pokecrystal/engine/movie/splash.asm

350 lines
6.0 KiB
NASM

SplashScreen:
; Play the copyright screen and GameFreak Presents sequence.
; Return carry if user cancels animation by pressing a button.
; Reinitialize everything
ld de, MUSIC_NONE
call PlayMusic
call ClearBGPalettes
call ClearTilemap
ld a, HIGH(vBGMap0)
ldh [hBGMapAddress + 1], a
xor a ; LOW(vBGMap0)
ldh [hBGMapAddress], a
ldh [hJoyDown], a
ldh [hSCX], a
ldh [hSCY], a
ld a, SCREEN_HEIGHT_PX
ldh [hWY], a
call WaitBGMap
ld b, SCGB_GAMEFREAK_LOGO
call GetSGBLayout
call SetPalettes
ld c, 10
call DelayFrames
; Draw copyright screen
callfar Copyright
call WaitBGMap
ld c, 100
call DelayFrames
call ClearTilemap
; Stop here if not in GBC mode
farcall GBCOnlyScreen
; Play GameFreak logo animation
call GameFreakPresentsInit
.joy_loop
call JoyTextDelay
ldh a, [hJoyLast]
and BUTTONS
jr nz, .pressed_button
ld a, [wJumptableIndex]
bit 7, a
jr nz, .finish
call GameFreakPresentsScene
farcall PlaySpriteAnimations
call DelayFrame
jr .joy_loop
.pressed_button
call GameFreakPresentsEnd
scf
ret
.finish
call GameFreakPresentsEnd
and a
ret
GameFreakPresentsInit:
ld de, GameFreakLogoGFX
ld hl, vTiles2
lb bc, BANK(GameFreakLogoGFX), 28
call Get1bpp
ldh a, [rSVBK]
push af
ld a, BANK(wDecompressScratch)
ldh [rSVBK], a
ld hl, GameFreakDittoGFX
ld de, wDecompressScratch
ld a, BANK(GameFreakDittoGFX)
call FarDecompress
ld hl, vTiles0
ld de, wDecompressScratch
lb bc, 1, 8 tiles
call Request2bpp
ld hl, vTiles1
ld de, wDecompressScratch + $80 tiles
lb bc, 1, 8 tiles
call Request2bpp
pop af
ldh [rSVBK], a
farcall ClearSpriteAnims
depixel 10, 11, 4, 0
ld a, SPRITE_ANIM_INDEX_GAMEFREAK_LOGO
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], 160
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], 96
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], 48
xor a
ld [wJumptableIndex], a
ld [wIntroSceneFrameCounter], a
ld [wIntroSceneTimer], a
ldh [hSCX], a
ldh [hSCY], a
ld a, 1
ldh [hBGMapMode], a
ld a, 144
ldh [hWY], a
lb de, %11100100, %11100100
call DmgToCgbObjPals
ret
GameFreakPresentsEnd:
farcall ClearSpriteAnims
call ClearTilemap
call ClearSprites
ld c, 16
call DelayFrames
ret
GameFreakPresentsScene:
jumptable .scenes, wJumptableIndex
.scenes
dw GameFreakPresents_WaitSpriteAnim
dw GameFreakPresents_PlaceGameFreak
dw GameFreakPresents_PlacePresents
dw GameFreakPresents_WaitForTimer
GameFreakPresents_NextScene:
ld hl, wJumptableIndex
inc [hl]
ret
GameFreakPresents_WaitSpriteAnim:
ret
GameFreakPresents_PlaceGameFreak:
ld hl, wIntroSceneTimer
ld a, [hl]
cp 32
jr nc, .PlaceGameFreak
inc [hl]
ret
.PlaceGameFreak:
ld [hl], 0
ld hl, .game_freak
decoord 5, 10
ld bc, .end - .game_freak
call CopyBytes
call GameFreakPresents_NextScene
ld de, SFX_GAME_FREAK_PRESENTS
call PlaySFX
ret
.game_freak
db $00, $01, $02, $03, $0d, $04, $05, $03, $01, $06
.end
db "@"
GameFreakPresents_PlacePresents:
ld hl, wIntroSceneTimer
ld a, [hl]
cp 64
jr nc, .place_presents
inc [hl]
ret
.place_presents
ld [hl], 0
ld hl, .presents
decoord 7, 11
ld bc, .end - .presents
call CopyBytes
call GameFreakPresents_NextScene
ret
.presents
db $07, $08, $09, $0a, $0b, $0c
.end
db "@"
GameFreakPresents_WaitForTimer:
ld hl, wIntroSceneTimer
ld a, [hl]
cp 128
jr nc, .finish
inc [hl]
ret
.finish
ld hl, wJumptableIndex
set 7, [hl]
ret
GameFreakLogoSpriteAnim:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld e, [hl]
ld d, 0
ld hl, .scenes
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
.scenes:
dw GameFreakLogo_Init
dw GameFreakLogo_Bounce
dw GameFreakLogo_Ditto
dw GameFreakLogo_Transform
dw GameFreakLogo_Done
GameFreakLogo_Init:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ret
GameFreakLogo_Bounce:
; Bounce with a height of 0C, 0C / 48 times.
