shithub: pokecrystal

ref: e83a5bae87d565eae14716470397df211a1fee94
dir: /engine/sprites.asm/

View raw version
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

Sprites_Cosine: ; 8e72a
	add $10
Sprites_Sine: ; 8e72c
	and $3f
	cp $20
	jr nc, .negative
	call .ApplySineWave
	ld a, h
	ret

.negative
	and $1f
	call .ApplySineWave
	ld a, h
	xor $ff ; cpl
	inc a
	ret
; 8e741

.ApplySineWave: ; 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
.multiply
	srl a
	jr nc, .even
	add hl, de

.even
	sla e
	rl d
	and a
	jr nz, .multiply
	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 Sprites_Sine
	pop hl
	pop de
	add 13 * 8
	ld [hli], a

	pop af
	push de
	push hl
	call Sprites_Cosine
	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