ref: 4e6adcddff69fd53ce342ead502a0699cd5f75ba
dir: /engine/overworld/player_animations.asm/
EnterMapAnim:: call InitFacingDirectionList ld a, $ec ld [wSpriteStateData1 + 4], a ; player's sprite Y screen position call Delay3 push hl call GBFadeInFromWhite ld hl, wFlags_D733 bit 7, [hl] ; used fly out of battle? res 7, [hl] jr nz, .flyAnimation ld a, SFX_TELEPORT_ENTER_1 call PlaySound ld hl, wd732 bit 4, [hl] ; used dungeon warp? res 4, [hl] pop hl jr nz, .dungeonWarpAnimation call PlayerSpinWhileMovingDown ld a, SFX_TELEPORT_ENTER_2 call PlaySound call IsPlayerStandingOnWarpPadOrHole ld a, b and a jr nz, .done ; if the player is not standing on a warp pad or hole ld hl, wPlayerSpinInPlaceAnimFrameDelay xor a ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelay inc a ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelayDelta ld a, $8 ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelayEndValue ld [hl], $ff ; wPlayerSpinInPlaceAnimSoundID ld hl, wFacingDirectionList call PlayerSpinInPlace .restoreDefaultMusic call PlayDefaultMusic .done jp RestoreFacingDirectionAndYScreenPos .dungeonWarpAnimation ld c, 50 call DelayFrames call PlayerSpinWhileMovingDown jr .done .flyAnimation pop hl ld de, BirdSprite ld hl, vNPCSprites lb bc, BANK(BirdSprite), $0c call CopyVideoData call LoadBirdSpriteGraphics ld a, SFX_FLY call PlaySound ld hl, wFlyAnimUsingCoordList xor a ; is using coord list ld [hli], a ; wFlyAnimUsingCoordList ld a, 12 ld [hli], a ; wFlyAnimCounter ld [hl], $8 ; wFlyAnimBirdSpriteImageIndex (facing right) ld de, FlyAnimationEnterScreenCoords call DoFlyAnimation call LoadPlayerSpriteGraphics jr .restoreDefaultMusic FlyAnimationEnterScreenCoords: ; y, x pairs ; This is the sequence of screen coordinates used by the overworld ; Fly animation when the player is entering a map. db $05, $98 db $0F, $90 db $18, $88 db $20, $80 db $27, $78 db $2D, $70 db $32, $68 db $36, $60 db $39, $58 db $3B, $50 db $3C, $48 db $3C, $40 PlayerSpinWhileMovingDown: ld hl, wPlayerSpinWhileMovingUpOrDownAnimDeltaY ld a, $10 ld [hli], a ; wPlayerSpinWhileMovingUpOrDownAnimDeltaY ld a, $3c ld [hli], a ; wPlayerSpinWhileMovingUpOrDownAnimMaxY call GetPlayerTeleportAnimFrameDelay ld [hl], a ; wPlayerSpinWhileMovingUpOrDownAnimFrameDelay jp PlayerSpinWhileMovingUpOrDown _LeaveMapAnim:: call InitFacingDirectionList call IsPlayerStandingOnWarpPadOrHole ld a, b and a jr z, .playerNotStandingOnWarpPadOrHole dec a jp nz, LeaveMapThroughHoleAnim .spinWhileMovingUp ld a, SFX_TELEPORT_EXIT_1 call PlaySound ld hl, wPlayerSpinWhileMovingUpOrDownAnimDeltaY ld a, -$10 ld [hli], a ; wPlayerSpinWhileMovingUpOrDownAnimDeltaY ld a, $ec ld [hli], a ; wPlayerSpinWhileMovingUpOrDownAnimMaxY call GetPlayerTeleportAnimFrameDelay ld [hl], a ; wPlayerSpinWhileMovingUpOrDownAnimFrameDelay call PlayerSpinWhileMovingUpOrDown call IsPlayerStandingOnWarpPadOrHole ld a, b dec a jr z, .playerStandingOnWarpPad ; if not standing on a warp pad, there is an extra delay ld c, 10 call DelayFrames .playerStandingOnWarpPad call