Identify battle bg effects functions and constants (#773)
Identify battle bg effects functions and constants
This commit is contained in:
@@ -85,9 +85,9 @@ BattleBGEffects:
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dw BattleBGEffect_WhiteHues
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dw BattleBGEffect_BlackHues
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dw BattleBGEffect_AlternateHues
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dw BattleBGEffect_06
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dw BattleBGEffect_07
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dw BattleBGEffect_08
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dw BattleBGEffect_CycleOBPalsGrayAndYellow
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dw BattleBGEffect_CycleMidOBPalsGrayAndYellow
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dw BattleBGEffect_CycleBGPals_Inverted
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dw BattleBGEffect_HideMon
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dw BattleBGEffect_ShowMon
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dw BattleBGEffect_EnterMon
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@@ -101,38 +101,38 @@ BattleBGEffects:
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dw BattleBGEffect_DoubleTeam
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dw BattleBGEffect_AcidArmor
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dw BattleBGEffect_RapidFlash
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dw BattleBGEffect_16
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dw BattleBGEffect_17
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dw BattleBGEffect_18
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dw BattleBGEffect_19
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dw BattleBGEffect_1a
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dw BattleBGEffect_1b
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dw BattleBGEffect_1c
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dw BattleBGEffect_1d
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dw BattleBGEffect_1e
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dw BattleBGEffect_1f
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dw BattleBGEffect_20
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dw BattleBGEffect_FadeMonToLight
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dw BattleBGEffect_FadeMonToBlack
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dw BattleBGEffect_FadeMonToLightRepeating
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dw BattleBGEffect_FadeMonToBlackRepeating
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dw BattleBGEffect_CycleMonLightDarkRepeating
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dw BattleBGEffect_FlashMonRepeating
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dw BattleBGEffect_FadeMonsToBlackRepeating
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dw BattleBGEffect_FadeMonToWhiteWaitFadeBack
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dw BattleBGEffect_FadeMonFromWhite
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dw BattleBGEffect_ShakeScreenX
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dw BattleBGEffect_ShakeScreenY
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dw BattleBGEffect_Withdraw
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dw BattleBGEffect_BounceDown
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dw BattleBGEffect_Dig
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dw BattleBGEffect_Tackle
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dw BattleBGEffect_25
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dw BattleBGEffect_26
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dw BattleBGEffect_27
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dw BattleBGEffect_28
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dw BattleBGEffect_Psychic
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dw BattleBGEffect_2a
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dw BattleBGEffect_2b
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dw BattleBGEffect_2c
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dw BattleBGEffect_2d
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dw BattleBGEffect_2e
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dw BattleBGEffect_2f
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dw BattleBGEffect_30
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dw BattleBGEffect_31
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dw BattleBGEffect_32
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dw BattleBGEffect_VibrateMon
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dw BattleBGEffect_BodySlam
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dw BattleBGEffect_WobbleMon
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dw BattleBGEffect_35
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dw BattleBGEffect_RemoveMon
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dw BattleBGEffect_WaveDeformMon
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dw BattleBGEffect_Psychic
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dw BattleBGEffect_BetaSendOutMon1
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dw BattleBGEffect_BetaSendOutMon2
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dw BattleBGEffect_Flail
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dw BattleBGEffect_BetaPursuit
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dw BattleBGEffect_Rollout
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dw BattleBGEffect_VitalThrow
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dw BattleBGEffect_StartWater
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dw BattleBGEffect_Water
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dw BattleBGEffect_EndWater
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dw BattleBGEffect_VibrateMon
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dw BattleBGEffect_WobblePlayer
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dw BattleBGEffect_WobbleScreen
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BattleBGEffect_End:
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call EndBattleBGEffect
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@@ -280,7 +280,7 @@ BattleBGEffect_AlternateHues:
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dc 2, 1, 0, 0
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db -2
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BattleBGEffect_06:
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BattleBGEffect_CycleOBPalsGrayAndYellow:
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call BattleBGEffects_CheckSGB
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jr nz, .sgb
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ld de, .PalsCGB
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@@ -303,7 +303,7 @@ BattleBGEffect_06:
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dc 3, 0, 0, 0
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db -2
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BattleBGEffect_07:
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BattleBGEffect_CycleMidOBPalsGrayAndYellow:
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call BattleBGEffects_CheckSGB
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jr nz, .sgb
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ld de, .PalsCGB
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@@ -326,7 +326,7 @@ BattleBGEffect_07:
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dc 3, 0, 3, 0
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db -2
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BattleBGEffect_08:
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BattleBGEffect_CycleBGPals_Inverted:
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ld de, .Pals
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call BattleBGEffect_GetNthDMGPal
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ld [wBGP], a
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@@ -541,7 +541,8 @@ _QueueBattleAnimation:
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callfar QueueBattleAnimation
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ret
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BattleBGEffect_27:
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BattleBGEffect_RemoveMon:
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; Slides mon out of screen
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call BattleBGEffects_AnonJumptable
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.anon_dw
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dw .zero
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@@ -985,7 +986,7 @@ BattleBGEffect_Whirlpool:
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ld a, $5e
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ldh [hLYOverrideEnd], a
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lb de, 2, 2
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call Functionc8f2e
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call DeformScreen
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ret
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.one
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@@ -996,14 +997,15 @@ BattleBGEffect_Whirlpool:
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call BattleAnim_ResetLCDStatCustom
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ret
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BattleBGEffect_30:
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BattleBGEffect_StartWater:
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call BattleBGEffects_ClearLYOverrides
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ld a, LOW(rSCY)
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call BattleBGEffect_SetLCDStatCustoms1
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call EndBattleBGEffect
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ret
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BattleBGEffect_31:
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BattleBGEffect_Water:
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; BG_EFFECT_STRUCT_JT_INDEX: defines Y position of deformation
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ld hl, BG_EFFECT_STRUCT_03
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add hl, bc
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ld a, [hl]
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@@ -1029,7 +1031,7 @@ BattleBGEffect_31:
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jr nc, .done
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inc [hl]
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inc [hl]
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call Functionc8f9a
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call DeformWater
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ret
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.done
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@@ -1037,11 +1039,12 @@ BattleBGEffect_31:
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call EndBattleBGEffect
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ret
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BattleBGEffect_32:
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BattleBGEffect_EndWater:
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call BattleAnim_ResetLCDStatCustom
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ret
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BattleBGEffect_Psychic:
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; Hardcoded to always affect opponent
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call BattleBGEffects_AnonJumptable
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.anon_dw
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dw .zero
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@@ -1058,7 +1061,7 @@ BattleBGEffect_Psychic:
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ld a, $5f
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ldh [hLYOverrideEnd], a
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lb de, 6, 5
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call Functionc8f2e
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call DeformScreen
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ld hl, BG_EFFECT_STRUCT_03
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add hl, bc
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ld [hl], $0
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@@ -1091,7 +1094,7 @@ BattleBGEffect_Teleport:
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ld a, LOW(rSCX)
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call BattleBGEffect_SetLCDStatCustoms1
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lb de, 6, 5
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call Functionc8f2e
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call DeformScreen
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ret
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.one
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@@ -1118,7 +1121,7 @@ BattleBGEffect_NightShade:
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add hl, bc
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ld e, [hl]
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ld d, 2
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call Functionc8f2e
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call DeformScreen
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ret
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.one
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@@ -1239,7 +1242,7 @@ BattleBGEffect_AcidArmor:
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add hl, bc
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ld e, [hl]
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ld d, 2
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call Functionc8f2e
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call DeformScreen
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ld h, HIGH(wLYOverridesBackup)
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ldh a, [hLYOverrideEnd]
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ld l, a
