kep-hack/engine/battle/1c.asm
yenatch 35f2bb90d4 Rename predef functions so they aren't excessive in length.
This is mostly because of an rgbasm bug that prevents macro arguments
from exceeding 16 characters, but the names were bad anyway.
2014-06-16 13:03:05 -07:00

938 lines
15 KiB
NASM
Executable file

Func_708ca: ; 708ca (1c:48ca)
ld a, $e4
ld [rOBP1], a ; $ff49
call Func_7092a
FuncCoord 12, 0
ld hl, Coord
ld bc, $707
call ClearScreenArea
call Delay3
xor a
ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
ld a, $91
ld [wHPBarMaxHP], a
ld a, $1
ld [H_WHOSETURN], a ; $fff3
callab Func_79793
ld d, $80
call Func_704f3
.asm_708f6
ld c, $a
call DelayFrames
ld a, [rOBP1] ; $ff49
sla a
sla a
ld [rOBP1], a ; $ff49
jr nz, .asm_708f6
call ClearSprites
call Func_7092a
ld b, $e4
.asm_7090d
ld c, $a
call DelayFrames
ld a, [rOBP1] ; $ff49
srl b
rra
srl b
rra
ld [rOBP1], a ; $ff49
ld a, b
and a
jr nz, .asm_7090d
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a ; $ffba
call Delay3
jp ClearSprites
Func_7092a: ; 7092a (1c:492a)
ld de, vFrontPic
ld hl, vSprites
ld bc, 7 * 7
call CopyVideoData
ld a, $10
ld [W_BASECOORDY], a ; wd082
ld a, $70
ld [W_BASECOORDX], a ; wd081
ld hl, wOAMBuffer
ld bc, $606
ld d, $8
.asm_70948
push bc
ld a, [W_BASECOORDY] ; wd082
ld e, a
.asm_7094d
ld a, e
add $8
ld e, a
ld [hli], a
ld a, [W_BASECOORDX] ; wd081
ld [hli], a
ld a, d
ld [hli], a
ld a, $10
ld [hli], a
inc d
dec c
jr nz, .asm_7094d
inc d
ld a, [W_BASECOORDX] ; wd081
add $8
ld [W_BASECOORDX], a ; wd081
pop bc
dec b
jr nz, .asm_70948
ret
BattleTransition: ; 7096d (1c:496d)
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
call Delay3
xor a
ld [$ffb0], a
dec a
ld [wcfcb], a
call DelayFrame
ld hl, wSpriteStateData1 + 2
ld a, [H_DOWNARROWBLINKCNT2]
ld c, a
ld b, $0
ld de, $10
.loop1
ld a, [hl]
cp $ff
jr z, .skip1
inc b
.skip1
add hl, de
dec c
jr nz, .loop1
ld hl, wOAMBuffer + $10
ld c, $9
.loop2
ld a, b
swap a
cp l
jr z, .skip2
push hl
push bc
ld bc, $10
xor a
call FillMemory
pop bc
pop hl
.skip2
ld de, $10
add hl, de
dec c
jr nz, .loop2
call Delay3
call LoadBattleTransitionTile
ld bc, $0
ld a, [W_ISLINKBATTLE]
cp $4
jr z, .linkBattle
call GetBattleTransitionID_WildOrTrainer
call GetBattleTransitionID_CompareLevels
call GetBattleTransitionID_IsDungeonMap
.linkBattle
ld hl, BattleTransitions
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
jp [hl]
; the three GetBattleTransitionID functions set the first
; three bits of c, which determines what transition animation
; to play at the beginning of a battle
; bit 0: set if trainer battle
; bit 1: set if enemy is at least 3 levels higher than player
; bit 2: set if dungeon map
BattleTransitions: ; 709d2 (1c:49d2)
dw BattleTransition_DoubleCircle ; %000
dw BattleTransition_Spiral ; %001
dw BattleTransition_Circle ; %010
dw BattleTransition_Spiral ; %011
dw BattleTransition_HorizontalStripes ; %100
dw BattleTransition_Shrink ; %101
dw BattleTransition_VerticalStripes ; %110
dw BattleTransition_Split ; %111
GetBattleTransitionID_WildOrTrainer: ; 709e2 (1c:49e2)
