Merge pull request #62 from mid-kid/master

Better document splash screen
This commit is contained in:
Rangi
2020-08-27 12:13:46 -04:00
committed by GitHub
27 changed files with 1003 additions and 1008 deletions

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@@ -1,7 +1,7 @@
; battle_anim_struct members (see macros/wram.asm)
const_def
const BATTLEANIMSTRUCT_INDEX
const BATTLEANIMSTRUCT_01
const BATTLEANIMSTRUCT_OAMFLAGS
const BATTLEANIMSTRUCT_02
const BATTLEANIMSTRUCT_FRAMESET_ID
const BATTLEANIMSTRUCT_FUNCTION
@@ -14,9 +14,9 @@
const BATTLEANIMSTRUCT_PARAM
const BATTLEANIMSTRUCT_DURATION
const BATTLEANIMSTRUCT_FRAME
const BATTLEANIMSTRUCT_ANON_JT_INDEX
const BATTLEANIMSTRUCT_0F
const BATTLEANIMSTRUCT_10
const BATTLEANIMSTRUCT_JUMPTABLE_INDEX
const BATTLEANIMSTRUCT_VAR1
const BATTLEANIMSTRUCT_VAR2
const_skip 7
BATTLEANIMSTRUCT_LENGTH EQU const_value
NUM_ANIM_OBJECTS EQU 10 ; see wActiveAnimObjects

