ref: cec6e6e2fb7886acc85200f921d3913fd2ea8a2b
dir: /engine/gamefreak.asm/
LoadShootingStarGraphics: ld a, $f9 ld [rOBP0], a ld a, $a4 ld [rOBP1], a ld de, AnimationTileset2 + $30 ; star tile (top left quadrant) ld hl, vChars1 + $200 lb bc, BANK(AnimationTileset2), $01 call CopyVideoData ld de, AnimationTileset2 + $130 ; star tile (bottom left quadrant) ld hl, vChars1 + $210 lb bc, BANK(AnimationTileset2), $01 call CopyVideoData ld de, FallingStar ld hl, vChars1 + $220 lb bc, BANK(FallingStar), (FallingStarEnd - FallingStar) / $10 call CopyVideoData ld hl, GameFreakLogoOAMData ld de, wOAMBuffer + $60 ld bc, GameFreakLogoOAMDataEnd - GameFreakLogoOAMData call CopyData ld hl, GameFreakShootingStarOAMData ld de, wOAMBuffer ld bc, GameFreakShootingStarOAMDataEnd - GameFreakShootingStarOAMData jp CopyData AnimateShootingStar: call LoadShootingStarGraphics ld a, SFX_SHOOTING_STAR call PlaySound ; Move the big star down and left across the screen. ld hl, wOAMBuffer lb bc, $a0, $4 .bigStarLoop push hl push bc .bigStarInnerLoop ld a, [hl] ; Y add 4 ld [hli], a ld a, [hl] ; X add -4 ld [hli], a inc hl inc hl dec c jr nz, .bigStarInnerLoop ld c, 1 call CheckForUserInterruption pop bc pop hl ret c ld a, [hl] cp 80 jr nz, .next jr .bigStarLoop .next cp b jr nz, .bigStarLoop ; Clear big star OAM. ld hl, wOAMBuffer ld c, 4 ld de, 4 .clearOAMLoop ld [hl], 160 add hl, de dec c jr nz, .clearOAMLoop ; Make Gamefreak logo flash. ld b, 3 .flashLogoLoop ld hl, rOBP0 rrc [hl] rrc [hl] ld c, 10 call CheckForUserInterruption ret c dec b jr nz, .flashLogoLoop ; Copy 24 instances of the small stars OAM data. ; Note that their coordinates put them off-screen. ld de, wOAMBuffer ld a, 24 .initSmallStarsOAMLoop push af ld hl, SmallStarsOAM ld bc, SmallStarsOAMEnd - SmallStarsOAM call CopyData pop af dec a jr nz, .initSmallStarsOAMLoop ; Animate the small stars falling from the Gamefreak logo. xor a ld [wMoveDownSmallStarsOAMCount], a ld hl, SmallStarsWaveCoordsPointerTable ld c, 6 .smallStarsLoop ld a, [hli] ld e, a ld a, [hli] ld d, a push bc push hl ld hl, wOAMBuffer + $50 ld c, 4 .smallStarsInnerLoop ; introduce new wave of 4 small stars OAM entries ld a, [de] cp $ff jr z, .next2 ld [hli], a ; Y inc de ld a, [de] ld [hli], a ; X inc de inc hl inc hl dec c jr nz, .smallStarsInnerLoop ld a, [wMoveDownSmallStarsOAMCount] cp 24 jr z, .next2 add 6 ; should be 4, but the extra 2 aren't visible on screen ld [wMoveDownSmallStarsOAMCount], a .next2 call MoveDownSmallStars push af ; shift the existing OAM entries down to make room for the next wave ld hl, wOAMBuffer + $10 ld de, wOAMBuffer ld bc, $50 call CopyData pop af pop hl pop bc ret c dec c jr nz, .smallStarsLoop and a ret SmallStarsOAM: db $00,$00,$A2,$90 SmallStarsOAMEnd: SmallStarsWaveCoordsPointerTable: dw SmallStarsWave1Coords dw SmallStarsWave2Coords dw SmallStarsWave3Coords dw SmallStarsWave4Coords dw SmallStarsEmptyWave dw SmallStarsEmptyWave ; The stars that fall from the Gamefreak logo come in 4 waves of 4 OAM entries. ; These arrays contain the Y and X coordinates of each OAM entry. SmallStarsWave1Coords: db $68,$30 db $68,$40 db $68,$58 db $68,$78 SmallStarsWave2Coords: db $68,$38 db $68,$48 db $68,$60 db $68,$70 SmallStarsWave3Coords: db $68,$34 db $68,$4C db $68,$54 db $68,$64 SmallStarsWave4Coords: db $68,$3C db $68,$5C db $68,$6C db $68,$74 SmallStarsEmptyWave: db $FF MoveDownSmallStars: ld b, 8 .loop ld hl, wOAMBuffer + $5c ld a, [wMoveDownSmallStarsOAMCount] ld de, -4 ld c, a .innerLoop inc [hl] ; Y add hl, de dec c jr nz, .innerLoop ; Toggle the palette so that the lower star in the small stars tile blinks in ; and out. ld a, [rOBP1] xor %10100000 ld [rOBP1], a ld c, 3 call CheckForUserInterruption ret c dec b jr nz, .loop ret GameFreakLogoOAMData: db $48,$50,$8D,$00 db $48,$58,$8E,$00 db $50,$50,$8F,$00 db $50,$58,$90,$00 db $58,$50,$91,$00 db $58,$58,$92,$00 db $60,$30,$80,$00 db $60,$38,$81,$00 db $60,$40,$82,$00 db $60,$48,$83,$00 db $60,$50,$93,$00 db $60,$58,$84,$00 db $60,$60,$85,$00 db $60,$68,$83,$00 db $60,$70,$81,$00 db $60,$78,$86,$00 GameFreakLogoOAMDataEnd: GameFreakShootingStarOAMData: db $00,$A0,$A0,$10 db $00,$A8,$A0,$30 db $08,$A0,$A1,$10 db $08,$A8,$A1,$30 GameFreakShootingStarOAMDataEnd: FallingStar: INCBIN "gfx/falling_star.2bpp" FallingStarEnd: