No more W_

This commit is contained in:
dannye 2015-08-30 21:38:41 -05:00
parent 1ee9fb408c
commit 38065a744d
190 changed files with 2202 additions and 2202 deletions

View file

@ -4,18 +4,18 @@ DrawFrameBlock: ; 78000 (1e:4000)
ld l,c
ld h,b
ld a,[hli]
ld [W_NUMFBTILES],a
ld a,[W_FBDESTADDR + 1]
ld [wNumFBTiles],a
ld a,[wFBDestAddr + 1]
ld e,a
ld a,[W_FBDESTADDR]
ld a,[wFBDestAddr]
ld d,a
xor a
ld [W_FBTILECOUNTER],a ; loop counter
ld [wFBTileCounter],a ; loop counter
.loop
ld a,[W_FBTILECOUNTER]
ld a,[wFBTileCounter]
inc a
ld [W_FBTILECOUNTER],a
ld a,[W_SUBANIMTRANSFORM]
ld [wFBTileCounter],a
ld a,[wSubAnimTransform]
dec a
jr z,.flipHorizontalAndVertical ; 1
dec a
@ -23,15 +23,15 @@ DrawFrameBlock: ; 78000 (1e:4000)
dec a
jr z,.flipBaseCoords ; 3
.noTransformation
ld a,[W_BASECOORDY]
ld a,[wBaseCoordY]
add [hl]
ld [de],a ; store Y
inc hl
inc de
ld a,[W_BASECOORDX]
ld a,[wBaseCoordX]
jr .finishCopying
.flipBaseCoords
ld a,[W_BASECOORDY]
ld a,[wBaseCoordY]
ld b,a
ld a,136
sub b ; flip Y base coordinate
@ -39,11 +39,11 @@ DrawFrameBlock: ; 78000 (1e:4000)
ld [de],a ; store Y
inc hl
inc de
ld a,[W_BASECOORDX]
ld a,[wBaseCoordX]
ld b,a
ld a,168
sub b ; flip X base coordinate
.finishCopying ; finish copying values to OAM (when [W_SUBANIMTRANSFORM] not 1 or 2)
.finishCopying ; finish copying values to OAM (when [wSubAnimTransform] not 1 or 2)
add [hl] ; X offset
ld [de],a ; store X
inc hl
@ -57,7 +57,7 @@ DrawFrameBlock: ; 78000 (1e:4000)
inc de
jp .nextTile
.flipHorizontalAndVertical
ld a,[W_BASECOORDY]
ld a,[wBaseCoordY]
add [hl] ; Y offset
ld b,a
ld a,136
@ -65,7 +65,7 @@ DrawFrameBlock: ; 78000 (1e:4000)
ld [de],a ; store Y
inc hl
inc de
ld a,[W_BASECOORDX]
ld a,[wBaseCoordX]
add [hl] ; X offset
ld b,a
ld a,168
@ -95,13 +95,13 @@ DrawFrameBlock: ; 78000 (1e:4000)
inc de
jp .nextTile
.flipHorizontalTranslateDown
ld a,[W_BASECOORDY]
ld a,[wBaseCoordY]
add [hl]
add a,40 ; translate Y coordinate downwards
ld [de],a ; store Y
inc hl
inc de
ld a,[W_BASECOORDX]
ld a,[wBaseCoordX]
add [hl]
ld b,a
ld a,168
@ -125,47 +125,47 @@ DrawFrameBlock: ; 78000 (1e:4000)
ld [de],a
inc de
.nextTile
ld a,[W_FBTILECOUNTER]
ld a,[wFBTileCounter]
ld c,a
ld a,[W_NUMFBTILES]
ld a,[wNumFBTiles]
cp c
jp nz,.loop ; go back up if there are more tiles to draw
.afterDrawingTiles
ld a,[W_FBMODE]
ld a,[wFBMode]
cp a,2
jr z,.advanceFrameBlockDestAddr; skip delay and don't clean OAM buffer
ld a,[W_SUBANIMFRAMEDELAY]
ld a,[wSubAnimFrameDelay]
ld c,a
call DelayFrames
ld a,[W_FBMODE]
ld a,[wFBMode]
cp a,3
jr z,.advanceFrameBlockDestAddr ; skip cleaning OAM buffer
cp a,4
jr z,.done ; skip cleaning OAM buffer and don't advance the frame block destination address
ld a,[W_ANIMATIONID]
ld a,[wAnimationID]
cp a,GROWL