GBFadeOutToWhite jp RestoreFacingDirectionAndYScreenPos .playerNotStandingOnWarpPadOrHole ld a, $4 call StopMusic ld a, [wd732] bit 6, a ; is the last used pokemon center the destination? jr z, .flyAnimation ; if going to the last used pokemon center ld hl, wPlayerSpinInPlaceAnimFrameDelay ld a, 16 ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelay ld a, -1 ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelayDelta xor a ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelayEndValue ld [hl], SFX_TELEPORT_EXIT_2 ; wPlayerSpinInPlaceAnimSoundID ld hl, wFacingDirectionList call PlayerSpinInPlace jr .spinWhileMovingUp .flyAnimation call LoadBirdSpriteGraphics ld hl, wFlyAnimUsingCoordList ld a, $ff ; is not using coord list (flap in place) ld [hli], a ; wFlyAnimUsingCoordList ld a, 8 ld [hli], a ; wFlyAnimCounter ld [hl], $c ; wFlyAnimBirdSpriteImageIndex call DoFlyAnimation ld a, SFX_FLY call PlaySound ld hl, wFlyAnimUsingCoordList xor a ; is using coord list ld [hli], a ; wFlyAnimUsingCoordList ld a, $c ld [hli], a ; wFlyAnimCounter ld [hl], $c ; wFlyAnimBirdSpriteImageIndex (facing right) ld de, FlyAnimationScreenCoords1 call DoFlyAnimation ld c, 40 call DelayFrames ld hl, wFlyAnimCounter ld a, 11 ld [hli], a ; wFlyAnimCounter ld [hl], $8 ; wFlyAnimBirdSpriteImageIndex (facing left) ld de, FlyAnimationScreenCoords2 call DoFlyAnimation call GBFadeOutToWhite jp RestoreFacingDirectionAndYScreenPos FlyAnimationScreenCoords1: ; y, x pairs ; This is the sequence of screen coordinates used by the first part ; of the Fly overworld animation. db $3C, $48 db $3C, $50 db $3B, $58 db $3A, $60 db $39, $68 db $37, $70 db $37, $78 db $33, $80 db $30, $88 db $2D, $90 db $2A, $98 db $27, $A0 FlyAnimationScreenCoords2: ; y, x pairs ; This is the sequence of screen coordinates used by the second part ; of the Fly overworld animation. db $1A, $90 db $19, $80 db $17, $70 db $15, $60 db $12, $50 db $0F, $40 db $0C, $30 db $09, $20 db $05, $10 db $00, $00 db $F0, $00 LeaveMapThroughHoleAnim: ld a, $ff ld [wUpdateSpritesEnabled], a ; disable UpdateSprites ; shift upper half of player's sprite down 8 pixels and hide lower half ld a, [wOAMBuffer + 0 * 4 + 2] ld [wOAMBuffer + 2 * 4 + 2], a ld a, [wOAMBuffer + 1 * 4 + 2] ld [wOAMBuffer + 3 * 4 + 2], a ld a, $a0 ld [wOAMBuffer + 0 * 4], a ld [wOAMBuffer + 1 * 4], a ld c, 2 call DelayFrames ; hide upper half of player's sprite ld a, $a0 ld [wOAMBuffer + 2 * 4], a ld [wOAMBuffer + 3 * 4], a call GBFadeOutToWhite ld a, $1 ld [wUpdateSpritesEnabled], a ; enable UpdateSprites jp RestoreFacingDirectionAndYScreenPos DoFlyAnimation: ld a, [wFlyAnimBirdSpriteImageIndex] xor $1 ; make the bird flap its wings ld [wFlyAnimBirdSpriteImageIndex], a ld [wSpriteStateData1 + 2], a call Delay3 ld a, [wFlyAnimUsingCoordList] cp $ff jr z, .skipCopyingCoords ; if the bird is flapping its wings in place ld hl, wSpriteStateData1 + 4 ld a, [de] inc de ld [hli], a inc hl ld a, [de] inc de ld [hl], a .skipCopyingCoords ld a, [wFlyAnimCounter] dec a ld [wFlyAnimCounter], a jr