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authormid-kid <esteve.varela@gmail.com>2018-03-13 13:07:16 +0100
committermid-kid <esteve.varela@gmail.com>2018-03-13 13:21:40 +0100
commitbaa0dc5a963a79843b37888bcfe1d2dfe833ade9 (patch)
tree968c86105bd67a3121d8f3f20018bfc59191f4c9 /engine/gfx/timeofdaypals.asm
parent12070ca50067d3abe36a730190f88ee43f2cace9 (diff)
Organize the engine/ directory
This is an informed attempt at reorganizing the engine/ directory by creating categorized subdirectories, in order to make it easier to navigate and find things. The directories created are as follows: * engine/game: Contains all "minigames", things like the unown puzzle and slot machine. * engine/gfx: Contains all handling of graphics. From loading palettes to playing animations. * engine/link: Contains all multiplayer functionality. * engine/menu: Contains all generic/misc. menus and menu code. Other, more specialized menus are in their own subdirectories (pokedex, pokegear, party menu, etc). * engine/overworld: Contains all handling of the overworld. From loading and connecting maps to wild encounters and the scripting engine. * engine/pokegear: In the same vein as engine/pokedex, except it could use some more splitting up. * engine/pokemon: Contains everything related to manipulating pokemon data. From the pokemon storage system to evolution and mail. * engine/printer: Contains everything related to printing things as well as the printer communication. * engine/title: Contains intro sequences, title screens and credits.
Diffstat (limited to 'engine/gfx/timeofdaypals.asm')
-rw-r--r--engine/gfx/timeofdaypals.asm415
1 files changed, 415 insertions, 0 deletions
diff --git a/engine/gfx/timeofdaypals.asm b/engine/gfx/timeofdaypals.asm
new file mode 100644
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+DummyPredef35: ; 8c000
+DummyPredef36:
+ ret
+
+UpdateTimeOfDayPal:: ; 8c001
+ call UpdateTime
+ ld a, [wTimeOfDay]
+ ld [wCurTimeOfDay], a
+ call GetTimePalette
+ ld [wTimeOfDayPal], a
+ ret
+; 8c011
+
+
+_TimeOfDayPals:: ; 8c011
+; return carry if pals are changed
+
+; forced pals?
+ ld hl, wTimeOfDayPalFlags
+ bit 7, [hl]
+ jr nz, .dontchange
+
+; do we need to bother updating?
+ ld a, [wTimeOfDay]
+ ld hl, wCurTimeOfDay
+ cp [hl]
+ jr z, .dontchange
+
+; if so, the time of day has changed
+ ld a, [wTimeOfDay]
+ ld [wCurTimeOfDay], a
+
+; get palette id
+ call GetTimePalette
+
+; same palette as before?
+ ld hl, wTimeOfDayPal
+ cp [hl]
+ jr z, .dontchange
+
+; update palette id
+ ld [wTimeOfDayPal], a
+
+; save bg palette 7
+ ld hl, wBGPals1 palette PAL_BG_TEXT
+
+; save wram bank
+ ld a, [rSVBK]
+ ld b, a
+
+ ld a, BANK(wBGPals1)
+ ld [rSVBK], a
+
+; push palette
+ ld c, NUM_PAL_COLORS
