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-rw-r--r--home/vcopy.asm44
1 files changed, 22 insertions, 22 deletions
diff --git a/home/vcopy.asm b/home/vcopy.asm
index aae4a2f..e3d4be8 100644
--- a/home/vcopy.asm
+++ b/home/vcopy.asm
@@ -2,7 +2,7 @@ INCLUDE "constants.asm"
SECTION "home/vcopy.asm", ROM0
-RedrawRowOrColumn:: ; 123a (0:123a)
+RedrawRowOrColumn::
; This function redraws a BG row of height 2 or a BG column of width 2.
; One of its main uses is redrawing the row or column that will be exposed upon
; scrolling the BG when the player takes a step. Redrawing only the exposed
@@ -116,7 +116,7 @@ RedrawRowOrColumn:: ; 123a (0:123a)
dw RedrawFlashlightColumn3 ; $1301
dw RedrawFlashlightColumn3 ; $1301
-RedrawFlashlightColumn0:: ; 12c3 (0:12c3)
+RedrawFlashlightColumn0::
ldh a, [hSCX]
and $07
ret nz ; wait till we moved one complete tile in X
@@ -131,7 +131,7 @@ RedrawFlashlightColumn0:: ; 12c3 (0:12c3)
call _RedrawFlashlightColumn
ret
-RedrawFlashlightColumn1:: ; 12dc (0:12dc)
+RedrawFlashlightColumn1::
ld a, [wRedrawFlashlightBlackDst0]
ld e, a
ld a, [wRedrawFlashlightBlackDst0 + 1]
@@ -140,7 +140,7 @@ RedrawFlashlightColumn1:: ; 12dc (0:12dc)
ret
; 0x12e8
-RedrawFlashlightColumn2:: ; 12e8 (0:12e8)
+RedrawFlashlightColumn2::
ldh a, [hSCX]
and $0f
ret nz ; wait till we moved two complete tiles in X
@@ -155,7 +155,7 @@ RedrawFlashlightColumn2:: ; 12e8 (0:12e8)
call _RedrawFlashlightColumn
ret
-RedrawFlashlightColumn3:: ; 1301 (0:1301)
+RedrawFlashlightColumn3::
ld a, [wRedrawFlashlightBlackDst1]
ld e, a
ld a, [wRedrawFlashlightBlackDst1 + 1]
@@ -165,7 +165,7 @@ RedrawFlashlightColumn3:: ; 1301 (0:1301)
ldh [hRedrawRowOrColumnMode], a ; end flashlight redraw
ret
-RedrawFlashlightRow0:: ; 1310 (0:1310)
+RedrawFlashlightRow0::
ldh a, [hSCY]
and $07
ret nz ; wait till we moved one complete tile in Y
@@ -180,7 +180,7 @@ RedrawFlashlightRow0:: ; 1310 (0:1310)
call _RedrawFlashlightRow
ret
-RedrawFlashlightRow1:: ; 1329 (0:1329)
+RedrawFlashlightRow1::
ld a, [wRedrawFlashlightBlackDst0]
ld e, a
ld a, [wRedrawFlashlightBlackDst0 + 1]
@@ -189,7 +189,7 @@ RedrawFlashlightRow1:: ; 1329 (0:1329)
ret
; 0x12e8
-RedrawFlashlightRow2:: ; 1335 (0:1335)
+RedrawFlashlightRow2::
ldh a, [hSCY]
and $0f
ret nz ; wait till we moved two complete tiles in Y
@@ -204,7 +204,7 @@ RedrawFlashlightRow2:: ; 1335 (0:1335)
call _RedrawFlashlightRow
ret
-RedrawFlashlightRow3:: ; 134e (0:134e)
+RedrawFlashlightRow3::
ld a, [wRedrawFlashlightBlackDst1]
ld e, a
ld a, [wRedrawFlashlightBlackDst1 + 1]
@@ -214,7 +214,7 @@ RedrawFlashlightRow3:: ; 134e (0:134e)
ldh [hRedrawRowOrColumnMode], a ; end flashlight redraw
ret
-_RedrawFlashlightColumn:: ; 135d (0:135d)
+_RedrawFlashlightColumn::
