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battle_transition.c
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#include "global.h"
#include "battle.h"
#include "battle_transition.h"
#include "battle_transition_frontier.h"
#include "bg.h"
#include "decompress.h"
#include "event_object_movement.h"
#include "field_camera.h"
#include "field_effect.h"
#include "field_weather.h"
#include "gpu_regs.h"
#include "main.h"
#include "malloc.h"
#include "overworld.h"
#include "palette.h"
#include "random.h"
#include "scanline_effect.h"
#include "sound.h"
#include "sprite.h"
#include "task.h"
#include "trig.h"
#include "util.h"
#include "constants/field_effects.h"
#include "constants/songs.h"
#include "constants/trainers.h"
#include "constants/rgb.h"
#define PALTAG_UNUSED_MUGSHOT 0x100A
#define B_TRANS_DMA_FLAGS (1 | ((DMA_SRC_INC | DMA_DEST_FIXED | DMA_REPEAT | DMA_16BIT | DMA_START_HBLANK | DMA_ENABLE) << 16))
// Used by each transition task to determine which of its functions to call
#define tState data[0]
// Below are data defines for InitBlackWipe and UpdateBlackWipe, for the TransitionData data array.
// These will be re-used by any transitions that use these functions.
#define tWipeStartX data[0]
#define tWipeStartY data[1]
#define tWipeCurrX data[2]
#define tWipeCurrY data[3]
#define tWipeEndX data[4]
#define tWipeEndY data[5]
#define tWipeXMove data[6]
#define tWipeYMove data[7]
#define tWipeXDist data[8]
#define tWipeYDist data[9]
#define tWipeTemp data[10]
#define SET_TILE(ptr, posY, posX, tile) \
{ \
u32 index = (posY) * 32 + posX; \
ptr[index] = tile | (0xF0 << 8); \
}
struct TransitionData
{
vu8 VBlank_DMA;
u16 WININ;
u16 WINOUT;
u16 WIN0H;
u16 WIN0V;
u16 unused1;
u16 unused2;
u16 BLDCNT;
u16 BLDALPHA;
u16 BLDY;
s16 cameraX;
s16 cameraY;
s16 BG0HOFS_Lower;
s16 BG0HOFS_Upper;
s16 BG0VOFS; // used but not set
s16 unused3;
s16 counter;
s16 unused4;
s16 data[11];
};
struct RectangularSpiralLine
{
u8 state;
s16 position;
u8 moveIdx;
s16 reboundPosition;
bool8 outward;
};
typedef bool8 (*TransitionStateFunc)(struct Task *task);
typedef bool8 (*TransitionSpriteCallback)(struct Sprite *sprite);
static bool8 Transition_StartIntro(struct Task *);
static bool8 Transition_WaitForIntro(struct Task *);
static bool8 Transition_StartMain(struct Task *);
static bool8 Transition_WaitForMain(struct Task *);
static void LaunchBattleTransitionTask(u8);
static void Task_BattleTransition(u8);
static void Task_Intro(u8);
static void Task_Blur(u8);
static void Task_Swirl(u8);
static void Task_Shuffle(u8);
static void Task_BigPokeball(u8);
static void Task_PokeballsTrail(u8);
static void Task_ClockwiseWipe(u8);
static void Task_Ripple(u8);
static void Task_Wave(u8);
static void Task_Slice(u8);
static void Task_WhiteBarsFade(u8);
static void Task_GridSquares(u8);
static void Task_AngledWipes(u8);
static void Task_Sidney(u8);
static void Task_Phoebe(u8);
static void Task_Glacia(u8);
static void Task_Drake(u8);
static void Task_Champion(u8);
static void Task_Aqua(u8);
static void Task_Magma(u8);
static void Task_Regice(u8);
static void Task_Registeel(u8);
static void Task_Regirock(u8);
static void Task_Kyogre(u8);
static void Task_Groudon(u8);
static void Task_Rayquaza(u8);
static void Task_ShredSplit(u8);
static void Task_Blackhole(u8);
static void Task_BlackholePulsate(u8);
static void Task_RectangularSpiral(u8);
static void Task_FrontierLogoWiggle(u8);
static void Task_FrontierLogoWave(u8);
static void Task_FrontierSquares(u8);
static void Task_FrontierSquaresScroll(u8);
static void Task_FrontierSquaresSpiral(u8);
static void VBlankCB_BattleTransition(void);
static void VBlankCB_Swirl(void);
static void HBlankCB_Swirl(void);
static void VBlankCB_Shuffle(void);
static void HBlankCB_Shuffle(void);
static void VBlankCB_PatternWeave(void);
static void VBlankCB_CircularMask(void);
static void VBlankCB_ClockwiseWipe(void);
static void VBlankCB_Ripple(void);
static void HBlankCB_Ripple(void);
static void VBlankCB_FrontierLogoWave(void);
static void HBlankCB_FrontierLogoWave(void);
static void VBlankCB_Wave(void);
static void VBlankCB_Slice(void);
static void HBlankCB_Slice(void);
static void VBlankCB_WhiteBarsFade(void);
static void VBlankCB_WhiteBarsFade_Blend(void);
static void HBlankCB_WhiteBarsFade(void);
static void VBlankCB_AngledWipes(void);
static void VBlankCB_Rayquaza(void);
