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-rwxr-xr-xengine/battle/animations.asm6
-rw-r--r--engine/battle/init_battle.asm (renamed from engine/battle/bank3d_battle.asm)10
-rw-r--r--engine/battle/pikachu_entrance_anim.asm47
3 files changed, 50 insertions, 13 deletions
diff --git a/engine/battle/animations.asm b/engine/battle/animations.asm
index 4508dbaa..3b0fd4ec 100755
--- a/engine/battle/animations.asm
+++ b/engine/battle/animations.asm
@@ -579,16 +579,16 @@ Func_78e98:
xor a
ldh [hAutoBGTransferEnabled], a
call ClearScreen
- ld h, vBGMap0 / $100
+ ld h, HIGH(vBGMap0)
call WriteLowerByteOfBGMapAndEnableBGTransfer
call Delay3
xor a
ldh [hAutoBGTransferEnabled], a
call LoadScreenTilesFromBuffer2
- ld h, vBGMap1 / $100
+ ld h, HIGH(vBGMap1)
WriteLowerByteOfBGMapAndEnableBGTransfer:
- ld l, vBGMap0 & $ff
+ ld l, LOW(vBGMap0)
call BattleAnimCopyTileMapToVRAM
ld a, $1
ldh [hAutoBGTransferEnabled], a
diff --git a/engine/battle/bank3d_battle.asm b/engine/battle/init_battle.asm
index 48c3cde3..d6ba51ed 100644
--- a/engine/battle/bank3d_battle.asm
+++ b/engine/battle/init_battle.asm
@@ -280,13 +280,3 @@ CopyUncompressedPicToHL::
dec b
jr nz, .asm_f6227
ret
-
-INCLUDE "engine/battle/init_battle_variables.asm"
-INCLUDE "engine/battle/move_effects/focus_energy.asm"
-INCLUDE "engine/battle/move_effects/heal.asm"
-INCLUDE "engine/battle/move_effects/transform.asm"
-INCLUDE "engine/battle/move_effects/reflect_light_screen.asm"
-INCLUDE "engine/battle/move_effects/mist.asm"
-INCLUDE "engine/battle/move_effects/one_hit_ko.asm"
-INCLUDE "engine/battle/move_effects/pay_day.asm"
-INCLUDE "engine/battle/move_effects/paralyze.asm"
diff --git a/engine/battle/pikachu_entrance_anim.asm b/engine/battle/pikachu_entrance_anim.asm
new file mode 100644
index 00000000..8af65cee
--- /dev/null
+++ b/engine/battle/pikachu_entrance_anim.asm
@@ -0,0 +1,47 @@
+StarterPikachuBattleEntranceAnimation:
+ hlcoord 0, 5
+ ld c, 0
+.loop1
+ inc c
+ ld a, c
+ cp 9
+ ret z
+ ld d, 7 * 13
+ push bc
+ push hl
+.loop2
+ call .PlaceColumn
+ dec hl
+ ld a, d
+ sub 7
+ ld d, a
+ dec c
+ jr nz, .loop2
+ ld c, 2
+ call DelayFrames
+ pop hl
+ pop bc
+ inc hl
+ jr .loop1
+
+.PlaceColumn:
+ push hl
+ push de
+ push bc
+ ld e, 7
+.loop3
+ ld a, d
+ cp 7 * 7
+ jr nc, .okay
+ ld a, $7f
+.okay
+ ld [hl], a
+ ld bc, SCREEN_WIDTH
+ add hl, bc
+ inc d
+ dec e
+ jr nz, .loop3
+ pop bc
+ pop de
+ pop hl
+ ret