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-rwxr-xr-xengine/battle/animations.asm314
1 files changed, 157 insertions, 157 deletions
diff --git a/engine/battle/animations.asm b/engine/battle/animations.asm
index 74bb0573..31148392 100755
--- a/engine/battle/animations.asm
+++ b/engine/battle/animations.asm
@@ -1,6 +1,6 @@
; Draws a "frame block". Frame blocks are blocks of tiles that are put
; together to form frames in battle animations.
-DrawFrameBlock: ; 78000 (1e:4000)
+DrawFrameBlock:
ld l, c
ld h, b
ld a, [hli]
@@ -188,7 +188,7 @@ DrawFrameBlock: ; 78000 (1e:4000)
.done
ret
-PlayAnimation: ; 78124 (1e:4124)
+PlayAnimation:
xor a
ld [$FF8B], a ; it looks like nothing reads this
ld [wSubAnimTransform], a
@@ -285,7 +285,7 @@ PlayAnimation: ; 78124 (1e:4124)
.AnimationOver ; 417B
ret
-LoadSubanimation: ; 781b5 (1e:41b5)
+LoadSubanimation:
ld a, [wSubAnimAddrPtr + 1]
ld h, a
ld a, [wSubAnimAddrPtr]
@@ -335,7 +335,7 @@ LoadSubanimation: ; 781b5 (1e:41b5)
; called if the subanimation type is not 5
; sets the transform to 0 (i.e. no transform) if it's the player's turn
; sets the transform to the subanimation type if it's the enemy's turn
-GetSubanimationTransform1: ; 781fb (1e:41fb)
+GetSubanimationTransform1:
ld b, a
ld a, [H_WHOSETURN]
and a
@@ -347,7 +347,7 @@ GetSubanimationTransform1: ; 781fb (1e:41fb)
; called if the subanimation type is 5
; sets the transform to 2 (i.e. horizontal and vertical flip) if it's the player's turn
; sets the transform to 0 (i.e. no transform) if it's the enemy's turn
-GetSubanimationTransform2: ; 78203 (1e:4203)
+GetSubanimationTransform2:
ld a, [H_WHOSETURN]
and a
ld a, 2 << 5
@@ -356,7 +356,7 @@ GetSubanimationTransform2: ; 78203 (1e:4203)
ret
; loads tile patterns for battle animations
-LoadAnimationTileset: ; 7820b (1e:420b)
+LoadAnimationTileset:
ld a, [wWhichBattleAnimTileset]
add a
add a
@@ -376,7 +376,7 @@ LoadAnimationTileset: ; 7820b (1e:420b)
ld c, a ; number of tiles
jp CopyVideoData ; load tileset
-AnimationTilesetPointers: ; 7822b (1e:422b)
+AnimationTilesetPointers:
db 79 ; number of tiles
dw AnimationTileset1
db $FF
@@ -389,16 +389,16 @@ AnimationTilesetPointers: ; 7822b (1e:422b)
dw AnimationTileset1
db $FF
-AnimationTileset1: ; 78237 (1e:4237)
+AnimationTileset1:
INCBIN "gfx/attack_anim_1.2bpp"
-AnimationTileset2: ; 78757 (1e:4757)
+AnimationTileset2:
INCBIN "gfx/attack_anim_2.2bpp"
-SlotMachineTiles2: ; 78bde (1e:4c17)
+SlotMachineTiles2:
INCBIN "gfx/slotmachine2.2bpp"
-MoveAnimation: ; 78d97 (1e:4d97)
+MoveAnimation:
push hl
push de
push bc
@@ -443,7 +443,7 @@ MoveAnimation: ; 78d97 (1e:4d97)
pop hl
ret
-ShareMoveAnimations: ; 78ddf (1e:4ddf)
+ShareMoveAnimations:
; some moves just reuse animations from status conditions
ld a, [H_WHOSETURN]
and a
@@ -466,7 +466,7 @@ ShareMoveAnimations: ; 78ddf (1e:4ddf)
ld [wAnimationID], a
ret
-PlayApplyingAttackAnimation: ; 78df6 (1e:4df6)
+PlayApplyingAttackAnimation:
; Generic animation that shows after the move's individual animation
; Different animation depending on whether the move has an additional effect and on whose turn it is
ld a, [wAnimationType]
@@ -483,7 +483,7 @@ PlayApplyingAttackAnimation: ; 78df6 (1e:4df6)
ld l, a
jp [hl]
-AnimationTypePointerTable: ; 78e08 (1e:4e08)
+AnimationTypePointerTable:
dw ShakeScreenVertically ; enemy mon has used a damaging move without a side effect
dw ShakeScreenHorizontallyHeavy ; enemy mon has used a damaging move with a side effect
dw ShakeScreenHorizontallySlow ; enemy mon has used a non-damaging move
@@ -491,33 +491,33 @@ AnimationTypePointerTable: ; 78e08 (1e:4e08)
dw ShakeScreenHorizontallyLight ; player mon has used a damaging move with a side effect
dw ShakeScreenHorizontallySlow2 ; player mon has used a non-damaging move
-ShakeScreenVertically: ; 78e14 (1e:4e14)
+ShakeScreenVertically:
call PlayApplyingAttackSound
ld b, 8
jp AnimationShakeScreenVertically
-ShakeScreenHorizontallyHeavy: ; 78e1c (1e:4e1c)
+ShakeScreenHorizontallyHeavy:
call PlayApplyingAttackSound
ld b, 8
jp AnimationShakeScreenHorizontallyFast
-ShakeScreenHorizontallySlow: ; 78e24 (1e:4e24)
+ShakeScreenHorizontallySlow:
lb bc, 6, 2
jr AnimationShakeScreenHorizontallySlow
-BlinkEnemyMonSprite: ; 78e29 (1e:4e29)
+BlinkEnemyMonSprite:
call PlayApplyingAttackSound
jp AnimationBlinkEnemyMon
-ShakeScreenHorizontallyLight: ; 78e2f (1e:4e2f)
+ShakeScreenHorizontallyLight:
call PlayApplyingAttackSound
ld b, 2
jp AnimationShakeScreenHorizontallyFast
-ShakeScreenHorizontallySlow2: ; 78e37 (1e:4e37)
+ShakeScreenHorizontallySlow2:
lb bc, 3, 2
-AnimationShakeScreenHorizontallySlow: ; 78e3a (1e:4e3a)
