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player animations, emotion bubbles, etc.
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13 changed files with 166 additions and 110 deletions
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@ -1,7 +1,7 @@
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EmotionBubble: ; 17c47 (5:7c47)
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ld a, [wcd50]
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ld a, [wWhichEmotionBubble]
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ld c, a
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ld b, $0
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ld b, 0
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ld hl, EmotionBubblesPointerTable
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add hl, bc
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add hl, bc
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@ -16,15 +16,18 @@ EmotionBubble: ; 17c47 (5:7c47)
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ld a, $ff
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ld [wUpdateSpritesEnabled], a
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ld a, [wd736]
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bit 6, a
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bit 6, a ; are the last 4 OAM entries reserved for a shadow or fishing rod?
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ld hl, wOAMBuffer + $8f
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ld de, wOAMBuffer + $9f
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jr z, .asm_17c7a
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jr z, .next
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ld hl, wOAMBuffer + $7f
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ld de, wOAMBuffer + $8f
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.asm_17c7a
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; Copy OAM data 16 bytes forward to make room for emotion bubble OAM data at the
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; start of the OAM buffer.
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.next
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ld bc, $90
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.asm_17c7d
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.loop
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ld a, [hl]
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ld [de], a
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dec hl
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@ -32,12 +35,14 @@ EmotionBubble: ; 17c47 (5:7c47)
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dec bc
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ld a, c
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or b
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jr nz, .asm_17c7d
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jr nz, .loop
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; get the screen coordinates of the sprite the bubble is to be displayed above
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ld hl, wSpriteStateData1 + 4
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ld a, [wcd4f]
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ld a, [wEmotionBubbleSpriteIndex]
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swap a
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ld c, a
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ld b, $0
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ld b, 0
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add hl, bc
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ld a, [hli]
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ld b, a
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@ -45,6 +50,7 @@ EmotionBubble: ; 17c47 (5:7c47)
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ld a, [hl]
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add $8
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ld c, a
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ld de, EmotionBubblesOAM
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xor a
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call WriteOAMBlock
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