ref: 2ff7f50584e31c097ca4aa509d9dfe9d9c252465
dir: /event/celebi.asm/
Special_CelebiShrineEvent: ; 4989a call DelayFrame ld a, [VramState] push af xor a ld [VramState], a call LoadCelebiGFX depixel 0, 10, 7, 0 ld a, SPRITE_ANIM_INDEX_CELEBI call _InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], $84 ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID add hl, bc ld [hl], SPRITE_ANIM_SEQ_CELEBI ld hl, SPRITEANIMSTRUCT_0F add hl, bc ld a, $80 ld [hl], a ld a, 160 ; frame count ld [wcf64], a ld d, $0 .loop ld a, [wJumptableIndex] bit 7, a jr nz, .done push bc call GetCelebiSpriteTile inc d push de ld a, $90 ld [wCurrSpriteOAMAddr], a callba DoNextFrameForAllSprites call CelebiEvent_CountDown ld c, 2 call DelayFrames pop de pop bc jr .loop .done pop af ld [VramState], a call .RefreshPlayerSprite_ClearAllOthers call CelebiEvent_SetBattleType ret ; 498f9 .RefreshPlayerSprite_ClearAllOthers: ; 498f9 ld hl, Sprites + 2 xor a ld c, $4 .OAMloop: ld [hli], a inc hl inc hl inc hl inc a dec c jr nz, .OAMloop ld hl, Sprites + 4 * 4 ld bc, 36 * 4 xor a call ByteFill ret ; 49912 LoadCelebiGFX: ; 49912 callba ClearSpriteAnims ld de, SpecialCelebiLeafGFX ld hl, VTiles1 lb bc, BANK(SpecialCelebiLeafGFX), 4 call Request2bpp ld de, SpecialCelebiGFX ld hl, VTiles0 tile $84 lb bc, BANK(SpecialCelebiGFX), $10 call Request2bpp xor a ld [wJumptableIndex], a ret ; 49935 CelebiEvent_CountDown: ; 49935 ld hl, wcf64 ld a, [hl] and a jr z, .done dec [hl] ret .done ld hl, wJumptableIndex set 7, [hl] ret ; 49944 CelebiEvent_SpawnLeaf: ; 49944 ; unused ld hl, wcf65 ld a, [hl] inc [hl] and $7 ret nz ld a, [hl] and $18 sla a add $40 ld d, a ld e, $0 ld a, SPRITE_ANIM_INDEX_FLY_LEAF ; fly land call _InitSpriteAnimStruct ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], $80 ret ; 49962 SpecialCelebiLeafGFX: ; 49962 INCBIN "gfx/special/celebi/leaf.2bpp" SpecialCelebiGFX: ; 499a2 INCBIN "gfx/special/celebi/1.2bpp" INCBIN "gfx/special/celebi/2.2bpp" INCBIN "gfx/special/celebi/3.2bpp" INCBIN "gfx/special/celebi/4.2bpp" UpdateCelebiPosition: ; 49aa2 (12:5aa2) ld hl, SPRITEANIMSTRUCT_XOFFSET add hl, bc ld a, [hl] push af ld hl, SPRITEANIMSTRUCT_YCOORD add hl, bc ld a, [hl] cp 8 * 10 + 2 jp nc, .FreezeCelebiPosition ld hl, SPRITEANIMSTRUCT_YCOORD add hl, bc inc [hl] ld hl, SPRITEANIMSTRUCT_0F add hl, bc ld a, [hl] ld d, a cp $3a jr c, .skip jr z, .skip sub $3 ld [hl], a .skip ld hl, SPRITEANIMSTRUCT_0E add hl, bc ld a, [hl] inc [hl] call CelebiEvent_Cosine ld hl, SPRITEANIMSTRUCT_XOFFSET add hl, bc ld [hl], a ld d, a ld hl, SPRITEANIMSTRUCT_XCOORD add hl, bc add [hl] cp 8 * 11 + 4 jr nc, .ShiftY cp 8 * 8 + 4 jr nc, .ReinitSpriteAnimFrame .ShiftY: pop af push af cp d jr nc, .moving_left ld hl, SPRITEANIMSTRUCT_XCOORD add hl, bc add [hl] cp 8 * 10 jr c, .float_up jr .float_down .moving_left ld hl, SPRITEANIMSTRUCT_XCOORD add hl, bc add [hl] cp 8 * 10 jr nc, .float_up .float_down ld hl, SPRITEANIMSTRUCT_YCOORD add hl, bc ld a, [hl] sub $2 ld [hl], a jr .ReinitSpriteAnimFrame .float_up ld hl, SPRITEANIMSTRUCT_YCOORD add hl, bc ld a, [hl] add $1 ld [hl], a .ReinitSpriteAnimFrame: pop af ld hl, SPRITEANIMSTRUCT_XCOORD add hl, bc add [hl] cp 8 * 10 jr c, .left cp -(8 * 3 + 2) jr nc, .left ld hl, SPRITEANIMSTRUCT_FRAMESET_ID add hl, bc ld a, SPRITE_ANIM_FRAMESET_CELEBI_RIGHT call ReinitSpriteAnimFrame jr .done .left ld hl, SPRITEANIMSTRUCT_FRAMESET_ID add hl, bc ld a, SPRITE_ANIM_FRAMESET_CELEBI_LEFT call ReinitSpriteAnimFrame .done ret .FreezeCelebiPosition: ; 49b30 (12:5b30) pop af ld hl, SPRITEANIMSTRUCT_FRAMESET_ID add hl, bc ld a, SPRITE_ANIM_FRAMESET_CELEBI_LEFT call ReinitSpriteAnimFrame ret CelebiEvent_Cosine: ; 49b3b (12:5b3b) add $10 and $3f cp $20 jr nc, .negative call .SineFunction ld a, h ret .negative and $1f call .SineFunction ld a, h xor $ff inc a ret .SineFunction: ; 49b52 (12:5b52) ld e, a ld a, d ld d, $0 ld hl, .sinewave add hl, de add hl, de ld e, [hl] inc hl ld d, [hl] ld hl, 0 .multiply srl a jr nc, .even add hl, de .even sla e rl d and a jr nz, .multiply ret ; 49b6e (12:5b6e) .sinewave ; 49b6e sine_wave $100 ; 49bae GetCelebiSpriteTile: ; 49bae push hl push bc push de ld a, d ld d, $3 ld e, d cp $0 jr z, .Frame1 cp d jr z, .Frame2 call .AddE cp d jr z, .Frame3 call .AddE cp d jr z, .Frame4 call .AddE cp d jr c, .done jr .restart .Frame1: ld a, $84 jr .load_tile .Frame2: ld a, $88 jr .load_tile .Frame3: ld a, $8c jr .load_tile .Frame4: ld a, $90 .load_tile ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld [hl], a jr .done .restart pop de ld d, $ff push de .done pop de pop bc pop hl ret ; 49bed .AddE: ; 49bed push af ld a, d add e ld d, a pop af ret ; 49bf3 CelebiEvent_SetBattleType: ; 49bf3 ld a, BATTLETYPE_CELEBI ld [BattleType], a ret ; 49bf9 CheckCaughtCelebi: ; 49bf9 ld a, [wBattleResult] bit 6, a jr z, .false ld a, $1 ld [ScriptVar], a jr .done .false xor a ld [ScriptVar], a .done ret ; 49c0c