+AnimationShakeScreenHorizontallySlow:
push bc
push bc
.loop1
@@ -542,7 +542,7 @@ AnimationShakeScreenHorizontallySlow: ; 78e3a (1e:4e3a)
jr nz, AnimationShakeScreenHorizontallySlow
ret
-SetAnimationPalette: ; 78e5c (1e:4e5c)
+SetAnimationPalette:
ld a, [wOnSGB]
and a
ld a, $e4
@@ -574,7 +574,7 @@ SetAnimationPalette: ; 78e5c (1e:4e5c)
call UpdateGBCPal_OBP1
ret
-Func_78e98: ; 78e98 (1e:4e98)
+Func_78e98:
call SaveScreenTilesToBuffer2
xor a
ld [H_AUTOBGTRANSFERENABLED], a
@@ -587,14 +587,14 @@ Func_78e98: ; 78e98 (1e:4e98)
call LoadScreenTilesFromBuffer2
ld h, vBGMap1 / $100
-WriteLowerByteOfBGMapAndEnableBGTransfer: ; 78eb1 (1e:4eb1)
+WriteLowerByteOfBGMapAndEnableBGTransfer:
ld l, vBGMap0 & $ff
call BattleAnimCopyTileMapToVRAM
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ret
-PlaySubanimation: ; 78ebb (1e:4ebb)
+PlaySubanimation:
ld a, [wAnimSoundID]
cp a, $FF
jr z, .skipPlayingSound
@@ -660,7 +660,7 @@ PlaySubanimation: ; 78ebb (1e:4ebb)
ld [wSubAnimSubEntryAddr], a
jp .loop
-AnimationCleanOAM: ; 78f30 (1e:4f30)
+AnimationCleanOAM:
push hl
push de
push bc
@@ -675,7 +675,7 @@ AnimationCleanOAM: ; 78f30 (1e:4f30)
; this runs after each frame block is drawn in a subanimation
; it runs a particular special effect based on the animation ID
-DoSpecialEffectByAnimationId: ; 78f3f (1e:4f3f)
+DoSpecialEffectByAnimationId:
push hl
push de
push bc
@@ -698,7 +698,7 @@ DoSpecialEffectByAnimationId: ; 78f3f (1e:4f3f)
ret
; Format: Animation ID (1 byte), Address (2 bytes)
-AnimationIdSpecialEffects: ; 78f5d (1e:4f5d)
+AnimationIdSpecialEffects:
db MEGA_PUNCH
dw AnimationFlashScreen
@@ -773,7 +773,7 @@ AnimationIdSpecialEffects: ; 78f5d (1e:4f5d)
db $FF ; terminator
-DoBallTossSpecialEffects: ; 78fa6 (1e:4fa6)
+DoBallTossSpecialEffects:
ld a, [wcf91]
cp a, 3 ; is it a Master Ball or Ultra Ball?
jr nc, .skipFlashingEffect
@@ -828,7 +828,7 @@ DoBallTossSpecialEffects: ; 78fa6 (1e:4fa6)
ld [wSubAnimCounter], a
ret
-DoBallShakeSpecialEffects: ; 79001 (1e:5001)
+DoBallShakeSpecialEffects:
ld a, [wSubAnimCounter]
cp a, 4 ; is it the beginning of a shake?
jr nz, .skipPlayingSound
@@ -862,14 +862,14 @@ DoBallShakeSpecialEffects: ; 79001 (1e:5001)
ret
; plays a sound after the second frame of the poof animation
-DoPoofSpecialEffects: ; 79039 (1e:5039)
+DoPoofSpecialEffects:
ld a, [wSubAnimCounter]
cp a, 5
ret nz
ld a, SFX_BALL_POOF
jp PlaySound
-DoRockSlideSpecialEffects: ; 79044 (1e:5044)
+DoRockSlideSpecialEffects:
ld a, [wSubAnimCounter]
cp a, 12
ret nc
@@ -885,21 +885,21 @@ DoRockSlideSpecialEffects: ; 79044 (1e:5044)
ld b, 1
predef_jump PredefShakeScreenVertically ; shake vertically
-FlashScreenEveryEightFrameBlocks: ; 79062 (1e:5062)
+FlashScreenEveryEightFrameBlocks:
ld a, [wSubAnimCounter]
and a, 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: ; 7906b (1e:506b)
+FlashScreenEveryFourFrameBlocks:
ld a, [wSubAnimCounter]
and a, 3
call z, AnimationFlashScreen
ret
; used for Explosion and Selfdestruct
-DoExplodeSpecialEffects: ; 79074 (1e:5074)
+DoExplodeSpecialEffects:
ld a, [wSubAnimCounter]
cp a, 1 ; is it the end of the subanimation?
jr nz, FlashScreenEveryFourFrameBlocks
@@ -908,7 +908,7 @@ DoExplodeSpecialEffects: ; 79074 (1e:5074)
jp AnimationHideMonPic ; make pokemon disappear
; flashes the screen when subanimation counter is 1 modulo 4
-DoBlizzardSpecialEffects: ; 79081 (1e:5081)
+DoBlizzardSpecialEffects:
ld a, [wSubAnimCounter]
cp a, 13
jp z, AnimationFlashScreen
@@ -922,7 +922,7 @@ DoBlizzardSpecialEffects: ; 79081 (1e:5081)
; flashes the screen at 3 points in the subanimation
; unused
-FlashScreenUnused: ; 79099 (1e:5099)
+FlashScreenUnused:
ld a, [wSubAnimCounter]
cp a, 14
jp z, AnimationFlashScreen
@@ -933,7 +933,7 @@ FlashScreenUnused: ; 79099 (1e:5099)
ret
; function to make the pokemon disappear at the beginning of the animation
-TradeHidePokemon: ; 790ac (1e:50ac)
+TradeHidePokemon:
ld a, [wSubAnimCounter]
cp a, 6
ret nz
@@ -941,7 +941,7 @@ TradeHidePokemon: ; 790ac (1e:50ac)
jp ClearMonPicFromTileMap ; make pokemon disappear
; function to make a shaking pokeball jump up at the end of the animation
-TradeShakePokeball: ; 790b7 (1e:50b7)
+TradeShakePokeball:
ld a, [wSubAnimCounter]
cp a, 1
ret nz
@@ -970,12 +970,12 @@ TradeShakePokeball: ; 790b7 (1e:50b7)
ld a, SFX_TRADE_MACHINE
jp PlaySound
-BallMoveDistances1: ; 790e3 (1e:50e3)
+BallMoveDistances1:
db -12, -12, -8
db $ff ; terminator
; function to make the pokeball jump up
-TradeJumpPokeball: ; 790e7 (1e:50e7)
+TradeJumpPokeball:
ld de, BallMoveDistances2
.loop
ld hl, wOAMBuffer ; OAM buffer
@@ -1011,13 +1011,13 @@ TradeJumpPokeball: ; 790e7 (1e:50e7)