static bool8 Blur_Init(struct Task *);
static bool8 Blur_Main(struct Task *);
static bool8 Blur_End(struct Task *);
static bool8 Swirl_Init(struct Task *);
static bool8 Swirl_End(struct Task *);
static bool8 Shuffle_Init(struct Task *);
static bool8 Shuffle_End(struct Task *);
static bool8 Aqua_Init(struct Task *);
static bool8 Aqua_SetGfx(struct Task *);
static bool8 Magma_Init(struct Task *);
static bool8 Magma_SetGfx(struct Task *);
static bool8 FramesCountdown(struct Task *);
static bool8 Regi_Init(struct Task *);
static bool8 Regice_SetGfx(struct Task *);
static bool8 Registeel_SetGfx(struct Task *);
static bool8 Regirock_SetGfx(struct Task *);
static bool8 WeatherTrio_BgFadeBlack(struct Task *);
static bool8 WeatherTrio_WaitFade(struct Task *);
static bool8 Kyogre_Init(struct Task *);
static bool8 Kyogre_PaletteFlash(struct Task *);
static bool8 Kyogre_PaletteBrighten(struct Task *);
static bool8 Groudon_Init(struct Task *);
static bool8 Groudon_PaletteFlash(struct Task *);
static bool8 Groudon_PaletteBrighten(struct Task *);
static bool8 WeatherDuo_FadeOut(struct Task *);
static bool8 WeatherDuo_End(struct Task *);
static bool8 BigPokeball_Init(struct Task *);
static bool8 BigPokeball_SetGfx(struct Task *);
static bool8 PatternWeave_Blend1(struct Task *);
static bool8 PatternWeave_Blend2(struct Task *);
static bool8 PatternWeave_FinishAppear(struct Task *);
static bool8 PatternWeave_CircularMask(struct Task *);
static bool8 PokeballsTrail_Init(struct Task *);
static bool8 PokeballsTrail_Main(struct Task *);
static bool8 PokeballsTrail_End(struct Task *);
static bool8 ClockwiseWipe_Init(struct Task *);
static bool8 ClockwiseWipe_TopRight(struct Task *);
static bool8 ClockwiseWipe_Right(struct Task *);
static bool8 ClockwiseWipe_Bottom(struct Task *);
static bool8 ClockwiseWipe_Left(struct Task *);
static bool8 ClockwiseWipe_TopLeft(struct Task *);
static bool8 ClockwiseWipe_End(struct Task *);
static bool8 Ripple_Init(struct Task *);
static bool8 Ripple_Main(struct Task *);
static bool8 Wave_Init(struct Task *);
static bool8 Wave_Main(struct Task *);
static bool8 Wave_End(struct Task *);
static bool8 Slice_Init(struct Task *);
static bool8 Slice_Main(struct Task *);
static bool8 Slice_End(struct Task *);
static bool8 WhiteBarsFade_Init(struct Task *);
static bool8 WhiteBarsFade_StartBars(struct Task *);
static bool8 WhiteBarsFade_WaitBars(struct Task *);
static bool8 WhiteBarsFade_BlendToBlack(struct Task *);
static bool8 WhiteBarsFade_End(struct Task *);
static bool8 GridSquares_Init(struct Task *);
static bool8 GridSquares_Main(struct Task *);
static bool8 GridSquares_End(struct Task *);
static bool8 AngledWipes_Init(struct Task *);
static bool8 AngledWipes_SetWipeData(struct Task *);
static bool8 AngledWipes_DoWipe(struct Task *);
static bool8 AngledWipes_TryEnd(struct Task *);
static bool8 AngledWipes_StartNext(struct Task *);
static bool8 ShredSplit_Init(struct Task *);
static bool8 ShredSplit_Main(struct Task *);
static bool8 ShredSplit_BrokenCheck(struct Task *);
static bool8 ShredSplit_End(struct Task *);
static bool8 Blackhole_Init(struct Task *);
static bool8 Blackhole_Vibrate(struct Task *);
static bool8 Blackhole_GrowEnd(struct Task *);
static bool8 BlackholePulsate_Main(struct Task *);
static bool8 RectangularSpiral_Init(struct Task *);
static bool8 RectangularSpiral_Main(struct Task *);
static bool8 RectangularSpiral_End(struct Task *);
static bool8 FrontierLogoWiggle_Init(struct Task *);
static bool8 FrontierLogoWiggle_SetGfx(struct Task *);
static bool8 FrontierLogoWave_Init(struct Task *);
static bool8 FrontierLogoWave_SetGfx(struct Task *);
static bool8 FrontierLogoWave_InitScanline(struct Task *);
static bool8 FrontierLogoWave_Main(struct Task *);
static bool8 Rayquaza_Init(struct Task *);
static bool8 Rayquaza_SetGfx(struct Task *);
static bool8 Rayquaza_PaletteFlash(struct Task *);
static bool8 Rayquaza_FadeToBlack(struct Task *);
static bool8 Rayquaza_WaitFade(struct Task *);
static bool8 Rayquaza_SetBlack(struct Task *);
static bool8 Rayquaza_TriRing(struct Task *);
static bool8 FrontierSquares_Init(struct Task *);
static bool8 FrontierSquares_Draw(struct Task *);
static bool8 FrontierSquares_Shrink(struct Task *);
static bool8 FrontierSquares_End(struct Task *);
static bool8 FrontierSquaresSpiral_Init(struct Task *);