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@@ -12,62 +12,62 @@
const SPRITEANIMSTRUCT_DURATIONOFFSET ; 9
const SPRITEANIMSTRUCT_FRAME ; a
const SPRITEANIMSTRUCT_JUMPTABLE_INDEX ; b
const SPRITEANIMSTRUCT_0C ; c
const SPRITEANIMSTRUCT_0D ; d
const SPRITEANIMSTRUCT_0E ; e
const SPRITEANIMSTRUCT_0F ; f
const SPRITEANIMSTRUCT_VAR1 ; c
const SPRITEANIMSTRUCT_VAR2 ; d
const SPRITEANIMSTRUCT_VAR3 ; e
const SPRITEANIMSTRUCT_VAR4 ; f
SPRITEANIMSTRUCT_LENGTH EQU const_value
NUM_SPRITE_ANIM_STRUCTS EQU 10 ; see wSpriteAnimationStructs
; SpriteAnimSeqData indexes (see data/sprite_anims/sequences.asm)
const_def
const SPRITE_ANIM_INDEX_PARTY_MON ; 00
const SPRITE_ANIM_INDEX_GS_INTRO_BUBBLE ; 01
const SPRITE_ANIM_INDEX_GS_INTRO_SHELLDER ; 02
const SPRITE_ANIM_INDEX_GS_INTRO_MAGIKARP ; 03
const SPRITE_ANIM_INDEX_UNUSED_LAPRAS ; 04
const SPRITE_ANIM_INDEX_GS_INTRO_LAPRAS ; 05
const SPRITE_ANIM_INDEX_GS_INTRO_NOTE ; 06
const SPRITE_ANIM_INDEX_GS_INTRO_INVISIBLE_NOTE ; 07
const SPRITE_ANIM_INDEX_GS_INTRO_JIGGLYPUFF ; 08
const SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU ; 09
const SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU_TAIL ; 0a
const SPRITE_ANIM_INDEX_GS_INTRO_FIREBALL ; 0b
const SPRITE_ANIM_INDEX_GS_INTRO_CHIKORITA ; 0c
const SPRITE_ANIM_INDEX_GS_INTRO_CYNDAQUIL ; 0d
const SPRITE_ANIM_INDEX_GS_INTRO_TOTODILE ; 0e
const SPRITE_ANIM_INDEX_GS_TITLE_TRAIL ; 0f
const SPRITE_ANIM_INDEX_UNUSED_PIKACHU ; 10
const SPRITE_ANIM_INDEX_UNUSED_PIKACHU_TAIL ; 11
const SPRITE_ANIM_INDEX_UNUSED_NOTE ; 12
const SPRITE_ANIM_INDEX_UNUSED_JIGGLYPUFF ; 13
const SPRITE_ANIM_INDEX_NAMING_SCREEN_CURSOR ; 14
const SPRITE_ANIM_INDEX_GAMEFREAK_LOGO ; 15
const SPRITE_ANIM_INDEX_GS_INTRO_STAR ; 16
const SPRITE_ANIM_INDEX_GS_INTRO_SPARKLE ; 17
const SPRITE_ANIM_INDEX_SLOTS_GOLEM ; 18
const SPRITE_ANIM_INDEX_SLOTS_CHANSEY ; 19
const SPRITE_ANIM_INDEX_SLOTS_EGG ; 1a
const SPRITE_ANIM_INDEX_COMPOSE_MAIL_CURSOR ; 1b
const SPRITE_ANIM_INDEX_RED_WALK ; 1c
const SPRITE_ANIM_INDEX_UNUSED_CURSOR ; 1d
const SPRITE_ANIM_INDEX_DUMMY_GAME ; 1e
const SPRITE_ANIM_INDEX_POKEGEAR_ARROW ; 1f
const SPRITE_ANIM_INDEX_TRADE_POKE_BALL ; 20
const SPRITE_ANIM_INDEX_TRADE_POOF ; 21
const SPRITE_ANIM_INDEX_TRADE_TUBE_BULGE ; 22
const SPRITE_ANIM_INDEX_TRADEMON_ICON ; 23
const SPRITE_ANIM_INDEX_TRADEMON_BUBBLE ; 24
const SPRITE_ANIM_INDEX_EVOLUTION_BALL_OF_LIGHT ; 25
const SPRITE_ANIM_INDEX_RADIO_TUNING_KNOB ; 26
const SPRITE_ANIM_INDEX_MAGNET_TRAIN_RED ; 27
const SPRITE_ANIM_INDEX_LEAF ; 28
const SPRITE_ANIM_INDEX_CUT_TREE ; 29
const SPRITE_ANIM_INDEX_FLY_LEAF ; 2a
const SPRITE_ANIM_INDEX_EGG_CRACK ; 2b
const SPRITE_ANIM_INDEX_GS_INTRO_HO_OH_LUGIA ; 2c
const SPRITE_ANIM_INDEX_HEADBUTT ; 2d
const SPRITE_ANIM_INDEX_EGG_HATCH ; 2e
const SPRITE_ANIM_INDEX_PARTY_MON ; 00
const SPRITE_ANIM_INDEX_GS_INTRO_BUBBLE ; 01
const SPRITE_ANIM_INDEX_GS_INTRO_SHELLDER ; 02
const SPRITE_ANIM_INDEX_GS_INTRO_MAGIKARP ; 03
const SPRITE_ANIM_INDEX_UNUSED_LAPRAS ; 04
const SPRITE_ANIM_INDEX_GS_INTRO_LAPRAS ; 05
const SPRITE_ANIM_INDEX_GS_INTRO_NOTE ; 06
const SPRITE_ANIM_INDEX_GS_INTRO_INVISIBLE_NOTE ; 07
const SPRITE_ANIM_INDEX_GS_INTRO_JIGGLYPUFF ; 08
const SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU ; 09
const SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU_TAIL ; 0a
const SPRITE_ANIM_INDEX_GS_INTRO_FIREBALL ; 0b
const SPRITE_ANIM_INDEX_GS_INTRO_CHIKORITA ; 0c
const SPRITE_ANIM_INDEX_GS_INTRO_CYNDAQUIL ; 0d
const SPRITE_ANIM_INDEX_GS_INTRO_TOTODILE ; 0e
const SPRITE_ANIM_INDEX_GS_TITLE_TRAIL ; 0f
const SPRITE_ANIM_INDEX_UNUSED_PIKACHU ; 10
const SPRITE_ANIM_INDEX_UNUSED_PIKACHU_TAIL ; 11
const SPRITE_ANIM_INDEX_UNUSED_NOTE ; 12
const SPRITE_ANIM_INDEX_UNUSED_JIGGLYPUFF ; 13
const SPRITE_ANIM_INDEX_NAMING_SCREEN_CURSOR ; 14
const SPRITE_ANIM_INDEX_GAMEFREAK_LOGO ; 15
const SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_STAR ; 16
const SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_SPARKLE ; 17
const SPRITE_ANIM_INDEX_SLOTS_GOLEM ; 18
const SPRITE_ANIM_INDEX_SLOTS_CHANSEY ; 19
const SPRITE_ANIM_INDEX_SLOTS_EGG ; 1a
const SPRITE_ANIM_INDEX_COMPOSE_MAIL_CURSOR ; 1b
const SPRITE_ANIM_INDEX_RED_WALK ; 1c
const SPRITE_ANIM_INDEX_UNUSED_CURSOR ; 1d
const SPRITE_ANIM_INDEX_DUMMY_GAME ; 1e
const SPRITE_ANIM_INDEX_POKEGEAR_ARROW ; 1f
const SPRITE_ANIM_INDEX_TRADE_POKE_BALL ; 20
const SPRITE_ANIM_INDEX_TRADE_POOF ; 21
const SPRITE_ANIM_INDEX_TRADE_TUBE_BULGE ; 22
const SPRITE_ANIM_INDEX_TRADEMON_ICON ; 23
const SPRITE_ANIM_INDEX_TRADEMON_BUBBLE ; 24
const SPRITE_ANIM_INDEX_EVOLUTION_BALL_OF_LIGHT ; 25
const SPRITE_ANIM_INDEX_RADIO_TUNING_KNOB ; 26
const SPRITE_ANIM_INDEX_MAGNET_TRAIN_RED ; 27
const SPRITE_ANIM_INDEX_LEAF ; 28
const SPRITE_ANIM_INDEX_CUT_TREE ; 29
const SPRITE_ANIM_INDEX_FLY_LEAF ; 2a
const SPRITE_ANIM_INDEX_EGG_CRACK ; 2b
const SPRITE_ANIM_INDEX_GS_INTRO_HO_OH_LUGIA ; 2c
const SPRITE_ANIM_INDEX_HEADBUTT ; 2d
const SPRITE_ANIM_INDEX_EGG_HATCH ; 2e
; DoAnimFrame.Jumptable indexes (see engine/gfx/sprite_anims.asm)
const_def
@@ -94,8 +94,8 @@ NUM_SPRITE_ANIM_STRUCTS EQU 10 ; see wSpriteAnimationStructs
const SPRITE_ANIM_SEQ_UNUSED_JIGGLYPUFF ; 14
const SPRITE_ANIM_SEQ_NAMING_SCREEN_CURSOR ; 15
const SPRITE_ANIM_SEQ_GAMEFREAK_LOGO ; 16
const SPRITE_ANIM_SEQ_GS_INTRO_STAR ; 17
const SPRITE_ANIM_SEQ_GS_INTRO_SPARKLE ; 18
const SPRITE_ANIM_SEQ_GS_GAMEFREAK_LOGO_STAR ; 17
const SPRITE_ANIM_SEQ_GS_GAMEFREAK_LOGO_SPARKLE ; 18
const SPRITE_ANIM_SEQ_SLOTS_GOLEM ; 19
const SPRITE_ANIM_SEQ_SLOTS_CHANSEY ; 1a
const SPRITE_ANIM_SEQ_SLOTS_EGG ; 1b
@@ -116,154 +116,154 @@ NUM_SPRITE_ANIM_STRUCTS EQU 10 ; see wSpriteAnimationStructs
; SpriteAnimFrameData indexes (see data/sprite_anims/framesets.asm)
const_def
const SPRITE_ANIM_FRAMESET_00 ; 00
const SPRITE_ANIM_FRAMESET_PARTY_MON ; 01
const SPRITE_ANIM_FRAMESET_PARTY_MON_WITH_MAIL ; 02
const SPRITE_ANIM_FRAMESET_PARTY_MON_WITH_ITEM ; 03
const SPRITE_ANIM_FRAMESET_GS_INTRO_BUBBLE ; 04
const SPRITE_ANIM_FRAMESET_GS_INTRO_SHELLDER ; 05
const SPRITE_ANIM_FRAMESET_GS_INTRO_MAGIKARP ; 06
const SPRITE_ANIM_FRAMESET_UNUSED_LAPRAS ; 07
const SPRITE_ANIM_FRAMESET_GS_INTRO_LAPRAS ; 08
const SPRITE_ANIM_FRAMESET_GS_INTRO_NOTE ; 09
const SPRITE_ANIM_FRAMESET_GS_INTRO_INVISIBLE_NOTE ; 0a
const SPRITE_ANIM_FRAMESET_GS_INTRO_JIGGLYPUFF ; 0b
const SPRITE_ANIM_FRAMESET_GS_INTRO_JIGGLYPUFF_2 ; 0c
const SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU ; 0d
const SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_2 ; 0e
const SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_3 ; 0f
const SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_TAIL ; 10
const SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_TAIL_2 ; 11
const SPRITE_ANIM_FRAMESET_GS_INTRO_FIREBALL ; 12
const SPRITE_ANIM_FRAMESET_GS_INTRO_CHIKORITA ; 13
const SPRITE_ANIM_FRAMESET_GS_INTRO_CYNDAQUIL ; 14
const SPRITE_ANIM_FRAMESET_GS_INTRO_TOTODILE ; 15
const SPRITE_ANIM_FRAMESET_GS_TITLE_TRAIL ; 16
const SPRITE_ANIM_FRAMESET_UNUSED_PIKACHU ; 17
const SPRITE_ANIM_FRAMESET_UNUSED_PIKACHU_2 ; 18
const SPRITE_ANIM_FRAMESET_UNUSED_PIKACHU_3 ; 19
const SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR ; 1a
const SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR_BIG ; 1b
const SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO ; 1c
const SPRITE_ANIM_FRAMESET_GS_INTRO_STAR ; 1d
const SPRITE_ANIM_FRAMESET_GS_INTRO_SPARKLE ; 1e
const SPRITE_ANIM_FRAMESET_SLOTS_GOLEM ; 1f
const SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY ; 20
const SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY_2 ; 21
const SPRITE_ANIM_FRAMESET_SLOTS_EGG ; 22
const SPRITE_ANIM_FRAMESET_RED_WALK ; 23
const SPRITE_ANIM_FRAMESET_STILL_CURSOR ; 24
const SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL ; 25
const SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL_WOBBLE ; 26
const SPRITE_ANIM_FRAMESET_TRADE_POOF ; 27
const SPRITE_ANIM_FRAMESET_TRADE_TUBE_BULGE ; 28
const SPRITE_ANIM_FRAMESET_TRADEMON_ICON ; 29
const SPRITE_ANIM_FRAMESET_TRADEMON_BUBBLE ; 2a
const SPRITE_ANIM_FRAMESET_EVOLUTION_BALL_OF_LIGHT ; 2b
const SPRITE_ANIM_FRAMESET_RADIO_TUNING_KNOB ; 2c
const SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_RED ; 2d
const SPRITE_ANIM_FRAMESET_UNUSED_2E ; 2e
const SPRITE_ANIM_FRAMESET_LEAF ; 2f
const SPRITE_ANIM_FRAMESET_CUT_TREE ; 30
const SPRITE_ANIM_FRAMESET_EGG_CRACK ; 31
const SPRITE_ANIM_FRAMESET_EGG_HATCH_1 ; 32
const SPRITE_ANIM_FRAMESET_EGG_HATCH_2 ; 33
const SPRITE_ANIM_FRAMESET_EGG_HATCH_3 ; 34
const SPRITE_ANIM_FRAMESET_EGG_HATCH_4 ; 35
const SPRITE_ANIM_FRAMESET_GS_INTRO_HO_OH_LUGIA ; 36
const SPRITE_ANIM_FRAMESET_HEADBUTT ; 37
const SPRITE_ANIM_FRAMESET_00 ; 00
const SPRITE_ANIM_FRAMESET_PARTY_MON ; 01
const SPRITE_ANIM_FRAMESET_PARTY_MON_WITH_MAIL ; 02
const SPRITE_ANIM_FRAMESET_PARTY_MON_WITH_ITEM ; 03
const SPRITE_ANIM_FRAMESET_GS_INTRO_BUBBLE ; 04
const SPRITE_ANIM_FRAMESET_GS_INTRO_SHELLDER ; 05
const SPRITE_ANIM_FRAMESET_GS_INTRO_MAGIKARP ; 06
const SPRITE_ANIM_FRAMESET_UNUSED_LAPRAS ; 07
const SPRITE_ANIM_FRAMESET_GS_INTRO_LAPRAS ; 08
const SPRITE_ANIM_FRAMESET_GS_INTRO_NOTE ; 09
const SPRITE_ANIM_FRAMESET_GS_INTRO_INVISIBLE_NOTE ; 0a
const SPRITE_ANIM_FRAMESET_GS_INTRO_JIGGLYPUFF ; 0b
const SPRITE_ANIM_FRAMESET_GS_INTRO_JIGGLYPUFF_2 ; 0c
const SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU ; 0d
const SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_2 ; 0e
const SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_3 ; 0f
const SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_TAIL ; 10
const SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_TAIL_2 ; 11
const SPRITE_ANIM_FRAMESET_GS_INTRO_FIREBALL ; 12
const SPRITE_ANIM_FRAMESET_GS_INTRO_CHIKORITA ; 13
const SPRITE_ANIM_FRAMESET_GS_INTRO_CYNDAQUIL ; 14
const SPRITE_ANIM_FRAMESET_GS_INTRO_TOTODILE ; 15
const SPRITE_ANIM_FRAMESET_GS_TITLE_TRAIL ; 16
const SPRITE_ANIM_FRAMESET_UNUSED_PIKACHU ; 17
const SPRITE_ANIM_FRAMESET_UNUSED_PIKACHU_2 ; 18
const SPRITE_ANIM_FRAMESET_UNUSED_PIKACHU_3 ; 19
const SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR ; 1a
const SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR_BIG ; 1b
const SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO ; 1c
const SPRITE_ANIM_FRAMESET_GS_GAMEFREAK_LOGO_STAR ; 1d
const SPRITE_ANIM_FRAMESET_GS_GAMEFREAK_LOGO_SPARKLE ; 1e
const SPRITE_ANIM_FRAMESET_SLOTS_GOLEM ; 1f
const SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY ; 20
const SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY_2 ; 21
const SPRITE_ANIM_FRAMESET_SLOTS_EGG ; 22
const SPRITE_ANIM_FRAMESET_RED_WALK ; 23
const SPRITE_ANIM_FRAMESET_STILL_CURSOR ; 24
const SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL ; 25
const SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL_WOBBLE ; 26
const SPRITE_ANIM_FRAMESET_TRADE_POOF ; 27
const SPRITE_ANIM_FRAMESET_TRADE_TUBE_BULGE ; 28
const SPRITE_ANIM_FRAMESET_TRADEMON_ICON ; 29
const SPRITE_ANIM_FRAMESET_TRADEMON_BUBBLE ; 2a
const SPRITE_ANIM_FRAMESET_EVOLUTION_BALL_OF_LIGHT ; 2b
const SPRITE_ANIM_FRAMESET_RADIO_TUNING_KNOB ; 2c
const SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_RED ; 2d
const SPRITE_ANIM_FRAMESET_UNUSED_2E ; 2e
const SPRITE_ANIM_FRAMESET_LEAF ; 2f
const SPRITE_ANIM_FRAMESET_CUT_TREE ; 30
const SPRITE_ANIM_FRAMESET_EGG_CRACK ; 31
const SPRITE_ANIM_FRAMESET_EGG_HATCH_1 ; 32
const SPRITE_ANIM_FRAMESET_EGG_HATCH_2 ; 33
const SPRITE_ANIM_FRAMESET_EGG_HATCH_3 ; 34
const SPRITE_ANIM_FRAMESET_EGG_HATCH_4 ; 35
const SPRITE_ANIM_FRAMESET_GS_INTRO_HO_OH_LUGIA ; 36
const SPRITE_ANIM_FRAMESET_HEADBUTT ; 37
; SpriteAnimOAMData indexes (see data/sprite_anims/oam.asm)
const_def
const SPRITE_ANIM_OAMSET_RED_WALK_1 ; 00
const SPRITE_ANIM_OAMSET_RED_WALK_2 ; 01
const SPRITE_ANIM_OAMSET_GS_INTRO_BUBBLE_1 ; 02
const SPRITE_ANIM_OAMSET_GS_INTRO_BUBBLE_2 ; 03
const SPRITE_ANIM_OAMSET_GS_INTRO_SHELLDER_1 ; 04
const SPRITE_ANIM_OAMSET_GS_INTRO_SHELLDER_2 ; 05
const SPRITE_ANIM_OAMSET_GS_INTRO_MAGIKARP_1 ; 06
const SPRITE_ANIM_OAMSET_GS_INTRO_MAGIKARP_2 ; 07
const SPRITE_ANIM_OAMSET_GS_INTRO_UNUSED_LAPRAS ; 08
const SPRITE_ANIM_OAMSET_GS_INTRO_LAPRAS_1 ; 09
const SPRITE_ANIM_OAMSET_GS_INTRO_LAPRAS_2 ; 0a
const SPRITE_ANIM_OAMSET_GS_INTRO_LAPRAS_3 ; 0b
const SPRITE_ANIM_OAMSET_GS_INTRO_NOTE ; 0c
const SPRITE_ANIM_OAMSET_GS_INTRO_INVISIBLE_NOTE ; 0d
const SPRITE_ANIM_OAMSET_GS_INTRO_JIGGLYPUFF_1 ; 0e
const SPRITE_ANIM_OAMSET_GS_INTRO_JIGGLYPUFF_2 ; 0f
const SPRITE_ANIM_OAMSET_GS_INTRO_JIGGLYPUFF_3 ; 10
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_1 ; 11
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_2 ; 12
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_3 ; 13
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_4 ; 14
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_TAIL_1 ; 15
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_TAIL_2 ; 16
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_TAIL_3 ; 17
const SPRITE_ANIM_OAMSET_GS_INTRO_SMALL_FIREBALL ; 18
const SPRITE_ANIM_OAMSET_GS_INTRO_MED_FIREBALL ; 19
const SPRITE_ANIM_OAMSET_GS_INTRO_BIG_FIREBALL ; 1a
const SPRITE_ANIM_OAMSET_GS_INTRO_CHIKORITA ; 1b
const SPRITE_ANIM_OAMSET_GS_INTRO_CYNDAQUIL ; 1c
const SPRITE_ANIM_OAMSET_GS_INTRO_TOTODILE ; 1d
const SPRITE_ANIM_OAMSET_GS_TITLE_TRAIL_1 ; 1e
const SPRITE_ANIM_OAMSET_GS_TITLE_TRAIL_2 ; 1f
const SPRITE_ANIM_OAMSET_TEXT_ENTRY_CURSOR ; 20
const SPRITE_ANIM_OAMSET_TEXT_ENTRY_CURSOR_BIG ; 21
const SPRITE_ANIM_OAMSET_GS_INTRO_GAMEFREAK_LOGO ; 22
const SPRITE_ANIM_OAMSET_GS_INTRO_STAR ; 23
const SPRITE_ANIM_OAMSET_GS_INTRO_SPARKLE_1 ; 24
const SPRITE_ANIM_OAMSET_GS_INTRO_SPARKLE_2 ; 25
const SPRITE_ANIM_OAMSET_GS_INTRO_SPARKLE_3 ; 26
const SPRITE_ANIM_OAMSET_SLOTS_GOLEM_1 ; 27
const SPRITE_ANIM_OAMSET_SLOTS_GOLEM_2 ; 28
const SPRITE_ANIM_OAMSET_SLOTS_CHANSEY_1 ; 29
const SPRITE_ANIM_OAMSET_SLOTS_CHANSEY_2 ; 2a
const SPRITE_ANIM_OAMSET_SLOTS_CHANSEY_3 ; 2b
const SPRITE_ANIM_OAMSET_SLOTS_CHANSEY_4 ; 2c
const SPRITE_ANIM_OAMSET_SLOTS_CHANSEY_5 ; 2d
const SPRITE_ANIM_OAMSET_SLOTS_EGG ; 2e
const SPRITE_ANIM_OAMSET_STILL_CURSOR ; 2f
const SPRITE_ANIM_OAMSET_TRADE_POKE_BALL_1 ; 30
const SPRITE_ANIM_OAMSET_TRADE_POKE_BALL_2 ; 31
const SPRITE_ANIM_OAMSET_TRADE_POOF_1 ; 32
const SPRITE_ANIM_OAMSET_TRADE_POOF_2 ; 33
const SPRITE_ANIM_OAMSET_TRADE_POOF_3 ; 34
const SPRITE_ANIM_OAMSET_TRADE_TUBE_BULGE_1 ; 35
const SPRITE_ANIM_OAMSET_TRADE_TUBE_BULGE_2 ; 36
const SPRITE_ANIM_OAMSET_TRADEMON_ICON_1 ; 37
const SPRITE_ANIM_OAMSET_TRADEMON_ICON_2 ; 38
const SPRITE_ANIM_OAMSET_TRADEMON_BUBBLE ; 39
const SPRITE_ANIM_OAMSET_EVOLUTION_BALL_OF_LIGHT_1 ; 3a
const SPRITE_ANIM_OAMSET_EVOLUTION_BALL_OF_LIGHT_2 ; 3b
const SPRITE_ANIM_OAMSET_RADIO_TUNING_KNOB ; 3c
const SPRITE_ANIM_OAMSET_PARTY_MON_WITH_MAIL_1 ; 3d
const SPRITE_ANIM_OAMSET_PARTY_MON_WITH_MAIL_2 ; 3e
const SPRITE_ANIM_OAMSET_PARTY_MON_WITH_ITEM_1 ; 3f
const SPRITE_ANIM_OAMSET_PARTY_MON_WITH_ITEM_2 ; 40
const SPRITE_ANIM_OAMSET_MAGNET_TRAIN_RED_1 ; 41
const SPRITE_ANIM_OAMSET_MAGNET_TRAIN_RED_2 ; 42
const SPRITE_ANIM_OAMSET_UNUSED_43 ; 43
const SPRITE_ANIM_OAMSET_UNUSED_44 ; 44
const SPRITE_ANIM_OAMSET_UNUSED_45 ; 45
const SPRITE_ANIM_OAMSET_UNUSED_46 ; 46
const SPRITE_ANIM_OAMSET_UNUSED_47 ; 47
const SPRITE_ANIM_OAMSET_UNUSED_48 ; 48
const SPRITE_ANIM_OAMSET_UNUSED_49 ; 49
const SPRITE_ANIM_OAMSET_UNUSED_4A ; 4a
const SPRITE_ANIM_OAMSET_UNUSED_4B ; 4b
const SPRITE_ANIM_OAMSET_UNUSED_4C ; 4c
const SPRITE_ANIM_OAMSET_UNUSED_4D ; 4d
const SPRITE_ANIM_OAMSET_UNUSED_4E ; 4e
const SPRITE_ANIM_OAMSET_LEAF ; 4f
const SPRITE_ANIM_OAMSET_TREE_1 ; 50
const SPRITE_ANIM_OAMSET_CUT_TREE_2 ; 51
const SPRITE_ANIM_OAMSET_CUT_TREE_3 ; 52
const SPRITE_ANIM_OAMSET_CUT_TREE_4 ; 53
const SPRITE_ANIM_OAMSET_EGG_CRACK ; 54
const SPRITE_ANIM_OAMSET_EGG_HATCH ; 55
const SPRITE_ANIM_OAMSET_GS_INTRO_HO_OH_LUGIA_1 ; 56
const SPRITE_ANIM_OAMSET_GS_INTRO_HO_OH_LUGIA_2 ; 57
const SPRITE_ANIM_OAMSET_GS_INTRO_HO_OH_LUGIA_3 ; 58
const SPRITE_ANIM_OAMSET_GS_INTRO_HO_OH_LUGIA_4 ; 59
const SPRITE_ANIM_OAMSET_GS_INTRO_HO_OH_LUGIA_5 ; 5a
const SPRITE_ANIM_OAMSET_HEADBUTT_TREE_2 ; 5b
const SPRITE_ANIM_OAMSET_RED_WALK_1 ; 00
const SPRITE_ANIM_OAMSET_RED_WALK_2 ; 01
const SPRITE_ANIM_OAMSET_GS_INTRO_BUBBLE_1 ; 02
const SPRITE_ANIM_OAMSET_GS_INTRO_BUBBLE_2 ; 03
const SPRITE_ANIM_OAMSET_GS_INTRO_SHELLDER_1 ; 04
const SPRITE_ANIM_OAMSET_GS_INTRO_SHELLDER_2 ; 05
const SPRITE_ANIM_OAMSET_GS_INTRO_MAGIKARP_1 ; 06
const SPRITE_ANIM_OAMSET_GS_INTRO_MAGIKARP_2 ; 07
const SPRITE_ANIM_OAMSET_GS_INTRO_UNUSED_LAPRAS ; 08
const SPRITE_ANIM_OAMSET_GS_INTRO_LAPRAS_1 ; 09
const SPRITE_ANIM_OAMSET_GS_INTRO_LAPRAS_2 ; 0a
const SPRITE_ANIM_OAMSET_GS_INTRO_LAPRAS_3 ; 0b
const SPRITE_ANIM_OAMSET_GS_INTRO_NOTE ; 0c
const SPRITE_ANIM_OAMSET_GS_INTRO_INVISIBLE_NOTE ; 0d
const SPRITE_ANIM_OAMSET_GS_INTRO_JIGGLYPUFF_1 ; 0e
const SPRITE_ANIM_OAMSET_GS_INTRO_JIGGLYPUFF_2 ; 0f
const SPRITE_ANIM_OAMSET_GS_INTRO_JIGGLYPUFF_3 ; 10
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_1 ; 11
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_2 ; 12
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_3 ; 13
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_4 ; 14
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_TAIL_1 ; 15
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_TAIL_2 ; 16
const SPRITE_ANIM_OAMSET_GS_INTRO_PIKACHU_TAIL_3 ; 17
const SPRITE_ANIM_OAMSET_GS_INTRO_SMALL_FIREBALL ; 18
const SPRITE_ANIM_OAMSET_GS_INTRO_MED_FIREBALL ; 19
const SPRITE_ANIM_OAMSET_GS_INTRO_BIG_FIREBALL ; 1a
const SPRITE_ANIM_OAMSET_GS_INTRO_CHIKORITA ; 1b
const SPRITE_ANIM_OAMSET_GS_INTRO_CYNDAQUIL ; 1c
const SPRITE_ANIM_OAMSET_GS_INTRO_TOTODILE ; 1d
const SPRITE_ANIM_OAMSET_GS_TITLE_TRAIL_1 ; 1e
const SPRITE_ANIM_OAMSET_GS_TITLE_TRAIL_2 ; 1f
const SPRITE_ANIM_OAMSET_TEXT_ENTRY_CURSOR ; 20
const SPRITE_ANIM_OAMSET_TEXT_ENTRY_CURSOR_BIG ; 21
const SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO ; 22
const SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_STAR ; 23
const SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_SPARKLE_1 ; 24
const SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_SPARKLE_2 ; 25
const SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_SPARKLE_3 ; 26
const SPRITE_ANIM_OAMSET_SLOTS_GOLEM_1 ; 27
const SPRITE_ANIM_OAMSET_SLOTS_GOLEM_2 ; 28
const SPRITE_ANIM_OAMSET_SLOTS_CHANSEY_1 ; 29
const SPRITE_ANIM_OAMSET_SLOTS_CHANSEY_2 ; 2a
const SPRITE_ANIM_OAMSET_SLOTS_CHANSEY_3 ; 2b
const SPRITE_ANIM_OAMSET_SLOTS_CHANSEY_4 ; 2c
const SPRITE_ANIM_OAMSET_SLOTS_CHANSEY_5 ; 2d
const SPRITE_ANIM_OAMSET_SLOTS_EGG ; 2e
const SPRITE_ANIM_OAMSET_STILL_CURSOR ; 2f
const SPRITE_ANIM_OAMSET_TRADE_POKE_BALL_1 ; 30
const SPRITE_ANIM_OAMSET_TRADE_POKE_BALL_2 ; 31
const SPRITE_ANIM_OAMSET_TRADE_POOF_1 ; 32
const SPRITE_ANIM_OAMSET_TRADE_POOF_2 ; 33
const SPRITE_ANIM_OAMSET_TRADE_POOF_3 ; 34
const SPRITE_ANIM_OAMSET_TRADE_TUBE_BULGE_1 ; 35
const SPRITE_ANIM_OAMSET_TRADE_TUBE_BULGE_2 ; 36
const SPRITE_ANIM_OAMSET_TRADEMON_ICON_1 ; 37
const SPRITE_ANIM_OAMSET_TRADEMON_ICON_2 ; 38
const SPRITE_ANIM_OAMSET_TRADEMON_BUBBLE ; 39
const SPRITE_ANIM_OAMSET_EVOLUTION_BALL_OF_LIGHT_1 ; 3a
const SPRITE_ANIM_OAMSET_EVOLUTION_BALL_OF_LIGHT_2 ; 3b
const SPRITE_ANIM_OAMSET_RADIO_TUNING_KNOB ; 3c
const SPRITE_ANIM_OAMSET_PARTY_MON_WITH_MAIL_1 ; 3d
const SPRITE_ANIM_OAMSET_PARTY_MON_WITH_MAIL_2 ; 3e
const SPRITE_ANIM_OAMSET_PARTY_MON_WITH_ITEM_1 ; 3f
const SPRITE_ANIM_OAMSET_PARTY_MON_WITH_ITEM_2 ; 40
const SPRITE_ANIM_OAMSET_MAGNET_TRAIN_RED_1 ; 41
const SPRITE_ANIM_OAMSET_MAGNET_TRAIN_RED_2 ; 42
const SPRITE_ANIM_OAMSET_UNUSED_43 ; 43
const SPRITE_ANIM_OAMSET_UNUSED_44 ; 44
const SPRITE_ANIM_OAMSET_UNUSED_45 ; 45
const SPRITE_ANIM_OAMSET_UNUSED_46 ; 46
const SPRITE_ANIM_OAMSET_UNUSED_47 ; 47
const SPRITE_ANIM_OAMSET_UNUSED_48 ; 48
const SPRITE_ANIM_OAMSET_UNUSED_49 ; 49
const SPRITE_ANIM_OAMSET_UNUSED_4A ; 4a
const SPRITE_ANIM_OAMSET_UNUSED_4B ; 4b
const SPRITE_ANIM_OAMSET_UNUSED_4C ; 4c
const SPRITE_ANIM_OAMSET_UNUSED_4D ; 4d
const SPRITE_ANIM_OAMSET_UNUSED_4E ; 4e
const SPRITE_ANIM_OAMSET_LEAF ; 4f
const SPRITE_ANIM_OAMSET_TREE_1 ; 50
const SPRITE_ANIM_OAMSET_CUT_TREE_2 ; 51
const SPRITE_ANIM_OAMSET_CUT_TREE_3 ; 52
const SPRITE_ANIM_OAMSET_CUT_TREE_4 ; 53
const SPRITE_ANIM_OAMSET_EGG_CRACK ; 54
const SPRITE_ANIM_OAMSET_EGG_HATCH ; 55
const SPRITE_ANIM_OAMSET_GS_INTRO_HO_OH_LUGIA_1 ; 56
const SPRITE_ANIM_OAMSET_GS_INTRO_HO_OH_LUGIA_2 ; 57
const SPRITE_ANIM_OAMSET_GS_INTRO_HO_OH_LUGIA_3 ; 58
const SPRITE_ANIM_OAMSET_GS_INTRO_HO_OH_LUGIA_4 ; 59
const SPRITE_ANIM_OAMSET_GS_INTRO_HO_OH_LUGIA_5 ; 5a
const SPRITE_ANIM_OAMSET_HEADBUTT_TREE_2 ; 5b