pop de
jr .loop
-BallMoveDistances2: ; 7911f (1e:511f)
+BallMoveDistances2:
db 11, 12, -12, -7, 7, 12, -8, 8
db $ff ; terminator
; this function copies the current musical note graphic
; so that there are two musical notes flying towards the defending pokemon
-DoGrowlSpecialEffects: ; 79127 (1e:5127)
+DoGrowlSpecialEffects:
ld hl, wOAMBuffer ; OAM buffer
ld de, wOAMBuffer + $10
ld bc, $10
@@ -1028,13 +1028,13 @@ DoGrowlSpecialEffects: ; 79127 (1e:5127)
ret
; this is associated with Tail Whip, but Tail Whip doesn't use any subanimations
-TailWhipAnimationUnused: ; 7913b (1e:513b)
+TailWhipAnimationUnused:
ld a, 1
ld [wSubAnimCounter], a
ld c, 20
jp DelayFrames
-SpecialEffectPointers: ; 79145 (1e:5145)
+SpecialEffectPointers:
db SE_DARK_SCREEN_FLASH ; $FE
dw AnimationFlashScreen
db SE_DARK_SCREEN_PALETTE ; $FD
@@ -1115,13 +1115,13 @@ SpecialEffectPointers: ; 79145 (1e:5145)
dw AnimationWavyScreen
db $FF
-AnimationDelay10: ; 791bb (1e:51bb)
+AnimationDelay10:
ld c, 10
jp DelayFrames
; calls a function with the turn flipped from player to enemy or vice versa
; input - hl - address of function to call
-CallWithTurnFlipped: ; 791c0 (1e:51c0)
+CallWithTurnFlipped:
ld a, [H_WHOSETURN]
push af
xor a, 1
@@ -1135,7 +1135,7 @@ CallWithTurnFlipped: ; 791c0 (1e:51c0)
ret
; flashes the screen for an extended period (48 frames)
-AnimationFlashScreenLong: ; 791d0 (1e:51d0)
+AnimationFlashScreenLong:
ld a, 3 ; cycle through the palettes 3 times
ld [wFlashScreenLongCounter], a
ld a, [wOnSGB] ; running on SGB?
@@ -1162,7 +1162,7 @@ AnimationFlashScreenLong: ; 791d0 (1e:51d0)
ret
; BG palettes
-FlashScreenLongMonochrome: ; 791fc (1e:51fc)
+FlashScreenLongMonochrome:
db %11111001 ; 3, 3, 2, 1
db %11111110 ; 3, 3, 3, 2
db %11111111 ; 3, 3, 3, 3
@@ -1178,7 +1178,7 @@ FlashScreenLongMonochrome: ; 791fc (1e:51fc)
db $01 ; terminator
; BG palettes
-FlashScreenLongSGB: ; 79209 (1e:5209)
+FlashScreenLongSGB:
db %11111000 ; 3, 3, 2, 0
db %11111100 ; 3, 3, 3, 0
db %11111111 ; 3, 3, 3, 3
@@ -1195,7 +1195,7 @@ FlashScreenLongSGB: ; 79209 (1e:5209)
; causes a delay of 2 frames for the first cycle
; causes a delay of 1 frame for the second and third cycles
-FlashScreenLongDelay: ; 79216 (1e:5216)
+FlashScreenLongDelay:
ld a, [wFlashScreenLongCounter]
cp a, 4 ; never true since [wFlashScreenLongCounter] starts at 3
ld c, 4
@@ -1208,7 +1208,7 @@ FlashScreenLongDelay: ; 79216 (1e:5216)
.delayFrames
jp DelayFrames
-AnimationFlashScreen: ; 7922c (1e:522c)
+AnimationFlashScreen:
ld a, [rBGP]
push af ; save initial palette
ld a, %00011011 ; 0, 1, 2, 3 (inverted colors)
@@ -1226,42 +1226,42 @@ AnimationFlashScreen: ; 7922c (1e:522c)
call UpdateGBCPal_BGP
ret
-AnimationDarkScreenPalette: ; 7924d (1e:524d)
+AnimationDarkScreenPalette:
; Changes the screen's palette to a dark palette.
lb bc, $6f, $6f
jr SetAnimationBGPalette
-AnimationDarkenMonPalette: ; 79252 (1e:5252)
+AnimationDarkenMonPalette:
; Darkens the mon sprite's palette.
lb bc, $f9, $f4
jr SetAnimationBGPalette
-AnimationUnusedPalette1: ; 79257 (1e:5257)
+AnimationUnusedPalette1:
lb bc, $fe, $f8
jr SetAnimationBGPalette
-AnimationUnusedPalette2: ; 7925c (1e:525c)
+AnimationUnusedPalette2:
lb bc, $ff, $ff
jr SetAnimationBGPalette
-AnimationResetScreenPalette: ; 79261 (1e:5261)
+AnimationResetScreenPalette:
; Restores the screen's palette to the normal palette.
lb bc, $e4, $e4
jr SetAnimationBGPalette
-AnimationUnusedPalette3: ; 79266 (1e:5266)
+AnimationUnusedPalette3:
lb bc, $00, $00
jr SetAnimationBGPalette
-AnimationLightScreenPalette: ; 7926b (1e:526b)
+AnimationLightScreenPalette:
; Changes the screen to use a palette with light colors.
lb bc, $90, $90
jr SetAnimationBGPalette
-AnimationUnusedPalette4: ; 79270 (1e:5270)
+AnimationUnusedPalette4:
lb bc, $40, $40
-SetAnimationBGPalette: ; 79273 (1e:5273)
+SetAnimationBGPalette:
ld a, [wOnSGB]
and a
ld a, b
@@ -1274,17 +1274,17 @@ SetAnimationBGPalette: ; 79273 (1e:5273)
ld b, $5
-AnimationShakeScreenVertically: ; 79283 (1e:5283)
+AnimationShakeScreenVertically:
predef_jump PredefShakeScreenVertically
-AnimationShakeScreen: ; 79288 (1e:5288)
+AnimationShakeScreen:
; Shakes the screen for a while. Used in Earthquake/Fissure/etc. animations.
ld b, $8
-AnimationShakeScreenHorizontallyFast: ; 7928a (1e:528a)
+AnimationShakeScreenHorizontallyFast:
predef_jump PredefShakeScreenHorizontally
-AnimationWaterDropletsEverywhere: ; 7928f (1e:528f)
+AnimationWaterDropletsEverywhere:
; Draws water droplets all over the screen and makes them
; scroll. It's hard to describe, but it's the main animation
; in Surf/Mist/Toxic.
