Sync sprite and battle anim consts/labels (#1055)

* Sync sprite and battle anim consts/labels

* Add `; 00` comments

* Renamed to `SpriteAnimFunc_` and `BattleAnimFunc_`
This commit is contained in:
vulcandth
2023-09-17 13:09:28 -05:00
committed by GitHub
parent b0ddb0758d
commit aba1f14044
37 changed files with 4148 additions and 4148 deletions

View File

@@ -84,7 +84,7 @@ Mobile_InitAnimatedMonIcon:
call PartyMenu_InitAnimatedMonIcon
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
ld a, SPRITE_ANIM_SEQ_NULL
ld a, SPRITE_ANIM_FUNC_NULL
ld [hl], a
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
@@ -101,7 +101,7 @@ Mobile_InitPartyMenuBGPal71:
call SetPartyMonIconAnimSpeed
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
ld a, SPRITE_ANIM_SEQ_NULL
ld a, SPRITE_ANIM_FUNC_NULL
ld [hl], a
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
@@ -174,7 +174,7 @@ InitPartyMenuIcon:
; x coord
ld e, $10
; type is partymon icon
ld a, SPRITE_ANIM_INDEX_PARTY_MON
ld a, SPRITE_ANIM_OBJ_PARTY_MON
call _InitSpriteAnimStruct
pop af
ld hl, SPRITEANIMSTRUCT_TILE_ID
@@ -221,11 +221,11 @@ NamingScreen_InitAnimatedMonIcon:
xor a
call GetIconGFX
depixel 4, 4, 4, 0
ld a, SPRITE_ANIM_INDEX_PARTY_MON
ld a, SPRITE_ANIM_OBJ_PARTY_MON
call _InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
ld [hl], SPRITE_ANIM_SEQ_NULL
ld [hl], SPRITE_ANIM_FUNC_NULL
ret
MoveList_InitAnimatedMonIcon:
@@ -236,11 +236,11 @@ MoveList_InitAnimatedMonIcon:
call GetIconGFX
ld d, 3 * TILE_WIDTH + 2 ; depixel 3, 4, 2, 4
ld e, 4 * TILE_WIDTH + 4
ld a, SPRITE_ANIM_INDEX_PARTY_MON
ld a, SPRITE_ANIM_OBJ_PARTY_MON
call _InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
ld [hl], SPRITE_ANIM_SEQ_NULL
ld [hl], SPRITE_ANIM_FUNC_NULL
ret
Trade_LoadMonIconGFX:
@@ -360,11 +360,11 @@ FreezeMonIcons:
jr z, .next
cp d
jr z, .loadwithtwo
ld a, SPRITE_ANIM_SEQ_NULL
ld a, SPRITE_ANIM_FUNC_NULL
jr .ok
.loadwithtwo
ld a, SPRITE_ANIM_SEQ_PARTY_MON_SWITCH
ld a, SPRITE_ANIM_FUNC_PARTY_MON_SWITCH
.ok
push hl
@@ -394,7 +394,7 @@ UnfreezeMonIcons:
ld b, h
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
ld [hl], SPRITE_ANIM_SEQ_PARTY_MON
ld [hl], SPRITE_ANIM_FUNC_PARTY_MON
pop hl
.next
ld bc, $10
@@ -414,11 +414,11 @@ HoldSwitchmonIcon:
jr z, .next
cp d
jr z, .is_switchmon
ld a, SPRITE_ANIM_SEQ_PARTY_MON_SELECTED
ld a, SPRITE_ANIM_FUNC_PARTY_MON_SELECTED
jr .join_back
.is_switchmon
ld a, SPRITE_ANIM_SEQ_PARTY_MON_SWITCH
ld a, SPRITE_ANIM_FUNC_PARTY_MON_SWITCH
.join_back
push hl
ld c, l

View File

@@ -1,877 +0,0 @@
DoAnimFrame:
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
ld e, [hl]
ld d, 0
ld hl, .Jumptable
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
.Jumptable:
; entries correspond to SPRITE_ANIM_SEQ_* constants (see constants/sprite_anim_constants.asm)
table_width 2, DoAnimFrame.Jumptable
dw AnimSeq_Null
dw AnimSeq_PartyMon
dw AnimSeq_PartyMonSwitch
dw AnimSeq_PartyMonSelected
dw AnimSeq_GSTitleTrail
dw AnimSeq_NamingScreenCursor
dw AnimSeq_GameFreakLogo
dw AnimSeq_GSGameFreakLogoStar
dw AnimSeq_GSGameFreakLogoSparkle
dw AnimSeq_SlotsGolem
dw AnimSeq_SlotsChansey
dw AnimSeq_SlotsChanseyEgg
dw AnimSeq_MailCursor
dw AnimSeq_UnusedCursor
dw AnimSeq_MemoryGameCursor
dw AnimSeq_PokegearArrow
dw AnimSeq_TradePokeBall
dw AnimSeq_TradeTubeBulge
dw AnimSeq_TrademonInTube
dw AnimSeq_RevealNewMon
dw AnimSeq_RadioTuningKnob
dw AnimSeq_CutLeaves
dw AnimSeq_FlyFrom
dw AnimSeq_FlyLeaf
dw AnimSeq_FlyTo
dw AnimSeq_GSIntroHoOhLugia
dw AnimSeq_EZChatCursor
dw AnimSeq_MobileTradeSentPulse
dw AnimSeq_MobileTradeOTPulse
dw AnimSeq_IntroSuicune
dw AnimSeq_IntroPichuWooper
dw AnimSeq_Celebi
dw AnimSeq_IntroUnown
dw AnimSeq_IntroUnownF
dw AnimSeq_IntroSuicuneAway