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@@ -29,8 +29,8 @@ SpriteAnimFrameData:
dw .Frameset_TextEntryCursor
dw .Frameset_TextEntryCursorBig
dw .Frameset_GameFreakLogo
dw .Frameset_GSIntroStar
dw .Frameset_GSIntroSparkle
dw .Frameset_GSGameFreakLogoStar
dw .Frameset_GSGameFreakLogoSparkle
dw .Frameset_SlotsGolem
dw .Frameset_SlotsChansey
dw .Frameset_SlotsChansey2
@@ -198,19 +198,19 @@ ENDC
dorestart
.Frameset_GameFreakLogo:
frame SPRITE_ANIM_OAMSET_GS_INTRO_GAMEFREAK_LOGO, 8
frame SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO, 8
endanim
.Frameset_GSIntroStar:
frame SPRITE_ANIM_OAMSET_GS_INTRO_STAR, 3
frame SPRITE_ANIM_OAMSET_GS_INTRO_STAR, 3, OAM_Y_FLIP
.Frameset_GSGameFreakLogoStar:
frame SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_STAR, 3
frame SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_STAR, 3, OAM_Y_FLIP
dorestart
.Frameset_GSIntroSparkle:
frame SPRITE_ANIM_OAMSET_GS_INTRO_SPARKLE_1, 2
frame SPRITE_ANIM_OAMSET_GS_INTRO_SPARKLE_2, 2
frame SPRITE_ANIM_OAMSET_GS_INTRO_SPARKLE_3, 2
frame SPRITE_ANIM_OAMSET_GS_INTRO_SPARKLE_2, 2
.Frameset_GSGameFreakLogoSparkle:
frame SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_SPARKLE_1, 2
frame SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_SPARKLE_2, 2
frame SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_SPARKLE_3, 2
frame SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_SPARKLE_2, 2
dorestart
.Frameset_SlotsGolem:

View File

@@ -35,11 +35,11 @@ SpriteAnimOAMData:
dbw $fa, .OAMData_GSTitleTrail ; SPRITE_ANIM_OAMSET_GS_TITLE_TRAIL_2
dbw $00, .OAMData_TextEntryCursor ; SPRITE_ANIM_OAMSET_TEXT_ENTRY_CURSOR
dbw $00, .OAMData_TextEntryCursorBig ; SPRITE_ANIM_OAMSET_TEXT_ENTRY_CURSOR_BIG
dbw $00, .OAMData_GSIntroGameFreakLogo ; SPRITE_ANIM_OAMSET_GS_INTRO_GAMEFREAK_LOGO
dbw $0f, .OAMData_GSIntroStar ; SPRITE_ANIM_OAMSET_GS_INTRO_STAR
dbw $11, .OAMData_1x1_Palette0 ; SPRITE_ANIM_OAMSET_GS_INTRO_SPARKLE_1
dbw $12, .OAMData_1x1_Palette0 ; SPRITE_ANIM_OAMSET_GS_INTRO_SPARKLE_2
dbw $13, .OAMData_1x1_Palette0 ; SPRITE_ANIM_OAMSET_GS_INTRO_SPARKLE_3
dbw $00, .OAMData_GSGameFreakLogo ; SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO
dbw $0f, .OAMData_GSGameFreakLogoStar ; SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_STAR
dbw $11, .OAMData_1x1_Palette0 ; SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_SPARKLE_1
dbw $12, .OAMData_1x1_Palette0 ; SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_SPARKLE_2
dbw $13, .OAMData_1x1_Palette0 ; SPRITE_ANIM_OAMSET_GS_GAMEFREAK_LOGO_SPARKLE_3
dbw $00, .OAMData_SlotsGolem ; SPRITE_ANIM_OAMSET_SLOTS_GOLEM_1
dbw $08, .OAMData_SlotsGolem ; SPRITE_ANIM_OAMSET_SLOTS_GOLEM_2
dbw $10, .OAMData_SlotsChansey1 ; SPRITE_ANIM_OAMSET_SLOTS_CHANSEY_1
@@ -113,7 +113,7 @@ ENDC
dbsprite -1, 0, 0, 0, $10, 0
dbsprite 0, 0, 0, 0, $11, 0
.OAMData_GSIntroStar:
.OAMData_GSGameFreakLogoStar:
db 4
dbsprite -1, -1, 0, 0, $00, 0
dbsprite 0, -1, 0, 0, $00, 0 | X_FLIP
@@ -504,7 +504,7 @@ ENDC
dbsprite 3, 0, 0, 0, $01, 0 | Y_FLIP
dbsprite 4, 0, 0, 0, $00, 0 | X_FLIP | Y_FLIP
.OAMData_GSIntroGameFreakLogo:
.OAMData_GSGameFreakLogo:
db 15
dbsprite -2, -3, 4, 4, $00, 1 | OBP_NUM
dbsprite -1, -3, 4, 4, $01, 1 | OBP_NUM