@@ -1311,7 +1311,7 @@ AnimationWaterDropletsEverywhere: ; 7928f (1e:528f)
jr nz, .loop
ret
-_AnimationWaterDroplets: ; 792c0 (1e:52c0)
+_AnimationWaterDroplets:
ld hl, wOAMBuffer
.loop
ld a, $1
@@ -1352,7 +1352,7 @@ _AnimationWaterDroplets: ; 792c0 (1e:52c0)
call AnimationCleanOAM
jp DelayFrame
-AnimationSlideMonUp: ; 79314 (1e:5314)
+AnimationSlideMonUp:
; Slides the mon's sprite upwards.
ld c, 7
ld a, [H_WHOSETURN]
@@ -1368,7 +1368,7 @@ AnimationSlideMonUp: ; 79314 (1e:5314)
ld [wSlideMonUpBottomRowLeftTile], a
jp _AnimationSlideMonUp
-AnimationSlideMonDown: ; 79331 (1e:5331)
+AnimationSlideMonDown:
; Slides the mon's sprite down out of the screen.
xor a
call GetTileIDList
@@ -1385,19 +1385,19 @@ AnimationSlideMonDown: ; 79331 (1e:5331)
jr nz, .loop
ret
-AnimationSlideMonOff: ; 79349 (1e:5349)
+AnimationSlideMonOff:
; Slides the mon's sprite off the screen horizontally.
ld e, 8
ld a, 3
ld [wSlideMonDelay], a
jp _AnimationSlideMonOff
-AnimationSlideEnemyMonOff: ; 79353 (1e:5353)
+AnimationSlideEnemyMonOff:
; Slides the enemy mon off the screen horizontally.
ld hl, AnimationSlideMonOff
jp CallWithTurnFlipped
-_AnimationSlideMonUp: ; 79359 (1e:5359)
+_AnimationSlideMonUp:
push de
push hl
push bc
@@ -1448,7 +1448,7 @@ _AnimationSlideMonUp: ; 79359 (1e:5359)
jr nz, _AnimationSlideMonUp
ret
-ShakeEnemyHUD_WritePlayerMonPicOAM: ; 79397 (1e:5397)
+ShakeEnemyHUD_WritePlayerMonPicOAM:
; Writes the OAM entries for a copy of the player mon's pic in OAM.
; The top 5 rows are reproduced in OAM, although only 2 are actually needed.
ld a, $10
@@ -1476,7 +1476,7 @@ ShakeEnemyHUD_WritePlayerMonPicOAM: ; 79397 (1e:5397)
ld [wBaseCoordX], a
jr .loop
-BattleAnimWriteOAMEntry: ; 793c3 (1e:53c3)
+BattleAnimWriteOAMEntry:
; Y coordinate = e (increased by 8 each call, before the write to OAM)
; X coordinate = [wBaseCoordX]
; tile = d
@@ -1507,11 +1507,11 @@ BattleAnimWriteOAMEntry: ; 793c3 (1e:53c3)
ld [hli], a
ret
-AdjustOAMBlockXPos: ; 793ef (1e:53ef)
+AdjustOAMBlockXPos:
ld l, e
ld h, d
-AdjustOAMBlockXPos2: ; 793f1 (1e:53f1)
+AdjustOAMBlockXPos2:
ld de, 4
.loop
ld a, [wCoordAdjustmentAmount]
@@ -1531,11 +1531,11 @@ AdjustOAMBlockXPos2: ; 793f1 (1e:53f1)
jr nz, .loop
ret
-AdjustOAMBlockYPos: ; 79408 (1e:5408)
+AdjustOAMBlockYPos:
ld l, e
ld h, d
-AdjustOAMBlockYPos2: ; 7940d (1e:540d)
+AdjustOAMBlockYPos2:
ld de, 4
.loop
ld a, [wCoordAdjustmentAmount]
@@ -1554,12 +1554,12 @@ AdjustOAMBlockYPos2: ; 7940d (1e:540d)
jr nz, .loop
ret
-AnimationBlinkEnemyMon: ; 79421 (1e:5421)
+AnimationBlinkEnemyMon:
; Make the enemy mon's sprite blink on and off for a second or two
ld hl, AnimationBlinkMon
jp CallWithTurnFlipped
-AnimationBlinkMon: ; 79427 (1e:5427)
+AnimationBlinkMon:
; Make the mon's sprite blink on and off for a second or two.
push af
ld c, 6
@@ -1577,7 +1577,7 @@ AnimationBlinkMon: ; 79427 (1e:5427)
pop af
ret
-AnimationFlashMonPic: ; 79441 (1e:5441)
+AnimationFlashMonPic:
; Flashes the mon's sprite on and off
ld a, [wBattleMonSpecies]
ld [wChangeMonPicPlayerTurnSpecies], a
@@ -1585,25 +1585,25 @@ AnimationFlashMonPic: ; 79441 (1e:5441)
ld [wChangeMonPicEnemyTurnSpecies], a
jp ChangeMonPic
-AnimationFlashEnemyMonPic: ; 79450 (1e:5450)
+AnimationFlashEnemyMonPic:
; Flashes the enemy mon's sprite on and off
ld hl, AnimationFlashMonPic
jp CallWithTurnFlipped
-AnimationShowMonPic: ; 79456 (1e:5456)
+AnimationShowMonPic:
xor a
call GetTileIDList
call GetMonSpriteTileMapPointerFromRowCount
call CopyPicTiles
jp Delay3
-AnimationShowEnemyMonPic: ; 79463 (1e:5463)
+AnimationShowEnemyMonPic:
; Shows the emenmy 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
-AnimationShakeBackAndForth: ; 79469 (1e:5469)
+AnimationShakeBackAndForth:
; Shakes the mon's sprite back and forth rapidly. This is used in Double Team.