+.push
+ ld d, [hl]
+ inc hl
+ ld e, [hl]
+ inc hl
+ push de
+ dec c
+ jr nz, .push
+
+; restore wram bank
+ ld a, b
+ ld [rSVBK], a
+
+
+; update sgb pals
+ ld b, SCGB_MAPPALS
+ call GetSGBLayout
+
+
+; restore bg palette 7
+ ld hl, wOBPals1 - 1 ; last byte in wBGPals1
+
+; save wram bank
+ ld a, [rSVBK]
+ ld d, a
+
+ ld a, BANK(wOBPals1)
+ ld [rSVBK], a
+
+; pop palette
+ ld e, NUM_PAL_COLORS
+.pop
+ pop bc
+ ld [hl], c
+ dec hl
+ ld [hl], b
+ dec hl
+ dec e
+ jr nz, .pop
+
+; restore wram bank
+ ld a, d
+ ld [rSVBK], a
+
+; update palettes
+ call _UpdateTimePals
+ call DelayFrame
+
+; successful change
+ scf
+ ret
+
+.dontchange
+; no change occurred
+ and a
+ ret
+; 8c070
+
+
+_UpdateTimePals:: ; 8c070
+ ld c, $9 ; normal
+ call GetTimePalFade
+ call DmgToCgbTimePals
+ ret
+; 8c079
+
+FadeInPalettes:: ; 8c079
+ ld c, $12
+ call GetTimePalFade
+ ld b, $4
+ call ConvertTimePalsDecHL
+ ret
+; 8c084
+
+FadeOutPalettes:: ; 8c084
+ call FillWhiteBGColor
+ ld c, $9
+ call GetTimePalFade
+ ld b, $4
+ call ConvertTimePalsIncHL
+ ret
+; 8c092
+
+BattleTowerFade: ; 8c092
+ call FillWhiteBGColor
+ ld c, $9
+ call GetTimePalFade
+ ld b, $4
+.asm_8c09c
+ call DmgToCgbTimePals
+ inc hl
+ inc hl
+ inc hl
+ ld c, $7
+ call DelayFrames
+ dec b
+ jr nz, .asm_8c09c
+ ret
+; 8c0ab
+
+FadeInQuickly: ; 8c0ab
+ ld c, $0
+ call GetTimePalFade
+ ld b, $4
+ call ConvertTimePalsIncHL
+ ret
+; 8c0b6
+
+FadeBlackQuickly: ; 8c0b6
+ ld c, $9
+ call GetTimePalFade
+ ld b, $4
+ call ConvertTimePalsDecHL
+ ret
+; 8c0c1
+
+
+FillWhiteBGColor: ; 8c0c1
+ ld a, [rSVBK]
+ push af
+ ld a, BANK(wBGPals1)
+ ld [rSVBK], a
+
+ ld hl, wBGPals1
+ ld a, [hli]
+ ld e, a
+ ld a, [hli]
+ ld d, a
+ ld hl, wBGPals1 + 1 palettes
+ ld c, 6
+.loop
+ ld a, e
+ ld [hli], a
+ ld a, d
+ ld [hli], a
+rept 6
+ inc hl
+endr
+ dec c
+ jr nz, .loop
+
+ pop af
+ ld [rSVBK], a
+ ret
+; 8c0e5
+
+ReplaceTimeOfDayPals: ; 8c0e5
+ ld hl, .BrightnessLevels
+ ld a, [wMapTimeOfDay]
+ cp $4 ; Dark cave, needs Flash
+ jr z, .DarkCave
+ and $7
+ add l
+ ld l, a
+ ld a, $0
+ adc h
+ ld h, a
+ ld a, [hl]
+ ld [wTimeOfDayPalset], a
+ ret
+
+.DarkCave:
+ ld a, [wStatusFlags]
+ bit STATUSFLAGS_FLASH_F, a
+ jr nz, .UsedFlash
+ ld a, %11111111 ; 3, 3, 3, 3
+ ld [wTimeOfDayPalset], a
+ ret
+
+.UsedFlash:
+ ld a, %10101010 ; 2, 2, 2, 2
+ ld [wTimeOfDayPalset], a
+ ret
+; 8c10f (23:410f)
+
+.BrightnessLevels: ; 8c10f
+ dc 3, 2, 1, 0
+ dc 1, 1, 1, 1
+ dc 2, 2, 2, 2
+ dc 0, 0, 0, 0
+ dc 3, 3, 3, 3
+ dc 3, 2, 1, 0
+ dc 3, 2, 1, 0
+ dc 3, 2, 1, 0
+; 8c117
+
+GetTimePalette: ; 8c117
+ ld a, [wTimeOfDay]
+ ld e, a
+ ld d, 0
+ ld hl, .TimePalettes
+ add hl, de
+ add hl, de
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ jp hl
+; 8c126
+
+.TimePalettes:
+ dw .MorningPalette
