mirror of https://github.com/pret/pokecrystal.git
316 lines
4.8 KiB
NASM
316 lines
4.8 KiB
NASM
SPECIALCELEBIEVENT_CELEBI EQU $84
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UnusedForestTreeFrames:
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INCBIN "gfx/tilesets/forest-tree/1.2bpp"
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INCBIN "gfx/tilesets/forest-tree/2.2bpp"
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INCBIN "gfx/tilesets/forest-tree/3.2bpp"
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INCBIN "gfx/tilesets/forest-tree/4.2bpp"
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CelebiShrineEvent:
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call DelayFrame
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ld a, [wVramState]
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push af
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xor a
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ld [wVramState], a
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call LoadCelebiGFX
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depixel 0, 10, 7, 0
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ld a, SPRITE_ANIM_INDEX_CELEBI
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], SPECIALCELEBIEVENT_CELEBI
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ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
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add hl, bc
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ld [hl], SPRITE_ANIM_SEQ_CELEBI
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ld hl, SPRITEANIMSTRUCT_0F
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add hl, bc
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ld a, $80
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ld [hl], a
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ld a, 160 ; frame count
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ld [wFrameCounter], a
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ld d, $0
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.loop
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ld a, [wJumptableIndex]
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bit 7, a
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jr nz, .done
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push bc
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call GetCelebiSpriteTile
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inc d
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push de
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ld a, 36 * SPRITEOAMSTRUCT_LENGTH
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ld [wCurSpriteOAMAddr], a
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farcall DoNextFrameForAllSprites
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call CelebiEvent_CountDown
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ld c, 2
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call DelayFrames
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pop de
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pop bc
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jr .loop
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.done
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pop af
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ld [wVramState], a
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call .RestorePlayerSprite_DespawnLeaves
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call CelebiEvent_SetBattleType
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ret
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.RestorePlayerSprite_DespawnLeaves:
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ld hl, wVirtualOAMSprite00TileID
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xor a
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ld c, 4
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.OAMloop:
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ld [hli], a ; tile id
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rept SPRITEOAMSTRUCT_LENGTH - 1
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inc hl
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endr
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inc a
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dec c
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jr nz, .OAMloop
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ld hl, wVirtualOAMSprite04
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ld bc, wVirtualOAMEnd - wVirtualOAMSprite04
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xor a
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call ByteFill
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ret
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LoadCelebiGFX:
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farcall ClearSpriteAnims
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ld de, SpecialCelebiLeafGFX
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ld hl, vTiles1
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lb bc, BANK(SpecialCelebiLeafGFX), 4
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call Request2bpp
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ld de, SpecialCelebiGFX
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ld hl, vTiles0 tile SPECIALCELEBIEVENT_CELEBI
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lb bc, BANK(SpecialCelebiGFX), 4 * 4
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call Request2bpp
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xor a
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ld [wJumptableIndex], a
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ret
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CelebiEvent_CountDown:
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ld hl, wFrameCounter
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ld a, [hl]
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and a
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jr z, .done
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dec [hl]
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ret
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.done
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ld hl, wJumptableIndex
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set 7, [hl]
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ret
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CelebiEvent_SpawnLeaf:
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; unused
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ld hl, wcf65
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ld a, [hl]
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inc [hl]
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and $7
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ret nz
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ld a, [hl]
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and $18
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sla a
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add $40
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ld d, a
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ld e, $0
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ld a, SPRITE_ANIM_INDEX_FLY_LEAF ; fly land
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call InitSpriteAnimStruct
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], $80
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ret
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SpecialCelebiLeafGFX:
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INCBIN "gfx/overworld/cut_grass.2bpp"
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SpecialCelebiGFX:
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INCBIN "gfx/overworld/celebi.2bpp"
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UpdateCelebiPosition:
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ld hl, SPRITEANIMSTRUCT_XOFFSET
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add hl, bc
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ld a, [hl]
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push af
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ld hl, SPRITEANIMSTRUCT_YCOORD
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add hl, bc
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ld a, [hl]
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cp 8 * 10 + 2
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jp nc, .FreezeCelebiPosition
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ld hl, SPRITEANIMSTRUCT_YCOORD
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add hl, bc
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inc [hl]
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ld hl, SPRITEANIMSTRUCT_0F
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add hl, bc
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ld a, [hl]
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ld d, a
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cp $3a
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jr c, .skip
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jr z, .skip
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sub $3
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ld [hl], a
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.skip
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ld hl, SPRITEANIMSTRUCT_0E
