mirror of
https://github.com/thornAvery/jep-hack.git
synced 2025-09-16 18:20:50 +12:00
180 lines
2.9 KiB
NASM
180 lines
2.9 KiB
NASM
ReinitBattleAnimFrameset:
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ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld [hl], a
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ld hl, BATTLEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], 0
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ld hl, BATTLEANIMSTRUCT_FRAME
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add hl, bc
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ld [hl], -1
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ret
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GetBattleAnimFrame:
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.loop
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ld hl, BATTLEANIMSTRUCT_DURATION
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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 z, .next_frame
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dec [hl]
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call .GetPointer
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ld a, [hli]
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push af
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jr .okay
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.next_frame
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ld hl, BATTLEANIMSTRUCT_FRAME
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add hl, bc
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inc [hl]
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call .GetPointer
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ld a, [hli]
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cp oamrestart_command
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jr z, .restart
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cp oamend_command
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jr z, .repeat_last
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push af
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ld a, [hl]
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push hl
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and ~(Y_FLIP << 1 | X_FLIP << 1)
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ld hl, BATTLEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], a
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pop hl
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.okay
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ld a, [hl]
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and Y_FLIP << 1 | X_FLIP << 1 ; The << 1 is compensated in the "oamframe" macro
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srl a
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ld [wBattleAnimTempFrameOAMFlags], a
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pop af
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ret
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.repeat_last
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xor a
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ld hl, BATTLEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], a
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ld hl, BATTLEANIMSTRUCT_FRAME
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add hl, bc
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dec [hl]
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dec [hl]
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jr .loop
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.restart
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xor a
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ld hl, BATTLEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], a
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dec a
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ld hl, BATTLEANIMSTRUCT_FRAME
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add hl, bc
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ld [hl], a
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jr .loop
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.GetPointer:
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ld hl, BATTLEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld e, [hl]
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ld d, 0
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ld hl, BattleAnimFrameData
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add hl, de
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add hl, de
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ld e, [hl]
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inc hl
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ld d, [hl]
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ld hl, BATTLEANIMSTRUCT_FRAME
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add hl, bc
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ld l, [hl]
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ld h, 0
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add hl, hl
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add hl, de
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ret
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GetBattleAnimOAMPointer:
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ld l, a
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ld h, 0
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ld de, BattleAnimOAMData
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add hl, hl
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add hl, hl
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add hl, de
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ret
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LoadBattleAnimGFX:
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push hl
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cp ANIM_GFX_POKE_BALL
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call z, .LoadBallPalette
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ld l, a
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ld h, 0
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add hl, hl
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add hl, hl
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ld de, AnimObjGFX
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add hl, de
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ld c, [hl]
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inc hl
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ld b, [hl]
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inc hl
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ld a, [hli]
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ld h, [hl]
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ld l, a
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pop de
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push bc
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call DecompressRequest2bpp
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pop bc
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ret
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.LoadBallPalette:
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; save the current WRAM bank
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ld a, [rSVBK]
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push af
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; switch to the WRAM bank of wCurItem so we can read it
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ld a, BANK(wCurItem)
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ld [rSVBK], a
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; store the current item in b
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ld a, [wCurItem]
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ld b, a
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; seek for the BallColors entry matching the current item
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ld hl, BallColors
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.loop
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ld a, [hli]
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cp b ; did we find the current ball?
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jr z, .done
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cp -1 ; did we reach the end of the list?
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jr z, .done
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rept PAL_COLOR_SIZE * 2
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inc hl ; skip over the two RGB colors to the next entry
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endr
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jr .loop
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.done
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; switch to the WRAM bank of wOBPals2 so we can write to it
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ld a, BANK(wOBPals2)
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ld [rSVBK], a
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; load the RGB colors into the middle two colors of PAL_BATTLE_OB_RED
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ld de, wOBPals2 palette PAL_BATTLE_OB_RED color 1
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rept PAL_COLOR_SIZE * 2 - 1
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ld a, [hli]
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ld [de], a
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inc de
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endr
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ld a, [hl]
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ld [de], a
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; apply the updated colors to the palette RAM
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ld a, $1
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ldh [hCGBPalUpdate], a
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; restore the previous WRAM bank
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pop af
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ld [rSVBK], a
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; restore the graphics index to be loaded
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ld a, ANIM_GFX_POKE_BALL
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ret
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INCLUDE "data/battle_anims/ball_colors.asm"
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INCLUDE "data/battle_anims/framesets.asm"
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INCLUDE "data/battle_anims/oam.asm"
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INCLUDE "data/battle_anims/object_gfx.asm"
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