Getting started with battle anims; sine and cosine

This commit is contained in:
PikalaxALT
2015-12-04 14:33:29 -05:00
parent 5b94d54a6c
commit 81ea723b04
8 changed files with 1048 additions and 847 deletions

View File

@@ -106,7 +106,7 @@ RunBattleAnimScript: ; cc163
.playframe
call Functioncc25f
call Functionccb48
call _ExecuteBGEffects
call Functioncc96e
call Function3b0c
call BattleAnimRequestPals
@@ -633,7 +633,7 @@ BattleAnimCmd_Obj: ; cc41f (33:441f)
ld [BattleAnimTemps + 2], a
call GetBattleAnimByte
ld [BattleAnimTemps + 3], a
call Functioncc9a1
call QueueBattleAnimation
ret
BattleAnimCmd_BGEffect: ; cc43b (33:443b)
@@ -645,7 +645,7 @@ BattleAnimCmd_BGEffect: ; cc43b (33:443b)
ld [BattleAnimTemps + 2], a
call GetBattleAnimByte
ld [BattleAnimTemps + 3], a
call Functionccb4f
call _QueueBGEffect
ret
BattleAnimCmd_BGP: ; cc457 (33:4457)
@@ -667,20 +667,20 @@ BattleAnimCmd_ResetObp0: ; cc46c (33:446c)
ld a, [hSGB]
and a
ld a, $e0
jr z, .asm_cc475
jr z, .not_sgb
ld a, $f0
.asm_cc475
.not_sgb
ld [wcfc8], a
ret
BattleAnimCmd_ClearObjs: ; cc479 (33:4479)
ld hl, OTPartyMon3HP
ld hl, ActiveAnimObjects
ld a, $a0
.asm_cc47e
.loop
ld [hl], $0
inc hl
dec a
jr nz, .asm_cc47e
jr nz, .loop
ret
BattleAnimCmd_1GFX:
@@ -725,7 +725,7 @@ endr
BattleAnimCmd_IncObj: ; cc4c0 (33:44c0)
call GetBattleAnimByte
ld e, $a
ld bc, OTPartyMon3HP
ld bc, ActiveAnimObjects
.asm_cc4c8
ld hl, $0
add hl, bc
@@ -773,7 +773,7 @@ BattleAnimCmd_IncBGEffect: ; cc4e3 (33:44e3)
BattleAnimCmd_SetObj: ; cc506 (33:4506)
call GetBattleAnimByte
ld e, $a
ld bc, OTPartyMon3HP
ld bc, ActiveAnimObjects
.asm_cc50e
ld hl, $0
add hl, bc
@@ -1480,12 +1480,12 @@ Functioncc94b: ; cc94b
Functioncc96e: ; cc96e
ld a, $0
ld [w5_d418], a
ld hl, OTPartyMon3HP
ld e, $a
.asm_cc978
ld hl, ActiveAnimObjects
ld e, 10
.loop
ld a, [hl]
and a
jr z, .asm_cc98a
jr z, .next
ld c, l
ld b, h
push hl
@@ -1494,24 +1494,24 @@ Functioncc96e: ; cc96e
call Functioncca09
pop de
pop hl
jr c, .asm_cc9a0
jr c, .done
.asm_cc98a
.next
ld bc, $0018
add hl, bc
dec e
jr nz, .asm_cc978
jr nz, .loop
ld a, [w5_d418]
ld l, a
ld h, $c4
.asm_cc997
ld h, Sprites / $100
.loop2
ld a, l
cp $a0
jr nc, .asm_cc9a0
cp SpritesEnd % $100
jr nc, .done
xor a
ld [hli], a
jr .asm_cc997
jr .loop2
.asm_cc9a0
.done
ret
; cc9a1