jr z,.resetFrameBlockDestAddr
call AnimationCleanOAM
.resetFrameBlockDestAddr
ld hl,wOAMBuffer ; OAM buffer
ld a,l
ld [W_FBDESTADDR + 1],a
ld [wFBDestAddr + 1],a
ld a,h
ld [W_FBDESTADDR],a ; set destination address to beginning of OAM buffer
ld [wFBDestAddr],a ; set destination address to beginning of OAM buffer
ret
.advanceFrameBlockDestAddr
ld a,e
ld [W_FBDESTADDR + 1],a
ld [wFBDestAddr + 1],a
ld a,d
ld [W_FBDESTADDR],a
ld [wFBDestAddr],a
.done
ret
PlayAnimation: ; 780f1 (1e:40f1)
xor a
ld [$FF8B],a ; it looks like nothing reads this
ld [W_SUBANIMTRANSFORM],a
ld a,[W_ANIMATIONID] ; get animation number
ld [wSubAnimTransform],a
ld a,[wAnimationID] ; get animation number
dec a
ld l,a
ld h,0
@ -217,7 +217,7 @@ PlayAnimation: ; 780f1 (1e:40f1)
.playSubanimation
ld c,a
and a,%00111111
ld [W_SUBANIMFRAMEDELAY],a
ld [wSubAnimFrameDelay],a
xor a
sla c
rla
@ -235,9 +235,9 @@ PlayAnimation: ; 780f1 (1e:40f1)
ld de,SubanimationPointers
add hl,de
ld a,l
ld [W_SUBANIMADDRPTR],a
ld [wSubAnimAddrPtr],a
ld a,h
ld [W_SUBANIMADDRPTR + 1],a
ld [wSubAnimAddrPtr + 1],a
ld l,c
ld h,b
push hl
@ -257,9 +257,9 @@ PlayAnimation: ; 780f1 (1e:40f1)
ret
LoadSubanimation: ; 7817c (1e:417c)
ld a,[W_SUBANIMADDRPTR + 1]
ld a,[wSubAnimAddrPtr + 1]
ld h,a
ld a,[W_SUBANIMADDRPTR]
ld a,[wSubAnimAddrPtr]
ld l,a
ld a,[hli]
ld e,a
@ -268,7 +268,7 @@ LoadSubanimation: ; 7817c (1e:417c)
ld a,[de]
ld b,a
and a,31
ld [W_SUBANIMCOUNTER],a ; number of frame blocks
ld [wSubAnimCounter],a ; number of frame blocks
ld a,b
and a,%11100000
cp a,5 << 5 ; is subanimation type 5?
@ -282,12 +282,12 @@ LoadSubanimation: ; 7817c (1e:417c)
; place the upper 3 bits of a into bits 0-2 of a before storing
srl a
swap a
ld [W_SUBANIMTRANSFORM],a
ld [wSubAnimTransform],a
cp a,4 ; is the animation reversed?
ld hl,0
jr nz,.storeSubentryAddr
; if the animation is reversed, then place the initial subentry address at the end of the list of subentries
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
dec a
ld bc,3
.loop
@ -298,9 +298,9 @@ LoadSubanimation: ; 7817c (1e:417c)
inc de
add hl,de
ld a,l
ld [W_SUBANIMSUBENTRYADDR],a
ld [wSubAnimSubEntryAddr],a
ld a,h
ld [W_SUBANIMSUBENTRYADDR + 1],a
ld [wSubAnimSubEntryAddr + 1],a
ret
; called if the subanimation type is not 5
@ -384,7 +384,7 @@ MoveAnimation: ; 78d5e (1e:4d5e)
push af
call WaitForSoundToFinish
call SetAnimationPalette
ld a,[W_ANIMATIONID]
ld a,[wAnimationID]
and a
jr z,.AnimationFinished
@ -397,7 +397,7 @@ MoveAnimation: ; 78d5e (1e:4d5e)
.MoveAnimation
; check if battle animations are disabled in the options
ld a,[W_OPTIONS]
ld a,[wOptions]
bit 7,a
jr nz,.AnimationsDisabled
call ShareMoveAnimations
@ -411,9 +411,9 @@ MoveAnimation: ; 78d5e (1e:4d5e)
.AnimationFinished