nz, DoFlyAnimation ret LoadBirdSpriteGraphics: ld de, BirdSprite ld hl, vNPCSprites lb bc, BANK(BirdSprite), $0c call CopyVideoData ld de, BirdSprite + $c0 ; moving animation sprite ld hl, vNPCSprites2 lb bc, BANK(BirdSprite), $0c jp CopyVideoData InitFacingDirectionList: ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images) ld [wSavedPlayerFacingDirection], a ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position ld [wSavedPlayerScreenY], a ld hl, PlayerSpinningFacingOrder ld de, wFacingDirectionList ld bc, 4 call CopyData ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images) ld hl, wFacingDirectionList ; find the place in the list that matches the current facing direction .loop cp [hl] inc hl jr nz, .loop dec hl ret PlayerSpinningFacingOrder: ; The order of the direction the player's sprite is facing when teleporting ; away. Creates a spinning effect. db SPRITE_FACING_DOWN, SPRITE_FACING_LEFT, SPRITE_FACING_UP, SPRITE_FACING_RIGHT SpinPlayerSprite: ; copy the current value from the list into the sprite data and rotate the list ld a, [hl] ld [wSpriteStateData1 + 2], a ; player's sprite facing direction (image index is locked to standing images) push hl ld hl, wFacingDirectionList ld de, wFacingDirectionList - 1 ld bc, 4 call CopyData ld a, [wFacingDirectionList - 1] ld [wFacingDirectionList + 3], a pop hl ret PlayerSpinInPlace: call SpinPlayerSprite ld a, [wPlayerSpinInPlaceAnimFrameDelay] ld c, a and $3 jr nz, .skipPlayingSound ; when the last delay was a multiple of 4, play a sound if there is one ld a, [wPlayerSpinInPlaceAnimSoundID] cp $ff call nz, PlaySound .skipPlayingSound ld a, [wPlayerSpinInPlaceAnimFrameDelayDelta] add c ld [wPlayerSpinInPlaceAnimFrameDelay], a ld c, a ld a, [wPlayerSpinInPlaceAnimFrameDelayEndValue] cp c ret z call DelayFrames jr PlayerSpinInPlace PlayerSpinWhileMovingUpOrDown: call SpinPlayerSprite ld a, [wPlayerSpinWhileMovingUpOrDownAnimDeltaY] ld c, a ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position add c ld [wSpriteStateData1 + 4], a ld c, a ld a, [wPlayerSpinWhileMovingUpOrDownAnimMaxY] cp c ret z ld a, [wPlayerSpinWhileMovingUpOrDownAnimFrameDelay] ld c, a call DelayFrames jr PlayerSpinWhileMovingUpOrDown RestoreFacingDirectionAndYScreenPos: ld a, [wSavedPlayerScreenY] ld [wSpriteStateData1 + 4], a ld a, [wSavedPlayerFacingDirection] ld [wSpriteStateData1 + 2], a ret ; if SGB, 2 frames, else 3 frames GetPlayerTeleportAnimFrameDelay: ld a, [wOnSGB] xor $1 inc a inc a ret IsPlayerStandingOnWarpPadOrHole:: ld b, 0 ld hl, WarpPadAndHoleData ld a, [wCurMapTileset] ld c, a .loop ld a, [hli] cp $ff jr z, .done cp c jr nz, .nextEntry aCoord 8, 9 cp [hl] jr z, .foundMatch .nextEntry inc hl inc hl jr .loop .foundMatch inc hl ld b, [hl] .done ld a, b ld [wStandingOnWarpPadOrHole], a ret INCLUDE "data/tilesets/warp_pad_hole_tile_ids.asm" FishingAnim: ld c, 10 call DelayFrames ld hl, wd736 set 6, [hl] ; reserve the last 4 OAM entries ld de, RedSprite ld hl, vNPCSprites lb bc, BANK(RedSprite), $c call CopyVideoData ld a, $4 ld