ref: 01631a2e5910b5334ba0f7cc534bc5d7e5b60ccc
parent: b1cb3788938fa981e65619f022a41f1c1d91ae3b
author: YamaArashi <shadow962@live.com>
date: Tue Jul 14 10:32:49 EDT 2015
player animations, emotion bubbles, etc.
--- a/engine/battle/battle_transitions.asm
+++ b/engine/battle/battle_transitions.asm
@@ -104,12 +104,12 @@
jr nc, .highLevelEnemy
res 1, c
ld a, $1
- ld [wcd47], a
+ ld [wBattleTransitionSpiralDirection], a
ret
.highLevelEnemy
set 1, c
xor a
- ld [wcd47], a
+ ld [wBattleTransitionSpiralDirection], a
ret
; fails to recognize VICTORY_ROAD_2, VICTORY_ROAD_3, all ROCKET_HIDEOUT maps,
@@ -196,7 +196,7 @@
; outward spiral if enemy is at least 3 levels
; higher than player and does an inward spiral otherwise
BattleTransition_Spiral: ; 70a72 (1c:4a72)
- ld a, [wcd47]
+ ld a, [wBattleTransitionSpiralDirection]
and a
jr z, .outwardSpiral
call BattleTransition_InwardSpiral
--- a/engine/in_game_trades.asm
+++ b/engine/in_game_trades.asm
@@ -177,9 +177,9 @@
ld bc, $b
call InGameTrade_CopyData
ld hl, InGameTrade_TrainerString
- ld de, wcd4e
+ ld de, wTradedEnemyMonOT
call InGameTrade_CopyData
- ld de, W_GRASSRATE
+ ld de, wLinkEnemyTrainerName
call InGameTrade_CopyData
ld hl, wPartyMon1OTID
ld bc, wPartyMon2 - wPartyMon1
--- a/engine/items/items.asm
+++ b/engine/items/items.asm
@@ -1783,7 +1783,7 @@
call ReadSuperRodData
ld a, e
RodResponse: ; e28d (3:628d)
- ld [wWhichTrade], a
+ ld [wRodResponse], a
dec a ; is there a bite?
jr nz, .next
@@ -1801,7 +1801,7 @@
push af
push hl
ld [hl], 0
- callba Func_707b6
+ callba FishingAnim
pop hl
pop af
ld [hl], a
--- a/engine/overworld/cut.asm
+++ b/engine/overworld/cut.asm
@@ -73,7 +73,7 @@
AnimateCutTree: ; eff7 (3:6ff7)
xor a
- ld [wcd50], a
+ ld [wWhichAnimationOffsets], a
ld a, $e4
ld [rOBP1], a
ld a, [wcd4d]
@@ -138,7 +138,7 @@
srl a
ld e, a
ld d, $0 ; de holds direction (00: down, 02: up, 04: left, 06: right)
- ld a, [wcd50]
+ ld a, [wWhichAnimationOffsets]
and a
ld hl, CutTreeAnimationOffsets
jr z, .asm_f084
--- a/engine/overworld/emotion_bubbles.asm
+++ b/engine/overworld/emotion_bubbles.asm
@@ -1,7 +1,7 @@
EmotionBubble: ; 17c47 (5:7c47)
- ld a, [wcd50]
+ ld a, [wWhichEmotionBubble]
ld c, a
- ld b, $0
+ ld b, 0
ld hl, EmotionBubblesPointerTable
add hl, bc
add hl, bc
@@ -16,15 +16,18 @@
ld a, $ff
ld [wUpdateSpritesEnabled], a
ld a, [wd736]
- bit 6, a
+ bit 6, a ; are the last 4 OAM entries reserved for a shadow or fishing rod?
ld hl, wOAMBuffer + $8f
ld de, wOAMBuffer + $9f
- jr z, .asm_17c7a
+ jr z, .next
ld hl, wOAMBuffer + $7f
ld de, wOAMBuffer + $8f
-.asm_17c7a
+
+; Copy OAM data 16 bytes forward to make room for emotion bubble OAM data at the
+; start of the OAM buffer.
