ref: 683a62cc1cb7d07b4c88eeec9333c415da8f0bdc
dir: /engine/overworld/cut.asm/
UsedCut: ; ef54 (3:6f54) xor a ld [wcd6a], a ld a, [W_CURMAPTILESET] ; W_CURMAPTILESET and a ; OVERWORLD jr z, .asm_ef6b cp GYM jr nz, .asm_ef77 ld a, [wcfc6] cp $50 ; gym cut tree jr nz, .asm_ef77 jr asm_ef82 .asm_ef6b dec a ld a, [wcfc6] cp $3d ; cut tree jr z, asm_ef82 cp $52 ; grass jr z, asm_ef82 .asm_ef77 ld hl, NothingToCutText jp PrintText NothingToCutText: ; ef7d (3:6f7d) TX_FAR _NothingToCutText db "@" asm_ef82: ; ef82 (3:6f82) ld [wcd4d], a ld a, $1 ld [wcd6a], a ld a, [wWhichPokemon] ; wWhichPokemon ld hl, W_PARTYMON1NAME ; W_PARTYMON1NAME call GetPartyMonName ld hl, wd730 set 6, [hl] call GBPalWhiteOutWithDelay3 call ClearSprites call Func_3dbe ld a, $90 ld [$ffb0], a call Delay3 call LoadGBPal call LoadCurrentMapView call SaveScreenTilesToBuffer2 call Delay3 xor a ld [$ffb0], a ld hl, UsedCutText call PrintText call LoadScreenTilesFromBuffer2 ld hl, wd730 res 6, [hl] ld a, $ff ld [wcfcb], a call AnimateCutTree ld de, CutTreeBlockSwaps ; $7100 call Func_f09f call Func_eedc callba Func_79e96 ld a, $1 ld [wcfcb], a ld a, (SFX_02_56 - SFX_Headers_02) / 3 call PlaySound ld a, $90 ld [$ffb0], a call UpdateSprites jp Func_eedc UsedCutText: ; eff2 (3:6ff2) TX_FAR _UsedCutText db "@" AnimateCutTree: ; eff7 (3:6ff7) xor a ld [wcd50], a ld a, $e4 ld [rOBP1], a ; $ff49 ld a, [wcd4d] cp $52 jr z, .asm_f020 ld de, Overworld_GFX + $2d0 ; $42d0 ; cuttable tree sprite top row ld hl, vChars1 + $7c0 ld bc, (BANK(Overworld_GFX) << 8) + $02 call CopyVideoData ld de, Overworld_GFX + $3d0 ; $43d0 ; cuttable tree sprite bottom row ld hl, vChars1 + $7e0 ld bc, (BANK(Overworld_GFX) << 8) + $02 call CopyVideoData jr asm_f055 .asm_f020 ld hl, vChars1 + $7c0 call LoadCutTreeOAM ld hl, vChars1 + $7d0 call LoadCutTreeOAM ld hl, vChars1 + $7e0 call LoadCutTreeOAM ld hl, vChars1 + $7f0 call LoadCutTreeOAM call asm_f055 ld hl, wOAMBuffer + $93 ld de, $4 ld a, $30 ld c, e .asm_f044 ld [hl], a add hl, de xor $60 dec c jr nz, .asm_f044 ret LoadCutTreeOAM: ; f04c (3:704c) ld de, AnimationTileset2 + $60 ; $474e ; tile depicting a leaf ld bc, (BANK(AnimationTileset2) << 8) + $01 jp CopyVideoData asm_f055: ; f055 (3:7055) call Func_f068 ld a, $9 ld de, CutTreeOAM ; $7060 jp WriteOAMBlock CutTreeOAM: ; f060 (3:7060) db $FC,$10,$FD,$10 db $FE,$10,$FF,$10 Func_f068: ; f068 (3:7068) ld hl, wSpriteStateData1 + 4 ld a, [hli] ld b, a inc hl ld a, [hli] ld c, a ; bc holds ypos/xpos of player's sprite inc hl inc hl ld a, [hl] ; a holds direction of player (00: down, 04: up, 08: left, 0C: right) srl a ld e, a ld d, $0 ; de holds direction (00: down, 02: up, 04: left, 06: right) ld a, [wcd50] and a ld hl, CutTreeAnimationOffsets ; $708f jr z, .asm_f084 ld hl, CutTreeAnimationOffsets2 ; $7097 .asm_f084 add hl, de ld e, [hl] inc hl ld d, [hl] ld a, b add d ld b, a ld a, c add e ld c, a ret CutTreeAnimationOffsets: ; f08f (3:708f) ; Each pair represents the x and y pixels offsets from the player of where the cut tree animation should be drawn db 8, 36 ; player is facing down db 8, 4 ; player is facing up db -8, 20 ; player is facing left db 24, 20 ; player is facing right CutTreeAnimationOffsets2: ; f097 (3:7097) ; Not sure if these ever get used. CutTreeAnimationOffsets only seems to be used. ; Each pair represents the x and y pixels offsets from the player of where the cut tree animation should be drawn ; These offsets represent 2 blocks away from the player db 8, 52 ; player is facing down db 8, -12 ; player is facing up db -24, 20 ; player is facing left db 40, 20 ; player is facing right Func_f09f: ; f09f (3:709f) push de ld a, [W_CURMAPWIDTH] ; wd369 add $6 ld c, a ld b, $0 ld d, $0 ld hl, wd35f ld a, [hli] ld h, [hl] ld l, a add hl, bc ld a, [wSpriteStateData1 + 9] and a jr z, .asm_f0c7 cp $4 jr z, .asm_f0cf cp $8 jr z, .asm_f0d7 ld a, [W_XBLOCKCOORD] ; wd364 and a jr z, .asm_f0e0 jr .asm_f0ec .asm_f0c7 ld a, [W_YBLOCKCOORD] ; wd363 and a jr z, .asm_f0e0 jr .asm_f0df .asm_f0cf ld a, [W_YBLOCKCOORD] ; wd363 and a jr z, .asm_f0e1 jr .asm_f0e0 .asm_f0d7 ld a, [W_XBLOCKCOORD] ; wd364 and a jr z, .asm_f0e6 jr .asm_f0e0 .asm_f0df add hl, bc .asm_f0e0 add hl, bc .asm_f0e1 ld e, $2 add hl, de jr .asm_f0f0 .asm_f0e6 ld e, $1 add hl, bc add hl, de jr .asm_f0f0 .asm_f0ec ld e, $3 add hl, bc add hl, de .asm_f0f0 pop de ld a, [hl] ld c, a .asm_f0f3 ld a, [de] inc de inc de cp $ff ret z cp c jr nz, .asm_f0f3 dec de ld a, [de] ld [hl], a ret CutTreeBlockSwaps: ; f100 (3:7100) ; first byte = tileset block containing the cut tree ; second byte = corresponding tileset block after the cut animation happens db $32, $6D db $33, $6C db $34, $6F db $35, $4C db $60, $6E db $0B, $0A db $3C, $35 db $3F, $35 db $3D, $36 db $FF ; list terminator