ref: 4154f191e09404748de4faa3a63bcb51faf42c98
parent: 469c51d08637dc9951e4068ecb3700a363294b54
author: mid-kid <[email protected]>
date: Thu Feb 14 21:56:24 EST 2019
Anotate more of the battle anim subsystem The X and Y flip flags can be applied through the stack consisting of: - Object attributes - Animation frame attributes - OAM Data Each of these negate eachother. Confused yet? The same stack is traversed to obtain the final tile ID, with an added layer on top for the base GFX offset and the offset for the dynamically loaded GFX requested by the object! wBattleAnimDelay is populated with the values passed to `anim_wait`.
--- a/data/battle_anims/oam.asm
+++ b/data/battle_anims/oam.asm
@@ -1,6 +1,6 @@
BattleAnimOAMData:
; entries correspond to BATTLEANIMOAMSET_* constants
- ; vtile offset, length, pointer
+ ; vtile offset, data length, data pointer
dbbw $00, 16, .OAMData_00 ; BATTLEANIMOAMSET_00
dbbw $04, 9, .OAMData_01 ; BATTLEANIMOAMSET_01
dbbw $08, 4, .OAMData_02 ; BATTLEANIMOAMSET_02
--- a/data/sprite_anims/oam.asm
+++ b/data/sprite_anims/oam.asm
@@ -1,6 +1,6 @@
SpriteAnimOAMData:
; entries correspond to SPRITE_ANIM_OAMSET_* constants
- ; vtile offset, pointer
+ ; vtile offset, data pointer
dbw $00, .OAMData_RedWalk ; SPRITE_ANIM_OAMSET_RED_WALK_1
dbw $04, .OAMData_RedWalk ; SPRITE_ANIM_OAMSET_RED_WALK_2
dbw $4c, .OAMData_1x1_Palette0 ; SPRITE_ANIM_OAMSET_GS_INTRO_BUBBLE_1
--- a/engine/battle_anims/anim_commands.asm
+++ b/engine/battle_anims/anim_commands.asm
@@ -267,12 +267,12 @@
ret
.CheckTimer:
- ld a, [wBattleAnimDuration]
+ ld a, [wBattleAnimDelay]
and a
jr z, .done
dec a
- ld [wBattleAnimDuration], a
+ ld [wBattleAnimDelay], a
and a
ret
@@ -296,10 +296,10 @@
ret
.not_done_with_anim
- cp $d0
+ cp anim_obj_command
jr nc, .do_anim
- ld [wBattleAnimDuration], a
+ ld [wBattleAnimDelay], a
ret
.do_anim
@@ -310,7 +310,7 @@
.DoCommand:
; Execute battle animation command in [wBattleAnimByte].
ld a, [wBattleAnimByte]
- sub $d0
+ sub anim_obj_command
ld e, a
ld d, 0
--- a/engine/battle_anims/core.asm
+++ b/engine/battle_anims/core.asm
@@ -80,32 +80,36 @@
BattleAnimOAMUpdate:
call InitBattleAnimBuffer
call GetBattleAnimFrame
- cp -3
+ cp dowait_command
jp z, .done
- cp -4
+ cp delanim_command
jp z, .delete
+
push af
ld hl, wBattleAnimTempOAMFlags
- ld a, [wBattleAnimTempAddSubFlags]
+ ld a, [wBattleAnimTempFrameOAMFlags]
xor [hl]
- and $e0
+ and $e0 ; Keep priority, x flip and y flip flags.
