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-rwxr-xr-xengine/battle/animations.asm634
1 files changed, 422 insertions, 212 deletions
diff --git a/engine/battle/animations.asm b/engine/battle/animations.asm
index 00c828e6..d07e0b42 100755
--- a/engine/battle/animations.asm
+++ b/engine/battle/animations.asm
@@ -15,6 +15,8 @@ DrawFrameBlock: ; 78000 (1e:4000)
ld a,[wFBTileCounter]
inc a
ld [wFBTileCounter],a
+ ld a, $2
+ ld [wdef5], a
ld a,[wSubAnimTransform]
dec a
jr z,.flipHorizontalAndVertical ; 1
@@ -46,6 +48,12 @@ DrawFrameBlock: ; 78000 (1e:4000)
.finishCopying ; finish copying values to OAM (when [wSubAnimTransform] not 1 or 2)
add [hl] ; X offset
ld [de],a ; store X
+ cp 88
+ jr c, .asm_78056
+ ld a, [wdef5]
+ inc a
+ ld [wdef5], a
+.asm_78056
inc hl
inc de
ld a,[hli]
@@ -53,6 +61,9 @@ DrawFrameBlock: ; 78000 (1e:4000)
ld [de],a ; store tile ID
inc de
ld a,[hli]
+ ld b, a
+ ld a, [wdef5]
+ or b
ld [de],a ; store flags
inc de
jp .nextTile
@@ -71,6 +82,12 @@ DrawFrameBlock: ; 78000 (1e:4000)
ld a,168
sub b ; flip X coordinate
ld [de],a ; store X
+ cp 88
+ jr c, .asm_78087
+ ld a, [wdef5]
+ inc a
+ ld [wdef5], a
+.asm_78087
inc hl
inc de
ld a,[hli]
@@ -90,7 +107,8 @@ DrawFrameBlock: ; 78000 (1e:4000)
jr z,.storeFlags1
ld b,0
.storeFlags1
- ld a,b
+ ld a, [wdef5]
+ or b
ld [de],a
inc de
jp .nextTile
@@ -107,6 +125,12 @@ DrawFrameBlock: ; 78000 (1e:4000)
ld a,168
sub b ; flip X coordinate
ld [de],a ; store X
+ cp 88
+ jr c, .asm_780c8
+ ld a, [wdef5]
+ inc a
+ ld [wdef5], a
+.asm_780c8
inc hl
inc de
ld a,[hli]
@@ -122,6 +146,9 @@ DrawFrameBlock: ; 78000 (1e:4000)
.disableHorizontalFlip
res 5,a
.storeFlags2
+ ld b, a
+ ld a, [wdef5]
+ or b
ld [de],a
inc de
.nextTile
@@ -161,7 +188,7 @@ DrawFrameBlock: ; 78000 (1e:4000)
.done
ret
-PlayAnimation: ; 780f1 (1e:40f1)
+PlayAnimation: ; 78124 (1e:4124)
xor a
ld [$FF8B],a ; it looks like nothing reads this
ld [wSubAnimTransform],a
@@ -245,18 +272,20 @@ PlayAnimation: ; 780f1 (1e:40f1)
push af
ld a,[wAnimPalette]
ld [rOBP0],a
+ call UpdateGBCPal_OBP0
call LoadAnimationTileset
call LoadSubanimation
call PlaySubanimation
pop af
ld [rOBP0],a
+ call UpdateGBCPal_OBP0
.nextAnimationCommand
pop hl
jr .animationLoop
.AnimationOver ; 417B
ret
-LoadSubanimation: ; 7817c (1e:417c)
+LoadSubanimation: ; 781b5 (1e:41b5)
ld a,[wSubAnimAddrPtr + 1]
ld h,a
ld a,[wSubAnimAddrPtr]
@@ -306,7 +335,7 @@ LoadSubanimation: ; 7817c (1e:417c)
; 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: ; 781c2 (1e:41c2)
+GetSubanimationTransform1: ; 781fb (1e:41fb)
ld b,a
ld a,[H_WHOSETURN]
and a
@@ -318,7 +347,7 @@ GetSubanimationTransform1: ; 781c2 (1e:41c2)
; 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: ; 781ca (1e:41ca)
+GetSubanimationTransform2: ; 78203 (1e:4203)
ld a,[H_WHOSETURN]
and a
ld a,2 << 5
@@ -327,7 +356,7 @@ GetSubanimationTransform2: ; 781ca (1e:41ca)
ret
; loads tile patterns for battle animations
-LoadAnimationTileset: ; 781d2 (1e:41d2)
+LoadAnimationTileset: ; 7820b (1e:420b)
ld a,[wWhichBattleAnimTileset]
add a
add a
@@ -347,7 +376,7 @@ LoadAnimationTileset: ; 781d2 (1e:41d2)
ld c,a ; number of tiles
jp CopyVideoData ; load tileset
-AnimationTilesetPointers: ; 781f2 (1e:41f2)
+AnimationTilesetPointers: ; 7822b (1e:422b)
db 79 ; number of tiles
dw AnimationTileset1
db $FF
@@ -360,16 +389,16 @@ AnimationTilesetPointers: ; 781f2 (1e:41f2)
dw AnimationTileset1
db $FF
-AnimationTileset1: ; 781fe (1e:41fe)
+AnimationTileset1: ; 78237 (1e:4237)
INCBIN "gfx/attack_anim_1.2bpp"
-AnimationTileset2: ; 786ee (1e:46ee)
+AnimationTileset2: ; 78757 (1e:4757)
INCBIN "gfx/attack_anim_2.2bpp"
-SlotMachineTiles2: ; 78bde (1e:4bde)
+SlotMachineTiles2: ; 78bde (1e:4c17)
INCBIN "gfx/slotmachine2.2bpp"
-MoveAnimation: ; 78d5e (1e:4d5e)
+MoveAnimation: ; 78d97 (1e:4d97)
push hl
push de
push bc
@@ -378,29 +407,29 @@ MoveAnimation: ; 78d5e (1e:4d5e)
call SetAnimationPalette
ld a,[wAnimationID]
and a
- jr z,.AnimationFinished
+ jr z, .animationFinished
; if throwing a Poké Ball, skip the regular animation code
cp a,TOSS_ANIM
- jr nz,.MoveAnimation
- ld de,.AnimationFinished
+ jr nz, .moveAnimation
+ ld de, .animationFinished
push de
jp TossBallAnimation
-.MoveAnimation
+.moveAnimation
; check if battle animations are disabled in the options
ld a,[wOptions]
bit 7,a
- jr nz,.AnimationsDisabled
+ jr nz, .animationsDisabled
call ShareMoveAnimations
call PlayAnimation
jr .next4
-.AnimationsDisabled
+.animationsDisabled
ld c,30
call DelayFrames
.next4
call PlayApplyingAttackAnimation ; shake the screen or flash the pic in and out (to show damage)
-.AnimationFinished
+.animationFinished
call WaitForSoundToFinish
xor a
ld [wSubAnimSubEntryAddr],a
@@ -414,7 +443,7 @@ MoveAnimation: ; 78d5e (1e:4d5e)
pop hl
ret
-ShareMoveAnimations: ; 78da6 (1e:4da6)
+ShareMoveAnimations: ; 78ddf (1e:4ddf)
; some moves just reuse animations from status conditions
ld a,[H_WHOSETURN]
and a
@@ -426,18 +455,18 @@ ShareMoveAnimations: ; 78da6 (1e:4da6)
cp a,AMNESIA
ld b,CONF_ANIM
- jr z,.Replace
+ jr z, .replaceAnim
cp a,REST
ld b,SLP_ANIM
ret nz
-.Replace
+.replaceAnim
ld a,b
ld [wAnimationID],a
ret
-PlayApplyingAttackAnimation: ; 78dbd (1e:4dbd)
+PlayApplyingAttackAnimation: ; 78df6 (1e:4df6)
; 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]
@@ -454,7 +483,7 @@ PlayApplyingAttackAnimation: ; 78dbd (1e:4dbd)
