pokecrystal/engine/sprites.asm

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ClearSpriteAnims: ; 8cf53
ld hl, wSpriteAnimDict
ld bc, wSpriteAnimsEnd - wSpriteAnimDict
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.loop
ld [hl], $0
inc hl
dec bc
ld a, c
or b
jr nz, .loop
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ret
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; 8cf62
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PlaySpriteAnimationsAndDelayFrame: ; 8cf62
call PlaySpriteAnimations
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call DelayFrame
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ret
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; 8cf69
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PlaySpriteAnimations: ; 8cf69
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push hl
push de
push bc
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push af
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ld a, Sprites % $100
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ld [wCurrSpriteOAMAddr], a
call DoNextFrameForAllSprites
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pop af
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pop bc
pop de
pop hl
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ret
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; 8cf7a
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DoNextFrameForAllSprites: ; 8cf7a
ld hl, wSpriteAnimationStructs
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ld e, 10 ; There are 10 structs here.
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.loop
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ld a, [hl]
and a
jr z, .next ; This struct is deinitialized.
ld c, l
ld b, h
push hl
push de
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call DoAnimFrame ; Uses a massive dw
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call UpdateAnimFrame
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pop de
pop hl
jr c, .done
.next
ld bc, $10
add hl, bc
dec e
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jr nz, .loop
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ld a, [wCurrSpriteOAMAddr]
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ld l, a
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ld h, Sprites / $100
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.loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> SpritesEnd)
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ld a, l
cp SpritesEnd % $100
jr nc, .done
xor a
ld [hli], a
jr .loop2
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.done
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ret
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; 8cfa8
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DoNextFrameForFirst16Sprites: ; 8cfa8 (23:4fa8)
ld hl, wSpriteAnimationStructs
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ld e, 10
.loop
ld a, [hl]
and a
jr z, .next
ld c, l
ld b, h
push hl
push de
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call DoAnimFrame ; Uses a massive dw
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call UpdateAnimFrame
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pop de
pop hl
jr c, .done
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.next
ld bc, $10
add hl, bc
dec e
jr nz, .loop
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ld a, [wCurrSpriteOAMAddr]
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ld l, a
ld h, (Sprites + $40) / $100
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.loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> Sprites + $40)
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ld a, l
cp (Sprites + 16 * 4) % $100
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jr nc, .done
xor a
ld [hli], a
jr .loop2
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.done
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ret
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InitSpriteAnimStruct:: ; 8cfd6
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; Initialize animation a at pixel x=e, y=d
; Find if there's any room in the wSpriteAnimationStructs array, which is 10x16
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push de
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push af
ld hl, wSpriteAnimationStructs
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ld e, 10
.loop
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ld a, [hl]
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and a
jr z, .found
ld bc, $10
add hl, bc
dec e
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jr nz, .loop
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; We've reached the end. There is no more room here.
; Return carry.
pop af
pop de
scf
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ret
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.found
; Back up the structure address to bc.
ld c, l
ld b, h
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; Value [wSpriteAnimCount] is initially set to -1. Set it to
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; the number of objects loaded into this array.
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ld hl, wSpriteAnimCount
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inc [hl]
ld a, [hl]
and a
jr nz, .initialized
inc [hl]
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.initialized
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; Get row a of SpriteAnimSeqData, copy the pointer into de
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pop af
ld e, a
ld d, 0
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ld hl, SpriteAnimSeqData
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add hl, de
add hl, de
add hl, de
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ld e, l
ld d, h
; Set hl to the first field (field 0) in the current structure.
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ld hl, SPRITEANIMSTRUCT_INDEX
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add hl, bc
; Load the index.
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ld a, [wSpriteAnimCount]
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ld [hli], a
; Copy the table entry to the next two fields.
ld a, [de]
ld [hli], a
inc de
ld a, [de]
ld [hli], a
inc de
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; Look up the third field from the table in the wSpriteAnimDict array (10x2).
; Take the value and load it in
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ld a, [de]
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call GetSpriteAnimVTile
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ld [hli], a
pop de
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; Set hl to field 4 (X coordinate). Kinda pointless, because we're presumably already here.
ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
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; Load the original value of de into here.
ld a, e
ld [hli], a
ld a, d
ld [hli], a
; load 0 into the next four fields
xor a
ld [hli], a
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ld [hli], a
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xor a
ld [hli], a
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ld [hli], a
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; load -1 into the next field
dec a
ld [hli], a
; load 0 into the last five fields
xor a
rept 4
ld [hli], a
endr
ld [hl], a
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; back up the address of the first field to wSpriteAnimAddrBackup
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ld a, c
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ld [wSpriteAnimAddrBackup], a
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ld a, b
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ld [wSpriteAnimAddrBackup + 1], a
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ret
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; 8d036
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DeinitializeSprite: ; 8d036
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; Clear the index field of the struct in bc.
ld hl, SPRITEANIMSTRUCT_INDEX
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add hl, bc
ld [hl], $0
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ret
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; 8d03d
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DeinitializeAllSprites: ; 8d03d (23:503d)
; Clear the index field of every struct in the wSpriteAnimationStructs array.
ld hl, wSpriteAnimationStructs
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ld bc, $10
ld e, 10
xor a
.loop
ld [hl], a
add hl, bc
dec e
jr nz, .loop
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ret
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UpdateAnimFrame: ; 8d04c
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call InitSpriteAnimBuffer ; init WRAM
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call GetSpriteAnimFrame ; read from a memory array
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cp -3
jr z, .done
cp -4
jr z, .delete
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call GetFrameOAMPointer
; add byte to [wCurrAnimVTile]
ld a, [wCurrAnimVTile]
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add [hl]
ld [wCurrAnimVTile], a
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inc hl
; load pointer into hl
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ld a, [hli]
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ld h, [hl]
ld l, a
push bc
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ld a, [wCurrSpriteOAMAddr]
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ld e, a
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ld d, Sprites / $100
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ld a, [hli]
ld c, a ; number of objects
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.loop
; first byte: y (px)
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; [de] = [wCurrAnimYCoord] + [wCurrAnimYOffset] + [wGlobalAnimYOffset] + AddOrSubtractY([hl])
ld a, [wCurrAnimYCoord]
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ld b, a
ld a, [wCurrAnimYOffset]
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add b
ld b, a
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ld a, [wGlobalAnimYOffset]
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add b
ld b, a
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call AddOrSubtractY
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add b
ld [de], a
inc hl
inc de
; second byte: x (px)
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; [de] = [wCurrAnimXCoord] + [wCurrAnimXOffset] + [wGlobalAnimXOffset] + AddOrSubtractX([hl])
ld a, [wCurrAnimXCoord]
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ld b, a
ld a, [wCurrAnimXOffset]
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add b
ld b, a
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ld a, [wGlobalAnimXOffset]
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add b
ld b, a
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call AddOrSubtractX
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add b
ld [de], a
inc hl
inc de
; third byte: vtile
; [de] = [wCurrAnimVTile] + [hl]
ld a, [wCurrAnimVTile]
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add [hl]
ld [de], a
inc hl
inc de
; fourth byte: attributes
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; [de] = GetSpriteOAMAttr([hl])
call GetSpriteOAMAttr
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ld [de], a
inc hl
inc de
ld a, e
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ld [wCurrSpriteOAMAddr], a
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cp SpritesEnd % $100
jr nc, .reached_the_end
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dec c
jr nz, .loop
pop bc
jr .done
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.delete
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call DeinitializeSprite
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.done
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and a
ret
.reached_the_end
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pop bc
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scf
ret
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; 8d0be
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AddOrSubtractY: ; 8d0be
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push hl
