ref: 5b94d54a6c81d7ea09497dfc3d1477a7ed3bd954
dir: /engine/sprites.asm/
ClearSpriteAnims: ; 8cf53 ld hl, wSpriteAnimDict ld bc, wSpriteAnimsEnd - wSpriteAnimDict .loop ld [hl], $0 inc hl dec bc ld a, c or b jr nz, .loop ret ; 8cf62 Function8cf62: ; 8cf62 call PlaySpriteAnimations call DelayFrame ret ; 8cf69 PlaySpriteAnimations: ; 8cf69 push hl push de push bc push af ld a, 0 * 4 ld [wOAMRetentionSize], a call DoNextFrameForAllSprites pop af pop bc pop de pop hl ret ; 8cf7a DoNextFrameForAllSprites: ; 8cf7a ld hl, wSpriteAnimationStructs ld e, 10 ; There are 10 structs here. .loop ld a, [hl] and a jr z, .next ; This struct is deinitialized. ld c, l ld b, h push hl push de call DoAnimFrame ; Uses a massive jumptable call Function8d04c pop de pop hl jr c, .done .next ld bc, $10 add hl, bc dec e jr nz, .loop ld a, [wOAMRetentionSize] ld l, a ld h, Sprites / $0100 .loop2 ; Clear (Sprites + [wOAMRetentionSize] --> SpritesEnd) ld a, l cp SpritesEnd % $100 jr nc, .done xor a ld [hli], a jr .loop2 .done ret ; 8cfa8 DoNextFrameForFirst16Sprites: ; 8cfa8 (23:4fa8) ld hl, wSpriteAnimationStructs ld e, 10 .loop ld a, [hl] and a jr z, .next ld c, l ld b, h push hl push de call DoAnimFrame ; Uses a massive jumptable call Function8d04c pop de pop hl jr c, .done .next ld bc, $10 add hl, bc dec e jr nz, .loop ld a, [wOAMRetentionSize] ld l, a ld h, (Sprites + $40) / $100 .loop2 ; Clear (Sprites + [wOAMRetentionSize] --> Sprites + $40) ld a, l cp (Sprites + 16 * 4) % $100 jr nc, .done xor a ld [hli], a jr .loop2 .done ret InitSpriteAnimStruct:: ; 8cfd6 ; Initialize animation a at pixel x=e, y=d ; Find if there's any room in the wSpriteAnimationStructs array, which is 10x16 push de push af ld hl, wSpriteAnimationStructs ld e, 10 .loop ld a, [hl] and a jr z, .found ld bc, $10 add hl, bc dec e jr nz, .loop ; We've reached the end. There is no more room here. ; Return carry. pop af pop de scf ret .found ; Back up the structure address to bc. ld c, l ld b, h ; Value [wc3b4] is initially set to -1. Set it to ; the number of objects loaded into this array. ld hl, wc3b4 inc [hl] ld a, [hl] and a jr nz, .initialized inc [hl] .initialized ; Get row a of Unknown_8d1c4, copy the pointer into de pop af ld e, a ld d, 0 ld hl, Unknown_8d1c4 rept 3 add hl, de endr ld e, l ld d, h ; Set hl to the first field (field 0) in the current structure. ld hl, SPRITEANIMSTRUCT_INDEX add hl, bc ; Load the index. ld a, [wc3b4] ld [hli], a ; Copy the table entry to the next two fields. ld a, [de] ld [hli], a inc de ld a, [de] ld [hli], a inc de ; Look up the third field from the table in the wc300 array (10x2). ; Take the value and load it in ld a, [de] call GetSpriteAnimVTile ld [hli], a pop de ; Set hl to field 4 (X coordinate). Kinda pointless, because we're presumably already here. ld hl, SPRITEANIMSTRUCT_XCOORD add