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add hl, bc
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ld a, [hl]
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inc [hl]
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call CelebiEvent_Cosine
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ld hl, SPRITEANIMSTRUCT_XOFFSET
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add hl, bc
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ld [hl], a
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ld d, a
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ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
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add [hl]
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cp 8 * 11 + 4
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jr nc, .ShiftY
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cp 8 * 8 + 4
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jr nc, .ReinitSpriteAnimFrame
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.ShiftY:
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pop af
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push af
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cp d
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jr nc, .moving_left
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ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
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add [hl]
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cp 8 * 10
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jr c, .float_up
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jr .float_down
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.moving_left
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ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
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add [hl]
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cp 8 * 10
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jr nc, .float_up
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.float_down
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ld hl, SPRITEANIMSTRUCT_YCOORD
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add hl, bc
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ld a, [hl]
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sub $2
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ld [hl], a
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jr .ReinitSpriteAnimFrame
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.float_up
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ld hl, SPRITEANIMSTRUCT_YCOORD
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add hl, bc
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ld a, [hl]
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add $1
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ld [hl], a
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.ReinitSpriteAnimFrame:
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pop af
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ld hl, SPRITEANIMSTRUCT_XCOORD
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add hl, bc
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add [hl]
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cp 8 * 10
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jr c, .left
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cp -(8 * 3 + 2)
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jr nc, .left
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, SPRITE_ANIM_FRAMESET_CELEBI_RIGHT
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call ReinitSpriteAnimFrame
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jr .done
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.left
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, SPRITE_ANIM_FRAMESET_CELEBI_LEFT
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call ReinitSpriteAnimFrame
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.done
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ret
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.FreezeCelebiPosition:
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pop af
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ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
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add hl, bc
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ld a, SPRITE_ANIM_FRAMESET_CELEBI_LEFT
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call ReinitSpriteAnimFrame
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ret
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CelebiEvent_Cosine:
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; a = d * cos(a * pi/32)
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add %010000 ; cos(x) = sin(x + pi/2)
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calc_sine_wave
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GetCelebiSpriteTile:
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push hl
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push bc
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push de
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ld a, d
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ld d, $3
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ld e, d
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cp $0
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jr z, .Frame1
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cp d
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jr z, .Frame2
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call .AddE
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cp d
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jr z, .Frame3
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call .AddE
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cp d
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jr z, .Frame4
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call .AddE
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cp d
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jr c, .done
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jr .restart
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.Frame1:
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ld a, SPECIALCELEBIEVENT_CELEBI
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jr .load_tile
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.Frame2:
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ld a, SPECIALCELEBIEVENT_CELEBI + 4
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jr .load_tile
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.Frame3:
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ld a, SPECIALCELEBIEVENT_CELEBI + 8
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jr .load_tile
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.Frame4:
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ld a, SPECIALCELEBIEVENT_CELEBI + 12
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.load_tile
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ld hl, SPRITEANIMSTRUCT_TILE_ID
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add hl, bc
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ld [hl], a
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jr .done
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.restart
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pop de
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ld d, $ff
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push de
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.done
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pop de
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pop bc
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pop hl
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ret
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.AddE:
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push af
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ld a, d
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add e
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ld d, a
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pop af
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ret
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CelebiEvent_SetBattleType:
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ld a, BATTLETYPE_CELEBI
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ld [wBattleType], a
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ret
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CheckCaughtCelebi:
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ld a, [wBattleResult]
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bit BATTLERESULT_CAUGHT_CELEBI, a
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jr z, .false
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ld a, TRUE
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ld [wScriptVar], a
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jr .done
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.false
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xor a ; FALSE
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ld [wScriptVar], a
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.done
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ret
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