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ld a, [hl]
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ld hl, wCurrSpriteAddSubFlags
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bit 6, [hl]
jr z, .ok
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; 8 - a
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add $8
xor $ff
inc a
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.ok
pop hl
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ret
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; 8d0ce
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AddOrSubtractX: ; 8d0ce
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push hl
ld a, [hl]
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ld hl, wCurrSpriteAddSubFlags
bit 5, [hl] ; x flip
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jr z, .ok
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; 8 - a
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add $8
xor $ff
inc a
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.ok
pop hl
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ret
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; 8d0de
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GetSpriteOAMAttr: ; 8d0de
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ld a, [wCurrSpriteAddSubFlags]
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ld b, a
ld a, [hl]
xor b
and $e0
ld b, a
ld a, [hl]
and $1f
or b
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ret
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; 8d0ec
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InitSpriteAnimBuffer: ; 8d0ec
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xor a
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ld [wCurrSpriteAddSubFlags], a
ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
ld a, [hli]
ld [wCurrAnimVTile], a
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ld a, [hli]
ld [wCurrAnimXCoord], a
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ld a, [hli]
ld [wCurrAnimYCoord], a
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ld a, [hli]
ld [wCurrAnimXOffset], a
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ld a, [hli]
ld [wCurrAnimYOffset], a
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ret
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; 8d109
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GetSpriteAnimVTile: ; 8d109
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; a = wSpriteAnimDict[a] if a in wSpriteAnimDict else 0
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; VTiles offset
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push hl
push bc
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ld hl, wSpriteAnimDict
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ld b, a
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ld c, 10
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.loop
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ld a, [hli]
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cp b
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jr z, .ok
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inc hl
dec c
jr nz, .loop
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xor a
jr .done
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.ok
ld a, [hl]
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.done
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pop bc
pop hl
ret
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; 8d120
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_ReinitSpriteAnimFrame:: ; 8d120
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
ld [hl], a
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ld hl, SPRITEANIMSTRUCT_DURATION
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add hl, bc
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ld [hl], 0
ld hl, SPRITEANIMSTRUCT_FRAME
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add hl, bc
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ld [hl], -1
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ret
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; 8d132
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GetSpriteAnimFrame: ; 8d132
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.loop
ld hl, SPRITEANIMSTRUCT_DURATION
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add hl, bc
ld a, [hl]
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and a
jr z, .next_frame ; finished the current sequence
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dec [hl]
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call .GetPointer ; load pointer from SpriteAnimFrameData
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ld a, [hli]
push af
jr .okay
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.next_frame
ld hl, SPRITEANIMSTRUCT_FRAME
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add hl, bc
inc [hl]
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call .GetPointer ; load pointer from SpriteAnimFrameData
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ld a, [hli]
cp -2
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jr z, .restart
cp -1
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jr z, .repeat_last
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push af
ld a, [hl]
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push hl
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and $3f
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ld hl, SPRITEANIMSTRUCT_DURATIONOFFSET