View File

@@ -1,50 +1,50 @@
SpriteAnimSeqData:
; entries correspond to SPRITE_ANIM_INDEX_* constants
; frameset, sequence, tile
db SPRITE_ANIM_FRAMESET_PARTY_MON, SPRITE_ANIM_SEQ_PARTY_MON, $00 ; SPRITE_ANIM_INDEX_PARTY_MON
db SPRITE_ANIM_FRAMESET_GS_INTRO_BUBBLE, SPRITE_ANIM_SEQ_GS_INTRO_BUBBLE, $00 ; SPRITE_ANIM_INDEX_GS_INTRO_BUBBLE
db SPRITE_ANIM_FRAMESET_GS_INTRO_SHELLDER, SPRITE_ANIM_SEQ_GS_INTRO_SHELLDER, $00 ; SPRITE_ANIM_INDEX_GS_INTRO_SHELLDER
db SPRITE_ANIM_FRAMESET_GS_INTRO_MAGIKARP, SPRITE_ANIM_SEQ_GS_INTRO_MAGIKARP, $00 ; SPRITE_ANIM_INDEX_GS_INTRO_MAGIKARP
db SPRITE_ANIM_FRAMESET_UNUSED_LAPRAS, SPRITE_ANIM_SEQ_UNUSED_LAPRAS, $00 ; SPRITE_ANIM_INDEX_UNUSED_LAPRAS
db SPRITE_ANIM_FRAMESET_GS_INTRO_LAPRAS, SPRITE_ANIM_SEQ_GS_INTRO_LAPRAS, $00 ; SPRITE_ANIM_INDEX_GS_INTRO_LAPRAS
db SPRITE_ANIM_FRAMESET_GS_INTRO_NOTE, SPRITE_ANIM_SEQ_GS_INTRO_NOTE, $01 ; SPRITE_ANIM_INDEX_GS_INTRO_NOTE
db SPRITE_ANIM_FRAMESET_GS_INTRO_INVISIBLE_NOTE, SPRITE_ANIM_SEQ_GS_INTRO_NOTE, $01 ; SPRITE_ANIM_INDEX_GS_INTRO_INVISIBLE_NOTE
db SPRITE_ANIM_FRAMESET_GS_INTRO_JIGGLYPUFF, SPRITE_ANIM_SEQ_GS_INTRO_JIGGLYPUFF, $01 ; SPRITE_ANIM_INDEX_GS_INTRO_JIGGLYPUFF
db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU, SPRITE_ANIM_SEQ_GS_INTRO_PIKACHU, $01 ; SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU
db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_TAIL, SPRITE_ANIM_SEQ_GS_INTRO_PIKACHU_TAIL, $01 ; SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU_TAIL
db SPRITE_ANIM_FRAMESET_GS_INTRO_FIREBALL, SPRITE_ANIM_SEQ_GS_INTRO_FIREBALL, $02 ; SPRITE_ANIM_INDEX_GS_INTRO_FIREBALL
db SPRITE_ANIM_FRAMESET_GS_INTRO_CHIKORITA, SPRITE_ANIM_SEQ_GS_INTRO_CHIKORITA_TOTODILE, $02 ; SPRITE_ANIM_INDEX_GS_INTRO_CHIKORITA
db SPRITE_ANIM_FRAMESET_GS_INTRO_CYNDAQUIL, SPRITE_ANIM_SEQ_GS_INTRO_CYNDAQUIL, $02 ; SPRITE_ANIM_INDEX_GS_INTRO_CYNDAQUIL
db SPRITE_ANIM_FRAMESET_GS_INTRO_TOTODILE, SPRITE_ANIM_SEQ_GS_INTRO_CHIKORITA_TOTODILE, $02 ; SPRITE_ANIM_INDEX_GS_INTRO_TOTODILE
db SPRITE_ANIM_FRAMESET_GS_TITLE_TRAIL, SPRITE_ANIM_SEQ_GS_TITLE_TRAIL, $00 ; SPRITE_ANIM_INDEX_GS_TITLE_TRAIL
db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU, SPRITE_ANIM_SEQ_UNUSED_PIKACHU, $01 ; SPRITE_ANIM_INDEX_UNUSED_PIKACHU
db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_TAIL, SPRITE_ANIM_SEQ_UNUSED_PIKACHU_TAIL, $01 ; SPRITE_ANIM_INDEX_UNUSED_PIKACHU_TAIL
db SPRITE_ANIM_FRAMESET_GS_INTRO_NOTE, SPRITE_ANIM_SEQ_UNUSED_NOTE, $01 ; SPRITE_ANIM_INDEX_UNUSED_NOTE
db SPRITE_ANIM_FRAMESET_GS_INTRO_JIGGLYPUFF, SPRITE_ANIM_SEQ_UNUSED_JIGGLYPUFF, $01 ; SPRITE_ANIM_INDEX_UNUSED_JIGGLYPUFF
db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_NAMING_SCREEN_CURSOR, $05 ; SPRITE_ANIM_INDEX_NAMING_SCREEN_CURSOR
db SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO, SPRITE_ANIM_SEQ_GAMEFREAK_LOGO, $06 ; SPRITE_ANIM_INDEX_GAMEFREAK_LOGO
db SPRITE_ANIM_FRAMESET_GS_INTRO_STAR, SPRITE_ANIM_SEQ_GS_INTRO_STAR, $06 ; SPRITE_ANIM_INDEX_GS_INTRO_STAR
db SPRITE_ANIM_FRAMESET_GS_INTRO_SPARKLE, SPRITE_ANIM_SEQ_GS_INTRO_SPARKLE, $06 ; SPRITE_ANIM_INDEX_GS_INTRO_SPARKLE
db SPRITE_ANIM_FRAMESET_SLOTS_GOLEM, SPRITE_ANIM_SEQ_SLOTS_GOLEM, $07 ; SPRITE_ANIM_INDEX_SLOTS_GOLEM
db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, $07 ; SPRITE_ANIM_INDEX_SLOTS_CHANSEY
db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, $07 ; SPRITE_ANIM_INDEX_SLOTS_EGG
db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_MAIL_CURSOR, $05 ; SPRITE_ANIM_INDEX_COMPOSE_MAIL_CURSOR
db SPRITE_ANIM_FRAMESET_RED_WALK, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_RED_WALK
db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_UNUSED_CURSOR, $08 ; SPRITE_ANIM_INDEX_UNUSED_CURSOR
db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_DUMMY_GAME_CURSOR, $08 ; SPRITE_ANIM_INDEX_DUMMY_GAME
db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_POKEGEAR_ARROW, $08 ; SPRITE_ANIM_INDEX_POKEGEAR_ARROW
db SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL, SPRITE_ANIM_SEQ_TRADE_POKE_BALL, $00 ; SPRITE_ANIM_INDEX_TRADE_POKE_BALL
db SPRITE_ANIM_FRAMESET_TRADE_POOF, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_TRADE_POOF
db SPRITE_ANIM_FRAMESET_TRADE_TUBE_BULGE, SPRITE_ANIM_SEQ_TRADE_TUBE_BULGE, $00 ; SPRITE_ANIM_INDEX_TRADE_TUBE_BULGE
db SPRITE_ANIM_FRAMESET_TRADEMON_ICON, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, $00 ; SPRITE_ANIM_INDEX_TRADEMON_ICON
db SPRITE_ANIM_FRAMESET_TRADEMON_BUBBLE, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, $00 ; SPRITE_ANIM_INDEX_TRADEMON_BUBBLE
db SPRITE_ANIM_FRAMESET_EVOLUTION_BALL_OF_LIGHT, SPRITE_ANIM_SEQ_REVEAL_NEW_MON, $00 ; SPRITE_ANIM_INDEX_EVOLUTION_BALL_OF_LIGHT
db SPRITE_ANIM_FRAMESET_RADIO_TUNING_KNOB, SPRITE_ANIM_SEQ_RADIO_TUNING_KNOB, $00 ; SPRITE_ANIM_INDEX_RADIO_TUNING_KNOB
db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_RED, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_MAGNET_TRAIN_RED
db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_CUT_LEAVES, $00 ; SPRITE_ANIM_INDEX_LEAF
db SPRITE_ANIM_FRAMESET_CUT_TREE, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_CUT_TREE
db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_FLY_LEAF, $00 ; SPRITE_ANIM_INDEX_FLY_LEAF
db SPRITE_ANIM_FRAMESET_EGG_CRACK, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_EGG_CRACK
db SPRITE_ANIM_FRAMESET_GS_INTRO_HO_OH_LUGIA, SPRITE_ANIM_SEQ_GS_INTRO_HO_OH_LUGIA, $00 ; SPRITE_ANIM_INDEX_GS_INTRO_HO_OH_LUGIA
db SPRITE_ANIM_FRAMESET_HEADBUTT, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_HEADBUTT
db SPRITE_ANIM_FRAMESET_EGG_HATCH_1, SPRITE_ANIM_SEQ_REVEAL_NEW_MON, $00 ; SPRITE_ANIM_INDEX_EGG_HATCH
db SPRITE_ANIM_FRAMESET_PARTY_MON, SPRITE_ANIM_SEQ_PARTY_MON, $00 ; SPRITE_ANIM_INDEX_PARTY_MON
db SPRITE_ANIM_FRAMESET_GS_INTRO_BUBBLE, SPRITE_ANIM_SEQ_GS_INTRO_BUBBLE, $00 ; SPRITE_ANIM_INDEX_GS_INTRO_BUBBLE
db SPRITE_ANIM_FRAMESET_GS_INTRO_SHELLDER, SPRITE_ANIM_SEQ_GS_INTRO_SHELLDER, $00 ; SPRITE_ANIM_INDEX_GS_INTRO_SHELLDER
db SPRITE_ANIM_FRAMESET_GS_INTRO_MAGIKARP, SPRITE_ANIM_SEQ_GS_INTRO_MAGIKARP, $00 ; SPRITE_ANIM_INDEX_GS_INTRO_MAGIKARP
db SPRITE_ANIM_FRAMESET_UNUSED_LAPRAS, SPRITE_ANIM_SEQ_UNUSED_LAPRAS, $00 ; SPRITE_ANIM_INDEX_UNUSED_LAPRAS
db SPRITE_ANIM_FRAMESET_GS_INTRO_LAPRAS, SPRITE_ANIM_SEQ_GS_INTRO_LAPRAS, $00 ; SPRITE_ANIM_INDEX_GS_INTRO_LAPRAS
db SPRITE_ANIM_FRAMESET_GS_INTRO_NOTE, SPRITE_ANIM_SEQ_GS_INTRO_NOTE, $01 ; SPRITE_ANIM_INDEX_GS_INTRO_NOTE
db SPRITE_ANIM_FRAMESET_GS_INTRO_INVISIBLE_NOTE, SPRITE_ANIM_SEQ_GS_INTRO_NOTE, $01 ; SPRITE_ANIM_INDEX_GS_INTRO_INVISIBLE_NOTE
db SPRITE_ANIM_FRAMESET_GS_INTRO_JIGGLYPUFF, SPRITE_ANIM_SEQ_GS_INTRO_JIGGLYPUFF, $01 ; SPRITE_ANIM_INDEX_GS_INTRO_JIGGLYPUFF
db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU, SPRITE_ANIM_SEQ_GS_INTRO_PIKACHU, $01 ; SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU
db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_TAIL, SPRITE_ANIM_SEQ_GS_INTRO_PIKACHU_TAIL, $01 ; SPRITE_ANIM_INDEX_GS_INTRO_PIKACHU_TAIL
db SPRITE_ANIM_FRAMESET_GS_INTRO_FIREBALL, SPRITE_ANIM_SEQ_GS_INTRO_FIREBALL, $02 ; SPRITE_ANIM_INDEX_GS_INTRO_FIREBALL
db SPRITE_ANIM_FRAMESET_GS_INTRO_CHIKORITA, SPRITE_ANIM_SEQ_GS_INTRO_CHIKORITA_TOTODILE, $02 ; SPRITE_ANIM_INDEX_GS_INTRO_CHIKORITA
db SPRITE_ANIM_FRAMESET_GS_INTRO_CYNDAQUIL, SPRITE_ANIM_SEQ_GS_INTRO_CYNDAQUIL, $02 ; SPRITE_ANIM_INDEX_GS_INTRO_CYNDAQUIL
db SPRITE_ANIM_FRAMESET_GS_INTRO_TOTODILE, SPRITE_ANIM_SEQ_GS_INTRO_CHIKORITA_TOTODILE, $02 ; SPRITE_ANIM_INDEX_GS_INTRO_TOTODILE
db SPRITE_ANIM_FRAMESET_GS_TITLE_TRAIL, SPRITE_ANIM_SEQ_GS_TITLE_TRAIL, $00 ; SPRITE_ANIM_INDEX_GS_TITLE_TRAIL
db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU, SPRITE_ANIM_SEQ_UNUSED_PIKACHU, $01 ; SPRITE_ANIM_INDEX_UNUSED_PIKACHU
db SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_TAIL, SPRITE_ANIM_SEQ_UNUSED_PIKACHU_TAIL, $01 ; SPRITE_ANIM_INDEX_UNUSED_PIKACHU_TAIL
db SPRITE_ANIM_FRAMESET_GS_INTRO_NOTE, SPRITE_ANIM_SEQ_UNUSED_NOTE, $01 ; SPRITE_ANIM_INDEX_UNUSED_NOTE
db SPRITE_ANIM_FRAMESET_GS_INTRO_JIGGLYPUFF, SPRITE_ANIM_SEQ_UNUSED_JIGGLYPUFF, $01 ; SPRITE_ANIM_INDEX_UNUSED_JIGGLYPUFF
db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_NAMING_SCREEN_CURSOR, $05 ; SPRITE_ANIM_INDEX_NAMING_SCREEN_CURSOR
db SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO, SPRITE_ANIM_SEQ_GAMEFREAK_LOGO, $06 ; SPRITE_ANIM_INDEX_GAMEFREAK_LOGO
db SPRITE_ANIM_FRAMESET_GS_GAMEFREAK_LOGO_STAR, SPRITE_ANIM_SEQ_GS_GAMEFREAK_LOGO_STAR, $06 ; SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_STAR
db SPRITE_ANIM_FRAMESET_GS_GAMEFREAK_LOGO_SPARKLE, SPRITE_ANIM_SEQ_GS_GAMEFREAK_LOGO_SPARKLE, $06 ; SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_SPARKLE
db SPRITE_ANIM_FRAMESET_SLOTS_GOLEM, SPRITE_ANIM_SEQ_SLOTS_GOLEM, $07 ; SPRITE_ANIM_INDEX_SLOTS_GOLEM
db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, $07 ; SPRITE_ANIM_INDEX_SLOTS_CHANSEY
db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, $07 ; SPRITE_ANIM_INDEX_SLOTS_EGG
db SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR, SPRITE_ANIM_SEQ_MAIL_CURSOR, $05 ; SPRITE_ANIM_INDEX_COMPOSE_MAIL_CURSOR
db SPRITE_ANIM_FRAMESET_RED_WALK, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_RED_WALK
db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_UNUSED_CURSOR, $08 ; SPRITE_ANIM_INDEX_UNUSED_CURSOR
db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_DUMMY_GAME_CURSOR, $08 ; SPRITE_ANIM_INDEX_DUMMY_GAME
db SPRITE_ANIM_FRAMESET_STILL_CURSOR, SPRITE_ANIM_SEQ_POKEGEAR_ARROW, $08 ; SPRITE_ANIM_INDEX_POKEGEAR_ARROW
db SPRITE_ANIM_FRAMESET_TRADE_POKE_BALL, SPRITE_ANIM_SEQ_TRADE_POKE_BALL, $00 ; SPRITE_ANIM_INDEX_TRADE_POKE_BALL
db SPRITE_ANIM_FRAMESET_TRADE_POOF, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_TRADE_POOF
db SPRITE_ANIM_FRAMESET_TRADE_TUBE_BULGE, SPRITE_ANIM_SEQ_TRADE_TUBE_BULGE, $00 ; SPRITE_ANIM_INDEX_TRADE_TUBE_BULGE
db SPRITE_ANIM_FRAMESET_TRADEMON_ICON, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, $00 ; SPRITE_ANIM_INDEX_TRADEMON_ICON
db SPRITE_ANIM_FRAMESET_TRADEMON_BUBBLE, SPRITE_ANIM_SEQ_TRADEMON_IN_TUBE, $00 ; SPRITE_ANIM_INDEX_TRADEMON_BUBBLE
db SPRITE_ANIM_FRAMESET_EVOLUTION_BALL_OF_LIGHT, SPRITE_ANIM_SEQ_REVEAL_NEW_MON, $00 ; SPRITE_ANIM_INDEX_EVOLUTION_BALL_OF_LIGHT
db SPRITE_ANIM_FRAMESET_RADIO_TUNING_KNOB, SPRITE_ANIM_SEQ_RADIO_TUNING_KNOB, $00 ; SPRITE_ANIM_INDEX_RADIO_TUNING_KNOB
db SPRITE_ANIM_FRAMESET_MAGNET_TRAIN_RED, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_MAGNET_TRAIN_RED
db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_CUT_LEAVES, $00 ; SPRITE_ANIM_INDEX_LEAF
db SPRITE_ANIM_FRAMESET_CUT_TREE, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_CUT_TREE
db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_FLY_LEAF, $00 ; SPRITE_ANIM_INDEX_FLY_LEAF
db SPRITE_ANIM_FRAMESET_EGG_CRACK, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_EGG_CRACK
db SPRITE_ANIM_FRAMESET_GS_INTRO_HO_OH_LUGIA, SPRITE_ANIM_SEQ_GS_INTRO_HO_OH_LUGIA, $00 ; SPRITE_ANIM_INDEX_GS_INTRO_HO_OH_LUGIA
db SPRITE_ANIM_FRAMESET_HEADBUTT, SPRITE_ANIM_SEQ_NULL, $00 ; SPRITE_ANIM_INDEX_HEADBUTT
db SPRITE_ANIM_FRAMESET_EGG_HATCH_1, SPRITE_ANIM_SEQ_REVEAL_NEW_MON, $00 ; SPRITE_ANIM_INDEX_EGG_HATCH

View File

@@ -292,7 +292,6 @@ RunBattleAnimCommand:
ld hl, BattleAnimCommands
add hl, de
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
@@ -689,7 +688,7 @@ BattleAnimCmd_IncObj:
ret
.found
ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ret
@@ -740,7 +739,7 @@ BattleAnimCmd_SetObj:
.found
call GetBattleAnimByte
ld hl, BATTLEANIMSTRUCT_ANON_JT_INDEX
ld hl, BATTLEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld [hl], a
ret

