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battle_anim_effects_3 (5)
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@ -185,7 +185,7 @@ bool8 IsBattlerSpritePresent(u8 battlerId);
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void sub_80A6C68(u32 arg0);
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void sub_80A6C68(u32 arg0);
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u8 GetAnimBattlerSpriteId(u8 wantedBattler);
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u8 GetAnimBattlerSpriteId(u8 wantedBattler);
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bool8 IsDoubleBattle(void);
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bool8 IsDoubleBattle(void);
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u8 GetPaletteOffset(void);
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u8 GetBattleBgPaletteNum(void);
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u8 GetBattlerSpriteBGPriorityRank(u8 battlerId);
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u8 GetBattlerSpriteBGPriorityRank(u8 battlerId);
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void StoreSpriteCallbackInData6(struct Sprite *sprite, void (*spriteCallback)(struct Sprite*));
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void StoreSpriteCallbackInData6(struct Sprite *sprite, void (*spriteCallback)(struct Sprite*));
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void SetSpritePrimaryCoordsFromSecondaryCoords(struct Sprite *sprite);
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void SetSpritePrimaryCoordsFromSecondaryCoords(struct Sprite *sprite);
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@ -237,7 +237,7 @@
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#define ANIM_TAG_SPOTLIGHT (ANIM_SPRITES_START + 227)
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#define ANIM_TAG_SPOTLIGHT (ANIM_SPRITES_START + 227)
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#define ANIM_TAG_LETTER_Z (ANIM_SPRITES_START + 228)
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#define ANIM_TAG_LETTER_Z (ANIM_SPRITES_START + 228)
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#define ANIM_TAG_RAPID_SPIN (ANIM_SPRITES_START + 229)
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#define ANIM_TAG_RAPID_SPIN (ANIM_SPRITES_START + 229)
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#define ANIM_TAG_TRI_ATTACK_TRIANGLE (ANIM_SPRITES_START + 230)
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#define ANIM_TAG_TRI_ATTACK_TRIANGLE (ANIM_SPRITES_START + 230)
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#define ANIM_TAG_WISP_ORB (ANIM_SPRITES_START + 231)
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#define ANIM_TAG_WISP_ORB (ANIM_SPRITES_START + 231)
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#define ANIM_TAG_WISP_FIRE (ANIM_SPRITES_START + 232)
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#define ANIM_TAG_WISP_FIRE (ANIM_SPRITES_START + 232)
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#define ANIM_TAG_GOLD_STARS (ANIM_SPRITES_START + 233)
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#define ANIM_TAG_GOLD_STARS (ANIM_SPRITES_START + 233)
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@ -2808,12 +2808,12 @@ static void LoadMoveBg(u16 bgId)
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void *dmaDest;
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void *dmaDest;
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LZDecompressWram(tilemap, gDecompressionBuffer);
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LZDecompressWram(tilemap, gDecompressionBuffer);
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sub_80A4720(GetPaletteOffset(), (void*)(gDecompressionBuffer), 0x100, 0);
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sub_80A4720(GetBattleBgPaletteNum(), (void*)(gDecompressionBuffer), 0x100, 0);
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dmaSrc = gDecompressionBuffer;
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dmaSrc = gDecompressionBuffer;
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dmaDest = (void *)(BG_SCREEN_ADDR(26));
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dmaDest = (void *)(BG_SCREEN_ADDR(26));
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DmaCopy32(3, dmaSrc, dmaDest, 0x800);
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DmaCopy32(3, dmaSrc, dmaDest, 0x800);
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LZDecompressVram(gBattleAnimBackgroundTable[bgId].image, (void *)(BG_SCREEN_ADDR(4)));
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LZDecompressVram(gBattleAnimBackgroundTable[bgId].image, (void *)(BG_SCREEN_ADDR(4)));
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LoadCompressedPalette(gBattleAnimBackgroundTable[bgId].palette, GetPaletteOffset() * 16, 32);
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LoadCompressedPalette(gBattleAnimBackgroundTable[bgId].palette, GetBattleBgPaletteNum() * 16, 32);
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}
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}
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else
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else
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{
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{
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@ -1379,7 +1379,7 @@ static void SetPsychicBackground_Step(u8 taskId)
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{
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{
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int i;
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int i;
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u16 lastColor;
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u16 lastColor;
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u8 paletteIndex = GetPaletteOffset();
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u8 paletteIndex = GetBattleBgPaletteNum();
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if (++gTasks[taskId].data[5] == 4)
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if (++gTasks[taskId].data[5] == 4)
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{
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{
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@ -1405,7 +1405,7 @@ static void FadeScreenToWhite_Step(u8 taskId)
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{
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{
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int i;
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int i;
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u16 lastColor;
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u16 lastColor;
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u8 paletteIndex = GetPaletteOffset();
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u8 paletteIndex = GetBattleBgPaletteNum();
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if (++gTasks[taskId].data[5] == 4)
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if (++gTasks[taskId].data[5] == 4)
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{
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{
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@ -966,7 +966,7 @@ void sub_80A6D60(struct BattleAnimBgData *unk, const void *src, u32 arg2)
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CopyBgTilemapBufferToVram(unk->bgId);
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CopyBgTilemapBufferToVram(unk->bgId);
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}
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}
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u8 GetPaletteOffset(void)
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u8 GetBattleBgPaletteNum(void)
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{
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{
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if (IsContest())
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if (IsContest())
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return 1;
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return 1;
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@ -1353,7 +1353,7 @@ u32 sub_80A75AC(u8 battleBackground, u8 attacker, u8 target, u8 attackerPartner,
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if (!IsContest())
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if (!IsContest())
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selectedPalettes = 0xe;
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selectedPalettes = 0xe;
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else
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else
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selectedPalettes = 1 << GetPaletteOffset();
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selectedPalettes = 1 << GetBattleBgPaletteNum();
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}
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}
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if (attacker)
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if (attacker)
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{
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{
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