ref: dcc7f3bc9f41f2d5e0f7448b4688c1058da0040b
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 ; it looks like nothing reads this 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 ; 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 GetMoveSound 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 [wTempTilesetNumTiles],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,[wTempTilesetNumTiles] 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 SetAnimationPalette 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 PlayApplyingAttackAnimation ; shake the screen or 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 PlayApplyingAttackAnimation: ; 78dbd (1e:4dbd) ; Generic animation that shows after the move's individual animation ; Different animation depending on whether the move has an additional effect and on whose turn it is ld a,[wAnimationType] and a ret z dec a add a ld c,a ld b,0 ld hl,AnimationTypePointerTable add hl,bc ld a,[hli] ld h,[hl] ld l,a jp [hl] AnimationTypePointerTable: ; 78dcf (1e:4dcf) dw ShakeScreenVertically ; enemy mon has used a damaging move without a side effect dw ShakeScreenHorizontallyHeavy ; enemy mon has used a damaging move with a side effect dw ShakeScreenHorizontallySlow ; enemy mon has used a non-damaging move dw BlinkEnemyMonSprite ; player mon has used a damaging move without a side effect dw ShakeScreenHorizontallyLight ; player mon has used a damaging move with a side effect dw ShakeScreenHorizontallySlow2 ; player mon has used a non-damaging move ShakeScreenVertically: ; 78ddb (1e:4ddb) call PlayApplyingAttackSound ld b, $8 jp AnimationShakeScreenVertically ShakeScreenHorizontallyHeavy: ; 78de3 (1e:4de3) call PlayApplyingAttackSound ld b, $8 jp AnimationShakeScreenHorizontallyFast ShakeScreenHorizontallySlow: ; 78deb (1e:4deb) ld bc, $602 jr AnimationShakeScreenHorizontallySlow BlinkEnemyMonSprite: ; 78df0 (1e:4df0) call PlayApplyingAttackSound jp AnimationBlinkEnemyMon ShakeScreenHorizontallyLight: ; 78df6 (1e:4df6) call PlayApplyingAttackSound ld b, $2 jp AnimationShakeScreenHorizontallyFast ShakeScreenHorizontallySlow2: ; 78dfe (1e:4dfe) ld bc, $302 AnimationShakeScreenHorizontallySlow: ; 78e01 (1e:4e01) push bc push bc .asm_78e03 ld a, [rWX] inc a ld [rWX], a ld c, 2 call DelayFrames dec b jr nz, .asm_78e03 pop bc .asm_78e11 ld a, [rWX] dec a ld [rWX], a ld c, 2 call DelayFrames dec b jr nz, .asm_78e11 pop bc dec c jr nz, AnimationShakeScreenHorizontallySlow ret SetAnimationPalette: ; 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] 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 ld a, $6c ld [rOBP1], a ret .asm_78e47 ld a, $e4 ld [wcc79], a ld [rOBP0], a ld a, $6c ld [rOBP1], a ret PlaySubanimation: ; 78e53 (1e:4e53) ld a,[wAnimSoundID] cp a,$FF jr z,.skipPlayingSound call GetMoveSound call PlaySound .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 ; 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 TailWhipAnimationUnused 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 TradeHidePokemon db TRADE_BALL_SHAKE_ANIM dw TradeShakePokeball db TRADE_BALL_TILT_ANIM dw TradeJumpPokeball 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_BATTLE_01 call PlaySound .