ld l,a
jp [hl]
-AnimationTypePointerTable: ; 78dcf (1e:4dcf)
+AnimationTypePointerTable: ; 78e08 (1e:4e08)
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
@@ -462,33 +491,33 @@ AnimationTypePointerTable: ; 78dcf (1e:4dcf)
dw ShakeScreenHorizontallyLight ; player mon has used a damaging move with a side effect
dw ShakeScreenHorizontallySlow2 ; player mon has used a non-damaging move
-ShakeScreenVertically: ; 78ddb (1e:4ddb)
+ShakeScreenVertically: ; 78e14 (1e:4e14)
call PlayApplyingAttackSound
ld b, 8
jp AnimationShakeScreenVertically
-ShakeScreenHorizontallyHeavy: ; 78de3 (1e:4de3)
+ShakeScreenHorizontallyHeavy: ; 78e1c (1e:4e1c)
call PlayApplyingAttackSound
ld b, 8
jp AnimationShakeScreenHorizontallyFast
-ShakeScreenHorizontallySlow: ; 78deb (1e:4deb)
+ShakeScreenHorizontallySlow: ; 78e24 (1e:4e24)
lb bc, 6, 2
jr AnimationShakeScreenHorizontallySlow
-BlinkEnemyMonSprite: ; 78df0 (1e:4df0)
+BlinkEnemyMonSprite: ; 78e29 (1e:4e29)
call PlayApplyingAttackSound
jp AnimationBlinkEnemyMon
-ShakeScreenHorizontallyLight: ; 78df6 (1e:4df6)
+ShakeScreenHorizontallyLight: ; 78e2f (1e:4e2f)
call PlayApplyingAttackSound
ld b, 2
jp AnimationShakeScreenHorizontallyFast
-ShakeScreenHorizontallySlow2: ; 78dfe (1e:4dfe)
+ShakeScreenHorizontallySlow2: ; 78e37 (1e:4e37)
lb bc, 3, 2
-AnimationShakeScreenHorizontallySlow: ; 78e01 (1e:4e01)
+AnimationShakeScreenHorizontallySlow: ; 78e3a (1e:4e3a)
push bc
push bc
.loop1
@@ -513,7 +542,7 @@ AnimationShakeScreenHorizontallySlow: ; 78e01 (1e:4e01)
jr nz, AnimationShakeScreenHorizontallySlow
ret
-SetAnimationPalette: ; 78e23 (1e:4e23)
+SetAnimationPalette: ; 78e5c (1e:4e5c)
ld a, [wOnSGB]
and a
ld a, $e4
@@ -532,6 +561,8 @@ SetAnimationPalette: ; 78e23 (1e:4e23)
ld [rOBP0], a
ld a, $6c
ld [rOBP1], a
+ call UpdateGBCPal_OBP0
+ call UpdateGBCPal_OBP1
ret
.notSGB
ld a, $e4
@@ -539,9 +570,31 @@ SetAnimationPalette: ; 78e23 (1e:4e23)
ld [rOBP0], a
ld a, $6c
ld [rOBP1], a
+ call UpdateGBCPal_OBP0
+ call UpdateGBCPal_OBP1
ret
-
-PlaySubanimation: ; 78e53 (1e:4e53)
+
+Func_78e98: ; 78e98 (1e:4e98)
+ call SaveScreenTilesToBuffer2
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a
+ call ClearScreen
+ ld h, vBGMap0 / $100
+ call WriteLowerByteOfBGMapAndEnableBGTransfer
+ call Delay3
+ xor a
+ ld [H_AUTOBGTRANSFERENABLED], a
+ call LoadScreenTilesFromBuffer2
+ ld h, vBGMap1 / $100
+
+WriteLowerByteOfBGMapAndEnableBGTransfer: ; 78eb1 (1e:4eb1)
+ ld l, vBGMap0 & $ff
+ call BattleAnimCopyTileMapToVRAM
+ ld a, $1
+ ld [H_AUTOBGTRANSFERENABLED], a
+ ret
+
+PlaySubanimation: ; 78ebb (1e:4ebb)
ld a,[wAnimSoundID]
cp a,$FF
jr z,.skipPlayingSound
@@ -607,7 +660,7 @@ PlaySubanimation: ; 78e53 (1e:4e53)
ld [wSubAnimSubEntryAddr],a
jp .loop
-AnimationCleanOAM: ; 78ec8 (1e:4ec8)
+AnimationCleanOAM: ; 78f30 (1e:4f30)
push hl
push de
push bc
@@ -622,7 +675,7 @@ AnimationCleanOAM: ; 78ec8 (1e:4ec8)
; this runs after each frame block is drawn in a subanimation
; it runs a particular special effect based on the animation ID
-DoSpecialEffectByAnimationId: ; 78ed7 (1e:4ed7)
+DoSpecialEffectByAnimationId: ; 78f3f (1e:4f3f)
push hl
push de
push bc
@@ -645,7 +698,7 @@ DoSpecialEffectByAnimationId: ; 78ed7 (1e:4ed7)
ret
; Format: Animation ID (1 byte), Address (2 bytes)
-AnimationIdSpecialEffects: ; 78ef5 (1e:4ef5)
+AnimationIdSpecialEffects: ; 78f5d (1e:4f5d)
db MEGA_PUNCH
dw AnimationFlashScreen
@@ -686,7 +739,7 @@ AnimationIdSpecialEffects: ; 78ef5 (1e:4ef5)
dw DoExplodeSpecialEffects
db SPORE
- dw AnimationFlashScreen
+ dw FlashScreenEveryFourFrameBlocks
db EXPLOSION
dw DoExplodeSpecialEffects
@@ -720,7 +773,7 @@ AnimationIdSpecialEffects: ; 78ef5 (1e:4ef5)
db $FF ; terminator
-DoBallTossSpecialEffects: ; 78f3e (1e:4f3e)
+DoBallTossSpecialEffects: ; 78fa6 (1e:4fa6)
ld a,[wcf91]
cp a,3 ; is it a Master Ball or Ultra Ball?
jr nc,.skipFlashingEffect
@@ -728,6 +781,7 @@ DoBallTossSpecialEffects: ; 78f3e (1e:4f3e)
ld a,[rOBP0]
xor a,%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?
@@ -774,7 +828,7 @@ DoBallTossSpecialEffects: ; 78f3e (1e:4f3e)
ld [wSubAnimCounter],a
ret
-DoBallShakeSpecialEffects: ; 78f96 (1e:4f96)
+DoBallShakeSpecialEffects: ; 79001 (1e:5001)
ld a,[wSubAnimCounter]
cp a,4 ; is it the beginning of a shake?
jr nz,.skipPlayingSound
@@ -808,14 +862,14 @@ DoBallShakeSpecialEffects: ; 78f96 (1e:4f96)
ret
; plays a sound after the second frame of the poof animation
-DoPoofSpecialEffects: ; 78fce (1e:4fce)
+DoPoofSpecialEffects: ; 79039 (1e:5039)
ld a,[wSubAnimCounter]
cp a,5
ret nz
ld a,SFX_BALL_POOF
jp PlaySound
-DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9)
+DoRockSlideSpecialEffects: ; 79044 (1e:5044)
ld a,[wSubAnimCounter]
cp a,12
ret nc
@@ -831,21 +885,21 @@ DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9)
ld b,1
predef_jump PredefShakeScreenVertically ; shake vertically
-FlashScreenEveryEightFrameBlocks: ; 78ff7 (1e:4ff7)
+FlashScreenEveryEightFrameBlocks: ; 79062 (1e:5062)
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: ; 79000 (1e:5000)
+FlashScreenEveryFourFrameBlocks: ; 7906b (1e:506b)
ld a,[wSubAnimCounter]
and a,3
call z,AnimationFlashScreen
ret
; used for Explosion and Selfdestruct
-DoExplodeSpecialEffects: ; 79009 (1e:5009)
+DoExplodeSpecialEffects: ; 79074 (1e:5074)
ld a,[wSubAnimCounter]
cp a,1 ; is it the end of the subanimation?