call WaitForSoundToFinish
xor a
ld [W_SUBANIMSUBENTRYADDR],a
ld [wSubAnimSubEntryAddr],a
ld [wUnusedD09B],a
ld [W_SUBANIMTRANSFORM],a
ld [wSubAnimTransform],a
dec a
ld [wAnimSoundID],a
pop af
@ -430,7 +430,7 @@ ShareMoveAnimations: ; 78da6 (1e:4da6)
; opponents turn
ld a,[W_ANIMATIONID]
ld a,[wAnimationID]
cp a,AMNESIA
ld b,CONF_ANIM
@ -442,7 +442,7 @@ ShareMoveAnimations: ; 78da6 (1e:4da6)
.Replace
ld a,b
ld [W_ANIMATIONID],a
ld [wAnimationID],a
ret
PlayApplyingAttackAnimation: ; 78dbd (1e:4dbd)
@ -529,7 +529,7 @@ SetAnimationPalette: ; 78e23 (1e:4e23)
ld a, $f0
ld [wAnimPalette], a
ld b, $e4
ld a, [W_ANIMATIONID]
ld a, [wAnimationID]
cp TRADE_BALL_DROP_ANIM
jr c, .next
cp TRADE_BALL_POOF_ANIM + 1
@ -558,12 +558,12 @@ PlaySubanimation: ; 78e53 (1e:4e53)
.skipPlayingSound
ld hl,wOAMBuffer ; base address of OAM buffer
ld a,l
ld [W_FBDESTADDR + 1],a
ld [wFBDestAddr + 1],a
ld a,h
ld [W_FBDESTADDR],a
ld a,[W_SUBANIMSUBENTRYADDR + 1]
ld [wFBDestAddr],a
ld a,[wSubAnimSubEntryAddr + 1]
ld h,a
ld a,[W_SUBANIMSUBENTRYADDR]
ld a,[wSubAnimSubEntryAddr]
ld l,a
.loop
push hl
@ -585,24 +585,24 @@ PlaySubanimation: ; 78e53 (1e:4e53)
add hl,de
add hl,de
ld a,[hli]
ld [W_BASECOORDY],a
ld [wBaseCoordY],a
ld a,[hl]
ld [W_BASECOORDX],a
ld [wBaseCoordX],a
pop hl
inc hl
ld a,[hl] ; frame block mode
ld [W_FBMODE],a
ld [wFBMode],a
call DrawFrameBlock
call DoSpecialEffectByAnimationId ; run animation-specific function (if there is one)
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
dec a
ld [W_SUBANIMCOUNTER],a
ld [wSubAnimCounter],a
ret z
ld a,[W_SUBANIMSUBENTRYADDR + 1]
ld a,[wSubAnimSubEntryAddr + 1]
ld h,a
ld a,[W_SUBANIMSUBENTRYADDR]
ld a,[wSubAnimSubEntryAddr]
ld l,a
ld a,[W_SUBANIMTRANSFORM]
ld a,[wSubAnimTransform]
cp a,4 ; is the animation reversed?
ld bc,3
jr nz,.nextSubanimationSubentry
@ -610,9 +610,9 @@ PlaySubanimation: ; 78e53 (1e:4e53)
.nextSubanimationSubentry
add hl,bc
ld a,h
ld [W_SUBANIMSUBENTRYADDR + 1],a
ld [wSubAnimSubEntryAddr + 1],a
ld a,l
ld [W_SUBANIMSUBENTRYADDR],a
ld [wSubAnimSubEntryAddr],a
jp .loop
AnimationCleanOAM: ; 78ec8 (1e:4ec8)
@ -634,7 +634,7 @@ DoSpecialEffectByAnimationId: ; 78ed7 (1e:4ed7)
push hl
push de
push bc
ld a,[W_ANIMATIONID]
ld a,[wAnimationID]
ld hl,AnimationIdSpecialEffects
ld de,3
call IsInArray
@ -737,21 +737,21 @@ DoBallTossSpecialEffects: ; 78f3e (1e:4f3e)
xor a,%00111100 ; complement colors 1 and 2
ld [rOBP0],a
.skipFlashingEffect
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
cp a,11 ; is it the beginning of the subanimation?
jr nz,.skipPlayingSound
; if it is the beginning of the subanimation, play a sound
ld a,SFX_BALL_TOSS
call PlaySound
.skipPlayingSound
ld a,[W_ISINBATTLE]
ld a,[wIsInBattle]
cp a,02 ; is it a trainer battle?
