pokecrystal/engine/events/heal_machine_anim.asm

266 lines
4.2 KiB
NASM
Executable File

HealMachineAnim: ; 12324
; If you have no Pokemon, don't change the buffer. This can lead to some glitchy effects if you have no Pokemon.
ld a, [PartyCount]
and a
ret z
; The location of the healing machine relative to the player is stored in ScriptVar.
; 0: Up and left (Pokemon Center)
; 1: Left (Elm's Lab)
; 2: Up (Hall of Fame)
ld a, [ScriptVar]
ld [Buffer1], a
ld a, [rOBP1]
ld [Buffer2], a
call .DoJumptableFunctions
ld a, [Buffer2]
call DmgToCgbObjPal1
ret
; 1233e
.DoJumptableFunctions: ; 1233e
xor a
ld [Buffer3], a
.jumpable_loop
ld a, [Buffer1]
ld e, a
ld d, 0
ld hl, .Pointers
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [Buffer3]
ld e, a
inc a
ld [Buffer3], a
add hl, de
ld a, [hl]
cp 5
jr z, .finish
ld hl, .Jumptable
rst JumpTable
jr .jumpable_loop
.finish
ret
; 12365
.Pointers: ; 12365
dw .Pokecenter
dw .ElmLab
dw .HallOfFame
; 1236b
.Pokecenter: ; 1236b
db 0, 1, 3, 5
.ElmLab: ; 1236f
db 0, 1, 3, 5
.HallOfFame: ; 12373
db 0, 2, 4, 5
; 12377
.Jumptable: ; 12377
dw .LoadGFX
dw .PC_LoadBallsOntoMachine
dw .HOF_LoadBallsOntoMachine
dw .PlayHealMusic
dw .HOF_PlaySFX
dw .dummy_5 ; never encountered
; 12383
.LoadGFX: ; 12383
call .LoadPalettes
ld de, .HealMachineGFX
ld hl, vTiles0 tile $7c
lb bc, BANK(.HealMachineGFX), $2
call Request2bpp
ret
; 12393
.PC_LoadBallsOntoMachine: ; 12393
ld hl, Sprites + $80
ld de, .PC_ElmsLab_OAM
call .PlaceHealingMachineTile
call .PlaceHealingMachineTile
jr .LoadBallsOntoMachine
.HOF_LoadBallsOntoMachine: ; 123a1
ld hl, Sprites + $80
ld de, .HOF_OAM
.LoadBallsOntoMachine: ; 123a7
ld a, [PartyCount]
ld b, a
.party_loop
call .PlaceHealingMachineTile
push de
ld de, SFX_SECOND_PART_OF_ITEMFINDER
call PlaySFX
pop de
ld c, 30
call DelayFrames
dec b
jr nz, .party_loop
ret
; 123bf
.PlayHealMusic: ; 123bf
ld de, MUSIC_HEAL
call PlayMusic
jp .FlashPalettes8Times
; 123c8
.HOF_PlaySFX: ; 123c8
ld de, SFX_GAME_FREAK_LOGO_GS
call PlaySFX
call .FlashPalettes8Times
call WaitSFX
ld de, SFX_BOOT_PC
call PlaySFX
ret
; 123db
.dummy_5 ; 123db
ret
; 123dc
.PC_ElmsLab_OAM: ; 123dc
dsprite 4, 0, 4, 2, $7c, PAL_OW_TREE | OBP_NUM
dsprite 4, 0, 4, 6, $7c, PAL_OW_TREE | OBP_NUM
dsprite 4, 6, 4, 0, $7d, PAL_OW_TREE | OBP_NUM
dsprite 4, 6, 5, 0, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP
dsprite 5, 3, 4, 0, $7d, PAL_OW_TREE | OBP_NUM
dsprite 5, 3, 5, 0, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP
dsprite 6, 0, 4, 0, $7d, PAL_OW_TREE | OBP_NUM
dsprite 6, 0, 5, 0, $7d, PAL_OW_TREE | OBP_NUM | X_FLIP
; 123fc
.HealMachineGFX: ; 123fc
INCBIN "gfx/overworld/heal_machine.2bpp"
; 1241c
.HOF_OAM: ; 1241c
dsprite 7, 4, 10, 1, $7d, PAL_OW_TREE | OBP_NUM
dsprite 7, 4, 10, 6, $7d, PAL_OW_TREE | OBP_NUM
dsprite 7, 3, 9, 5, $7d, PAL_OW_TREE | OBP_NUM
dsprite 7, 3, 11, 2, $7d, PAL_OW_TREE | OBP_NUM
dsprite 7, 1, 9, 1, $7d, PAL_OW_TREE | OBP_NUM
dsprite 7, 1, 11, 5, $7d, PAL_OW_TREE | OBP_NUM
; 12434
.LoadPalettes: ; 12434
call IsCGB
jr nz, .cgb
ld a, %11100000
ld [rOBP1], a
ret
.cgb
ld hl, .palettes
ld de, wOBPals2 palette PAL_OW_TREE
ld bc, 1 palettes
ld a, $5
call FarCopyWRAM
ld a, $1
ld [hCGBPalUpdate], a
ret
; 12451
.palettes ; 12451
RGB 31, 31, 31
RGB 31, 19, 10
RGB 31, 07, 01
RGB 00, 00, 00
; 12459
.FlashPalettes8Times: ; 12459
ld c, $8
.palette_loop
push bc
call .FlashPalettes
ld c, 10
call DelayFrames
pop bc
dec c
jr nz, .palette_loop
ret
; 12469
.FlashPalettes: ; 12469
call IsCGB
jr nz, .go
ld a, [rOBP1]
xor %00101000
ld [rOBP1], a
ret
.go
ld a, [rSVBK]
push af
ld a, $5
ld [rSVBK], a
ld hl, wOBPals2 palette PAL_OW_TREE
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
push de
ld c, $3
.palette_loop_2
ld a, [hli]
ld e, a
ld a, [hld]
ld d, a
dec hl
ld a, d
ld [hld], a
ld a, e
ld [hli], a
inc hl
inc hl
inc hl
dec c
jr nz, .palette_loop_2
pop de
dec hl
ld a, d
ld [hld], a
ld a, e
ld [hl], a
pop af
ld [rSVBK], a
ld a, $1
ld [hCGBPalUpdate], a
ret
; 124a3
.PlaceHealingMachineTile: ; 124a3
push bc
ld a, [Buffer1]
bcpixel 2, 4
cp $1 ; ElmsLab
jr z, .okay
bcpixel 0, 0
.okay
ld a, [de]
add c
inc de
ld [hli], a
ld a, [de]
add b
inc de
ld [hli], a
ld a, [de]
inc de
ld [hli], a
ld a, [de]
inc de
ld [hli], a
pop bc
ret
; 124c1