hl, bc ; Load the original value of de into here. ld a, e ld [hli], a ld a, d ld [hli], a ; load 0 into the next four fields xor a rept 2 ld [hli], a endr xor a rept 2 ld [hli], a endr ; load -1 into the next field dec a ld [hli], a ; load 0 into the last five fields xor a rept 4 ld [hli], a endr ld [hl], a ; back up the address of the first field to wSpriteAnimAddrBackup ld a, c ld [wSpriteAnimAddrBackup], a ld a, b ld [wSpriteAnimAddrBackup + 1], a ret ; 8d036 DeinitializeSprite: ; 8d036 ; Clear the index field of the struct in bc. ld hl, SPRITEANIMSTRUCT_INDEX add hl, bc ld [hl], $0 ret ; 8d03d DeinitializeAllSprites: ; 8d03d (23:503d) ; Clear the index field of every struct in the wSpriteAnimationStructs array. ld hl, wSpriteAnimationStructs ld bc, $10 ld e, 10 xor a .loop ld [hl], a add hl, bc dec e jr nz, .loop ret Function8d04c: ; 8d04c call InitSpriteAnimBuffer ; init WRAM call Function8d132 ; read from a memory array cp -3 jr z, .done cp -4 jr z, .delete call Function8d1a2 ; OAM? ; add byte to [wCurrAnimVTile] ld a, [wCurrAnimVTile] add [hl] ld [wCurrAnimVTile], a inc hl ; load pointer into hl ld a, [hli] ld h, [hl] ld l, a push bc ld a, [wOAMRetentionSize] ld e, a ld d, Sprites / $100 ld a, [hli] ld c, a ; number of objects .loop ; first byte: y (px) ; [de] = [wCurrAnimYCoord] + [wCurrAnimYOffset] + [wGlobalAnimYOffset] + AddOrSubtractY([hl]) ld a, [wCurrAnimYCoord] ld b, a ld a, [wCurrAnimYOffset] add b ld b, a ld a, [wGlobalAnimYOffset] add b ld b, a call AddOrSubtractY add b ld [de], a inc hl inc de ; second byte: x (px) ; [de] = [wCurrAnimXCoord] + [wCurrAnimXOffset] + [wGlobalAnimXOffset] + AddOrSubtractX([hl]) ld a, [wCurrAnimXCoord] ld b, a ld a, [wCurrAnimXOffset] add b ld b, a ld a, [wGlobalAnimXOffset] add b ld b, a call AddOrSubtractX add b ld [de], a inc hl inc de ; third byte: vtile ; [de] = [wCurrAnimVTile] + [hl] ld a, [wCurrAnimVTile] add [hl] ld [de], a inc hl inc de ; fourth byte: attributes ; [de] = Function8d0de([hl]) call Function8d0de ld [de], a inc hl inc de ld a, e ld [wOAMRetentionSize], a cp SpritesEnd % $100 jr nc, .reached_the_end dec c jr nz, .loop pop bc jr .done .delete call DeinitializeSprite .done and a ret .reached_the_end pop bc scf ret ; 8d0be AddOrSubtractY: ; 8d0be push hl ld a, [hl] ld hl, wCurrSpriteAddSubFlags bit 6, [hl] jr z, .ok ; 8 - a add $8 xor $ff inc a .ok pop hl ret ; 8d0ce AddOrSubtractX: ; 8d0ce push hl ld a, [hl] ld hl, wCurrSpriteAddSubFlags bit 5, [hl] jr z, .ok ; 8 - a add $8 xor $ff inc a .ok pop hl ret ; 8d0de Function8d0de: ; 8d0de ld a, [wCurrSpriteAddSubFlags] ld b, a ld a, [hl] xor b and $e0 ld b, a ld a, [hl] and $1f or b ret ; 8d0ec InitSpriteAnimBuffer: ; 8d0ec xor a ld [wCurrSpriteAddSubFlags], a ld hl, SPRITEANIMSTRUCT_TILE_ID add hl, bc ld a, [hli] ld [wCurrAnimVTile], a ld a, [hli] ld [wCurrAnimXCoord], a