jr z,.isTrainerBattle
ld a,[wd11e]
cp a,$10 ; is the enemy pokemon the Ghost Marowak?
ret nz
; if the enemy pokemon is the Ghost Marowak, make it dodge during the last 3 frames
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
cp a,3
jr z,.moveGhostMarowakLeft
cp a,2
@ -775,15 +775,15 @@ DoBallTossSpecialEffects: ; 78f3e (1e:4f3e)
ld [rNR10],a ; Channel 1 sweep register
ret
.isTrainerBattle ; if it's a trainer battle, shorten the animation by one frame
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
cp a,3
ret nz
dec a
ld [W_SUBANIMCOUNTER],a
ld [wSubAnimCounter],a
ret
DoBallShakeSpecialEffects: ; 78f96 (1e:4f96)
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
cp a,4 ; is it the beginning of a shake?
jr nz,.skipPlayingSound
; if it is the beginning of a shake, play a sound and wait 2/3 of a second
@ -792,7 +792,7 @@ DoBallShakeSpecialEffects: ; 78f96 (1e:4f96)
ld c,40
call DelayFrames
.skipPlayingSound
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
dec a
ret nz
; if it's the end of the ball shaking subanimation, check if more shakes are left and restart the subanimation
@ -801,30 +801,30 @@ DoBallShakeSpecialEffects: ; 78f96 (1e:4f96)
ld [wNumShakes],a
ret z
; if there are shakes left, restart the subanimation
ld a,[W_SUBANIMSUBENTRYADDR]
ld a,[wSubAnimSubEntryAddr]
ld l,a
ld a,[W_SUBANIMSUBENTRYADDR + 1]
ld a,[wSubAnimSubEntryAddr + 1]
ld h,a
ld de,-(4 * 3) ; 4 subentries and 3 bytes per subentry
add hl,de
ld a,l
ld [W_SUBANIMSUBENTRYADDR],a
ld [wSubAnimSubEntryAddr],a
ld a,h
ld [W_SUBANIMSUBENTRYADDR + 1],a
ld [wSubAnimSubEntryAddr + 1],a
ld a,5 ; number of subentries in the ball shaking subanimation plus one
ld [W_SUBANIMCOUNTER],a
ld [wSubAnimCounter],a
ret
; plays a sound after the second frame of the poof animation
DoPoofSpecialEffects: ; 78fce (1e:4fce)
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
cp a,5
ret nz
ld a,SFX_BALL_POOF
jp PlaySound
DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9)
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
cp a,12
ret nc
cp a,8
@ -840,21 +840,21 @@ DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9)
predef_jump PredefShakeScreenVertically ; shake vertically
FlashScreenEveryEightFrameBlocks: ; 78ff7 (1e:4ff7)
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
and a,7 ; is the subanimation counter exactly 8?
call z,AnimationFlashScreen ; if so, flash the screen
ret
; flashes the screen if the subanimation counter is divisible by 4
FlashScreenEveryFourFrameBlocks: ; 79000 (1e:5000)
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
and a,3
call z,AnimationFlashScreen
ret
; used for Explosion and Selfdestruct
DoExplodeSpecialEffects: ; 79009 (1e:5009)
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
cp a,1 ; is it the end of the subanimation?