+.next
ld bc, $90
-.asm_17c7d
+.loop
ld a, [hl]
ld [de], a
dec hl
@@ -32,12 +35,14 @@
dec bc
ld a, c
or b
- jr nz, .asm_17c7d
+ jr nz, .loop
+
+; get the screen coordinates of the sprite the bubble is to be displayed above
ld hl, wSpriteStateData1 + 4
- ld a, [wcd4f]
+ ld a, [wEmotionBubbleSpriteIndex]
swap a
ld c, a
- ld b, $0
+ ld b, 0
add hl, bc
ld a, [hli]
ld b, a
@@ -45,6 +50,7 @@
ld a, [hl]
add $8
ld c, a
+
ld de, EmotionBubblesOAM
xor a
call WriteOAMBlock
--- a/engine/overworld/oam.asm
+++ b/engine/overworld/oam.asm
@@ -144,10 +144,14 @@
ld de, $4
ld b, $a0
ld a, [wd736]
- bit 6, a
+ bit 6, a ; jumping down ledge or fishing animation?
ld a, $a0
jr z, .clear
+
+; Don't clear the last 4 entries because they are used for the shadow in the
+; jumping down ledge animation and the rod in the fishing animation.
ld a, $90
+
.clear
cp l
ret z
--- a/engine/overworld/player_animations.asm
+++ b/engine/overworld/player_animations.asm
@@ -1,5 +1,5 @@
EnterMapAnim: ; 70510 (1c:4510)
- call InitFacingDirectionBuffer
+ call InitFacingDirectionList
ld a, $ec
ld [wSpriteStateData1 + 4], a ; player's sprite Y screen position
call Delay3
@@ -32,7 +32,7 @@
ld a, $8
ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelayEndValue
ld [hl], $ff ; wPlayerSpinInPlaceAnimSoundID
- ld hl, wcd48
+ ld hl, wFacingDirectionList
call PlayerSpinInPlace
.restoreDefaultMusic
call PlayDefaultMusic
@@ -91,7 +91,7 @@
jp PlayerSpinWhileMovingUpOrDown
_LeaveMapAnim: ; 705ba (1c:45ba)
- call InitFacingDirectionBuffer
+ call InitFacingDirectionList
call IsPlayerStandingOnWarpPadOrHole
ld a, b
and a
@@ -134,7 +134,7 @@
xor a
ld [hli], a ; wPlayerSpinInPlaceAnimFrameDelayEndValue
ld [hl], (SFX_02_4d - SFX_Headers_02) / 3 ; wPlayerSpinInPlaceAnimSoundID
- ld hl, wcd48
+ ld hl, wFacingDirectionList
call PlayerSpinInPlace
jr .spinWhileMovingUp
.flyAnimation
@@ -214,7 +214,7 @@
ld [wOAMBuffer + 1 * 4], a
ld c, 2
call DelayFrames
- ; hide lower half of player's sprite
+ ; hide upper half of player's sprite
ld a, $a0
ld [wOAMBuffer + 2 * 4], a
ld [wOAMBuffer + 3 * 4], a
@@ -231,7 +231,7 @@
call Delay3
ld a, [wFlyAnimUsingCoordList]
cp $ff
- jr z, .asm_706cd
+ jr z, .skipCopyingCoords ; if the bird is flapping its wings in place
ld hl, wSpriteStateData1 + 4
ld a, [de]
inc de
@@ -240,7 +240,7 @@
ld a, [de]
inc de
ld [hl], a
-.asm_706cd
+.skipCopyingCoords
ld a, [wFlyAnimCounter]
dec a
ld [wFlyAnimCounter], a
@@ -252,22 +252,23 @@
ld hl, vNPCSprites
ld bc, (BANK(BirdSprite) << 8) + $0c
call CopyVideoData
- ld de, BirdSprite + $c0 ; moving amination sprite
+ ld de, BirdSprite + $c0 ; moving animation sprite
ld hl, vNPCSprites2
ld bc, (BANK(BirdSprite) << 8) + $0c
jp CopyVideoData
-InitFacingDirectionBuffer: ; 706ef (1c:46ef)
+InitFacingDirectionList: ; 706ef (1c:46ef)
ld a, [wSpriteStateData1 + 2] ; player's sprite facing direction (image index is locked to standing images)
- ld [wcd50], a
+ ld [wSavedPlayerFacingDirection], a
ld a, [wSpriteStateData1 + 4] ; player's sprite Y screen position
- ld [wcd4f], a
+ ld [wSavedPlayerScreenY], a
ld hl, PlayerSpinningFacingOrder
- ld de, wcd48
- ld bc, $4
+ 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, wcd48
+ ld hl, wFacingDirectionList
+; find the place in the list that matches the current facing direction
.loop
cp [hl]
inc hl
@@ -281,15 +282,16 @@
db SPRITE_FACING_DOWN, SPRITE_FACING_LEFT, SPRITE_FACING_UP, SPRITE_FACING_RIGHT
SpinPlayerSprite: ; 70717 (1c:4717)