jr nz,FlashScreenEveryFourFrameBlocks
@@ -854,7 +908,7 @@ DoExplodeSpecialEffects: ; 79009 (1e:5009)
jp AnimationHideMonPic ; make pokemon disappear
; flashes the screen when subanimation counter is 1 modulo 4
-DoBlizzardSpecialEffects: ; 79016 (1e:5016)
+DoBlizzardSpecialEffects: ; 79081 (1e:5081)
ld a,[wSubAnimCounter]
cp a,13
jp z,AnimationFlashScreen
@@ -868,7 +922,7 @@ DoBlizzardSpecialEffects: ; 79016 (1e:5016)
; flashes the screen at 3 points in the subanimation
; unused
-FlashScreenUnused: ; 7902e (1e:502e)
+FlashScreenUnused: ; 79099 (1e:5099)
ld a,[wSubAnimCounter]
cp a,14
jp z,AnimationFlashScreen
@@ -879,7 +933,7 @@ FlashScreenUnused: ; 7902e (1e:502e)
ret
; function to make the pokemon disappear at the beginning of the animation
-TradeHidePokemon: ; 79041 (1e:5041)
+TradeHidePokemon: ; 790ac (1e:50ac)
ld a,[wSubAnimCounter]
cp a,6
ret nz
@@ -887,7 +941,7 @@ TradeHidePokemon: ; 79041 (1e:5041)
jp ClearMonPicFromTileMap ; make pokemon disappear
; function to make a shaking pokeball jump up at the end of the animation
-TradeShakePokeball: ; 7904c (1e:504c)
+TradeShakePokeball: ; 790b7 (1e:50b7)
ld a,[wSubAnimCounter]
cp a,1
ret nz
@@ -916,12 +970,12 @@ TradeShakePokeball: ; 7904c (1e:504c)
ld a,SFX_TRADE_MACHINE
jp PlaySound
-BallMoveDistances1: ; 79078 (1e:5078)
+BallMoveDistances1: ; 790e3 (1e:50e3)
db -12,-12,-8
db $ff ; terminator
; function to make the pokeball jump up
-TradeJumpPokeball: ; 507C
+TradeJumpPokeball: ; 790e7 (1e:50e7)
ld de,BallMoveDistances2
.loop
ld hl,wOAMBuffer ; OAM buffer
@@ -957,13 +1011,13 @@ TradeJumpPokeball: ; 507C
pop de
jr .loop
-BallMoveDistances2: ; 790b3 (1e:50b3)
+BallMoveDistances2: ; 7911f (1e:511f)
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: ; 790bc (1e:50bc)
+DoGrowlSpecialEffects: ; 79127 (1e:5127)
ld hl,wOAMBuffer ; OAM buffer
ld de,wOAMBuffer + $10
ld bc,$10
@@ -974,14 +1028,13 @@ DoGrowlSpecialEffects: ; 790bc (1e:50bc)
ret
; this is associated with Tail Whip, but Tail Whip doesn't use any subanimations
-TailWhipAnimationUnused: ; 790d0 (1e:50d0)
+TailWhipAnimationUnused: ; 7913b (1e:513b)
ld a,1
ld [wSubAnimCounter],a
ld c,20
jp DelayFrames
-; Format: Special Effect ID (1 byte), Address (2 bytes)
-SpecialEffectPointers: ; 790da (1e:50da)
+SpecialEffectPointers: ; 79145 (1e:5145)
db SE_DARK_SCREEN_FLASH ; $FE
dw AnimationFlashScreen
db SE_DARK_SCREEN_PALETTE ; $FD
@@ -1062,13 +1115,13 @@ SpecialEffectPointers: ; 790da (1e:50da)
dw AnimationWavyScreen
db $FF
-AnimationDelay10: ; 79150 (1e:5150)
+AnimationDelay10: ; 791bb (1e:51bb)
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: ; 79155 (1e:5155)
+CallWithTurnFlipped: ; 791c0 (1e:51c0)
ld a,[H_WHOSETURN]
push af
xor a,1
@@ -1082,7 +1135,7 @@ CallWithTurnFlipped: ; 79155 (1e:5155)
ret
; flashes the screen for an extended period (48 frames)
-AnimationFlashScreenLong: ; 79165 (1e:5165)
+AnimationFlashScreenLong: ; 791d0 (1e:51d0)
ld a,3 ; cycle through the palettes 3 times
ld [wFlashScreenLongCounter],a
ld a,[wOnSGB] ; running on SGB?
@@ -1097,6 +1150,7 @@ AnimationFlashScreenLong: ; 79165 (1e:5165)
cp a,$01 ; is it the end of the palettes?
jr z,.endOfPalettes
ld [rBGP],a
+ call UpdateGBCPal_BGP
call FlashScreenLongDelay
jr .innerLoop
.endOfPalettes
@@ -1108,7 +1162,7 @@ AnimationFlashScreenLong: ; 79165 (1e:5165)
ret
; BG palettes
-FlashScreenLongMonochrome: ; 7918e (1e:518e)
+FlashScreenLongMonochrome: ; 791fc (1e:51fc)
db %11111001 ; 3, 3, 2, 1
db %11111110 ; 3, 3, 3, 2
db %11111111 ; 3, 3, 3, 3
@@ -1124,7 +1178,7 @@ FlashScreenLongMonochrome: ; 7918e (1e:518e)
db $01 ; terminator
; BG palettes
-FlashScreenLongSGB: ; 7919b (1e:519b)
+FlashScreenLongSGB: ; 79209 (1e:5209)
db %11111000 ; 3, 3, 2, 0
db %11111100 ; 3, 3, 3, 0
db %11111111 ; 3, 3, 3, 3
@@ -1141,7 +1195,7 @@ FlashScreenLongSGB: ; 7919b (1e:519b)
; causes a delay of 2 frames for the first cycle
; causes a delay of 1 frame for the second and third cycles
-FlashScreenLongDelay: ; 791a8 (1e:51a8)
+FlashScreenLongDelay: ; 79216 (1e:5216)
ld a,[wFlashScreenLongCounter]
cp a,4 ; never true since [wFlashScreenLongCounter] starts at 3
ld c,4
@@ -1153,58 +1207,61 @@ FlashScreenLongDelay: ; 791a8 (1e:51a8)
ld c,1
.delayFrames
jp DelayFrames
-
-AnimationFlashScreen: ; 791be (1e:51be)
+
+AnimationFlashScreen: ; 7922c (1e:522c)
ld a,[rBGP]
push af ; save initial palette
ld a,%00011011 ; 0, 1, 2, 3 (inverted colors)
ld [rBGP],a
+ call UpdateGBCPal_BGP
ld c,2
call DelayFrames
xor a ; white out background
ld [rBGP],a
+ call UpdateGBCPal_BGP
ld c,2
call DelayFrames
pop af
ld [rBGP],a ; restore initial palette
+ call UpdateGBCPal_BGP
ret
-AnimationDarkScreenPalette: ; 791d6 (1e:51d6)
+AnimationDarkScreenPalette: ; 7924d (1e:524d)
; Changes the screen's palette to a dark palette.
lb bc, $6f, $6f
jr SetAnimationBGPalette
-AnimationDarkenMonPalette: ; 791db (1e:51db)
+AnimationDarkenMonPalette: ; 79252 (1e:5252)
; Darkens the mon sprite's palette.
lb bc, $f9, $f4
jr SetAnimationBGPalette
-AnimationUnusedPalette1: ; 791e0 (1e:51e0)
+AnimationUnusedPalette1: ; 79257 (1e:5257)
lb bc, $fe, $f8
jr SetAnimationBGPalette
-AnimationUnusedPalette2: ; 791e5 (1e:51e5)
+AnimationUnusedPalette2: ; 7925c (1e:525c)
lb bc, $ff, $ff
jr SetAnimationBGPalette
-AnimationResetScreenPalette: ; 791ea (1e:51ea)
+AnimationResetScreenPalette: ; 79261 (1e:5261)
; Restores the screen's palette to the normal palette.
lb bc, $e4, $e4
jr SetAnimationBGPalette
-AnimationUnusedPalette3: ; 791ef (1e:51ef)
+AnimationUnusedPalette3: ; 79266 (1e:5266)
lb bc, $00, $00
jr SetAnimationBGPalette
-AnimationLightScreenPalette: ; 791f4 (1e:51f4)
+AnimationLightScreenPalette: ; 7926b (1e:526b)
; Changes the screen to use a palette with light colors.
lb bc, $90, $90
jr SetAnimationBGPalette
-AnimationUnusedPalette4: ; 791f9 (1e:51f9)
+AnimationUnusedPalette4: ; 79270 (1e:5270)
lb bc, $40, $40
-SetAnimationBGPalette: ; 791fc (1e:51fc)
+SetAnimationBGPalette: ; 79273 (1e:5273)
ld a, [wOnSGB]
and a
ld a, b
@@ -1212,21 +1269,22 @@ SetAnimationBGPalette: ; 791fc (1e:51fc)
ld a, c
.next
ld [rBGP], a
+ call UpdateGBCPal_BGP
ret
ld b, $5
-
-AnimationShakeScreenVertically: ; 79209 (1e:5209)
+
+AnimationShakeScreenVertically: ; 79283 (1e:5283)
predef_jump PredefShakeScreenVertically
-AnimationShakeScreen: ; 7920e (1e:520e)
+AnimationShakeScreen: ; 79288 (1e:5288)
; Shakes the screen for a while. Used in Earthquake/Fissure/etc. animations.
ld b, $8
-
-AnimationShakeScreenHorizontallyFast: ; 79210 (1e:5210)
+
+AnimationShakeScreenHorizontallyFast: ; 7928a (1e:528a)
predef_jump PredefShakeScreenHorizontally
-AnimationWaterDropletsEverywhere: ; 79215 (1e:5215)
+AnimationWaterDropletsEverywhere: ; 7928f (1e:528f)
; 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.
