ref: e6185ac358b2e548536485781d6ec584c0b7742d
dir: /engine/battle/animations.asm/
; Draws a "frame block". Frame blocks are blocks of tiles that are put ; together to form frames in battle animations. DrawFrameBlock: ; 78000 (1e:4000) ld l,c ld h,b ld a,[hli] ld [W_NUMFBTILES],a ld a,[W_FBDESTADDR + 1] ld e,a ld a,[W_FBDESTADDR] ld d,a xor a ld [W_FBTILECOUNTER],a ; loop counter .loop ld a,[W_FBTILECOUNTER] inc a ld [W_FBTILECOUNTER],a ld a,[W_SUBANIMTRANSFORM] dec a jr z,.flipHorizontalAndVertical ; 1 dec a jp z,.flipHorizontalTranslateDown ; 2 dec a jr z,.flipBaseCoords ; 3 .noTransformation ld a,[W_BASECOORDY] add [hl] ld [de],a ; store Y inc hl inc de ld a,[W_BASECOORDX] jr .finishCopying .flipBaseCoords ld a,[W_BASECOORDY] ld b,a ld a,136 sub b ; flip Y base coordinate add [hl] ; Y offset ld [de],a ; store Y inc hl inc de ld a,[W_BASECOORDX] ld b,a ld a,168 sub b ; flip X base coordinate .finishCopying ; finish copying values to OAM (when [W_SUBANIMTRANSFORM] not 1 or 2) add [hl] ; X offset ld [de],a ; store X inc hl inc de ld a,[hli] add a,$31 ; base tile ID for battle animations ld [de],a ; store tile ID inc de ld a,[hli] ld [de],a ; store flags inc de jp .nextTile .flipHorizontalAndVertical ld a,[W_BASECOORDY] add [hl] ; Y offset ld b,a ld a,136 sub b ; flip Y coordinate ld [de],a ; store Y inc hl inc de ld a,[W_BASECOORDX] add [hl] ; X offset ld b,a ld a,168 sub b ; flip X coordinate ld [de],a ; store X inc hl inc de ld a,[hli] add a,$31 ; base tile ID for battle animations ld [de],a ; store tile ID inc de ; toggle horizontal and vertical flip ld a,[hli] ; flags and a ld b,OAM_VFLIP | OAM_HFLIP jr z,.storeFlags1 cp a,OAM_HFLIP ld b,OAM_VFLIP jr z,.storeFlags1 cp a,OAM_VFLIP ld b,OAM_HFLIP jr z,.storeFlags1 ld b,0 .storeFlags1 ld a,b ld [de],a inc de jp .nextTile .flipHorizontalTranslateDown ld a,[W_BASECOORDY] add [hl] add a,40 ; translate Y coordinate downwards ld [de],a ; store Y inc hl inc de ld a,[W_BASECOORDX] add [hl] ld b,a ld a,168 sub b ; flip X coordinate ld [de],a ; store X inc hl inc de ld a,[hli] add a,$31 ; base tile ID for battle animations ld [de],a ; store tile ID inc de ld a,[hli] bit 5,a ; is horizontal flip enabled? jr nz,.disableHorizontalFlip .enableHorizontalFlip set 5,a jr .storeFlags2 .disableHorizontalFlip res 5,a .storeFlags2 ld [de],a inc de .nextTile ld a,[W_FBTILECOUNTER] ld c,a ld a,[W_NUMFBTILES] cp c jp nz,.loop ; go back up if there are more tiles to draw .afterDrawingTiles ld a,[W_FBMODE] cp a,2 jr z,.advanceFrameBlockDestAddr; skip delay and don't clean OAM buffer ld a,[W_SUBANIMFRAMEDELAY] ld c,a call DelayFrames ld a,[W_FBMODE] cp a,3 jr z,.advanceFrameBlockDestAddr ; skip cleaning OAM buffer cp a,4 jr z,.done ; skip cleaning OAM buffer and don't advance the frame block destination address ld a,[W_ANIMATIONID] cp a,GROWL jr z,.resetFrameBlockDestAddr call AnimationCleanOAM .resetFrameBlockDestAddr ld hl,wOAMBuffer ; OAM buffer ld a,l ld [W_FBDESTADDR + 1],a ld a,h ld [W_FBDESTADDR],a ; set destination address to beginning of OAM buffer ret .advanceFrameBlockDestAddr ld a,e ld [W_FBDESTADDR + 1],a ld a,d ld [W_FBDESTADDR],a .done ret PlayAnimation: ; 780f1 (1e:40f1) xor a ld [$FF8B],a ld [W_SUBANIMTRANSFORM],a ld a,[W_ANIMATIONID] ; get animation number dec a ld l,a ld h,0 add hl,hl ld de,AttackAnimationPointers ; $607d ; animation command stream pointers add hl,de ld a,[hli] ld h,[hl] ld l,a .animationLoop ld a,[hli] cp a,$FF jr z,.AnimationOver cp a,$C0 ; is this subanimation or a special effect? jr c,.playSubanimation .doSpecialEffect ld c,a ld de,SpecialEffectPointers .searchSpecialEffectTableLoop ld a,[de] cp c jr z,.foundMatch inc de inc de inc de jr .searchSpecialEffectTableLoop .foundMatch ld a,[hli] cp a,$FF ; is there a sound to play? jr z,.skipPlayingSound ld [wAnimSoundID],a ; store sound push hl push de call Func_7986f call PlaySound pop de pop hl .skipPlayingSound push hl inc de ld a,[de] ld l,a inc de ld a,[de] ld h,a ld de,.nextAnimationCommand push de jp [hl] ; jump to special effect function .playSubanimation ld c,a and a,%00111111 ld [W_SUBANIMFRAMEDELAY],a xor a sla c rla sla c rla ld [wd09f],a ; tile select ld a,[hli] ; sound ld [wAnimSoundID],a ; store sound ld a,[hli] ; subanimation ID ld c,l ld b,h ld l,a ld h,0 add hl,hl ld de,SubanimationPointers add hl,de ld a,l ld [W_SUBANIMADDRPTR],a ld a,h ld [W_SUBANIMADDRPTR + 1],a ld l,c ld h,b push hl ld a,[rOBP0] push af ld a,[wcc79] ld [rOBP0],a call LoadAnimationTileset call LoadSubanimation call PlaySubanimation pop af ld [rOBP0],a .nextAnimationCommand pop hl jr .animationLoop .AnimationOver ; 417B ret LoadSubanimation: ; 7817c (1e:417c) ld a,[W_SUBANIMADDRPTR + 1] ld h,a ld a,[W_SUBANIMADDRPTR] ld l,a ld a,[hli] ld e,a ld a,[hl] ld d,a ; de = address of subanimation ld a,[de] ld b,a and a,31 ld [W_SUBANIMCOUNTER],a ; number of frame blocks ld a,b and a,%11100000 cp a,5 << 5 ; is subanimation type 5? jr nz,.isNotType5 .isType5 call GetSubanimationTransform2 jr .saveTransformation .isNotType5 call GetSubanimationTransform1 .saveTransformation ; place the upper 3 bits of a into bits 0-2 of a before storing srl a swap a ld [W_SUBANIMTRANSFORM],a cp a,4 ; is the animation reversed? ld hl,0 jr nz,.storeSubentryAddr ; if the animation is reversed, then place the initial subentry address at the end of the list of subentries ld a,[W_SUBANIMCOUNTER] dec a ld bc,3 .loop add hl,bc dec a jr nz,.loop .storeSubentryAddr inc de add hl,de ld a,l ld [W_SUBANIMSUBENTRYADDR],a ld a,h ld [W_SUBANIMSUBENTRYADDR + 1],a ret ; called if the subanimation type is not 5 ; sets the transform to 0 (i.e. no transform) if it's the player's turn ; sets the transform to the subanimation type if it's the enemy's turn GetSubanimationTransform1: ; 781c2 (1e:41c2) ld b,a ld a,[H_WHOSETURN] and a ld a,b ret nz xor a ret ; called if the subanimation type is 5 ; sets the transform to 2 (i.e. horizontal and vertical flip) if it's the player's turn ; sets the transform to 0 (i.e. no transform) if it's the enemy's turn GetSubanimationTransform2: ; 781ca (1e:41ca) ld a,[H_WHOSETURN] and a ld a,2 << 5 ret z xor a ret ; loads tile patterns for battle animations LoadAnimationTileset: ; 781d2 (1e:41d2) ld a,[wd09f] ; tileset select add a add a ld hl,AnimationTilesetPointers ld e,a ld d,0 add hl,de ld a,[hli] ld [wd07d],a ; number of tiles ld a,[hli] ld e,a ld a,[hl] ld d,a ; de = address of tileset ld hl,vSprites + $310 ld b, BANK(AnimationTileset1) ; ROM bank ld a,[wd07d] ld c,a ; number of tiles jp CopyVideoData ; load tileset AnimationTilesetPointers: ; 781f2 (1e:41f2) db 79 ; number of tiles dw AnimationTileset1 db $FF db 79 ; number of tiles dw AnimationTileset2 db $FF db 64 ; number of tiles dw AnimationTileset1 db $FF AnimationTileset1: ; 781fe (1e:41fe) INCBIN "gfx/attack_anim_1.2bpp" AnimationTileset2: ; 786ee (1e:46ee) INCBIN "gfx/attack_anim_2.2bpp" SlotMachineTiles2: ; 78bde (1e:4bde) IF DEF(_RED) INCBIN "gfx/red/slotmachine2.2bpp" ENDC IF DEF(_BLUE) INCBIN "gfx/blue/slotmachine2.2bpp" ENDC IF DEF(_YELLOW) INCBIN "gfx/yellow/slotmachine2.2bpp" ENDC MoveAnimation: ; 78d5e (1e:4d5e) push hl push de push bc push af call WaitForSoundToFinish call Func_78e23 ld a,[W_ANIMATIONID] and a jr z,.AnimationFinished ; if throwing a Poké Ball, skip the