static bool8 FrontierSquaresSpiral_Outward(struct Task *);
static bool8 FrontierSquaresSpiral_SetBlack(struct Task *);
static bool8 FrontierSquaresSpiral_Inward(struct Task *);
static bool8 FrontierSquaresScroll_Init(struct Task *);
static bool8 FrontierSquaresScroll_Draw(struct Task *);
static bool8 FrontierSquaresScroll_SetBlack(struct Task *);
static bool8 FrontierSquaresScroll_Erase(struct Task *);
static bool8 FrontierSquaresScroll_End(struct Task *);
static bool8 Mugshot_Init(struct Task *);
static bool8 Mugshot_SetGfx(struct Task *);
static bool8 Mugshot_ShowBanner(struct Task *);
static bool8 Mugshot_StartOpponentSlide(struct Task *);
static bool8 Mugshot_WaitStartPlayerSlide(struct Task *);
static bool8 Mugshot_WaitPlayerSlide(struct Task *);
static bool8 Mugshot_GradualWhiteFade(struct Task *);
static bool8 Mugshot_InitFadeWhiteToBlack(struct Task *);
static bool8 Mugshot_FadeToBlack(struct Task *);
static bool8 Mugshot_End(struct Task *);
static void DoMugshotTransition(u8);
static void Mugshots_CreateTrainerPics(struct Task *);
static void VBlankCB_Mugshots(void);
static void VBlankCB_MugshotsFadeOut(void);
static void HBlankCB_Mugshots(void);
static void InitTransitionData(void);
static void FadeScreenBlack(void);
static void CreateIntroTask(s16, s16, s16, s16, s16);
static void SetCircularMask(u16 *, s16, s16, s16);
static void SetSinWave(s16 *, s16, s16, s16, s16, s16);
static void GetBg0TilemapDst(u16 **);
static void InitBlackWipe(s16 *, s16, s16, s16, s16, s16, s16);
static bool8 UpdateBlackWipe(s16 *, bool8, bool8);
static void SetTrainerPicSlideDirection(s16, s16);
static void IncrementTrainerPicState(s16);
static s16 IsTrainerPicSlideDone(s16);
static bool8 TransitionIntro_FadeToGray(struct Task *);
static bool8 TransitionIntro_FadeFromGray(struct Task *);
static bool8 IsIntroTaskDone(void);
static bool16 UpdateRectangularSpiralLine(const s16 * const *, struct RectangularSpiralLine *);
static void SpriteCB_FldEffPokeballTrail(struct Sprite *);
static void SpriteCB_MugshotTrainerPic(struct Sprite *);
static void SpriteCB_WhiteBarFade(struct Sprite *);
static bool8 MugshotTrainerPic_Pause(struct Sprite *);
static bool8 MugshotTrainerPic_Init(struct Sprite *);
static bool8 MugshotTrainerPic_Slide(struct Sprite *);
static bool8 MugshotTrainerPic_SlideSlow(struct Sprite *);
static bool8 MugshotTrainerPic_SlideOffscreen(struct Sprite *);
static s16 sDebug_RectangularSpiralData;
static u8 sTestingTransitionId;
static u8 sTestingTransitionState;
static struct RectangularSpiralLine sRectangularSpiralLines[4];
EWRAM_DATA static struct TransitionData *sTransitionData = NULL;
static const u32 sBigPokeball_Tileset[] = INCBIN_U32("graphics/battle_transitions/big_pokeball.4bpp");
static const u32 sPokeballTrail_Tileset[] = INCBIN_U32("graphics/battle_transitions/pokeball_trail.4bpp");
static const u8 sPokeball_Gfx[] = INCBIN_U8("graphics/battle_transitions/pokeball.4bpp");
static const u32 sEliteFour_Tileset[] = INCBIN_U32("graphics/battle_transitions/elite_four_bg.4bpp");
static const u8 sUnusedBrendan_Gfx[] = INCBIN_U8("graphics/battle_transitions/unused_brendan.4bpp");
static const u8 sUnusedLass_Gfx[] = INCBIN_U8("graphics/battle_transitions/unused_lass.4bpp");
static const u32 sShrinkingBoxTileset[] = INCBIN_U32("graphics/battle_transitions/shrinking_box.4bpp");
static const u16 sEvilTeam_Palette[] = INCBIN_U16("graphics/battle_transitions/evil_team.gbapal");
static const u32 sTeamAqua_Tileset[] = INCBIN_U32("graphics/battle_transitions/team_aqua.4bpp.lz");
static const u32 sTeamAqua_Tilemap[] = INCBIN_U32("graphics/battle_transitions/team_aqua.bin.lz");
static const u32 sTeamMagma_Tileset[] = INCBIN_U32("graphics/battle_transitions/team_magma.4bpp.lz");
static const u32 sTeamMagma_Tilemap[] = INCBIN_U32("graphics/battle_transitions/team_magma.bin.lz");
static const u32 sRegis_Tileset[] = INCBIN_U32("graphics/battle_transitions/regis.4bpp");
static const u16 sRegice_Palette[] = INCBIN_U16("graphics/battle_transitions/regice.gbapal");
static const u16 sRegisteel_Palette[] = INCBIN_U16("graphics/battle_transitions/registeel.gbapal");
static const u16 sRegirock_Palette[] = INCBIN_U16("graphics/battle_transitions/regirock.gbapal");
static const u32 sRegice_Tilemap[] = INCBIN_U32("graphics/battle_transitions/regice.bin");
static const u32 sRegisteel_Tilemap[] = INCBIN_U32("graphics/battle_transitions/registeel.bin");
