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2 changes: 1 addition & 1 deletion .github/workflows/release.yml
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ jobs:
- check-headers
- check-symbol-header-sync
env:
RELEASE_VERSION: '0.10.5'
RELEASE_VERSION: '0.10.6'
OUTPUT_DIR: out
RELEASE_INSTALL_DIR: release-install
RELEASE_ASSETS_DIR: release-assets
Expand Down
4 changes: 4 additions & 0 deletions headers/functions/arm9.h
Original file line number Diff line number Diff line change
Expand Up @@ -531,6 +531,10 @@ void LoadAnimationFrameAndIncrementInAnimationControl(struct animation_control*
struct wan_animation_frame* anim_frame);
void DisplayAnimationControlCurrentFrame(struct animation_control* anim_ctrl);
void DisplayAndSwitchAnimationControlCurrentFrame(struct animation_control* anim_ctrl);
void GetPixelOffsetFromSprite(struct vec2_16* pixel_offset, struct animation_control* sprite,
enum wan_offset_type wan_offset);
void FillPixelOffsetArrayFromSprite(struct vec2_16* pixel_offsets, uint8_t array_len,
struct animation_control* sprite);
void FillOamAdjustmentInfo(struct animation_control* dst, uint16_t* src);
uint32_t AnimationControlGetAllocForMaxFrame(struct animation_control* anim_ctrl);
void SetAnimationControlPausedFlag(struct animation_control* anim_ctrl, bool new_val);
Expand Down
6 changes: 3 additions & 3 deletions headers/functions/overlay10.h
Original file line number Diff line number Diff line change
Expand Up @@ -14,10 +14,10 @@ void UpdateInventoryMenu(struct window* window);
bool IsInventoryMenuState3(int window_id);
void CreateInventoryMenuOuter(int n_items, int param_2, int param_3, uint8_t* param_4,
undefined* param_5, undefined* param_6, uint32_t param_7);
void LoadPaletteBase(uint8_t sprite_index, bool is_4bpp);
int GetEffectAnimationField0x19(int anim_id);
void LoadPaletteBase(uint8_t sprite_index, bool is_4bpp, uint8_t start_4bpp);
enum wan_offset_type GetEffectAnimationWanOffset(int anim_id);
bool ScreenEffectActive(enum screen screen);
bool AnimationHasMoreFrames(int param_1);
bool BlockingAnimationInProgress(int unique_id);
struct effect_animation* GetEffectAnimation(int anim_id);
struct move_animation* GetMoveAnimation(enum move_id move_id);
struct special_monster_move_animation* GetSpecialMonsterMoveAnimation(int ent_id);
Expand Down
17 changes: 10 additions & 7 deletions headers/functions/overlay29.h
Original file line number Diff line number Diff line change
Expand Up @@ -58,12 +58,13 @@ bool ItemIsActive(struct entity* entity, enum item_id item_id);
int GetVisibilityRange(void);
void RevealWholeFloor(struct entity* entity);
bool DungeonScreenEffectActive(void);
int PlayEffectAnimationEntity(struct entity* entity, int effect_id, bool play_now, int param_4,
int param_5, undefined param_6, enum direction_id effect_dir,
int PlayEffectAnimationEntity(struct entity* entity, int effect_id, bool blocking,
enum wan_offset_type wan_offset, uint8_t finish_cur_effects_first,
bool play_if_two_turn_invisible, enum direction_id effect_dir,
uint16_t* custom_oam_adjustment_info);
int PlayEffectAnimationPos(struct position* pos, int effect_id, bool play_now);
int PlayEffectAnimationPixelPos(struct pixel_position* pixel_pos, int effect_id, bool play_now);
void AnimationDelayOrSomething(undefined param_1);
int PlayEffectAnimationPos(struct position* pos, int effect_id, bool blocking);
int PlayEffectAnimationPixelPos(struct pixel_position* pixel_pos, int effect_id, bool blocking);
void FinishPlayingEffectAnimations(bool wait_for_non_blocking);
void CopyStatusIconFlags(struct status_icon_flags* dst, struct entity* src);
void UpdateStatusIconFlags(struct entity* entity);
void PlayQuestionMarkEffect(struct entity* entity);
Expand Down Expand Up @@ -315,7 +316,8 @@ bool DefenderAbilityIsActive(struct entity* attacker, struct entity* defender,
bool IsMonster(struct entity* entity);
void TryActivateConversion2(struct entity* attacker, struct entity* defender, struct move* move);
void TryActivateTruant(struct entity* entity);
void TryPointCameraToMonster(struct entity* entity, undefined param_2, undefined param_3);
void TryPointCameraToFarOffTeammate(struct entity* entity);
void TryPointCameraToMonster(struct entity* entity, undefined param_2, bool discover_minimap);
void ReevaluateSnatchMonster(void);
struct entity* GetRandomExplorerMazeMonster(void);
void RestorePpAllMovesSetFlags(struct entity* entity);
Expand Down Expand Up @@ -504,6 +506,7 @@ void EndMagnetRiseStatus(struct entity* user, struct entity* target);
bool TransferNegativeBlinkerClassStatus(struct entity* user, struct entity* target);
bool TryEndPetrifiedOrSleepStatus(struct entity* user, struct entity* target);
void EndFrozenStatus(struct entity* user, struct entity* target);
void ResetTypeChanges(struct entity* user);
void EndProtectStatus(struct entity* user, struct entity* target);
void TryRestoreRoostTyping(struct entity* user, struct entity* target);
void TryTriggerMonsterHouse(struct entity* entity, bool outside_enemies);
Expand Down Expand Up @@ -662,7 +665,7 @@ void RevealStairs(struct entity* user, struct entity* target);
void RevealEnemies(struct entity* user, struct entity* target);
bool TryInflictLeechSeedStatus(struct entity* user, struct entity* target, bool log_failure,
bool check_only);
void EndLeechSeedStatusForAllTargets(struct entity* user);
void EndLeechSeedClassStatusForAllTargets(struct entity* user);
void TryInflictDestinyBondStatus(struct entity* user, struct entity* target);
void TryInflictSureShotStatus(struct entity* user, struct entity* target, uint8_t turns);
void TryInflictWhifferStatus(struct entity* user, struct entity* target, uint8_t turns,
Expand Down
17 changes: 17 additions & 0 deletions headers/types/common/common.h
Original file line number Diff line number Diff line change
Expand Up @@ -1669,4 +1669,21 @@ struct alarm_callback_info {
};
ASSERT_SIZE(struct alarm_callback_info, 12);