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add hl, bc
add [hl]
ld hl, SPRITEANIMSTRUCT_DURATION
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add hl, bc
ld [hl], a
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pop hl
.okay
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ld a, [hl]
and $c0
srl a
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ld [wCurrSpriteAddSubFlags], a
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pop af
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ret
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.repeat_last
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xor a
ld hl, SPRITEANIMSTRUCT_DURATION
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add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_FRAME
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add hl, bc
dec [hl]
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dec [hl]
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jr .loop
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.restart
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xor a
ld hl, SPRITEANIMSTRUCT_DURATION
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add hl, bc
ld [hl], a
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dec a
ld hl, SPRITEANIMSTRUCT_FRAME
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add hl, bc
ld [hl], a
jr .loop
; 8d189
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.GetPointer: ; 8d189
; Get the data for the current frame for the current animation sequence
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; SpriteAnimFrameData[SpriteAnim[SPRITEANIMSTRUCT_FRAMESET_ID]][SpriteAnim[SPRITEANIMSTRUCT_FRAME]]
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
ld e, [hl]
ld d, 0
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ld hl, SpriteAnimFrameData
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add hl, de
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add hl, de
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ld e, [hl]
inc hl
ld d, [hl]
ld hl, SPRITEANIMSTRUCT_FRAME
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add hl, bc
ld l, [hl]
ld h, 0
add hl, hl
add hl, de
ret
; 8d1a2
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GetFrameOAMPointer: ; 8d1a2
; Load OAM data pointer
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ld e, a
ld d, 0
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ld hl, SpriteAnimOAMData
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add hl, de
add hl, de
add hl, de
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ret
; 8d1ac
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BrokenGetStdGraphics: ; 8d1ac
; dummied out
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push hl
ld l, a
ld h, 0
add hl, hl
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add hl, hl
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ld de, BrokenStdGFXPointers ; broken 2bpp pointers
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add hl, de
ld c, [hl]
inc hl
ld b, [hl]
inc hl
ld e, [hl]
inc hl
ld d, [hl]
pop hl
push bc
call Request2bpp
pop bc
ret
; 8d1c4
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SpriteAnimSeqData: ; 8d1c4
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; frameset sequence, tile
db SPRITE_ANIM_FRAMESET_PARTY_MON, SPRITE_ANIM_SEQ_01, $00 ; 00
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db SPRITE_ANIM_FRAMESET_07, SPRITE_ANIM_SEQ_04, $00 ; 01
db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_05, $05 ; 02
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db SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO, SPRITE_ANIM_SEQ_GAMEFREAK_LOGO, $00 ; 03
db SPRITE_ANIM_FRAMESET_0B, SPRITE_ANIM_SEQ_07, $06 ; 04 gs intro star
db SPRITE_ANIM_FRAMESET_0C, SPRITE_ANIM_SEQ_08, $06 ; 05 gs intro sparkle
db SPRITE_ANIM_FRAMESET_SLOTS_GOLEM, SPRITE_ANIM_SEQ_SLOT_GOLEM, $07 ; 06 slots golem
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db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, $07 ; 07 slots chansey
db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, $07 ; 08 slots egg
db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_0C, $05 ; 09
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db SPRITE_ANIM_FRAMESET_WALK_CYCLE, SPRITE_ANIM_SEQ_NULL, $00 ; 0a walk cycle
db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_0D, $08 ; 0b
db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_0E, $08 ; 0c
db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_0F, $08 ; 0d
db SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL, SPRITE_ANIM_SEQ_10, $00 ; 0e
db SPRITE_ANIM_FRAMESET_TRADE_POOF, SPRITE_ANIM_SEQ_NULL, $00 ; 0f
db SPRITE_ANIM_FRAMESET_TRADE_TUBE_BULGE, SPRITE_ANIM_SEQ_11, $00 ; 10
db SPRITE_ANIM_FRAMESET_TRADEMON_ICON, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, $00 ; 11
db SPRITE_ANIM_FRAMESET_TRADEMON_BUBBLE, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, $00 ; 12
db SPRITE_ANIM_FRAMESET_EVOLUTION_BALL_OF_LIGHT, SPRITE_ANIM_SEQ_13, $00 ; 13
db SPRITE_ANIM_FRAMESET_RADIO_TUNING_KNOB, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob
db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_RED, SPRITE_ANIM_SEQ_NULL, $00 ; 15 chris on magnet train
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db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree
db SPRITE_ANIM_FRAMESET_CUT_TREE, SPRITE_ANIM_SEQ_NULL, $00 ; 17
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db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_FLY_LEAF, $00 ; 18 flying leaves
db SPRITE_ANIM_FRAMESET_EGG_CRACK, SPRITE_ANIM_SEQ_NULL, $00 ; 19
