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One feature of the Gen 2 overworld engine is the "command queue". Event scripts may queue up to six entries with the `writecmdqueue` and `delcmdqueue` script commands. Then every time the player takes a step, the queued commands run depending on their type. In practice, the only usable command type is `CMDQUEUE_STONETABLE`, for pushing Strength boulders into holes. The other command types are dummied out or incomplete.

This tutorial simplifies the system to replace the entire queue with a single pointer to a "stone table", which may be null or may point to a table defining how Strength boulders interact with holes. It saves ROM and RAM space, and simplifies the map callbacks that set up stone tables.


## Contents

1. [Remove the command queue–related constants](#1-remove-the-command-queuerelated-constants)
2. [Replace `writecmdqueue` and `delcmdqueue` with `usestonetable` and `clearstonetable`](#2-replace-writecmdqueue-and-delcmdqueue-with-usestonetable-and-clearstonetable)
3. [Replace `MAPCALLBACK_CMDQUEUE` with `MAPCALLBACK_STONETABLE`](#3-replace-mapcallback_cmdqueue-with-mapcallback_stonetable)
4. [Update the map scripts that use stone tables](#4-update-the-map-scripts-that-use-stone-tables)
5. [Implement the simplified stone table system](#5-implement-the-simplified-stone-table-system)


## 1. Remove the command queue–related constants

Edit [constants/script_constants.asm](../blob/master/constants/script_constants.asm):

```diff
-; command queue members
-CMDQUEUE_TYPE  EQU 0
-CMDQUEUE_ADDR  EQU 1
-CMDQUEUE_02    EQU 2
-CMDQUEUE_03    EQU 3
-CMDQUEUE_04    EQU 4
-CMDQUEUE_05    EQU 5
-CMDQUEUE_ENTRY_SIZE EQU 6
-CMDQUEUE_CAPACITY EQU 4
-
-; HandleQueuedCommand.Jumptable indexes (see engine/overworld/events.asm)
-	const_def
-	const CMDQUEUE_NULL
-	const CMDQUEUE_TYPE1
-	const CMDQUEUE_STONETABLE
-	const CMDQUEUE_TYPE3
-	const CMDQUEUE_TYPE4
-NUM_CMDQUEUE_TYPES EQU const_value
```


## 2. Replace `writecmdqueue` and `delcmdqueue` with `usestonetable` and `clearstonetable`

Edit [macros/scripts/events.asm](../blob/master/macros/scripts/events.asm):

```diff
-	const writecmdqueue_command ; $7d
-writecmdqueue: MACRO
-	db writecmdqueue_command
-	dw \1 ; queue_pointer
-ENDM
+	const usestonetable_command ; $7d
+usestonetable: MACRO
+	db usestonetable_command
+	dw \1 ; stonetable_pointer
+ENDM

-	const delcmdqueue_command ; $7e
-delcmdqueue: MACRO
-	db delcmdqueue_command
-	db \1 ; byte
-ENDM
+	const clearstonetable_command ; $7e
+clearstonetable: MACRO
+	db clearstonetable_command
+ENDM
```

(The `clearstonetable` command isn't really necessary, since maps are unlikely to need it and `usestonetable NULL` will do the same thing, but I'm including it for completeness.)

Then edit [engine/overworld/scripting.asm](../blob/master/engine/overworld/scripting.asm):

```diff
-	dw Script_writecmdqueue              ; 7d
-	dw Script_delcmdqueue                ; 7e
+	dw Script_usestonetable              ; 7d
+	dw Script_clearstonetable            ; 7e
```

```diff
-Script_writecmdqueue:
+Script_usestonetable:
 	call GetScriptByte
-	ld e, a
+	ld [wStoneTableAddress], a
 	call GetScriptByte
-	ld d, a
+	ld [wStoneTableAddress+1], a
-	ld a, [wScriptBank]
-	ld b, a
-	farcall WriteCmdQueue ; no need to farcall
	ret

-Script_delcmdqueue:
+Script_clearstonetable:
 	xor a
-	ld [wScriptVar], a
+	ld [wStoneTableAddress], a
+	ld [wStoneTableAddress+1], a
-	call GetScriptByte
-	ld b, a
-	farcall DelCmdQueue ; no need to farcall
-	ret c
-	ld a, TRUE
-	ld [wScriptVar], a
	ret
```

And edit [wram.asm](../blob/master/wram.asm):

```diff
-wCmdQueue:: ds CMDQUEUE_CAPACITY * CMDQUEUE_ENTRY_SIZE
+wStoneTableAddress:: dw

-	ds 40
+	ds 62
```

Now `usestonetable .StoneTable` will store the address `.StoneTable` in `wStoneTableAddress`, and `clearstonetable` will set `wStoneTableAddress` to `NULL`. The `wStoneTableAddress` pointer only needs two bytes, whereas `wCmdQueue` needed 24, so this saves 22 bytes of RAM.


