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