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db SPRITE_ANIM_FRAMESET_24, SPRITE_ANIM_SEQ_19, $00 ; 1a
db SPRITE_ANIM_FRAMESET_HEADBUTT, SPRITE_ANIM_SEQ_NULL, $00 ; 1b headbutt
db SPRITE_ANIM_FRAMESET_EGG_HATCH, SPRITE_ANIM_SEQ_13, $00 ; 1c
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db SPRITE_ANIM_FRAMESET_26, SPRITE_ANIM_SEQ_1A, $00 ; 1d
db SPRITE_ANIM_FRAMESET_BLUE_WALK, SPRITE_ANIM_SEQ_NULL, $00 ; 1e kris on map
db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_BLUE, SPRITE_ANIM_SEQ_NULL, $00 ; 1f kris on magnet train
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db SPRITE_ANIM_FRAMESET_2F, SPRITE_ANIM_SEQ_NULL, $00 ; 20
db SPRITE_ANIM_FRAMESET_30, SPRITE_ANIM_SEQ_NULL, $00 ; 21
db SPRITE_ANIM_FRAMESET_31, SPRITE_ANIM_SEQ_NULL, $00 ; 22
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db SPRITE_ANIM_FRAMESET_32, SPRITE_ANIM_SEQ_1B, $00 ; 23
db SPRITE_ANIM_FRAMESET_33, SPRITE_ANIM_SEQ_1C, $00 ; 24
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db SPRITE_ANIM_FRAMESET_34, SPRITE_ANIM_SEQ_NULL, $00 ; 25
db SPRITE_ANIM_FRAMESET_INTRO_SUICUNE, SPRITE_ANIM_SEQ_1D, $00 ; 26
db SPRITE_ANIM_FRAMESET_INTRO_PICHU, SPRITE_ANIM_SEQ_1E, $00 ; 27
db SPRITE_ANIM_FRAMESET_INTRO_WOOPER, SPRITE_ANIM_SEQ_1E, $00 ; 28
db SPRITE_ANIM_FRAMESET_INTRO_UNOWN_1, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown
db SPRITE_ANIM_FRAMESET_INTRO_UNOWN_F, SPRITE_ANIM_SEQ_21, $00 ; 2a
db SPRITE_ANIM_FRAMESET_INTRO_SUICUNE_AWAY, SPRITE_ANIM_SEQ_22, $00 ; 2b
db SPRITE_ANIM_FRAMESET_CELEBI_LEFT, SPRITE_ANIM_SEQ_NULL, $00 ; 2c
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; 8d24b
INCLUDE "engine/sprite_anims.asm" ; DoAnimFrame
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INCLUDE "data/sprite_engine.asm"
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; SpriteAnimFrameData
; SpriteAnimOAMData
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Sprites_Cosine: ; 8e72a
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add $10
Sprites_Sine: ; 8e72c
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; floor(d * sin(a * pi/32))
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and $3f
cp $20
jr nc, .negative
call .ApplySineWave
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ld a, h
ret
.negative
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and $1f
call .ApplySineWave
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ld a, h
xor $ff ; cpl
inc a
ret
; 8e741
.ApplySineWave: ; 8e741
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ld e, a
ld a, d
ld d, 0
ld hl, .sinewave
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add hl, de
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add hl, de
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ld e, [hl]
inc hl
ld d, [hl]
ld hl, 0
.multiply
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srl a
jr nc, .even
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add hl, de
.even
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sla e
rl d
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and a
jr nz, .multiply
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ret
; 8e75d
.sinewave ; 8e75d
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sine_wave $100
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AnimateEndOfExpBar: ; 8e79d
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ld a, [hSGB]
ld de, EndOfExpBarGFX
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and a
jr z, .load
ld de, SGBEndOfExpBarGFX
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.load
ld hl, VTiles0 tile $00
lb bc, BANK(EndOfExpBarGFX), 1
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call Request2bpp
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ld c, 8
ld d, 0
.loop
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push bc
call .AnimateFrame
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call DelayFrame
pop bc
inc d
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inc d
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dec c
jr nz, .loop
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call ClearSprites
ret
; 8e7c6
.AnimateFrame: ; 8e7c6
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ld hl, Sprites
ld c, $8
.anim_loop
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ld a, c
and a
ret z
dec c
ld a, c
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; multiply by 8
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sla a
sla a
sla a
push af
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push de
push hl
call Sprites_Sine
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pop hl
pop de
add 13 * 8
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ld [hli], a
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pop af
push de
push hl
call Sprites_Cosine
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pop hl
pop de
add 10 * 8 + 4
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ld [hli], a
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ld a, $0
ld [hli], a
ld a, $6 ; OBJ 6
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ld [hli], a
jr .anim_loop
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; 8e7f4
EndOfExpBarGFX: ; 8e7f4
INCBIN "gfx/battle/expbarend.2bpp"
SGBEndOfExpBarGFX: ; 8e804
INCBIN "gfx/battle/expbarend_sgb.2bpp"
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ClearSpriteAnims2: ; 8e814
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push hl
push de
push bc
push af
ld hl, wSpriteAnimDict
ld bc, wSpriteAnimsEnd - wSpriteAnimDict
.loop
ld [hl], $0
inc hl
dec bc
ld a, c
or b
jr nz, .loop
pop af
pop bc
pop de
pop hl
ret
; 8e82b