ld a, [wRedrawFlashlightWidthHeight]
add a
ld c, a
@@ -245,7 +245,7 @@ _RedrawFlashlightColumn:: ; 135d (0:135d)
ldh [hRedrawRowOrColumnMode], a ; has four directions
ret
-_RedrawFlashlightRow:: ; 1382 (0:1382)
+_RedrawFlashlightRow::
ld a, [wRedrawFlashlightWidthHeight]
ld c, a
.loop
@@ -270,7 +270,7 @@ _RedrawFlashlightRow:: ; 1382 (0:1382)
ldh [hRedrawRowOrColumnMode], a ; has four directions
ret
-_RedrawFlashlightColumnBlack:: ; 139f (0:139f)
+_RedrawFlashlightColumnBlack::
ld l, e
ld h, d
ld b, "■"
@@ -293,7 +293,7 @@ _RedrawFlashlightColumnBlack:: ; 139f (0:139f)
ldh [hRedrawRowOrColumnMode], a ; has four directions
ret
-_RedrawFlashlightRowBlack:: ; 13bd (0:13bd)
+_RedrawFlashlightRowBlack::
ld l, e
ld h, d
ld b, "■"
@@ -319,7 +319,7 @@ _RedrawFlashlightRowBlack:: ; 13bd (0:13bd)
ldh [hRedrawRowOrColumnMode], a ; has four directions
ret
-WaitForAutoBgMapTransfer:: ; 13dc (0:13dc)
+WaitForAutoBgMapTransfer::
.loop
ldh a, [hBGMapMode]
and a
@@ -341,7 +341,7 @@ WaitForAutoBgMapTransfer:: ; 13dc (0:13dc)
; on when talking to sprites, battling, using menus, etc. This is because
; the above function, RedrawRowOrColumn, is used when walking to
; improve efficiency.
-AutoBgMapTransfer:: ; 13ee (0:13ee)
+AutoBgMapTransfer::
ldh a, [hBGMapMode]
and a
ret z
@@ -386,7 +386,7 @@ AutoBgMapTransfer:: ; 13ee (0:13ee)
ld a, $06 ; 6 rows of SCREEN_WIDTH each
; fallthrough
-TransferBgRows:: ; 1430 (0:1430)
+TransferBgRows::
ld bc, BG_MAP_WIDTH - SCREEN_WIDTH + 1
.loop
@@ -412,7 +412,7 @@ TransferBgRows:: ; 1430 (0:1430)
ld sp, hl
ret
-VBlankCopyDouble:: ; 1470 (0:1470)
+VBlankCopyDouble::
; Copy [wVBCopyDoubleSize] 1bpp tiles
; from wVBCopyDoubleSrc to wVBCopyDoubleDst.
; wVBCopyDoubleDst must be aligned to 0x10 bytes.
@@ -474,7 +474,7 @@ VBlankCopyDouble:: ; 1470 (0:1470)
ld sp, hl
ret
-VBlankCopy:: ; 14c7 (0:14c7)
+VBlankCopy::
; Copy 16 * [wVBCopySize] bytes
; from wVBCopySrc to wVBCopyDst.
; wVBCopyDst must be aligned to 0x10 bytes.
@@ -527,7 +527,7 @@ VBlankCopy:: ; 14c7 (0:14c7)
ld sp, hl
ret
-AnimateTileset:: ; 1522 (0:1522)
+AnimateTileset::
ldh a, [hROMBank]
push af
ld a, BANK(AnimateTilesetImpl)
@@ -537,14 +537,14 @@ AnimateTileset:: ; 1522 (0:1522)
jp Bankswitch
; 0x1531
-EnableSprites:: ; 1531 (0:1531)
+EnableSprites::
nop
ld hl, rLCDC
set rLCDC_SPRITES_ENABLE, [hl]
ret
; 0x1538
-TransferToolgearRow: ; 1538 (0:1538)
+TransferToolgearRow:
; TransferToolgearRow
; Copy second line of toolgear to window
ld a, [wToolgearFlags]
@@ -563,7 +563,7 @@ TransferToolgearRow: ; 1538 (0:1538)
ld a, $01
jp TransferBgRows
-VBlankCopyFar:: ; 1558 (0:1558)
+VBlankCopyFar::
; Copy 0x10 * [wVBCopyFarSize] bytes
; from wVBCopyFarSrcBank::wVBCopyFarSrc to wVBCopyFarDst.
; wVBCopyFarDst must be aligned to 0x10 bytes.