ld a, [W_CUROPPONENT]
cp $c8
jr nc, .trainer
res 0, c
ret
.trainer
set 0, c
ret
GetBattleTransitionID_CompareLevels: ; 709ef (1c:49ef)
ld hl, wPartyMon1HP
.faintedLoop
ld a, [hli]
or [hl]
jr nz, .notFainted
ld de, wPartyMon2 - (wPartyMon1 + 1)
add hl, de
jr .faintedLoop
.notFainted
ld de, wPartyMon1Level - (wPartyMon1HP + 1)
add hl, de
ld a, [hl]
add $3
ld e, a
ld a, [W_CURENEMYLVL]
sub e
jr nc, .highLevelEnemy
res 1, c
ld a, $1
ld [wcd47], a
ret
.highLevelEnemy
set 1, c
xor a
ld [wcd47], a
ret
; fails to recognize VICTORY_ROAD_2, VICTORY_ROAD_3, all ROCKET_HIDEOUT maps,
; MANSION_1, SEAFOAM_ISLANDS_[2-5], POWER_PLANT, DIGLETTS_CAVE
; and SILPH_CO_[9-11]F as dungeon maps
GetBattleTransitionID_IsDungeonMap: ; 70a19 (1c:4a19)
ld a, [W_CURMAP]
ld e, a
ld hl, DungeonMaps1
.loop1
ld a, [hli]
cp $ff
jr z, .noMatch1
cp e
jr nz, .loop1
.match
set 2, c
ret
.noMatch1
ld hl, DungeonMaps2
.loop2
ld a, [hli]
cp $ff
jr z, .noMatch2
ld d, a
ld a, [hli]
cp e
jr c, .loop2
ld a, e
cp d
jr nc, .match
.noMatch2
res 2, c
ret
; GetBattleTransitionID_IsDungeonMap checks if W_CURMAP
; is equal to one of these maps
DungeonMaps1: ; 70a3f (1c:4a3f)
db VIRIDIAN_FOREST
db ROCK_TUNNEL_1
db SEAFOAM_ISLANDS_1
db ROCK_TUNNEL_2
db $FF
; GetBattleTransitionID_IsDungeonMap checks if W_CURMAP
; is in between or equal to each pair of maps
DungeonMaps2: ; 70a44 (1c:4a44)
; all MT_MOON maps
db MT_MOON_1
db MT_MOON_3
; all SS_ANNE maps, VICTORY_ROAD_1, LANCES_ROOM, and HALL_OF_FAME
db SS_ANNE_1
db HALL_OF_FAME
; all POKEMONTOWER maps and Lavender Town buildings
db LAVENDER_POKECENTER
db LAVENDER_HOUSE_2
; SILPH_CO_[2-8]F, MANSION[2-4], SAFARI_ZONE, and UNKNOWN_DUNGEON maps,
; except for SILPH_CO_1F
db SILPH_CO_2F
db UNKNOWN_DUNGEON_1
db $FF
LoadBattleTransitionTile: ; 70a4d (1c:4a4d)
ld hl, vChars1 + $7f0
ld de, BattleTransitionTile
ld bc, (BANK(BattleTransitionTile) << 8) + $01
jp CopyVideoData
BattleTransitionTile: ; 70a59 (1c:4a59)
INCBIN "gfx/battle_transition.2bpp"
BattleTransition_BlackScreen: ; 70a69 (1c:4a69)
ld a, $ff
ld [rBGP], a ; $ff47
ld [rOBP0], a ; $ff48
ld [rOBP1], a ; $ff49
ret
; for non-dungeon trainer battles
; called regardless of mon levels, but does an
; outward spiral if enemy is at least 3 levels
; higher than player and does an inward spiral otherwise
BattleTransition_Spiral: ; 70a72 (1c:4a72)
ld a, [wcd47]
and a
jr z, .outwardSpiral
call BattleTransition_InwardSpiral
jr .done
.outwardSpiral
FuncCoord 10, 10
ld hl, Coord
ld a, $3
ld [wd09f], a
ld a, l
ld [wd09b], a
ld a, h
ld [wd09a], a
ld b, $78
.loop1
ld c, $3
.loop2
push bc
call BattleTransition_OutwardSpiral_
pop bc
dec c
jr nz, .loop2
call DelayFrame
dec b
jr nz, .loop1
.done
call BattleTransition_BlackScreen
xor a
ld [wd09b], a
ld [wd09a], a
ret
BattleTransition_InwardSpiral: ; 70aaa (1c:4aaa)
ld a, $7
ld [wWhichTrade], a
ld hl, wTileMap
ld c, $11
ld de, $14
call BattleTransition_InwardSpiral_
inc c
jr .skip
.loop
ld de, $14
call BattleTransition_InwardSpiral_
.skip
inc c
ld de, $1
call BattleTransition_InwardSpiral_
dec c
