ref: 2746288030ff3bd4febc43c1c9fe8a203272b927
parent: 32833adef3694b3e599b41f8493a380e353939b0
author: mid-kid <[email protected]>
date: Wed Nov 21 18:44:31 EST 2018
Define ANIM_GFX for PLAYER and ENEMY These are used where the head or the feet of the player/enemy have to be moved in an animation, and shouldn't overlap. These aren't actual GFX and should be loaded with the proper commands, and they're always loaded at the end of the VRAM area. Furthermore, I've defined BATTLEANIM_BASE_TILE, which is the tile from which battle animation graphics may start to load. This value was picked to make sure at least an entire pokemon pic fits in the area before it, even though it doesn't seem very used...
--- a/constants/battle_anim_constants.asm
+++ b/constants/battle_anim_constants.asm
@@ -26,6 +26,9 @@
const BATTLEANIMSTRUCT_17
BATTLEANIMSTRUCT_LENGTH EQU const_value
+; Start tile for battle animation graphics
+BATTLEANIM_BASE_TILE EQU 7 * 7 ; Maximum size of a pokemon picture
+
; BattleAnimObjects indexes (see data/battle_anims/objects.asm)
const_def
const ANIM_OBJ_00
@@ -804,6 +807,8 @@
const ANIM_GFX_ANGELS
const ANIM_GFX_WAVE
const ANIM_GFX_AEROBLAST
+ const ANIM_GFX_PLAYER
+ const ANIM_GFX_ENEMY
; battle_bg_effect struct members (see macros/wram.asm)
const_def
--- a/data/battle_anims/objects.asm
+++ b/data/battle_anims/objects.asm
@@ -202,7 +202,7 @@
battleanimobj RELATIVE_X | X_FLIP, $ff, BATTLEANIMFRAMESET_19, BATTLEANIMFUNC_4E, PAL_BATTLE_OB_BROWN, ANIM_GFX_ROCKS ; ANIM_OBJ_ROCK_SMASH
battleanimobj RELATIVE_X, $90, BATTLEANIMFRAMESET_73, BATTLEANIMFUNC_08, PAL_BATTLE_OB_RED, ANIM_GFX_FLOWER ; ANIM_OBJ_FLOWER
battleanimobj RELATIVE_X, $ff, BATTLEANIMFRAMESET_89, BATTLEANIMFUNC_4F, PAL_BATTLE_OB_RED, ANIM_GFX_MISC ; ANIM_OBJ_COTTON
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_PLAYERFEETFOLLOW
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_ENEMYFEETFOLLOW
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, $28 ; ANIM_OBJ_PLAYERHEADFOLLOW
- battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, $29 ; ANIM_OBJ_ENEMYHEADFOLLOW
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B5, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERFEETFOLLOW
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B6, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYFEETFOLLOW
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_00, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYER ; ANIM_OBJ_PLAYERHEADFOLLOW
+ battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_00, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMY ; ANIM_OBJ_ENEMYHEADFOLLOW
--- a/engine/battle_anims/anim_commands.asm
+++ b/engine/battle_anims/anim_commands.asm
@@ -665,7 +665,7 @@
ld [wBattleAnimTemp0], a
.loop
ld a, [wBattleAnimTemp0]
- cp (vTiles1 - vTiles0) / $10 - $31