; The mon's sprite disappears after this animation.
ld a, [H_WHOSETURN]
@@ -1650,7 +1650,7 @@ AnimationShakeBackAndForth: ; 79469 (1e:5469)
jr nz, .loop
ret
-AnimationMoveMonHorizontally: ; 794b1 (1e:54b1)
+AnimationMoveMonHorizontally:
; Shifts the mon's sprite horizontally to a fixed location. Used by lots of
; animations like Tackle/Body Slam.
call AnimationHideMonPic
@@ -1668,7 +1668,7 @@ AnimationMoveMonHorizontally: ; 794b1 (1e:54b1)
ld c, 3
jp DelayFrames
-AnimationResetMonPosition: ; 794cd (1e:54cd)
+AnimationResetMonPosition:
; Resets the mon's sprites to be located at the normal coordinates.
ld a, [H_WHOSETURN]
and a
@@ -1679,7 +1679,7 @@ AnimationResetMonPosition: ; 794cd (1e:54cd)
call ClearMonPicFromTileMap
jp AnimationShowMonPic
-AnimationSpiralBallsInward: ; 794dc (1e:54dc)
+AnimationSpiralBallsInward:
; Creates an effect that looks like energy balls spiralling into the
; player mon's sprite. Used in Focus Energy, for example.
ld a, [H_WHOSETURN]
@@ -1746,7 +1746,7 @@ AnimationSpiralBallsInward: ; 794dc (1e:54dc)
call AnimationCleanOAM
jp AnimationFlashScreen
-SpiralBallAnimationCoordinates: ; 79545 (1e:5545)
+SpiralBallAnimationCoordinates:
; y, x pairs
; This is the sequence of screen coordinates that the spiralling
; balls are positioned at.
@@ -1773,7 +1773,7 @@ SpiralBallAnimationCoordinates: ; 79545 (1e:5545)
db $50, $28
db $FF ; list terminator
-AnimationSquishMonPic: ; 79570 (1e:5570)
+AnimationSquishMonPic:
; Squishes the mon's sprite horizontally making it
; disappear. Used by Teleport/Sky Attack animations.
ld c, 4
@@ -1804,7 +1804,7 @@ AnimationSquishMonPic: ; 79570 (1e:5570)
ld c, 2
jp DelayFrame
-_AnimationSquishMonPic: ; 795a3 (1e:55a3)
+_AnimationSquishMonPic:
ld c, 7
.loop
push bc
@@ -1829,7 +1829,7 @@ _AnimationSquishMonPic: ; 795a3 (1e:55a3)
jr nz, .loop
jp Delay3
-AnimationShootBallsUpward: ; 795c8 (1e:55c8)
+AnimationShootBallsUpward:
; Shoots one pillar of "energy" balls upwards. Used in Teleport/Sky Attack
; animations.
ld a, [H_WHOSETURN]
@@ -1848,7 +1848,7 @@ AnimationShootBallsUpward: ; 795c8 (1e:55c8)
call _AnimationShootBallsUpward
jp AnimationCleanOAM
-_AnimationShootBallsUpward: ; 795e6 (1e:55e6)
+_AnimationShootBallsUpward:
push bc
xor a
ld [wWhichBattleAnimTileset], a
@@ -1898,7 +1898,7 @@ _AnimationShootBallsUpward: ; 795e6 (1e:55e6)
jr nz, .loop
ret
-AnimationShootManyBallsUpward: ; 79635 (1e:5635)
+AnimationShootManyBallsUpward:
; Shoots several pillars of "energy" balls upward.
ld a, [H_WHOSETURN]
and a
@@ -1922,19 +1922,19 @@ AnimationShootManyBallsUpward: ; 79635 (1e:5635)
pop hl
jr .loop
-UpwardBallsAnimXCoordinatesPlayerTurn: ; 79660 (1e:5660)
+UpwardBallsAnimXCoordinatesPlayerTurn:
; List of x coordinates for each pillar of "energy" balls in the
; AnimationShootManyBallsUpward animation. It's unused in the game.
db $10, $40, $28, $18, $38, $30
db $FF ; list terminator
-UpwardBallsAnimXCoordinatesEnemyTurn: ; 79667 (1e:5667)
+UpwardBallsAnimXCoordinatesEnemyTurn:
; List of x coordinates for each pillar of "energy" balls in the
; AnimationShootManyBallsUpward animation. It's unused in the game.
db $60, $90, $78, $68, $88, $80
db $FF ; list terminator
-AnimationMinimizeMon: ; 7966e (1e:566e)
+AnimationMinimizeMon:
; Changes the mon's sprite to a mini black sprite. Used by the
; Minimize animation.
ld hl, wTempPic
@@ -1958,11 +1958,11 @@ AnimationMinimizeMon: ; 7966e (1e:566e)
call Delay3
jp AnimationShowMonPic
-MinimizedMonSprite: ; 79693 (1e:5693)
+MinimizedMonSprite:
INCBIN "gfx/minimized_mon_sprite.1bpp"
MinimizedMonSpriteEnd:
-AnimationSlideMonDownAndHide: ; 79698 (1e:5698)
+AnimationSlideMonDownAndHide:
; Slides the mon's sprite down and disappears. Used in Acid Armor.
ld a, $1
ld c, $2
@@ -1989,7 +1989,7 @@ AnimationSlideMonDownAndHide: ; 79698 (1e:5698)
call FillMemory
jp CopyTempPicToMonPic
-_AnimationSlideMonOff: ; 796c7 (1e:56c7)
+_AnimationSlideMonOff:
; Slides the mon's sprite off the screen horizontally by e tiles and waits
; [wSlideMonDelay] V-blanks each time the pic is slid by one tile.
ld a, [H_WHOSETURN]
@@ -2059,7 +2059,7 @@ _AnimationSlideMonOff: ; 796c7 (1e:56c7)
ld a, " "
ret
-AnimationSlideMonHalfOff: ; 79714 (1e:5714)
+AnimationSlideMonHalfOff:
; Slides the mon's sprite halfway off the screen. It's used in Softboiled.
ld e, 4
ld a, 4
@@ -2067,7 +2067,7 @@ AnimationSlideMonHalfOff: ; 79714 (1e:5714)
call _AnimationSlideMonOff
jp Delay3
-CopyTempPicToMonPic: ; 79721 (1e:5721)
+CopyTempPicToMonPic:
ld a, [H_WHOSETURN]
and a
ld hl, vBackPic ; player turn
@@ -2078,7 +2078,7 @@ CopyTempPicToMonPic: ; 79721 (1e:5721)
ld bc, 7 * 7
jp CopyVideoData
-AnimationWavyScreen: ; 79735 (1e:5735)
+AnimationWavyScreen:
; used in Psywave/Psychic etc.
ld hl, vBGMap0
call BattleAnimCopyTileMapToVRAM
@@ -2119,7 +2119,7 @@ AnimationWavyScreen: ; 79735 (1e:5735)
call BattleAnimCopyTileMapToVRAM
ret
-WavyScreen_SetSCX: ; 7977d (1e:577d)
+WavyScreen_SetSCX:
ld a, [rSTAT]
and $3 ; is it H-blank?
jr nz, WavyScreen_SetSCX ; wait until it's H-blank
@@ -2132,14 +2132,14 @@ WavyScreen_SetSCX: ; 7977d (1e:577d)
ld hl, WavyScreenLineOffsets ; go back to the beginning if so
ret
-WavyScreenLineOffsets: ; 7978e (1e:578e)
+WavyScreenLineOffsets:
; Sequence of horizontal line pixel offsets for the wavy screen animation.