jr nz,FlashScreenEveryFourFrameBlocks
; if it's the end of the subanimation, make the attacking pokemon disappear
@ -863,7 +863,7 @@ DoExplodeSpecialEffects: ; 79009 (1e:5009)
; flashes the screen when subanimation counter is 1 modulo 4
DoBlizzardSpecialEffects: ; 79016 (1e:5016)
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
cp a,13
jp z,AnimationFlashScreen
cp a,9
@ -877,7 +877,7 @@ DoBlizzardSpecialEffects: ; 79016 (1e:5016)
; flashes the screen at 3 points in the subanimation
; unused
FlashScreenUnused: ; 7902e (1e:502e)
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
cp a,14
jp z,AnimationFlashScreen
cp a,9
@ -888,7 +888,7 @@ FlashScreenUnused: ; 7902e (1e:502e)
; function to make the pokemon disappear at the beginning of the animation
TradeHidePokemon: ; 79041 (1e:5041)
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
cp a,6
ret nz
ld a,2 * SCREEN_WIDTH + 7
@ -896,7 +896,7 @@ TradeHidePokemon: ; 79041 (1e:5041)
; function to make a shaking pokeball jump up at the end of the animation
TradeShakePokeball: ; 7904c (1e:504c)
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
cp a,1
ret nz
; if it's the end of the animation, make the ball jump up
@ -976,7 +976,7 @@ DoGrowlSpecialEffects: ; 790bc (1e:50bc)
ld de,wOAMBuffer + $10
ld bc,$10
call CopyData ; copy the musical note graphic
ld a,[W_SUBANIMCOUNTER]
ld a,[wSubAnimCounter]
dec a
call z,AnimationCleanOAM ; clean up at the end of the subanimation
ret
@ -984,7 +984,7 @@ DoGrowlSpecialEffects: ; 790bc (1e:50bc)
; this is associated with Tail Whip, but Tail Whip doesn't use any subanimations
TailWhipAnimationUnused: ; 790d0 (1e:50d0)
ld a,1
ld [W_SUBANIMCOUNTER],a
ld [wSubAnimCounter],a
ld c,20
jp DelayFrames
@ -1243,17 +1243,17 @@ AnimationWaterDropletsEverywhere: ; 79215 (1e:5215)
call LoadAnimationTileset
ld d, 32
ld a, -16
ld [W_BASECOORDX], a
ld [wBaseCoordX], a
ld a, $71
ld [wDropletTile], a
.loop
ld a, 16
ld [W_BASECOORDY], a
ld [wBaseCoordY], a
ld a, 0
ld [wUnusedD08A], a
call _AnimationWaterDroplets
ld a, 24
ld [W_BASECOORDY], a
ld [wBaseCoordY], a
ld a, 32
ld [wUnusedD08A], a
call _AnimationWaterDroplets
@ -1264,24 +1264,24 @@ AnimationWaterDropletsEverywhere: ; 79215 (1e:5215)
_AnimationWaterDroplets: ; 79246 (1e:5246)
ld hl, wOAMBuffer
.loop
ld a, [W_BASECOORDY]
ld a, [wBaseCoordY]
ld [hli], a ; Y
ld a, [W_BASECOORDX]
ld a, [wBaseCoordX]
add 27
ld [W_BASECOORDX], a
ld [wBaseCoordX], a
ld [hli], a ; X
ld a, [wDropletTile]
ld [hli], a ; tile
xor a
ld [hli], a ; attribute
ld a, [W_BASECOORDX]
ld a, [wBaseCoordX]
cp 144
jr c, .loop
sub 168
ld [W_BASECOORDX], a
ld a, [W_BASECOORDY]
ld [wBaseCoordX], a
ld a, [wBaseCoordY]
add 16
ld [W_BASECOORDY], a
ld [wBaseCoordY], a
cp 112
jr c, .loop
call AnimationCleanOAM
@ -1387,14 +1387,14 @@ ShakeEnemyHUD_WritePlayerMonPicOAM: ; 792fd (1e:52fd)
; Writes the OAM entries for a copy of the player mon's pic in OAM.
; The top 5 rows are reproduced in OAM, although only 2 are actually needed.