struct effect_animation {
enum effect_file_type file_type; // 0x0
int file_index; // 0x4: File index in pack 3 (effect.bin)
int palette_num; // 0x8
// 0xC: Some sort of index into the file. Related animations are grouped together into the same
// file and indexed with this. Is used as the animation_key parameter in
// SetAnimationForAnimationControl.
int animation_index;
int se_id; // 0x10: Sound effect id, passed to PlaySeByIdVolume
int field_0x14; // 0x14: Seemingly always 0
uint8_t is_screen_effect; // 0x18: Seems to always be 1 for screen effects, unused otherwise
struct wan_offset_type_8 wan_offset; // 0x19
uint8_t is_non_blocking; // 0x1A
uint8_t repeat; // 0x1B: If non-zero, makes the animation repeat a bunch of times
};
ASSERT_SIZE(struct effect_animation, 28);

#endif
22 changes: 22 additions & 0 deletions headers/types/common/enums.h
Original file line number Diff line number Diff line change
Expand Up @@ -4391,4 +4391,26 @@ enum mission_reward_frame_update_case {
// There are more, seems like it goes up to case 21
};

enum wan_offset_type {
WAN_OFFSET_HEAD = 0,
WAN_OFFSET_HAND_LEFT = 1,
WAN_OFFSET_HAND_RIGHT = 2,
WAN_OFFSET_CENTER = 3,
};

// This is sometimes stored as an 8-bit integer
#pragma pack(push, 1)
ENUM_8_BIT(wan_offset_type);
#pragma pack(pop)

enum effect_file_type {
EFFECT_FILE_INVALID = 0,
EFFECT_FILE_WAN_FILE_0 = 1,
EFFECT_FILE_WAN_FILE_1 = 2,
EFFECT_FILE_WAN = 3,
EFFECT_FILE_WAT = 4,
EFFECT_FILE_SCREEN = 5,
EFFECT_FILE_WBA = 6,
};

#endif
24 changes: 2 additions & 22 deletions headers/types/dungeon_mode/dungeon_mode.h
Original file line number Diff line number Diff line change
Expand Up @@ -1260,26 +1260,6 @@ struct trap_animation {
};
ASSERT_SIZE(struct trap_animation, 2);

