pokecrystal/engine/evolution_animation.asm

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EvolutionAnimation: ; 4e5e1
push hl
push de
push bc
ld a, [CurSpecies]
push af
ld a, [rOBP0]
push af
ld a, [BaseDexNo]
push af
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call .EvolutionAnimation
pop af
ld [BaseDexNo], a
pop af
ld [rOBP0], a
pop af
ld [CurSpecies], a
pop bc
pop de
pop hl
ld a, [Buffer4]
and a
ret z
scf
ret
; 4e607
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.EvolutionAnimation: ; 4e607
ld a, $e4
ld [rOBP0], a
ld de, MUSIC_NONE
call PlayMusic
callba ClearSpriteAnims
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ld de, .GFX
ld hl, VTiles0
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lb bc, BANK(.GFX), 8
call Request2bpp
xor a
ld [Danger], a
call WaitBGMap
xor a
ld [hBGMapMode], a
ld a, [Buffer1]
ld [PlayerHPPal], a
ld c, $0
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call .GetSGBLayout
ld a, [Buffer1]
ld [CurPartySpecies], a
ld [CurSpecies], a
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call .PlaceFrontpic
ld de, VTiles2
ld hl, VTiles2 tile $31
ld bc, $31
call Request2bpp
ld a, $31
ld [wd1ec], a
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call .ReplaceFrontpic
ld a, [Buffer2]
ld [CurPartySpecies], a
ld [CurSpecies], a
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call .LoadFrontpic
ld a, [Buffer1]
ld [CurPartySpecies], a
ld [CurSpecies], a
ld a, $1
ld [hBGMapMode], a
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call .check_statused
jr c, .skip_cry
ld a, [Buffer1]
call PlayCry
.skip_cry
ld de, MUSIC_EVOLUTION
call PlayMusic
ld c, 80
call DelayFrames
ld c, $1
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call .GetSGBLayout
call .AnimationSequence
jr c, .cancel_evo
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ld a, -7 * 7
ld [wd1ec], a
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call .ReplaceFrontpic
xor a
ld [Buffer4], a
ld a, [Buffer2]
ld [PlayerHPPal], a
ld c, $0
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call .GetSGBLayout
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call .PlayEvolvedSFX
callba ClearSpriteAnims
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call .check_statused
jr c, .no_anim
ld a, [wBoxAlignment]
push af
ld a, $1
ld [wBoxAlignment], a
ld a, [CurPartySpecies]
push af
ld a, [PlayerHPPal]
ld [CurPartySpecies], a
hlcoord 7, 2
ld d, $0
ld e, ANIM_MON_EVOLVE
predef AnimateFrontpic
pop af
ld [CurPartySpecies], a
pop af
ld [wBoxAlignment], a
ret
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.no_anim
ret
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.cancel_evo
ld a, $1
ld [Buffer4], a
ld a, [Buffer1]
ld [PlayerHPPal], a
ld c, $0
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call .GetSGBLayout
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call .PlayEvolvedSFX
callba ClearSpriteAnims
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call .check_statused
ret c
ld a, [PlayerHPPal]
call PlayCry
ret
; 4e703
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.GetSGBLayout: ; 4e703
ld b, SCGB_0B
jp GetSGBLayout
; 4e708
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.PlaceFrontpic: ; 4e708
call GetBaseData
hlcoord 7, 2
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jp PrepMonFrontpic
; 4e711
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.LoadFrontpic: ; 4e711
call GetBaseData
ld a, $1
ld [wBoxAlignment], a
ld de, VTiles2
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predef FrontpicPredef
xor a
ld [wBoxAlignment], a
ret
; 4e726
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.AnimationSequence: ; 4e726
call ClearJoypad
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lb bc, 1, 2 * 7 ; flash b times, wait c frames in between
.loop
push bc
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call .WaitFrames_CheckPressedB
pop bc
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jr c, .exit_sequence
push bc
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call .Flash
pop bc
inc b
rept 2
dec c
endr
jr nz, .loop
and a
ret
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.exit_sequence
scf
ret
; 4e741
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.Flash: ; 4e741
ld a, -7 * 7 ; new stage
ld [wd1ec], a
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call .ReplaceFrontpic
ld a, 7 * 7 ; previous stage
ld [wd1ec], a
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call .ReplaceFrontpic
dec b
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jr nz, .Flash
ret
; 4e755
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.ReplaceFrontpic: ; 4e755
push bc
xor a
ld [hBGMapMode], a
hlcoord 7, 2
lb bc, 7, 7
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ld de, SCREEN_WIDTH - 7
.loop1
push bc
.loop2
ld a, [wd1ec]
add [hl]
ld [hli], a
dec c
jr nz, .loop2
pop bc
add hl, de
dec b
jr nz, .loop1
ld a, $1
ld [hBGMapMode], a
call WaitBGMap
pop bc
ret
; 4e779
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.WaitFrames_CheckPressedB: ; 4e779
call DelayFrame
push bc
call JoyTextDelay
ld a, [hJoyDown]
pop bc
and B_BUTTON
jr nz, .pressed_b
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.loop3
dec c
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jr nz, .WaitFrames_CheckPressedB
and a
ret
.pressed_b
ld a, [wForceEvolution]
and a
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jr nz, .loop3
scf
ret
; 4e794
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.check_statused: ; 4e794
ld a, [CurPartyMon]
ld hl, PartyMon1Species
call GetPartyLocation
ld b, h
ld c, l
callba CheckFaintedFrzSlp
ret
; 4e7a6
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.PlayEvolvedSFX: ; 4e7a6
ld a, [Buffer4]
and a
ret nz
ld de, SFX_EVOLVED
call PlaySFX
ld hl, wJumptableIndex
ld a, [hl]
push af
ld [hl], $0
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.loop4
call .balls_of_light
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jr nc, .done
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call .AnimateBallsOfLight
jr .loop4
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.done
ld c, 32
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.loop5
call .AnimateBallsOfLight
dec c
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jr nz, .loop5
pop af
ld [wJumptableIndex], a
ret
; 4e7cf
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.balls_of_light: ; 4e7cf
ld hl, wJumptableIndex
ld a, [hl]
cp 32
ret nc
ld d, a
inc [hl]
and $1
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jr nz, .done_balls
ld e, $0
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call .GenerateBallOfLight
ld e, $10
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call .GenerateBallOfLight
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.done_balls
scf
ret
; 4e7e8
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.GenerateBallOfLight: ; 4e7e8
push de
depixel 9, 11
ld a, SPRITE_ANIM_INDEX_13
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call _InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_0B
add hl, bc
ld a, [wJumptableIndex]
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and %1110
sla a
pop de
add e
ld [hl], a
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ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], $0
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ld hl, SPRITEANIMSTRUCT_0C
add hl, bc
ld [hl], $10
ret
; 4e80c
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.AnimateBallsOfLight: ; 4e80c
push bc
callab PlaySpriteAnimations
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; a = (([hVBlankCounter] + 4) / 2) % NUM_PALETTES
ld a, [hVBlankCounter]
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and %1110
srl a
rept 2
inc a
endr
and $7
ld b, a
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ld hl, Sprites + 3 ; attributes
ld c, 40
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.loop6
ld a, [hl]
or b
ld [hli], a
rept 3
inc hl
endr
dec c
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jr nz, .loop6
pop bc
call DelayFrame
ret
; 4e831
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.GFX:
INCBIN "gfx/evo/bubble_large.2bpp"
INCBIN "gfx/evo/bubble.2bpp"