hl, RedFishingTiles call LoadAnimSpriteGfx ld a, [wSpriteStateData1 + 2] ld c, a ld b, $0 ld hl, FishingRodOAM add hl, bc ld de, wOAMBuffer + $9c ld bc, $4 call CopyData ld c, 100 call DelayFrames ld a, [wRodResponse] and a ld hl, NoNibbleText jr z, .done cp $2 ld hl, NothingHereText jr z, .done ; there was a bite ; shake the player's sprite vertically ld b, 10 .loop ld hl, wSpriteStateData1 + 4 ; player's sprite Y screen position call .ShakePlayerSprite ld hl, wOAMBuffer + $9c call .ShakePlayerSprite call Delay3 dec b jr nz, .loop ; If the player is facing up, hide the fishing rod so it doesn't overlap with ; the exclamation bubble that will be shown next. ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction cp SPRITE_FACING_UP jr nz, .skipHidingFishingRod ld a, $a0 ld [wOAMBuffer + $9c], a .skipHidingFishingRod ld hl, wEmotionBubbleSpriteIndex xor a ld [hli], a ; player's sprite ld [hl], a ; EXCLAMATION_BUBBLE predef EmotionBubble ; If the player is facing up, unhide the fishing rod. ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction cp SPRITE_FACING_UP jr nz, .skipUnhidingFishingRod ld a, $44 ld [wOAMBuffer + $9c], a .skipUnhidingFishingRod ld hl, ItsABiteText .done call PrintText ld hl, wd736 res 6, [hl] ; unreserve the last 4 OAM entries call LoadFontTilePatterns ret .ShakePlayerSprite ld a, [hl] xor $1 ld [hl], a ret NoNibbleText: text_far _NoNibbleText text_end NothingHereText: text_far _NothingHereText text_end ItsABiteText: text_far _ItsABiteText text_end FishingRodOAM: ; specifies how the fishing rod should be drawn on the screen ; first byte = screen y coordinate ; second byte = screen x coordinate ; third byte = tile number ; fourth byte = sprite properties db $5B, $4C, $FD, $00 ; player facing down db $44, $4C, $FD, $00 ; player facing up db $50, $40, $FE, $00 ; player facing left db $50, $58, $FE, $20 ; player facing right ($20 means "horizontally flip the tile") RedFishingTiles: dw RedFishingTilesFront db 2, BANK(RedFishingTilesFront) dw vNPCSprites + $20 dw RedFishingTilesBack db 2, BANK(RedFishingTilesBack) dw vNPCSprites + $60 dw RedFishingTilesSide db 2, BANK(RedFishingTilesSide) dw vNPCSprites + $a0 dw RedFishingRodTiles db 3, BANK(RedFishingRodTiles) dw vNPCSprites2 + $7d0 _HandleMidJump:: ld a, [wPlayerJumpingYScreenCoordsIndex] ld c, a inc a cp $10 jr nc, .finishedJump ld [wPlayerJumpingYScreenCoordsIndex], a ld b, 0 ld hl, PlayerJumpingYScreenCoords add hl, bc ld a, [hl] ld [wSpriteStateData1 + 4], a ; player's sprite y coordinate ret .finishedJump ld a, [wWalkCounter] cp 0 ret nz call UpdateSprites call Delay3 xor a ld [hJoyHeld], a ld [hJoyPressed], a ld [hJoyReleased], a ld [wPlayerJumpingYScreenCoordsIndex], a ld hl, wd736 res 6, [hl] ; not jumping down a ledge any more ld hl, wd730 res 7, [hl] ; not simulating joypad states any more xor a ld [wJoyIgnore], a ret PlayerJumpingYScreenCoords: ; Sequence of y screen coordinates for player's sprite when jumping over a ledge. db $38, $36, $34, $32, $31, $30, $30, $30, $31, $32, $33, $34, $36, $38, $3C, $3C