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@@ -1403,11 +1406,14 @@ BattleBGEffect_Tackle:
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call BattleBGEffects_AnonJumptable
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.anon_dw
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dw .zero
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dw Tackle_BGEffect25_2d_one
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dw Tackle_BGEffect25_2d_two
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dw Tackle_MoveForward
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dw Tackle_ReturnMove
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dw .three
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.zero
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; Prepares mon to move forward (player moves right, enemy moves left)
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; BG_EFFECT_STRUCT_03 will keep track of distance moved, so it's reset to 0 here
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; BG_EFFECT_STRUCT_BATTLE_TURN is set to 2 or -2 depending on target
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call BattleBGEffects_IncrementJumptable
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call BattleBGEffects_ClearLYOverrides
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ld a, LOW(rSCX)
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@@ -1433,15 +1439,18 @@ BattleBGEffect_Tackle:
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call BattleAnim_ResetLCDStatCustom
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ret
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BattleBGEffect_25:
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BattleBGEffect_BodySlam:
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call BattleBGEffects_AnonJumptable
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.anon_dw
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dw .zero
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dw Tackle_BGEffect25_2d_one
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dw Tackle_BGEffect25_2d_two
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dw Tackle_MoveForward
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dw Tackle_ReturnMove
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dw .three
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.zero
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; Prepares mon to move forward (player moves right, enemy moves left)
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; BG_EFFECT_STRUCT_03 will keep track of distance moved, so it's reset to 0 here
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; BG_EFFECT_STRUCT_BATTLE_TURN is set to 2 or -2 depending on target
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call BattleBGEffects_IncrementJumptable
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call BattleBGEffects_ClearLYOverrides
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ld a, LOW(rSCX)
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@@ -1467,7 +1476,10 @@ BattleBGEffect_25:
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call BattleAnim_ResetLCDStatCustom
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ret
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Tackle_BGEffect25_2d_one:
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Tackle_MoveForward:
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; Moves user horizontally in a direction that can be positive or negative. When the limit is reached (8 pixels) we move to the next function in the jumptable (Tackle_ReturnMove)
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; BG_EFFECT_STRUCT_BATTLE_TURN: speed and direction
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; BG_EFFECT_STRUCT_03: keeps track of distance moved
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ld hl, BG_EFFECT_STRUCT_03
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add hl, bc
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ld a, [hl]
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@@ -1488,14 +1500,17 @@ Tackle_BGEffect25_2d_one:
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ld [hl], a
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ret
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Tackle_BGEffect25_2d_two:
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Tackle_ReturnMove:
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; Move user horizontally back to initial position. When we back to position 0, we move to the next function in the jumptable
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; BG_EFFECT_STRUCT_BATTLE_TURN: is turned into a negative number (this number is not saved to preserve the initial number)
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; BG_EFFECT_STRUCT_03: keeps track of distance moved
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ld hl, BG_EFFECT_STRUCT_03
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add hl, bc
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ld a, [hl]
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and a
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jr nz, .asm_c8893
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jr nz, .move_back
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call BattleBGEffects_IncrementJumptable
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.asm_c8893
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.move_back
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call Functionc88a5
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ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
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add hl, bc
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@@ -1560,19 +1575,21 @@ Functionc88a5:
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jr nz, .loop
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ret
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BattleBGEffect_2d:
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BattleBGEffect_BetaPursuit: ; unused
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call BattleBGEffects_AnonJumptable
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.anon_dw
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dw BGEffect2d_2f_zero
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dw Tackle_BGEffect25_2d_one
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dw Tackle_BGEffect25_2d_two
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dw VitalThrow_MoveBackwards
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dw Tackle_MoveForward
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dw Tackle_ReturnMove
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dw .three
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.three
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call BattleAnim_ResetLCDStatCustom
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ret
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BGEffect2d_2f_zero:
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VitalThrow_MoveBackwards:
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; Prepares mon to move back back (player moves left, enemy moves right)