@@ -1253,18 +1311,33 @@ AnimationWaterDropletsEverywhere: ; 79215 (1e:5215)
jr nz, .loop
ret
-_AnimationWaterDroplets: ; 79246 (1e:5246)
+_AnimationWaterDroplets: ; 792c0 (1e:52c0)
ld hl, wOAMBuffer
.loop
+ ld a, $1
+ ld [wdef5], a
ld a, [wBaseCoordY]
ld [hli], a ; Y
+ cp 40
+ jr c, .asm_792d7
+ ld a, [wdef5]
+ inc a
+ ld [wdef5], a
+.asm_792d7
ld a, [wBaseCoordX]
add 27
ld [wBaseCoordX], a
ld [hli], a ; X
+ cp 88
+ jr c, .asm_792ee
+ ld a, [wdef5]
+ add $2
+ and $3
+ ld [wdef5], a
+.asm_792ee
ld a, [wDropletTile]
ld [hli], a ; tile
- xor a
+ ld a, [wdef5]
ld [hli], a ; attribute
ld a, [wBaseCoordX]
cp 144
@@ -1279,7 +1352,7 @@ _AnimationWaterDroplets: ; 79246 (1e:5246)
call AnimationCleanOAM
jp DelayFrame
-AnimationSlideMonUp: ; 7927a (1e:527a)
+AnimationSlideMonUp: ; 79314 (1e:5314)
; Slides the mon's sprite upwards.
ld c, 7
ld a, [H_WHOSETURN]
@@ -1295,7 +1368,7 @@ AnimationSlideMonUp: ; 7927a (1e:527a)
ld [wSlideMonUpBottomRowLeftTile], a
jp _AnimationSlideMonUp
-AnimationSlideMonDown: ; 79297 (1e:5297)
+AnimationSlideMonDown: ; 79331 (1e:5331)
; Slides the mon's sprite down out of the screen.
xor a
call GetTileIDList
@@ -1311,20 +1384,20 @@ AnimationSlideMonDown: ; 79297 (1e:5297)
dec b
jr nz, .loop
ret
-
-AnimationSlideMonOff: ; 792af (1e:52af)
+
+AnimationSlideMonOff: ; 79349 (1e:5349)
; Slides the mon's sprite off the screen horizontally.
ld e, 8
ld a, 3
ld [wSlideMonDelay], a
jp _AnimationSlideMonOff
-
-AnimationSlideEnemyMonOff: ; 792b9 (1e:52b9)
+
+AnimationSlideEnemyMonOff: ; 79353 (1e:5353)
; Slides the enemy mon off the screen horizontally.
ld hl, AnimationSlideMonOff
jp CallWithTurnFlipped
-
-_AnimationSlideMonUp: ; 792bf (1e:52bf)
+
+_AnimationSlideMonUp: ; 79359 (1e:5359)
push de
push hl
push bc
@@ -1375,7 +1448,7 @@ _AnimationSlideMonUp: ; 792bf (1e:52bf)
jr nz, _AnimationSlideMonUp
ret
-ShakeEnemyHUD_WritePlayerMonPicOAM: ; 792fd (1e:52fd)
+ShakeEnemyHUD_WritePlayerMonPicOAM: ; 79397 (1e:5397)
; 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
@@ -1403,28 +1476,42 @@ ShakeEnemyHUD_WritePlayerMonPicOAM: ; 792fd (1e:52fd)
ld [wBaseCoordX], a
jr .loop
-BattleAnimWriteOAMEntry: ; 79329 (1e:5329)
+BattleAnimWriteOAMEntry: ; 793c3 (1e:53c3)
; Y coordinate = e (increased by 8 each call, before the write to OAM)
; X coordinate = [wBaseCoordX]
; tile = d
-; attributes = 0
+; attributes = variable (dependant on coords)
+ ld a, $1
+ ld [wdef5], a
ld a, e
add 8
ld e, a
ld [hli], a
+ cp 40
+ jr c, .asm_793d8
+ ld a, [wdef5]
+ inc a
+ ld [wdef5], a
+.asm_793d8
ld a, [wBaseCoordX]
ld [hli], a
+ cp 88
+ jr c, .asm_793e8
+ ld a, [wdef5]
+ add $2
+ ld [wdef5], a
+.asm_793e8
ld a, d
ld [hli], a
- xor a
+ ld a, [wdef5]
ld [hli], a
ret
-AdjustOAMBlockXPos: ; 79337 (1e:5337)
+AdjustOAMBlockXPos: ; 793ef (1e:53ef)
ld l, e
ld h, d
-AdjustOAMBlockXPos2: ; 79339 (1e:5339)
+AdjustOAMBlockXPos2: ; 793f1 (1e:53f1)
ld de, 4
.loop
ld a, [wCoordAdjustmentAmount]
@@ -1444,11 +1531,11 @@ AdjustOAMBlockXPos2: ; 79339 (1e:5339)
jr nz, .loop
ret
-AdjustOAMBlockYPos: ; 79350 (1e:5350)
+AdjustOAMBlockYPos: ; 79408 (1e:5408)
ld l, e
ld h, d
-AdjustOAMBlockYPos2: ; 79352 (1e:5352)
+AdjustOAMBlockYPos2: ; 7940d (1e:540d)
ld de, 4
.loop
ld a, [wCoordAdjustmentAmount]
@@ -1466,13 +1553,13 @@ AdjustOAMBlockYPos2: ; 79352 (1e:5352)
dec c
jr nz, .loop
ret
-
-AnimationBlinkEnemyMon: ; 79369 (1e:5369)
-; Make the enemy mon's sprite blink on and off for a second or two
+
+AnimationBlinkEnemyMon: ; 79421 (1e:5421)
+ ; Make the enemy mon's sprite blink on and off for a second or two
ld hl, AnimationBlinkMon
jp CallWithTurnFlipped
-AnimationBlinkMon: ; 7936f (1e:536f)
+AnimationBlinkMon: ; 79427 (1e:5427)
; Make the mon's sprite blink on and off for a second or two.
push af
ld c, 6
@@ -1490,7 +1577,7 @@ AnimationBlinkMon: ; 7936f (1e:536f)
pop af
ret
-AnimationFlashMonPic: ; 79389 (1e:5389)
+AnimationFlashMonPic: ; 79441 (1e:5441)
; Flashes the mon's sprite on and off
ld a, [wBattleMonSpecies]
ld [wChangeMonPicPlayerTurnSpecies], a
@@ -1498,25 +1585,25 @@ AnimationFlashMonPic: ; 79389 (1e:5389)
ld [wChangeMonPicEnemyTurnSpecies], a
jp ChangeMonPic
-AnimationFlashEnemyMonPic: ; 79398 (1e:5398)
+AnimationFlashEnemyMonPic: ; 79450 (1e:5450)
; Flashes the enemy mon's sprite on and off
ld hl, AnimationFlashMonPic
jp CallWithTurnFlipped
-AnimationShowMonPic: ; 7939e (1e:539e)
+AnimationShowMonPic: ; 79456 (1e:5456)
xor a
call GetTileIDList
call GetMonSpriteTileMapPointerFromRowCount
call CopyPicTiles
jp Delay3
-AnimationShowEnemyMonPic: ; 793ab (1e:53ab)
+AnimationShowEnemyMonPic: ; 79463 (1e:5463)
; 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: ; 793b1 (1e:53b1)
+AnimationShakeBackAndForth: ; 79469 (1e:5469)
; 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]
@@ -1563,7 +1650,7 @@ AnimationShakeBackAndForth: ; 793b1 (1e:53b1)
jr nz, .loop
ret
-AnimationMoveMonHorizontally: ; 793f9 (1e:53f9)
+AnimationMoveMonHorizontally: ; 794b1 (1e:54b1)
; Shifts the mon's sprite horizontally to a fixed location. Used by lots of
; animations like Tackle/Body Slam.