regular animation code cp a,TOSS_ANIM jr nz,.MoveAnimation ld de,.AnimationFinished push de jp TossBallAnimation .MoveAnimation ; check if battle animations are disabled in the options ld a,[W_OPTIONS] bit 7,a jr nz,.AnimationsDisabled call ShareMoveAnimations call PlayAnimation jr .next4 .AnimationsDisabled ld c,30 call DelayFrames .next4 call Func_78dbd ; reload pic and flash the pic in and out (to show damage) .AnimationFinished call WaitForSoundToFinish xor a ld [W_SUBANIMSUBENTRYADDR],a ld [wd09b],a ld [W_SUBANIMTRANSFORM],a dec a ld [wAnimSoundID],a pop af pop bc pop de pop hl ret ShareMoveAnimations: ; 78da6 (1e:4da6) ; some moves just reuse animations from status conditions ld a,[H_WHOSETURN] and a ret z ; opponent’s turn ld a,[W_ANIMATIONID] cp a,AMNESIA ld b,CONF_ANIM jr z,.Replace cp a,REST ld b,SLP_ANIM ret nz .Replace ld a,b ld [W_ANIMATIONID],a ret Func_78dbd: ; 78dbd (1e:4dbd) ld a,[wAnimationType] and a ret z dec a add a ld c,a ld b,0 ld hl,PointerTable_78dcf add hl,bc ld a,[hli] ld h,[hl] ld l,a jp [hl] PointerTable_78dcf: ; 78dcf (1e:4dcf) dw Func_78ddb dw Func_78de3 dw Func_78deb dw Func_78df0 dw Func_78df6 dw Func_78dfe Func_78ddb: ; 78ddb (1e:4ddb) call PlayApplyingAttackSound ld b, $8 jp Func_79209 Func_78de3: ; 78de3 (1e:4de3) call PlayApplyingAttackSound ld b, $8 jp Func_79210 Func_78deb: ; 78deb (1e:4deb) ld bc, $602 jr Func_78e01 Func_78df0: ; 78df0 (1e:4df0) call PlayApplyingAttackSound jp AnimationBlinkEnemyMon Func_78df6: ; 78df6 (1e:4df6) call PlayApplyingAttackSound ld b, $2 jp Func_79210 Func_78dfe: ; 78dfe (1e:4dfe) ld bc, $302 Func_78e01: ; 78e01 (1e:4e01) push bc push bc .asm_78e03 ld a, [rWX] ; $ff4b inc a ld [rWX], a ; $ff4b ld c, $2 call DelayFrames dec b jr nz, .asm_78e03 pop bc .asm_78e11 ld a, [rWX] ; $ff4b dec a ld [rWX], a ; $ff4b ld c, $2 call DelayFrames dec b jr nz, .asm_78e11 pop bc dec c jr nz, Func_78e01 ret Func_78e23: ; 78e23 (1e:4e23) ld a, [wOnSGB] and a ld a, $e4 jr z, .asm_78e47 ld a, $f0 ld [wcc79], a ld b, $e4 ld a, [W_ANIMATIONID] ; W_ANIMATIONID cp TRADE_BALL_DROP_ANIM jr c, .asm_78e3f cp TRADE_BALL_POOF_ANIM + 1 jr nc, .asm_78e3f ld b, $f0 .asm_78e3f ld a, b ld [rOBP0], a ; $ff48 ld a, $6c ld [rOBP1], a ; $ff49 ret .asm_78e47 ld a, $e4 ld [wcc79], a ld [rOBP0], a ; $ff48 ld a, $6c ld [rOBP1], a ; $ff49 ret PlaySubanimation: ; 78e53 (1e:4e53) ld a,[wAnimSoundID] cp a,$FF jr z,.skipPlayingSound call Func_7986f call PlaySound ; play sound effect .skipPlayingSound ld hl,wOAMBuffer ; base address of OAM buffer ld a,l ld [W_FBDESTADDR + 1],a ld a,h ld [W_FBDESTADDR],a ld a,[W_SUBANIMSUBENTRYADDR + 1] ld h,a ld a,[W_SUBANIMSUBENTRYADDR] ld l,a .loop push hl ld c,[hl] ; frame block ID ld b,0 ld hl,FrameBlockPointers add hl,bc add hl,bc ld a,[hli] ld c,a ld a,[hli] ld b,a pop hl inc hl push hl ld e,[hl] ; base coordinate ID ld d,0 ld hl,FrameBlockBaseCoords ; $7c85 ; base coordinate table add hl,de add hl,de ld a,[hli] ld [W_BASECOORDY],a ld a,[hl] ld [W_BASECOORDX],a pop hl inc hl ld a,[hl] ; frame block mode ld [W_FBMODE],a call DrawFrameBlock call DoSpecialEffectByAnimationId ; run animation-specific function (if there is one) ld a,[W_SUBANIMCOUNTER] dec a ld [W_SUBANIMCOUNTER],a ret z ld a,[W_SUBANIMSUBENTRYADDR + 1] ld h,a ld a,[W_SUBANIMSUBENTRYADDR] ld l,a ld a,[W_SUBANIMTRANSFORM] cp a,4 ; is the animation reversed? ld bc,3 jr nz,.nextSubanimationSubentry ld bc,-3 .nextSubanimationSubentry add hl,bc ld a,h ld [W_SUBANIMSUBENTRYADDR + 1],a ld a,l ld [W_SUBANIMSUBENTRYADDR],a jp .loop AnimationCleanOAM: ; 78ec8 (1e:4ec8) push hl push de push bc push af call DelayFrame call ClearSprites pop af pop bc pop de pop hl ret ; this runs after each frame block is drawn in a subanimation ; it runs a particular special effect based on the animation ID DoSpecialEffectByAnimationId: ; 78ed7 (1e:4ed7) push hl push de push bc ld a,[W_ANIMATIONID] ld hl,AnimationIdSpecialEffects ld de,3 call IsInArray jr nc,.done inc hl ld a,[hli] ld h,[hl] ld l,a ld de,.done push de jp [hl] .done pop bc pop de pop hl ret ; Format: Animation ID (1 byte), Address (2 bytes) AnimationIdSpecialEffects: ; 78ef5 (1e:4ef5) db MEGA_PUNCH dw AnimationFlashScreen db GUILLOTINE dw AnimationFlashScreen db MEGA_KICK dw AnimationFlashScreen db HEADBUTT dw AnimationFlashScreen db TAIL_WHIP dw Func_790d0 db GROWL dw DoGrowlSpecialEffects db DISABLE dw AnimationFlashScreen db BLIZZARD dw DoBlizzardSpecialEffects db BUBBLEBEAM dw AnimationFlashScreen db HYPER_BEAM dw FlashScreenEveryFourFrameBlocks db THUNDERBOLT dw FlashScreenEveryEightFrameBlocks db REFLECT dw AnimationFlashScreen db SELFDESTRUCT dw DoExplodeSpecialEffects db SPORE dw AnimationFlashScreen db EXPLOSION dw DoExplodeSpecialEffects db ROCK_SLIDE dw DoRockSlideSpecialEffects db TRADE_BALL_DROP_ANIM dw Func_79041 db TRADE_BALL_SHAKE_ANIM dw Func_7904c db TRADE_BALL_TILT_ANIM dw Func_7907c db TOSS_ANIM dw DoBallTossSpecialEffects db SHAKE_ANIM dw DoBallShakeSpecialEffects db POOF_ANIM dw DoPoofSpecialEffects db GREATTOSS_ANIM dw DoBallTossSpecialEffects db ULTRATOSS_ANIM dw DoBallTossSpecialEffects db $FF ; terminator DoBallTossSpecialEffects: ; 78f3e (1e:4f3e) ld a,[wcf91] cp a,3 ; is it a Master Ball or Ultra Ball? jr nc,.skipFlashingEffect .flashingEffect ; do a flashing effect if it's Master Ball or Ultra Ball ld a,[rOBP0] xor a,%00111100 ; complement colors 1 and 2 ld [rOBP0],a .skipFlashingEffect ld a,[W_SUBANIMCOUNTER] cp a,11 ; is it the beginning of the subanimation? jr nz,.skipPlayingSound ; if it is the beginning of the subanimation, play a sound ld a,(SFX_08_41 - SFX_Headers_08) / 3 call PlaySound ; play sound .skipPlayingSound ld a,[W_ISINBATTLE] cp a,02 ; is it a trainer battle? jr z,.isTrainerBattle ld a,[wd11e] cp a,$10 ; is the enemy pokemon the Ghost Marowak? ret nz ; if the enemy pokemon is the Ghost Marowak, make it dodge during the last 3 frames ld a,[W_SUBANIMCOUNTER] cp a,3 jr z,.moveGhostMarowakLeft cp a,2 jr z,.moveGhostMarowakLeft cp a,1 ret nz .moveGhostMarowakLeft hlCoord 17, 0 ld de,20 ld bc,$0707 ; 7 rows and 7 columns .loop push hl push bc call Func_79862 ; move row of tiles left pop bc pop hl add hl,de dec b jr nz,.loop ld a,%00001000 ld [$ff10],a ; Channel 1 sweep register ret .isTrainerBattle ; if it's a trainer battle, shorten the animation by one frame ld a,[W_SUBANIMCOUNTER] cp a,3 ret nz dec a ld [W_SUBANIMCOUNTER],a ret DoBallShakeSpecialEffects: ; 78f96 (1e:4f96) ld a,[W_SUBANIMCOUNTER] cp a,4 ; is it the beginning of a shake? jr nz,.skipPlayingSound ; if it is the beginning of a shake, play a sound and wait 2/3 of a second ld a,(SFX_08_3c - SFX_Headers_08) / 3 call PlaySound ; play sound ld c,40 call DelayFrames .skipPlayingSound ld a,[W_SUBANIMCOUNTER] dec a ret nz ; if it's the end of the ball shaking subanimation, check if more shakes are left and restart the subanimation ld a,[wWhichTrade] ; number of shakes dec a ; decrement number of shakes ld [wWhichTrade],a ret z ; if there are shakes left, restart the subanimation ld a,[W_SUBANIMSUBENTRYADDR] ld l,a ld a,[W_SUBANIMSUBENTRYADDR + 1] ld h,a ld de,-(4 * 3) ; 4 subentries and 3 bytes per subentry add hl,de ld a,l ld [W_SUBANIMSUBENTRYADDR],a ld a,h ld [W_SUBANIMSUBENTRYADDR + 1],a ld a,5 ; number of subentries in the ball shaking subanimation plus one ld [W_SUBANIMCOUNTER],a ret ; plays a sound after the second frame of the poof animation DoPoofSpecialEffects: ; 78fce (1e:4fce) ld a,[W_SUBANIMCOUNTER] cp a,5 ret nz ld a,(SFX_08_42 - SFX_Headers_08) / 3 jp PlaySound DoRockSlideSpecialEffects: ; 78fd9 (1e:4fd9) ld a,[W_SUBANIMCOUNTER] cp a,12 ret nc cp a,8 jr nc,.shakeScreen cp a,1 jp z,AnimationFlashScreen ; if it's the end of the subanimation, flash the screen ret ; if the subaninmation counter is between 8 and 11, shake the screen horizontally and vertically .shakeScreen ld b,1 predef Func_48125 ; shake horizontally ld b,1 predef_jump Func_480ff ; shake vertically FlashScreenEveryEightFrameBlocks: ; 78ff7 (1e:4ff7) ld a,[W_SUBANIMCOUNTER] and a,7 ; is the subanimation counter exactly 8? call z,AnimationFlashScreen ; if so, flash the screen ret ; flashes the screen if the subanimation counter is divisible by 4 FlashScreenEveryFourFrameBlocks: ; 79000 (1e:5000) ld a,[W_SUBANIMCOUNTER] and a,3 call z,AnimationFlashScreen ret ; used for Explosion and Selfdestruct DoExplodeSpecialEffects: ; 79009 (1e:5009) ld a,[W_SUBANIMCOUNTER] cp a,1 ; is it the end of the subanimation? jr nz,FlashScreenEveryFourFrameBlocks ; if it's the end of the subanimation, make the attacking pokemon disappear hlCoord 1, 5 jp AnimationHideMonPic ; make pokemon disappear ; flashes the screen when subanimation counter is 1 modulo 4 DoBlizzardSpecialEffects: ; 79016 (1e:5016) ld a,[W_SUBANIMCOUNTER] cp a,13 jp z,AnimationFlashScreen cp a,9 jp z,AnimationFlashScreen cp a,5 jp z,AnimationFlashScreen cp a,1 jp z,AnimationFlashScreen ret ; flashes the screen at 3 points in the subanimation ; XXX is this unused? Func_7902e: ; 7902e (1e:502e) ld a,[W_SUBANIMCOUNTER] cp a,14 jp z,AnimationFlashScreen cp a,9 jp z,AnimationFlashScreen cp a,2 jp z,AnimationFlashScreen ret ; function to make the pokemon disappear at the beginning of the animation ; XXX probably a trade-related animation Func_79041: ; 79041 (1e:5041) ld a,[W_SUBANIMCOUNTER] cp a,6 ret nz ld a,$2F jp Func_7980c ; make pokemon disappear ; function to make a shaking pokeball jump up at the end of the animation ; XXX probably a trade-related animation Func_7904c: ; 7904c (1e:504c) ld a,[W_SUBANIMCOUNTER] cp a,1 ret nz ; if it's the end of the animation, make the ball jump up ld de,BallMoveDistances1 .loop ld hl,wOAMBuffer ; OAM buffer ld bc,4 .innerLoop ld a,[de] cp a,$ff jr z,.done add [hl] ; add to Y value of OAM entry ld [hl],a add hl,bc ld a,l cp a,4 * 4 ; there are 4 entries, each 4 bytes jr nz,.innerLoop inc de push bc call Delay3 pop bc jr .loop .done call AnimationCleanOAM ld a,(SFX_02_44 - SFX_Headers_02) / 3 jp PlaySound ; play sound BallMoveDistances1: ; 79078 (1e:5078) db -12,-12,-8 db $ff ; terminator ; function to make the pokeball jump up ; XXX probably a trade-related animation Func_7907c ; 507C ld de,BallMoveDistances2 .loop ld hl,wOAMBuffer ; OAM buffer ld bc,4 .innerLoop ld a,[de] cp a,$ff jp z,ClearScreen add [hl] ld [hl],a add hl,bc ld a,l cp a,4 * 4 ; there are 4 entries, each 4 bytes jr nz,.innerLoop inc de push de ld a,[de] cp a,12 jr z,.playSound cp a,$ff jr nz,.skipPlayingSound .playSound ; play sound if next move distance is 12 or this is the last one ld a,(SFX_08_58 - SFX_Headers_08) / 3 call PlaySound .skipPlayingSound push bc ld c,5 call DelayFrames pop bc ld a,[hSCX] ; background scroll X sub a,8 ; scroll to the left ld [hSCX],a pop de jr .loop BallMoveDistances2: ; 790b3 (1e:50b3) db 11,12,-12,-7,7,12,-8,8 db $ff ; terminator ; this function copies the current musical note graphic ; so that there are two musical notes flying towards the defending pokemon DoGrowlSpecialEffects: ; 790bc (1e:50bc) ld hl,wOAMBuffer ; OAM buffer ld de,wOAMBuffer + $10 ld bc,$10 call CopyData ; copy the musical note graphic ld a,[W_SUBANIMCOUNTER] dec a call z,AnimationCleanOAM ; clean up at the end of the subanimation ret ; this is associated with Tail Whip, but Tail Whip doesn't use any subanimations Func_790d0: ; 790d0 (1e:50d0) ld a,1 ld [W_SUBANIMCOUNTER],a ld c,20 jp DelayFrames ; Format: Special Effect ID (1 byte), Address (2 bytes) SpecialEffectPointers: ; 790da (1e:50da) db SE_DARK_SCREEN_FLASH ; $FE dw AnimationFlashScreen db SE_DARK_SCREEN_PALETTE ; $FD dw AnimationDarkScreenPalette db SE_RESET_SCREEN_PALETTE ; $FC dw AnimationResetScreenPalette db SE_SHAKE_SCREEN ; $FB dw AnimationShakeScreen db SE_WATER_DROPLETS_EVERYWHERE ; $FA dw AnimationWaterDropletsEverywhere db SE_DARKEN_MON_PALETTE ; $F9 dw AnimationDarkenMonPalette db SE_FLASH_SCREEN_LONG ; $F8 dw AnimationFlashScreenLong db SE_SLIDE_MON_UP ; $F7 dw AnimationSlideMonUp db SE_SLIDE_MON_DOWN ; $F6 dw AnimationSlideMonDown db SE_FLASH_MON_PIC ; $F5 dw AnimationFlashMonPic db SE_SLIDE_MON_OUT ; $F4 dw AnimationSlideMonOut db SE_BLINK_MON ; $F3 dw AnimationBlinkMon db SE_MOVE_MON_HORIZONTALLY ; $F2 dw AnimationMoveMonHorizontally db SE_RESET_MON_POSITION ; $F1 dw AnimationResetMonPosition db SE_LIGHT_SCREEN_PALETTE ; $F0 dw AnimationLightScreenPalette db SE_HIDE_MON_PIC ; $EF dw AnimationHideMonPic db SE_SQUISH_MON_PIC ; $EE dw AnimationSquishMonPic db SE_SHOOT_BALLS_UPWARD ; $ED dw AnimationShootBallsUpward db SE_SHOOT_MANY_BALLS_UPWARD ; $EC dw AnimationShootManyBallsUpward db SE_BOUNCE_UP_AND_DOWN ; $EB dw AnimationBoundUpAndDown db SE_MINIMIZE_MON ; $EA dw AnimationMinimizeMon db SE_SLIDE_MON_DOWN_AND_HIDE ; $E9 dw AnimationSlideMonDownAndHide db SE_TRANSFORM_MON ; $E8 dw AnimationTransformMon db SE_LEAVES_FALLING ; $E7 dw AnimationLeavesFalling db SE_PETALS_FALLING ; $E6 dw AnimationPetalsFalling db SE_SLIDE_MON_HALF_LEFT ; $E5 dw AnimationSlideMonHalfLeft db SE_SHAKE_ENEMY_HUD ; $E4 dw AnimationShakeEnemyHUD db SE_SHAKE_ENEMY_HUD_2 ; unused--same pointer as SE_SHAKE_ENEMY_HUD ($E4) dw AnimationShakeEnemyHUD db SE_SPIRAL_BALLS_INWARD ; $E2 dw AnimationSpiralBallsInward db SE_DELAY_ANIMATION_10 ; $E1 dw AnimationDelay10 db SE_FLASH_ENEMY_MON_PIC ; unused--same as SE_FLASH_MON_PIC ($F5), but for the enemy mon dw AnimationFlashEnemyMonPic db SE_HIDE_ENEMY_MON_PIC ; $DF dw AnimationHideEnemyMonPic db SE_BLINK_ENEMY_MON ; $DE dw AnimationBlinkEnemyMon db SE_SHOW_MON_PIC ; $DD dw AnimationShowMonPic db SE_SHOW_ENEMY_MON_PIC ; $DC dw AnimationShowEnemyMonPic db SE_SLIDE_ENEMY_MON_OUT ; $DB dw AnimationSlideEnemyMonOut db SE_SHAKE_BACK_AND_FORTH ; $DA dw AnimationShakeBackAndForth db SE_SUBSTITUTE_MON ; $D9 dw AnimationSubstitute db SE_WAVY_SCREEN ; $D8 dw AnimationWavyScreen db $FF AnimationDelay10: ; 79150 (1e:5150) ld c,10 jp DelayFrames ; calls a function with the turn flipped from player to enemy or vice versa ; input - hl - address of function to call CallWithTurnFlipped: ; 79155 (1e:5155) ld a,[H_WHOSETURN] push af xor a,1 ld [H_WHOSETURN],a ld de,.returnAddress push de jp [hl] .returnAddress pop af ld [H_WHOSETURN],a ret ; flashes the screen for an extended period (48 frames) AnimationFlashScreenLong: ; 79165 (1e:5165) ld a,3 ; cycle through the palettes 3 times ld [wd08a],a ld a,[wOnSGB] ; running on SGB? and a ld hl,FlashScreenLongMonochrome jr z,.loop ld hl,FlashScreenLongSGB .loop push hl .innerLoop ld a,[hli] cp a,$01 ; is it the end of the palettes? jr z,.endOfPalettes ld [rBGP],a call FlashScreenLongDelay jr .innerLoop .endOfPalettes ld a,[wd08a] dec a ld [wd08a],a