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; BG_EFFECT_STRUCT_03: keeps track of distance moved, so it's reset to 0 here
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call BattleBGEffects_IncrementJumptable
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call BattleBGEffects_ClearLYOverrides
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ld a, LOW(rSCX)
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@@ -1594,13 +1611,13 @@ BGEffect2d_2f_zero:
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ld [hl], a
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ret
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BattleBGEffect_2f:
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BattleBGEffect_VitalThrow:
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call BattleBGEffects_AnonJumptable
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.anon_dw
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dw BGEffect2d_2f_zero
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dw Tackle_BGEffect25_2d_one
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dw VitalThrow_MoveBackwards
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dw Tackle_MoveForward
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dw .two
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dw Tackle_BGEffect25_2d_two
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dw Tackle_ReturnMove
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dw .four
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.four
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@@ -1608,7 +1625,8 @@ BattleBGEffect_2f:
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.two
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ret
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BattleBGEffect_26:
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BattleBGEffect_WobbleMon:
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; Similar to BattleBGEffect_WobblePlayer, except it can affect either side and the sine movement has a radius of 8 instead of 6 and it moves at twice the rate
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call BattleBGEffects_AnonJumptable
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.anon_dw
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dw .zero
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@@ -1646,7 +1664,7 @@ BattleBGEffect_26:
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call BattleAnim_ResetLCDStatCustom
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ret
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BattleBGEffect_2c:
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BattleBGEffect_Flail:
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call BattleBGEffects_AnonJumptable
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.anon_dw
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dw .zero
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@@ -1700,7 +1718,7 @@ BattleBGEffect_2c:
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call BattleAnim_ResetLCDStatCustom
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ret
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BattleBGEffect_28:
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BattleBGEffect_WaveDeformMon:
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call BattleBGEffects_AnonJumptable
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.anon_dw
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dw .zero
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@@ -1723,7 +1741,7 @@ BattleBGEffect_28:
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inc [hl]
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ld d, a
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ld e, 4
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call Functionc8f2e
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call DeformScreen
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ret
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.two
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@@ -1735,7 +1753,7 @@ BattleBGEffect_28:
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dec [hl]
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ld d, a
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ld e, 4
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call Functionc8f2e
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call DeformScreen
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ret
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.reset
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@@ -1792,7 +1810,7 @@ BattleBGEffect_BounceDown:
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call BattleAnim_ResetLCDStatCustom
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ret
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BattleBGEffect_2a:
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BattleBGEffect_BetaSendOutMon1: ; unused
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call BattleBGEffects_AnonJumptable
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.anon_dw
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dw .zero
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@@ -1900,7 +1918,7 @@ BattleBGEffect_2a:
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db $00, $40, $90, $e4
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db -1
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BattleBGEffect_2b:
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BattleBGEffect_BetaSendOutMon2: ; unused
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call BattleBGEffects_AnonJumptable
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.anon_dw
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dw .zero
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@@ -1929,14 +1947,14 @@ BattleBGEffect_2b:
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and $f
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ld d, a
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ld e, a
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call Functionc8f2e
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call DeformScreen
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ret
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.done
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call BattleAnim_ResetLCDStatCustom
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ret
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BattleBGEffect_1c:
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BattleBGEffect_FadeMonsToBlackRepeating:
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ldh a, [hCGB]
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and a
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jr nz, .cgb
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@@ -2094,7 +2112,7 @@ BattleBGEffect_1c:
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db $40, $fc
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db $90, $f8
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BattleBGEffect_RapidFlash:
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BattleBGEffect_RapidFlash: ; unused
