pokeemerald/asm/macros/battle_anim_script.inc

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@ commands
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.macro loadspritegfx tag:req
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.byte 0x0
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.2byte \tag
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.endm
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.macro unloadspritegfx tag:req
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.byte 0x1
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.2byte \tag
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.endm
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.macro createsprite template:req, anim_battler:req, subpriority_offset:req, argv:vararg
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.byte 0x02
.4byte \template
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.if \anim_battler == ANIM_TARGET
.byte ANIMSPRITE_IS_TARGET | (\subpriority_offset & 0x7F)
.else
.byte (\subpriority_offset & 0x7F)
.endif
.byte (.Lsprite_\@_2 - .Lsprite_\@_1) / 2
.Lsprite_\@_1:
.2byte \argv
.Lsprite_\@_2:
.endm
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.macro createvisualtask addr:req, priority:req, argv:vararg
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.byte 0x03
.4byte \addr
.byte \priority
.byte (.Lcreatetask_\@_2 - .Lcreatetask_\@_1) / 2
.Lcreatetask_\@_1:
.2byte \argv
.Lcreatetask_\@_2:
.endm
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.macro delay frames:req
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.byte 0x4
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.byte \frames
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.endm
.macro waitforvisualfinish
.byte 0x5
.endm
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.macro nop
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.byte 0x6
.endm
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.macro nop2
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.byte 0x7
.endm
.macro end
.byte 0x8
.endm
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.macro playse se:req
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.byte 0x9
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.2byte \se
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.endm
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.macro monbg battler:req
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.byte 0xa
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.byte \battler
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.endm
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.macro clearmonbg battler:req
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.byte 0xb
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.byte \battler
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.endm
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.macro setalpha eva:req, evb:req
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.byte 0x0C
.2byte ((\evb) << 8) | (\eva)
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.endm
.macro blendoff
.byte 0xd
.endm
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.macro call ptr:req
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.byte 0xe
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.4byte \ptr
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.endm
.macro return
.byte 0xf
.endm
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.macro setarg argId:req, value:req
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.byte 0x10
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.byte \argId
.2byte \value
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.endm
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.macro choosetwoturnanim ptr1:req, ptr2:req
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.byte 0x11
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.4byte \ptr1
.4byte \ptr2
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.endm
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.macro jumpifmoveturn value:req, ptr:req
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.byte 0x12
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.byte \value
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.4byte \ptr
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.endm
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.macro goto ptr:req
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.byte 0x13
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.4byte \ptr
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.endm
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.macro fadetobg bg:req
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.byte 0x14
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.byte \bg
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.endm
.macro restorebg
.byte 0x15
.endm
.macro waitbgfadeout
.byte 0x16
.endm
.macro waitbgfadein
.byte 0x17
.endm
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.macro changebg bg:req
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.byte 0x18
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.byte \bg
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.endm
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.macro playsewithpan se:req, pan:req
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.byte 0x19
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.2byte \se
.byte \pan
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.endm
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.macro setpan pan:req
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.byte 0x1a
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.byte \pan
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.endm
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.macro panse se:req, currentPan:req, targetPan:req, incrementPan:req, delay:req
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.byte 0x1b
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.2byte \se
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.byte \currentPan
.byte \targetPan
.byte \incrementPan
.byte \delay
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.endm
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.macro loopsewithpan se:req, pan:req, wait:req, times:req
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.byte 0x1c
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.2byte \se
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.byte \pan
.byte \wait
.byte \times
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.endm
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.macro waitplaysewithpan se:req, pan:req, wait:req
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.byte 0x1d
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.2byte \se
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.byte \pan