assert_table_length NUM_SPRITE_ANIM_SEQS
AnimSeq_Null:
ret
AnimSeq_PartyMon:
ld a, [wMenuCursorY]
ld hl, SPRITEANIMSTRUCT_INDEX
add hl, bc
cp [hl]
jr z, AnimSeq_PartyMonSwitch
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
ld [hl], 8 * 2
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], 0
ret
AnimSeq_PartyMonSwitch:
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
ld [hl], 8 * 3
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
ld d, a
inc [hl]
and $f
ret nz
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld e, [hl]
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld a, d
and $10 ; bit 4
jr z, .load_zero
ld a, e
and a
jr z, .load_minus_two
cp $1
jr z, .load_minus_one
.load_zero
xor a
ld [hl], a
ret
.load_minus_one
ld a, -1
ld [hl], a
ret
.load_minus_two
ld a, -2
ld [hl], a
ret
AnimSeq_PartyMonSelected:
ld a, [wMenuCursorY]
ld hl, SPRITEANIMSTRUCT_INDEX
add hl, bc
cp [hl]
jr z, .three_offset_right
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
ld [hl], 8 * 2
ret
.three_offset_right
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
ld [hl], 8 * 3
ret
AnimSeq_GSTitleTrail:
call AnimSeqs_AnonJumptable
jp hl
.anon_dw
dw .zero
dw .one
.zero
call AnimSeqs_IncAnonJumptableIndex
ld hl, SPRITEANIMSTRUCT_INDEX
add hl, bc
ld a, [hl]
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
and $3
ld [hl], a
inc [hl]
swap a
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
.one
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp $a4
jr nc, .delete
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
add 4
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
sla a
sla a
ld d, 2
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
add 3
ld [hl], a
call AnimSeqs_Sine
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ret
.delete
call DeinitializeSprite
ret
AnimSeq_GSIntroHoOhLugia:
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc a
ld [hl], a
ld d, 2
call AnimSeqs_Sine
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ret
AnimSeq_NamingScreenCursor:
callfar NamingScreen_AnimateCursor
ret
AnimSeq_MailCursor:
callfar ComposeMail_AnimateCursor
ret
AnimSeq_GameFreakLogo:
callfar GameFreakLogoSpriteAnim
ret
AnimSeq_GSGameFreakLogoStar:
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
and a
jr z, .delete
dec [hl]
dec [hl]
ld d, a
and $1f
jr nz, .stay
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
dec [hl]
.stay
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld a, [hl]
push af
push de
call AnimSeqs_Sine
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call AnimSeqs_Cosine
ld hl, SPRITEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
add [hl]
ld [hl], a
ret
.delete
ld a, 1
ld [wIntroSceneFrameCounter], a
call DeinitializeSprite
ret
AnimSeq_GSGameFreakLogoSparkle:
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hli]
or [hl]
jr z, .delete
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld d, [hl]
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld a, [hl]
push af
push de
call AnimSeqs_Sine
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call AnimSeqs_Cosine
ld hl, SPRITEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld e, [hl]
inc hl
ld d, [hl]
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
add hl, de
ld e, l
ld d, h
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld [hl], e
inc hl
ld [hl], d
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
ld de, -$10
add hl, de
ld e, l
ld d, h
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], e
inc hl
ld [hl], d
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld a, [hl]
xor $20
ld [hl], a
ret
.delete
call DeinitializeSprite
ret
AnimSeq_SlotsGolem:
callfar Slots_AnimateGolem
ret