ld a, $10
ld [W_BASECOORDX], a
ld [wBaseCoordX], a
ld a, $30
ld [W_BASECOORDY], a
ld [wBaseCoordY], a
ld hl, wOAMBuffer
ld d, 0
ld c, 7
.loop
ld a, [W_BASECOORDY]
ld a, [wBaseCoordY]
ld e, a
ld b, 5
.innerLoop
@ -1406,21 +1406,21 @@ ShakeEnemyHUD_WritePlayerMonPicOAM: ; 792fd (1e:52fd)
ret z
inc d
inc d
ld a, [W_BASECOORDX]
ld a, [wBaseCoordX]
add 8
ld [W_BASECOORDX], a
ld [wBaseCoordX], a
jr .loop
BattleAnimWriteOAMEntry: ; 79329 (1e:5329)
; Y coordinate = e (increased by 8 each call, before the write to OAM)
; X coordinate = [W_BASECOORDX]
; X coordinate = [wBaseCoordX]
; tile = d
; attributes = 0
ld a, e
add 8
ld e, a
ld [hli], a
ld a, [W_BASECOORDX]
ld a, [wBaseCoordX]
ld [hli], a
ld a, d
ld [hli], a
@ -1749,9 +1749,9 @@ AnimationShootBallsUpward: ; 794f9 (1e:54f9)
lb bc, 6 * 8, 5 * 8
.next
ld a, b
ld [W_BASECOORDY], a
ld [wBaseCoordY], a
ld a, c
ld [W_BASECOORDX], a
ld [wBaseCoordX], a
lb bc, 5, 1
call _AnimationShootBallsUpward
jp AnimationCleanOAM
@ -1765,7 +1765,7 @@ _AnimationShootBallsUpward: ; 79517 (1e:5517)
ld d, $7a ; ball tile
ld hl, wOAMBuffer
push bc
ld a, [W_BASECOORDY]
ld a, [wBaseCoordY]
ld e, a
.initOAMLoop
call BattleAnimWriteOAMEntry
@ -1779,7 +1779,7 @@ _AnimationShootBallsUpward: ; 79517 (1e:5517)
push bc
ld hl, wOAMBuffer
.innerLoop
ld a, [W_BASECOORDY]
ld a, [wBaseCoordY]
add 8
ld e, a
ld a, [hl]
@ -1819,11 +1819,11 @@ AnimationShootManyBallsUpward: ; 79566 (1e:5566)
ld [wSavedY], a
.loop
ld a, [wSavedY]
ld [W_BASECOORDY], a
ld [wBaseCoordY], a
ld a, [hli]
cp $ff
jp z, AnimationCleanOAM
ld [W_BASECOORDX], a
ld [wBaseCoordX], a
lb bc, 4, 1
push hl
call _AnimationShootBallsUpward
@ -2096,10 +2096,10 @@ HideSubstituteShowMonAnim: ; 79747 (1e:5747)
ld a, [H_WHOSETURN]
and a
ld hl, wPlayerMonMinimized
ld a, [W_PLAYERBATTSTATUS2]
ld a, [wPlayerBattleStatus2]
jr z, .next1
ld hl, wEnemyMonMinimized
ld a, [W_ENEMYBATTSTATUS2]
ld a, [wEnemyBattleStatus2]
.next1
push hl
; if the substitute broke, slide it down, else slide it offscreen horizontally
@ -2150,7 +2150,7 @@ ChangeMonPic: ; 79793 (1e:5793)
ld [wcf91], a
ld [wd0b5], a
xor a
ld [W_SPRITEFLIPPED], a
ld [wSpriteFlipped], a
call GetMonHeader
coord hl, 12, 0
call LoadFrontSpriteByMonIndex
@ -2196,7 +2196,7 @@ InitMultipleObjectsOAM: ; 797e8 (1e:57e8)
pop bc
xor a
ld e, a
ld [W_BASECOORDX], a
ld [wBaseCoordX], a
ld hl, wOAMBuffer
.loop
call BattleAnimWriteOAMEntry
@ -2354,7 +2354,7 @@ GetMoveSound: ; 7986f (1e:586f)
IsCryMove: ; 798ad (1e:58ad)
; set carry if the move animation involves playing a monster cry
ld a,[W_ANIMATIONID]
ld a,[wAnimationID]
cp a,GROWL
jr z,.CryMove
cp a,ROAR
@ -2953,7 +2953,7 @@ BattleAnimCopyTileMapToVRAM: ; 79e0d (1e:5e0d)
jp Delay3
TossBallAnimation: ; 79e16 (1e:5e16)
ld a,[W_ISINBATTLE]
ld a,[wIsInBattle]
cp a,2
jr z,.BlockBall ; if in trainer battle, play different animation
ld a,[wPokeBallAnimData]
@ -2984,7 +2984,7 @@ TossBallAnimation: ; 79e16 (1e:5e16)
.done
ld a,b
.PlayNextAnimation
ld [W_ANIMATIONID],a
ld [wAnimationID],a
push bc
push hl
call PlayAnimation
@ -3001,12 +3001,12 @@ TossBallAnimation: ; 79e16 (1e:5e16)
.BlockBall ; 5E55
ld a,TOSS_ANIM
ld [W_ANIMATIONID],a
ld [wAnimationID],a
call PlayAnimation
ld a,SFX_FAINT_THUD
call PlaySound
ld a,BLOCKBALL_ANIM
ld [W_ANIMATIONID],a
ld [wAnimationID],a
jp PlayAnimation
PlayApplyingAttackSound: ; 79e6a (1e:5e6a)