static const u32 sRegirock_Tilemap[] = INCBIN_U32("graphics/battle_transitions/regirock.bin");
static const u16 sUnused_Palette[] = INCBIN_U16("graphics/battle_transitions/unused.gbapal");
static const u32 sKyogre_Tileset[] = INCBIN_U32("graphics/battle_transitions/kyogre.4bpp.lz");
static const u32 sKyogre_Tilemap[] = INCBIN_U32("graphics/battle_transitions/kyogre.bin.lz");
static const u32 sGroudon_Tileset[] = INCBIN_U32("graphics/battle_transitions/groudon.4bpp.lz");
static const u32 sGroudon_Tilemap[] = INCBIN_U32("graphics/battle_transitions/groudon.bin.lz");
static const u16 sKyogre1_Palette[] = INCBIN_U16("graphics/battle_transitions/kyogre_pt1.gbapal");
static const u16 sKyogre2_Palette[] = INCBIN_U16("graphics/battle_transitions/kyogre_pt2.gbapal");
static const u16 sGroudon1_Palette[] = INCBIN_U16("graphics/battle_transitions/groudon_pt1.gbapal");
static const u16 sGroudon2_Palette[] = INCBIN_U16("graphics/battle_transitions/groudon_pt2.gbapal");
static const u16 sRayquaza_Palette[] = INCBIN_U16("graphics/battle_transitions/rayquaza.gbapal");
static const u32 sRayquaza_Tileset[] = INCBIN_U32("graphics/battle_transitions/rayquaza.4bpp");
static const u32 sRayquaza_Tilemap[] = INCBIN_U32("graphics/battle_transitions/rayquaza.bin");
static const u16 sFrontierLogo_Palette[] = INCBIN_U16("graphics/battle_transitions/frontier_logo.gbapal");
static const u32 sFrontierLogo_Tileset[] = INCBIN_U32("graphics/battle_transitions/frontier_logo.4bpp.lz");
static const u32 sFrontierLogo_Tilemap[] = INCBIN_U32("graphics/battle_transitions/frontier_logo.bin.lz");
static const u16 sFrontierSquares_Palette[] = INCBIN_U16("graphics/battle_transitions/frontier_squares_blanktiles.gbapal");
static const u32 sFrontierSquares_FilledBg_Tileset[] = INCBIN_U32("graphics/battle_transitions/frontier_square_1.4bpp.lz");
static const u32 sFrontierSquares_EmptyBg_Tileset[] = INCBIN_U32("graphics/battle_transitions/frontier_square_2.4bpp.lz");
static const u32 sFrontierSquares_Shrink1_Tileset[] = INCBIN_U32("graphics/battle_transitions/frontier_square_3.4bpp.lz");
static const u32 sFrontierSquares_Shrink2_Tileset[] = INCBIN_U32("graphics/battle_transitions/frontier_square_4.4bpp.lz");
static const u32 sFrontierSquares_Tilemap[] = INCBIN_U32("graphics/battle_transitions/frontier_squares.bin");
// All battle transitions use the same intro
static const TaskFunc sTasks_Intro[B_TRANSITION_COUNT] =
{
[0 ... B_TRANSITION_COUNT - 1] = &Task_Intro
};
// After the intro each transition has a unique main task.
// This task will call the functions that do the transition effects.
static const TaskFunc sTasks_Main[B_TRANSITION_COUNT] =
{
[B_TRANSITION_BLUR] = Task_Blur,
[B_TRANSITION_SWIRL] = Task_Swirl,
[B_TRANSITION_SHUFFLE] = Task_Shuffle,
[B_TRANSITION_BIG_POKEBALL] = Task_BigPokeball,
[B_TRANSITION_POKEBALLS_TRAIL] = Task_PokeballsTrail,
[B_TRANSITION_CLOCKWISE_WIPE] = Task_ClockwiseWipe,
[B_TRANSITION_RIPPLE] = Task_Ripple,
[B_TRANSITION_WAVE] = Task_Wave,
[B_TRANSITION_SLICE] = Task_Slice,
[B_TRANSITION_WHITE_BARS_FADE] = Task_WhiteBarsFade,
[B_TRANSITION_GRID_SQUARES] = Task_GridSquares,
[B_TRANSITION_ANGLED_WIPES] = Task_AngledWipes,
[B_TRANSITION_SIDNEY] = Task_Sidney,
[B_TRANSITION_PHOEBE] = Task_Phoebe,
[B_TRANSITION_GLACIA] = Task_Glacia,
[B_TRANSITION_DRAKE] = Task_Drake,
[B_TRANSITION_CHAMPION] = Task_Champion,
[B_TRANSITION_AQUA] = Task_Aqua,
[B_TRANSITION_MAGMA] = Task_Magma,
[B_TRANSITION_REGICE] = Task_Regice,
[B_TRANSITION_REGISTEEL] = Task_Registeel,
[B_TRANSITION_REGIROCK] = Task_Regirock,
[B_TRANSITION_KYOGRE] = Task_Kyogre,
[B_TRANSITION_GROUDON] = Task_Groudon,
[B_TRANSITION_RAYQUAZA] = Task_Rayquaza,
[B_TRANSITION_SHRED_SPLIT] = Task_ShredSplit,
[B_TRANSITION_BLACKHOLE] = Task_Blackhole,
[B_TRANSITION_BLACKHOLE_PULSATE] = Task_BlackholePulsate,
[B_TRANSITION_RECTANGULAR_SPIRAL] = Task_RectangularSpiral,
[B_TRANSITION_FRONTIER_LOGO_WIGGLE] = Task_FrontierLogoWiggle,
[B_TRANSITION_FRONTIER_LOGO_WAVE] = Task_FrontierLogoWave,
[B_TRANSITION_FRONTIER_SQUARES] = Task_FrontierSquares,
[B_TRANSITION_FRONTIER_SQUARES_SCROLL] = Task_FrontierSquaresScroll,
[B_TRANSITION_FRONTIER_SQUARES_SPIRAL] = Task_FrontierSquaresSpiral,
[B_TRANSITION_FRONTIER_CIRCLES_MEET] = Task_FrontierCirclesMeet,
[B_TRANSITION_FRONTIER_CIRCLES_CROSS] = Task_FrontierCirclesCross,