View File

@@ -39,42 +39,42 @@ endr
ld hl, BATTLEANIMSTRUCT_INDEX
add hl, bc
ld a, [wLastAnimObjectIndex]
ld [hli], a ; Index
ld [hli], a ; BATTLEANIMSTRUCT_INDEX
ld a, [de]
inc de
ld [hli], a ; 01
ld [hli], a ; BATTLEANIMSTRUCT_OAMFLAGS
ld a, [de]
inc de
ld [hli], a ; 02
ld [hli], a ; BATTLEANIMSTRUCT_02
ld a, [de]
inc de
ld [hli], a ; Frameset ID
ld [hli], a ; BATTLEANIMSTRUCT_FRAMESET_ID
ld a, [de]
inc de
ld [hli], a ; Function
ld [hli], a ; BATTLEANIMSTRUCT_FUNCTION
ld a, [de]
inc de
ld [hli], a ; 05
ld [hli], a ; BATTLEANIMSTRUCT_PALETTE
ld a, [de]
call GetBattleAnimTileOffset
ld [hli], a ; Tile ID
ld [hli], a ; BATTLEANIMSTRUCT_TILEID
ld a, [wBattleObjectTempXCoord]
ld [hli], a ; X Coord
ld [hli], a ; BATTLEANIMSTRUCT_XCOORD
ld a, [wBattleObjectTempYCoord]
ld [hli], a ; Y Coord
ld [hli], a ; BATTLEANIMSTRUCT_YCOORD
xor a
ld [hli], a ; X Offset
ld [hli], a ; Y Offset
ld [hli], a ; BATTLEANIMSTRUCT_XOFFSET
ld [hli], a ; BATTLEANIMSTRUCT_YOFFSET
ld a, [wBattleObjectTempParam]
ld [hli], a ; Param
ld [hli], a ; BATTLEANIMSTRUCT_PARAM
xor a
ld [hli], a ; 0c
ld [hli], a ; BATTLEANIMSTRUCT_DURATION
dec a
ld [hli], a ; 0d
ld [hli], a ; BATTLEANIMSTRUCT_FRAME
xor a
ld [hli], a ; 0e
ld [hli], a ; 0f
ld [hl], a ; 10
ld [hli], a ; BATTLEANIMSTRUCT_JUMPTABLE_INDEX
ld [hli], a ; BATTLEANIMSTRUCT_VAR1
ld [hl], a ; BATTLEANIMSTRUCT_VAR2
ret
BattleAnimOAMUpdate:
@@ -199,7 +199,7 @@ BattleAnimOAMUpdate:
ret
InitBattleAnimBuffer:
ld hl, BATTLEANIMSTRUCT_01
ld hl, BATTLEANIMSTRUCT_OAMFLAGS
add hl, bc
ld a, [hl]
@@ -232,7 +232,7 @@ InitBattleAnimBuffer:
and a
ret z
ld hl, BATTLEANIMSTRUCT_01
ld hl, BATTLEANIMSTRUCT_OAMFLAGS
add hl, bc
ld a, [hl]
ld [wBattleAnimTempOAMFlags], a

File diff suppressed because it is too large Load Diff

View File

@@ -217,11 +217,11 @@ Cut_SpawnLeaf:
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], FIELDMOVE_GRASS
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld [hl], $4
pop af
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
pop de
@@ -341,7 +341,7 @@ FlyToAnim:
ld hl, SPRITEANIMSTRUCT_ANIM_SEQ_ID
add hl, bc
ld [hl], SPRITE_ANIM_SEQ_FLY_TO
ld hl, SPRITEANIMSTRUCT_0F
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld [hl], 11 * 8
ld a, 64

View File

@@ -523,7 +523,7 @@ DummyGame_InterpretJoypad_AnimateCursor:
ret
.pressed_a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc a
@@ -538,7 +538,7 @@ DummyGame_InterpretJoypad_AnimateCursor:
ret z
sub 1 tiles
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
dec [hl]
ret
@@ -551,7 +551,7 @@ DummyGame_InterpretJoypad_AnimateCursor:
ret z
add 1 tiles
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
inc [hl]
ret
@@ -564,7 +564,7 @@ DummyGame_InterpretJoypad_AnimateCursor:
ret z
sub 1 tiles
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
sub 9
@@ -579,7 +579,7 @@ DummyGame_InterpretJoypad_AnimateCursor:
ret z
add 1 tiles
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
add 9

View File

@@ -1139,7 +1139,7 @@ ReelAction_InitGolem:
depixel 12, 13
ld a, SPRITE_ANIM_INDEX_SLOTS_GOLEM
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
pop af
ld [hl], a
@@ -1962,7 +1962,7 @@ Slots_AnimateGolem:
dw .roll
.init
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hl]
and a
@@ -1979,7 +1979,7 @@ Slots_AnimateGolem:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $30
ld hl, SPRITEANIMSTRUCT_XOFFSET
@@ -1987,7 +1987,7 @@ Slots_AnimateGolem:
ld [hl], $0
.fall
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $20
@@ -2006,7 +2006,7 @@ Slots_AnimateGolem:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $2
ld a, 1
@@ -2025,7 +2025,7 @@ Slots_AnimateGolem:
jr nc, .restart
and $3
ret nz
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
xor $ff
@@ -2095,11 +2095,11 @@ Slots_AnimateChansey:
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $8
.two
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
and a

View File

@@ -114,7 +114,7 @@ SetPartyMonIconAnimSpeed:
ld [hl], a
rlca
rlca
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], a
ret

View File

@@ -36,8 +36,8 @@ DoAnimFrame:
dw .UnusedJigglypuff
dw .NamingScreenCursor
dw .GameFreakLogo
dw .GSIntroStar
dw .GSIntroSparkle
dw .GSGameFreakLogoStar
dw .GSGameFreakLogoSparkle
dw .SlotsGolem
dw .SlotsChansey
dw .SlotsChanseyEgg
@@ -81,7 +81,7 @@ DoAnimFrame:
add hl, bc
ld [hl], 8 * 3
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
ld d, a
@@ -89,7 +89,7 @@ DoAnimFrame:
and $f
ret nz
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld e, [hl]
@@ -138,7 +138,7 @@ DoAnimFrame:
ret
.GSIntroBubble
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
inc [hl]
@@ -148,7 +148,7 @@ DoAnimFrame:
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
dec [hl]
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
add $02
@@ -191,7 +191,7 @@ DoAnimFrame:
and $03
swap a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
@@ -211,7 +211,7 @@ DoAnimFrame:
add d
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
add e
@@ -235,7 +235,7 @@ DoAnimFrame:
jr nc, .asm_8d5bb
inc [hl]
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc [hl]
@@ -276,14 +276,14 @@ DoAnimFrame:
.asm_8d5d8
call .IncrementJumptableIndex
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $b0
ret
.Function8d5e2
call .Function8d60b
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
and a
@@ -314,7 +314,7 @@ DoAnimFrame:
ret
.Function8d60b
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc [hl]
@@ -323,7 +323,7 @@ DoAnimFrame:
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
and $1
@@ -346,7 +346,7 @@ DoAnimFrame:
swap a
sla a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
.Function8d63e
@@ -358,7 +358,7 @@ DoAnimFrame:
inc [hl]
ld d, $04
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
add $02
@@ -369,7 +369,7 @@ DoAnimFrame:
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
and $2
ret z
@@ -433,7 +433,7 @@ DoAnimFrame:
.asm_8d6a7
call .IncrementJumptableIndex
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $30
ld a, SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_2
@@ -441,7 +441,7 @@ DoAnimFrame:
ret
.Function8d6b6
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
and a
@@ -456,7 +456,7 @@ DoAnimFrame:
ret
.Function8d6c9
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
add $04
@@ -518,7 +518,7 @@ DoAnimFrame:
.asm_8d717
call .IncrementJumptableIndex
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $30
ld a, SPRITE_ANIM_FRAMESET_GS_INTRO_PIKACHU_TAIL_2
@@ -526,7 +526,7 @@ DoAnimFrame:
ret
.Function8d726
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
and a
@@ -543,7 +543,7 @@ DoAnimFrame:
ret
.Function8d73c
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
add $04
@@ -593,7 +593,7 @@ DoAnimFrame:
and $3
swap a
add e
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
ret
@@ -606,14 +606,14 @@ DoAnimFrame:
dec [hl]
dec [hl]
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
ld d, a
add $8
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
push af
@@ -643,16 +643,16 @@ DoAnimFrame:
.Function8d7b9
call .IncrementJumptableIndex
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $30
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $30
ret
.Function8d7c9
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $3c
@@ -667,7 +667,7 @@ DoAnimFrame:
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
inc [hl]
@@ -691,16 +691,16 @@ DoAnimFrame:
.Function8d7f7
call .IncrementJumptableIndex
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $30
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $10
ret
.Function8d807
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $3c
@@ -712,7 +712,7 @@ DoAnimFrame:
ld hl, SPRITEANIMSTRUCT_YOFFSET
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
inc [hl]
@@ -740,14 +740,14 @@ IF DEF(_GOLD)
add hl, bc
ld a, [hl]
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
and $3
ld [hl], a
inc [hl]
swap a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
@@ -758,7 +758,7 @@ IF DEF(_GOLD)
cp $a4
jr nc, .asm_8d881
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
add $4
@@ -770,14 +770,14 @@ IF DEF(_GOLD)
add hl, bc
inc [hl]
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
sla a
sla a
ld d, 2
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
add 3
@@ -805,7 +805,7 @@ ELIF DEF(_SILVER)
add $3
ld d, a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [wIntroSceneTimer]
and $30
@@ -834,7 +834,7 @@ ELIF DEF(_SILVER)
ENDC
.GSIntroHoOhLugia
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
IF DEF(_GOLD)
@@ -906,7 +906,7 @@ ENDC
ret
.Function8d8e1
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc [hl]
@@ -947,12 +947,12 @@ ENDC
callfar ComposeMail_AnimateCursor
ret
.GameFreakLogo:
.GameFreakLogo
callfar GameFreakPresents_UpdateLogoPal
ret
.GSIntroStar
ld hl, SPRITEANIMSTRUCT_0C
.GSGameFreakLogoStar
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
and a
@@ -963,7 +963,7 @@ ENDC
and $1f
jr nz, .asm_8d943
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
dec [hl]
.asm_8d943
@@ -985,7 +985,7 @@ ENDC
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
@@ -1001,14 +1001,14 @@ ENDC
call DeinitializeSprite
ret
.GSIntroSparkle
ld hl, SPRITEANIMSTRUCT_0C
.GSGameFreakLogoSparkle
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hli]
or [hl]
jr z, .asm_8d9cc
ld hl, SPRITEANIMSTRUCT_0F
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld d, [hl]
@@ -1030,13 +1030,13 @@ ENDC
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld e, [hl]
inc hl
ld d, [hl]
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hli]
ld h, [hl]
@@ -1045,13 +1045,13 @@ ENDC
ld e, l
ld d, h
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld [hl], e
inc hl
ld [hl], d
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hli]
ld h, [hl]
@@ -1061,7 +1061,7 @@ ENDC
ld e, l
ld d, h
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], e
inc hl
@@ -1158,13 +1158,13 @@ ENDC
add hl, bc
ld [hl], $2
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $20
ret
.TradePokeBall_two
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
and a
@@ -1175,12 +1175,12 @@ ENDC
.asm_8da5d
call .IncrementJumptableIndex
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $40
.TradePokeBall_three
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp 48
@@ -1204,24 +1204,24 @@ ENDC
add hl, bc
ld [hl], $4
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $30
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $24
ret
.TradePokeBall_four
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
and a
jr z, .asm_8daca
ld d, a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
call Sprites_Sine
@@ -1230,18 +1230,18 @@ ENDC
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
inc [hl]
ld a, [hl]
and $3f
ret nz
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $20
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
sub $c
@@ -1285,7 +1285,7 @@ ENDC
ret
.RevealNewMon:
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $80
@@ -1326,7 +1326,7 @@ ENDC
ret
.CutLeaves
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld e, [hl]
inc hl
@@ -1336,13 +1336,13 @@ ENDC
ld e, l
ld d, h
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], e
inc hl
ld [hl], d
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc [hl]
@@ -1371,7 +1371,7 @@ ENDC
and a
ret z
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
inc [hl]
@@ -1383,7 +1383,7 @@ ENDC
dec [hl]
dec [hl]
ld hl, SPRITEANIMSTRUCT_0F
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld a, [hl]
ld d, a
@@ -1392,7 +1392,7 @@ ENDC
add $8
ld [hl], a
.skip
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hl]
inc [hl]
@@ -1417,7 +1417,7 @@ ENDC
dec [hl]
ld d, $40
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
inc [hl]
@@ -1444,7 +1444,7 @@ ENDC
inc [hl]
inc [hl]
ld hl, SPRITEANIMSTRUCT_0F
ld hl, SPRITEANIMSTRUCT_VAR4
add hl, bc
ld a, [hl]
ld d, a
@@ -1453,7 +1453,7 @@ ENDC
sub $2
ld [hl], a
.asm_8dbce
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld a, [hl]
inc [hl]

