battle_anim_utility_funcs; split battle_intro.s
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+1
-1
@@ -836,7 +836,7 @@ struct MonSpritesGfx
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u8 field_F4[0x80];
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u8 *barFontGfx;
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void *field_178;
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void *field_17C;
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u16 *field_17C;
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};
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extern u16 gBattle_BG0_X;
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+22
-11
@@ -7,14 +7,6 @@
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#define BATTLE_BANKS_COUNT 4
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#endif // BATTLE_BANKS_COUNT
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enum
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{
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ANIM_BANK_ATTACKER,
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ANIM_BANK_TARGET,
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ANIM_BANK_ATK_PARTNER,
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ANIM_BANK_DEF_PARTNER,
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};
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enum
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{
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BG_ANIM_SCREEN_SIZE,
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@@ -83,6 +75,7 @@ s16 sub_80A52EC(s16 a);
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s16 CalculatePanIncrement(s16 sourcePan, s16 targetPan, s16 incrementPan);
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bool8 IsBattlerSpriteVisible(u8 battlerId);
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s16 KeepPanInRange(s16 a, s32 oldPan);
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void sub_80730C0(u16, const u16 *, u16 *, u8);
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// battle_anim_80FE840.s
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void SetAnimBgAttribute(u8 bgId, u8 attributeId, u8 value);
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@@ -126,7 +119,7 @@ u8 GetBattlerSpriteCoord(u8 bank, u8 attributeId);
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bool8 IsBankSpritePresent(u8 bank);
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void sub_80A6C68(u8 arg0);
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u8 GetAnimBankSpriteId(u8 wantedBank);
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u8 GetAnimBattlerSpriteId(u8 wantedBank);
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bool8 IsDoubleBattle(void);
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u8 sub_80A6D94(void);
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u8 sub_80A8364(u8);
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@@ -139,7 +132,7 @@ u8 GetGhostSpriteDefault_Y(u8 battlerId);
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void sub_8072E48(u8 battlerId, u8);
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void sub_8073128(u8);
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// battle_anim_80A9C70.s
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// battle_anim_status_effects.s
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#define STAT_ANIM_PLUS1 15
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#define STAT_ANIM_PLUS2 39
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#define STAT_ANIM_MINUS1 22
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@@ -150,7 +143,7 @@ void sub_8073128(u8);
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#define STAT_ANIM_MULTIPLE_MINUS2 58
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void LaunchStatusAnimation(u8 bank, u8 statusAnimId);
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// battle_anim_8170478.s
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// battle_anim_special.s
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u8 ItemIdToBallId(u16 itemId);
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u8 LaunchBallStarsTask(u8 x, u8 y, u8 kindOfStars, u8 arg3, u8 ballId);
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u8 LaunchBallFadeMonTask(bool8 unFadeLater, u8 bank, u32 arg2, u8 ballId);
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@@ -169,6 +162,17 @@ u8 GetBattlerSpriteSubpriority(u8 battlerId);
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void StartAnimLinearTranslation(struct Sprite *sprite);
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void sub_80755B8(struct Sprite *sprite);
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u8 sub_80768B0(u8 battlerId);
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u32 sub_8075CB8(u8 a1, u8 a2, u8 a3, u8 a4);
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u8 sub_8075D80(u8 battlerId);
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s16 CloneBattlerSpriteWithBlend(u8 animBattler);
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void obj_delete_but_dont_free_vram(struct Sprite *sprite);
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void sub_807543C(u8 bgId, const u32 *);
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void AnimLoadCompressedBgGfx(u32, const u32 *, u32);
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void sub_80752A0(struct BattleAnimBgData *);
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u8 sub_8076E34(s32, u8, s32);
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void sub_8075358(u8 bgId);
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u32 sub_8075BE8(u8, u8, u8, u8, u8, u8, u8);
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void sub_8075458(bool8);
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// battle_anim_mon_movement.c
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void AnimTask_ShakeMon(u8 taskId);
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@@ -185,4 +189,11 @@ void sub_8099980(u8 taskId);
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void sub_8099A78(u8 taskId);
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void sub_8099BD4(u8 taskId);
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// normal.s
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u32 UnpackSelectedBattleAnimPalettes(s16 selector);
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// battle_anim_utility_funcs.c
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void sub_80BB088(u8 taskId);
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void sub_80BBA20(u8 taskId, s32 unused, u16 arg2, u8 battler1, u8 arg4, u8 arg5, u8 arg6, u8 arg7, const u32 *gfx, const u32 *tilemap, const u32 *palette);
