Files
pokecrystal/engine/battle_anims/core.asm
mid-kid 4154f191e0 Anotate more of the battle anim subsystem
The X and Y flip flags can be applied through the stack consisting of:
- Object attributes
- Animation frame attributes
- OAM Data
Each of these negate eachother.

Confused yet? The same stack is traversed to obtain the final tile ID,
with an added layer on top for the base GFX offset and the offset for
the dynamically loaded GFX requested by the object!

wBattleAnimDelay is populated with the values passed to `anim_wait`.
2019-02-15 03:01:59 +01:00

318 lines
4.5 KiB
NASM

QueueBattleAnimation:
ld hl, wActiveAnimObjects
ld e, 10
.loop
ld a, [hl]
and a
jr z, .done
ld bc, BATTLEANIMSTRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
scf
ret
.done
ld c, l
ld b, h
ld hl, wNumActiveBattleAnims
inc [hl]
call InitBattleAnimation
ret
DeinitBattleAnimation:
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld [hl], $0
ret
InitBattleAnimation:
ld a, [wBattleObjectTempID]
ld e, a
ld d, 0
ld hl, BattleAnimObjects
rept 6
add hl, de
endr
ld e, l
ld d, h
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld a, [wNumActiveBattleAnims]
ld [hli], a ; Index
ld a, [de]
inc de
ld [hli], a ; 01
ld a, [de]
inc de
ld [hli], a ; 02
ld a, [de]
inc de
ld [hli], a ; Frameset ID
ld a, [de]
inc de
ld [hli], a ; Function
ld a, [de]
inc de
ld [hli], a ; 05
ld a, [de]
call GetBattleAnimTileOffset
ld [hli], a ; Tile ID
ld a, [wBattleObjectTempXCoord]
ld [hli], a ; X Coord
ld a, [wBattleObjectTempYCoord]
ld [hli], a ; Y Coord
xor a
ld [hli], a ; X Offset
ld [hli], a ; Y Offset
ld a, [wBattleObjectTempParam]
ld [hli], a ; Param
xor a
ld [hli], a ; 0c
dec a
ld [hli], a ; 0d
xor a
ld [hli], a ; 0e
ld [hli], a ; 0f
ld [hl], a ; 10
ret
BattleAnimOAMUpdate:
call InitBattleAnimBuffer
call GetBattleAnimFrame
cp dowait_command
jp z, .done
cp delanim_command
jp z, .delete
push af
ld hl, wBattleAnimTempOAMFlags
ld a, [wBattleAnimTempFrameOAMFlags]
xor [hl]
and $e0 ; Keep priority, x flip and y flip flags.
ld [hl], a
pop af
push bc
call GetBattleAnimOAMPointer
ld a, [wBattleAnimTempTileID]
add [hl] ; tile offset
ld [wBattleAnimTempTileID], a
inc hl
ld a, [hli] ; oam data length
ld c, a
ld a, [hli] ; oam data pointer
ld h, [hl]
ld l, a
ld a, [wBattleAnimOAMPointerLo]
ld e, a
ld d, HIGH(wVirtualOAM)
.loop
; Y Coord
ld a, [wBattleAnimTempYCoord]
ld b, a
ld a, [wBattleAnimTempYOffset]
add b
ld b, a
push hl
ld a, [hl]
ld hl, wBattleAnimTempOAMFlags
bit OAM_Y_FLIP, [hl]
jr z, .no_yflip
add $8
xor $ff
inc a
.no_yflip
pop hl
add b
ld [de], a
; X Coord
inc hl
inc de
ld a, [wBattleAnimTempXCoord]
ld b, a
ld a, [wBattleAnimTempXOffset]
add b
ld b, a
push hl
ld a, [hl]
ld hl, wBattleAnimTempOAMFlags
bit OAM_X_FLIP, [hl]
jr z, .no_xflip
add $8
xor $ff
inc a
.no_xflip
pop hl
add b
ld [de], a
; Tile ID
inc hl
inc de
ld a, [wBattleAnimTempTileID]
add BATTLEANIM_BASE_TILE
add [hl]
ld [de], a
; Attributes
inc hl
inc de
ld a, [wBattleAnimTempOAMFlags]
ld b, a
ld a, [hl]
xor b
and PRIORITY | Y_FLIP | X_FLIP
ld b, a
ld a, [hl]
and OBP_NUM
or b
ld b, a
ld a, [wBattleAnimTempPalette]
and $f
or b
ld [de], a
inc hl
inc de
ld a, e
ld [wBattleAnimOAMPointerLo], a
cp LOW(wVirtualOAMEnd)
jr nc, .exit_set_carry
dec c
jr nz, .loop
pop bc
jr .done
.delete
call DeinitBattleAnimation
.done
and a
ret
.exit_set_carry
pop bc
scf
ret
InitBattleAnimBuffer:
ld hl, BATTLEANIMSTRUCT_01
add hl, bc
ld a, [hl]
and %10000000
ld [wBattleAnimTempOAMFlags], a
xor a
ld [wBattleAnimTempFrameOAMFlags], a
ld hl, BATTLEANIMSTRUCT_PALETTE
add hl, bc
ld a, [hl]
ld [wBattleAnimTempPalette], a
ld hl, BATTLEANIMSTRUCT_02
add hl, bc
ld a, [hl]
ld [wBattleAnimTempField02], a
ld hl, BATTLEANIMSTRUCT_TILEID
add hl, bc
ld a, [hli]
ld [wBattleAnimTempTileID], a
ld a, [hli]
ld [wBattleAnimTempXCoord], a
ld a, [hli]
ld [wBattleAnimTempYCoord], a
ld a, [hli]
ld [wBattleAnimTempXOffset], a
ld a, [hli]
ld [wBattleAnimTempYOffset], a
ldh a, [hBattleTurn]
and a
ret z
ld hl, BATTLEANIMSTRUCT_01
add hl, bc
ld a, [hl]
ld [wBattleAnimTempOAMFlags], a
bit 0, [hl]
ret z
ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hli]
ld d, a
ld a, (-10 * 8) + 4
sub d
ld [wBattleAnimTempXCoord], a
ld a, [hli]
ld d, a
ld a, [wBattleAnimTempField02]
cp $ff
jr nz, .check_kinesis_softboiled_milkdrink
ld a, 5 * 8
add d
jr .done
.check_kinesis_softboiled_milkdrink
sub d
push af
ld a, [wFXAnimID + 1]
or a
jr nz, .no_sub
ld a, [wFXAnimID]
cp KINESIS
jr z, .kinesis
cp SOFTBOILED
jr z, .softboiled
cp MILK_DRINK
jr nz, .no_sub
.kinesis
.softboiled
.milk_drink
pop af
sub 1 * 8
jr .done
.no_sub
pop af
.done
ld [wBattleAnimTempYCoord], a
ld a, [hli]
xor $ff
inc a
ld [wBattleAnimTempXOffset], a
ret
GetBattleAnimTileOffset:
push hl
push bc
ld hl, wBattleAnimTileDict
ld b, a
ld c, 10 / 2
.loop
ld a, [hli]
cp b
jr z, .load
inc hl
dec c
jr nz, .loop
xor a
jr .done
.load
ld a, [hl]
.done
pop bc
pop hl
ret
_ExecuteBGEffects:
callfar ExecuteBGEffects
ret
_QueueBGEffect:
callfar QueueBGEffect
ret