AnimSeq_SlotsChansey:
callfar Slots_AnimateChansey
ld hl, wSlotsDelay
ld a, [hl]
cp $2
ret nz
ld [hl], $3
ld a, SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY_2
call _ReinitSpriteAnimFrame
ret
AnimSeq_SlotsChanseyEgg:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld a, [hl]
dec [hl]
ld e, a
and $1
jr z, .move_vertical
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp 15 * TILE_WIDTH
jr c, .move_right
call DeinitializeSprite
ld a, $4
ld [wSlotsDelay], a
ld de, SFX_PLACE_PUZZLE_PIECE_DOWN
call PlaySFX
ret
.move_right
inc [hl]
.move_vertical
ld a, e
ld d, 32
call AnimSeqs_Sine
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ret
AnimSeq_UnusedCursor:
callfar UnusedCursor_InterpretJoypad_AnimateCursor
ret
AnimSeq_PokegearArrow:
callfar AnimatePokegearModeIndicatorArrow
ret
AnimSeq_MemoryGameCursor:
callfar MemoryGame_InterpretJoypad_AnimateCursor
ret
AnimSeq_TradePokeBall:
call AnimSeqs_AnonJumptable
jp hl
.anon_dw
dw .zero
dw .one
dw .two
dw .three
dw .four
dw .delete
.zero
ld a, SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL_WOBBLE
call _ReinitSpriteAnimFrame
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld [hl], 2 ; .two
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $20
ret
.two
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
and a
jr z, .next
dec [hl]
ret
.next
call AnimSeqs_IncAnonJumptableIndex
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $40
.three
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp 48
jr c, .done
dec [hl]
ld d, 40
call AnimSeqs_Sine
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ret
.done
ld de, SFX_GOT_SAFARI_BALLS
call PlaySFX
jr .delete
.one
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld [hl], $4
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $30
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $24
ret
.four
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
and a
jr z, .done2
ld d, a
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
call Sprites_Sine
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
inc [hl]
ld a, [hl]
and $3f
ret nz
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $20
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
sub $c
ld [hl], a
ld de, SFX_SWITCH_POKEMON
call PlaySFX
ret
.done2
xor a
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
call AnimSeqs_IncAnonJumptableIndex
ret
.delete
call DeinitializeSprite
ret
AnimSeq_TradeTubeBulge:
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
inc [hl]
inc [hl]
cp $b0
jr nc, .delete
and $3
ret nz
ld de, SFX_POKEBALLS_PLACED_ON_TABLE
call PlaySFX
ret
.delete
call DeinitializeSprite
ret
AnimSeq_TrademonInTube:
callfar TradeAnim_AnimateTrademonInTube
ret
AnimSeq_RevealNewMon:
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $80
jr nc, .finish_EggShell
ld d, a
add 8
ld [hl], a
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld a, [hl]
xor $20
ld [hl], a
push af
push de
call AnimSeqs_Sine
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call AnimSeqs_Cosine
ld hl, SPRITEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ret
.finish_EggShell
call DeinitializeSprite
ret
AnimSeq_RadioTuningKnob:
callfar AnimateTuningKnob
ret
AnimSeq_CutLeaves:
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld e, [hl]
inc hl
ld d, [hl]
ld hl, $80
add hl, de
ld e, l
ld d, h
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], e
inc hl
ld [hl], d
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc [hl]
inc [hl]
inc [hl]
push af
push de
call AnimSeqs_Sine
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call AnimSeqs_Cosine
ld hl, SPRITEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ret
AnimSeq_FlyFrom:
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
and a
ret z
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
inc [hl]
cp $40
ret c
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
dec [hl]
dec [hl]
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld a, [hl]
ld d, a
cp $40
jr nc, .skip
add 8
ld [hl], a
.skip
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hl]
inc [hl]
call AnimSeqs_Cosine
ld hl, SPRITEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ret
AnimSeq_FlyLeaf:
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hl]
cp -9 * TILE_WIDTH
jr nc, .delete_leaf
inc [hl]
inc [hl]
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
dec [hl]
ld d, $40
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc [hl]
call AnimSeqs_Cosine
ld hl, SPRITEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ret
.delete_leaf
call DeinitializeSprite
ret
AnimSeq_FlyTo:
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
cp 10 * TILE_WIDTH + 4
ret z
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
inc [hl]
inc [hl]
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld a, [hl]
ld d, a
and a
jr z, .stay
sub $2
ld [hl], a
.stay
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hl]
inc [hl]
call AnimSeqs_Cosine
ld hl, SPRITEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ret
AnimSeq_MobileTradeSentPulse:
farcall MobileTradeAnim_AnimateSentPulse
ret
AnimSeq_MobileTradeOTPulse:
farcall MobileTradeAnim_AnimateOTPulse
ret
AnimSeq_IntroSuicune:
ld a, [wIntroSceneTimer]
and a
jr nz, .continue
ret
.continue
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], $0
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
add 2
ld [hl], a
xor $ff
inc a
ld d, 32
call AnimSeqs_Sine
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld a, SPRITE_ANIM_FRAMESET_INTRO_SUICUNE_2
call _ReinitSpriteAnimFrame
ret
AnimSeq_IntroPichuWooper:
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp 20
jr nc, .done
add 2
ld [hl], a
xor $ff
inc a
ld d, 32
call AnimSeqs_Sine
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
.done
ret
AnimSeq_IntroUnown:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld d, [hl]
inc [hl]
inc [hl]
inc [hl]
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
push af
push de
call AnimSeqs_Sine
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
pop de
pop af
call AnimSeqs_Cosine
ld hl, SPRITEANIMSTRUCT_XOFFSET
add hl, bc
ld [hl], a
ret
AnimSeq_IntroUnownF:
ld a, [wSlotsDelay]
cp $40
ret nz
ld a, SPRITE_ANIM_FRAMESET_INTRO_UNOWN_F_2
call _ReinitSpriteAnimFrame
ret
AnimSeq_IntroSuicuneAway:
ld hl, SPRITEANIMSTRUCT_YCOORD
add hl, bc
ld a, [hl]
add 16
ld [hl], a
ret
AnimSeq_EZChatCursor:
farcall AnimateEZChatCursor
ret
AnimSeq_Celebi:
farcall UpdateCelebiPosition
ret
AnimSeqs_AnonJumptable:
ld hl, sp+0
ld e, [hl]
inc hl
ld d, [hl]
inc de
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld l, [hl]
ld h, 0
add hl, hl
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ret
AnimSeqs_IncAnonJumptableIndex:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ret
AnimSeqs_Sine:
call Sprites_Sine
ret
AnimSeqs_Cosine:
call Sprites_Cosine
ret

View File

@@ -1,633 +0,0 @@
ClearSpriteAnims:
ld hl, wSpriteAnimData
ld bc, wSpriteAnimDataEnd - wSpriteAnimData
.loop
ld [hl], 0
inc hl
dec bc
ld a, c
or b
jr nz, .loop
ret
PlaySpriteAnimationsAndDelayFrame:
call PlaySpriteAnimations
call DelayFrame
ret
PlaySpriteAnimations:
push hl
push de
push bc
push af
ld a, LOW(wShadowOAM)
ld [wCurSpriteOAMAddr], a
call DoNextFrameForAllSprites
pop af
pop bc
pop de
pop hl
ret
DoNextFrameForAllSprites:
ld hl, wSpriteAnimationStructs
ld e, NUM_SPRITE_ANIM_STRUCTS
.loop
ld a, [hl]
and a
jr z, .next ; This struct is deinitialized.