call AnimationHideMonPic
@@ -1581,7 +1668,7 @@ AnimationMoveMonHorizontally: ; 793f9 (1e:53f9)
ld c, 3
jp DelayFrames
-AnimationResetMonPosition: ; 79415 (1e:5415)
+AnimationResetMonPosition: ; 794cd (1e:54cd)
; Resets the mon's sprites to be located at the normal coordinates.
ld a, [H_WHOSETURN]
and a
@@ -1592,7 +1679,7 @@ AnimationResetMonPosition: ; 79415 (1e:5415)
call ClearMonPicFromTileMap
jp AnimationShowMonPic
-AnimationSpiralBallsInward: ; 79424 (1e:5424)
+AnimationSpiralBallsInward: ; 794dc (1e:54dc)
; 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]
@@ -1621,6 +1708,8 @@ AnimationSpiralBallsInward: ; 79424 (1e:5424)
ld a, [hl]
cp $ff
jr z, .done
+ ld a, $2
+ ld [wdef5], a
ld a, [wSpiralBallsBaseY]
add [hl]
ld [de], a ; Y
@@ -1629,9 +1718,20 @@ AnimationSpiralBallsInward: ; 79424 (1e:5424)
ld a, [wSpiralBallsBaseX]
add [hl]
ld [de], a ; X
+ cp 88
+ jr c, .asm_79524
+ ld a, $3
+ ld [wdef5], a
+.asm_79524
inc hl
inc de
inc de
+ ld a, [de]
+ and $f0
+ ld b, a
+ ld a, [wdef5]
+ or b
+ ld [de], a
inc de
dec c
jr nz, .innerLoop
@@ -1646,7 +1746,7 @@ AnimationSpiralBallsInward: ; 79424 (1e:5424)
call AnimationCleanOAM
jp AnimationFlashScreen
-SpiralBallAnimationCoordinates: ; 79476 (1e:5476)
+SpiralBallAnimationCoordinates: ; 79545 (1e:5545)
; y, x pairs
; This is the sequence of screen coordinates that the spiralling
; balls are positioned at.
@@ -1673,7 +1773,7 @@ SpiralBallAnimationCoordinates: ; 79476 (1e:5476)
db $50, $28
db $FF ; list terminator
-AnimationSquishMonPic: ; 794a1 (1e:54a1)
+AnimationSquishMonPic: ; 79570 (1e:5570)
; Squishes the mon's sprite horizontally making it
; disappear. Used by Teleport/Sky Attack animations.
ld c, 4
@@ -1704,7 +1804,7 @@ AnimationSquishMonPic: ; 794a1 (1e:54a1)
ld c, 2
jp DelayFrame
-_AnimationSquishMonPic: ; 794d4 (1e:54d4)
+_AnimationSquishMonPic: ; 795a3 (1e:55a3)
ld c, 7
.loop
push bc
@@ -1729,7 +1829,7 @@ _AnimationSquishMonPic: ; 794d4 (1e:54d4)
jr nz, .loop
jp Delay3
-AnimationShootBallsUpward: ; 794f9 (1e:54f9)
+AnimationShootBallsUpward: ; 795c8 (1e:55c8)
; Shoots one pillar of "energy" balls upwards. Used in Teleport/Sky Attack
; animations.
ld a, [H_WHOSETURN]
@@ -1748,7 +1848,7 @@ AnimationShootBallsUpward: ; 794f9 (1e:54f9)
call _AnimationShootBallsUpward
jp AnimationCleanOAM
-_AnimationShootBallsUpward: ; 79517 (1e:5517)
+_AnimationShootBallsUpward: ; 795e6 (1e:55e6)
push bc
xor a
ld [wWhichBattleAnimTileset], a
@@ -1798,7 +1898,7 @@ _AnimationShootBallsUpward: ; 79517 (1e:5517)
jr nz, .loop
ret
-AnimationShootManyBallsUpward: ; 79566 (1e:5566)
+AnimationShootManyBallsUpward: ; 79635 (1e:5635)
; Shoots several pillars of "energy" balls upward.
ld a, [H_WHOSETURN]
and a
@@ -1822,31 +1922,31 @@ AnimationShootManyBallsUpward: ; 79566 (1e:5566)
pop hl
jr .loop
-UpwardBallsAnimXCoordinatesPlayerTurn: ; 79591 (1e:5591)
+UpwardBallsAnimXCoordinatesPlayerTurn: ; 79660 (1e:5660)
; 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: ; 79598 (1e:5598)
+UpwardBallsAnimXCoordinatesEnemyTurn: ; 79667 (1e:5667)
; 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: ; 7959f (1e:559f)
+
+AnimationMinimizeMon: ; 7966e (1e:566e)
; Changes the mon's sprite to a mini black sprite. Used by the
; Minimize animation.
ld hl, wTempPic
push hl
xor a
- ld bc, $310
+ ld bc, 7 * 7 * $10
call FillMemory
pop hl
ld de, $194
add hl, de
ld de, MinimizedMonSprite
- ld c, $5
+ ld c, MinimizedMonSpriteEnd - MinimizedMonSprite
.loop
ld a, [de]
ld [hli], a
@@ -1858,10 +1958,11 @@ AnimationMinimizeMon: ; 7959f (1e:559f)
call Delay3
jp AnimationShowMonPic
-MinimizedMonSprite: ; 795c4 (1e:55c4)
+MinimizedMonSprite: ; 79693 (1e:5693)
INCBIN "gfx/minimized_mon_sprite.1bpp"
-
-AnimationSlideMonDownAndHide: ; 795c9 (1e:55c9)
+MinimizedMonSpriteEnd:
+
+AnimationSlideMonDownAndHide: ; 79698 (1e:5698)
; Slides the mon's sprite down and disappears. Used in Acid Armor.
ld a, $1
ld c, $2
@@ -1870,7 +1971,7 @@ AnimationSlideMonDownAndHide: ; 795c9 (1e:55c9)
push af
call AnimationHideMonPic
pop af
- push af
+ push af
call GetTileIDList
call GetMonSpriteTileMapPointerFromRowCount
call CopyPicTiles
@@ -1888,7 +1989,7 @@ AnimationSlideMonDownAndHide: ; 795c9 (1e:55c9)
call FillMemory
jp CopyTempPicToMonPic
-_AnimationSlideMonOff: ; 795f8 (1e:55f8)
+_AnimationSlideMonOff: ; 796c7 (1e:56c7)
; 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]
@@ -1939,18 +2040,16 @@ _AnimationSlideMonOff: ; 795f8 (1e:55f8)
; functions below catch it by checking if the tile number is within the valid
; range and if not, replacing it with a blank tile.
-.PlayerNextTile ; 79633 (1e:5633)
+.PlayerNextTile ; 79702 (1e:5702)
ld a, [hl]
add 7
-; This is a bug. The lower right corner tile of the mon back pic is blanked
-; while the mon is sliding off the screen. It should compare with the max tile
-; plus one instead.
- cp $61
+; bugfix: compares against the max tile + 1 as opposed to the max tile
+ cp $62
ret c
ld a, " "
ret
-.EnemyNextTile ; 7963c (1e:563c)
+.EnemyNextTile ; 7970b (1e:570b)
ld a, [hl]
sub 7
; This has the same problem as above, but it has no visible effect because
@@ -1960,7 +2059,7 @@ _AnimationSlideMonOff: ; 795f8 (1e:55f8)
ld a, " "
ret
-AnimationSlideMonHalfOff: ; 79645 (1e:5645)
+AnimationSlideMonHalfOff: ; 79714 (1e:5714)
; Slides the mon's sprite halfway off the screen. It's used in Softboiled.
ld e, 4
ld a, 4
@@ -1968,7 +2067,7 @@ AnimationSlideMonHalfOff: ; 79645 (1e:5645)
call _AnimationSlideMonOff
jp Delay3
-CopyTempPicToMonPic: ; 79652 (1e:5652)
+CopyTempPicToMonPic: ; 79721 (1e:5721)
ld a, [H_WHOSETURN]
and a
ld hl, vBackPic ; player turn
@@ -1979,7 +2078,7 @@ CopyTempPicToMonPic: ; 79652 (1e:5652)
ld bc, 7 * 7
jp CopyVideoData
-AnimationWavyScreen: ; 79666 (1e:5666)
+AnimationWavyScreen: ; 79735 (1e:5735)
; used in Psywave/Psychic etc.