[B_TRANSITION_FRONTIER_CIRCLES_ASYMMETRIC_SPIRAL] = Task_FrontierCirclesAsymmetricSpiral,
[B_TRANSITION_FRONTIER_CIRCLES_SYMMETRIC_SPIRAL] = Task_FrontierCirclesSymmetricSpiral,
[B_TRANSITION_FRONTIER_CIRCLES_MEET_IN_SEQ] = Task_FrontierCirclesMeetInSeq,
[B_TRANSITION_FRONTIER_CIRCLES_CROSS_IN_SEQ] = Task_FrontierCirclesCrossInSeq,
[B_TRANSITION_FRONTIER_CIRCLES_ASYMMETRIC_SPIRAL_IN_SEQ] = Task_FrontierCirclesAsymmetricSpiralInSeq,
[B_TRANSITION_FRONTIER_CIRCLES_SYMMETRIC_SPIRAL_IN_SEQ] = Task_FrontierCirclesSymmetricSpiralInSeq,
};
static const TransitionStateFunc sTaskHandlers[] =
{
&Transition_StartIntro,
&Transition_WaitForIntro,
&Transition_StartMain,
&Transition_WaitForMain
};
static const TransitionStateFunc sBlur_Funcs[] =
{
Blur_Init,
Blur_Main,
Blur_End
};
static const TransitionStateFunc sSwirl_Funcs[] =
{
Swirl_Init,
Swirl_End,
};
static const TransitionStateFunc sShuffle_Funcs[] =
{
Shuffle_Init,
Shuffle_End,
};
static const TransitionStateFunc sAqua_Funcs[] =
{
Aqua_Init,
Aqua_SetGfx,
PatternWeave_Blend1,
PatternWeave_Blend2,
PatternWeave_FinishAppear,
FramesCountdown,
PatternWeave_CircularMask
};
static const TransitionStateFunc sMagma_Funcs[] =
{
Magma_Init,
Magma_SetGfx,
PatternWeave_Blend1,
PatternWeave_Blend2,
PatternWeave_FinishAppear,
FramesCountdown,
PatternWeave_CircularMask
};
static const TransitionStateFunc sBigPokeball_Funcs[] =
{
BigPokeball_Init,
BigPokeball_SetGfx,
PatternWeave_Blend1,
PatternWeave_Blend2,
PatternWeave_FinishAppear,
PatternWeave_CircularMask
};
static const TransitionStateFunc sRegice_Funcs[] =
{
Regi_Init,
Regice_SetGfx,
PatternWeave_Blend1,
PatternWeave_Blend2,
PatternWeave_FinishAppear,
PatternWeave_CircularMask
};
static const TransitionStateFunc sRegisteel_Funcs[] =
{
Regi_Init,
Registeel_SetGfx,
PatternWeave_Blend1,
PatternWeave_Blend2,
PatternWeave_FinishAppear,
PatternWeave_CircularMask
};
static const TransitionStateFunc sRegirock_Funcs[] =
{
Regi_Init,
Regirock_SetGfx,
PatternWeave_Blend1,
PatternWeave_Blend2,
PatternWeave_FinishAppear,
PatternWeave_CircularMask
};
static const TransitionStateFunc sKyogre_Funcs[] =
{
WeatherTrio_BgFadeBlack,
WeatherTrio_WaitFade,
Kyogre_Init,
Kyogre_PaletteFlash,
Kyogre_PaletteBrighten,
FramesCountdown,
WeatherDuo_FadeOut,
WeatherDuo_End
};
static const TransitionStateFunc sPokeballsTrail_Funcs[] =
{
PokeballsTrail_Init,
PokeballsTrail_Main,
PokeballsTrail_End
};
#define NUM_POKEBALL_TRAILS 5
static const s16 sPokeballsTrail_StartXCoords[2] = { -16, DISPLAY_WIDTH + 16 };
static const s16 sPokeballsTrail_Delays[NUM_POKEBALL_TRAILS] = {0, 32, 64, 18, 48};
static const s16 sPokeballsTrail_Speeds[2] = {8, -8};
static const TransitionStateFunc sClockwiseWipe_Funcs[] =
{
ClockwiseWipe_Init,
ClockwiseWipe_TopRight,
ClockwiseWipe_Right,
ClockwiseWipe_Bottom,
ClockwiseWipe_Left,
ClockwiseWipe_TopLeft,
ClockwiseWipe_End
};
static const TransitionStateFunc sRipple_Funcs[] =
{
Ripple_Init,
Ripple_Main
};
static const TransitionStateFunc sWave_Funcs[] =
{
Wave_Init,
Wave_Main,
Wave_End
};
static const TransitionStateFunc sMugshot_Funcs[] =
{
Mugshot_Init,
Mugshot_SetGfx,
Mugshot_ShowBanner,
Mugshot_StartOpponentSlide,
Mugshot_WaitStartPlayerSlide,
Mugshot_WaitPlayerSlide,
Mugshot_GradualWhiteFade,
Mugshot_InitFadeWhiteToBlack,
Mugshot_FadeToBlack,
Mugshot_End
};
static const u8 sMugshotsTrainerPicIDsTable[MUGSHOTS_COUNT] =
{
[MUGSHOT_SIDNEY] = TRAINER_PIC_ELITE_FOUR_SIDNEY,
[MUGSHOT_PHOEBE] = TRAINER_PIC_ELITE_FOUR_PHOEBE,
[MUGSHOT_GLACIA] = TRAINER_PIC_ELITE_FOUR_GLACIA,
[MUGSHOT_DRAKE] = TRAINER_PIC_ELITE_FOUR_DRAKE,
[MUGSHOT_CHAMPION] = TRAINER_PIC_CHAMPION_WALLACE,
};
static const s16 sMugshotsOpponentRotationScales[MUGSHOTS_COUNT][2] =
{
[MUGSHOT_SIDNEY] = {0x200, 0x200},
[MUGSHOT_PHOEBE] = {0x200, 0x200},
[MUGSHOT_GLACIA] = {0x1B0, 0x1B0},
[MUGSHOT_DRAKE] = {0x1A0, 0x1A0},
[MUGSHOT_CHAMPION] = {0x188, 0x188},
};
static const s16 sMugshotsOpponentCoords[MUGSHOTS_COUNT][2] =
{
[MUGSHOT_SIDNEY] = { 0, 0},
[MUGSHOT_PHOEBE] = { 0, 0},
[MUGSHOT_GLACIA] = {-4, 4},
[MUGSHOT_DRAKE] = { 0, 5},
[MUGSHOT_CHAMPION] = {-8, 7},
};
static const TransitionSpriteCallback sMugshotTrainerPicFuncs[] =
{
MugshotTrainerPic_Pause,
MugshotTrainerPic_Init,
MugshotTrainerPic_Slide,
MugshotTrainerPic_SlideSlow,
MugshotTrainerPic_Pause,
MugshotTrainerPic_SlideOffscreen,
MugshotTrainerPic_Pause
};
// One element per slide direction.