ld c, l
ld b, h
push hl
push de
call DoAnimFrame ; Uses a massive dw
call UpdateAnimFrame
pop de
pop hl
jr c, .done
.next
ld bc, SPRITEANIMSTRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
ld a, [wCurSpriteOAMAddr]
ld l, a
ld h, HIGH(wShadowOAM)
.loop2 ; Clear (wShadowOAM + [wCurSpriteOAMAddr] --> wShadowOAMEnd)
ld a, l
cp LOW(wShadowOAMEnd)
jr nc, .done
xor a
ld [hli], a
jr .loop2
.done
ret
DoNextFrameForFirst16Sprites:
ld hl, wSpriteAnimationStructs
ld e, NUM_SPRITE_ANIM_STRUCTS
.loop
ld a, [hl]
and a
jr z, .next
ld c, l
ld b, h
push hl
push de
call DoAnimFrame ; Uses a massive dw
call UpdateAnimFrame
pop de
pop hl
jr c, .done
.next
ld bc, SPRITEANIMSTRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
ld a, [wCurSpriteOAMAddr]
ld l, a
ld h, HIGH(wShadowOAMSprite16)
.loop2 ; Clear (wShadowOAM + [wCurSpriteOAMAddr] --> Sprites + $40)
ld a, l
cp LOW(wShadowOAMSprite16)
jr nc, .done
xor a
ld [hli], a
jr .loop2
.done
ret
_InitSpriteAnimStruct::
; Initialize animation a at pixel x=e, y=d
; Find if there's any room in the wSpriteAnimationStructs array, which is 10x16
push de
push af
ld hl, wSpriteAnimationStructs
ld e, NUM_SPRITE_ANIM_STRUCTS
.loop
ld a, [hl]
and a
jr z, .found
ld bc, SPRITEANIMSTRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
; We've reached the end. There is no more room here.
; Return carry.
pop af
pop de
scf
ret
.found
; Back up the structure address to bc.
ld c, l
ld b, h
; Increment [wSpriteAnimCount], skipping a 0 value.
ld hl, wSpriteAnimCount
inc [hl]
ld a, [hl]
and a
jr nz, .nonzero
inc [hl]
.nonzero
; Get row a of SpriteAnimSeqData, copy the pointer into de
pop af
ld e, a
ld d, 0
ld hl, SpriteAnimSeqData
add hl, de
add hl, de
add hl, de
ld e, l
ld d, h
; Set hl to the first field (field 0) in the current structure.
ld hl, SPRITEANIMSTRUCT_INDEX
add hl, bc
; Load the index.
ld a, [wSpriteAnimCount]
ld [hli], a ; SPRITEANIMSTRUCT_INDEX
; Copy the table entry to the next two fields.
ld a, [de]
ld [hli], a ; SPRITEANIMSTRUCT_FRAMESET_ID
inc de
ld a, [de]
ld [hli], a ; SPRITEANIMSTRUCT_ANIM_SEQ_ID
inc de
; Look up the third field in the wSpriteAnimDict mapping.
; Take the mapped value and load it in.
ld a, [de]
call GetSpriteAnimVTile
ld [hli], a ; SPRITEANIMSTRUCT_TILE_ID
pop de
; Set hl to field 4 (X coordinate). Kinda pointless, because we're presumably already here.
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
; Load the original value of de into here.
ld a, e
ld [hli], a ; SPRITEANIMSTRUCT_XCOORD
ld a, d
ld [hli], a ; SPRITEANIMSTRUCT_YCOORD
; load 0 into the next four fields
xor a
ld [hli], a ; SPRITEANIMSTRUCT_XOFFSET
ld [hli], a ; SPRITEANIMSTRUCT_YOFFSET
xor a
ld [hli], a ; SPRITEANIMSTRUCT_DURATION
ld [hli], a ; SPRITEANIMSTRUCT_DURATIONOFFSET
; load -1 into the next field
dec a
ld [hli], a ; SPRITEANIMSTRUCT_FRAME
; load 0 into the last five fields
xor a
ld [hli], a ; SPRITEANIMSTRUCT_JUMPTABLE_INDEX
ld [hli], a ; SPRITEANIMSTRUCT_VAR1
ld [hli], a ; SPRITEANIMSTRUCT_VAR2
ld [hli], a ; SPRITEANIMSTRUCT_VAR3
ld [hl], a ; SPRITEANIMSTRUCT_VAR4
; back up the address of the first field to wSpriteAnimAddrBackup
ld a, c
ld [wSpriteAnimAddrBackup], a
ld a, b
ld [wSpriteAnimAddrBackup + 1], a
ret
DeinitializeSprite:
; Clear the index field of the struct in bc.
ld hl, SPRITEANIMSTRUCT_INDEX
add hl, bc
ld [hl], 0
ret
DeinitializeAllSprites:
; Clear the index field of every struct in the wSpriteAnimationStructs array.