View File

@@ -160,44 +160,45 @@ _InitSpriteAnimStruct::
add hl, bc
; Load the index.
ld a, [wSpriteAnimCount]
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_INDEX
; Copy the table entry to the next two fields.
ld a, [de]
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_FRAMESET_ID
inc de
ld a, [de]
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_ANIM_SEQ_ID
inc de
; Look up the third field from the table in the wSpriteAnimDict array (10x2).
; Take the value and load it in
ld a, [de]
call GetSpriteAnimVTile
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_TILE_ID
pop de
; Set hl to field 4 (X coordinate). Kinda pointless, because we're presumably already here.
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
; Load the original value of de into here.
ld a, e
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_XCOORD
ld a, d
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_YCOORD
; load 0 into the next four fields
xor a
ld [hli], a
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_XOFFSET
ld [hli], a ; SPRITEANIMSTRUCT_YOFFSET
xor a
ld [hli], a
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_DURATION
ld [hli], a ; SPRITEANIMSTRUCT_DURATIONOFFSET
; load -1 into the next field
dec a
ld [hli], a
ld [hli], a ; SPRITEANIMSTRUCT_FRAME
; load 0 into the last five fields
xor a
rept 4
ld [hli], a
endr
ld [hl], a
ld [hli], a ; SPRITEANIMSTRUCT_JUMPTABLE_INDEX
ld [hli], a ; SPRITEANIMSTRUCT_VAR1
ld [hli], a ; SPRITEANIMSTRUCT_VAR2
ld [hli], a ; SPRITEANIMSTRUCT_VAR3
ld [hl], a ; SPRITEANIMSTRUCT_VAR4
; back up the address of the first field to wSpriteAnimAddrBackup
ld a, c
ld [wSpriteAnimAddrBackup], a

View File

@@ -849,7 +849,7 @@ Intro_PlaceChrisSprite:
NUM_TITLESCREENOPTIONS EQU const_value
IntroSequence:
callfar Copyright_GameFreakPresents
callfar SplashScreen
jr c, StartTitleScreen
callfar GoldSilverIntro

View File

@@ -363,7 +363,7 @@ NamingScreenJoypadLoop:
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, [hl]
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld [hl], a
ld hl, wJumptableIndex
@@ -403,10 +403,10 @@ NamingScreenJoypadLoop:
ld c, [hl]
inc hl
ld b, [hl]
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $8
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $4
call NamingScreen_IsTargetBox
@@ -446,7 +446,7 @@ NamingScreenJoypadLoop:
ld b, [hl]
NamingScreen_GetCursorPosition:
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
push bc
@@ -458,7 +458,7 @@ NamingScreen_GetCursorPosition:
cp b
pop bc
jr nz, .not_bottom_row
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $3
@@ -482,7 +482,7 @@ NamingScreen_GetCursorPosition:
NamingScreen_AnimateCursor:
call .GetDPad
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
ld e, a
@@ -502,13 +502,13 @@ NamingScreen_AnimateCursor:
ld de, .CaseDelEnd
ld a, SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR_BIG - SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR ; 1
.ok2
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
add [hl] ; default SPRITE_ANIM_FRAMESET_TEXT_ENTRY_CURSOR
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld l, [hl]
ld h, $0
@@ -545,7 +545,7 @@ NamingScreen_AnimateCursor:
call NamingScreen_GetCursorPosition
and a
jr nz, .asm_11e76
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $8
@@ -565,7 +565,7 @@ NamingScreen_AnimateCursor:
ld e, a
add a
add e
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
ret
@@ -574,7 +574,7 @@ NamingScreen_AnimateCursor:
call NamingScreen_GetCursorPosition
and a
jr nz, .asm_11e97
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
and a
@@ -596,13 +596,13 @@ NamingScreen_AnimateCursor:
ld e, a
add a
add e
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
ret
.down
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
call NamingScreen_IsTargetBox
@@ -623,7 +623,7 @@ NamingScreen_AnimateCursor:
ret
.up
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
and a
@@ -1044,7 +1044,7 @@ INCBIN "gfx/icons/mail_big.2bpp"
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld a, [hl]
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
ld [hl], a
ld hl, wJumptableIndex
@@ -1094,10 +1094,10 @@ INCBIN "gfx/icons/mail_big.2bpp"
ld c, [hl]
inc hl
ld b, [hl]
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $9
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld [hl], $5
ret
@@ -1140,7 +1140,7 @@ INCBIN "gfx/icons/mail_big.2bpp"
ComposeMail_AnimateCursor:
call .GetDPad
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
ld e, a
@@ -1155,13 +1155,13 @@ ComposeMail_AnimateCursor:
ld de, .CaseDelEnd
ld a, 1
.got_pointer
ld hl, SPRITEANIMSTRUCT_0E
ld hl, SPRITEANIMSTRUCT_VAR3
add hl, bc
add [hl]
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld l, [hl]
ld h, 0
@@ -1198,7 +1198,7 @@ ComposeMail_AnimateCursor:
call ComposeMail_GetCursorPosition
and a
jr nz, .case_del_done_right
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $9
@@ -1218,7 +1218,7 @@ ComposeMail_AnimateCursor:
ld e, a
add a
add e
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
ret
@@ -1227,7 +1227,7 @@ ComposeMail_AnimateCursor:
call ComposeMail_GetCursorPosition
and a
jr nz, .caps_del_done_left
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
and a
@@ -1249,13 +1249,13 @@ ComposeMail_AnimateCursor:
ld e, a
add a
add e
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], a
ret
.down
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
cp $5
@@ -1268,7 +1268,7 @@ ComposeMail_AnimateCursor:
ret
.up
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
and a
@@ -1287,12 +1287,12 @@ NamingScreen_PressedA_GetCursorCommand:
ld b, [hl]
ComposeMail_GetCursorPosition:
ld hl, SPRITEANIMSTRUCT_0D
ld hl, SPRITEANIMSTRUCT_VAR2
add hl, bc
ld a, [hl]
cp $5
jr nz, .letter
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
cp $3

View File

@@ -249,7 +249,7 @@ EvolutionAnimation:
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld [hl], $0
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $10
ret

View File

@@ -1,347 +1,3 @@
Copyright_GameFreakPresents:
; Play the copyright screen and GameFreak Presents sequence.
; Return carry if user cancels animation by pressing a button.
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
callfar Copyright
call WaitBGMap
ld c, 100
call DelayFrames
call ClearTilemap
call .GetGFLogoGFX
.loop
call .PlayFrame
jr nc, .loop
; high bits of wJumptableIndex are recycled for some flags
; this was set if user canceled by pressing a button
ld a, [wJumptableIndex]
bit 6, a
jr nz, .canceled
; clear carry flag from GameFreakPresents_PlayFrame
and a
ret
.canceled
scf
ret
.GetGFLogoGFX:
; Load gfx and initialize variables
ld de, GameFreakPresentsGFX1
ld hl, vTiles1
lb bc, BANK(GameFreakPresentsGFX1), 28
call Get1bpp
ld de, GameFreakPresentsGFX2
ld hl, vTiles1 tile 28
lb bc, BANK(GameFreakPresentsGFX2), 5
call Request2bpp
farcall ClearSpriteAnims
ld hl, wSpriteAnimDict
ld a, 6
ld [hli], a
ld a, $8d
ld [hl], a
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, SCREEN_HEIGHT_PX
ldh [hWY], a
lb de, %00100100, %11111000
call DmgToCgbObjPals
ret
.PlayFrame:
; Play one frame of GameFreakPresents sequence.
; Return carry when the sequence completes or is canceled.
call JoyTextDelay
ldh a, [hJoyLast]
and BUTTONS
jr nz, .pressed_button
; high bits of wJumptableIndex are recycled for some flags
; this is set when the sequence finished
ld a, [wJumptableIndex]
bit 7, a
jr nz, .finish
farcall PlaySpriteAnimations
call PlaceGameFreakPresents
call DelayFrame
; ensure carry is cleared
and a
ret
.pressed_button
; high bits of wJumptableIndex are recycled for some flags
ld hl, wJumptableIndex
set 6, [hl]
.finish
callfar ClearSpriteAnims
call ClearTilemap
call ClearSprites
ld c, 16
call DelayFrames
scf
ret
PlaceGameFreakPresents:
jumptable .scenes, wJumptableIndex
.scenes
dw GameFreakPresents_Star
dw GameFreakPresents_PlaceLogo
dw GameFreakPresents_LogoSparkles
dw GameFreakPresents_PlacePresents
dw GameFreakPresents_WaitForTimer
dw GameFreakPresents_SetDoneFlag
GameFreakPresents_NextScene:
ld hl, wJumptableIndex
inc [hl]
ret
Functione4a8d: ; unreferenced
ld c, 64
call DelayFrames
call GameFreakPresents_NextScene
ret
GameFreakPresents_Star:
; tell GameFreakPresents_PlaceLogo we haven't finished yet
xor a
ld [wIntroSceneFrameCounter], a
depixel 10, 11, 4, 0
ld a, SPRITE_ANIM_INDEX_GS_INTRO_STAR
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_0C
add hl, bc
ld [hl], $80
ld de, SFX_GAME_FREAK_LOGO_GS
call PlaySFX
call GameFreakPresents_NextScene
ret
GameFreakPresents_PlaceLogo:
; Draw the Game Freak logo (may be initially invisible due to palette)
; wait until the star animation completed
; this counter is set in DoAnimFrame.GSIntroStar in engine/gfx/sprite_anims.asm
ld a, [wIntroSceneFrameCounter]
and a
ret z
depixel 10, 11, 4, 0
ld a, SPRITE_ANIM_INDEX_GAMEFREAK_LOGO
call InitSpriteAnimStruct
call GameFreakPresents_NextScene
; set timer for GameFreakPresents_LogoSparkles
ld a, $80
ld [wIntroSceneTimer], a
ret
GameFreakPresents_LogoSparkles:
ld hl, wIntroSceneTimer
ld a, [hl]
and a
jr z, .done
dec [hl]
; add first text when timer passes half
cp $3f
call z, GameFreakPresents_PlaceGameFreak
; add sparkles continuously
call GameFreakPresents_Sparkle
ret
.done
; set timer for GameFreakPresents_PlacePresents
ld [hl], $80
call GameFreakPresents_NextScene
ret
GameFreakPresents_PlaceGameFreak:
hlcoord 5, 12
ld de, .game_freak
call PlaceString
ret
.game_freak
db $80, $81, $82, $83, $8d, $84, $85, $83, $81, $86
db "@"
GameFreakPresents_PlacePresents:
hlcoord 7, 13
ld de, .presents
call PlaceString
call GameFreakPresents_NextScene
; set timer for GameFreakPresents_WaitForTimer
ld a, $80
ld [wIntroSceneTimer], a
ret
.presents
db $87, $88, $89, $8a, $8b, $8c
db "@"
GameFreakPresents_SetDoneFlag:
; Tell GameFreakPresents_PlayFrame and TitleScreenFrame that we're finished.
ld hl, wJumptableIndex
set 7, [hl]
ret
GameFreakPresents_WaitForTimer:
ld hl, wIntroSceneTimer
ld a, [hl]
and a
jr z, .done
dec [hl]
ret
.done
call GameFreakPresents_NextScene
ret
GameFreakPresents_UpdateLogoPal:
; called from DoAnimFrame.GameFreakLogo
; OBP1 was initialized at end of GameFreakPresents_Init
; once we reached the final state, leave it alone
ldh a, [rOBP1]
cp %10010000
ret z
; wait 16 frames before next change
ld a, [wIntroSceneTimer]
and $f
ret nz
; rotate OBP1 by one color slot (2 bits)
; DMG: logo is white, then light gray, then dark gray
; CGB: logo is white, then yellow
ldh a, [rOBP1]
rrca
rrca
call DmgToCgbObjPal1
ret
GameFreakPresents_Sparkle:
; Initialize and configure a sparkle sprite.
; run only every second frame
ld d, a
and 1
ret nz
; shift over so our index is still changing by 1 each time
ld a, d
srl a
; set up a new sparkle sprite
push af
depixel 11, 11
ld a, SPRITE_ANIM_INDEX_GS_INTRO_SPARKLE
call InitSpriteAnimStruct
pop af
; take the bottom 4 bits of a as an index into
; sparkle_vectors (16 entries)
and %00001111
ld e, a
ld d, 0
ld hl, .sparkle_vectors
add hl, de
add hl, de
; set the angle and distance for this sprite
ld e, l
ld d, h
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld a, [de]
ld [hl], a ; angle
inc de
ld hl, SPRITEANIMSTRUCT_0C
add hl, bc
ld [hl], 0
inc hl ; SPRITEANIMSTRUCT_0D
ld a, [de]
ld [hl], a ; distance
ret
.sparkle_vectors
; values control final position of each sparkle
; position is automatically animated along the vector
; each entry emits two sparkles in opposite directions
; angle (6 bits) and distance (tiles?)
db $00, $03
db $08, $04
db $04, $03
db $0c, $02
db $10, $02
db $18, $03
db $14, $04
db $1c, $03
db $20, $02
db $28, $02
db $24, $03
db $2c, $04
db $30, $04
db $38, $03
db $34, $02
db $3c, $04
GameFreakPresentsGFX1:
INCBIN "gfx/intro/gamefreak_presents.1bpp"
INCBIN "gfx/intro/gamefreak_logo.1bpp"
GameFreakPresentsGFX2:
INCBIN "gfx/intro/logo_star.2bpp"
INCBIN "gfx/intro/logo_sparkle.2bpp"
GoldSilverIntro:
call .Init
.Loop:

344
engine/movie/splash.asm Normal file
View File

@@ -0,0 +1,344 @@
SplashScreen:
; Play the copyright screen and GameFreak Presents sequence.
; Return carry if user cancels animation by pressing a button.
; Reinitialize everything
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
; Play GameFreak logo animation
call GameFreakPresentsInit
.loop
call GameFreakPresentsFrame
jr nc, .loop
; high bits of wJumptableIndex are recycled for some flags
; this was set if user canceled by pressing a button
ld a, [wJumptableIndex]
bit 6, a
jr nz, .canceled
; clear carry flag from GameFreakPresents_PlayFrame
and a
ret
.canceled
scf
ret
GameFreakPresentsInit:
ld de, GameFreakLogoGFX
ld hl, vTiles1
lb bc, BANK(GameFreakLogoGFX), 28
call Get1bpp
ld de, GameFreakLogoStarsGFX
ld hl, vTiles1 tile 28
lb bc, BANK(GameFreakLogoStarsGFX), 5
call Request2bpp
farcall ClearSpriteAnims
ld hl, wSpriteAnimDict
ld a, 6
ld [hli], a
ld a, $8d
ld [hl], a
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, SCREEN_HEIGHT_PX
ldh [hWY], a
lb de, %00100100, %11111000
call DmgToCgbObjPals
ret
GameFreakPresentsFrame:
; Play one frame of GameFreakPresents sequence.
; Return carry when the sequence completes or is canceled.
call JoyTextDelay
ldh a, [hJoyLast]
and BUTTONS
jr nz, .pressed_button
; high bits of wJumptableIndex are recycled for some flags
; this is set when the sequence finished
ld a, [wJumptableIndex]
bit 7, a
jr nz, .finish
farcall PlaySpriteAnimations
call GameFreakPresentsScene
call DelayFrame
; ensure carry is cleared
and a
ret
.pressed_button
; high bits of wJumptableIndex are recycled for some flags
ld hl, wJumptableIndex
set 6, [hl]
.finish
callfar ClearSpriteAnims
call ClearTilemap
call ClearSprites
ld c, 16
call DelayFrames
scf
ret
GameFreakPresentsScene:
jumptable .scenes, wJumptableIndex
.scenes
dw GameFreakPresents_Star
dw GameFreakPresents_PlaceLogo
dw GameFreakPresents_LogoSparkles
dw GameFreakPresents_PlacePresents
dw GameFreakPresents_WaitForTimer
dw GameFreakPresents_SetDoneFlag
GameFreakPresents_NextScene:
ld hl, wJumptableIndex
inc [hl]
ret
Functione4a8d: ; unreferenced
ld c, 64
call DelayFrames
call GameFreakPresents_NextScene
ret
GameFreakPresents_Star:
; tell GameFreakPresents_PlaceLogo we haven't finished yet
xor a
ld [wIntroSceneFrameCounter], a
depixel 10, 11, 4, 0
ld a, SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_STAR
call InitSpriteAnimStruct
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $80
ld de, SFX_GAME_FREAK_LOGO_GS
call PlaySFX
call GameFreakPresents_NextScene
ret
GameFreakPresents_PlaceLogo:
; Draw the Game Freak logo (may be initially invisible due to palette)
; wait until the star animation completed
; this counter is set in DoAnimFrame.GSIntroStar in engine/gfx/sprite_anims.asm
ld a, [wIntroSceneFrameCounter]
and a
ret z
depixel 10, 11, 4, 0
ld a, SPRITE_ANIM_INDEX_GAMEFREAK_LOGO
call InitSpriteAnimStruct
call GameFreakPresents_NextScene
; set timer for GameFreakPresents_LogoSparkles
ld a, 128
ld [wIntroSceneTimer], a
ret
GameFreakPresents_LogoSparkles:
ld hl, wIntroSceneTimer
ld a, [hl]
and a
jr z, .done
dec [hl]
; add first text when timer passes half
cp 63
call z, GameFreakPresents_PlaceGameFreak
; add sparkles continuously
call GameFreakPresents_Sparkle
ret
.done
; go to the next scene
ld [hl], 128
call GameFreakPresents_NextScene
ret
GameFreakPresents_PlaceGameFreak:
hlcoord 5, 12
ld de, .game_freak
call PlaceString
ret
.game_freak
db $80, $81, $82, $83, $8d, $84, $85, $83, $81, $86
db "@"
GameFreakPresents_PlacePresents:
hlcoord 7, 13
ld de, .presents
call PlaceString
call GameFreakPresents_NextScene
; set timer for GameFreakPresents_WaitForTimer
ld a, 128
ld [wIntroSceneTimer], a
ret
.presents
db $87, $88, $89, $8a, $8b, $8c
db "@"
GameFreakPresents_SetDoneFlag:
; Tell GameFreakPresents_PlayFrame and TitleScreenFrame that we're finished.
ld hl, wJumptableIndex
set 7, [hl]
ret
GameFreakPresents_WaitForTimer:
ld hl, wIntroSceneTimer
ld a, [hl]
and a
jr z, .done
dec [hl]
ret
.done
call GameFreakPresents_NextScene
ret
GameFreakPresents_UpdateLogoPal:
; called from DoAnimFrame.GameFreakLogo
; OBP1 was initialized at end of GameFreakPresents_Init
; once we reached the final state, leave it alone
ldh a, [rOBP1]
cp %10010000
ret z
; wait 16 frames before next change
ld a, [wIntroSceneTimer]
and $f
ret nz
; rotate OBP1 by one color slot (2 bits)
; DMG: logo is white, then light gray, then dark gray
; CGB: logo is white, then yellow
ldh a, [rOBP1]
rrca
rrca
call DmgToCgbObjPal1
ret
GameFreakPresents_Sparkle:
; Initialize and configure a sparkle sprite.
; run only every second frame
ld d, a
and 1
ret nz
; shift over so our index is still changing by 1 each time
ld a, d
srl a
; set up a new sparkle sprite
push af
depixel 11, 11
ld a, SPRITE_ANIM_INDEX_GS_GAMEFREAK_LOGO_SPARKLE
call InitSpriteAnimStruct
pop af
; take the bottom 4 bits of a as an index into
; sparkle_vectors (16 entries)
and %00001111
ld e, a
ld d, 0
ld hl, .sparkle_vectors
add hl, de
add hl, de
; set the angle and distance for this sprite
ld e, l
ld d, h
ld hl, SPRITEANIMSTRUCT_JUMPTABLE_INDEX
add hl, bc
ld a, [de]
ld [hl], a ; angle
inc de
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], 0
inc hl ; SPRITEANIMSTRUCT_VAR2
ld a, [de]
ld [hl], a ; distance
ret
.sparkle_vectors
; values control final position of each sparkle
; position is automatically animated along the vector
; each entry emits two sparkles in opposite directions
; angle (6 bits) and distance (tiles?)
db $00, $03
db $08, $04
db $04, $03
db $0c, $02
db $10, $02
db $18, $03
db $14, $04
db $1c, $03
db $20, $02
db $28, $02
db $24, $03
db $2c, $04
db $30, $04
db $38, $03
db $34, $02
db $3c, $04
GameFreakLogoGFX:
INCBIN "gfx/splash/gamefreak_presents.1bpp"
INCBIN "gfx/splash/gamefreak_logo.1bpp"
GameFreakLogoStarsGFX:
INCBIN "gfx/splash/logo_star.2bpp"
INCBIN "gfx/splash/logo_sparkle.2bpp"

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@@ -1020,13 +1020,13 @@ TradeAnim_AnimateTrademonInTube:
.InitTimer:
call .JumptableNext
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $80
ret
.WaitTimer1:
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
dec [hl]
@@ -1084,13 +1084,13 @@ TradeAnim_AnimateTrademonInTube:
.done_move_left
call .JumptableNext
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld [hl], $80
ret
.WaitTimer2:
ld hl, SPRITEANIMSTRUCT_0C
ld hl, SPRITEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
dec [hl]

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@@ -342,16 +342,16 @@ sprite_anim_struct: MACRO
\1DurationOffset:: db
\1FrameIndex:: db
\1JumptableIndex:: db
\1Field0c:: ds 1
\1Field0d:: ds 1
\1Field0e:: ds 1
\1Field0f:: ds 1
\1Var1:: ds 1
\1Var2:: ds 1
\1Var3:: ds 1
\1Var4:: ds 1
ENDM
battle_anim_struct: MACRO
; Placeholder until we can figure out what it all means
\1Index:: db
\1Field01:: ds 1
\1OAMFlags:: db
\1Field02:: ds 1
\1FramesetID:: db
\1Function:: db
@@ -361,19 +361,13 @@ battle_anim_struct: MACRO
\1YCoord:: db
\1XOffset:: db
\1YOffset:: db
\1Field0b:: ds 1
\1Param:: db
\1Duration:: db
\1Frame:: db
\1AnonJumptableIndex:: db
\1Field0f:: ds 1
\1Field10:: ds 1
\1Field11:: ds 1
\1Field12:: ds 1
\1Field13:: ds 1
\1Field14:: ds 1
\1Field15:: ds 1
\1Field16:: ds 1
\1Field17:: ds 1
\1JumptableIndex:: db
\1Var1:: db
\1Var2:: db
ds 7
ENDM
battle_bg_effect: MACRO

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@@ -327,7 +327,7 @@ INCLUDE "engine/pokemon/bills_pc.asm"
SECTION "bank39", ROMX
CopyrightGFX::
INCBIN "gfx/intro/copyright.2bpp"
INCBIN "gfx/splash/copyright.2bpp"
IF DEF(_GOLD)
TitleScreenGFX3:
@@ -343,6 +343,7 @@ INCBIN "gfx/title/lugia_silver.2bpp.lz"
ENDC
INCLUDE "engine/menus/options_menu.asm"
INCLUDE "engine/movie/splash.asm"
INCLUDE "engine/movie/intro.asm"