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ld de, .FlashPals
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call BGEffect_RapidCyclePals
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ret
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@@ -2102,7 +2120,8 @@ BattleBGEffect_RapidFlash:
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.FlashPals:
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db $e4, $6c, $fe
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BattleBGEffect_16:
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BattleBGEffect_FadeMonToLight:
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; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
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ld de, .Pals
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call BGEffect_RapidCyclePals
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ret
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@@ -2110,7 +2129,8 @@ BattleBGEffect_16:
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.Pals:
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db $e4, $90, $40, $ff
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BattleBGEffect_17:
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BattleBGEffect_FadeMonToBlack:
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; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
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ld de, .Pals
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call BGEffect_RapidCyclePals
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ret
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@@ -2118,7 +2138,8 @@ BattleBGEffect_17:
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.Pals:
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db $e4, $f8, $fc, $ff
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BattleBGEffect_18:
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BattleBGEffect_FadeMonToLightRepeating:
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; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
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ld de, .Pals
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call BGEffect_RapidCyclePals
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ret
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@@ -2126,7 +2147,8 @@ BattleBGEffect_18:
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.Pals:
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db $e4, $90, $40, $90, $fe
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BattleBGEffect_19:
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BattleBGEffect_FadeMonToBlackRepeating:
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; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
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ld de, .Pals
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call BGEffect_RapidCyclePals
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ret
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@@ -2134,7 +2156,8 @@ BattleBGEffect_19:
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.Pals:
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db $e4, $f8, $fc, $f8, $fe
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BattleBGEffect_1a:
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BattleBGEffect_CycleMonLightDarkRepeating:
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; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
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ld de, .Pals
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call BGEffect_RapidCyclePals
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ret
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@@ -2142,7 +2165,8 @@ BattleBGEffect_1a:
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.Pals:
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db $e4, $f8, $fc, $f8, $e4, $90, $40, $90, $fe
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BattleBGEffect_1b:
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BattleBGEffect_FlashMonRepeating: ; unused
|
||||
; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
|
||||
ld de, .Pals
|
||||
call BGEffect_RapidCyclePals
|
||||
ret
|
||||
@@ -2150,7 +2174,8 @@ BattleBGEffect_1b:
|
||||
.Pals:
|
||||
db $e4, $fc, $e4, $00, $fe
|
||||
|
||||
BattleBGEffect_1d:
|
||||
BattleBGEffect_FadeMonToWhiteWaitFadeBack:
|
||||
; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
|
||||
ld de, .Pals
|
||||
call BGEffect_RapidCyclePals
|
||||
ret
|
||||
@@ -2158,7 +2183,8 @@ BattleBGEffect_1d:
|
||||
.Pals:
|
||||
db $e4, $90, $40, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $40, $90, $e4, $ff
|
||||
|
||||
BattleBGEffect_1e:
|
||||
BattleBGEffect_FadeMonFromWhite: ; unused
|
||||
; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
|
||||
ld de, .Pals
|
||||
call BGEffect_RapidCyclePals
|
||||
ret
|
||||
@@ -2167,6 +2193,8 @@ BattleBGEffect_1e:
|
||||
db $00, $40, $90, $e4, $ff
|
||||
|
||||
BattleBGEffect_VibrateMon:
|
||||
; Moves mon back and forth sideways for $20 frames
|
||||
; BG_EFFECT_STRUCT_BATTLE_TURN: 0 = target of animation, 1 = user
|
||||
call BattleBGEffects_AnonJumptable
|
||||
.anon_dw
|
||||
dw .zero
|
||||
@@ -2210,7 +2238,8 @@ BattleBGEffect_VibrateMon:
|
||||
call BattleAnim_ResetLCDStatCustom
|
||||
ret
|
||||
|
||||
BattleBGEffect_WobbleMon:
|
||||
BattleBGEffect_WobblePlayer:
|
||||
; Always affects the player
|
||||
call BattleBGEffects_AnonJumptable
|
||||
.anon_dw
|
||||
dw .zero
|
||||
@@ -2251,7 +2280,7 @@ BattleBGEffect_WobbleMon:
|
||||
call BattleAnim_ResetLCDStatCustom
|
||||
ret
|
||||
|
||||
BattleBGEffect_2e:
|
||||
BattleBGEffect_Rollout:
|
||||
call Functionc8d0b
|
||||
jr c, .xor_a
|
||||
bit 7, a
|
||||
@@ -2268,7 +2297,7 @@ BattleBGEffect_2e:
|
||||
ld [wAnimObject01YOffset], a
|
||||
ret
|
||||
|
||||
BattleBGEffect_1f:
|
||||
BattleBGEffect_ShakeScreenX:
|
||||
call Functionc8d0b
|
||||
jr nc, .skip
|
||||
xor a
|
||||
@@ -2276,7 +2305,7 @@ BattleBGEffect_1f:
|
||||
ldh [hSCX], a
|
||||
ret
|
||||
|
||||
BattleBGEffect_20:
|
||||
BattleBGEffect_ShakeScreenY:
|
||||
call Functionc8d0b
|
||||
jr nc, .skip
|
||||
xor a
|
||||
@@ -2322,7 +2351,7 @@ Functionc8d0b:
|
||||
and a
|
||||
ret
|
||||
|
||||
BattleBGEffect_35:
|
||||
BattleBGEffect_WobbleScreen:
|
||||
ld hl, BG_EFFECT_STRUCT_03
|
||||
add hl, bc
|
||||
ld a, [hl]
|
||||
@@ -2367,6 +2396,7 @@ BattleBGEffect_GetNthDMGPal:
|
||||
ret
|
||||
|
||||
BGEffect_RapidCyclePals:
|
||||
; Last index in DE: $fe signals a loop, $ff signals end
|
||||
ldh a, [hCGB]
|
||||
and a
|
||||
jr nz, .cgb
|
||||
@@ -2674,7 +2704,11 @@ BattleBGEffects_ResetVideoHRAM:
|
||||
call BattleBGEffects_ClearLYOverrides
|
||||
ret
|
||||
|
||||
Functionc8f2e:
|
||||
DeformScreen:
|
||||
; wBattleAnimTemp0: Progress of the sine wave
|
||||
; wBattleAnimTemp1 (e): Distance to skip
|
||||
; wBattleAnimTemp2 (d): Size of wave
|
||||
; wBattleAnimTemp3: Timer
|
||||
push bc
|
||||
xor a
|
||||
ld [wBattleAnimTemp0], a
|
||||
@@ -2737,7 +2771,7 @@ InitSurfWaves:
|
||||
pop bc
|
||||
ret
|
||||
|
||||
Functionc8f9a:
|
||||
DeformWater:
|
||||
push bc
|
||||
ld [wBattleAnimTemp3], a
|
||||
ld a, e
|
||||
|
Reference in New Issue
Block a user