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 coord hl, 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_TINK call PlaySound 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,[wNumShakes] ; number of shakes dec a ; decrement number of shakes ld [wNumShakes],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_BATTLE_02 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 PredefShakeScreenHorizontally ; shake horizontally ld b,1 predef_jump PredefShakeScreenVertically ; 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 coord hl, 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 ; unused FlashScreenUnused: ; 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 TradeHidePokemon: ; 79041 (1e:5041) ld a,[W_SUBANIMCOUNTER] cp a,6 ret nz ld a,$2F jp Func_7980c ; make pokemon disappear ; function to make a shaking pokeball jump up at the end of the animation TradeShakePokeball: ; 7904c (1e:504c) ld a,[W_SUBANIMCOUNTER] cp a,1 ret nz ; if it's the end of the animation, make the ball jump up ld de,BallMoveDistances1 .loop ld hl,wOAMBuffer ; OAM buffer ld bc,4 .innerLoop ld a,[de] cp a,$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_TRADE_MACHINE jp PlaySound BallMoveDistances1: ; 79078 (1e:5078) db -12,-12,-8 db $ff ; terminator ; function to make the pokeball jump up TradeJumpPokeball: ; 507C ld de,BallMoveDistances2 .loop ld hl,wOAMBuffer ; OAM buffer ld bc,4 .innerLoop ld a,[de] cp a,$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_BATTLE_18 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 TailWhipAnimationUnused: ; 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 SetAnimationBGPalette AnimationDarkenMonPalette: ; 791db (1e:51db) ; Darkens the mon sprite's palette. ld bc, $f9f4 jr SetAnimationBGPalette AnimationUnusedPalette1: ; 791e0 (1e:51e0) ld bc, $fef8 jr SetAnimationBGPalette AnimationUnusedPalette2: ; 791e5 (1e:51e5) ld bc, $ffff jr SetAnimationBGPalette AnimationResetScreenPalette: ; 791ea (1e:51ea) ; Restores the screen's palette to the normal palette. ld bc, $e4e4 jr SetAnimationBGPalette AnimationUnusedPalette3: ; 791ef (1e:51ef) ld bc, $0000 jr SetAnimationBGPalette AnimationLightScreenPalette: ; 791f4 (1e:51f4) ; Changes the screen to use a palette with light colors. ld bc, $9090 jr SetAnimationBGPalette AnimationUnusedPalette4: ; 791f9 (1e:51f9) ld bc, $4040 SetAnimationBGPalette: ; 791fc (1e:51fc) ld a, [wOnSGB] and a ld a, b jr z, .asm_79204 ld a, c .asm_79204 ld [rBGP], a ret ld b, $5 AnimationShakeScreenVertically: ; 79209 (1e:5209) predef_jump PredefShakeScreenVertically AnimationShakeScreen: ; 7920e (1e:520e) ; Shakes the screen for a while. Used in Earthquake/Fissure/etc. animations. ld b, $8 AnimationShakeScreenHorizontallyFast: ; 79210 (1e:5210) predef_jump PredefShakeScreenHorizontally 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 ld a, $71 ld [wd09f], a .asm_79228 ld a, $10 ld [W_BASECOORDY], a ld a, $0 ld [wd08a], a call _AnimationWaterDroplets ld a, $18 ld [W_BASECOORDY], a ld a, $20 ld [wd08a], a call _AnimationWaterDroplets dec d jr nz, .asm_79228 ret _AnimationWaterDroplets: ; 79246 (1e:5246) ld hl, wOAMBuffer .asm_79249 ld a, [W_BASECOORDY] ld [hli], a ld a, [W_BASECOORDX] add $1b ld [W_BASECOORDX], a ld [hli], a ld a, [wd09f] ld [hli], a xor a ld [hli], a ld a, [W_BASECOORDX] cp $90 jr c, .asm_79249 sub $a8 ld [W_BASECOORDX], a ld a, [W_BASECOORDY] add $10 ld [W_BASECOORDY], a 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 coord hl, 1, 6 coord de, 1, 5 ld a, $30 jr z, .asm_79291 coord hl, 12, 1 coord de, 12, 0 ld a, $ff .asm_79291 ld [wd09f], a jp _AnimationSlideMonUp 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 CopyPicTiles 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 jp AnimationSlideMonLeft AnimationSlideEnemyMonOut: ; 792b9 (1e:52b9) ; Slides the enemy mon out of the screen horizontally. ld hl, AnimationSlideMonOut jp CallWithTurnFlipped _AnimationSlideMonUp: ; 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, SCREEN_WIDTH * 2 add hl, bc pop bc dec b jr nz, .asm_792c4 ld a, [H_WHOSETURN] and a coord hl, 1, 11 jr z, .asm_792e2 coord hl, 12, 6 .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, _AnimationSlideMonUp ret _AnimationShakeEnemyHUD: ; 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 Animations_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 Animations_79329: ; 79329 (1e:5329) ld a, e add $8 ld e, a ld [hli], a ld a, [W_BASECOORDX] 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 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 CopyPicTiles 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 coord hl, 0, 5 coord de, 2, 5 jr z, .asm_793c2 coord hl, 11, 0 coord de, 13, 0 .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 CopyPicTiles call Delay3 pop hl ld bc, $0709 call ClearScreenArea pop af call GetTileIDList pop hl call CopyPicTiles 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] and a coord hl, 2, 5 jr z, .asm_79407 coord hl, 11, 0 .asm_79407 xor a push hl call GetTileIDList pop hl call CopyPicTiles 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] 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] and a jr z, .asm_79435 ld a, $d8 ld [wd08a], a ld a, $50 ld [W_SUBANIMTRANSFORM], a jr .asm_7943c .asm_79435 xor a ld [wd08a], a ld [W_SUBANIMTRANSFORM], a .asm_7943c ld d, $7a ld c, $3 xor a call Func_797e8 ld hl, SpiralBallAnimationCoordinates .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] 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] and a jr z, .asm_794b1 coord hl, 16, 0 coord de, 14, 0 jr .asm_794b7 .asm_794b1 coord hl, 5, 5 coord de, 3, 5 .asm_794b7 push de xor a ld [wd09f], a call _AnimationSquishMonPic pop hl ld a, $1 ld [wd09f], a call _AnimationSquishMonPic pop bc dec c jr nz, .asm_794a3 call AnimationHideMonPic ld c, $2 jp DelayFrame _AnimationSquishMonPic: ; 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], " " pop hl ld de, SCREEN_WIDTH 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] 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 ld a, c ld [W_BASECOORDX], a ld bc, $501 call _AnimationShootBallsUpward jp AnimationCleanOAM _AnimationShootBallsUpward: ; 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] ld e, a .asm_7952a call