## 3. Replace `MAPCALLBACK_CMDQUEUE` with `MAPCALLBACK_STONETABLE`

Edit [constants/map_setup_constants.asm](../blob/master/constants/map_setup_constants.asm):

```diff
 ; callback types
 	const_def 1
 	const MAPCALLBACK_TILES
 	const MAPCALLBACK_OBJECTS
-	const MAPCALLBACK_CMDQUEUE
+	const MAPCALLBACK_STONETABLE
 	const MAPCALLBACK_SPRITES
 	const MAPCALLBACK_NEWMAP
```

Then edit [engine/overworld/warp_connection.asm](../blob/master/engine/overworld/warp_connection.asm):

```diff
 HandleContinueMap:
-	farcall ClearCmdQueue
+	xor a
+	ld [wStoneTableAddress], a
+	ld [wStoneTableAddress+1], a
-	ld a, MAPCALLBACK_CMDQUEUE
+	ld a, MAPCALLBACK_STONETABLE
 	call RunMapCallback
 	call GetMapTimeOfDay
 	ld [wMapTimeOfDay], a
 	ret
```


## 4. Update the map scripts that use stone tables

Edit [maps/BlackthornGym2F.asm](../blob/master/maps/BlackthornGym2F.asm):

```diff
 	def_callbacks
-	callback MAPCALLBACK_CMDQUEUE, .SetUpStoneTable
+	callback MAPCALLBACK_STONETABLE, .SetUpStoneTable

 .SetUpStoneTable:
-	writecmdqueue .CommandQueue
+	usestonetable .StoneTable
 	endcallback

-.CommandQueue:
-	cmdqueue CMDQUEUE_STONETABLE, .StoneTable ; check if any stones are sitting on a warp
-
 .StoneTable:
 	stonetable 5, BLACKTHORNGYM2F_BOULDER1, .Boulder1
 	stonetable 3, BLACKTHORNGYM2F_BOULDER2, .Boulder2
 	stonetable 4, BLACKTHORNGYM2F_BOULDER3, .Boulder3
 	db -1 ; end
```

And edit [maps/IcePathB1F.asm](../blob/master/maps/IcePathB1F.asm):

```diff
 	def_callbacks
-	callback MAPCALLBACK_CMDQUEUE, .SetUpStoneTable
+	callback MAPCALLBACK_STONETABLE, .SetUpStoneTable

 .SetUpStoneTable:
-	writecmdqueue .CommandQueue
+	usestonetable .StoneTable
 	endcallback

-.CommandQueue:
-	cmdqueue CMDQUEUE_STONETABLE, .StoneTable ; check if any stones are sitting on a warp
-
 .StoneTable:
 	stonetable 3, ICEPATHB1F_BOULDER1, .Boulder1
 	stonetable 4, ICEPATHB1F_BOULDER2, .Boulder2
 	stonetable 5, ICEPATHB1F_BOULDER3, .Boulder3
 	stonetable 6, ICEPATHB1F_BOULDER4, .Boulder4
 	db -1 ; end
```

Both of these maps allow you to push boulders into holes with Strength. Now they use the new callback type and event commands.

Previously, the `writecmdqueue` event command took a pointer to a command queue definition (`.CommandQueue`), and that command queue then pointed to its own data depending on its type (so the `CMDQUEUE_STONETABLE` had the `.StoneTable` pointer with `stonetable` data). Now, the `usestonetable` event command directly takes a `.StoneTable` pointer to `stonetable` data, without needing an intermediate `cmdqueue`.


## 5. Implement the simplified stone table system

Edit [engine/overworld/events.asm](../blob/master/engine/overworld/events.asm):

```diff
 HandleMap:
 	call ResetOverworldDelay
 	call HandleMapTimeAndJoypad
-	farcall HandleCmdQueue ; no need to farcall
+	call HandleStoneTable
 	call MapEvents
```

Then edit [engine/overworld/cmd_queue.asm](../blob/master/engine/overworld/cmd_queue.asm):

```diff
-ClearCmdQueue::
-	...
-
-HandleCmdQueue::
-	...
-
-GetNthCmdQueueEntry: ; unreferenced
-	...
-
-WriteCmdQueue::
-	...
-
-DelCmdQueue::
-	...
-
-HandleQueuedCommand:
-	...
-
-CmdQueues_AnonJumptable:
-	...
-
-CmdQueues_IncAnonJumptableIndex:
-	...
-
-CmdQueues_DecAnonJumptableIndex:
-	...
-
-CmdQueue_Null:
-	...
-
-CmdQueue_Type1:
-	...
-
-CmdQueue_Type4:
-	...
-
-CmdQueue_Type3:
-	...
-
-CmdQueue_StoneTable:
+HandleStoneTable::
+	ld hl, wStoneTableAddress
+	ld a, [hli]
+	ld b, [hl]
+	ld c, a
+	or b
+	ret z

 	ld de, wPlayerStruct
 	ld a, NUM_OBJECT_STRUCTS
 .loop
 	push af

 	...

 	pop af
 	dec a
 	jr nz, .loop
 	ret

 .fall_down_hole
 	pop af
 	ret
```

Everything gets deleted except `CmdQueue_StoneTable`, which we rename to `HandleStoneTable` and add some code at the beginning to use `wStoneTableAddress` (or return if it's `NULL`).

Finally, edit [home/stone_queue.asm](../blob/master/home/stone_queue.asm):

```diff
.IsObjectInStoneTable:
	inc e
-	ld hl, CMDQUEUE_ADDR
-	add hl, bc
-	ld a, [hli]
-	ld h, [hl]
-	ld l, a
+	ld h, b
+	ld l, c
```

Since `HandleStoneTable` now stores the `wStoneTableAddress` value in `bc`, here we need to use that value instead of getting the relevant part of some command queue data.

With these changes, the Blackthorn Gym and Ice Path puzzles with Strength boulders will work just like before, but the code and data are more efficient.