ld hl, vBGMap0
call BattleAnimCopyTileMapToVRAM
@@ -2020,7 +2119,7 @@ AnimationWavyScreen: ; 79666 (1e:5666)
call BattleAnimCopyTileMapToVRAM
ret
-WavyScreen_SetSCX: ; 796ae (1e:56ae)
+WavyScreen_SetSCX: ; 7977d (1e:577d)
ld a, [rSTAT]
and $3 ; is it H-blank?
jr nz, WavyScreen_SetSCX ; wait until it's H-blank
@@ -2033,14 +2132,14 @@ WavyScreen_SetSCX: ; 796ae (1e:56ae)
ld hl, WavyScreenLineOffsets ; go back to the beginning if so
ret
-WavyScreenLineOffsets: ; 796bf (1e:56bf)
+WavyScreenLineOffsets: ; 7978e (1e:578e)
; 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: ; 796e0 (1e:56e0)
+
+AnimationSubstitute: ; 797af (1e:57af)
; Changes the pokemon's sprite to the mini sprite
ld hl, wTempPic
xor a
@@ -2079,21 +2178,27 @@ AnimationSubstitute: ; 796e0 (1e:56e0)
call CopyTempPicToMonPic
jp AnimationShowMonPic
-CopySlowbroSpriteData: ; 7973f (1e:573f)
+CopySlowbroSpriteData: ; 7980e (1e:580e)
ld bc, $0010
ld a, BANK(SlowbroSprite)
jp FarCopyData
-
-HideSubstituteShowMonAnim: ; 79747 (1e:5747)
+
+HideSubstituteShowMonAnim: ; 79816 (1e:5816)
ld a, [H_WHOSETURN]
and a
ld hl, wPlayerMonMinimized
+ ld de, wPlayerBattleStatus1
+ ld bc, wPlayerMoveNum
ld a, [wPlayerBattleStatus2]
jr z, .next1
ld hl, wEnemyMonMinimized
+ ld de, wEnemyBattleStatus1
+ ld bc, wEnemyMoveNum
ld a, [wEnemyBattleStatus2]
.next1
push hl
+ push de
+ push bc
; if the substitute broke, slide it down, else slide it offscreen horizontally
bit HasSubstituteUp, a
jr nz, .substituteStillUp
@@ -2102,19 +2207,72 @@ HideSubstituteShowMonAnim: ; 79747 (1e:5747)
.substituteStillUp
call AnimationSlideMonOff
.next2
+ pop bc
+ pop de
+ ld a, [de]
+ bit Invulnerable, a
pop hl
+ jr nz, .invulnerable
+ ld a, [bc]
+ cp FLY
+ jr z, .flyOrDig
+ cp DIG
+ jr z, .flyOrDig
+.invulnerable
ld a, [hl]
and a
jp nz, AnimationMinimizeMon
call AnimationFlashMonPic
jp AnimationShowMonPic
+.flyOrDig
+ ld a, [H_WHOSETURN]
+ and a
+ jr nz, .enemy
+ ld a, [wPlayerMonMinimized]
+ and a
+ jr nz, .monIsMinimized
+ ld a, [wBattleMonSpecies]
+ ld [wcf91], a
+ ld [wd0b5], a
+ call GetMonHeader
+ predef LoadMonBackPic
+ ret
+.enemy
+ ld a, [wEnemyMonMinimized]
+ and a
+ jr nz, .monIsMinimized
+ ld a, [wEnemyMonSpecies]
+ ld [wcf91], a
+ ld [wd0b5], a
+ call GetMonHeader
+ ld de, vFrontPic
+ jp LoadMonFrontSprite
+.monIsMinimized
+ ld hl, wTempPic
+ push hl
+ xor a
+ ld bc, 7 * 7 * $10
+ call FillMemory
+ pop hl
+ ld de, $194
+ add hl, de
+ ld de, MinimizedMonSprite
+ ld c, MinimizedMonSpriteEnd - MinimizedMonSprite
+.loop
+ ld a, [de]
+ ld [hli], a
+ ld [hli], a
+ inc de
+ dec c
+ jr nz, .loop
+ jp CopyTempPicToMonPic
-ReshowSubstituteAnim: ; 79771 (1e:5771)
+ReshowSubstituteAnim: ; 798b2 (1e:58b2)
call AnimationSlideMonOff
call AnimationSubstitute
jp AnimationShowMonPic
-AnimationBoundUpAndDown: ; 7977a (1e:577a)
+AnimationBoundUpAndDown: ; 798bb (1e:58bb)
; Bounces the mon's sprite up and down several times. It is used
; by Splash's animation.
ld c, 5
@@ -2126,15 +2284,15 @@ AnimationBoundUpAndDown: ; 7977a (1e:577a)
jr nz, .loop
jp AnimationShowMonPic
-AnimationTransformMon: ; 79787 (1e:5787)
+AnimationTransformMon: ; 798c8 (1e:58c8)
; Redraws this mon's sprite as the back/front sprite of the opposing mon.
; Used in Transform.
ld a, [wEnemyMonSpecies]
ld [wChangeMonPicPlayerTurnSpecies], a
ld a, [wBattleMonSpecies]
ld [wChangeMonPicEnemyTurnSpecies], a
-
-ChangeMonPic: ; 79793 (1e:5793)
+
+ChangeMonPic: ; 798d4 (1e:58d4)
ld a, [H_WHOSETURN]
and a
jr z, .playerTurn
@@ -2165,7 +2323,7 @@ ChangeMonPic: ; 79793 (1e:5793)
ld b, SET_PAL_BATTLE
jp RunPaletteCommand
-AnimationHideEnemyMonPic: ; 797d8 (1e:57d8)
+AnimationHideEnemyMonPic: ; 79919 (1e:5919)
; Hides the enemy mon's sprite
xor a
ld [H_AUTOBGTRANSFERENABLED], a
@@ -2174,8 +2332,25 @@ AnimationHideEnemyMonPic: ; 797d8 (1e:57d8)
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
jp Delay3
-
-InitMultipleObjectsOAM: ; 797e8 (1e:57e8)
+
+Func_79929: ; 79929 (1e:5929)
+ ld hl, wPlayerMonMinimized
+ ld a, [H_WHOSETURN]
+ and a
+ jr z, .playerTurn
+ ld hl, wEnemyMonMinimized
+.playerTurn
+ ld a, [hl]
+ and a
+ jr z, .notMinimized
+ call AnimationMinimizeMon
+ ret
+.notMinimized
+ call AnimationFlashMonPic
+ call AnimationShowMonPic
+ ret
+
+InitMultipleObjectsOAM: ; 79943 (1e:5943)
; 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.
@@ -2195,8 +2370,10 @@ InitMultipleObjectsOAM: ; 797e8 (1e:57e8)
dec c
jr nz, .loop
ret
-
-AnimationHideMonPic: ; 79801 (1e:5801)
+
+ ret ; unreferenced
+
+AnimationHideMonPic: ; 7995d (1e:595d)
; Hides the mon's sprite.