+; 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, wcd48
- ld de, wcd47
- ld bc, $4
+ ld hl, wFacingDirectionList
+ ld de, wFacingDirectionList - 1
+ ld bc, 4
call CopyData
- ld a, [wcd47]
- ld [wcd4b], a
+ ld a, [wFacingDirectionList - 1]
+ ld [wFacingDirectionList + 3], a
pop hl
ret
@@ -298,11 +300,12 @@
ld a, [wPlayerSpinInPlaceAnimFrameDelay]
ld c, a
and $3
- jr nz, .asm_70743
+ 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
-.asm_70743
+.skipPlayingSound
ld a, [wPlayerSpinInPlaceAnimFrameDelayDelta]
add c
ld [wPlayerSpinInPlaceAnimFrameDelay], a
@@ -330,9 +333,9 @@
jr PlayerSpinWhileMovingUpOrDown
RestoreFacingDirectionAndYScreenPos: ; 70772 (1c:4772)
- ld a, [wcd4f]
+ ld a, [wSavedPlayerScreenY]
ld [wSpriteStateData1 + 4], a
- ld a, [wcd50]
+ ld a, [wSavedPlayerFacingDirection]
ld [wSpriteStateData1 + 2], a
ret
@@ -378,11 +381,11 @@
db INTERIOR, $55, 1 ; warp pad
db $FF
-Func_707b6: ; 707b6 (1c:47b6)
+FishingAnim: ; 707b6 (1c:47b6)
ld c, 10
call DelayFrames
ld hl, wd736
- set 6, [hl]
+ set 6, [hl] ; reserve the last 4 OAM entries
ld de, RedSprite
ld hl, vNPCSprites
ld bc, (BANK(RedSprite) << 8) + $0c
@@ -393,7 +396,7 @@
ld a, [wSpriteStateData1 + 2]
ld c, a
ld b, $0
- ld hl, FishingRodGfxProperties
+ ld hl, FishingRodOAM
add hl, bc
ld de, wOAMBuffer + $9c
ld bc, $4
@@ -400,48 +403,60 @@
call CopyData
ld c, 100
call DelayFrames
- ld a, [wWhichTrade]
+ ld a, [wRodResponse]
and a
ld hl, NoNibbleText
- jr z, .asm_70836
+ jr z, .done
cp $2
ld hl, NothingHereText
- jr z, .asm_70836
- ld b, $a
-.asm_707fe
- ld hl, wSpriteStateData1 + 4
- call Func_70842
+ 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 Func_70842
+ call .ShakePlayerSprite
call Delay3
dec b
- jr nz, .asm_707fe
- ld a, [wSpriteStateData1 + 2]
- cp $4
- jr nz, .asm_7081c
+ 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
-.asm_7081c
- ld hl, wcd4f
+
+.skipHidingFishingRod
+ ld hl, wEmotionBubbleSpriteIndex
xor a
- ld [hli], a
- ld [hl], a
+ ld [hli], a ; player's sprite
+ ld [hl], a ; EXCLAMATION_BUBBLE
predef EmotionBubble
- ld a, [wSpriteStateData1 + 2]
- cp $4
- jr nz, .asm_70833
+
+; 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
-.asm_70833
+
+.skipUnhidingFishingRod
ld hl, ItsABiteText
-.asm_70836
+
+.done
call PrintText
ld hl, wd736
- res 6, [hl]
+ res 6, [hl] ; unreserve the last 4 OAM entries
call LoadFontTilePatterns
ret
-Func_70842: ; 70842 (1c:4842)
+.ShakePlayerSprite
ld a, [hl]
xor $1
ld [hl], a
@@ -459,7 +474,7 @@
TX_FAR _ItsABiteText
db "@"
-FishingRodGfxProperties: ; 70856 (1c:4856)
+FishingRodOAM: ; 70856 (1c:4856)
; specifies how the fishing rod should be drawn on the screen
; first byte = screen y coordinate
; second byte = screen x coordinate
--- a/engine/overworld/ssanne.asm
+++ b/engine/overworld/ssanne.asm
@@ -1,6 +1,6 @@
AnimateBoulderDust: ; 79f54 (1e:5f54)
ld a, $1
- ld [wcd50], a ; select the boulder dust offsets
+ ld [wWhichAnimationOffsets], a ; select the boulder dust offsets
ld a, [wUpdateSpritesEnabled]
push af
ld a, $ff
--- a/home.asm
+++ b/home.asm
@@ -2350,9 +2350,9 @@
.trainerEngaging
ld hl, W_FLAGS_D733
set 3, [hl]
- ld [wcd4f], a
- xor a
- ld [wcd50], a
+ ld [wEmotionBubbleSpriteIndex], a
+ xor a ; EXCLAMATION_BUBBLE
+ ld [wWhichEmotionBubble], a
predef EmotionBubble
ld a, D_RIGHT | D_LEFT | D_UP | D_DOWN
ld [wJoyIgnore], a
--- a/main.asm
+++ b/main.asm
@@ -2973,20 +2973,20 @@
; Instead of removing relevant code, the name graphics were erased.