ld [hl], a
pop af
+
push bc
call GetBattleAnimOAMPointer
ld a, [wBattleAnimTempTileID]
- add [hl]
+ add [hl] ; tile offset
ld [wBattleAnimTempTileID], a
inc hl
- ld a, [hli]
+ ld a, [hli] ; oam data length
ld c, a
- ld a, [hli]
+ ld a, [hli] ; oam data pointer
ld h, [hl]
ld l, a
ld a, [wBattleAnimOAMPointerLo]
ld e, a
ld d, HIGH(wVirtualOAM)
+
.loop
+ ; Y Coord
ld a, [wBattleAnimTempYCoord]
ld b, a
ld a, [wBattleAnimTempYOffset]
@@ -114,16 +118,17 @@
push hl
ld a, [hl]
ld hl, wBattleAnimTempOAMFlags
- bit 6, [hl]
+ bit OAM_Y_FLIP, [hl]
jr z, .no_yflip
add $8
xor $ff
inc a
-
.no_yflip
pop hl
add b
ld [de], a
+
+ ; X Coord
inc hl
inc de
ld a, [wBattleAnimTempXCoord]
@@ -134,16 +139,17 @@
push hl
ld a, [hl]
ld hl, wBattleAnimTempOAMFlags
- bit 5, [hl]
+ bit OAM_X_FLIP, [hl]
jr z, .no_xflip
add $8
xor $ff
inc a
-
.no_xflip
pop hl
add b
ld [de], a
+
+ ; Tile ID
inc hl
inc de
ld a, [wBattleAnimTempTileID]
@@ -150,6 +156,8 @@
add BATTLEANIM_BASE_TILE
add [hl]
ld [de], a
+
+ ; Attributes
inc hl
inc de
ld a, [wBattleAnimTempOAMFlags]
@@ -156,10 +164,10 @@
ld b, a
ld a, [hl]
xor b
- and $e0
+ and PRIORITY | Y_FLIP | X_FLIP
ld b, a
ld a, [hl]
- and $10
+ and OBP_NUM
or b
ld b, a
ld a, [wBattleAnimTempPalette]
@@ -166,11 +174,12 @@
and $f
or b
ld [de], a
+
inc hl
inc de
ld a, e
ld [wBattleAnimOAMPointerLo], a
- cp $a0
+ cp LOW(wVirtualOAMEnd)
jr nc, .exit_set_carry
dec c
jr nz, .loop
@@ -193,10 +202,11 @@
ld hl, BATTLEANIMSTRUCT_01
add hl, bc
ld a, [hl]
+
and %10000000
ld [wBattleAnimTempOAMFlags], a
xor a
- ld [wBattleAnimTempAddSubFlags], a
+ ld [wBattleAnimTempFrameOAMFlags], a
ld hl, BATTLEANIMSTRUCT_PALETTE
add hl, bc
ld a, [hl]
@@ -217,9 +227,11 @@
ld [wBattleAnimTempXOffset], a
ld a, [hli]
ld [wBattleAnimTempYOffset], a
+
ldh a, [hBattleTurn]
and a
ret z
+
ld hl, BATTLEANIMSTRUCT_01
add hl, bc
ld a, [hl]
@@ -226,6 +238,7 @@
ld [wBattleAnimTempOAMFlags], a
bit 0, [hl]
ret z
+
ld hl, BATTLEANIMSTRUCT_XCOORD
add hl, bc
ld a, [hli]
--- a/engine/battle_anims/helpers.asm
+++ b/engine/battle_anims/helpers.asm
@@ -37,7 +37,7 @@
push af
ld a, [hl]
push hl
- and $3f
+ and %00111111
ld hl, BATTLEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
@@ -44,9 +44,9 @@
pop hl
.okay
ld a, [hl]
- and $c0
+ and Y_FLIP << 1 | X_FLIP << 1 ; The << 1 is compensated in the "frame" macro
srl a
- ld [wBattleAnimTempAddSubFlags], a
+ ld [wBattleAnimTempFrameOAMFlags], a
pop af
ret
--- a/wram.asm
+++ b/wram.asm
@@ -3049,7 +3049,7 @@
wBattleAnimFlags:: db ; d40f
wBattleAnimAddress:: dw ; d410
-wBattleAnimDuration:: db ; d412
+wBattleAnimDelay:: db ; d412
wBattleAnimParent:: dw ; d413
wBattleAnimLoops:: db ; d415
wBattleAnimVar:: db ; d416
@@ -3077,7 +3077,7 @@
wBattleAnimTempYCoord:: db
wBattleAnimTempXOffset:: db
wBattleAnimTempYOffset:: db
-wBattleAnimTempAddSubFlags:: db
+wBattleAnimTempFrameOAMFlags:: db
wBattleAnimTempPalette:: db
ENDU ; d422