dec c
ld de, $ffec
call BattleTransition_InwardSpiral_
inc c
ld de, rIE
call BattleTransition_InwardSpiral_
dec c
dec c
ld a, c
and a
jr nz, .loop
ret
BattleTransition_InwardSpiral_: ; 70ae0 (1c:4ae0)
push bc
.loop
ld [hl], $ff
add hl, de
push bc
ld a, [wWhichTrade]
dec a
jr nz, .skip
call BattleTransition_TransferDelay3
ld a, $7
.skip
ld [wWhichTrade], a
pop bc
dec c
jr nz, .loop
pop bc
ret
BattleTransition_OutwardSpiral_: ; 70af9 (1c:4af9)
ld bc, $ffec
ld de, $14
ld a, [wd09b]
ld l, a
ld a, [wd09a]
ld h, a
ld a, [wd09f]
cp $0
jr z, .zero
cp $1
jr z, .one
cp $2
jr z, .two
cp $3
jr z, .three
.done1
ld [hl], $ff
.done2_
ld a, l
ld [wd09b], a
ld a, h
ld [wd09a], a
ret
.zero
dec hl
ld a, [hl]
cp $ff
jr nz, .done2
inc hl
add hl, bc
jr .done1
.one
add hl, de
ld a, [hl]
cp $ff
jr nz, .done2
add hl, bc
dec hl
jr .done1
.two
inc hl
ld a, [hl]
cp $ff
jr nz, .done2
dec hl
add hl, de
jr .done1
.three
add hl, bc
ld a, [hl]
cp $ff
jr nz, .done2
add hl, de
inc hl
jr .done1
.done2
ld [hl], $ff
ld a, [wd09f]
inc a
cp $4
jr nz, .skip
xor a
.skip
ld [wd09f], a
jr .done2_
FlashScreen:
BattleTransition_FlashScreen_: ; 70b5d (1c:4b5d)
ld hl, BattleTransition_FlashScreenPalettes
.loop
ld a, [hli]
cp $1
jr z, .done
ld [rBGP], a
ld c, $2
call DelayFrames
jr .loop
.done
dec b
jr nz, BattleTransition_FlashScreen_
ret
BattleTransition_FlashScreenPalettes: ; 70b72 (1c:4b72)
db $F9,$FE,$FF,$FE,$F9,$E4,$90,$40,$00,$40,$90,$E4
db $01 ; terminator
; used for low level trainer dungeon battles
BattleTransition_Shrink: ; 70b7f (1c:4b7f)
ld c, $9
.loop
push bc
xor a
ld [H_AUTOBGTRANSFERENABLED], a
FuncCoord 0, 7
ld hl, Coord
FuncCoord 0, 8
ld de, Coord
ld bc, $ffd8
call BattleTransition_CopyTiles1
FuncCoord 0, 10
ld hl, Coord
FuncCoord 0, 9
ld de, Coord
ld bc, $28
call BattleTransition_CopyTiles1
FuncCoord 8, 0
ld hl, Coord
FuncCoord 9, 0
ld de, Coord
ld bc, $fffe
call BattleTransition_CopyTiles2
FuncCoord 11, 0
ld hl, Coord
FuncCoord 10, 0
ld de, Coord
ld bc, $2
call BattleTransition_CopyTiles2
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld c, $6
call DelayFrames
pop bc
dec c
jr nz, .loop
call BattleTransition_BlackScreen
ld c, $a
jp DelayFrames
; used for high level trainer dungeon battles
BattleTransition_Split: ; 70bca (1c:4bca)
ld c, $9
xor a
ld [H_AUTOBGTRANSFERENABLED], a
.loop
push bc
FuncCoord 0, 16
ld hl, Coord
FuncCoord 0, 17
ld de, Coord
ld bc, $ffd8
call BattleTransition_CopyTiles1
FuncCoord 0, 1
ld hl, Coord
ld de, wTileMap
ld bc, $28
call BattleTransition_CopyTiles1
FuncCoord 18, 0
ld hl, Coord
FuncCoord 19, 0
ld de, Coord
ld bc, $fffe
call BattleTransition_CopyTiles2
FuncCoord 1, 0
ld hl, Coord
ld de, wTileMap
ld bc, $2
call BattleTransition_CopyTiles2
call BattleTransition_TransferDelay3
call Delay3
pop bc
dec c
jr nz, .loop
call BattleTransition_BlackScreen
ld c, $a
jp DelayFrames
BattleTransition_CopyTiles1: ; 70c12 (1c:4c12)
ld a, c
ld [wWhichTrade], a
ld a, b
ld [wTrainerEngageDistance], a
ld c, $8
.loop1
push bc
push hl
push de
ld bc, $14
call CopyData
pop hl
pop de
ld a, [wWhichTrade]