; Tile ids for face/badge graphics.
- ld de, wTrainerFacingDirection
+ ld de, wBadgeOrFaceTiles
ld hl, .FaceBadgeTiles
ld bc, 8
call CopyData
; Booleans for each badge.
- ld hl, wcd49
+ ld hl, wTempObtainedBadgesBooleans
ld bc, 8
xor a
call FillMemory
; Alter these based on owned badges.
- ld de, wcd49
- ld hl, wTrainerFacingDirection
+ ld de, wTempObtainedBadgesBooleans
+ ld hl, wBadgeOrFaceTiles
ld a, [W_OBTAINEDBADGES]
ld b, a
ld c, 8
@@ -3005,17 +3005,17 @@
jr nz, .CheckBadge
; Draw two rows of badges.
- ld hl, wWhichTrade
+ ld hl, wBadgeNumberTile
ld a, $d8 ; [1]
ld [hli], a
ld [hl], $60 ; First name
hlCoord 2, 11
- ld de, wcd49
+ ld de, wTempObtainedBadgesBooleans
call .DrawBadgeRow
hlCoord 2, 14
- ld de, wcd49 + 4
+ ld de, wTempObtainedBadgesBooleans + 4
; call .DrawBadgeRow
; ret
@@ -3028,15 +3028,15 @@
push hl
; Badge no.
- ld a, [wWhichTrade]
+ ld a, [wBadgeNumberTile]
ld [hli], a
inc a
- ld [wWhichTrade], a
+ ld [wBadgeNumberTile], a
; Names aren't printed if the badge is owned.
ld a, [de]
and a
- ld a, [wTrainerEngageDistance]
+ ld a, [wBadgeNameTile]
jr nz, .SkipName
call .PlaceTiles
jr .PlaceBadge
@@ -3047,10 +3047,10 @@
inc hl
.PlaceBadge
- ld [wTrainerEngageDistance], a
- ld de, 20 - 1
+ ld [wBadgeNameTile], a
+ ld de, SCREEN_WIDTH - 1
add hl, de
- ld a, [wTrainerFacingDirection]
+ ld a, [wBadgeOrFaceTiles]
call .PlaceTiles
add hl, de
call .PlaceTiles
@@ -3057,8 +3057,8 @@
; Shift badge array back one byte.
push bc
- ld hl, wTrainerFacingDirection + 1
- ld de, wTrainerFacingDirection
+ ld hl, wBadgeOrFaceTiles + 1
+ ld de, wBadgeOrFaceTiles
ld bc, 8
call CopyData
pop bc
--- a/scripts/pallettown.asm
+++ b/scripts/pallettown.asm
@@ -186,9 +186,9 @@
ld c,10
call DelayFrames
xor a
- ld [wcd4f],a
- ld [wcd50],a
- predef EmotionBubble ; display ! over head
+ ld [wEmotionBubbleSpriteIndex],a ; player's sprite
+ ld [wWhichEmotionBubble],a ; EXCLAMATION_BUBBLE
+ predef EmotionBubble
ld a,4
ld [wd528],a
jp TextScriptEnd
--- a/scripts/route22.asm
+++ b/scripts/route22.asm
@@ -79,9 +79,9 @@
.firstRivalBattle
ld a, $1
- ld [wcd4f], a
- xor a
- ld [wcd50], a
+ ld [wEmotionBubbleSpriteIndex], a
+ xor a ; EXCLAMATION_BUBBLE
+ ld [wWhichEmotionBubble], a
predef EmotionBubble
ld a, [wWalkBikeSurfState]
and a
@@ -218,9 +218,9 @@
Route22Script_5104e: ; 5104e (14:504e)
ld a, $2
- ld [wcd4f], a
- xor a
- ld [wcd50], a
+ ld [wEmotionBubbleSpriteIndex], a
+ xor a ; EXCLAMATION_BUBBLE
+ ld [wWhichEmotionBubble], a
predef EmotionBubble
ld a, [wWalkBikeSurfState]
and a
--- a/wram.asm
+++ b/wram.asm
@@ -601,6 +601,14 @@
ds 1
+wBadgeNumberTile:: ; cd3d
+; tile ID of the badge number being drawn
+
+wRodResponse:: ; cd3d
+; 0 = no bite
+; 1 = bite
+; 2 = no fish on map
+
wWhichTownMapLocation:: ; cd3d
wStoppingWhichSlotMachineWheel:: ; cd3d
@@ -630,6 +638,9 @@
