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Display_Animation_List:
LD HL, $mem_animation_list
CALL =Display_Animation
CALL =Display_Animation
CALL =Display_Animation
JP =Display_Animation
Display_Animation:
PUSH HL
LD A, (HL)
LD BC, =Animation_Jump_table
.JUMP_TABLE
POP HL
LD A, L
ADD $04
LD L, A
RET
Try_Launch_Animation: ; XY in BC, jump_table index in A
PUSH HL
PUSH AF
LD HL, $mem_animation_list
XOR A
CP (HL)
JP Z, =Try_Launch_Animation.Free_slot_Found
LD A, $04
ADD L
LD L, A
XOR A
CP (HL)
JP Z, =Try_Launch_Animation.Free_slot_Found
LD A, $04
ADD L
LD L, A
XOR A
CP (HL)
JP Z, =Try_Launch_Animation.Free_slot_Found
LD A, $04
ADD L
LD L, A
XOR A
CP (HL)
JP NZ, =Try_Launch_Animation.No_Free_slot_found
Try_Launch_Animation.Free_slot_Found:
POP AF
LD (HL+), A
LD A, B
LD (HL+), A
LD A, C
LD (HL+), A
XOR A
LD (HL+), A
POP HL
RET
Try_Launch_Animation.No_Free_slot_found:
POP AF
POP HL
RET
Animation_Jump_table:
; 00
RET
NOP
NOP
NOP
; 01
JP =Sparkle_Animation
NOP
; 02
JP =Rotating_Ball_Animation
NOP
.INCLUDE "animations/sparkles.gbasm"
.INCLUDE "animations/rotatingball.gbasm"
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