; By default, this is twice, with a height of 96 pixels and 48 pixels.
; Sine offset starts at 48 (32+32/2, or pi+pi/2), so it starts at the maximum
; value of the sine wave (i.e. the top of the screen).
ld hl, SPRITEANIMSTRUCT_VAR1 ; jump height
add hl, bc
ld a, [hl]
and a
jr z, .done
; Load the sine offset, make sure it doesn't reach the negative part of the wave
ld d, a
ld hl, SPRITEANIMSTRUCT_VAR2 ; sine offset
add hl, bc
ld a, [hl]
and $3f ; full circle = 2*pi = 2*32
cp 32
jr nc, .no_negative
add 32
.no_negative
ld e, a
farcall BattleAnim_Sine_e ; e = d * sin(e * pi/32)
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], e
; Decrement the sine offset
ld hl, SPRITEANIMSTRUCT_VAR2 ; sine offset
add hl, bc
ld a, [hl]
dec [hl]
and $1f ; a%32 == 0
ret nz
; If the ditto's reached the ground, decrement the jump height and play the sfx
ld hl, SPRITEANIMSTRUCT_VAR1 ; jump height
add hl, bc
ld a, [hl]
sub 48
ld [hl], a
ld de, SFX_DITTO_BOUNCE
call PlaySFX
ret
.done
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], 0
ld de, SFX_DITTO_POP_UP
call PlaySFX
ret
GameFreakLogo_Ditto:
; Wait a little, then start transforming
ld hl, SPRITEANIMSTRUCT_VAR2 ; frame count
add hl, bc
ld a, [hl]
cp 32
jr nc, .start_transform
inc [hl]
ret
.start_transform
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], 0
ld de, SFX_DITTO_TRANSFORM
call PlaySFX
ret
GameFreakLogo_Transform:
ld hl, SPRITEANIMSTRUCT_VAR2 ; frame count
add hl, bc
ld a, [hl]
cp 64
jr z, .done
inc [hl]
; Fade ditto's palettes while it's transforming
srl a
srl a
ld e, a
ld d, 0
ld hl, GameFreakDittoPaletteFade
add hl, de
add hl, de
ldh a, [rSVBK]
push af
ld a, BANK(wOBPals2)
ldh [rSVBK], a
ld a, [hli]
ld [wOBPals2 + 12], a
ld a, [hli]
ld [wOBPals2 + 13], a
pop af
ldh [rSVBK], a
ld a, TRUE
ldh [hCGBPalUpdate], a
ret
.done
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
call GameFreakPresents_NextScene
GameFreakLogo_Done:
ret
GameFreakDittoPaletteFade:
INCLUDE "gfx/splash/ditto_fade.pal"
GameFreakLogoGFX:
INCBIN "gfx/splash/gamefreak_presents.1bpp"
INCBIN "gfx/splash/gamefreak_logo.1bpp"