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#endif // GUARD_BATTLE_ANIM_H
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@@ -77,8 +77,6 @@
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#define RGB_BLACK RGB(0, 0, 0)
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#define RGB_WHITE RGB(31, 31, 31)
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#define WIN_RANGE(a, b) (((a) << 8) | (b))
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#define NAKED __attribute__((naked))
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#define UNUSED __attribute__((unused))
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@@ -538,6 +538,40 @@
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#define BGCNT_AFF512x512 0x8000
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#define BGCNT_AFF1024x1024 0xC000
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// WININ/OUT
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#define WININ_WIN0_BG0 (1 << 0)
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#define WININ_WIN0_BG1 (1 << 1)
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#define WININ_WIN0_BG2 (1 << 2)
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#define WININ_WIN0_BG3 (1 << 3)
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#define WININ_WIN0_BG_ALL (WININ_WIN0_BG0 | WININ_WIN0_BG1 | WININ_WIN0_BG2 | WININ_WIN0_BG3)
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#define WININ_WIN0_OBJ (1 << 4)
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#define WININ_WIN0_CLR (1 << 5)
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#define WININ_WIN1_BG0 (1 << 8)
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#define WININ_WIN1_BG1 (1 << 9)
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#define WININ_WIN1_BG2 (1 << 10)
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#define WININ_WIN1_BG3 (1 << 11)
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#define WININ_WIN1_BG_ALL (WININ_WIN1_BG0 | WININ_WIN1_BG1 | WININ_WIN1_BG2 | WININ_WIN1_BG3)
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#define WININ_WIN1_OBJ (1 << 12)
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#define WININ_WIN1_CLR (1 << 13)
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#define WINOUT_WIN01_BG0 (1 << 0)
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#define WINOUT_WIN01_BG1 (1 << 1)
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#define WINOUT_WIN01_BG2 (1 << 2)
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#define WINOUT_WIN01_BG3 (1 << 3)
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#define WINOUT_WIN01_BG_ALL (WINOUT_WIN01_BG0 | WINOUT_WIN01_BG1 | WINOUT_WIN01_BG2 | WINOUT_WIN01_BG3)
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#define WINOUT_WIN01_OBJ (1 << 4)
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#define WINOUT_WIN01_CLR (1 << 5)
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#define WINOUT_WINOBJ_BG0 (1 << 8)
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#define WINOUT_WINOBJ_BG1 (1 << 9)
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#define WINOUT_WINOBJ_BG2 (1 << 10)
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#define WINOUT_WINOBJ_BG3 (1 << 11)
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#define WINOUT_WINOBJ_BG_ALL (WINOUT_WINOBJ_BG0 | WINOUT_WINOBJ_BG1 | WINOUT_WINOBJ_BG2 | WINOUT_WINOBJ_BG3)
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#define WINOUT_WINOBJ_OBJ (1 << 12)
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#define WINOUT_WINOBJ_CLR (1 << 13)
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#define WIN_RANGE(a, b) (((a) << 8) | (b))
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#define WIN_RANGE2(a, b) ((b) | ((a) << 8))
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// BLDCNT
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// Bits 0-5 select layers for the 1st target
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#define BLDCNT_TGT1_BG0 (1 << 0)
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@@ -558,6 +592,7 @@
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#define BLDCNT_TGT2_BG3 (1 << 11)
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#define BLDCNT_TGT2_OBJ (1 << 12)
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#define BLDCNT_TGT2_BD (1 << 13)
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#define BLDCNT_TGT2_ALL (BLDCNT_TGT2_BG0 | BLDCNT_TGT2_BG1 | BLDCNT_TGT2_BG2 | BLDCNT_TGT2_BG3 | BLDCNT_TGT2_OBJ | BLDCNT_TGT2_BD)
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// BLDALPHA
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#define BLDALPHA_BLEND(target1, target2) (((target2) << 8) | (target1))
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@@ -961,6 +961,21 @@ extern const u8 gFile_graphics_items_icon_palettes_sapphire_palette[];
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extern const u8 gFile_graphics_items_icons_return_to_field_arrow_sheet[];
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extern const u8 gFile_graphics_items_icon_palettes_return_to_field_arrow_palette[];
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// battle_anim_utility_funcs
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extern const u32 gFile_graphics_battle_anims_masks_curse_sheet[];
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extern const u32 gFile_graphics_battle_anims_masks_curse_tilemap[];
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extern const u32 gBattleStatMask_Gfx[];
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extern const u32 gBattleStatMask1_Pal[];
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extern const u32 gBattleStatMask2_Pal[];
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extern const u32 gBattleStatMask3_Pal[];
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extern const u32 gBattleStatMask4_Pal[];
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extern const u32 gBattleStatMask5_Pal[];
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extern const u32 gBattleStatMask6_Pal[];
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extern const u32 gBattleStatMask7_Pal[];
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extern const u32 gBattleStatMask8_Pal[];
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extern const u32 gBattleStatMask1_Tilemap[];
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extern const u32 gBattleStatMask2_Tilemap[];
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// title_screen
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extern const u16 gGraphics_TitleScreen_PokemonFireRedLogoPals[];
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extern const u8 gGraphics_TitleScreen_PokemonFireRedLogoTiles[];
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