ld hl, wSpriteAnimationStructs
ld bc, SPRITEANIMSTRUCT_LENGTH
ld e, NUM_SPRITE_ANIM_STRUCTS
xor a
.loop
ld [hl], a
add hl, bc
dec e
jr nz, .loop
ret
UpdateAnimFrame:
call InitSpriteAnimBuffer ; init WRAM
call GetSpriteAnimFrame ; read from a memory array
cp oamwait_command
jr z, .done
cp oamdelete_command
jr z, .delete
call GetFrameOAMPointer
; add byte to [wCurAnimVTile]
ld a, [wCurAnimVTile]
add [hl]
ld [wCurAnimVTile], a
inc hl
; load pointer into hl
ld a, [hli]
ld h, [hl]
ld l, a
push bc
ld a, [wCurSpriteOAMAddr]
ld e, a
ld d, HIGH(wShadowOAM)
ld a, [hli]
ld c, a ; number of objects
.loop
; first byte: y (px)
; [de] = [wCurAnimYCoord] + [wCurAnimYOffset] + [wGlobalAnimYOffset] + AddOrSubtractY([hl])
ld a, [wCurAnimYCoord]
ld b, a
ld a, [wCurAnimYOffset]
add b
ld b, a
ld a, [wGlobalAnimYOffset]
add b
ld b, a
call AddOrSubtractY
add b
ld [de], a
inc hl
inc de
; second byte: x (px)
; [de] = [wCurAnimXCoord] + [wCurAnimXOffset] + [wGlobalAnimXOffset] + AddOrSubtractX([hl])
ld a, [wCurAnimXCoord]
ld b, a
ld a, [wCurAnimXOffset]
add b
ld b, a
ld a, [wGlobalAnimXOffset]
add b
ld b, a
call AddOrSubtractX
add b
ld [de], a
inc hl
inc de
; third byte: vtile
; [de] = [wCurAnimVTile] + [hl]
ld a, [wCurAnimVTile]
add [hl]
ld [de], a
inc hl
inc de
; fourth byte: attributes
; [de] = GetSpriteOAMAttr([hl])
call GetSpriteOAMAttr
ld [de], a
inc hl
inc de
ld a, e
ld [wCurSpriteOAMAddr], a
cp LOW(wShadowOAMEnd)
jr nc, .reached_the_end
dec c
jr nz, .loop
pop bc
jr .done
.delete
; Removes the object from the screen, as opposed to `oamend` which just stops all motion
call DeinitializeSprite
.done
and a
ret
.reached_the_end
pop bc
scf
ret
AddOrSubtractY:
push hl
ld a, [hl]
ld hl, wCurSpriteOAMFlags
bit OAM_Y_FLIP, [hl]
jr z, .ok
; -8 - a
add 8
xor $ff
inc a
.ok
pop hl
ret
AddOrSubtractX:
push hl
ld a, [hl]
ld hl, wCurSpriteOAMFlags
bit OAM_X_FLIP, [hl]
jr z, .ok
; -8 - a
add 8
xor $ff
inc a
.ok
pop hl
ret
GetSpriteOAMAttr:
ld a, [wCurSpriteOAMFlags]
ld b, a
ld a, [hl]
xor b
and PRIORITY | Y_FLIP | X_FLIP
ld b, a
ld a, [hl]
and ~(PRIORITY | Y_FLIP | X_FLIP)
or b
ret
InitSpriteAnimBuffer:
xor a
ld [wCurSpriteOAMFlags], a
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld a, [hli]
ld [wCurAnimVTile], a
ld a, [hli]
ld [wCurAnimXCoord], a
ld a, [hli]
ld [wCurAnimYCoord], a
ld a, [hli]
ld [wCurAnimXOffset], a
ld a, [hli]
ld [wCurAnimYOffset], a
ret
GetSpriteAnimVTile:
; a = wSpriteAnimDict[a] if a in wSpriteAnimDict else vtile offset $00
push hl
push bc
ld hl, wSpriteAnimDict
ld b, a
ld c, NUM_SPRITEANIMDICT_ENTRIES
.loop
ld a, [hli]
cp b
jr z, .ok
inc hl
dec c
jr nz, .loop
xor a
jr .done
.ok
ld a, [hl]
.done
pop bc
pop hl
ret
_ReinitSpriteAnimFrame::
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_DURATION
add hl, bc
ld [hl], 0
ld hl, SPRITEANIMSTRUCT_FRAME
add hl, bc
ld [hl], -1
ret
GetSpriteAnimFrame:
.loop
ld hl, SPRITEANIMSTRUCT_DURATION