Animations_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] 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 _AnimationShootBallsUpward 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 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 CopyPicTiles 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 AnimationSlideMonLeft: ; 795f8 (1e:55f8) ld a, [H_WHOSETURN] and a jr z, .asm_79602 coord hl, 12, 0 jr .asm_79605 .asm_79602 coord hl, 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] 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] 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 AnimationSlideMonLeft jp Delay3 Func_79652: ; 79652 (1e:5652) ld a, [H_WHOSETURN] 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, [rLY] 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, [rSTAT] and $3 jr nz, Func_796ae ld a, [hl] ld [rSCX], 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 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 HideSubstituteShowMonAnim: ; 79747 (1e:5747) ld a, [H_WHOSETURN] and a ld hl, wPlayerMonMinimized ld a, [W_PLAYERBATTSTATUS2] jr z, .next1 ld hl, wEnemyMonMinimized ld a, [W_ENEMYBATTSTATUS2] .next1 push hl ; if the substitute broke, slide it down, else slide it offscreen horizontally bit HasSubstituteUp, a jr nz, .substituteStillUp call AnimationSlideMonDown jr .next2 .substituteStillUp call AnimationSlideMonOut .next2 pop hl ld a, [hl] and a jp nz, AnimationMinimizeMon call AnimationFlashMonPic jp AnimationShowMonPic ReshowSubstituteAnim: ; 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 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] and a jr z, .asm_797b0 ld a, [wHPBarMaxHP] ld [wcf91], a ld [wd0b5], a xor a ld [W_SPRITEFLIPPED], a call GetMonHeader coord hl, 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 CopyPicTiles 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 ld hl, AnimationHideMonPic call CallWithTurnFlipped ld a, $1 ld [H_AUTOBGTRANSFERENABLED], a 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 ld hl, wOAMBuffer .asm_797fa call Animations_79329 dec c jr nz, .asm_797fa ret AnimationHideMonPic: ; 79801 (1e:5801) ; Hides the mon's sprite. ld a, [H_WHOSETURN] 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 coord hl, 0, 0 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 coord hl, 0, 0 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 ; get the sound of the move id in b GetMoveSoundB: ; 79869 (1e:5869) ld a, b call GetMoveSound ld b, a ret ; get the sound of the move id in a GetMoveSound: ; 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_BATTLE_0A,$00,$80 db SFX_BATTLE_0C,$10,$80 db SFX_BATTLE_1D,$00,$80 db SFX_BATTLE_0B,$01,$80 db SFX_BATTLE_0D,$00,$40 db SFX_BATTLE_37,$00,$ff db SFX_BATTLE_0D,$10,$60 db SFX_BATTLE_0D,$20,$80 db SFX_BATTLE_0D,$00,$a0 db SFX_BATTLE_10,$00,$80 db SFX_BATTLE_0F,$20,$40 db SFX_BATTLE_0F,$00,$80 db SFX_BATTLE_0E,$00,$a0 db SFX_BATTLE_11,$10,$c0 db SFX_BATTLE_11,$00,$a0 db SFX_BATTLE_12,$00,$c0 db SFX_BATTLE_12,$10,$a0 db SFX_BATTLE_13,$00,$e0 db SFX_BATTLE_11,$20,$c0 db SFX_BATTLE_14,$00,$80 db SFX_BATTLE_22,$00,$80 db SFX_BATTLE_15,$01,$80 db SFX_BATTLE_20,$00,$80 