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-rwxr-xr-xengine/battle/animations.asm272
1 files changed, 239 insertions, 33 deletions
diff --git a/engine/battle/animations.asm b/engine/battle/animations.asm
index e10b5e0d..4508dbaa 100755
--- a/engine/battle/animations.asm
+++ b/engine/battle/animations.asm
@@ -15,6 +15,8 @@ DrawFrameBlock:
ld a, [wFBTileCounter]
inc a
ld [wFBTileCounter], a
+ ld a, $2
+ ld [wdef5], a
ld a, [wSubAnimTransform]
dec a
jr z, .flipHorizontalAndVertical ; SUBANIMTYPE_HVFLIP
@@ -46,13 +48,22 @@ DrawFrameBlock:
.finishCopying ; finish copying values to OAM (when subanimation not transformed)
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]
- add $31 ; base tile ID for battle animations
+ add a, $31 ; base tile ID for battle animations
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
@@ -71,10 +82,16 @@ DrawFrameBlock:
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]
- add $31 ; base tile ID for battle animations
+ add a, $31 ; base tile ID for battle animations
ld [de], a ; store tile ID
inc de
; toggle horizontal and vertical flip
@@ -82,15 +99,16 @@ DrawFrameBlock:
and a
ld b, OAM_VFLIP | OAM_HFLIP
jr z, .storeFlags1
- cp OAM_HFLIP
+ cp a, OAM_HFLIP
ld b, OAM_VFLIP
jr z, .storeFlags1
- cp OAM_VFLIP
+ cp a, OAM_VFLIP
ld b, OAM_HFLIP
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:
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:
.disableHorizontalFlip
res 5, a
.storeFlags2
+ ld b, a
+ ld a, [wdef5]
+ or b
ld [de], a
inc de
.nextTile
@@ -245,11 +272,13 @@ PlayAnimation:
push af
ld a, [wAnimPalette]
ldh [rOBP0], a
+ call UpdateGBCPal_OBP0
call LoadAnimationTileset
call LoadSubanimation
call PlaySubanimation
pop af
ldh [rOBP0], a
+ call UpdateGBCPal_OBP0
.nextAnimationCommand
pop hl
jr .animationLoop
@@ -366,12 +395,7 @@ AnimationTileset2:
INCBIN "gfx/battle/attack_anim_2.2bpp"
SlotMachineTiles2:
-IF DEF(_RED)
- INCBIN "gfx/slots/red_slots_2.2bpp"
-ENDC
-IF DEF(_BLUE)
- INCBIN "gfx/slots/blue_slots_2.2bpp"
-ENDC
+ INCBIN "gfx/slots/slots_2.2bpp"
SlotMachineTiles2End:
MoveAnimation:
@@ -537,6 +561,8 @@ SetAnimationPalette:
ldh [rOBP0], a
ld a, $6c
ldh [rOBP1], a
+ call UpdateGBCPal_OBP0
+ call UpdateGBCPal_OBP1
ret
.notSGB
ld a, $e4
@@ -544,6 +570,28 @@ SetAnimationPalette:
ldh [rOBP0], a
ld a, $6c
ldh [rOBP1], a
+ call UpdateGBCPal_OBP0
+ call UpdateGBCPal_OBP1
+ ret
+
+Func_78e98:
+ call SaveScreenTilesToBuffer2
+ xor a
+ ldh [hAutoBGTransferEnabled], a
+ call ClearScreen
+ ld h, vBGMap0 / $100
+ call WriteLowerByteOfBGMapAndEnableBGTransfer
+ call Delay3
+ xor a
+ ldh [hAutoBGTransferEnabled], a
+ call LoadScreenTilesFromBuffer2
+ ld h, vBGMap1 / $100
+
+WriteLowerByteOfBGMapAndEnableBGTransfer:
+ ld l, vBGMap0 & $ff
+ call BattleAnimCopyTileMapToVRAM
+ ld a, $1
+ ldh [hAutoBGTransferEnabled], a
ret
PlaySubanimation:
@@ -659,6 +707,7 @@ DoBallTossSpecialEffects:
ldh a, [rOBP0]
xor %00111100 ; complement colors 1 and 2
ldh [rOBP0], a
+ call UpdateGBCPal_OBP0
.skipFlashingEffect
ld a, [wSubAnimCounter]
cp 11 ; is it the beginning of the subanimation?