// Sign of acceleration is opposite speed, so slide decelerates.
static const s16 sTrainerPicSlideSpeeds[2] = {12, -12};
static const s16 sTrainerPicSlideAccels[2] = {-1, 1};
static const TransitionStateFunc sSlice_Funcs[] =
{
Slice_Init,
Slice_Main,
Slice_End
};
static const TransitionStateFunc sShredSplit_Funcs[] =
{
ShredSplit_Init,
ShredSplit_Main,
ShredSplit_BrokenCheck,
ShredSplit_End
};
static const u8 sShredSplit_SectionYCoords[] = {39, DISPLAY_HEIGHT - 41};
static const s16 sShredSplit_SectionMoveDirs[] = {1, -1};
static const TransitionStateFunc sBlackhole_Funcs[] =
{
Blackhole_Init,
Blackhole_Vibrate,
Blackhole_GrowEnd
};
static const TransitionStateFunc sBlackholePulsate_Funcs[] =
{
Blackhole_Init,
BlackholePulsate_Main
};
// Blackhole rapidly alternates adding these values to the radius,
// resulting in a vibrating shrink/grow effect.
static const s16 sBlackhole_Vibrations[] = {-6, 4};
static const TransitionStateFunc sRectangularSpiral_Funcs[] =
{
RectangularSpiral_Init,
RectangularSpiral_Main,
RectangularSpiral_End
};
#define SPIRAL_END (-1)
#define SPIRAL_REBOUND (-2)
// Note that the directions are inverted for the lines originating at the bottom.
// i.e. MOVE_RIGHT is a right move for the top lines and a left move for the inverted bottom lines.
enum {
MOVE_RIGHT = 1,
MOVE_LEFT,
MOVE_UP,
MOVE_DOWN,
};
// Offsets of the movement data for spiraling in either direction.
#define SPIRAL_INWARD_START 0
#define SPIRAL_INWARD_END 3
#define SPIRAL_OUTWARD_START 4
#define SPIRAL_OUTWARD_END 7
static const s16 sRectangularSpiral_Major_InwardRight[] = {MOVE_RIGHT, 27, 275, SPIRAL_END};
static const s16 sRectangularSpiral_Major_InwardLeft[] = {MOVE_LEFT, 486, SPIRAL_END};
static const s16 sRectangularSpiral_Major_InwardUp[] = {MOVE_UP, 262, SPIRAL_END};
static const s16 sRectangularSpiral_Major_InwardDown[] = {MOVE_DOWN, 507, SPIRAL_REBOUND};
static const s16 sRectangularSpiral_Minor_InwardRight[] = {MOVE_RIGHT, 213, SPIRAL_END};
static const s16 sRectangularSpiral_Minor_InwardLeft[] = {MOVE_LEFT, 548, SPIRAL_REBOUND};
static const s16 sRectangularSpiral_Minor_InwardUp[] = {MOVE_UP, 196, SPIRAL_END};
static const s16 sRectangularSpiral_Minor_InwardDown[] = {MOVE_DOWN, 573, 309, SPIRAL_END};
static const s16 sRectangularSpiral_Minor_OutwardRight[] = {MOVE_RIGHT, 474, SPIRAL_END};
static const s16 sRectangularSpiral_Minor_OutwardLeft[] = {MOVE_LEFT, 295, 32, SPIRAL_END};
static const s16 sRectangularSpiral_Minor_OutwardUp[] = {MOVE_UP, 58, SPIRAL_END};
static const s16 sRectangularSpiral_Minor_OutwardDown[] = {MOVE_DOWN, 455, SPIRAL_END};
static const s16 sRectangularSpiral_Major_OutwardRight[] = {MOVE_RIGHT, 540, SPIRAL_END};
static const s16 sRectangularSpiral_Major_OutwardLeft[] = {MOVE_LEFT, 229, SPIRAL_END};
static const s16 sRectangularSpiral_Major_OutwardUp[] = {MOVE_UP, 244, 28, SPIRAL_END};
static const s16 sRectangularSpiral_Major_OutwardDown[] = {MOVE_DOWN, 517, SPIRAL_END};
// Move data for spiral lines starting in the top left / bottom right
static const s16 *const sRectangularSpiral_MoveDataTable_MajorDiagonal[] =
{
[SPIRAL_INWARD_START] =
sRectangularSpiral_Major_InwardRight,
sRectangularSpiral_Major_InwardDown,
sRectangularSpiral_Major_InwardLeft,
sRectangularSpiral_Major_InwardUp,
[SPIRAL_OUTWARD_START] =
sRectangularSpiral_Major_OutwardUp,
sRectangularSpiral_Major_OutwardLeft,
sRectangularSpiral_Major_OutwardDown,
sRectangularSpiral_Major_OutwardRight
};
// Move data for spiral lines starting in the top right / bottom left
static const s16 *const sRectangularSpiral_MoveDataTable_MinorDiagonal[] =
{
[SPIRAL_INWARD_START] =
sRectangularSpiral_Minor_InwardDown,
sRectangularSpiral_Minor_InwardLeft,
sRectangularSpiral_Minor_InwardUp,
sRectangularSpiral_Minor_InwardRight,
[SPIRAL_OUTWARD_START] =
sRectangularSpiral_Minor_OutwardLeft,
sRectangularSpiral_Minor_OutwardDown,
sRectangularSpiral_Minor_OutwardRight,
sRectangularSpiral_Minor_OutwardUp
};
static const s16 *const *const sRectangularSpiral_MoveDataTables[] =
{
sRectangularSpiral_MoveDataTable_MajorDiagonal,