db SFX_BATTLE_17,$f0,$40 db SFX_BATTLE_1A,$00,$80 db SFX_BATTLE_17,$00,$80 db SFX_BATTLE_21,$10,$80 db SFX_BATTLE_1B,$01,$a0 db SFX_BATTLE_18,$00,$80 db SFX_BATTLE_1E,$00,$60 db SFX_BATTLE_1E,$01,$40 db SFX_BATTLE_1F,$00,$a0 db SFX_BATTLE_1A,$10,$a0 db SFX_BATTLE_20,$00,$c0 db SFX_BATTLE_14,$10,$60 db SFX_BATTLE_1A,$00,$a0 db SFX_BATTLE_22,$11,$c0 db SFX_BATTLE_1A,$20,$c0 db SFX_BATTLE_21,$00,$80 db SFX_BATTLE_1B,$00,$80 db SFX_BATTLE_1B,$20,$c0 db SFX_BATTLE_19,$00,$80 db SFX_BATTLE_31,$ff,$40 db SFX_BATTLE_1E,$00,$80 db SFX_BATTLE_0B,$00,$c0 db SFX_BATTLE_0B,$00,$40 db SFX_BATTLE_35,$00,$80 db SFX_BATTLE_27,$40,$60 db SFX_BATTLE_27,$00,$80 db SFX_BATTLE_27,$ff,$40 db SFX_BATTLE_2A,$80,$c0 db SFX_BATTLE_19,$10,$a0 db SFX_BATTLE_19,$21,$e0 db SFX_BATTLE_29,$00,$80 db SFX_BATTLE_24,$20,$60 db SFX_BATTLE_2A,$00,$80 db SFX_BATTLE_2C,$00,$80 db SFX_BATTLE_28,$40,$80 db SFX_BATTLE_29,$f0,$e0 db SFX_BATTLE_2D,$00,$80 db SFX_BATTLE_2A,$f0,$60 db SFX_BATTLE_28,$00,$80 db SFX_BATTLE_36,$00,$80 db SFX_BATTLE_07,$01,$a0 db SFX_BATTLE_13,$f0,$20 db SFX_BATTLE_23,$01,$c0 db SFX_BATTLE_23,$00,$80 db SFX_BATTLE_1A,$00,$e0 db SFX_BATTLE_26,$01,$60 db SFX_BATTLE_26,$20,$40 db SFX_BATTLE_24,$00,$80 db SFX_BATTLE_24,$40,$c0 db SFX_BATTLE_1B,$03,$60 db SFX_BATTLE_25,$11,$e0 db SFX_BATTLE_12,$20,$e0 db SFX_BATTLE_2E,$00,$80 db SFX_BATTLE_1C,$00,$80 db SFX_BATTLE_1C,$11,$a0 db SFX_BATTLE_1C,$01,$c0 db SFX_BATTLE_13,$14,$c0 db SFX_BATTLE_1B,$02,$a0 db SFX_BATTLE_29,$f0,$80 db SFX_BATTLE_29,$20,$c0 db SFX_BATTLE_2F,$00,$20 db SFX_BATTLE_2F,$20,$80 db SFX_BATTLE_2E,$12,$60 db SFX_BATTLE_26,$00,$80 db SFX_BATTLE_14,$01,$e0 db SFX_BATTLE_29,$0f,$e0 db SFX_BATTLE_29,$11,$20 db SFX_BATTLE_10,$10,$40 db SFX_BATTLE_0F,$10,$c0 db SFX_BATTLE_14,$00,$20 db SFX_BATTLE_30,$00,$80 db SFX_BATTLE_35,$11,$18 db SFX_BATTLE_09,$20,$c0 db SFX_BATTLE_08,$20,$c0 db SFX_BATTLE_25,$00,$10 db SFX_BATTLE_26,$f0,$20 db SFX_BATTLE_33,$f0,$c0 db SFX_BATTLE_11,$f0,$e0 db SFX_BATTLE_09,$f0,$40 db SFX_BATTLE_31,$00,$80 db SFX_BATTLE_33,$80,$40 db SFX_BATTLE_33,$00,$80 db SFX_BATTLE_14,$11,$20 db SFX_BATTLE_14,$22,$10 db SFX_BATTLE_1B,$f1,$ff db SFX_BATTLE_13,$f1,$ff db SFX_BATTLE_14,$33,$30 db SFX_BATTLE_32,$40,$c0 db SFX_BATTLE_0E,$20,$20 db SFX_BATTLE_0E,$f0,$10 db SFX_BATTLE_0F,$f8,$10 db SFX_BATTLE_11,$f0,$10 db SFX_BATTLE_25,$00,$80 db SFX_BATTLE_18,$00,$c0 db SFX_BATTLE_32,$c0,$ff db SFX_BATTLE_09,$f2,$20 db SFX_BATTLE_34,$00,$80 db SFX_BATTLE_34,$00,$40 db SFX_BATTLE_09,$00,$40 db SFX_BATTLE_11,$10,$ff db SFX_BATTLE_2A,$20,$20 db SFX_BATTLE_32,$00,$80 db SFX_BATTLE_29,$1f,$20 db SFX_BATTLE_25,$2f,$80 db SFX_BATTLE_0F,$1f,$ff db SFX_BATTLE_2B,$1f,$60 db SFX_BATTLE_26,$1e,$20 db SFX_BATTLE_26,$1f,$18 db SFX_BATTLE_14,$0f,$80 db SFX_BATTLE_09,$f8,$10 db SFX_BATTLE_08,$18,$20 db SFX_BATTLE_32,$08,$40 db SFX_BATTLE_17,$01,$e0 db SFX_BATTLE_11,$09,$ff db SFX_BATTLE_35,$42,$01 db SFX_BATTLE_1C,$00,$ff db SFX_BATTLE_32,$08,$e0 db SFX_BATTLE_24,$00,$80 db SFX_BATTLE_09,$88,$10 db SFX_BATTLE_25,$48,$ff db SFX_BATTLE_08,$ff,$ff db SFX_BATTLE_24,$ff,$10 db SFX_BATTLE_08,$ff,$04 db SFX_BATTLE_1C,$01,$ff db SFX_BATTLE_13,$f8,$ff db SFX_BATTLE_0C,$f0,$f0 