sound and wait 2/3 of a second ld a, SFX_TINK @@ -864,21 +864,21 @@ DoBallShakeSpecialEffects: ; plays a sound after the second frame of the poof animation DoPoofSpecialEffects: ld a, [wSubAnimCounter] - cp a, 5 + cp 5 ret nz ld a, SFX_BALL_POOF jp PlaySound DoRockSlideSpecialEffects: ld a, [wSubAnimCounter] - cp a, 12 + cp 12 ret nc - cp a, 8 + cp 8 jr nc, .shakeScreen - cp a, 1 + cp 1 jp z, AnimationFlashScreen ; if it's the end of the subanimation, flash the screen ret -; if the subaninmation counter is between 8 and 11, shake the screen horizontally and vertically +; if the subanimation counter is between 8 and 11, shake the screen horizontally and vertically .shakeScreen ld b, 1 predef PredefShakeScreenHorizontally ; shake horizontally @@ -887,21 +887,21 @@ DoRockSlideSpecialEffects: FlashScreenEveryEightFrameBlocks: ld a, [wSubAnimCounter] - and a, 7 ; is the subanimation counter exactly 8? + and 7 ; is the subanimation counter exactly 8? call z, AnimationFlashScreen ; if so, flash the screen ret ; flashes the screen if the subanimation counter is divisible by 4 FlashScreenEveryFourFrameBlocks: ld a, [wSubAnimCounter] - and a, 3 + and 3 call z, AnimationFlashScreen ret ; used for Explosion and Selfdestruct DoExplodeSpecialEffects: ld a, [wSubAnimCounter] - cp a, 1 ; is it the end of the subanimation? + cp 1 ; is it the end of the subanimation? jr nz, FlashScreenEveryFourFrameBlocks ; if it's the end of the subanimation, make the attacking pokemon disappear coord hl, 1, 5 @@ -910,13 +910,13 @@ DoExplodeSpecialEffects: ; flashes the screen when subanimation counter is 1 modulo 4 DoBlizzardSpecialEffects: ld a, [wSubAnimCounter] - cp a, 13 + cp 13 jp z, AnimationFlashScreen - cp a, 9 + cp 9 jp z, AnimationFlashScreen - cp a, 5 + cp 5 jp z, AnimationFlashScreen - cp a, 1 + cp 1 jp z, AnimationFlashScreen ret @@ -924,18 +924,18 @@ DoBlizzardSpecialEffects: ; unused FlashScreenUnused: ld a, [wSubAnimCounter] - cp a, 14 + cp 14 jp z, AnimationFlashScreen - cp a, 9 + cp 9 jp z, AnimationFlashScreen - cp a, 2 + cp 2 jp z, AnimationFlashScreen ret ; function to make the pokemon disappear at the beginning of the animation TradeHidePokemon: ld a, [wSubAnimCounter] - cp a, 6 + cp 6 ret nz ld a, 2 * SCREEN_WIDTH + 7 jp ClearMonPicFromTileMap ; make pokemon disappear @@ -943,7 +943,7 @@ TradeHidePokemon: ; function to make a shaking pokeball jump up at the end of the animation TradeShakePokeball: ld a, [wSubAnimCounter] - cp a, 1 + cp 1 ret nz ; if it's the end of the animation, make the ball jump up ld de, BallMoveDistances1 @@ -952,13 +952,13 @@ TradeShakePokeball: ld bc, 4 .innerLoop ld a, [de] - cp a, $ff + cp $ff jr z, .done add [hl] ; add to Y value of OAM entry ld [hl], a add hl, bc ld a, l - cp a, 4 * 4 ; there are 4 entries, each 4 bytes + cp 4 * 4 ; there are 4 entries, each 4 bytes jr nz, .innerLoop inc de push bc @@ -982,20 +982,20 @@ TradeJumpPokeball: ld bc, 4 .innerLoop ld a, [de] - cp a, $ff + cp $ff jp z, ClearScreen add [hl] ld [hl], a add hl, bc ld a, l - cp a, 4 * 4 ; there are 4 entries, each 4 bytes + cp 4 * 4 ; there are 4 entries, each 4 bytes jr nz, .innerLoop inc