sRectangularSpiral_MoveDataTable_MinorDiagonal
};
static const TransitionStateFunc sGroudon_Funcs[] =
{
WeatherTrio_BgFadeBlack,
WeatherTrio_WaitFade,
Groudon_Init,
Groudon_PaletteFlash,
Groudon_PaletteBrighten,
FramesCountdown,
WeatherDuo_FadeOut,
WeatherDuo_End
};
static const TransitionStateFunc sRayquaza_Funcs[] =
{
WeatherTrio_BgFadeBlack,
WeatherTrio_WaitFade,
Rayquaza_Init,
Rayquaza_SetGfx,
Rayquaza_PaletteFlash,
Rayquaza_FadeToBlack,
Rayquaza_WaitFade,
Rayquaza_SetBlack,
Rayquaza_TriRing,
Blackhole_Vibrate,
Blackhole_GrowEnd
};
static const TransitionStateFunc sWhiteBarsFade_Funcs[] =
{
WhiteBarsFade_Init,
WhiteBarsFade_StartBars,
WhiteBarsFade_WaitBars,
WhiteBarsFade_BlendToBlack,
WhiteBarsFade_End
};
#define NUM_WHITE_BARS 8
static const s16 sWhiteBarsFade_StartDelays[NUM_WHITE_BARS] = {0, 20, 15, 40, 10, 25, 35, 5};
static const TransitionStateFunc sGridSquares_Funcs[] =
{
GridSquares_Init,
GridSquares_Main,
GridSquares_End
};
static const TransitionStateFunc sAngledWipes_Funcs[] =
{
AngledWipes_Init,
AngledWipes_SetWipeData,
AngledWipes_DoWipe,
AngledWipes_TryEnd,
AngledWipes_StartNext
};
#define NUM_ANGLED_WIPES 7
static const s16 sAngledWipes_MoveData[NUM_ANGLED_WIPES][5] =
{
// startX startY endX endY yDirection
{56, 0, 0, DISPLAY_HEIGHT, 0},
{104, DISPLAY_HEIGHT, DISPLAY_WIDTH, 88, 1},
{DISPLAY_WIDTH, 72, 56, 0, 1},
{0, 32, 144, DISPLAY_HEIGHT, 0},
{144, DISPLAY_HEIGHT, 184, 0, 1},
{56, 0, 168, DISPLAY_HEIGHT, 0},
{168, DISPLAY_HEIGHT, 48, 0, 1},
};
static const s16 sAngledWipes_EndDelays[NUM_ANGLED_WIPES] = {8, 4, 2, 1, 1, 1, 0};
static const TransitionStateFunc sTransitionIntroFuncs[] =
{
TransitionIntro_FadeToGray,
TransitionIntro_FadeFromGray
};
static const struct SpriteFrameImage sSpriteImage_Pokeball[] =
{
{sPokeball_Gfx, sizeof(sPokeball_Gfx)}
};
static const union AnimCmd sSpriteAnim_Pokeball[] =
{
ANIMCMD_FRAME(0, 1),
ANIMCMD_END
};
static const union AnimCmd *const sSpriteAnimTable_Pokeball[] =
{
sSpriteAnim_Pokeball
};
static const union AffineAnimCmd sSpriteAffineAnim_Pokeball1[] =
{
AFFINEANIMCMD_FRAME(0, 0, -4, 1),
AFFINEANIMCMD_JUMP(0)
};
static const union AffineAnimCmd sSpriteAffineAnim_Pokeball2[] =
{
AFFINEANIMCMD_FRAME(0, 0, 4, 1),
AFFINEANIMCMD_JUMP(0)
};
static const union AffineAnimCmd *const sSpriteAffineAnimTable_Pokeball[] =
{
sSpriteAffineAnim_Pokeball1,
sSpriteAffineAnim_Pokeball2
};
static const struct SpriteTemplate sSpriteTemplate_Pokeball =
{
.tileTag = TAG_NONE,
.paletteTag = FLDEFF_PAL_TAG_POKEBALL_TRAIL,
.oam = &gObjectEventBaseOam_32x32,
.anims = sSpriteAnimTable_Pokeball,
.images = sSpriteImage_Pokeball,
.affineAnims = sSpriteAffineAnimTable_Pokeball,
.callback = SpriteCB_FldEffPokeballTrail
};
static const struct OamData sOam_UnusedBrendanLass =
{
.y = 0,
.affineMode = ST_OAM_AFFINE_OFF,
.objMode = ST_OAM_OBJ_NORMAL,
.mosaic = FALSE,
.bpp = ST_OAM_4BPP,
.shape = SPRITE_SHAPE(64x64),
.x = 0,
.matrixNum = 0,
.size = SPRITE_SIZE(64x64),
.tileNum = 0,
.priority = 0,
.paletteNum = 0,
.affineParam = 0,
};
static const struct SpriteFrameImage sImageTable_UnusedBrendan[] =
{
{sUnusedBrendan_Gfx, sizeof(sUnusedBrendan_Gfx)}
};
static const struct SpriteFrameImage sImageTable_UnusedLass[] =
{
{sUnusedLass_Gfx, sizeof(sUnusedLass_Gfx)}
};
static const union AnimCmd sSpriteAnim_UnusedBrendanLass[] =
{
ANIMCMD_FRAME(0, 1),
ANIMCMD_END
};
static const union AnimCmd *const sSpriteAnimTable_UnusedBrendanLass[] =
{
sSpriteAnim_UnusedBrendanLass
};
static const struct SpriteTemplate sSpriteTemplate_UnusedBrendan =
{
.tileTag = TAG_NONE,
.paletteTag = PALTAG_UNUSED_MUGSHOT,
.oam = &sOam_UnusedBrendanLass,
.anims = sSpriteAnimTable_UnusedBrendanLass,
.images = sImageTable_UnusedBrendan,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = SpriteCB_MugshotTrainerPic
};
static const struct SpriteTemplate sSpriteTemplate_UnusedLass =
{
.tileTag = TAG_NONE,
.paletteTag = PALTAG_UNUSED_MUGSHOT,
.oam = &sOam_UnusedBrendanLass,
.anims = sSpriteAnimTable_UnusedBrendanLass,
.images = sImageTable_UnusedLass,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = SpriteCB_MugshotTrainerPic
};