+ dw .DayPalette
+ dw .NitePalette
+ dw .DarknessPalette
+
+.MorningPalette:
+ ld a, [wTimeOfDayPalset]
+ and %00000011 ; 0
+ ret
+
+.DayPalette:
+ ld a, [wTimeOfDayPalset]
+ and %00001100 ; 1
+ srl a
+ srl a
+ ret
+
+.NitePalette:
+ ld a, [wTimeOfDayPalset]
+ and %00110000 ; 2
+ swap a
+ ret
+
+.DarknessPalette:
+ ld a, [wTimeOfDayPalset]
+ and %11000000 ; 3
+ rlca
+ rlca
+ ret
+; 8c14e
+
+
+DmgToCgbTimePals: ; 8c14e
+ push hl
+ push de
+ ld a, [hli]
+ call DmgToCgbBGPals
+ ld a, [hli]
+ ld e, a
+ ld a, [hli]
+ ld d, a
+ call DmgToCgbObjPals
+ pop de
+ pop hl
+ ret
+; 8c15e
+
+ConvertTimePalsIncHL: ; 8c15e
+.loop
+ call DmgToCgbTimePals
+ inc hl
+ inc hl
+ inc hl
+ ld c, 2
+ call DelayFrames
+ dec b
+ jr nz, .loop
+ ret
+; 8c16d
+
+ConvertTimePalsDecHL: ; 8c16d
+.loop
+ call DmgToCgbTimePals
+ dec hl
+ dec hl
+ dec hl
+ ld c, 2
+ call DelayFrames
+ dec b
+ jr nz, .loop
+ ret
+; 8c17c
+
+
+GetTimePalFade: ; 8c17c
+; check cgb
+ ld a, [hCGB]
+ and a
+ jr nz, .cgb
+
+; else: dmg
+
+; index
+ ld a, [wTimeOfDayPal]
+ and %11
+
+; get fade table
+ push bc
+ ld c, a
+ ld b, $0
+ ld hl, .dmgfades
+ add hl, bc
+ add hl, bc
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ pop bc
+
+; get place in fade table
+ ld b, $0
+ add hl, bc
+ ret
+
+.cgb
+ ld hl, .cgbfade
+ ld b, $0
+ add hl, bc
+ ret
+
+.dmgfades
+ dw .morn
+ dw .day
+ dw .nite
+ dw .darkness
+
+.morn
+ db %11111111, %11111111, %11111111
+ db %11111110, %11111110, %11111110
+ db %11111001, %11100100, %11100100
+ db %11100100, %11010000, %11010000
+ db %10010000, %10000000, %10000000
+ db %01000000, %01000000, %01000000
+ db %00000000, %00000000, %00000000
+
+.day
+ db %11111111, %11111111, %11111111
+ db %11111110, %11111110, %11111110
+ db %11111001, %11100100, %11100100
+ db %11100100, %11010000, %11010000
+ db %10010000, %10000000, %10000000
+ db %01000000, %01000000, %01000000
+ db %00000000, %00000000, %00000000
+
+.nite
+ db %11111111, %11111111, %11111111
+ db %11111110, %11111110, %11111110
+ db %11111001, %11100100, %11100100
+ db %11101001, %11010000, %11010000
+ db %10010000, %10000000, %10000000
+ db %01000000, %01000000, %01000000
+ db %00000000, %00000000, %00000000
+
+.darkness
+ db %11111111, %11111111, %11111111
+ db %11111110, %11111110, %11111111
+ db %11111110, %11100100, %11111111
+ db %11111101, %11010000, %11111111
+ db %11111101, %10000000, %11111111
+ db %00000000, %01000000, %00000000
+ db %00000000, %00000000, %00000000
+
+.cgbfade
+ db %11111111, %11111111, %11111111
+ db %11111110, %11111110, %11111110
+ db %11111001, %11111001, %11111001
+ db %11100100, %11100100, %11100100
+ db %10010000, %10010000, %10010000
+ db %01000000, %01000000, %01000000
+ db %00000000, %00000000, %00000000
+; 8c20f