re-match RotateAuroraRingColors_Step

This commit is contained in:
Kurausukun 2020-10-19 06:15:35 -04:00
parent 7d5fce9a72
commit 56c3eefd9f

View file

@ -624,98 +624,24 @@ void AnimTask_RotateAuroraRingColors(u8 taskId)
gTasks[taskId].func = AnimTask_RotateAuroraRingColors_Step;
}
#ifdef NONMATCHING
static void AnimTask_RotateAuroraRingColors_Step(u8 taskId)
{
int i;
u16 palIndex;
u16 *palPtr1;
u16 *palPtr2;
u16 rgbBuffer;
if (++gTasks[taskId].data[10] == 3)
{
u16 rgbBuffer;
gTasks[taskId].data[10] = 0;
palIndex = gTasks[taskId].data[2] + 1;
palPtr1 = &gPlttBufferFaded[palIndex];
rgbBuffer = *palPtr1;
palPtr2 = &palPtr1[1];
for (i = 0; i < 7; i++)
palPtr1[i] = palPtr2[i];
rgbBuffer = gPlttBufferFaded[palIndex];
for (i = 1; i < 8; i++)
gPlttBufferFaded[palIndex + i - 1] = gPlttBufferFaded[palIndex + i];
gPlttBufferFaded[palIndex + 7] = rgbBuffer;
}
if (++gTasks[taskId].data[11] == gTasks[taskId].data[0])
DestroyAnimVisualTask(taskId);
}
#else
NAKED
static void AnimTask_RotateAuroraRingColors_Step(u8 taskId)
{
asm_unified("push {r4-r7,lr}\n\
lsls r0, 24\n\
lsrs r4, r0, 24\n\
ldr r1, =gTasks\n\
lsls r0, r4, 2\n\
adds r0, r4\n\
lsls r0, 3\n\
adds r2, r0, r1\n\
ldrh r0, [r2, 0x1C]\n\
adds r0, 0x1\n\
strh r0, [r2, 0x1C]\n\
lsls r0, 16\n\
asrs r0, 16\n\
mov r12, r1\n\
cmp r0, 0x3\n\
bne _081075BE\n\
movs r0, 0\n\
strh r0, [r2, 0x1C]\n\
ldrh r0, [r2, 0xC]\n\
adds r0, 0x1\n\
lsls r0, 16\n\
lsrs r5, r0, 16\n\
ldr r1, =gPlttBufferFaded\n\
lsls r0, r5, 1\n\
adds r0, r1\n\
ldrh r6, [r0]\n\
adds r7, r1, 0\n\
adds r3, r0, 0x2\n\
movs r1, 0x6\n\
adds r2, r0, 0\n\
_081075A8:\n\
ldrh r0, [r3]\n\
strh r0, [r2]\n\
adds r3, 0x2\n\
adds r2, 0x2\n\
subs r1, 0x1\n\
cmp r1, 0\n\
bge _081075A8\n\
adds r0, r5, 0x7\n\
lsls r0, 1\n\
adds r0, r7\n\
strh r6, [r0]\n\
_081075BE:\n\
lsls r0, r4, 2\n\
adds r0, r4\n\
lsls r0, 3\n\
add r0, r12\n\
ldrh r1, [r0, 0x1E]\n\
adds r1, 0x1\n\
strh r1, [r0, 0x1E]\n\
lsls r1, 16\n\
asrs r1, 16\n\
movs r2, 0x8\n\
ldrsh r0, [r0, r2]\n\
cmp r1, r0\n\
bne _081075DE\n\
adds r0, r4, 0\n\
bl DestroyAnimVisualTask\n\
_081075DE:\n\
pop {r4-r7}\n\
pop {r0}\n\
bx r0\n\
.pool\n");
}
#endif
// For animating undulating beam attacks (e.g. Flamethrower, Hydro Pump, Signal Beam)
static void AnimToTargetInSinWave(struct Sprite *sprite)