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Replace launchtemplate and launchtask in battle anims (#2640)
* replace launchtemplate with createsprite using fix_launchtemplate.py * tidy up script * fix comment handing in fix_launchtemplate.py * fix double comma after sprite template * remove py script * convert launchtask -> createvisualtask * fix launchtask->createvisualtask issue * fix ANIM_PAL ORs * remove launchtemplate, launchtask macros * fix pal macros in z moves * fix bloom doom * add F_PAL_ALL_BUT_DEF * remove all ANIM_PAL_ usages * devestating drake fix * convert launchsoundtask and setblends * Reworked CFRU macro PR --------- Co-authored-by: ghoulslash <pokevoyager0@gmail.com> Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
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@ -332,57 +332,3 @@
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createvisualtask AnimTask_IsDoubleBattle, 0
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jumprettrue \ptr
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.endm
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@ keep CFRU macros cause I'm lazy. todo: update to createsprite and createvisualtask, respectively
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.macro launchtemplate launchtemplatePtr launchtemplatePriority launchtemplateArgsNo launchtemplatearg0 launchtemplatearg1 launchtemplatearg2 launchtemplatearg3 launchtemplatearg4 launchtemplatearg5 launchtemplatearg6 launchtemplatearg7 launchtemplatearg8
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.byte 0x2
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.word \launchtemplatePtr
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.byte \launchtemplatePriority
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.byte \launchtemplateArgsNo
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.hword \launchtemplatearg0
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.hword \launchtemplatearg1
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.hword \launchtemplatearg2
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.hword \launchtemplatearg3
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.hword \launchtemplatearg4
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.hword \launchtemplatearg5
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.hword \launchtemplatearg6
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.hword \launchtemplatearg7
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.hword \launchtemplatearg8
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.endm
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.macro launchtask launchtaskPtr launchtaskPriority launchtaskArgsNo launchtaskarg0 launchtaskarg1 launchtaskarg2 launchtaskarg3 launchtaskarg4 launchtaskarg5 launchtaskarg6 launchtaskarg7 launchtaskarg8
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.byte 0x3
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.word \launchtaskPtr
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.byte \launchtaskPriority
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.byte \launchtaskArgsNo
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.hword \launchtaskarg0
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.hword \launchtaskarg1
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.hword \launchtaskarg2
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.hword \launchtaskarg3
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.hword \launchtaskarg4
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.hword \launchtaskarg5
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.hword \launchtaskarg6
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.hword \launchtaskarg7
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.hword \launchtaskarg8
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.endm
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.macro setblends setblends_value
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.byte 0xC
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.hword \setblends_value
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.endm
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.macro launchsoundtask launchsoundtaskPtr launchsoundtaskArgsNo launchsoundtaskarg0 launchsoundtaskarg1 launchsoundtaskarg2 launchsoundtaskarg3 launchsoundtaskarg4 launchsoundtaskarg5 launchsoundtaskarg6 launchsoundtaskarg7 launchsoundtaskarg8
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.byte 0x1F
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.word \launchsoundtaskPtr
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.byte \launchsoundtaskArgsNo
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.hword \launchsoundtaskarg0
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.hword \launchsoundtaskarg1
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.hword \launchsoundtaskarg2
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.hword \launchsoundtaskarg3
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.hword \launchsoundtaskarg4
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.hword \launchsoundtaskarg5
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.hword \launchsoundtaskarg6
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.hword \launchsoundtaskarg7
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.hword \launchsoundtaskarg8
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.endm
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File diff suppressed because it is too large
Load Diff
@ -594,21 +594,6 @@
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#define ANIM_WEATHER_HAIL 4
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#define ANIM_WEATHER_SNOW 5
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// mon pal blend
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#define ANIM_PAL_BG 0x1
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#define ANIM_PAL_ATK 0x2
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#define ANIM_PAL_DEF 0x4
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#define ANIM_PAL_ATK_PARTNER 0x8
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#define ANIM_PAL_DEF_PARTNER 0x10
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#define ANIM_PAL_ALL 0x1f
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#define ANIM_PAL_BG_4 0x20
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#define ANIM_PAL_BG_5 0x40
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#define ANIM_PAL_ALL_BATTLERS 0x780
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#define ANIM_PAL_PLAYER1 0x80
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#define ANIM_PAL_PLAYER2 0x100
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#define ANIM_PAL_OPPONENT1 0x200
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#define ANIM_PAL_OPPONENT2 0x400
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// horseshoe/fist frames
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#define ANIM_RIGHT_FIST 0
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#define ANIM_LEFT_FIST 2
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@ -626,19 +611,18 @@
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// Flags given to various functions to indicate which palettes to consider.
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// Handled by UnpackSelectedBattlePalettes
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#define F_PAL_BG (1 << 0)
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#define F_PAL_ATTACKER (1 << 1)
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#define F_PAL_TARGET (1 << 2)
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#define F_PAL_ATK_PARTNER (1 << 3)
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#define F_PAL_DEF_PARTNER (1 << 4)
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#define F_PAL_ANIM_1 (1 << 5) // Palette set for GetBattleAnimBg1Data/GetBgDataForTransform. Only used (ineffectually?) by Aromatherapy.
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#define F_PAL_ANIM_2 (1 << 6) // Palette set for GetBattleAnimBgData/GetBgDataForTransform. Unused.
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#define F_PAL_ATK_SIDE (F_PAL_ATTACKER | F_PAL_ATK_PARTNER)
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#define F_PAL_DEF_SIDE (F_PAL_TARGET | F_PAL_DEF_PARTNER)
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#define F_PAL_BATTLERS (F_PAL_ATK_SIDE | F_PAL_DEF_SIDE)
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// The below are only used by AnimTask_BlendBattleAnimPal to get battler sprite palettes by position rather than by role.
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// It's redundant with F_PAL_BATTLERS, because they're only ever used together to refer to all the battlers at once.
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#define F_PAL_BATTLERS_2 (1 << 7 | 1 << 8 | 1 << 9 | 1 << 10)
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#define F_PAL_BG (1 << 0)
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#define F_PAL_ATTACKER (1 << 1)
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#define F_PAL_TARGET (1 << 2)
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#define F_PAL_ATK_PARTNER (1 << 3)
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#define F_PAL_DEF_PARTNER (1 << 4)
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#define F_PAL_ANIM_1 (1 << 5) // Palette set for GetBattleAnimBg1Data/GetBgDataForTransform. Only used (ineffectually?) by Aromatherapy.
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#define F_PAL_ANIM_2 (1 << 6) // Palette set for GetBattleAnimBgData/GetBgDataForTransform. Unused.
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#define F_PAL_ATK_SIDE (F_PAL_ATTACKER | F_PAL_ATK_PARTNER)
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#define F_PAL_DEF_SIDE (F_PAL_TARGET | F_PAL_DEF_PARTNER)
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#define F_PAL_BATTLERS (F_PAL_ATK_SIDE | F_PAL_DEF_SIDE)
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#define F_PAL_ADJACENT (F_PAL_DEF_SIDE | F_PAL_ATK_PARTNER)
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#define F_PAL_ALL_BUT_DEF (F_PAL_ATK_SIDE | F_PAL_DEF_PARTNER)
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#define F_PAL_ALL_BUT_ATK_PARTNER (F_PAL_ATTACKER | F_PAL_DEF_SIDE)
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#endif // GUARD_CONSTANTS_BATTLE_ANIM_H
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