// Unverified, ported from Irdkwia's notes
struct effect_animation {
int field_0x0;
int file_index; // 0x4: File index in pack 3 (effect.bin)
int field_0x8;
// 0xC: Some sort of index into the file. Related animations are grouped together into the same
// file and indexed with this. Is used as the animation_key parameter in
// SetAnimationForAnimationControl.
int animation_index;
int se_id; // 0x10: Sound effect id, passed to PlaySeByIdVolume
int field_0x14;
uint8_t field_0x18;
int8_t field_0x19;
// 0x1A: Is non-zero if the animation is non-blocking. In this case, the animation will be
// delayed until the next time AnimationDelayOrSomething is called.
uint8_t is_non_blocking;
uint8_t unk_repeat; // 0x1B: If non-zero, makes the animation repeat a bunch of times
};
ASSERT_SIZE(struct effect_animation, 28);

// Contains data about a monster that spawns in a dungeon
struct monster_spawn_entry {
uint16_t level_mult_512; // 0x0: Spawn level << 9
Expand Down Expand Up @@ -2558,8 +2538,8 @@ struct message_log_info {
undefined field_0x1;
undefined field_0x2;
undefined field_0x3;
struct alert_box_info* alert_box_info;
// 0x4: If this does not match the current user, a new group will always start
struct alert_box_info* alert_box_info; // 0x4
// 0x8: If this does not match the current user, a new group will always start
struct entity* last_user;
};
ASSERT_SIZE(struct message_log_info, 12);
Expand Down
18 changes: 18 additions & 0 deletions symbols/arm9.yml
Original file line number Diff line number Diff line change
Expand Up @@ -5039,6 +5039,24 @@ arm9:
Displays the current frame of the animation_control struct and switches it afterwards if applicable.

r0: animation_control
- name: GetPixelOffsetFromSprite
address:
EU: 0x201D02C
description: |-
Converts a WAN offset on a sprite into a pixel offset.

r0: [output] pixel offset (99 in a field means there is no offset)
r1: animation_control of sprite
r2: WAN offset type
- name: FillPixelOffsetArrayFromSprite
address:
EU: 0x201D0D0
description: |-
Converts the first array_len WAN offsets on a sprite into an array of pixel offsets.

r0: [output] array of pixel offsets of size array_len (99 in a field means there is no offset)
r1: array_len
r2: animation_control of sprite
- name: FillOamAdjustmentInfo
aliases:
- FillOamAttributeInfo
Expand Down
18 changes: 10 additions & 8 deletions symbols/overlay10.yml
Original file line number Diff line number Diff line change
Expand Up @@ -160,16 +160,17 @@ overlay10:

r0: sprite index in wan_table to load from
r1: 0 for 8bpp, 1 for 4bpp
- name: GetEffectAnimationField0x19
r2: starting palette number for 4bpp
- name: GetEffectAnimationWanOffset
address:
EU: 0x22BE7F4
NA: 0x22BDEB4
JP: 0x22BF658
description: |-
Calls GetEffectAnimation and returns field 0x19.
Calls GetEffectAnimation and returns its wan_offset field.

r0: anim_id
return: GetEffectAnimation(anim_id)->field_0x19.
return: GetEffectAnimation(anim_id)->wan_offset
- name: ScreenEffectActive
address:
EU: 0x22C0228
Expand All @@ -179,17 +180,18 @@ overlay10:
Returns true if a screen effect (like Leaf Storm's or cutscene rain) is currently active on the given screen.

r0: screen
- name: AnimationHasMoreFrames
- name: BlockingAnimationInProgress
aliases:
- AnimationHasMoreFrames
address:
EU: 0x22C0244
NA: 0x22BF904
JP: 0x22C10A8
description: |-
Just a guess. This is called in a loop in PlayEffectAnimation, and the output controls whether or not AdvanceFrame continues to be called.
If the current effect animation's is_non_blocking field is set, the function will return false the very first time it is called.
Checks if there is an effect animation with the given unique id in progress and if so, whether its is_non_blocking field is 0.

r0: ?
return: whether or not the animation still has more frames left?
r0: unique id of animation
return: bool
- name: GetEffectAnimation
address:
EU: 0x22C07E0
Expand Down
54 changes: 36 additions & 18 deletions symbols/overlay29.yml
Original file line number Diff line number Diff line change
Expand Up @@ -782,17 +782,17 @@ overlay29:
NA: 0x22E35E4
JP: 0x22E4C54
description: |-
Just a guess. This appears to be paired often with GetEffectAnimationField0x19, and also has calls AnimationHasMoreFrames in a loop alongside AdvanceFrame(66) calls.