; This sequence vaguely resembles a sine wave.
db 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1
db 0, 0, 0, 0, 0, -1, -1, -1, -2, -2, -2, -2, -2, -1, -1, -1
db $80 ; terminator
-AnimationSubstitute: ; 797af (1e:57af)
+AnimationSubstitute:
; Changes the pokemon's sprite to the mini sprite
ld hl, wTempPic
xor a
@@ -2178,12 +2178,12 @@ AnimationSubstitute: ; 797af (1e:57af)
call CopyTempPicToMonPic
jp AnimationShowMonPic
-CopySlowbroSpriteData: ; 7980e (1e:580e)
+CopySlowbroSpriteData:
ld bc, $0010
ld a, BANK(SlowbroSprite)
jp FarCopyData
-HideSubstituteShowMonAnim: ; 79816 (1e:5816)
+HideSubstituteShowMonAnim:
ld a, [H_WHOSETURN]
and a
ld hl, wPlayerMonMinimized
@@ -2267,12 +2267,12 @@ HideSubstituteShowMonAnim: ; 79816 (1e:5816)
jr nz, .loop
jp CopyTempPicToMonPic
-ReshowSubstituteAnim: ; 798b2 (1e:58b2)
+ReshowSubstituteAnim:
call AnimationSlideMonOff
call AnimationSubstitute
jp AnimationShowMonPic
-AnimationBoundUpAndDown: ; 798bb (1e:58bb)
+AnimationBoundUpAndDown:
; Bounces the mon's sprite up and down several times. It is used
; by Splash's animation.
ld c, 5
@@ -2284,7 +2284,7 @@ AnimationBoundUpAndDown: ; 798bb (1e:58bb)
jr nz, .loop
jp AnimationShowMonPic
-AnimationTransformMon: ; 798c8 (1e:58c8)
+AnimationTransformMon:
; Redraws this mon's sprite as the back/front sprite of the opposing mon.
; Used in Transform.
ld a, [wEnemyMonSpecies]
@@ -2292,7 +2292,7 @@ AnimationTransformMon: ; 798c8 (1e:58c8)
ld a, [wBattleMonSpecies]
ld [wChangeMonPicEnemyTurnSpecies], a
-ChangeMonPic: ; 798d4 (1e:58d4)
+ChangeMonPic:
ld a, [H_WHOSETURN]
and a
jr z, .playerTurn
@@ -2323,7 +2323,7 @@ ChangeMonPic: ; 798d4 (1e:58d4)
ld b, SET_PAL_BATTLE
jp RunPaletteCommand
-AnimationHideEnemyMonPic: ; 79919 (1e:5919)
+AnimationHideEnemyMonPic:
; Hides the enemy mon's sprite
xor a
ld [H_AUTOBGTRANSFERENABLED], a
@@ -2333,7 +2333,7 @@ AnimationHideEnemyMonPic: ; 79919 (1e:5919)
ld [H_AUTOBGTRANSFERENABLED], a
jp Delay3
-Func_79929: ; 79929 (1e:5929)
+Func_79929:
ld hl, wPlayerMonMinimized
ld a, [H_WHOSETURN]
and a
@@ -2350,7 +2350,7 @@ Func_79929: ; 79929 (1e:5929)
call AnimationShowMonPic
ret
-InitMultipleObjectsOAM: ; 79943 (1e:5943)
+InitMultipleObjectsOAM:
; Writes c OAM entries with tile d.
; Sets their Y coordinates to sequential multiples of 8, starting from 0.
; Sets their X coordinates to 0.
@@ -2373,7 +2373,7 @@ InitMultipleObjectsOAM: ; 79943 (1e:5943)
ret ; unreferenced
-AnimationHideMonPic: ; 7995d (1e:595d)
+AnimationHideMonPic:
; Hides the mon's sprite.
ld a, [H_WHOSETURN]
and a
@@ -2383,7 +2383,7 @@ AnimationHideMonPic: ; 7995d (1e:595d)
.playerTurn
ld a, 5 * SCREEN_WIDTH + 1
-ClearMonPicFromTileMap: ; 79968 (1e:5968)
+ClearMonPicFromTileMap:
push hl
push de
push bc
@@ -2401,7 +2401,7 @@ ClearMonPicFromTileMap: ; 79968 (1e:5968)
; puts the tile map destination address of a mon sprite in hl, given the row count in b
; The usual row count is 7, but it may be smaller when sliding a mon sprite in/out,
; in order to show only a portion of the mon sprite.