add hl, bc
ld a, [hl]
and a
jr z, .next_frame
dec [hl]
call .GetPointer
ld a, [hli]
push af
jr .okay
.next_frame
ld hl, SPRITEANIMSTRUCT_FRAME
add hl, bc
inc [hl]
call .GetPointer
ld a, [hli]
cp oamrestart_command
jr z, .restart
cp oamend_command
jr z, .repeat_last
push af
ld a, [hl]
push hl
and ~(Y_FLIP << 1 | X_FLIP << 1)
ld hl, SPRITEANIMSTRUCT_DURATIONOFFSET
add hl, bc
add [hl]
ld hl, SPRITEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
pop hl
.okay
ld a, [hl]
and Y_FLIP << 1 | X_FLIP << 1 ; The << 1 is compensated in the "oamframe" macro
srl a
ld [wCurSpriteOAMFlags], a
pop af
ret
.repeat_last
xor a
ld hl, SPRITEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_FRAME
add hl, bc
dec [hl]
dec [hl]
jr .loop
.restart
xor a
ld hl, SPRITEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
dec a
ld hl, SPRITEANIMSTRUCT_FRAME
add hl, bc
ld [hl], a
jr .loop
.GetPointer:
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld e, [hl]
ld d, 0
ld hl, SpriteAnimFrameData
add hl, de
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ld hl, SPRITEANIMSTRUCT_FRAME
add hl, bc
ld l, [hl]
ld h, 0
add hl, hl
add hl, de
ret
GetFrameOAMPointer:
ld e, a
ld d, 0
ld hl, SpriteAnimOAMData
add hl, de
add hl, de
add hl, de
ret
UnusedLoadSpriteAnimGFX: ; unreferenced
push hl
ld l, a
ld h, 0
add hl, hl
add hl, hl
ld de, UnusedSpriteAnimGFX
add hl, de
ld c, [hl]
inc hl
ld b, [hl]
inc hl
ld e, [hl]
inc hl
ld d, [hl]
pop hl
push bc
call Request2bpp
pop bc
ret
INCLUDE "data/sprite_anims/sequences.asm"
INCLUDE "engine/gfx/sprite_anims.asm"
INCLUDE "data/sprite_anims/framesets.asm"
INCLUDE "data/sprite_anims/oam.asm"
INCLUDE "data/sprite_anims/unused_gfx.asm"
Sprites_Cosine:
; a = d * cos(a * pi/32)
add %010000 ; cos(x) = sin(x + pi/2)
; fallthrough
Sprites_Sine:
; a = d * sin(a * pi/32)
calc_sine_wave
AnimateEndOfExpBar:
ldh a, [hSGB]
ld de, EndOfExpBarGFX
and a
jr z, .load
ld de, SGBEndOfExpBarGFX
.load
ld hl, vTiles0 tile $00
lb bc, BANK(EndOfExpBarGFX), 1
call Request2bpp
ld c, 8
ld d, 0
.loop
push bc
call .AnimateFrame
call DelayFrame
pop bc
inc d
inc d
dec c
jr nz, .loop
call ClearSprites
ret
.AnimateFrame:
ld hl, wShadowOAMSprite00
ld c, 8 ; number of animated circles
.anim_loop
ld a, c
and a
ret z
dec c
ld a, c
; multiply by 8
sla a
sla a
sla a
push af
push de
push hl
call Sprites_Sine
pop hl
pop de
add 13 * TILE_WIDTH
ld [hli], a ; y
pop af
push de
push hl
call Sprites_Cosine
pop hl
pop de
add 10 * TILE_WIDTH + 4
ld [hli], a ; x
ld a, $0
ld [hli], a ; tile id
ld a, PAL_BATTLE_OB_BLUE
ld [hli], a ; attributes
jr .anim_loop
EndOfExpBarGFX:
INCBIN "gfx/battle/expbarend.2bpp"
SGBEndOfExpBarGFX:
INCBIN "gfx/battle/expbarend_sgb.2bpp"
ClearSpriteAnims2:
push hl
push de
push bc
push af
ld hl, wSpriteAnimData
ld bc, wSpriteAnimDataEnd - wSpriteAnimData
.loop
ld [hl], 0
inc hl
dec bc
ld a, c
or b
jr nz, .loop
pop af
pop bc
pop de
pop hl
ret