@@ -948,6 +997,7 @@ AnimationFlashScreenLong:
cp $01 ; is it the end of the palettes?
jr z, .endOfPalettes
ldh [rBGP], a
+ call UpdateGBCPal_BGP
call FlashScreenLongDelay
jr .innerLoop
.endOfPalettes
@@ -1010,14 +1060,17 @@ AnimationFlashScreen:
push af ; save initial palette
ld a, %00011011 ; 0, 1, 2, 3 (inverted colors)
ldh [rBGP], a
+ call UpdateGBCPal_BGP
ld c, 2
call DelayFrames
xor a ; white out background
ldh [rBGP], a
+ call UpdateGBCPal_BGP
ld c, 2
call DelayFrames
pop af
ldh [rBGP], a ; restore initial palette
+ call UpdateGBCPal_BGP
ret
AnimationDarkScreenPalette:
@@ -1063,6 +1116,7 @@ SetAnimationBGPalette:
ld a, c
.next
ldh [rBGP], a
+ call UpdateGBCPal_BGP
ret
ld b, $5
@@ -1107,15 +1161,30 @@ AnimationWaterDropletsEverywhere:
_AnimationWaterDroplets:
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
@@ -1258,16 +1327,30 @@ BattleAnimWriteOAMEntry:
; 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
@@ -1319,7 +1402,7 @@ AdjustOAMBlockYPos2:
ret
AnimationBlinkEnemyMon:
-; Make the enemy mon's sprite blink on and off for a second or two
+ ; Make the enemy mon's sprite blink on and off for a second or two
ld hl, AnimationBlinkMon
jp CallWithTurnFlipped
@@ -1472,6 +1555,8 @@ AnimationSpiralBallsInward:
ld a, [hl]
cp $ff
jr z, .done
+ ld a, $2
+ ld [wdef5], a
ld a, [wSpiralBallsBaseY]
add [hl]
ld [de], a ; Y
@@ -1480,9 +1565,20 @@ AnimationSpiralBallsInward:
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
@@ -1784,7 +1880,7 @@ _AnimationSlideMonOff:
jr nz, .slideLoop
ret
-; Since mon pic tile numbers go from top to bottom, left to right in order,
+; Since mon pic tile numbers go from top to bottom, left to right in order,
; adding the height of the mon pic in tiles to a tile number gives the tile
; number of the tile one column to the right (and thus subtracting the height
; gives the reverse). If the next tile would be past the edge of the pic, the 2
@@ -1794,10 +1890,8 @@ _AnimationSlideMonOff:
.PlayerNextTile
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
@@ -1934,18 +2028,24 @@ AnimationSubstitute:
CopyMonsterSpriteData:
ld bc, 1 tiles
ld a, BANK(MonsterSprite)
- jp FarCopyData2
+ jp FarCopyData
HideSubstituteShowMonAnim:
ldh a, [hWhoseTurn]
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 HAS_SUBSTITUTE_UP, a
jr nz, .substituteStillUp
@@ -1954,12 +2054,65 @@ HideSubstituteShowMonAnim:
.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
+ ldh a, [hWhoseTurn]
+ 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:
call AnimationSlideMonOff
@@ -2027,6 +2180,23 @@ AnimationHideEnemyMonPic:
ldh [hAutoBGTransferEnabled], a
jp Delay3
+Func_79929:
+ ld hl, wPlayerMonMinimized
+ ldh a, [hWhoseTurn]
+ 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:
; Writes c OAM entries with tile d.
; Sets their Y coordinates to sequential multiples of 8, starting from 0.