pop hl jr nz,.loop ret ; BG palettes FlashScreenLongMonochrome: ; 7918e (1e:518e) db %11111001 ; 3, 3, 2, 1 db %11111110 ; 3, 3, 3, 2 db %11111111 ; 3, 3, 3, 3 db %11111110 ; 3, 3, 3, 2 db %11111001 ; 3, 3, 2, 1 db %11100100 ; 3, 2, 1, 0 db %10010000 ; 2, 1, 0, 0 db %01000000 ; 1, 0, 0, 0 db %00000000 ; 0, 0, 0, 0 db %01000000 ; 1, 0, 0, 0 db %10010000 ; 2, 1, 0, 0 db %11100100 ; 3, 2, 1, 0 db $01 ; terminator ; BG palettes FlashScreenLongSGB: ; 7919b (1e:519b) db %11111000 ; 3, 3, 2, 0 db %11111100 ; 3, 3, 3, 0 db %11111111 ; 3, 3, 3, 3 db %11111100 ; 3, 3, 3, 0 db %11111000 ; 3, 3, 2, 0 db %11100100 ; 3, 2, 1, 0 db %10010000 ; 2, 1, 0, 0 db %01000000 ; 1, 0, 0, 0 db %00000000 ; 0, 0, 0, 0 db %01000000 ; 1, 0, 0, 0 db %10010000 ; 2, 1, 0, 0 db %11100100 ; 3, 2, 1, 0 db $01 ; terminator ; causes a delay of 2 frames for the first cycle ; causes a delay of 1 frame for the second and third cycles FlashScreenLongDelay: ; 791a8 (1e:51a8) ld a,[wd08a] cp a,4 ; never true since [wd08a] starts at 3 ld c,4 jr z,.delayFrames cp a,3 ld c,2 jr z,.delayFrames cp a,2 ; nothing is done with this ld c,1 .delayFrames jp DelayFrames AnimationFlashScreen: ; 791be (1e:51be) ld a,[rBGP] push af ; save initial palette ld a,%00011011 ; 0, 1, 2, 3 (inverted colors) ld [rBGP],a ld c,2 call DelayFrames xor a ; white out background ld [rBGP],a ld c,2 call DelayFrames pop af ld [rBGP],a ; restore initial palette ret AnimationDarkScreenPalette: ; 791d6 (1e:51d6) ; Changes the screen's palette to a dark palette. ld bc, $6f6f jr Func_791fc AnimationDarkenMonPalette: ; 791db (1e:51db) ; Darkens the mon sprite's palette. ld bc, $f9f4 jr Func_791fc Func_791e0: ; 791e0 (1e:51e0) ld bc, $fef8 jr Func_791fc Func_791e5: ; 791e5 (1e:51e5) ld bc, $ffff jr Func_791fc AnimationResetScreenPalette: ; 791ea (1e:51ea) ; Restores the screen's palette to the normal palette. ld bc, $e4e4 jr Func_791fc Func_791ef: ; 791ef (1e:51ef) ld bc, $0000 jr Func_791fc AnimationLightScreenPalette: ; 791f4 (1e:51f4) ; Changes the screen to use a palette with light colors. ld bc, $9090 jr Func_791fc Func_791f9: ; 791f9 (1e:51f9) ld bc, $4040 Func_791fc: ; 791fc (1e:51fc) ld a, [wOnSGB] and a ld a, b jr z, .asm_79204 ld a, c .asm_79204 ld [rBGP], a ; $ff47 ret ld b, $5 Func_79209: ; 79209 (1e:5209) predef_jump Func_480ff AnimationShakeScreen: ; 7920e (1e:520e) ; Shakes the screen for a while. Used in Earthquake/Fissure/etc. animations. ld b, $8 Func_79210: ; 79210 (1e:5210) predef_jump Func_48125 AnimationWaterDropletsEverywhere: ; 79215 (1e:5215) ; Draws water droplets all over the screen and makes them ; scroll. It's hard to describe, but it's the main animation ; in Surf/Mist/Toxic. xor a ld [wd09f], a call LoadAnimationTileset ld d, $20 ld a, $f0 ld [W_BASECOORDX], a ; wd081 ld a, $71 ld [wd09f], a .asm_79228 ld a, $10 ld [W_BASECOORDY], a ; wd082 ld a, $0 ld [wd08a], a call Func_79246 ld a, $18 ld [W_BASECOORDY], a ; wd082 ld a, $20 ld [wd08a], a call Func_79246 dec d jr nz, .asm_79228 ret Func_79246: ; 79246 (1e:5246) ld hl, wOAMBuffer .asm_79249 ld a, [W_BASECOORDY] ; wd082 ld [hli], a ld a, [W_BASECOORDX] ; wd081 add $1b ld [W_BASECOORDX], a ; wd081 ld [hli], a ld a, [wd09f] ld [hli], a xor a ld [hli], a ld a, [W_BASECOORDX] ; wd081 cp $90 jr c, .asm_79249 sub $a8 ld [W_BASECOORDX], a ; wd081 ld a, [W_BASECOORDY] ; wd082 add $10 ld [W_BASECOORDY], a ; wd082 cp $70 jr c, .asm_79249 call AnimationCleanOAM jp DelayFrame AnimationSlideMonUp: ; 7927a (1e:527a) ; Slides the mon's sprite upwards. ld c, $7 ld a, [H_WHOSETURN] and a ld hl, wTileMap + $79 ld de, wTileMap + $65 ld a, $30 jr z, .asm_79291 ld hl, wTileMap + $20 ld de, wTileMap + $c ld a, $ff .asm_79291 ld [wd09f], a jp Func_792bf AnimationSlideMonDown: ; 79297 (1e:5297) ; Slides the mon's sprite down out of the screen. xor a call GetTileIDList .asm_7929b call GetMonSpriteTileMapPointerFromRowCount push bc push de call Func_79aae call Delay3 call AnimationHideMonPic pop de pop bc dec b jr nz, .asm_7929b ret AnimationSlideMonOut: ; 792af (1e:52af) ; Slides the mon's sprite out of the screen horizontally. ld e, $8 ld a, $3 ld [W_SUBANIMTRANSFORM], a ; W_SUBANIMTRANSFORM jp Func_795f8 AnimationSlideEnemyMonOut: ; 792b9 (1e:52b9) ; Slides the enemy mon out of the screen horizontally. ld hl, AnimationSlideMonOut ; $52af jp CallWithTurnFlipped Func_792bf: ; 792bf (1e:52bf) push de push hl push bc ld b, $6 .asm_792c4 push bc push de push hl ld bc, $0007 call CopyData pop de pop hl ld bc, $0028 add hl, bc pop bc dec b jr nz, .asm_792c4 ld a, [H_WHOSETURN] and a ld hl, wTileMap + $dd jr z, .asm_792e2 ld hl, wTileMap + $84 .asm_792e2 ld a, [wd09f] inc a ld [wd09f], a ld c, $7 .asm_792eb ld [hli], a add $7 dec c jr nz, .asm_792eb ld c, $2 call DelayFrames pop bc pop hl pop de dec c jr nz, Func_792bf ret Func_792fd: ; 792fd (1e:52fd) ld a, $10 ld [W_BASECOORDX], a ld a, $30 ld [W_BASECOORDY], a ld hl, wOAMBuffer ld d, $0 ld c, $7 .asm_7930e ld a, [W_BASECOORDY] ld e, a ld b, $5 .asm_79314 call Func_79329 inc d dec b jr nz, .asm_79314 dec c ret z inc d inc d ld a, [W_BASECOORDX] add $8 ld [W_BASECOORDX], a jr .asm_7930e Func_79329: ; 79329 (1e:5329) ld a, e add $8 ld e, a ld [hli], a ld a, [W_BASECOORDX] ; wd081 ld [hli], a ld a, d ld [hli], a xor a ld [hli], a ret AdjustOAMBlockXPos: ; 79337 (1e:5337) ld l, e ld h, d AdjustOAMBlockXPos2: ; 79339 (1e:5339) ld de, $4 .loop ld a, [wd08a] ld b, a ld a, [hl] add b cp $a8 jr c, .skipPuttingEntryOffScreen dec hl ld a, $a0 ld [hli], a .skipPuttingEntryOffScreen ld [hl], a add hl, de dec c jr nz, .loop ret AdjustOAMBlockYPos: ; 79350 (1e:5350) ld l, e ld h, d AdjustOAMBlockYPos2: ; 79352 (1e:5352) ld de, $4 .loop ld a, [wd08a] ld b, a ld a, [hl] add b cp $70 jr c, .skipSettingPreviousEntrysAttribute dec hl ld a, $a0 ; bug, sets previous OAM entry's attribute ld [hli], a .skipSettingPreviousEntrysAttribute ld [hl], a add hl, de dec c jr nz, .loop ret AnimationBlinkEnemyMon: ; 79369 (1e:5369) ; Make the enemy mon's sprite blink on and off for a second or two ld hl, AnimationBlinkMon ; $536f jp CallWithTurnFlipped AnimationBlinkMon: ; 7936f (1e:536f) ; Make the mon's sprite blink on and off for a second or two. push af ld c, $6 .asm_79372 push bc call AnimationHideMonPic ld c, $5 call DelayFrames call AnimationShowMonPic ld c, $5 call DelayFrames pop bc dec c jr nz, .asm_79372 pop af ret AnimationFlashMonPic: ; 79389 (1e:5389) ; Flashes the mon's sprite on and off ld a, [wBattleMonSpecies] ld [wHPBarMaxHP + 1], a ld a, [wEnemyMonSpecies] ld [wHPBarMaxHP], a jp Func_79793 AnimationFlashEnemyMonPic: ; 79398 (1e:5398) ; Flashes the enemy mon's sprite on and off ld hl, AnimationFlashMonPic jp CallWithTurnFlipped AnimationShowMonPic: ; 7939e (1e:539e) xor a call GetTileIDList call GetMonSpriteTileMapPointerFromRowCount call Func_79aae jp Delay3 AnimationShowEnemyMonPic: ; 793ab (1e:53ab) ; Shows the emenmy mon's front sprite. Used in animations like Seismic Toss ; to make the mon's sprite reappear after disappears offscreen. ld hl, AnimationShowMonPic jp CallWithTurnFlipped AnimationShakeBackAndForth: ; 793b1 (1e:53b1) ; Shakes the mon's sprite back and forth rapidly. This is used in Double Team. ; The mon's sprite disappears after this animation. ld a, [H_WHOSETURN] and a ld hl, wTileMap + $64 ld