-GetMonSpriteTileMapPointerFromRowCount: ; 7997c (1e:597c)
+GetMonSpriteTileMapPointerFromRowCount:
push de
ld a, [H_WHOSETURN]
and a
@@ -2434,7 +2434,7 @@ GetMonSpriteTileMapPointerFromRowCount: ; 7997c (1e:597c)
; de = tile ID list pointer
; b = number of rows
; c = number of columns
-GetTileIDList: ; 7999e (1e:599e)
+GetTileIDList:
ld hl, TileIDListPointerTable
ld e, a
ld d, 0
@@ -2455,7 +2455,7 @@ GetTileIDList: ; 7999e (1e:599e)
ld b, a
ret
-AnimCopyRowLeft: ; 798b7 (1e:58b7)
+AnimCopyRowLeft:
; copy a row of c tiles 1 tile left
ld a, [hld]
ld [hli], a
@@ -2464,7 +2464,7 @@ AnimCopyRowLeft: ; 798b7 (1e:58b7)
jr nz, AnimCopyRowLeft
ret
-AnimCopyRowRight: ; 799be (1e:59be)
+AnimCopyRowRight:
; copy a row of c tiles 1 tile right
ld a, [hli]
ld [hld], a
@@ -2474,13 +2474,13 @@ AnimCopyRowRight: ; 799be (1e:59be)
ret
; get the sound of the move id in b
-GetMoveSoundB: ; 799c5 (1e:59c5)
+GetMoveSoundB:
ld a, b
call GetMoveSound
ld b, a
ret
-GetMoveSound: ; 799cb (1e:59cb)
+GetMoveSound:
ld hl, MoveSoundTable
ld e, a
ld d, 0
@@ -2520,7 +2520,7 @@ GetMoveSound: ; 799cb (1e:59cb)
ld a, b
ret
-IsCryMove: ; 79a09 (1e:5a09)
+IsCryMove:
; set carry if the move animation involves playing a monster cry
ld a, [wAnimationID]
cp a, GROWL
@@ -2533,7 +2533,7 @@ IsCryMove: ; 79a09 (1e:5a09)
scf
ret
-MoveSoundTable: ; 79a18 (1e:5a18)
+MoveSoundTable:
; ID, pitch mod, tempo mod
db SFX_POUND, $00, $80 ; POUND
db SFX_BATTLE_0C, $10, $80 ; KARATE_CHOP
@@ -2702,7 +2702,7 @@ MoveSoundTable: ; 79a18 (1e:5a18)
db SFX_BATTLE_0B, $00, $80 ; STRUGGLE
db SFX_BATTLE_0B, $00, $80
-CopyPicTiles: ; 79c0a (1e:5c0a)
+CopyPicTiles:
ld a, [H_WHOSETURN]
and a
ld a, $31 ; base tile ID of player mon sprite
@@ -2714,7 +2714,7 @@ CopyPicTiles: ; 79c0a (1e:5c0a)
jr CopyTileIDs_NoBGTransfer
; copy the tiles used when a mon is being sent out of or into a pokeball
-CopyDownscaledMonTiles: ; 79c16 (1e:5c16)
+CopyDownscaledMonTiles:
call GetPredefRegisters
ld a, [wDownscaledMonSize]
and a
@@ -2725,14 +2725,14 @@ CopyDownscaledMonTiles: ; 79c16 (1e:5c16)
ld de, DownscaledMonTiles_3x3
; fall through
-CopyTileIDs_NoBGTransfer: ; 79acb (1e:5acb)
+CopyTileIDs_NoBGTransfer:
xor a
ld [H_AUTOBGTRANSFERENABLED], a
; fall through
; b = number of rows
; c = number of columns
-CopyTileIDs: ; 79ace (1e:5ace)
+CopyTileIDs:
push hl
.rowLoop
push bc
@@ -2757,7 +2757,7 @@ CopyTileIDs: ; 79ace (1e:5ace)
pop hl
ret
-TileIDListPointerTable: ; 79c46 (1e:5c46)
+TileIDListPointerTable:
dw DownscaledMonTiles_7x7
dn 7, 7
dw DownscaledMonTiles_5x7
@@ -2775,19 +2775,19 @@ TileIDListPointerTable: ; 79c46 (1e:5c46)
dw DownscaledMonTiles_79dac
dn 3, 12
-DownscaledMonTiles_5x5: ; 79b02 (1e:5b02)
+DownscaledMonTiles_5x5:
db $31, $38, $46, $54, $5B
db $32, $39, $47, $55, $5C
db $34, $3B, $49, $57, $5E
db $36, $3D, $4B, $59, $60
db $37, $3E, $4C, $5A, $61
-DownscaledMonTiles_3x3: ; 79b1b (1e:5b1b)
+DownscaledMonTiles_3x3:
db $31, $46, $5B
db $34, $49, $5E
db $37, $4C, $61
-DownscaledMonTiles_7x7: ; 79c80 (1e:5c80)
+DownscaledMonTiles_7x7:
db $00, $07, $0E, $15, $1C, $23, $2A
db $01, $08, $0F, $16, $1D, $24, $2B
db $02, $09, $10, $17, $1E, $25, $2C
@@ -2796,19 +2796,19 @@ DownscaledMonTiles_7x7: ; 79c80 (1e:5c80)
db $05, $0C, $13, $1A, $21, $28, $2F
db $06, $0D, $14, $1B, $22, $29, $30
-DownscaledMonTiles_5x7: ; 79cb1 (1e:5cb1)
+DownscaledMonTiles_5x7:
db $00, $07, $0E, $15, $1C, $23, $2A
db $01, $08, $0F, $16, $1D, $24, $2B
db $03, $0A, $11, $18, $1F, $26, $2D
db $04, $0B, $12, $19, $20, $27, $2E
db $05, $0C, $13, $1A, $21, $28, $2F
-DownscaledMonTiles_3x7: ; 79cd4 (1e:5cd4)
+DownscaledMonTiles_3x7:
db $00, $07, $0E, $15, $1C, $23, $2A
db $02, $09, $10, $17, $1E, $25, $2C
db $04, $0B, $12, $19, $20, $27, $2E
-DownscaledMonTiles_79ce9: ; 79ce9 (1e:5ce9)
+DownscaledMonTiles_79ce9:
db $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $19, $00
db $02, $06, $0B, $10, $14, $1A, $00
@@ -2817,7 +2817,7 @@ DownscaledMonTiles_79ce9: ; 79ce9 (1e:5ce9)
db $04, $09, $0E, $13, $17, $1D, $1F
db $05, $0A, $0F, $01, $18, $1E, $20
-DownscaledMonTiles_79d1a: ; 79d1a (1e:5d1a)
+DownscaledMonTiles_79d1a:
db $00, $00, $00, $30, $00, $37, $00
db $00, $00, $2B, $31, $34, $38, $3D
db $21, $26, $2C, $01, $35, $39, $3E
@@ -2826,7 +2826,7 @@ DownscaledMonTiles_79d1a: ; 79d1a (1e:5d1a)
db $24, $29, $2F, $01, $01, $3B, $00
db $25, $2A, $01, $01, $01, $3C, $00
-DownscaledMonTiles_79d4b: ; 79d4b (1e:5d4b)
+DownscaledMonTiles_79d4b:
db $00, $00, $00, $00, $00, $00, $00
db $00, $00, $47, $4D, $00, $00, $00
db $00, $00, $48, $4E, $52, $56, $5B
@@ -2835,7 +2835,7 @@ DownscaledMonTiles_79d4b: ; 79d4b (1e:5d4b)
db $41, $45, $4B, $51, $4C, $59, $5D
db $42, $46, $4C, $4C, $55, $5A, $5E
-DownscaledMonTiles_79d7c: ; 79d7c (1e:5d7c)
+DownscaledMonTiles_79d7c:
db $31, $32, $32, $32, $32, $33
db $34, $35, $36, $36, $37, $38
db $34, $39, $3A, $3A, $3B, $38
@@ -2845,12 +2845,12 @@ DownscaledMonTiles_79d7c: ; 79d7c (1e:5d7c)
db $41, $43, $4B, $4C, $4D, $4E
db $4F, $50, $50, $50, $51, $52
-DownscaledMonTiles_79dac: ; 79dac (1e:5dac)
+DownscaledMonTiles_79dac:
db $43, $55, $56, $53, $53, $53, $53, $53, $53, $53, $53, $53
db $43, $57, $58, $54, $54, $54, $54, $54, $54, $54, $54, $54
db $43, $59, $5A, $43, $43, $43, $43, $43, $43, $43, $43, $43
-AnimationLeavesFalling: ; 79dd0 (1e:5dd0)
+AnimationLeavesFalling:
; Makes leaves float down from the top of the screen. This is used
; in Razor Leaf's animation.
