ref: b35294752c55b5df88ccfc785279c36f30a43fd6
dir: /engine/overworld/player_animations.asm/
EnterMapAnim: ; 70510 (1c:4510) call InitFacingDirectionBuffer ld a, $ec ld [wSpriteStateData1 + 4], a ; player's sprite Y screen position call Delay3 push hl call GBFadeInFromWhite ld hl, W_FLAGS_D733 bit 7, [hl] ; used fly out of battle? res 7, [hl] jr nz, .flyAnimation ld a, (SFX_02_4c - SFX_Headers_02) / 3 call PlaySound ld hl, wd732 bit 4, [hl] ; used dungeon warp? res 4, [hl] pop hl jr nz, .dungeonWarpAnimation call PlayerSpinWhileMovingDown ld a, (SFX_02_4f - SFX_Headers_02) / 3 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, wcd48 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 ld bc, (BANK(BirdSprite) << 8) + $0c call CopyVideoData call LoadBirdSpriteGraphics ld a, (SFX_02_50 - SFX_Headers_02) / 3 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 ; $4592 call DoFlyAnimation call LoadPlayerSpriteGraphics jr .restoreDefaultMusic FlyAnimationEnterScreenCoords: ; 70592 (1c:4592) ; 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: ; 705aa (1c:45aa) 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: ; 705ba (1c:45ba) call InitFacingDirectionBuffer call IsPlayerStandingOnWarpPadOrHole ld a, b and a jr z, .playerNotStandingOnWarpPadOrHole dec a jp nz, LeaveMapThroughHoleAnim .spinWhileMovingUp ld a, (SFX_02_4b - SFX_Headers_02) / 3 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_02_4d - SFX_Headers_02) / 3 ; wPlayerSpinInPlaceAnimSoundID ld hl, wcd48 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_02_50 - SFX_Headers_02) / 3 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 ; $464f 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 ; $4667 call DoFlyAnimation call GBFadeOutToWhite jp RestoreFacingDirectionAndYScreenPos FlyAnimationScreenCoords1: ; 7064f (1c:464f) ; 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: ; 70667 (1c:4667) ; 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: ; 7067d (1c:467d) 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 lower 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: ; 706ae (1c:46ae) 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, .asm_706cd ld hl, wSpriteStateData1 + 4 ld a, [de] inc de ld [hli], a inc hl ld a, [de] inc de ld [hl], a .asm_706cd ld a, [wFlyAnimCounter] dec a ld [wFlyAnimCounter], a jr nz, DoFlyAnimation ret LoadBirdSpriteGraphics: ; 706d7 (1c:46d7) ld de, BirdSprite ; $4d80 ld hl, vNPCSprites ld bc, (BANK(BirdSprite) << 8) + $0c call CopyVideoData ld de, BirdSprite + $c0 ; $4e40 ; moving amination sprite ld hl, vNPCSprites2 ld bc, (BANK(BirdSprite) << 8) + $0c jp CopyVideoData InitFacingDirectionBuffer: ; 706ef (1c:46ef) ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images) ld [wcd50], a ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position ld [wcd4f], a ld hl, PlayerSpinningFacingOrder ld de, wcd48 ld bc, $4 call CopyData ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images) ld hl, wcd48 .loop cp [hl] inc hl jr nz, .loop dec hl ret PlayerSpinningFacingOrder: ; 70713 (1c:4713) ; 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: ; 70717 (1c:4717) ld a, [hl] ld [wSpriteStateData1 + 2], a ; player's sprite facing direction (image index is locked to standing images) push hl ld hl, wcd48 ld de, wcd47 ld bc, $4 call CopyData ld a, [wcd47] ld [wcd4b], a pop hl ret PlayerSpinInPlace: ; 70730 (1c:4730) call SpinPlayerSprite ld a, [wPlayerSpinInPlaceAnimFrameDelay] ld c, a and $3 jr nz, .asm_70743 ld a, [wPlayerSpinInPlaceAnimSoundID] cp $ff call nz, PlaySound .asm_70743 ld a, [wPlayerSpinInPlaceAnimFrameDelayDelta] add c ld [wPlayerSpinInPlaceAnimFrameDelay], a ld c, a ld a, [wPlayerSpinInPlaceAnimFrameDelayEndValue] cp c ret z call DelayFrames jr PlayerSpinInPlace PlayerSpinWhileMovingUpOrDown: ; 70755 (1c:4755) 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: ; 70772 (1c:4772) ld a, [wcd4f] ld [wSpriteStateData1 + 4], a ld a, [wcd50] ld [wSpriteStateData1 + 2], a ret ; if SGB, 2 frames, else 3 frames GetPlayerTeleportAnimFrameDelay: ; 7077f (1c:477f) ld a, [wOnSGB] xor $1 inc a inc a ret IsPlayerStandingOnWarpPadOrHole: ; 70787 (1c:4787) ld b, 0 ld hl, .warpPadAndHoleData ld a, [W_CURMAPTILESET] 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 [wcd5b], a ret ; format: db tileset id, tile id, value to be put in wcd5b .warpPadAndHoleData: ; 707a9 (1c:47a9) db FACILITY, $20, 1 ; warp pad db FACILITY, $11, 2 ; hole db CAVERN, $22, 2 ; hole db INTERIOR, $55, 1 ; warp pad db $FF Func_707b6: ; 707b6 (1c:47b6) ld c, $a call DelayFrames ld hl, wd736 set 6, [hl] ld de, RedSprite ; $4180 ld hl, vNPCSprites ld bc, (BANK(RedSprite) << 8) + $0c call CopyVideoData ld a, $4 ld hl, RedFishingTiles ; $4866 call Func_71771 ld a, [wSpriteStateData1 + 2] ld c, a ld b, $0 ld hl, FishingRodGfxProperties ; $4856 add hl, bc ld de, wOAMBuffer + $9c ld bc, $4 call CopyData ld c, $64 call DelayFrames ld a, [wWhichTrade] ; wWhichTrade and a ld hl, NoNibbleText jr z, .asm_70836 cp $2 ld hl, NothingHereText jr z, .asm_70836 ld b, $a .asm_707fe ld hl, wSpriteStateData1 + 4 call Func_70842 ld hl, wOAMBuffer + $9c call Func_70842 call Delay3 dec b jr nz, .asm_707fe ld a, [wSpriteStateData1 + 2] cp $4 jr nz, .asm_7081c ld a, $a0 ld [wOAMBuffer + $9c], a .asm_7081c ld hl, wcd4f xor a ld [hli], a ld [hl], a predef EmotionBubble ld a, [wSpriteStateData1 + 2] cp $4 jr nz, .asm_70833 ld a, $44 ld [wOAMBuffer + $9c], a .asm_70833 ld hl, ItsABiteText .asm_70836 call PrintText ld hl, wd736 res 6, [hl] call LoadFontTilePatterns ret Func_70842: ; 70842 (1c:4842) ld a, [hl] xor $1 ld [hl], a ret NoNibbleText: ; 70847 (1c:4847) TX_FAR _NoNibbleText db "@" NothingHereText: ; 7084c (1c:484c) TX_FAR _NothingHereText db "@" ItsABiteText: ; 70851 (1c:4851) TX_FAR _ItsABiteText db "@" FishingRodGfxProperties: ; 70856 (1c:4856) ; 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: ; 70866 (1c:4866) 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: ; 7087e (1c:487e) 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: ; 708ba (1c:48ba) ; 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