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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
Sparkle_Animation:
INC HL
LD A, (HL+)
ADD $80
LD D, A
LD A, $mem_viewport_x
LD B, A
SUB $82
CP D
RET NC
ADD $0e
CP D
RET C
LD A, D
SUB $80
SUB B
AND $0f
SWAP A
LD B, A
LD A, (HL+)
ADD $80
LD D, A
LD A, $mem_viewport_y
LD C, A
SUB $82
CP D
RET NC
ADD $0d
CP D
RET C
LD A, D
SUB $80
SUB C
AND $0f
SWAP A
ADD $06
LD C, A
LD E, (HL)
INC E
LD A, $1f
AND E
LD E, A
XOR A
CP E
JP Z, =Sparkle_Animation.End_animation
LD (HL), E
.ADD_MOVING_ANIMATION_OFFSET
PUSH HL
LD HL, $mem_oam_buffer
LD A, $mem_oam_buffer_low
LD L, A
ADD $08
LD $mem_oam_buffer_low, A
LD D, E
SRA D
LD A, C
SUB D
ADD $0c
LD (HL+), A
LD A, B
LD (HL+), A
LD A, E
SRA A
SRA A
AND $02
ADD $60
LD (HL+), A
LD A, $00
LD (HL+), A
SRA D
LD A, C
SUB D
ADD $08
LD (HL+), A
LD A, B
ADD $08
LD (HL+), A
LD A, E
SRA A
SRA A
AND $02
ADD $60
LD (HL+), A
LD A, $00
LD (HL+), A
POP HL
RET
Sparkle_Animation.End_animation:
LD A, L
AND $fc
LD L, A
LD (HL), $00
RET
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