static const u16 sFieldEffectPal_Pokeball[] = INCBIN_U16("graphics/field_effects/palettes/pokeball.gbapal");
const struct SpritePalette gSpritePalette_Pokeball = {sFieldEffectPal_Pokeball, FLDEFF_PAL_TAG_POKEBALL_TRAIL};
static const u16 sMugshotPal_Sidney[] = INCBIN_U16("graphics/battle_transitions/sidney_bg.gbapal");
static const u16 sMugshotPal_Phoebe[] = INCBIN_U16("graphics/battle_transitions/phoebe_bg.gbapal");
static const u16 sMugshotPal_Glacia[] = INCBIN_U16("graphics/battle_transitions/glacia_bg.gbapal");
static const u16 sMugshotPal_Drake[] = INCBIN_U16("graphics/battle_transitions/drake_bg.gbapal");
static const u16 sMugshotPal_Champion[] = INCBIN_U16("graphics/battle_transitions/wallace_bg.gbapal");
static const u16 sMugshotPal_Brendan[] = INCBIN_U16("graphics/battle_transitions/brendan_bg.gbapal");
static const u16 sMugshotPal_May[] = INCBIN_U16("graphics/battle_transitions/may_bg.gbapal");
static const u16 *const sOpponentMugshotsPals[MUGSHOTS_COUNT] =
{
[MUGSHOT_SIDNEY] = sMugshotPal_Sidney,
[MUGSHOT_PHOEBE] = sMugshotPal_Phoebe,
[MUGSHOT_GLACIA] = sMugshotPal_Glacia,
[MUGSHOT_DRAKE] = sMugshotPal_Drake,
[MUGSHOT_CHAMPION] = sMugshotPal_Champion
};
static const u16 *const sPlayerMugshotsPals[GENDER_COUNT] =
{
[MALE] = sMugshotPal_Brendan,
[FEMALE] = sMugshotPal_May
};
static const u16 sUnusedTrainerPalette[] = INCBIN_U16("graphics/battle_transitions/unused_trainer.gbapal");
static const struct SpritePalette sSpritePalette_UnusedTrainer = {sUnusedTrainerPalette, PALTAG_UNUSED_MUGSHOT};
static const u16 sBigPokeball_Tilemap[] = INCBIN_U16("graphics/battle_transitions/big_pokeball_map.bin");
static const u16 sMugshotsTilemap[] = INCBIN_U16("graphics/battle_transitions/elite_four_bg_map.bin");
static const TransitionStateFunc sFrontierLogoWiggle_Funcs[] =
{
FrontierLogoWiggle_Init,
FrontierLogoWiggle_SetGfx,
PatternWeave_Blend1,
PatternWeave_Blend2,
PatternWeave_FinishAppear,
PatternWeave_CircularMask
};
static const TransitionStateFunc sFrontierLogoWave_Funcs[] =
{
FrontierLogoWave_Init,
FrontierLogoWave_SetGfx,
FrontierLogoWave_InitScanline,
FrontierLogoWave_Main
};
static const TransitionStateFunc sFrontierSquares_Funcs[] =
{
FrontierSquares_Init,
FrontierSquares_Draw,
FrontierSquares_Shrink,
FrontierSquares_End
};
static const TransitionStateFunc sFrontierSquaresSpiral_Funcs[] =
{
FrontierSquaresSpiral_Init,
FrontierSquaresSpiral_Outward,
FrontierSquaresSpiral_SetBlack,
FrontierSquaresSpiral_Inward,
FrontierSquares_End
};
static const TransitionStateFunc sFrontierSquaresScroll_Funcs[] =
{
FrontierSquaresScroll_Init,
FrontierSquaresScroll_Draw,
FrontierSquaresScroll_SetBlack,
FrontierSquaresScroll_Erase,
FrontierSquaresScroll_End
};
#define SQUARE_SIZE 4
#define MARGIN_SIZE 1 // Squares do not fit evenly across the width, so there is a margin on either side.
#define NUM_SQUARES_PER_ROW ((DISPLAY_WIDTH - (MARGIN_SIZE * 8 * 2)) / (SQUARE_SIZE * 8))
#define NUM_SQUARES_PER_COL (DISPLAY_HEIGHT / (SQUARE_SIZE * 8))
#define NUM_SQUARES (NUM_SQUARES_PER_ROW * NUM_SQUARES_PER_COL)
// The order in which the squares should appear/disappear to create
// the spiral effect. Spiraling inward starts with the first element,
// and spiraling outward starts with the last. The positions are the
// squares numbered left-to-right top-to-bottom.
static const u8 sFrontierSquaresSpiral_Positions[NUM_SQUARES] = {
28, 29, 30, 31, 32, 33, 34,
27, 20, 13, 6, 5, 4, 3,
2, 1, 0, 7, 14, 21, 22,
23, 24, 25, 26, 19, 12, 11,
10, 9, 8, 15, 16, 17, 18
};
// In the scrolling version the squares appear/disappear in a "random" order
// dictated by the list below.
static const u8 sFrontierSquaresScroll_Positions[] = {
0, 16, 41, 22, 44, 2, 43, 21,
46, 27, 9, 48, 38, 5, 57, 59,
12, 63, 35, 28, 10, 53, 7, 49,
39, 23, 55, 1, 62, 17, 61, 30,
6, 34, 15, 51, 32, 58, 13, 45,
37, 52, 11, 24, 60, 19, 56, 33,
29, 50, 40, 54, 14, 3, 47, 20,
18, 25, 4, 36, 26, 42, 31, 8
};
//---------------------------
// Main transition functions
//---------------------------
static void CB2_TestBattleTransition(void)
{
switch (sTestingTransitionState)
{