ref: 0c4d2e178ebbcee1d0b8de6354fef2d1134d90bc
dir: /engine/battle/battle_transitions.asm/
BattleTransition: ld a, 1 ldh [hAutoBGTransferEnabled], a call Delay3 xor a ldh [hWY], a dec a ld [wUpdateSpritesEnabled], a call DelayFrame ; Determine which OAM block is being used by the enemy trainer sprite (if there ; is one). ld hl, wSpritePlayerStateData1ImageIndex ldh a, [hSpriteIndexOrTextID] ; enemy trainer sprite index (0 if wild battle) 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 ; Clear OAM except for the blocks used by the player and enemy trainer sprites. ld hl, wShadowOAMSprite04 ld c, 9 .loop2 ld a, b swap a cp l jr z, .skip2 ; skip clearing the block if the enemy trainer is using it 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, [wLinkState] cp LINK_STATE_BATTLING 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: 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: ld a, [wCurOpponent] cp OPP_ID_OFFSET jr nc, .trainer res 0, c ret .trainer set 0, c ret GetBattleTransitionID_CompareLevels: 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, [wCurEnemyLVL] sub e jr nc, .highLevelEnemy res 1, c ld a, 1 ld [wBattleTransitionSpiralDirection], a ret .highLevelEnemy set 1, c xor a ld [wBattleTransitionSpiralDirection], a ret GetBattleTransitionID_IsDungeonMap: ld a, [wCurMap] 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 INCLUDE "data/maps/dungeon_maps.asm" LoadBattleTransitionTile: ld hl, vChars1 tile $7f ld de, BattleTransitionTile lb bc, BANK(BattleTransitionTile), 1 jp CopyVideoData BattleTransitionTile: INCBIN "gfx/overworld/battle_transition.2bpp" BattleTransition_BlackScreen: ld a, $ff ldh [rBGP], a ldh [rOBP0], a ldh [rOBP1], a 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: ld a, [wBattleTransitionSpiralDirection] and a jr z, .outwardSpiral call BattleTransition_InwardSpiral jr .done .outwardSpiral hlcoord 10, 10 ld a, $3 ld [wOutwardSpiralCurrentDirection], a ld a, l ld [wOutwardSpiralTileMapPointer + 1], a ld a, h ld [wOutwardSpiralTileMapPointer], a ld b, 120 .loop ld c, 3 .innerLoop push bc call BattleTransition_OutwardSpiral_ pop bc dec c jr nz, .innerLoop call DelayFrame dec b jr nz, .loop .done call BattleTransition_BlackScreen xor a ld [wOutwardSpiralTileMapPointer + 1], a ld [wOutwardSpiralTileMapPointer], a ret BattleTransition_InwardSpiral: ld a, 7 ld [wInwardSpiralUpdateScreenCounter], a hlcoord 0, 0 ld c, SCREEN_HEIGHT - 1 ld de, SCREEN_WIDTH call BattleTransition_InwardSpiral_ inc c jr .skip .loop ld de, SCREEN_WIDTH call BattleTransition_InwardSpiral_ .skip inc c ld de, 1 call BattleTransition_InwardSpiral_ dec c dec c ld de, -SCREEN_WIDTH call BattleTransition_InwardSpiral_ inc c ld de, -1 call BattleTransition_InwardSpiral_ dec c dec c ld a, c and a jr nz, .loop ret BattleTransition_InwardSpiral_: push bc .loop ld [hl], $ff add hl, de push bc ld a, [wInwardSpiralUpdateScreenCounter] dec a jr nz, .skip call BattleTransition_TransferDelay3 ld a, 7 .skip ld [wInwardSpiralUpdateScreenCounter], a pop bc dec c jr nz, .loop pop bc ret BattleTransition_OutwardSpiral_: ld bc, -SCREEN_WIDTH ld de, SCREEN_WIDTH ld a, [wOutwardSpiralTileMapPointer + 1] ld l, a ld a, [wOutwardSpiralTileMapPointer] ld h, a ld a, [wOutwardSpiralCurrentDirection] cp $0 jr z, .up cp $1 jr z, .left cp $2 jr z, .down cp $3 jr z, .right .keepSameDirection ld [hl], $ff .done ld a, l ld [wOutwardSpiralTileMapPointer + 1], a ld a, h ld [wOutwardSpiralTileMapPointer], a ret .up dec hl ld a, [hl] cp $ff jr nz, .changeDirection inc hl add hl, bc jr .keepSameDirection .left add hl, de ld a, [hl] cp $ff jr nz, .changeDirection add hl, bc dec hl jr .keepSameDirection .down inc hl ld a, [hl] cp $ff jr nz, .changeDirection dec hl add hl, de jr .keepSameDirection .right add hl, bc ld a, [hl] cp $ff jr nz, .changeDirection add hl, de inc hl jr .keepSameDirection .changeDirection ld [hl], $ff ld a, [wOutwardSpiralCurrentDirection] inc a cp $4 jr nz, .skip xor a .skip ld [wOutwardSpiralCurrentDirection], a jr .done FlashScreen: BattleTransition_FlashScreen_: ld hl, BattleTransition_FlashScreenPalettes .loop ld a, [hli] cp 1 jr z, .done ldh [rBGP], a ld c, 2 call DelayFrames jr .loop .done dec b jr nz, BattleTransition_FlashScreen_ ret BattleTransition_FlashScreenPalettes: db %11111001 db %11111110 db %11111111 db %11111110 db %11111001 db %11100100 db %10010000 db %01000000 db %00000000 db %01000000 db %10010000 db %11100100 db 1 ; end ; used for low level trainer dungeon battles BattleTransition_Shrink: ld c, SCREEN_HEIGHT / 2 .loop push bc xor a ldh [hAutoBGTransferEnabled], a hlcoord 0, 7 decoord 0, 8 ld bc, -SCREEN_WIDTH * 2 call BattleTransition_CopyTiles1 hlcoord 0, 10 decoord 0, 9 ld bc, SCREEN_WIDTH * 2 call BattleTransition_CopyTiles1 hlcoord 8, 0 decoord 9, 0 ld bc, -2 call BattleTransition_CopyTiles2 hlcoord 11, 0 decoord 10, 0 ld bc, 2 call BattleTransition_CopyTiles2 ld a, $1 ldh [hAutoBGTransferEnabled], a ld c, 6 call DelayFrames pop bc dec c jr nz, .loop call BattleTransition_BlackScreen ld c, 10 jp DelayFrames ; used for high level trainer dungeon battles BattleTransition_Split: ld c, SCREEN_HEIGHT / 2 xor a ldh [hAutoBGTransferEnabled], a .loop push bc hlcoord 0, 16 decoord 0, 17 ld bc, -SCREEN_WIDTH * 2 call BattleTransition_CopyTiles1 hlcoord 0, 1 decoord 0, 0 ld bc, SCREEN_WIDTH * 2 call BattleTransition_CopyTiles1 hlcoord 18, 0 decoord 19, 0 ld bc, -2 call BattleTransition_CopyTiles2 hlcoord 1, 0 decoord 0, 0 ld bc, 2 call BattleTransition_CopyTiles2 call BattleTransition_TransferDelay3 call Delay3 pop bc dec c jr nz, .loop call BattleTransition_BlackScreen ld c, 10 jp DelayFrames BattleTransition_CopyTiles1: ld a, c ld [wBattleTransitionCopyTilesOffset], a ld a, b ld [wBattleTransitionCopyTilesOffset + 1], a ld c, 8 .loop1 push bc push hl push de ld bc, SCREEN_WIDTH call CopyData pop hl pop de ld a, [wBattleTransitionCopyTilesOffset] ld c, a ld a, [wBattleTransitionCopyTilesOffset + 1] ld b, a add hl, bc pop bc dec c jr nz, .loop1 ld l, e ld h, d ld a, $ff ld c, SCREEN_WIDTH .loop2 ld [hli], a dec c jr nz, .loop2 ret BattleTransition_CopyTiles2: ld a, c ld [wBattleTransitionCopyTilesOffset], a ld a, b ld [wBattleTransitionCopyTilesOffset + 1], a ld c, SCREEN_HEIGHT / 2 .loop1 push bc push hl push de ld c, SCREEN_HEIGHT .loop2 ld a, [hl] ld [de], a ld a, e add SCREEN_WIDTH jr nc, .noCarry1 inc d .noCarry1 ld e, a ld a, l add SCREEN_WIDTH jr nc, .noCarry2 inc h .noCarry2 ld l, a dec c jr nz, .loop2 pop hl pop de ld a, [wBattleTransitionCopyTilesOffset] ld c, a ld a, [wBattleTransitionCopyTilesOffset + 1] ld b, a add hl, bc pop bc dec c jr nz, .loop1 ld l, e ld h, d ld de, SCREEN_WIDTH ld c, SCREEN_HEIGHT .loop3 ld [hl], $ff add hl, de dec c jr nz, .loop3 ret ; used for high level wild dungeon battles BattleTransition_VerticalStripes: ld c, SCREEN_HEIGHT hlcoord 0, 0 decoord 1, 17 xor a ldh [hAutoBGTransferEnabled], 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, -SCREEN_WIDTH add hl, bc ld e, l ld d, h pop hl ld bc, SCREEN_WIDTH add hl, bc pop bc dec c jr nz, .loop jp BattleTransition_BlackScreen BattleTransition_VerticalStripes_: ld c, SCREEN_WIDTH / 2 .loop ld [hl], $ff inc hl inc hl dec c jr nz, .loop ret ; used for low level wild dungeon battles BattleTransition_HorizontalStripes: ld c, SCREEN_WIDTH hlcoord 0, 0 decoord 19, 1 xor a ldh [hAutoBGTransferEnabled], 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_: ld c, SCREEN_HEIGHT / 2 ld de, SCREEN_WIDTH * 2 .