The third parameter skips the loop entirely. It seems like in this case the function might just preload some animation frames for later use??
Plays an effect animation on an entity.

r0: entity pointer
r1: Effect ID
r2: appears to be a flag for actually running the animation now? If this is 0, the AdvanceFrame loop is skipped entirely.
r2: whether the effect is blocking or not (i.e. whether the function should wait until it is finished or 100 frames have passed to return)
r3: WAN offset on entity sprite to use
stack[0]: if 2, waits until any in-progress effects are finished before playing the given one; if 1, waits only for blocking effects
stack[1]: whether to still play the effect even if the entity is using a non-flying two-turn move like Dig or Shadow Force
stack[2]: direction of effect
stack[3]: custom oam_adjustment_info array for the animation_control struct (length 6, or null if should use default values)
others: ?
return: status code, or maybe the number of frames or something? Either way, -1 seems to indicate the animation being finished or something?
return: -1 if the animation is finished / exceeded 100 frames, or a unique id for the playing effect otherwise
- name: PlayEffectAnimationPos
address:
EU: 0x22E418C
Expand All @@ -803,8 +803,8 @@ overlay29:

r0: Position where the effect should be played
r1: Effect ID
r2: Unknown flag (same as the one in PlayEffectAnimationEntity)
return: Result of call to PlayEffectAnimationPixelPos
r2: whether the effect is blocking or not (i.e. whether the function should wait until it is finished or 100 frames have passed to return)
return: -1 if the animation is finished / exceeded 100 frames, or a unique id for the playing effect otherwise
- name: PlayEffectAnimationPixelPos
address:
EU: 0x22E41D0
Expand All @@ -815,19 +815,19 @@ overlay29:

r0: Pixel position where the effect should be played
r1: Effect ID
r2: Unknown flag (same as the one in PlayEffectAnimationEntity)
return: Same as PlayEffectAnimationEntity
- name: AnimationDelayOrSomething
r2: whether the effect is blocking or not (i.e. whether the function should wait until it is finished or 100 frames have passed to return)
return: -1 if the animation is finished / exceeded 100 frames, or a unique id for the playing effect otherwise
- name: FinishPlayingEffectAnimations
aliases:
- AnimationDelayOrSomething
address:
EU: 0x22E4290
NA: 0x22E38E0
JP: 0x22E4F50
description: |-
Called whenever most (all?) animations are played. Does not return until the animation is over.

Might wait until the animation is done? Contains several loops that call AdvanceFrame.
Waits until currently playing effect animations are finished, and returns only when they are done. Might have some other effects too.

r0: ?
r0: if 0, will only wait until effects with an is_non_blocking field equal to 0 finish; if 1, waits for all effects to finish
- name: CopyStatusIconFlags
address:
EU: 0x22E43F0
Expand Down Expand Up @@ -3281,6 +3281,15 @@ overlay29:
Checks if an entity has the ability Truant, and if so tries to apply the pause status to it.

r0: pointer to entity
- name: TryPointCameraToFarOffTeammate
address:
EU: 0x22FA24C
description: |-
Attempts to place the camera on top of the specified teammate.

If the monster is already onscreen or the far-off pals option is disabled, the function does nothing.

r0: entity pointer
- name: TryPointCameraToMonster
address:
EU: 0x22FA2C0
Expand All @@ -3293,7 +3302,7 @@ overlay29:

r0: Entity pointer. Must be a monster, otherwise the function does nothing.
r1: ?
r2: ?
r2: whether to fill the minimap at the monster's position
- name: ReevaluateSnatchMonster
address:
EU: 0x22FA37C
Expand Down Expand Up @@ -5228,6 +5237,13 @@ overlay29:

r0: user entity pointer
r1: target entity pointer
- name: ResetTypeChanges
address:
EU: 0x230870C
description: |-
Resets any type changes that the given monster has undergone.

r0: entity pointer
- name: EndProtectStatus
address:
EU: 0x2308744
Expand Down Expand Up @@ -6499,13 +6515,15 @@ overlay29:
r2: flag to log a message on failure
r3: flag to only perform the check for inflicting without actually inflicting
return: Whether or not the status could be inflicted
- name: EndLeechSeedStatusForAllTargets
- name: EndLeechSeedClassStatusForAllTargets
aliases:
- EndLeechSeedStatusForAllTargets
address:
EU: 0x2316434
NA: 0x23159D4
JP: 0x2316EAC
description: |-
Ends the Leech Seed status for all monsters that the given monster gave the status to.
Ends the Leech Seed and Destiny Bond status for all monsters that the given monster gave the status to.

r0: user entity pointer
- name: TryInflictDestinyBondStatus
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