de, wTileMap + $66 jr z, .asm_793c2 ld hl, wTileMap + $b ld de, wTileMap + $d .asm_793c2 xor a ld c, $10 .asm_793c5 push af push bc push de push hl push hl push de push af push hl push hl call GetTileIDList pop hl call Func_79aae call Delay3 pop hl ld bc, $0709 call ClearScreenArea pop af call GetTileIDList pop hl call Func_79aae call Delay3 pop hl ld bc, $0709 call ClearScreenArea pop hl pop de pop bc pop af dec c jr nz, .asm_793c5 ret AnimationMoveMonHorizontally: ; 793f9 (1e:53f9) ; Shifts the mon's sprite horizontally to a fixed location. Used by lots of ; animations like Tackle/Body Slam. call AnimationHideMonPic ld a, [H_WHOSETURN] ; $fff3 and a hlCoord 2, 5 jr z, .asm_79407 hlCoord 11, 0 .asm_79407 xor a push hl call GetTileIDList pop hl call Func_79aae ld c, $3 jp DelayFrames AnimationResetMonPosition: ; 79415 (1e:5415) ; Resets the mon's sprites to be located at the normal coordinates. ld a, [H_WHOSETURN] ; $fff3 and a ld a, $66 jr z, .asm_7941e ld a, $b .asm_7941e call Func_7980c jp AnimationShowMonPic AnimationSpiralBallsInward: ; 79424 (1e:5424) ; Creates an effect that looks like energy balls sprialing into the ; player mon's sprite. Used in Focus Energy, for example. ld a, [H_WHOSETURN] ; $fff3 and a jr z, .asm_79435 ld a, $d8 ld [wd08a], a ld a, $50 ld [W_SUBANIMTRANSFORM], a ; W_SUBANIMTRANSFORM jr .asm_7943c .asm_79435 xor a ld [wd08a], a ld [W_SUBANIMTRANSFORM], a ; W_SUBANIMTRANSFORM .asm_7943c ld d, $7a ld c, $3 xor a call Func_797e8 ld hl, SpiralBallAnimationCoordinates ; $5476 .asm_79447 push hl ld c, $3 ld de, wOAMBuffer .asm_7944d ld a, [hl] cp $ff jr z, .asm_7946f ld a, [wd08a] add [hl] ld [de], a inc de inc hl ld a, [W_SUBANIMTRANSFORM] ; W_SUBANIMTRANSFORM add [hl] ld [de], a inc hl inc de inc de inc de dec c jr nz, .asm_7944d ld c, $5 call DelayFrames pop hl inc hl inc hl jr .asm_79447 .asm_7946f pop hl call AnimationCleanOAM jp AnimationFlashScreen SpiralBallAnimationCoordinates: ; 79476 (1e:5476) ; y, x pairs ; This is the sequence of screen coordinates that the spiraling ; balls are positioned at. db $38, $28 db $40, $18 db $50, $10 db $60, $18 db $68, $28 db $60, $38 db $50, $40 db $40, $38 db $40, $28 db $46, $1E db $50, $18 db $5B, $1E db $60, $28 db $5B, $32 db $50, $38 db $46, $32 db $48, $28 db $50, $20 db $58, $28 db $50, $30 db $50, $28 db $FF ; list terminator AnimationSquishMonPic: ; 794a1 (1e:54a1) ; Squishes the mon's sprite horizontally making it ; disappear. Used by Teleport/Sky Attack animations. ld c, $4 .asm_794a3 push bc ld a, [H_WHOSETURN] ; $fff3 and a jr z, .asm_794b1 hlCoord 16, 0 deCoord 14, 0 jr .asm_794b7 .asm_794b1 hlCoord 5, 5 deCoord 3, 5 .asm_794b7 push de xor a ld [wd09f], a call Func_794d4 pop hl ld a, $1 ld [wd09f], a call Func_794d4 pop bc dec c jr nz, .asm_794a3 call AnimationHideMonPic ld c, $2 jp DelayFrame Func_794d4: ; 794d4 (1e:54d4) ld c, $7 .asm_794d6 push bc push hl ld c, $3 ld a, [wd09f] cp $0 jr nz, .asm_794e7 call Func_7985b dec hl jr .asm_794eb .asm_794e7 call Func_79862 inc hl .asm_794eb ld [hl], $7f pop hl ld de, $14 add hl, de pop bc dec c jr nz, .asm_794d6 jp Delay3 AnimationShootBallsUpward: ; 794f9 (1e:54f9) ; Shoots one pillar of "energy" balls upwards. Used in Teleport/Sky Attack ; animations. ld a, [H_WHOSETURN] ; $fff3 and a jr z, .asm_79503 ld bc, $80 jr .asm_79506 .asm_79503 ld bc, $3028 .asm_79506 ld a, b ld [W_BASECOORDY], a ; wd082 ld a, c ld [W_BASECOORDX], a ; wd081 ld bc, $501 call Func_79517 jp AnimationCleanOAM Func_79517: ; 79517 (1e:5517) push bc xor a ld [wd09f], a call LoadAnimationTileset pop bc ld d, $7a ld hl, wOAMBuffer push bc ld a, [W_BASECOORDY] ; wd082 ld e, a .asm_7952a call Func_79329 dec b jr nz, .asm_7952a call DelayFrame pop bc ld a, b ld [wd08a], a .asm_79538 push bc ld hl, wOAMBuffer .asm_7953c ld a, [W_BASECOORDY] ; wd082 add $8 ld e, a ld a, [hl] cp e jr z, .asm_7954b add $fc ld [hl], a jr .asm_79554 .asm_7954b ld [hl], $0 ld a, [wd08a] dec a ld [wd08a], a .asm_79554 ld de, $4 add hl, de dec b jr nz, .asm_7953c call DelayFrames pop bc ld a, [wd08a] and a jr nz, .asm_79538 ret AnimationShootManyBallsUpward: ; 79566 (1e:5566) ; Shoots several pillars of "energy" balls upward. ld a, [H_WHOSETURN] and a ld hl, UpwardBallsAnimXCoordinatesPlayerTurn ld a, $50 ; y coordinate for "energy" ball pillar jr z, .player ld hl, UpwardBallsAnimXCoordinatesEnemyTurn ld a, $28 ; y coordinate for "energy" ball pillar .player ld [wTrainerSpriteOffset], a .loop ld a, [wTrainerSpriteOffset] ld [W_BASECOORDY], a ld a, [hli] cp $ff jp z, AnimationCleanOAM ld [W_BASECOORDX], a ld bc, $0401 push hl call Func_79517 pop hl jr .loop UpwardBallsAnimXCoordinatesPlayerTurn: ; 79591 (1e:5591) ; List of x coordinates for each pillar of "energy" balls in the ; AnimationShootManyBallsUpward animation. It's unused in the game. db $10, $40, $28, $18, $38, $30 db $FF ; list terminator UpwardBallsAnimXCoordinatesEnemyTurn: ; 79598 (1e:5598) ; List of x coordinates for each pillar of "energy" balls in the ; AnimationShootManyBallsUpward animation. It's unused in the game. db $60, $90, $78, $68, $88, $80 db $FF ; list terminator AnimationMinimizeMon: ; 7959f (1e:559f) ; Changes the mon's sprite to a mini black sprite. Used by the ; Minimize animation. ld hl, wTempPic push hl xor a ld bc, $310 call FillMemory pop hl ld de, $194 add hl, de ld de, MinimizedMonSprite ; $55c4 ld c, $5 .asm_795b4 ld a, [de] ld [hli], a ld [hli], a inc de dec c jr nz, .asm_795b4 call Func_79652 call Delay3 jp AnimationShowMonPic MinimizedMonSprite: ; 795c4 (1e:55c4) INCBIN "gfx/minimized_mon_sprite.1bpp" AnimationSlideMonDownAndHide: ; 795c9 (1e:55c9) ; Slides the mon's sprite down and disappears. Used in Acid Armor. ld a, $1 ld c, $2 .asm_795cd push bc push af call AnimationHideMonPic pop af push af call GetTileIDList call GetMonSpriteTileMapPointerFromRowCount call Func_79aae ld c, $8 call DelayFrames pop af inc a pop bc dec c jr nz, .asm_795cd call AnimationHideMonPic ld hl, wTempPic ld bc, $0310 xor a call FillMemory jp Func_79652 Func_795f8: ; 795f8 (1e:55f8) ld a, [H_WHOSETURN] ; $fff3 and a jr z, .asm_79602 hlCoord 12, 0 jr .asm_79605 .asm_79602 hlCoord 0, 5 .asm_79605 ld d, $8 .asm_79607 push hl ld b, $7 .asm_7960a ld c, $8 .asm_7960c ld a, [H_WHOSETURN] ; $fff3 and a jr z, .asm_79616 call Func_7963c jr .asm_79619 .asm_79616 call Func_79633 .asm_79619 ld [hli], a dec c jr nz, .asm_7960c push de ld de, $c add hl, de pop de dec b jr nz, .asm_7960a ld a, [W_SUBANIMTRANSFORM] ; W_SUBANIMTRANSFORM ld c, a call DelayFrames pop hl dec d dec e jr nz, .asm_79607 ret Func_79633: ; 79633 (1e:5633) ld a, [hl] add $7 cp $61 ret c ld a, $7f ret Func_7963c: ; 7963c (1e:563c) ld a, [hl] sub $7 cp $30 ret c ld a, $7f ret AnimationSlideMonHalfLeft: ; 79645 (1e:5645) ; Slides the mon's sprite halfway out of the screen. It's used in Softboiled. ld e, $4 ld a, $4 ld [W_SUBANIMTRANSFORM], a call Func_795f8 jp Delay3 Func_79652: ; 79652 (1e:5652) ld a, [H_WHOSETURN] ; $fff3 and a ld hl, vBackPic jr z, .asm_7965d ld hl, vFrontPic .asm_7965d ld de, wTempPic ld bc, 7 * 7 jp CopyVideoData AnimationWavyScreen: ; 79666 (1e:5666) ; used in Psywave/Psychic etc. ld hl, vBGMap0 call Func_79e0d call Delay3 xor a ld [H_AUTOBGTRANSFERENABLED], a ld a, $90 ld [hWY], a ld d, $80 ld e, $8f ld c, $ff