ld a, [hli] ld [wCurrAnimYCoord], a ld a, [hli] ld [wCurrAnimXOffset], a ld a, [hli] ld [wCurrAnimYOffset], a ret ; 8d109 GetSpriteAnimVTile: ; 8d109 ; a = wSpriteAnimDict[a] if a in wSpriteAnimDict else 0 ; VTiles offset push hl push bc ld hl, wSpriteAnimDict ld b, a ld c, 10 .loop ld a, [hli] cp b jr z, .ok inc hl dec c jr nz, .loop xor a jr .done .ok ld a, [hl] .done pop bc pop hl ret ; 8d120 Function8d120:: ; 8d120 ld hl, SPRITEANIMSTRUCT_01 add hl, bc ld [hl], a ld hl, SPRITEANIMSTRUCT_DURATION add hl, bc ld [hl], 0 ld hl, SPRITEANIMSTRUCT_FRAME add hl, bc ld [hl], -1 ret ; 8d132 Function8d132: ; 8d132 .loop ld hl, SPRITEANIMSTRUCT_DURATION add hl, bc ld a, [hl] and a jr z, .next_frame ; finished the current sequence dec [hl] call Function8d189 ; load pointer from Unknown_8d6e6 ld a, [hli] push af jr .okay .next_frame ld hl, SPRITEANIMSTRUCT_FRAME add hl, bc inc [hl] call Function8d189 ; load pointer from Unknown_8d6e6 ld a, [hli] cp -2 jr z, .minus_2 cp -1 jr z, .minus_1 push af ld a, [hl] push hl and $3f ld hl, SPRITEANIMSTRUCT_DURATIONOFFSET add hl, bc add [hl] ld hl, SPRITEANIMSTRUCT_DURATION add hl, bc ld [hl], a pop hl .okay ld a, [hl] and $c0 srl a ld [wCurrSpriteAddSubFlags], a pop af ret .minus_1 xor a ld hl, SPRITEANIMSTRUCT_DURATION add hl, bc ld [hl], a ld hl, SPRITEANIMSTRUCT_FRAME add hl, bc rept 2 dec [hl] endr jr .loop .minus_2 xor a ld hl, SPRITEANIMSTRUCT_DURATION add hl, bc ld [hl], a dec a ld hl, SPRITEANIMSTRUCT_FRAME add hl, bc ld [hl], a jr .loop ; 8d189 Function8d189: ; 8d189 ; Get the data for the current frame for the current animation sequence ; Unknown_8d6e6[SpriteAnim[SPRITEANIMSTRUCT_01]][SpriteAnim[SPRITEANIMSTRUCT_FRAME]] ld hl, SPRITEANIMSTRUCT_01 add hl, bc ld e, [hl] ld d, 0 ld hl, Unknown_8d6e6 rept 2 add hl, de endr ld e, [hl] inc hl ld d, [hl] ld hl, SPRITEANIMSTRUCT_FRAME add hl, bc ld l, [hl] ld h, 0 add hl, hl add hl, de ret ; 8d1a2 Function8d1a2: ; 8d1a2 ; Load OAM data pointer ld e, a ld d, 0 ld hl, Unknown_8d94d rept 3 add hl, de endr ret ; 8d1ac Function8d1ac: ; unreferenced push hl ld l, a ld h, 0 rept 2 add hl, hl endr ld de, Unknown_8e706 ; broken 2bpp pointers add hl, de ld c, [hl] inc hl ld b, [hl] inc hl ld e, [hl] inc hl ld d, [hl] pop hl push bc call Request2bpp pop bc ret ; 8d1c4 Unknown_8d1c4: ; 8d1c4 ; ??, sequence, tile db $01, SPRITE_ANIM_SEQ_01, $00 ; 00 db $07, SPRITE_ANIM_SEQ_04, $00 ; 01 db $08, SPRITE_ANIM_SEQ_05, $05 ; 02 db $0a, SPRITE_ANIM_SEQ_06, $00 ; 03 db $0b, SPRITE_ANIM_SEQ_07, $06 ; 04 db $0c, SPRITE_ANIM_SEQ_08, $06 ; 05 db $0d, SPRITE_ANIM_SEQ_09, $07 ; 06 db $0e, SPRITE_ANIM_SEQ_0A, $07 ; 07 db $10, SPRITE_ANIM_SEQ_0B, $07 ; 08 db $08, SPRITE_ANIM_SEQ_0C, $05 ; 09 db $11, SPRITE_ANIM_SEQ_00, $00 ; 0a flying sprite db $12, SPRITE_ANIM_SEQ_0D, $08 ; 0b db $12, SPRITE_ANIM_SEQ_0E, $08 ; 0c