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: call BattleTransition_FlashScreen lb bc, 0, SCREEN_WIDTH / 2 ld hl, BattleTransition_HalfCircle1 call BattleTransition_Circle_Sub1 ld c, SCREEN_WIDTH / 2 ld b, 1 ld hl, BattleTransition_HalfCircle2 call BattleTransition_Circle_Sub1 jp BattleTransition_BlackScreen BattleTransition_FlashScreen: ld b, $3 call BattleTransition_FlashScreen_ xor a ldh [hAutoBGTransferEnabled], a ret BattleTransition_Circle_Sub1: push bc push hl ld a, b call BattleTransition_Circle_Sub2 pop hl ld bc, 5 add hl, bc call BattleTransition_TransferDelay3 pop bc dec c jr nz, BattleTransition_Circle_Sub1 ret BattleTransition_TransferDelay3: ld a, 1 ldh [hAutoBGTransferEnabled], a call Delay3 xor a ldh [hAutoBGTransferEnabled], 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: call BattleTransition_FlashScreen ld c, SCREEN_WIDTH / 2 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: ld [wBattleTransitionCircleScreenQuadrantY], a ld a, [hli] ld [wBattleTransitionCircleScreenQuadrantX], 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 ; halves const_def const CIRCLE_LEFT const CIRCLE_RIGHT MACRO half_circle ; quadrant x, circle data, target coord db \1 dw \2 dwcoord \3, \4 ENDM BattleTransition_HalfCircle1: half_circle CIRCLE_RIGHT, BattleTransition_CircleData1, 18, 6 half_circle CIRCLE_RIGHT, BattleTransition_CircleData2, 19, 3 half_circle CIRCLE_RIGHT, BattleTransition_CircleData3, 18, 0 half_circle CIRCLE_RIGHT, BattleTransition_CircleData4, 14, 0 half_circle CIRCLE_RIGHT, BattleTransition_CircleData5, 10, 0 half_circle CIRCLE_LEFT, BattleTransition_CircleData5, 9, 0 half_circle CIRCLE_LEFT, BattleTransition_CircleData4, 5, 0 half_circle CIRCLE_LEFT, BattleTransition_CircleData3, 1, 0 half_circle CIRCLE_LEFT, BattleTransition_CircleData2, 0, 3 half_circle CIRCLE_LEFT, BattleTransition_CircleData1, 1, 6 BattleTransition_HalfCircle2: half_circle CIRCLE_LEFT, BattleTransition_CircleData1, 1, 11 half_circle CIRCLE_LEFT, BattleTransition_CircleData2, 0, 14 half_circle CIRCLE_LEFT, BattleTransition_CircleData3, 1, 17 half_circle CIRCLE_LEFT, BattleTransition_CircleData4, 5, 17 half_circle CIRCLE_LEFT, BattleTransition_CircleData5, 9, 17 half_circle CIRCLE_RIGHT, BattleTransition_CircleData5, 10, 17 half_circle CIRCLE_RIGHT, BattleTransition_CircleData4, 14, 17 half_circle CIRCLE_RIGHT, BattleTransition_CircleData3, 18, 17 half_circle CIRCLE_RIGHT, BattleTransition_CircleData2, 19, 14 half_circle CIRCLE_RIGHT, BattleTransition_CircleData1, 18, 11 BattleTransition_Circle_Sub3: push hl ld a, [de] ld c, a inc de .loop1 ld [hl], $ff ld a, [wBattleTransitionCircleScreenQuadrantX] and a jr z, .skip1 inc hl jr .skip2 .skip1 dec hl .skip2 dec c jr nz, .loop1 pop hl ld a, [wBattleTransitionCircleScreenQuadrantY] and a ld bc, SCREEN_WIDTH jr z, .skip3 ld bc, -SCREEN_WIDTH .skip3 add hl, bc ld a, [de] inc de cp -1 ret z and a jr z, BattleTransition_Circle_Sub3 ld c, a .loop2 ld a, [wBattleTransitionCircleScreenQuadrantX] and a jr z, .skip4 dec hl jr .skip5 .skip4 inc hl .skip5 dec c jr nz, .loop2 jr BattleTransition_Circle_Sub3 BattleTransition_CircleData1: db 2, 3, 5, 4, 9, -1 BattleTransition_CircleData2: db 1, 1, 2, 2, 4, 2, 4, 2, 3, -1 BattleTransition_CircleData3: db 2, 1, 3, 1, 4, 1, 4, 1, 4, 1, 3, 1, 2, 1, 1, 1, 1, -1 BattleTransition_CircleData4: db 4, 1, 4, 0, 3, 1, 3, 0, 2, 1, 2, 0, 1, -1 BattleTransition_CircleData5: db 4, 0, 3, 0, 3, 0, 2, 0, 2, 0, 1, 0, 1, 0, 1, -1