ld c, a
ld a, [wTrainerEngageDistance]
ld b, a
add hl, bc
pop bc
dec c
jr nz, .loop1
ld l, e
ld h, d
ld a, $ff
ld c, $14
.loop2
ld [hli], a
dec c
jr nz, .loop2
ret
BattleTransition_CopyTiles2: ; 70c3f (1c:4c3f)
ld a, c
ld [wWhichTrade], a
ld a, b
ld [wTrainerEngageDistance], a
ld c, $9
.loop1
push bc
push hl
push de
ld c, $12
.loop2
ld a, [hl]
ld [de], a
ld a, e
add $14
jr nc, .noCarry1
inc d
.noCarry1
ld e, a
ld a, l
add $14
jr nc, .noCarry2
inc h
.noCarry2
ld l, a
dec c
jr nz, .loop2
pop hl
pop de
ld a, [wWhichTrade]
ld c, a
ld a, [wTrainerEngageDistance]
ld b, a
add hl, bc
pop bc
dec c
jr nz, .loop1
ld l, e
ld h, d
ld de, $14
ld c, $12
.loop3
ld [hl], $ff
add hl, de
dec c
jr nz, .loop3
ret
; used for high level wild dungeon battles
BattleTransition_VerticalStripes: ; 70c7e (1c:4c7e)
ld c, $12
ld hl, wTileMap
FuncCoord 1, 17
ld de, Coord
xor a
ld [H_AUTOBGTRANSFERENABLED], a
.loop
push bc
push hl
push de
push de
call BattleTransition_VerticalStripes_
pop hl
call BattleTransition_VerticalStripes_
call BattleTransition_TransferDelay3
pop hl
ld bc, $ffec
add hl, bc
ld e, l
ld d, h
pop hl
ld bc, $14
add hl, bc
pop bc
dec c
jr nz, .loop
jp BattleTransition_BlackScreen
BattleTransition_VerticalStripes_: ; 70caa (1c:4caa)
ld c, $a
.loop
ld [hl], $ff
inc hl
inc hl
dec c
jr nz, .loop
ret
; used for low level wild dungeon battles
BattleTransition_HorizontalStripes: ; 70cb4 (1c:4cb4)
ld c, $14
ld hl, wTileMap
FuncCoord 19, 1
ld de, Coord
xor a
ld [H_AUTOBGTRANSFERENABLED], a
.loop
push bc
push hl
push de
push de
call BattleTransition_HorizontalStripes_
pop hl
call BattleTransition_HorizontalStripes_
call BattleTransition_TransferDelay3
pop de
pop hl
pop bc
inc hl
dec de
dec c
jr nz, .loop
jp BattleTransition_BlackScreen
BattleTransition_HorizontalStripes_: ; 70cd8 (1c:4cd8)
ld c, $9
ld de, $28
.loop
ld [hl], $ff
add hl, de
dec c
jr nz, .loop
ret
; used for high level wild non-dungeon battles
; makes one full circle around the screen
; by animating each half circle one at a time
BattleTransition_Circle: ; 70ce4 (1c:4ce4)
call BattleTransition_FlashScreen
ld bc, $000a
ld hl, BattleTransition_HalfCircle1
call BattleTransition_Circle_Sub1
ld c, $a
ld b, $1
ld hl, BattleTransition_HalfCircle2
call BattleTransition_Circle_Sub1
jp BattleTransition_BlackScreen
BattleTransition_FlashScreen: ; 70cfd (1c:4cfd)
ld b, $3
call BattleTransition_FlashScreen_
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ret
BattleTransition_Circle_Sub1: ; 70d06 (1c:4d06)
push bc
push hl
ld a, b
call BattleTransition_Circle_Sub2
pop hl
ld bc, $0005
add hl, bc
call BattleTransition_TransferDelay3
pop bc
dec c
jr nz, BattleTransition_Circle_Sub1
ret
BattleTransition_TransferDelay3: ; 70d19 (1c:4d19)
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
call Delay3
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ret
; used for low level wild non-dungeon battles
; makes two half circles around the screen
; by animating both half circles at the same time
BattleTransition_DoubleCircle: ; 70d24 (1c:4d24)