ld a, [H_WHOSETURN]
and a
@@ -2205,8 +2382,8 @@ AnimationHideMonPic: ; 79801 (1e:5801)
jr ClearMonPicFromTileMap
.playerTurn
ld a, 5 * SCREEN_WIDTH + 1
-
-ClearMonPicFromTileMap: ; 7980c (1e:580c)
+
+ClearMonPicFromTileMap: ; 79968 (1e:5968)
push hl
push de
push bc
@@ -2220,11 +2397,11 @@ ClearMonPicFromTileMap: ; 7980c (1e:580c)
pop de
pop hl
ret
-
+
; 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: ; 79820 (1e:5820)
+GetMonSpriteTileMapPointerFromRowCount: ; 7997c (1e:597c)
push de
ld a, [H_WHOSETURN]
and a
@@ -2257,7 +2434,7 @@ GetMonSpriteTileMapPointerFromRowCount: ; 79820 (1e:5820)
; de = tile ID list pointer
; b = number of rows
; c = number of columns
-GetTileIDList: ; 79842 (1e:5842)
+GetTileIDList: ; 7999e (1e:599e)
ld hl, TileIDListPointerTable
ld e, a
ld d, 0
@@ -2278,7 +2455,7 @@ GetTileIDList: ; 79842 (1e:5842)
ld b, a
ret
-AnimCopyRowLeft: ; 7985b (1e:585b)
+AnimCopyRowLeft: ; 798b7 (1e:58b7)
; copy a row of c tiles 1 tile left
ld a, [hld]
ld [hli], a
@@ -2287,7 +2464,7 @@ AnimCopyRowLeft: ; 7985b (1e:585b)
jr nz, AnimCopyRowLeft
ret
-AnimCopyRowRight: ; 79862 (1e:5862)
+AnimCopyRowRight: ; 799be (1e:59be)
; copy a row of c tiles 1 tile right
ld a, [hli]
ld [hld], a
@@ -2296,15 +2473,14 @@ AnimCopyRowRight: ; 79862 (1e:5862)
jr nz, AnimCopyRowRight
ret
-; get the sound of the move id in b
-GetMoveSoundB: ; 79869 (1e:5869)
+; get the sound of the move id in b
+GetMoveSoundB: ; 799c5 (1e:59c5)
ld a, b
call GetMoveSound
ld b, a
ret
-; get the sound of the (move id - 1) in a
-GetMoveSound: ; 7986f (1e:586f)
+GetMoveSound: ; 799cb (1e:59cb)
ld hl,MoveSoundTable
ld e,a
ld d,0
@@ -2344,7 +2520,7 @@ GetMoveSound: ; 7986f (1e:586f)
ld a,b
ret
-IsCryMove: ; 798ad (1e:58ad)
+IsCryMove: ; 79a09 (1e:5a09)
; set carry if the move animation involves playing a monster cry
ld a,[wAnimationID]
cp a,GROWL
@@ -2357,7 +2533,7 @@ IsCryMove: ; 798ad (1e:58ad)
scf
ret
-MoveSoundTable: ; 798bc (1e:58bc)
+MoveSoundTable: ; 79a18 (1e:5a18)
db SFX_POUND, $00,$80 ; POUND
db SFX_BATTLE_0C, $10,$80 ; KARATE_CHOP
db SFX_DOUBLESLAP, $00,$80 ; DOUBLESLAP
@@ -2525,7 +2701,7 @@ MoveSoundTable: ; 798bc (1e:58bc)
db SFX_BATTLE_0B, $00,$80 ; STRUGGLE
db SFX_BATTLE_0B, $00,$80
-CopyPicTiles: ; 79aae (1e:5aae)
+CopyPicTiles: ; 79c0a (1e:5c0a)
ld a, [H_WHOSETURN]
and a
ld a, $31 ; base tile ID of player mon sprite
@@ -2537,7 +2713,7 @@ CopyPicTiles: ; 79aae (1e:5aae)
jr CopyTileIDs_NoBGTransfer
; copy the tiles used when a mon is being sent out of or into a pokeball
-CopyDownscaledMonTiles: ; 79aba (1e:5aba)
+CopyDownscaledMonTiles: ; 79c16 (1e:5c16)
call GetPredefRegisters
ld a, [wDownscaledMonSize]
and a
@@ -2580,22 +2756,22 @@ CopyTileIDs: ; 79ace (1e:5ace)
pop hl
ret
-TileIDListPointerTable: ; 79aea (1e:5aea)
- dw Unknown_79b24
+TileIDListPointerTable: ; 79c46 (1e:5c46)
+ dw DownscaledMonTiles_7x7
db $77
- dw Unknown_79b55
+ dw DownscaledMonTiles_5x7
db $57
- dw Unknown_79b78
+ dw DownscaledMonTiles_3x7
db $37
- dw Unknown_79b8d
+ dw DownscaledMonTiles_79ce9
db $77
- dw Unknown_79bbe
+ dw DownscaledMonTiles_79d1a
db $77
- dw Unknown_79bef
+ dw DownscaledMonTiles_79d4b
db $77
- dw Unknown_79c20
+ dw DownscaledMonTiles_79d7c
db $86
- dw Unknown_79c50
+ dw DownscaledMonTiles_79dac
db $3C
DownscaledMonTiles_5x5: ; 79b02 (1e:5b02)
@@ -2610,7 +2786,7 @@ DownscaledMonTiles_3x3: ; 79b1b (1e:5b1b)
db $34,$49,$5E
db $37,$4C,$61
-Unknown_79b24: ; 79b24 (1e:5b24)
+DownscaledMonTiles_7x7: ; 79c80 (1e:5c80)
db $00,$07,$0E,$15,$1C,$23,$2A
db $01,$08,$0F,$16,$1D,$24,$2B
db $02,$09,$10,$17,$1E,$25,$2C
@@ -2619,19 +2795,19 @@ Unknown_79b24: ; 79b24 (1e:5b24)
db $05,$0C,$13,$1A,$21,$28,$2F
db $06,$0D,$14,$1B,$22,$29,$30
-Unknown_79b55: ; 79b55 (1e:5b55)
+DownscaledMonTiles_5x7: ; 79cb1 (1e:5cb1)
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
-Unknown_79b78: ; 79b78 (1e:5b78)
+DownscaledMonTiles_3x7: ; 79cd4 (1e:5cd4)
db $00,$07,$0E,$15,$1C,$23,$2A
db $02,$09,$10,$17,$1E,$25,$2C
db $04,$0B,$12,$19,$20,$27,$2E
-Unknown_79b8d: ; 79b8d (1e:5b8d)
+DownscaledMonTiles_79ce9: ; 79ce9 (1e:5ce9)
db $00,$00,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$19,$00
db $02,$06,$0B,$10,$14,$1A,$00
@@ -2640,7 +2816,7 @@ Unknown_79b8d: ; 79b8d (1e:5b8d)
db $04,$09,$0E,$13,$17,$1D,$1F
db $05,$0A,$0F,$01,$18,$1E,$20
-Unknown_79bbe: ; 79bbe (1e:5bbe)
+DownscaledMonTiles_79d1a: ; 79d1a (1e:5d1a)
db $00,$00,$00,$30,$00,$37,$00
db $00,$00,$2B,$31,$34,$38,$3D
db $21,$26,$2C,$01,$35,$39,$3E
@@ -2649,7 +2825,7 @@ Unknown_79bbe: ; 79bbe (1e:5bbe)
db $24,$29,$2F,$01,$01,$3B,$00
db $25,$2A,$01,$01,$01,$3C,$00
-Unknown_79bef: ; 79bef (1e:5bef)
+DownscaledMonTiles_79d4b: ; 79d4b (1e:5d4b)
db $00,$00,$00,$00,$00,$00,$00
db $00,$00,$47,$4D,$00,$00,$00
db $00,$00,$48,$4E,$52,$56,$5B
@@ -2658,7 +2834,7 @@ Unknown_79bef: ; 79bef (1e:5bef)
db $41,$45,$4B,$51,$4C,$59,$5D
db $42,$46,$4C,$4C,$55,$5A,$5E
-Unknown_79c20: ; 79c20 (1e:5c20)
+DownscaledMonTiles_79d7c: ; 79d7c (1e:5d7c)
db $31,$32,$32,$32,$32,$33
db $34,$35,$36,$36,$37,$38
db $34,$39,$3A,$3A,$3B,$38
@@ -2668,27 +2844,23 @@ Unknown_79c20: ; 79c20 (1e:5c20)
db $41,$43,$4B,$4C,$4D,$4E
db $4F,$50,$50,$50,$51,$52
-Unknown_79c50: ; 79c50 (1e:5c50)
+DownscaledMonTiles_79dac: ; 79dac (1e:5dac)
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: ; 79c74 (1e:5c74)
+AnimationLeavesFalling: ; 79dd0 (1e:5dd0)
; Makes leaves float down from the top of the screen. This is used
; in Razor Leaf's animation.