@@ -2048,6 +2218,8 @@ InitMultipleObjectsOAM:
jr nz, .loop
ret
+ ret ; unreferenced
+
AnimationHideMonPic:
; Hides the mon's sprite.
ldh a, [hWhoseTurn]
@@ -2074,7 +2246,7 @@ ClearMonPicFromTileMap:
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,
+; 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:
push de
@@ -2270,17 +2442,13 @@ INCLUDE "data/tilemaps.asm"
AnimationLeavesFalling:
; Makes leaves float down from the top of the screen. This is used
; in Razor Leaf's animation.
- ldh a, [rOBP0]
- push af
ld a, [wAnimPalette]
ldh [rOBP0], a
+ call UpdateGBCPal_OBP0
ld d, $37 ; leaf tile
ld a, 3 ; number of leaves
ld [wNumFallingObjects], a
- call AnimationFallingObjects
- pop af
- ldh [rOBP0], a
- ret
+ jp AnimationFallingObjects
AnimationPetalsFalling:
; Makes lots of petals fall down from the top of the screen. It's used in
@@ -2335,6 +2503,8 @@ FallingObjects_UpdateOAMEntry:
; movement byte.
ld hl, wOAMBuffer
add hl, de
+ ld a, $1
+ ld [wdef5], a
ld a, [hl]
inc a
inc a
@@ -2343,6 +2513,12 @@ FallingObjects_UpdateOAMEntry:
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
@@ -2359,6 +2535,13 @@ FallingObjects_UpdateOAMEntry:
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
@@ -2368,9 +2551,19 @@ FallingObjects_UpdateOAMEntry:
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
@@ -2410,7 +2603,7 @@ FallingObjects_InitXCoords:
ret
FallingObjects_InitialXCoords:
- db $38,$40,$50,$60,$70,$88,$90,$56,$67,$4A,$77,$84,$98,$32,$22,$5C,$6C,$7D,$8E,$99
+ db $38, $40, $50, $60, $70, $88, $90, $56, $67, $4A, $77, $84, $98, $32, $22, $5C, $6C, $7D, $8E, $99
FallingObjects_InitMovementData:
ld hl, wFallingObjectsMovementData
@@ -2426,7 +2619,7 @@ FallingObjects_InitMovementData:
ret
FallingObjects_InitialMovementData:
- db $00,$84,$06,$81,$02,$88,$01,$83,$05,$89,$09,$80,$07,$87,$03,$82,$04,$85,$08,$86
+ db $00, $84, $06, $81, $02, $88, $01, $83, $05, $89, $09, $80, $07, $87, $03, $82, $04, $85, $08, $86
AnimationShakeEnemyHUD:
; Shakes the enemy HUD.
@@ -2455,6 +2648,14 @@ AnimationShakeEnemyHUD:
ld hl, vBGMap1 - $20 * 7
call BattleAnimCopyTileMapToVRAM
+; update BGMap attributes
+ ldh a, [hGBC]
+ and a
+ jr z, .notGBC
+ ld c, 13
+ farcall 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
@@ -2488,13 +2689,18 @@ AnimationShakeEnemyHUD:
ldh [hWY], a
ld hl, vBGMap1
call BattleAnimCopyTileMapToVRAM
+; update BGMap attributes
+ ldh a, [hGBC]
+ and a
+ jr z, .notGBC2
+ ld c, 11
+ farcall LoadBGMapAttributes
+.notGBC2
xor a
ldh [hWY], a
call SaveScreenTilesToBuffer1
ld hl, vBGMap0
call BattleAnimCopyTileMapToVRAM
- call ClearScreen
- call Delay3
call LoadScreenTilesFromBuffer1
ld hl, vBGMap1
jp BattleAnimCopyTileMapToVRAM
@@ -2583,7 +2789,7 @@ TossBallAnimation:
.PokeBallAnimations:
; sequence of animations that make up the Poké Ball toss
- db POOF_ANIM,HIDEPIC_ANIM,SHAKE_ANIM,POOF_ANIM,SHOWPIC_ANIM
+ db POOF_ANIM, HIDEPIC_ANIM, SHAKE_ANIM, POOF_ANIM, SHOWPIC_ANIM
.BlockBall
ld a, TOSS_ANIM