ld hl, WavyScreenLineOffsets .asm_7967f push hl .asm_79680 call Func_796ae ld a, [$ff44] cp e jr nz, .asm_79680 pop hl inc hl ld a, [hl] cp d jr nz, .asm_79691 ld hl, WavyScreenLineOffsets .asm_79691 dec c jr nz, .asm_7967f xor a ld [hWY], a call SaveScreenTilesToBuffer2 call ClearScreen ld a, $1 ld [H_AUTOBGTRANSFERENABLED], a call Delay3 call LoadScreenTilesFromBuffer2 ld hl, vBGMap1 call Func_79e0d ret Func_796ae: ; 796ae (1e:56ae) ld a, [$ff41] and $3 jr nz, Func_796ae ld a, [hl] ld [$ff43], a inc hl ld a, [hl] cp d ret nz ld hl, WavyScreenLineOffsets ret WavyScreenLineOffsets: ; 796bf (1e:56bf) ; Sequence of horizontal line pixel offsets for the wavy screen animation. ; This sequence vaguely resembles a sine wave. db 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1 db 0, 0, 0, 0, 0, -1, -1, -1, -2, -2, -2, -2, -2, -1, -1, -1 db $80 ; terminator AnimationSubstitute: ; 796e0 (1e:56e0) ; Changes the pokemon's sprite to the mini sprite ld hl, wTempPic xor a ld bc, $0310 call FillMemory ld a, [$fff3] and a jr z, .asm_79715 ; 0x796ed $26 ld hl, SlowbroSprite ; facing down sprite ld de, wTempPic + $120 call CopySlowbroSpriteData ld hl, SlowbroSprite + $10 ld de, wTempPic + $120 + $70 call CopySlowbroSpriteData ld hl, SlowbroSprite + $20 ld de, wTempPic + $120 + $10 call CopySlowbroSpriteData ld hl, SlowbroSprite + $30 ld de, wTempPic + $120 + $10 + $70 call CopySlowbroSpriteData jr .asm_79739 .asm_79715 ld hl, SlowbroSprite + $40 ; facing up sprite ld de, wTempPic + $120 + $70 call CopySlowbroSpriteData ld hl, SlowbroSprite + $50 ld de, wTempPic + $120 + $e0 call CopySlowbroSpriteData ld hl, SlowbroSprite + $60 ld de, wTempPic + $120 + $80 call CopySlowbroSpriteData ld hl, SlowbroSprite + $70 ld de, wTempPic + $120 + $f0 call CopySlowbroSpriteData .asm_79739 call Func_79652 jp AnimationShowMonPic CopySlowbroSpriteData: ; 7973f (1e:573f) ld bc, $0010 ld a, BANK(SlowbroSprite) jp FarCopyData2 Func_79747: ; 79747 (1e:5747) ld a, [H_WHOSETURN] ; $fff3 and a ld hl, wccf7 ld a, [W_PLAYERBATTSTATUS2] ; W_PLAYERBATTSTATUS2 jr z, .asm_79758 ld hl, wccf3 ld a, [W_ENEMYBATTSTATUS2] ; W_ENEMYBATTSTATUS2 .asm_79758 push hl bit 4, a jr nz, .asm_79762 call AnimationSlideMonDown jr .asm_79765 .asm_79762 call AnimationSlideMonOut .asm_79765 pop hl ld a, [hl] and a jp nz, AnimationMinimizeMon call AnimationFlashMonPic jp AnimationShowMonPic Func_79771: ; 79771 (1e:5771) call AnimationSlideMonOut call AnimationSubstitute jp AnimationShowMonPic AnimationBoundUpAndDown: ; 7977a (1e:577a) ; Bounces the mon's sprite up and down several times. It is used ; by Splash's animation. ld c, $5 .asm_7977c push bc call AnimationSlideMonDown pop bc dec c jr nz, .asm_7977c ; 0x79782 $f8 jp AnimationShowMonPic AnimationTransformMon: ; 79787 (1e:5787) ; Redraws this mon's sprite as the back/front sprite of the opposing mon. ; Used in Transform. ld a, [wEnemyMonSpecies] ld [wHPBarMaxHP + 1], a ld a, [wBattleMonSpecies] ld [wHPBarMaxHP], a Func_79793: ; 79793 (1e:5793) ld a, [H_WHOSETURN] ; $fff3 and a jr z, .asm_797b0 ld a, [wHPBarMaxHP] ld [wcf91], a ld [wd0b5], a xor a ld [W_SPRITEFLIPPED], a call GetMonHeader hlCoord 12, 0 call LoadFrontSpriteByMonIndex jr .asm_797d3 .asm_797b0 ld a, [wBattleMonSpecies2] push af ld a, [wHPBarMaxHP + 1] ld [wBattleMonSpecies2], a ld [wd0b5], a call GetMonHeader predef LoadMonBackPic xor a call GetTileIDList call GetMonSpriteTileMapPointerFromRowCount call Func_79aae pop af ld [wBattleMonSpecies2], a .asm_797d3 ld b, $1 jp GoPAL_SET AnimationHideEnemyMonPic: ; 797d8 (1e:57d8) ; Hides the enemy mon's sprite xor a ld [H_AUTOBGTRANSFERENABLED], a ; $ffba ld hl, AnimationHideMonPic ; $5801 call CallWithTurnFlipped ld a, $1 ld [H_AUTOBGTRANSFERENABLED], a ; $ffba jp Delay3 Func_797e8: ; 797e8 (1e:57e8) push bc push de ld [wd09f], a call LoadAnimationTileset pop de pop bc xor a ld e, a ld [W_BASECOORDX], a ; wd081 ld hl, wOAMBuffer .asm_797fa call Func_79329 dec c jr nz, .asm_797fa ret AnimationHideMonPic: ; 79801 (1e:5801) ; Hides the mon's sprite. ld a, [H_WHOSETURN] ; $fff3 and a jr z, .asm_7980a ld a, $c jr Func_7980c .asm_7980a ld a, $65 Func_7980c: ; 7980c (1e:580c) push hl push de push bc ld e, a ld d, $0 ld hl, wTileMap add hl, de ld bc, $707 call ClearScreenArea pop bc pop de pop hl ret ; puts the tile map destination address of a mon sprite in hl, given the row count in b ; The usual row count is 7, but it may be smaller when sliding a mon sprite in/out, ; in order to show only a portion of the mon sprite. GetMonSpriteTileMapPointerFromRowCount: ; 79820 (1e:5820) push de ld a, [H_WHOSETURN] and a jr nz, .enemyTurn ld a, 20 * 5 + 1 jr .next .enemyTurn ld a, 12 .next ld hl, wTileMap ld e, a ld d, 0 add hl, de ld a, 7 sub b and a jr z, .done ld de, 20 .loop add hl, de dec a jr nz, .loop .done pop de ret ; Input: ; a = tile ID list index ; Output: ; de = tile ID list pointer ; b = number of rows ; c = number of columns GetTileIDList: ; 79842 (1e:5842) ld hl, TileIDListPointerTable ld e, a ld d, 0 add hl, de add hl, de add hl, de ld a, [hli] ld e, a ld a, [hli] ld d, a ld a, [hli] ld b, a and $f ld c, a ld a, b swap a and $f ld b, a ret Func_7985b: ; 7985b (1e:585b) ld a, [hld] ld [hli], a inc hl dec c jr nz, Func_7985b ret Func_79862: ; 79862 (1e:5862) ld a, [hli] ld [hld], a dec hl dec c jr nz, Func_79862 ret Func_79869: ; 79869 (1e:5869) ld a, b call Func_7986f ld b, a ret Func_7986f: ; 7986f (1e:586f) ld hl,MoveSoundTable ld e,a ld d,0 add hl,de add hl,de add hl,de ld a,[hli] ld b,a call IsCryMove jr nc,.NotCryMove ld a,[H_WHOSETURN] and a jr nz,.next ld a,[wBattleMonSpecies] ; get number of current monster jr .Continue .next ld a,[wEnemyMonSpecies] .Continue push hl call GetCryData ld b,a pop hl ld a,[wc0f1] add [hl] ld [wc0f1],a inc hl ld a,[wc0f2] add [hl] ld [wc0f2],a jr .done .NotCryMove ld a,[hli] ld [wc0f1],a ld a,[hli] ld [wc0f2],a .done ld a,b ret IsCryMove: ; 798ad (1e:58ad) ; set carry if the move animation involves playing a monster cry ld a,[W_ANIMATIONID] cp a,GROWL jr z,.CryMove cp a,ROAR jr z,.CryMove and a ; clear carry ret .CryMove scf ret MoveSoundTable: ; 798bc (1e:58bc) db (SFX_08_4a - SFX_Headers_08) / 3,$00,$80 db (SFX_08_4c - SFX_Headers_08) / 3,$10,$80 db (SFX_08_5d - SFX_Headers_08) / 3,$00,$80 db (SFX_08_4b - SFX_Headers_08) / 3,$01,$80 db (SFX_08_4d - SFX_Headers_08) / 3,$00,$40 db (SFX_08_77 - SFX_Headers_08) / 3,$00,$ff db (SFX_08_4d - SFX_Headers_08) / 3,$10,$60 db (SFX_08_4d - SFX_Headers_08) / 3,$20,$80 db (SFX_08_4d - SFX_Headers_08) / 3,$00,$a0 db (SFX_08_50 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_4f - SFX_Headers_08) / 3,$20,$40 db (SFX_08_4f - SFX_Headers_08) / 3,$00,$80 db (SFX_08_4e - SFX_Headers_08) / 3,$00,$a0 db (SFX_08_51 - SFX_Headers_08) / 3,$10,$c0 db (SFX_08_51 - SFX_Headers_08) / 3,$00,$a0 db (SFX_08_52 - SFX_Headers_08) / 3,$00,$c0 db (SFX_08_52 - SFX_Headers_08) / 3,$10,$a0 db (SFX_08_53 - SFX_Headers_08) / 3,$00,$e0 db (SFX_08_51 - SFX_Headers_08) / 3,$20,$c0 db (SFX_08_54 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_62 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_55 - SFX_Headers_08) / 3,$01,$80 db (SFX_08_60 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_57 - SFX_Headers_08) / 3,$f0,$40 db (SFX_08_5a - SFX_Headers_08) / 