call BattleTransition_FlashScreen
ld c, $a
ld hl, BattleTransition_HalfCircle1
ld de, BattleTransition_HalfCircle2
.loop
push bc
push hl
push de
push de
xor a
call BattleTransition_Circle_Sub2
pop hl
ld a, $1
call BattleTransition_Circle_Sub2
pop hl
ld bc, $5
add hl, bc
ld e, l
ld d, h
pop hl
add hl, bc
call BattleTransition_TransferDelay3
pop bc
dec c
jr nz, .loop
jp BattleTransition_BlackScreen
BattleTransition_Circle_Sub2: ; 70d50 (1c:4d50)
ld [wWhichTrade], a
ld a, [hli]
ld [wTrainerEngageDistance], a
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
ld a, [hli]
ld h, [hl]
ld l, a
jp BattleTransition_Circle_Sub3
BattleTransition_HalfCircle1: ; 70d61 (1c:4d61)
db $01
dw BattleTransition_CircleData1
FuncCoord 18, 6
dw Coord
db $01
dw BattleTransition_CircleData2
FuncCoord 19, 3
dw Coord
db $01
dw BattleTransition_CircleData3
FuncCoord 18, 0
dw Coord
db $01
dw BattleTransition_CircleData4
FuncCoord 14, 0
dw Coord
db $01
dw BattleTransition_CircleData5
FuncCoord 10, 0
dw Coord
db $00
dw BattleTransition_CircleData5
FuncCoord 9, 0
dw Coord
db $00
dw BattleTransition_CircleData4
FuncCoord 5, 0
dw Coord
db $00
dw BattleTransition_CircleData3
FuncCoord 1, 0
dw Coord
db $00
dw BattleTransition_CircleData2
FuncCoord 0, 3
dw Coord
db $00
dw BattleTransition_CircleData1
FuncCoord 1, 6
dw Coord
BattleTransition_HalfCircle2: ; 70d93 (1c:4d93)
db $00
dw BattleTransition_CircleData1
FuncCoord 1, 11
dw Coord
db $00
dw BattleTransition_CircleData2
FuncCoord 0, 14
dw Coord
db $00
dw BattleTransition_CircleData3
FuncCoord 1, 17
dw Coord
db $00
dw BattleTransition_CircleData4
FuncCoord 5, 17
dw Coord
db $00
dw BattleTransition_CircleData5
FuncCoord 9, 17
dw Coord
db $01
dw BattleTransition_CircleData5
FuncCoord 10, 17
dw Coord
db $01
dw BattleTransition_CircleData4
FuncCoord 14, 17
dw Coord
db $01
dw BattleTransition_CircleData3
FuncCoord 18, 17
dw Coord
db $01
dw BattleTransition_CircleData2
FuncCoord 19, 14
dw Coord
db $01
dw BattleTransition_CircleData1
FuncCoord 18, 11
dw Coord
BattleTransition_Circle_Sub3: ; 70dc5 (1c:4dc5)
push hl
ld a, [de]
ld c, a
inc de
.loop1
ld [hl], $ff
ld a, [wTrainerEngageDistance]
and a
jr z, .skip1
inc hl
jr .skip2
.skip1
dec hl
.skip2
dec c
jr nz, .loop1
pop hl
ld a, [wWhichTrade]
and a
ld bc, $14
jr z, .skip3
ld bc, $ffec
.skip3
add hl, bc
ld a, [de]
inc de
cp $ff
ret z
and a
jr z, BattleTransition_Circle_Sub3
ld c, a
.loop2
ld a, [wTrainerEngageDistance]
and a
jr z, .skip4
dec hl
jr .skip5
.skip4
inc hl
.skip5
dec c
jr nz, .loop2
jr BattleTransition_Circle_Sub3
BattleTransition_CircleData1: ; 70dfe (1c:4dfe)
db $02,$03,$05,$04,$09,$FF
BattleTransition_CircleData2: ; 70e04 (1c:4e04)
db $01,$01,$02,$02,$04,$02,$04,$02,$03,$FF
BattleTransition_CircleData3: ; 70e0e (1c:4e0e)
db $02,$01,$03,$01,$04,$01,$04,$01,$04,$01,$03,$01,$02,$01,$01,$01,$01,$FF
BattleTransition_CircleData4: ; 70e20 (1c:4e20)
db $04,$01,$04,$00,$03,$01,$03,$00,$02,$01,$02,$00,$01,$FF
BattleTransition_CircleData5: ; 70e2e (1c:4e2e)
db $04,$00,$03,$00,$03,$00,$02,$00,$02,$00,$01,$00,$01,$00,$01,$FF