+ cp (vTiles1 - vTiles0) / LEN_2BPP_TILE - BATTLEANIM_BASE_TILE
ret nc
call GetBattleAnimByte
ld [hli], a
@@ -678,7 +678,7 @@
rept 4
add hl, hl
endr
- ld de, vTiles0 tile $31
+ ld de, vTiles0 tile BATTLEANIM_BASE_TILE
add hl, de
ld a, [wBattleAnimByte]
call LoadBattleAnimObj
@@ -778,33 +778,33 @@
jr .loop
.okay
- ld a, $28
+ ld a, ANIM_GFX_PLAYER
ld [hli], a
- ld a, $42
+ ld a, ($80 - 6 - 7) - BATTLEANIM_BASE_TILE
ld [hli], a
- ld a, $29
+ ld a, ANIM_GFX_ENEMY
ld [hli], a
- ld a, $49
+ ld a, ($80 - 6) - BATTLEANIM_BASE_TILE
ld [hl], a
- ld hl, vTiles0 tile $73
- ld de, vTiles2 tile $06
- ld a, $70
+ ld hl, vTiles0 tile ($80 - 6 - 7)
+ ld de, vTiles2 tile $06 ; Enemy feet start tile
+ ld a, 7 tiles ; Enemy pic height
ld [wBattleAnimTemp0], a
- ld a, $7
- call .LoadFootprint
- ld de, vTiles2 tile $31
- ld a, $60
+ ld a, 7 ; Copy 7x1 tiles
+ call .LoadFeet
+ ld de, vTiles2 tile $31 ; Player head start tile
+ ld a, 6 tiles ; Player pic height
ld [wBattleAnimTemp0], a
- ld a, $6
- call .LoadFootprint
+ ld a, 6 ; Copy 6x1 tiles
+ call .LoadFeet
ret
-.LoadFootprint:
+.LoadFeet:
push af
push hl
push de
- lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 1
+ lb bc, BANK(@), 1
call Request2bpp
pop de
ld a, [wBattleAnimTemp0]
@@ -818,7 +818,7 @@
add hl, bc
pop af
dec a
- jr nz, .LoadFootprint
+ jr nz, .LoadFeet
ret
BattleAnimCmd_PlayerHeadObj:
@@ -832,25 +832,25 @@
jr .loop
.okay
- ld a, $28
+ ld a, ANIM_GFX_PLAYER
ld [hli], a
- ld a, $35
+ ld a, ($80 - 6 * 2 - 7 * 2) - BATTLEANIM_BASE_TILE
ld [hli], a
- ld a, $29
+ ld a, ANIM_GFX_ENEMY
ld [hli], a
- ld a, $43
+ ld a, ($80 - 6 * 2) - BATTLEANIM_BASE_TILE
ld [hl], a
- ld hl, vTiles0 tile $66
- ld de, vTiles2 tile $05
- ld a, $70
+ ld hl, vTiles0 tile ($80 - 6 * 2 - 7 * 2)
+ ld de, vTiles2 tile $05 ; Enemy feet start tile
+ ld a, 7 tiles ; Enemy pic height
ld [wBattleAnimTemp0], a
- ld a, $7
+ ld a, 7 ; Copy 7x2 tiles
call .LoadHead
- ld de, vTiles2 tile $31
- ld a, $60
+ ld de, vTiles2 tile $31 ; Player head start tile
+ ld a, 6 tiles ; Player pic height
ld [wBattleAnimTemp0], a
- ld a, $6
+ ld a, 6 ; Copy 6x2 tiles
call .LoadHead
ret
@@ -858,7 +858,7 @@
push af
push hl
push de
- lb bc, BANK(BattleAnimCmd_EnemyFeetObj), 2
+ lb bc, BANK(@), 2
call Request2bpp
pop de
ld a, [wBattleAnimTemp0]
@@ -927,7 +927,7 @@
ld hl, vTiles2 tile $00
ld b, 0
- ld c, $31
+ ld c, 7 * 7
call Request2bpp
ret
@@ -934,7 +934,7 @@
.player
ld hl, vTiles2 tile $31
ld b, 0
- ld c, $24
+ ld c, 6 * 6
call Request2bpp
ret
@@ -1028,7 +1028,7 @@
GetMinimizePic:
ld hl, sScratch
- ld bc, $31 tiles
+ ld bc, (7 * 7) tiles
.loop
xor a
ld [hli], a
--- a/engine/battle_anims/core.asm
+++ b/engine/battle_anims/core.asm
@@ -147,7 +147,7 @@
inc hl
inc de
ld a, [wBattleAnimTempTileID]
- add $31
+ add BATTLEANIM_BASE_TILE
add [hl]
ld [de], a
inc hl