3,$00,$80 db (SFX_08_57 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_61 - SFX_Headers_08) / 3,$10,$80 db (SFX_08_5b - SFX_Headers_08) / 3,$01,$a0 db (SFX_08_58 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_5e - SFX_Headers_08) / 3,$00,$60 db (SFX_08_5e - SFX_Headers_08) / 3,$01,$40 db (SFX_08_5f - SFX_Headers_08) / 3,$00,$a0 db (SFX_08_5a - SFX_Headers_08) / 3,$10,$a0 db (SFX_08_60 - SFX_Headers_08) / 3,$00,$c0 db (SFX_08_54 - SFX_Headers_08) / 3,$10,$60 db (SFX_08_5a - SFX_Headers_08) / 3,$00,$a0 db (SFX_08_62 - SFX_Headers_08) / 3,$11,$c0 db (SFX_08_5a - SFX_Headers_08) / 3,$20,$c0 db (SFX_08_61 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_5b - SFX_Headers_08) / 3,$00,$80 db (SFX_08_5b - SFX_Headers_08) / 3,$20,$c0 db (SFX_08_59 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_71 - SFX_Headers_08) / 3,$ff,$40 db (SFX_08_5e - SFX_Headers_08) / 3,$00,$80 db (SFX_08_4b - SFX_Headers_08) / 3,$00,$c0 db (SFX_08_4b - SFX_Headers_08) / 3,$00,$40 db (SFX_08_75 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_67 - SFX_Headers_08) / 3,$40,$60 db (SFX_08_67 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_67 - SFX_Headers_08) / 3,$ff,$40 db (SFX_08_6a - SFX_Headers_08) / 3,$80,$c0 db (SFX_08_59 - SFX_Headers_08) / 3,$10,$a0 db (SFX_08_59 - SFX_Headers_08) / 3,$21,$e0 db (SFX_08_69 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_64 - SFX_Headers_08) / 3,$20,$60 db (SFX_08_6a - SFX_Headers_08) / 3,$00,$80 db (SFX_08_6c - SFX_Headers_08) / 3,$00,$80 db (SFX_08_68 - SFX_Headers_08) / 3,$40,$80 db (SFX_08_69 - SFX_Headers_08) / 3,$f0,$e0 db (SFX_08_6d - SFX_Headers_08) / 3,$00,$80 db (SFX_08_6a - SFX_Headers_08) / 3,$f0,$60 db (SFX_08_68 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_76 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_47 - SFX_Headers_08) / 3,$01,$a0 db (SFX_08_53 - SFX_Headers_08) / 3,$f0,$20 db (SFX_08_63 - SFX_Headers_08) / 3,$01,$c0 db (SFX_08_63 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_5a - SFX_Headers_08) / 3,$00,$e0 db (SFX_08_66 - SFX_Headers_08) / 3,$01,$60 db (SFX_08_66 - SFX_Headers_08) / 3,$20,$40 db (SFX_08_64 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_64 - SFX_Headers_08) / 3,$40,$c0 db (SFX_08_5b - SFX_Headers_08) / 3,$03,$60 db (SFX_08_65 - SFX_Headers_08) / 3,$11,$e0 db (SFX_08_52 - SFX_Headers_08) / 3,$20,$e0 db (SFX_08_6e - SFX_Headers_08) / 3,$00,$80 db (SFX_08_5c - SFX_Headers_08) / 3,$00,$80 db (SFX_08_5c - SFX_Headers_08) / 3,$11,$a0 db (SFX_08_5c - SFX_Headers_08) / 3,$01,$c0 db (SFX_08_53 - SFX_Headers_08) / 3,$14,$c0 db (SFX_08_5b - SFX_Headers_08) / 3,$02,$a0 db (SFX_08_69 - SFX_Headers_08) / 3,$f0,$80 db (SFX_08_69 - SFX_Headers_08) / 3,$20,$c0 db (SFX_08_6f - SFX_Headers_08) / 3,$00,$20 db (SFX_08_6f - SFX_Headers_08) / 3,$20,$80 db (SFX_08_6e - SFX_Headers_08) / 3,$12,$60 db (SFX_08_66 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_54 - SFX_Headers_08) / 3,$01,$e0 db (SFX_08_69 - SFX_Headers_08) / 3,$0f,$e0 db (SFX_08_69 - SFX_Headers_08) / 3,$11,$20 db (SFX_08_50 - SFX_Headers_08) / 3,$10,$40 db (SFX_08_4f - SFX_Headers_08) / 3,$10,$c0 db (SFX_08_54 - SFX_Headers_08) / 3,$00,$20 db (SFX_08_70 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_75 - SFX_Headers_08) / 3,$11,$18 db (SFX_08_49 - SFX_Headers_08) / 3,$20,$c0 db (SFX_08_48 - SFX_Headers_08) / 3,$20,$c0 db (SFX_08_65 - SFX_Headers_08) / 3,$00,$10 db (SFX_08_66 - SFX_Headers_08) / 3,$f0,$20 db (SFX_08_73 - SFX_Headers_08) / 3,$f0,$c0 db (SFX_08_51 - SFX_Headers_08) / 3,$f0,$e0 db (SFX_08_49 - SFX_Headers_08) / 3,$f0,$40 db (SFX_08_71 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_73 - SFX_Headers_08) / 3,$80,$40 db (SFX_08_73 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_54 - SFX_Headers_08) / 3,$11,$20 db (SFX_08_54 - SFX_Headers_08) / 3,$22,$10 db (SFX_08_5b - SFX_Headers_08) / 3,$f1,$ff db (SFX_08_53 - SFX_Headers_08) / 3,$f1,$ff db (SFX_08_54 - SFX_Headers_08) / 3,$33,$30 db (SFX_08_72 - SFX_Headers_08) / 3,$40,$c0 db (SFX_08_4e - SFX_Headers_08) / 3,$20,$20 db (SFX_08_4e - SFX_Headers_08) / 3,$f0,$10 db (SFX_08_4f - SFX_Headers_08) / 3,$f8,$10 db (SFX_08_51 - SFX_Headers_08) / 3,$f0,$10 db (SFX_08_65 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_58 - SFX_Headers_08) / 3,$00,$c0 db (SFX_08_72 - SFX_Headers_08) / 3,$c0,$ff db (SFX_08_49 - SFX_Headers_08) / 3,$f2,$20 db (SFX_08_74 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_74 - SFX_Headers_08) / 3,$00,$40 db (SFX_08_49 - SFX_Headers_08) / 3,$00,$40 db (SFX_08_51 - SFX_Headers_08) / 3,$10,$ff db (SFX_08_6a - SFX_Headers_08) / 3,$20,$20 db (SFX_08_72 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_69 - SFX_Headers_08) / 3,$1f,$20 db (SFX_08_65 - SFX_Headers_08) / 3,$2f,$80 db (SFX_08_4f - SFX_Headers_08) / 3,$1f,$ff db (SFX_08_6b - SFX_Headers_08) / 3,$1f,$60 db (SFX_08_66 - SFX_Headers_08) / 3,$1e,$20 db (SFX_08_66 - SFX_Headers_08) / 3,$1f,$18 db (SFX_08_54 - SFX_Headers_08) / 3,$0f,$80 db (SFX_08_49 - SFX_Headers_08) / 3,$f8,$10 db (SFX_08_48 - SFX_Headers_08) / 3,$18,$20 db (SFX_08_72 - SFX_Headers_08) / 3,$08,$40 db (SFX_08_57 - SFX_Headers_08) / 3,$01,$e0 db (SFX_08_51 - SFX_Headers_08) / 3,$09,$ff db (SFX_08_75 - SFX_Headers_08) / 3,$42,$01 db (SFX_08_5c - SFX_Headers_08) / 3,$00,$ff db (SFX_08_72 - SFX_Headers_08) / 3,$08,$e0 db (SFX_08_64 - SFX_Headers_08) / 3,$00,$80 db (SFX_08_49 - SFX_Headers_08) / 3,$88,$10 db (SFX_08_65 - SFX_Headers_08) / 3,$48,$ff db (SFX_08_48 - SFX_Headers_08) / 3,$ff,$ff db (SFX_08_64 - SFX_Headers_08) / 3,$ff,$10 db (SFX_08_48 - SFX_Headers_08) / 3,$ff,$04 db (SFX_08_5c - SFX_Headers_08) / 3,$01,$ff db (SFX_08_53 - SFX_Headers_08) / 3,$f8,$ff db (SFX_08_4c - SFX_Headers_08) / 3,$f0,$f0 db (SFX_08_4f - SFX_Headers_08) / 3,$08,$10 db (SFX_08_4d - SFX_Headers_08) / 3,$f0,$ff db (SFX_08_5a - SFX_Headers_08) / 3,$f0,$ff db (SFX_08_74 - SFX_Headers_08) / 3,$10,$ff db (SFX_08_4e - SFX_Headers_08) / 3,$f0,$20 db (SFX_08_6b - SFX_Headers_08) / 3,$f0,$60 db (SFX_08_61 - SFX_Headers_08) / 3,$12,$10 db (SFX_08_76 - SFX_Headers_08) / 3,$f0,$20 db (SFX_08_5e - SFX_Headers_08) / 3,$12,$ff db (SFX_08_71 - SFX_Headers_08) / 3,$80,$04 db (SFX_08_73 - SFX_Headers_08) / 3,$f0,$10 db (SFX_08_69 - SFX_Headers_08) / 3,$f8,$ff db (SFX_08_66 - SFX_Headers_08) / 3,$f0,$ff db (SFX_08_51 - SFX_Headers_08) / 3,$01,$ff db (SFX_08_6c - SFX_Headers_08) / 3,$d8,$04 db (SFX_08_4b - SFX_Headers_08) / 3,$00,$80 db (SFX_08_4b - SFX_Headers_08) / 3,$00,$80 Func_79aae: ; 79aae (1e:5aae) ld a, [H_WHOSETURN] and a ld a, $31 ; base tile ID of player mon sprite jr z, .asm_79ab6 ; enemy turn xor a ; base tile ID of enemy mon sprite .asm_79ab6 ld [hBaseTileID], a jr asm_79acb Func_79aba: ; 79aba (1e:5aba) call GetPredefRegisters ld a, [wcd6c] and a jr nz, .asm_79ac8 ld de, Unknown_79b02 ; $5b02 jr asm_79acb .asm_79ac8 ld de, Unknown_79b1b ; $5b1b asm_79acb: ; 79acb (1e:5acb) xor a ld [H_AUTOBGTRANSFERENABLED], a ; b = number of rows ; c = number of columns CopyTileIDs: ; 79ace (1e:5ace) push hl .rowLoop push bc push hl ld a, [hBaseTileID] ld b, a .columnLoop ld a, [de] add b inc de ld [hli], a dec c jr nz, .columnLoop pop hl ld bc, 20 add hl, bc pop bc dec b jr nz, .rowLoop ld a, $1 ld [H_AUTOBGTRANSFERENABLED], a pop hl ret TileIDListPointerTable: ; 79aea (1e:5aea) dw Unknown_79b24 db $77 dw Unknown_79b55 db $57 dw Unknown_79b78 db $37 dw Unknown_79b8d db $77 dw Unknown_79bbe db $77 dw Unknown_79bef db $77 dw Unknown_79c20 db $86 dw Unknown_79c50 db $3C Unknown_79b02: ; 79b02 (1e:5b02) db $31,$38,$46,$54,$5B db $32,$39,$47,$55,$5C db $34,$3B,$49,$57,$5E db $36,$3D,$4B,$59,$60 db $37,$3E,$4C,$5A,$61 Unknown_79b1b: ; 79b1b (1e:5b1b) db $31,$46,$5B db $34,$49,$5E db $37,$4C,$61 Unknown_79b24: ; 79b24 (1e:5b24) db $00,$07,$0E,$15,$1C,$23,$2A db $01,$08,$0F,$16,$1D,$24,$2B db $02,$09,$10,$17,$1E,$25,$2C db $03,$0A,$11,$18,$1F,$26,$2D db $04,$0B,$12,$19,$20,$27,$2E db $05,$0C,$13,$1A,$21,$28,$2F db $06,$0D,$14,$1B,$22,$29,$30 Unknown_79b55: ; 79b55 (1e:5b55) db $00,$07,$0E,$15,$1C,$23,$2A db $01,$08,$0F,$16,$1D,$24,$2B db $03,$0A,$11,$18,$1F,$26,$2D db $04,$0B,$12,$19,$20,$27,$2E db $05,$0C,$13,$1A,$21,$28,$2F Unknown_79b78: ; 79b78 (1e:5b78) db $00,$07,$0E,$15,$1C,$23,$2A db $02,$09,$10,$17,$1E,$25,$2C db $04,$0B,$12,$19,$20,$27,$2E Unknown_79b8d: ; 79b8d (1e:5b8d) db $00,$00,$00,$00,$00,$00,$00 db $00,$00,$00,$00,$00,$19,$00 db $02,$06,$0B,$10,$14,$1A,$00 db $00,$07,$0C,$11,$15,$1B,$00 db $03,$08,$0D,$12,$16,$1C,$00 db $04,$09,$0E,$13,$17,$1D,$1F db $05,$0A,$0F,$01,$18,$1E,$20 Unknown_79bbe: ; 79bbe (1e:5bbe) db $00,$00,$00,$30,$00,$37,$00 db $00,$00,$2B,$31,$34,$38,$3D db $21,$26,$2C,$01,$35,$39,$3E db $22,$27,$2D,$32,$36,$01,$00 db $23,$28,$2E,$33,$01,$3A,$00 db $24,$29,$2F,$01,$01,$3B,$00 db $25,$2A,$01,$01,$01,$3C,$00 Unknown_79bef: ; 79bef (1e:5bef) db $00,$00,$00,$00,$00,$00,$00 db $00,$00,$47,$4D,$00,$00,$00 db $00,$00,$48,$4E,$52,$56,$5B db $3F,$43,$49,$4F,$53,$57,$5C db $40,$44,$4A,$50,$54,$58,$00 db $41,$45,$4B,$51,$4C,$59,$5D db $42,$46,$4C,$4C,$55,$5A,$5E Unknown_79c20: ; 79c20 (1e:5c20) db $31,$32,$32,$32,$32,$33 db $34,$35,$36,$36,$37,$38 db $34,$39,$3A,$3A,$3B,$38 db $3C,$3D,$3E,$3E,$3F,$40 db $41,$42,$43,$43,$44,$45 db $46,$47,$43,$48,$49,$4A db $41,$43,$4B,$4C,$4D,$4E db $4F,$50,$50,$50,$51,$52 Unknown_79c50: ; 79c50 (1e:5c50) db $43,$55,$56,$53,$53,$53,$53,$53,$53,$53,$53,$53 db $43,$57,$58,$54,$54,$54,$54,$54,$54,$54,$54,$54 db $43,$59,$5A,$43,$43,$43,$43,$43,$43,$43,$43,$43 AnimationLeavesFalling: ; 79c74 (1e:5c74) ; Makes leaves float down from the top of the screen. This is used ; in Razor Leaf's animation. ld a, [$ff48] push af ld a, [wcc79] ld [$ff48], a ld d, $37 ld a, $3 ld [W_SUBANIMTRANSFORM], a call Func_79c97 pop af ld [$ff48], a ret AnimationPetalsFalling: ; 79c8a (1e:5c8a) ; Makes lots of petals fall down from the top of the screen. It's used in ; the animation for Petal Dance. ld d, $71 ld a, $14 ld [W_SUBANIMTRANSFORM], a call Func_79c97 jp ClearSprites Func_79c97: ; 79c97 (1e:5c97) ld c, a ld a, $1 call Func_797e8 call Func_79d2a call Func_79d52 ld hl, wOAMBuffer ld [hl], $0 .asm_79ca8 ld hl, wTrainerSpriteOffset ld de, $0000 ld a, [W_SUBANIMTRANSFORM] ld c, a .asm_79cb2 push bc push hl push de ld a, [hl] ld [wd08a], a call Func_79d16 call Func_79cdb pop de ld hl, $0004 add hl, de ld e, l ld d, h pop hl ld a, [wd08a] ld [hli], a pop bc dec c jr nz, .asm_79cb2 call Delay3 ld hl, wOAMBuffer ld a, [hl] cp $68 jr nz, .asm_79ca8 ret Func_79cdb: ; 79cdb (1e:5cdb) ld hl, wOAMBuffer add hl, de ld a, [hl] inc a inc a cp $70 jr c, .asm_79ce8 ld a, $a0 .asm_79ce8 ld [hli], a ld a, [wd08a] ld b, a ld de, Unknown_79d0d and $7f add e jr nc, .asm_79cf6 inc d .asm_79cf6 ld e, a ld a, b and $80 jr nz, .asm_79d03 ld a, [de] add [hl] ld [hli], a inc hl xor a jr .asm_79d0b .asm_79d03 ld a, [de] ld b, a ld a, [hl] sub b ld [hli], a inc hl ld a, $20 .asm_79d0b ld [hl], a ret Unknown_79d0d: ; 79d0d (1e:5d0d) db $00,$01,$03,$05,$07,$09,$0B,$0D,$0F Func_79d16: ; 79d16 (1e:5d16) ld a, [wd08a] inc a ld b, a and $7f cp $9 ld a, b jr nz, .asm_79d26 and $80 xor $80 .asm_79d26 ld [wd08a], a ret Func_79d2a: ; 79d2a (1e:5d2a) ld hl, wOAMBuffer + $01 ld de, Unknown_79d3e ld a, [W_SUBANIMTRANSFORM] ld c, a .asm_79d34 ld a, [de] ld [hli], a inc hl inc hl inc hl inc de dec c jr nz, .asm_79d34 ret Unknown_79d3e: ; 79d3e (1e:5d3e) db $38,$40,$50,$60,$70,$88,$90,$56,$67,$4A,$77,$84,$98,$32,$22,$5C,$6C,$7D,$8E,$99 Func_79d52: ; 79d52 (1e:5d52) ld hl, wTrainerSpriteOffset ld de, Unknown_79d63 ld a, [W_SUBANIMTRANSFORM] ld c, a .asm_79d5c ld a, [de] ld [hli], a inc de dec c jr nz, .asm_79d5c ret Unknown_79d63: ; 79d63 (1e:5d63) db $00,$84,$06,$81,$02,$88,$01,$83,$05,$89,$09,$80,$07,$87,$03,$82,$04,$85,$08,$86 AnimationShakeEnemyHUD: ; 79d77 (1e:5d77) ld de, vBackPic ld hl, vSprites ld bc, 7 * 7 call CopyVideoData xor a ld [hSCX], a ld hl, vBGMap0 call Func_79e0d ld a, $90 ld [hWY], a ld hl, vBGMap0 + $320 call Func_79e0d ld a, $38 ld [hWY], a call Func_792fd ld hl, vBGMap0 call Func_79e0d call AnimationHideMonPic call Delay3 ld de, $0208 call Func_79de9 call AnimationShowMonPic call ClearSprites ld a, $90 ld [hWY], a ld hl, vBGMap1 call Func_79e0d xor a ld [hWY], a call SaveScreenTilesToBuffer1 ld hl, vBGMap0 call Func_79e0d call ClearScreen call Delay3 call LoadScreenTilesFromBuffer1 ld hl, vBGMap1 jp Func_79e0d ; b = tile ID list index ; c = base tile ID CopyTileIDsFromList: ; 79dda (1e:5dda) call GetPredefRegisters ld a, c ld [hBaseTileID], a ld a, b push hl call GetTileIDList pop hl jp CopyTileIDs Func_79de9: ; 79de9 (1e:5de9) ld a, [hSCX] ld [wTrainerSpriteOffset], a .asm_79dee ld a, [wTrainerSpriteOffset] add d ld [hSCX], a ld c, $2 call DelayFrames ld a, [wTrainerSpriteOffset] sub d ld [hSCX], a ld c, $2 call DelayFrames dec e jr nz, .asm_79dee ld a, [wTrainerSpriteOffset] ld [hSCX], a ret Func_79e0d: ; 79e0d (1e:5e0d) ld a, h ld [$ffbd], a ld a, l ld [H_AUTOBGTRANSFERDEST], a jp Delay3 TossBallAnimation: ; 79e16 (1e:5e16) ld a,[W_ISINBATTLE] cp a,2 jr z,.BlockBall ; if in trainer battle, play different animation ld a,[wd11e] ld b,a ; upper nybble: how many animations (from PokeBallAnimations) to play ; this will be 4 for successful capture, 6 for breakout and a,$F0 swap a ld c,a ; lower nybble: number of shakes ; store these for later ld a,b and a,$F ld [wWhichTrade],a ld hl,.PokeBallAnimations ; choose which toss animation to use ld a,[wcf91] cp a,POKE_BALL ld b,TOSS_ANIM jr z,.done cp a,GREAT_BALL ld b,GREATTOSS_ANIM jr z,.done ld b,ULTRATOSS_ANIM .done ld a,b .PlayNextAnimation ld [W_ANIMATIONID],a push bc push hl call PlayAnimation pop hl ld a,[hli] pop bc dec c jr nz,.PlayNextAnimation ret .PokeBallAnimations: ; 79e50 (1e:5e50) ; sequence of animations that make up the Poké Ball toss db POOF_ANIM,HIDEPIC_ANIM,SHAKE_ANIM,POOF_ANIM,SHOWPIC_ANIM .BlockBall ; 5E55 ld a,TOSS_ANIM ld [W_ANIMATIONID],a call PlayAnimation ld a,(SFX_08_43 - SFX_Headers_08) / 3 call PlaySound ; play sound effect ld a,BLOCKBALL_ANIM ld [W_ANIMATIONID],a jp PlayAnimation PlayApplyingAttackSound: ; 79e6a (1e:5e6a) ; play a different sound depending if move is not very effective, neutral, or super-effective ; don't play any sound at all if move is ineffective call WaitForSoundToFinish ld a, [wDamageMultipliers] and $7f ret z cp $a ld a, $20 ld b, $30 ld c, (SFX_08_50 - SFX_Headers_08) / 3 jr z, .asm_79e8b ld a, $e0 ld b, $ff ld c, (SFX_08_5a - SFX_Headers_08) / 3 jr nc, .asm_79e8b ld a, $50 ld b, $1 ld c, (SFX_08_51 - SFX_Headers_08) / 3 .asm_79e8b ld [wc0f1], a ld a, b ld [wc0f2], a ld a, c jp PlaySound