db $12, SPRITE_ANIM_SEQ_0F, $08 ; 0d db $13, SPRITE_ANIM_SEQ_10, $00 ; 0e db $15, SPRITE_ANIM_SEQ_00, $00 ; 0f db $16, SPRITE_ANIM_SEQ_11, $00 ; 10 db $17, SPRITE_ANIM_SEQ_12, $00 ; 11 db $18, SPRITE_ANIM_SEQ_12, $00 ; 12 db $19, SPRITE_ANIM_SEQ_13, $00 ; 13 db $1a, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob db $1b, SPRITE_ANIM_SEQ_00, $00 ; 15 db $1d, SPRITE_ANIM_SEQ_15, $00 ; 16 db $1e, SPRITE_ANIM_SEQ_00, $00 ; 17 db $1d, SPRITE_ANIM_SEQ_17, $00 ; 18 flying leaves db $1f, SPRITE_ANIM_SEQ_00, $00 ; 19 db $24, SPRITE_ANIM_SEQ_19, $00 ; 1a db $25, SPRITE_ANIM_SEQ_00, $00 ; 1b db $20, SPRITE_ANIM_SEQ_13, $00 ; 1c db $26, SPRITE_ANIM_SEQ_1A, $00 ; 1d db $2d, SPRITE_ANIM_SEQ_00, $00 ; 1e db $2e, SPRITE_ANIM_SEQ_00, $00 ; 1f db $2f, SPRITE_ANIM_SEQ_00, $00 ; 20 db $30, SPRITE_ANIM_SEQ_00, $00 ; 21 db $31, SPRITE_ANIM_SEQ_00, $00 ; 22 db $32, SPRITE_ANIM_SEQ_1B, $00 ; 23 db $33, SPRITE_ANIM_SEQ_1C, $00 ; 24 db $34, SPRITE_ANIM_SEQ_00, $00 ; 25 db $35, SPRITE_ANIM_SEQ_1D, $00 ; 26 db $37, SPRITE_ANIM_SEQ_1E, $00 ; 27 db $38, SPRITE_ANIM_SEQ_1E, $00 ; 28 db $39, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown db $3f, SPRITE_ANIM_SEQ_21, $00 ; 2a db $3e, SPRITE_ANIM_SEQ_22, $00 ; 2b db $40, SPRITE_ANIM_SEQ_00, $00 ; 2c ; 8d24b INCLUDE "engine/sprite_anims.asm" ; DoAnimFrame INCLUDE "data/sprite_engine.asm" ; Unknown_8d6e6 ; Unknown_8d94d ApplySineWaveX: ; 8e72a add $10 ApplySineWaveY: ; 8e72c and $3f cp $20 jr nc, .flip call .ApplyOffset ld a, h ret .flip and $1f call .ApplyOffset ld a, h xor $ff ; cpl inc a ret ; 8e741 .ApplyOffset: ; 8e741 ld e, a ld a, d ld d, 0 ld hl, .sinewave rept 2 add hl, de endr ld e, [hl] inc hl ld d, [hl] ld hl, 0 .loop srl a jr nc, .skip_add add hl, de .skip_add sla e rl d and a jr nz, .loop ret ; 8e75d .sinewave: ; 8e75d sine_wave $100 AnimateEndOfExpBar: ; 8e79d ld a, [hSGB] ld de, EndOfExpBarGFX and a jr z, .load ld de, SGBEndOfExpBarGFX .load ld hl, VTiles0 tile $00 lb bc, BANK(EndOfExpBarGFX), 1 call Request2bpp ld c, $8 ld d, $0 .loop push bc call .AnimateFrame call DelayFrame pop bc rept 2 inc d endr dec c jr nz, .loop call ClearSprites ret ; 8e7c6 .AnimateFrame: ; 8e7c6 ld hl, Sprites ld c, $8 .anim_loop ld a, c and a ret z dec c ld a, c sla a sla a sla a push af push de push hl call ApplySineWaveY pop hl pop de add 13 * 8 ld [hli], a pop af push de push hl call ApplySineWaveX pop hl pop de add 10 * 8 + 4 ld [hli], a ld a, $0 ld [hli], a ld a, $6 ; OBJ 6 ld [hli], a jr .anim_loop ; 8e7f4 EndOfExpBarGFX: ; 8e7f4 INCBIN "gfx/battle/expbarend.2bpp" SGBEndOfExpBarGFX: ; 8e804 INCBIN "gfx/battle/expbarend_sgb.2bpp" ClearSpriteAnims2: ; 8e814 push hl push de push bc push af ld hl, wSpriteAnimDict ld bc, wSpriteAnimsEnd - wSpriteAnimDict .loop ld [hl], $0 inc hl dec bc ld a, c or b jr nz, .loop pop af pop bc pop de pop hl ret ; 8e82b