ld a, [wAnimPalette]
@@ -2861,7 +2861,7 @@ AnimationLeavesFalling: ; 79dd0 (1e:5dd0)
ld [wNumFallingObjects], a
jp AnimationFallingObjects
-AnimationPetalsFalling: ; 79de2 (1e:5de2)
+AnimationPetalsFalling:
; Makes lots of petals fall down from the top of the screen. It's used in
; the animation for Petal Dance.
ld d, $71 ; petal tile
@@ -2870,7 +2870,7 @@ AnimationPetalsFalling: ; 79de2 (1e:5de2)
call AnimationFallingObjects
jp ClearSprites
-AnimationFallingObjects: ; 79def (1e:5def)
+AnimationFallingObjects:
ld c, a
ld a, 1
call InitMultipleObjectsOAM
@@ -2909,7 +2909,7 @@ AnimationFallingObjects: ; 79def (1e:5def)
jr nz, .loop ; keep moving the falling objects down until it does
ret
-FallingObjects_UpdateOAMEntry: ; 79cdb (1e:5cdb)
+FallingObjects_UpdateOAMEntry:
; Increases Y by 2 pixels and adjusts X and X flip based on the falling object's
; movement byte.
ld hl, wOAMBuffer
@@ -2978,10 +2978,10 @@ FallingObjects_UpdateOAMEntry: ; 79cdb (1e:5cdb)
ld [hl], a ; attribute
ret
-FallingObjects_DeltaXs: ; 79e96 (1e:5e96)
+FallingObjects_DeltaXs:
db 0, 1, 3, 5, 7, 9, 11, 13, 15
-FallingObjects_UpdateMovementByte: ; 79e9f (1e:5e9f)
+FallingObjects_UpdateMovementByte:
ld a, [wFallingObjectMovementByte]
inc a
ld b, a
@@ -2997,7 +2997,7 @@ FallingObjects_UpdateMovementByte: ; 79e9f (1e:5e9f)
ld [wFallingObjectMovementByte], a
ret
-FallingObjects_InitXCoords: ; 79eb3 (1e:5eb3)
+FallingObjects_InitXCoords:
ld hl, wOAMBuffer + $01
ld de, FallingObjects_InitialXCoords
ld a, [wNumFallingObjects]
@@ -3013,10 +3013,10 @@ FallingObjects_InitXCoords: ; 79eb3 (1e:5eb3)
jr nz, .loop
ret
-FallingObjects_InitialXCoords: ; 79ec7 (1e:5ec7)
+FallingObjects_InitialXCoords:
db $38, $40, $50, $60, $70, $88, $90, $56, $67, $4A, $77, $84, $98, $32, $22, $5C, $6C, $7D, $8E, $99
-FallingObjects_InitMovementData: ; 79edb (1e:5edb)
+FallingObjects_InitMovementData:
ld hl, wFallingObjectsMovementData
ld de, FallingObjects_InitialMovementData
ld a, [wNumFallingObjects]
@@ -3029,10 +3029,10 @@ FallingObjects_InitMovementData: ; 79edb (1e:5edb)
jr nz, .loop
ret
-FallingObjects_InitialMovementData: ; 79eec (1e:5eec)
+FallingObjects_InitialMovementData:
db $00, $84, $06, $81, $02, $88, $01, $83, $05, $89, $09, $80, $07, $87, $03, $82, $04, $85, $08, $86
-AnimationShakeEnemyHUD: ; 79f00 (1e:5f00)
+AnimationShakeEnemyHUD:
; Shakes the enemy HUD.
; Make a copy of the back pic's tile patterns in sprite tile pattern VRAM.
@@ -3118,7 +3118,7 @@ AnimationShakeEnemyHUD: ; 79f00 (1e:5f00)
; b = tile ID list index
; c = base tile ID
-CopyTileIDsFromList: ; 79f7b (1e:5f7b)
+CopyTileIDsFromList:
call GetPredefRegisters
ld a, c
ld [hBaseTileID], a
@@ -3128,7 +3128,7 @@ CopyTileIDsFromList: ; 79f7b (1e:5f7b)
pop hl
jp CopyTileIDs
-ShakeEnemyHUD_ShakeBG: ; 79f8a (1e:5f8a)
+ShakeEnemyHUD_ShakeBG:
ld a, [hSCX]
ld [wTempSCX], a
.loop
@@ -3148,14 +3148,14 @@ ShakeEnemyHUD_ShakeBG: ; 79f8a (1e:5f8a)
ld [hSCX], a
ret
-BattleAnimCopyTileMapToVRAM: ; 79fae (1e:5fae)
+BattleAnimCopyTileMapToVRAM:
ld a, h
ld [H_AUTOBGTRANSFERDEST + 1], a
ld a, l
ld [H_AUTOBGTRANSFERDEST], a
jp Delay3
-TossBallAnimation: ; 79fb7 (1e:5fb7)
+TossBallAnimation:
ld a, [wIsInBattle]
cp a, 2
jr z, .BlockBall ; if in trainer battle, play different animation
@@ -3198,7 +3198,7 @@ TossBallAnimation: ; 79fb7 (1e:5fb7)
jr nz, .PlayNextAnimation
ret
-.PokeBallAnimations: ; 79ff1 (1e:5ff1)
+.PokeBallAnimations:
; sequence of animations that make up the Poké Ball toss
db POOF_ANIM, HIDEPIC_ANIM, SHAKE_ANIM, POOF_ANIM, SHOWPIC_ANIM
@@ -3212,7 +3212,7 @@ TossBallAnimation: ; 79fb7 (1e:5fb7)
ld [wAnimationID], a
jp PlayAnimation
-PlayApplyingAttackSound: ; 7a00b (1e:600b)
+PlayApplyingAttackSound:
; play a different sound depending if move is not very effective, neutral, or super-effective
; don't play any sound at all if move is ineffective
call WaitForSoundToFinish
@@ -3236,4 +3236,4 @@ PlayApplyingAttackSound: ; 7a00b (1e:600b)
ld a, b
ld [wTempoModifier], a
ld a, c
- jp PlaySound \ No newline at end of file
+ jp PlaySound