db SFX_BATTLE_0F,$08,$10 db SFX_BATTLE_0D,$f0,$ff db SFX_BATTLE_1A,$f0,$ff db SFX_BATTLE_34,$10,$ff db SFX_BATTLE_0E,$f0,$20 db SFX_BATTLE_2B,$f0,$60 db SFX_BATTLE_21,$12,$10 db SFX_BATTLE_36,$f0,$20 db SFX_BATTLE_1E,$12,$ff db SFX_BATTLE_31,$80,$04 db SFX_BATTLE_33,$f0,$10 db SFX_BATTLE_29,$f8,$ff db SFX_BATTLE_26,$f0,$ff db SFX_BATTLE_11,$01,$ff db SFX_BATTLE_2C,$d8,$04 db SFX_BATTLE_0B,$00,$80 db SFX_BATTLE_0B,$00,$80 CopyPicTiles: ; 79aae (1e:5aae) ld a, [H_WHOSETURN] and a ld a, $31 ; base tile ID of player mon sprite jr z, .next ; enemy turn xor a ; base tile ID of enemy mon sprite .next ld [hBaseTileID], a jr CopyTileIDs_NoBGTransfer ; copy the tiles used when a mon is being sent out of or into a pokeball CopyDownscaledMonTiles: ; 79aba (1e:5aba) call GetPredefRegisters ld a, [wDownscaledMonSize] and a jr nz, .smallerSize ld de, DownscaledMonTiles_5x5 jr CopyTileIDs_NoBGTransfer .smallerSize ld de, DownscaledMonTiles_3x3 ; fall through CopyTileIDs_NoBGTransfer: ; 79acb (1e:5acb) xor a ld [H_AUTOBGTRANSFERENABLED], a ; fall through ; 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 DownscaledMonTiles_5x5: ; 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 DownscaledMonTiles_3x3: ; 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, [rOBP0] push af ld a, [wcc79] ld [rOBP0], a ld d, $37 ld a, $3 ld [W_SUBANIMTRANSFORM], a call Func_79c97 pop af ld [rOBP0], 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 _AnimationShakeEnemyHUD ld hl, vBGMap0 call Func_79e0d call AnimationHideMonPic call Delay3 ld de, $0208 call Func_79de9 call AnimationShowMonPic call ClearSprites ld a, $90 ld [hWY], a ld hl, vBGMap1 call Func_79e0d xor a ld [hWY], a call SaveScreenTilesToBuffer1 ld hl, vBGMap0 call Func_79e0d call ClearScreen call Delay3 call LoadScreenTilesFromBuffer1 ld hl, vBGMap1 jp Func_79e0d ; b = tile ID list index ; c = base tile ID CopyTileIDsFromList: ; 79dda (1e:5dda) call GetPredefRegisters ld a, c ld [hBaseTileID], a ld a, b push hl call GetTileIDList pop hl jp CopyTileIDs Func_79de9: ; 79de9 (1e:5de9) ld a, [hSCX] ld [wTrainerSpriteOffset], a .asm_79dee ld a, [wTrainerSpriteOffset] add d ld [hSCX], a ld c, 2 call DelayFrames ld a, [wTrainerSpriteOffset] sub d ld [hSCX], a ld c, 2 call DelayFrames dec e jr nz, .asm_79dee ld a, [wTrainerSpriteOffset] ld [hSCX], a ret Func_79e0d: ; 79e0d (1e:5e0d) ld a, h ld [H_AUTOBGTRANSFERDEST + 1], a ld a, l ld [H_AUTOBGTRANSFERDEST], a jp Delay3 TossBallAnimation: ; 79e16 (1e:5e16) ld a,[W_ISINBATTLE] cp a,2 jr z,.BlockBall ; if in trainer battle, play different animation ld a,[wd11e] ld b,a ; upper nybble: how many animations (from PokeBallAnimations) to play ; this will be 4 for successful capture, 6 for breakout and a,$F0 swap a ld c,a ; lower nybble: number of shakes ; store these for later ld a,b and a,$F ld [wNumShakes],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_BATTLE_03 call PlaySound 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_BATTLE_10 jr z, .asm_79e8b ld a, $e0 ld b, $ff ld c, SFX_BATTLE_1A jr nc, .asm_79e8b ld a, $50 ld b, $1 ld c, SFX_BATTLE_11 .asm_79e8b ld [wc0f1], a ld a, b ld [wc0f2], a ld a, c jp PlaySound