de push de ld a, [de] - cp a, 12 + cp 12 jr z, .playSound - cp a, $ff + cp $ff jr nz, .skipPlayingSound .playSound ; play sound if next move distance is 12 or this is the last one ld a, SFX_BATTLE_18 @@ -1006,7 +1006,7 @@ TradeJumpPokeball: call DelayFrames pop bc ld a, [hSCX] ; background scroll X - sub a, 8 ; scroll to the left + sub 8 ; scroll to the left ld [hSCX], a pop de jr .loop @@ -1125,7 +1125,7 @@ AnimationDelay10: CallWithTurnFlipped: ld a, [H_WHOSETURN] push af - xor a, 1 + xor 1 ld [H_WHOSETURN], a ld de, .returnAddress push de @@ -1148,7 +1148,7 @@ AnimationFlashScreenLong: push hl .innerLoop ld a, [hli] - cp a, $01 ; is it the end of the palettes? + cp $01 ; is it the end of the palettes? jr z, .endOfPalettes ld [rBGP], a call UpdateGBCPal_BGP @@ -1198,13 +1198,13 @@ FlashScreenLongSGB: ; causes a delay of 1 frame for the second and third cycles FlashScreenLongDelay: ld a, [wFlashScreenLongCounter] - cp a, 4 ; never true since [wFlashScreenLongCounter] starts at 3 + cp 4 ; never true since [wFlashScreenLongCounter] starts at 3 ld c, 4 jr z, .delayFrames - cp a, 3 + cp 3 ld c, 2 jr z, .delayFrames - cp a, 2 ; nothing is done with this + cp 2 ; nothing is done with this ld c, 1 .delayFrames jp DelayFrames @@ -1599,7 +1599,7 @@ AnimationShowMonPic: jp Delay3 AnimationShowEnemyMonPic: -; Shows the emenmy mon's front sprite. Used in animations like Seismic Toss +; Shows the enemy mon's front sprite. Used in animations like Seismic Toss ; to make the mon's sprite reappear after disappears offscreen. ld hl, AnimationShowMonPic jp CallWithTurnFlipped @@ -2201,7 +2201,7 @@ HideSubstituteShowMonAnim: push de push bc ; if the substitute broke, slide it down, else slide it offscreen horizontally - bit HasSubstituteUp, a + bit HAS_SUBSTITUTE_UP, a jr nz, .substituteStillUp call AnimationSlideMonDown jr .next2 @@ -2211,7 +2211,7 @@ HideSubstituteShowMonAnim: pop bc pop de ld a, [de] - bit Invulnerable, a + bit INVULNERABLE, a pop hl jr nz, .invulnerable ld a, [bc] @@ -2524,9 +2524,9 @@ GetMoveSound: IsCryMove: ; set carry if the move animation involves playing a monster cry ld a, [wAnimationID] - cp a, GROWL + cp GROWL jr z, .CryMove - cp a, ROAR + cp ROAR jr z, .CryMove and a ; clear carry ret @@ -2589,12 +2589,12 @@ MoveSoundTable: db SFX_BATTLE_2A, $80, $c0 ; ACID db SFX_BATTLE_19, $10, $a0 ; EMBER db SFX_BATTLE_19, $21, $e0 ; FLAMETHROWER - db SFX_EARTHQUAKE, $00, $80 ; MIST + db SFX_BATTLE_29, $00, $80 ; MIST db SFX_BATTLE_24, $20, $60 ; WATER_GUN db SFX_BATTLE_2A, $00, $80 ; HYDRO_PUMP db SFX_BATTLE_2C, $00, $80 ; SURF db SFX_BATTLE_28, $40, $80 ; ICE_BEAM - db SFX_EARTHQUAKE, $f0, $e0 ; BLIZZARD + db SFX_BATTLE_29, $f0, $e0 ; BLIZZARD db SFX_PSYBEAM, $00, $80 ; PSYBEAM db SFX_BATTLE_2A, $f0, $60 ; BUBBLEBEAM db SFX_BATTLE_28, $00, $80 ; AURORA_BEAM @@ -2617,15 +2617,15 @@ MoveSoundTable: db SFX_BATTLE_1C, $01, $c0 ; SLEEP_POWDER db SFX_BATTLE_13, $14, $c0 ; PETAL_DANCE db SFX_BATTLE_1B, $02, $a0 ; STRING_SHOT - db SFX_EARTHQUAKE, $f0, $80 ; DRAGON_RAGE - db SFX_EARTHQUAKE, $20, $c0 ; FIRE_SPIN - db SFX_THUNDERBOLT, $00, $20 ; THUNDERSHOCK - db SFX_THUNDERBOLT, $20, $80 ; THUNDERBOLT + db SFX_BATTLE_29, $f0, $80 ; DRAGON_RAGE + db SFX_BATTLE_29, $20, $c0 ; FIRE_SPIN + db SFX_BATTLE_2F, $00, $20 ; THUNDERSHOCK + db SFX_BATTLE_2F, $20, $80 ; THUNDERBOLT db SFX_BATTLE_2E, $12, $60 ; THUNDER_WAVE db SFX_BATTLE_26, $00, $80 ; THUNDER db SFX_BATTLE_14, $01, $e0 ; ROCK_THROW - db SFX_EARTHQUAKE, $0f, $e0 ; EARTHQUAKE - db SFX_EARTHQUAKE, $11, $20 ; FISSURE + db SFX_BATTLE_29, $0f, $e0 ; EARTHQUAKE + db SFX_BATTLE_29, $11, $20 ; FISSURE db SFX_DAMAGE, $10, $40 ; DIG db SFX_BATTLE_0F, $10, $c0 ; TOXIC db SFX_BATTLE_14, $00, $20 ; CONFUSION @@ -2661,7 +2661,7 @@ MoveSoundTable: db SFX_NOT_VERY_EFFECTIVE, $10, $ff ; SMOG db SFX_BATTLE_2A, $20, $20 ; SLUDGE db SFX_BATTLE_32, $00, $80 ; BONE_CLUB - db SFX_EARTHQUAKE, $1f, $20 ; FIRE_BLAST + db SFX_BATTLE_29, $1f, $20 ; FIRE_BLAST db SFX_BATTLE_25, $2f, $80 ; WATERFALL db SFX_BATTLE_0F, $1f, $ff ; CLAMP db SFX_BATTLE_2B, $1f, $60 ; SWIFT @@ -2696,7 +2696,7 @@ MoveSoundTable: db SFX_BATTLE_1E, $12, $ff ; HYPER_FANG db SFX_BATTLE_31, $80, $04 ; SHARPEN db SFX_BATTLE_33, $f0, $10 ; CONVERSION - db SFX_EARTHQUAKE, $f8, $ff ; TRI_ATTACK + db SFX_BATTLE_29, $f8, $ff ; TRI_ATTACK db SFX_BATTLE_26, $f0, $ff ; SUPER_FANG db SFX_NOT_VERY_EFFECTIVE, $01, $ff ; SLASH db SFX_BATTLE_2C, $d8, $04 ; SUBSTITUTE @@ -2765,11 +2765,11 @@ TileIDListPointerTable: dn 5, 7 dw DownscaledMonTiles_3x7 dn 3, 7 - dw DownscaledMonTiles_79ce9 + dw GengarIntroTiles1 dn 7, 7 - dw DownscaledMonTiles_79d1a + dw GengarIntroTiles2 dn 7, 7 - dw DownscaledMonTiles_79d4b + dw GengarIntroTiles3 dn 7, 7 dw DownscaledMonTiles_79d7c dn 8, 6 @@ -2809,7 +2809,7 @@ DownscaledMonTiles_3x7: db $02, $09, $10, $17, $1E, $25, $2C db $04, $0B, $12, $19, $20, $27, $2E -DownscaledMonTiles_79ce9: +GengarIntroTiles1: db $00, $00, $00, $00, $00, $00, $00 db $00, $00, $00, $00, $00, $19, $00 db $02, $06, $0B, $10, $14, $1A, $00 @@ -2818,7 +2818,7 @@ DownscaledMonTiles_79ce9: db $04, $09, $0E, $13, $17, $1D, $1F db $05, $0A, $0F, $01, $18, $1E, $20 -DownscaledMonTiles_79d1a: +GengarIntroTiles2: db $00, $00, $00, $30, $00, $37, $00 db $00, $00, $2B, $31, $34, $38, $3D db $21, $26, $2C, $01, $35, $39, $3E @@ -2827,7 +2827,7 @@ DownscaledMonTiles_79d1a: db $24, $29, $2F, $01, $01, $3B, $00 db $25, $2A, $01, $01, $01, $3C, $00 -DownscaledMonTiles_79d4b: +GengarIntroTiles3: db $00, $00, $00, $00, $00, $00, $00 db $00, $00, $47, $4D, $00, $00, $00 db $00, $00, $48, $4E, $52, $56, $5B @@ -3158,30 +3158,30 @@ BattleAnimCopyTileMapToVRAM: TossBallAnimation: ld a, [wIsInBattle] - cp a, 2 + cp 2 jr z, .BlockBall ; if in trainer battle, play different animation ld a, [wPokeBallAnimData] ld b, a ; upper nybble: how many animations (from PokeBallAnimations) to play ; this will be 4 for successful capture, 6 for breakout - and a, $F0 + and $F0 swap a ld c, a ; lower nybble: number of shakes ; store these for later ld a, b - and a, $F + and $F ld [wNumShakes], a ld hl, .PokeBallAnimations ; choose which toss animation to use ld a, [wcf91] - cp a, POKE_BALL + cp POKE_BALL ld b, TOSS_ANIM jr z, .done - cp a, GREAT_BALL + cp GREAT_BALL ld b, GREATTOSS_ANIM jr z, .done ld b, ULTRATOSS_ANIM |