.byte \wait
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.endm
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.macro setbldcnt bldcnt:req
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.byte 0x1e
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.2byte \bldcnt
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.endm
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.macro createsoundtask addr:req, argv:vararg
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.byte 0x1F
.4byte \addr
.byte (.Lcreatetask_1F_\@_2 - .Lcreatetask_1F_\@_1) / 2
.Lcreatetask_1F_\@_1:
.2byte \argv
.Lcreatetask_1F_\@_2:
.endm
.macro waitsound
.byte 0x20
.endm
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.macro jumpargeq argId:req, value:req, ptr:req
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.byte 0x21
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.byte \argId
.2byte \value
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.4byte \ptr
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.endm
.macro monbg_static battler:req
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.byte 0x22
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.byte \battler
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.endm
.macro clearmonbg_static battler:req
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.byte 0x23
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.byte \battler
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.endm
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.macro jumpifcontest ptr:req
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.byte 0x24
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.4byte \ptr
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.endm
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.macro fadetobgfromset bgOpponent:req, bgPlayer:req, bgContest:req
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.byte 0x25
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.byte \bgOpponent
.byte \bgPlayer
.byte \bgContest
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.endm
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.macro panse_adjustnone se:req, currentPan:req, targetPan:req, incrementPan:req, delay:req
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.byte 0x26
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.2byte \se
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.byte \currentPan
.byte \targetPan
.byte \incrementPan
.byte \delay
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.endm
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.macro panse_adjustall se:req, currentPan:req, targetPan:req, incrementPan:req, delay:req
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.byte 0x27
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.2byte \se
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.byte \currentPan
.byte \targetPan
.byte \incrementPan
.byte \delay
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.endm
.macro splitbgprio battler:req
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.byte 0x28
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.byte \battler
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.endm
.macro splitbgprio_all
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.byte 0x29
.endm
.macro splitbgprio_foes battler:req
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.byte 0x2a
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.byte \battler
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.endm
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.macro invisible battler:req
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.byte 0x2b
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.byte \battler
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.endm
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.macro visible battler:req
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.byte 0x2c
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.byte \battler
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.endm
.macro teamattack_moveback battler:req
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.byte 0x2d
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.byte \battler
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.endm
.macro teamattack_movefwd battler:req
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.byte 0x2e
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.byte \battler
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.endm
.macro stopsound
.byte 0x2f
.endm
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@ same as createvisualtask except takes in battlerargindex, which is the battle anim arg index of the battler to loop through
.macro createvisualtaskontargets addr:req, priority:req, battlerargindex:req, argv:vararg
.byte 0x30
.4byte \addr
.byte \priority
.byte \battlerargindex
.byte (.Lcreatetask_\@_2 - .Lcreatetask_\@_1) / 2 @ num_args
.Lcreatetask_\@_1:
.2byte \argv
.Lcreatetask_\@_2:
.endm
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@ same as createsprite except takes in battlerargindex, which is the battle anim arg index of the battler to loop through
.macro createspriteontargets template:req, anim_battler:req, subpriority_offset:req, battlerargindex:req, argv:vararg
.byte 0x31
.4byte \template
.if \anim_battler == ANIM_TARGET
.byte 0x80 | (\subpriority_offset & 0x7F)
.else
.byte (\subpriority_offset & 0x7F)
.endif
.byte \battlerargindex
.byte (.Lsprite_\@_2 - .Lsprite_\@_1) / 2
.Lsprite_\@_1:
.2byte \argv
.Lsprite_\@_2:
.endm
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@ does not overwrite gBattleAnimArgs[battlerargindex], some sprite templates are too dependent on the value (e.g. heal block)
.macro createspriteontargets_onpos template:req, anim_battler:req, subpriority_offset:req, battlerargindex:req, argv:vararg
.byte 0x32
.4byte \template
.if \anim_battler == ANIM_TARGET
.byte 0x80 | (\subpriority_offset & 0x7F)
.else
.byte (\subpriority_offset & 0x7F)
.endif
.byte \battlerargindex
.byte (.Lsprite_\@_2 - .Lsprite_\@_1) / 2
.Lsprite_\@_1:
.2byte \argv
.Lsprite_\@_2:
.endm
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@ useful macros
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.macro jumpreteq value:req, ptr:req
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jumpargeq ARG_RET_ID, \value, \ptr
.endm
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.macro jumprettrue ptr:req
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jumpreteq TRUE, \ptr
.endm
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.macro jumpretfalse ptr:req
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jumpreteq FALSE, \ptr
.endm
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.macro jumpifdoublebattle ptr:req
createvisualtask AnimTask_IsDoubleBattle, 0
jumprettrue \ptr
.endm