- ld a, [rOBP0]
- push af
ld a, [wAnimPalette]
ld [rOBP0], a
+ call UpdateGBCPal_OBP0
ld d, $37 ; leaf tile
ld a, 3 ; number of leaves
ld [wNumFallingObjects], a
- call AnimationFallingObjects
- pop af
- ld [rOBP0], a
- ret
-
-AnimationPetalsFalling: ; 79c8a (1e:5c8a)
+ jp AnimationFallingObjects
+
+AnimationPetalsFalling: ; 79de2 (1e:5de2)
; 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
@@ -2697,7 +2869,7 @@ AnimationPetalsFalling: ; 79c8a (1e:5c8a)
call AnimationFallingObjects
jp ClearSprites
-AnimationFallingObjects: ; 79c97 (1e:5c97)
+AnimationFallingObjects: ; 79def (1e:5def)
ld c, a
ld a, 1
call InitMultipleObjectsOAM
@@ -2741,6 +2913,8 @@ FallingObjects_UpdateOAMEntry: ; 79cdb (1e:5cdb)
; movement byte.
ld hl, wOAMBuffer
add hl, de
+ ld a, $1
+ ld [wdef5], a
ld a, [hl]
inc a
inc a
@@ -2749,6 +2923,12 @@ FallingObjects_UpdateOAMEntry: ; 79cdb (1e:5cdb)
ld a, 160 ; if Y >= 112, put it off-screen
.next
ld [hli], a ; Y
+ cp 40
+ jr c, .asm_79e51
+ ld a, [wdef5]
+ inc a
+ ld [wdef5], a
+.asm_79e51
ld a, [wFallingObjectMovementByte]
ld b, a
ld de, FallingObjects_DeltaXs
@@ -2765,6 +2945,13 @@ FallingObjects_UpdateOAMEntry: ; 79cdb (1e:5cdb)
ld a, [de]
add [hl]
ld [hli], a ; X
+ cp 88
+ jr c, .asm_79e75
+ ld a, [wdef5]
+ add $2
+ and $3
+ ld [wdef5], a
+.asm_79e75
inc hl
xor a ; no horizontal flip
jr .next2
@@ -2774,16 +2961,26 @@ FallingObjects_UpdateOAMEntry: ; 79cdb (1e:5cdb)
ld a, [hl]
sub b
ld [hli], a ; X
+ cp 88
+ jr c, .asm_79e5c
+ ld a, [wdef5]
+ add $2
+ and $3
+ ld [wdef5], a
+.asm_79e5c
inc hl
ld a, (1 << OAM_X_FLIP)
.next2
+ ld b, a
+ ld a, [wdef5]
+ or b
ld [hl], a ; attribute
ret
-FallingObjects_DeltaXs: ; 79d0d (1e:5d0d)
+FallingObjects_DeltaXs: ; 79e96 (1e:5e96)
db 0, 1, 3, 5, 7, 9, 11, 13, 15
-FallingObjects_UpdateMovementByte: ; 79d16 (1e:5d16)
+FallingObjects_UpdateMovementByte: ; 79e9f (1e:5e9f)
ld a, [wFallingObjectMovementByte]
inc a
ld b, a
@@ -2799,7 +2996,7 @@ FallingObjects_UpdateMovementByte: ; 79d16 (1e:5d16)
ld [wFallingObjectMovementByte], a
ret
-FallingObjects_InitXCoords: ; 79d2a (1e:5d2a)
+FallingObjects_InitXCoords: ; 79eb3 (1e:5eb3)
ld hl, wOAMBuffer + $01
ld de, FallingObjects_InitialXCoords
ld a, [wNumFallingObjects]
@@ -2815,10 +3012,10 @@ FallingObjects_InitXCoords: ; 79d2a (1e:5d2a)
jr nz, .loop
ret
-FallingObjects_InitialXCoords: ; 79d3e (1e:5d3e)
+FallingObjects_InitialXCoords: ; 79ec7 (1e:5ec7)
db $38,$40,$50,$60,$70,$88,$90,$56,$67,$4A,$77,$84,$98,$32,$22,$5C,$6C,$7D,$8E,$99
-FallingObjects_InitMovementData: ; 79d52 (1e:5d52)
+FallingObjects_InitMovementData: ; 79edb (1e:5edb)
ld hl, wFallingObjectsMovementData
ld de, FallingObjects_InitialMovementData
ld a, [wNumFallingObjects]
@@ -2831,10 +3028,10 @@ FallingObjects_InitMovementData: ; 79d52 (1e:5d52)
jr nz, .loop
ret
-FallingObjects_InitialMovementData: ; 79d63 (1e:5d63)
+FallingObjects_InitialMovementData: ; 79eec (1e:5eec)
db $00,$84,$06,$81,$02,$88,$01,$83,$05,$89,$09,$80,$07,$87,$03,$82,$04,$85,$08,$86
-AnimationShakeEnemyHUD: ; 79d77 (1e:5d77)
+AnimationShakeEnemyHUD: ; 79f00 (1e:5f00)
; Shakes the enemy HUD.
; Make a copy of the back pic's tile patterns in sprite tile pattern VRAM.
@@ -2861,6 +3058,14 @@ AnimationShakeEnemyHUD: ; 79d77 (1e:5d77)
ld hl, vBGMap1 - $20 * 7
call BattleAnimCopyTileMapToVRAM
+; update BGMap attributes
+ ld a, [hGBC]
+ and a
+ jr z, .notGBC
+ ld c, 13
+ callba LoadBGMapAttributes
+.notGBC
+
; Move the window so that the row below the enemy HUD (in BG map 0) lines up
; with the top row of the window on the screen. This makes it so that the window
; covers everything below the enemy HD with a copy that looks just like what
@@ -2894,20 +3099,25 @@ AnimationShakeEnemyHUD: ; 79d77 (1e:5d77)
ld [hWY], a
ld hl, vBGMap1
call BattleAnimCopyTileMapToVRAM
+; update BGMap attributes
+ ld a, [hGBC]
+ and a
+ jr z, .notGBC2
+ ld c, 11
+ callba LoadBGMapAttributes
+.notGBC2
xor a
ld [hWY], a
call SaveScreenTilesToBuffer1
ld hl, vBGMap0
call BattleAnimCopyTileMapToVRAM
- call ClearScreen
- call Delay3
call LoadScreenTilesFromBuffer1
ld hl, vBGMap1
jp BattleAnimCopyTileMapToVRAM
; b = tile ID list index
; c = base tile ID
-CopyTileIDsFromList: ; 79dda (1e:5dda)
+CopyTileIDsFromList: ; 79f7b (1e:5f7b)
call GetPredefRegisters
ld a, c
ld [hBaseTileID], a
@@ -2917,7 +3127,7 @@ CopyTileIDsFromList: ; 79dda (1e:5dda)
pop hl
jp CopyTileIDs
-ShakeEnemyHUD_ShakeBG: ; 79de9 (1e:5de9)
+ShakeEnemyHUD_ShakeBG: ; 79f8a (1e:5f8a)
ld a, [hSCX]
ld [wTempSCX], a
.loop
@@ -2937,14 +3147,14 @@ ShakeEnemyHUD_ShakeBG: ; 79de9 (1e:5de9)
ld [hSCX], a
ret
-BattleAnimCopyTileMapToVRAM: ; 79e0d (1e:5e0d)
+BattleAnimCopyTileMapToVRAM: ; 79fae (1e:5fae)
ld a, h
ld [H_AUTOBGTRANSFERDEST + 1], a
ld a, l
ld [H_AUTOBGTRANSFERDEST], a
jp Delay3
-
-TossBallAnimation: ; 79e16 (1e:5e16)
+
+TossBallAnimation: ; 79fb7 (1e:5fb7)
ld a,[wIsInBattle]
cp a,2
jr z,.BlockBall ; if in trainer battle, play different animation
@@ -2987,11 +3197,11 @@ TossBallAnimation: ; 79e16 (1e:5e16)
jr nz,.PlayNextAnimation
ret
-.PokeBallAnimations: ; 79e50 (1e:5e50)
+.PokeBallAnimations: ; 79ff1 (1e:5ff1)
; sequence of animations that make up the Poké Ball toss
db POOF_ANIM,HIDEPIC_ANIM,SHAKE_ANIM,POOF_ANIM,SHOWPIC_ANIM
-.BlockBall ; 5E55
+.BlockBall ; 79ff6 (1e:5ff6)
ld a,TOSS_ANIM
ld [wAnimationID],a
call PlayAnimation
@@ -3000,8 +3210,8 @@ TossBallAnimation: ; 79e16 (1e:5e16)
ld a,BLOCKBALL_ANIM
ld [wAnimationID],a
jp PlayAnimation
-
-PlayApplyingAttackSound: ; 79e6a (1e:5e6a)
+
+PlayApplyingAttackSound: ; 7a00b (1e:600b)
; 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
@@ -3025,4 +3235,4 @@ PlayApplyingAttackSound: ; 79e6a (1e:5e6a)
ld a, b
ld [wTempoModifier], a
ld a, c
- jp PlaySound
+ jp PlaySound \ No newline at end of file