wTrainerSpriteOffset:: ; cd3d
ds 1
+wBadgeNameTile:: ; cd3e
+; first tile ID of the name being drawn
+
wFlyLocationsList:: ; cd3e
; 11 bytes plus $ff sentinel values at each end
@@ -650,6 +661,11 @@
wTrainerEngageDistance:: ; cd3e
ds 1
+wBadgeOrFaceTiles:: ; cd3f
+; 8 bytes
+; a list of the first tile IDs of each badge or face (depending on whether the
+; badge is owned) to be drawn on the trainer screen
+
wSlotMachineWheel2Offset:: ; cd3f
wNameOfPlayerMonToBeTraded:: ; cd3f
@@ -709,17 +725,27 @@
wSlotMachineWheel2TopTile:: ; cd46
ds 1
+wBattleTransitionSpiralDirection:: ; cd47
+; 0 = outward, 1 = inward
+
wSlotMachineWheel3BottomTile:: ; cd47
+ ds 1
-wcd47:: ds 1 ; used in slot machine and spinning player sprite
-
wSlotMachineWheel3MiddleTile:: ; cd48
-wcd48:: ds 1 ; same as above
+wFacingDirectionList:: ; cd48
+; 4 bytes (also, the byte before the start of the list (cd47) is used a temp
+; variable when the list is rotated)
+; used when spinning the player's sprite
+ ds 1
wSlotMachineWheel3TopTile:: ; cd49
-wcd49:: ds 1 ; used in slot machine, displaying the gym leaders/badges on the trainer card, and displaying the town map
+wTempObtainedBadgesBooleans::
+; 8 bytes
+; temporary list created when displaying the badges on the trainer screen
+; one byte for each badge; 0 = not obtained, 1 = obtained
+ ds 1
wTempCoins2:: ; cd4a
; 2 bytes
@@ -727,12 +753,8 @@
wPayoutCoins:: ; cd4a
; 2 bytes
- ds 1
+ ds 2
-wcd4b:: ; cd4b
-; used in player animations
- ds 1
-
wTradedPlayerMonOTID:: ; cd4c
wSlotMachineFlags:: ; cd4c
@@ -750,20 +772,29 @@
; wheel 2 can "slip" while this is non-zero
wTradedEnemyMonOT:: ; cd4e
+ ds 1
-wcd4e:: ds 1 ; used with in-game trades and slot machine
+wSavedPlayerScreenY:: ; cd4f
wSlotMachineRerollCounter:: ; cd4f
; The remaining number of times wheel 3 will roll down a symbol until a match is
; found, when winning is enabled. It's initialized to 4 each bet.
-wcd4f:: ds 1 ; used with in-game trades, emotion bubbles, and player animations
+wEmotionBubbleSpriteIndex:: ; cd4f
+; the index of the sprite the emotion bubble is to be displayed above
+ ds 1
+wWhichEmotionBubble:: ; cd50
+
wSlotMachineBet:: ; cd50
; how many coins the player bet on the slot machine (1 to 3)
-wcd50:: ds 9 ; used with in-game trades, emotion bubbles, and player and miscellaneous sprite animations
+wSavedPlayerFacingDirection:: ; cd50
+wWhichAnimationOffsets:: ; cd50
+; 0 = cut animation, 1 = boulder dust animation
+ ds 9
+
wTradedEnemyMonOTID:: ; cd59
ds 2
@@ -2219,7 +2250,7 @@
; bit 0: check if the player is standing on a door and make him walk down a step if so
; bit 1: the player is currently stepping down from a door
; bit 2: standing on a warp
-; bit 6: jumping down a ledge
+; bit 6: jumping down a ledge / fishing animation
ds 1
wCompletedInGameTradeFlags:: ; d737