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path: root/home/vcopy.asm
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INCLUDE "constants.asm"

SECTION "home/vcopy.asm", ROM0

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
; row or column is more efficient than redrawing the entire screen.
; However, this function is also called repeatedly to redraw the whole screen
; when necessary. It is also used in trade animation and elevator code.
; This also implements the flashlight drawing distance effect, which takes
; multiple frames in either direction to complete
	ldh a, [hRedrawRowOrColumnMode]
	and a
	ret z
	cp $03
	jr nc, .flashlight_effect
	ld b, a
	xor a
	ldh [hRedrawRowOrColumnMode], a
	dec b
	jr nz, .redrawRow
.redrawColumn
	ld hl, wRedrawRowOrColumnSrcTiles
	ldh a, [hRedrawRowOrColumnDest]
	ld e, a
	ldh a, [hRedrawRowOrColumnDest + 1]
	ld d, a
	ld c, SCREEN_HEIGHT
.col_loop
	ld a, [hli]
	ld [de], a
	inc de
	ld a, [hli]
	ld [de], a
	ld a, BG_MAP_WIDTH - 1
	add e
	ld e, a
	jr nc, .noCarry
	inc d
.noCarry
; the following 4 lines wrap us from bottom to top if necessary
	ld a, d
	and HIGH(vBGMap1 - vBGMap0 - $01)
	or HIGH(vBGMap0)
	ld d, a
	dec c
	jr nz, .col_loop
	xor a
	ldh [hRedrawRowOrColumnMode], a
	ret
.redrawRow
	ld hl, wRedrawRowOrColumnSrcTiles
	ldh a, [hRedrawRowOrColumnDest]
	ld e, a
	ldh a, [hRedrawRowOrColumnDest + 1]
	ld d, a
	push de
	call .DrawHalf
	pop de
	ld a, BG_MAP_WIDTH ; width of VRAM background map
	add e
	ld e, a
	; fallthrough (draw lower half)

.DrawHalf
	ld c, SCREEN_WIDTH / 2
.row_loop
	ld a, [hli]
	ld [de], a
	inc de
	ld a, [hli]
	ld [de], a
	ld a, e
	inc a
; the following 6 lines wrap us from the right edge to the left edge if necessary
	and BG_MAP_WIDTH - 1 ; mask lower address bits
	ld b, a
	ld a, e
	and ($FF ^ (BG_MAP_WIDTH - 1)) ; mask upper address bits
	or b
	ld e, a
	dec c
	jr nz, .row_loop
	ret
.flashlight_effect
	dec a
	dec a
	dec a
	ld c, a
	ld b, $00
	ld hl, .flashlight_effect_table
	add hl, bc
	add hl, bc
	ld a, [hli]
	ld h, [hl]
	ld l, a
	jp hl

.flashlight_effect_table
	dw RedrawFlashlightRow0
	dw RedrawFlashlightRow0
	dw RedrawFlashlightColumn0
	dw RedrawFlashlightColumn0
	dw RedrawFlashlightRow1
	dw RedrawFlashlightRow1
	dw RedrawFlashlightColumn1
	dw RedrawFlashlightColumn1
	dw RedrawFlashlightRow2
	dw RedrawFlashlightRow2
	dw RedrawFlashlightColumn2
	dw RedrawFlashlightColumn2
	dw RedrawFlashlightRow3
	dw RedrawFlashlightRow3
	dw RedrawFlashlightColumn3
	dw RedrawFlashlightColumn3

RedrawFlashlightColumn0::
	ldh a, [hSCX]
	and $07
	ret nz ; wait till we moved one complete tile in X
	ld a, [wRedrawFlashlightDst0]
	ld e, a
	ld a, [wRedrawFlashlightDst0 + 1]
	ld d, a
	ld a, [wRedrawFlashlightSrc0]
	ld l, a
	ld a, [wRedrawFlashlightSrc0 + 1]
	ld h, a
	call _RedrawFlashlightColumn
	ret

RedrawFlashlightColumn1::
	ld a, [wRedrawFlashlightBlackDst0]
	ld e, a
	ld a, [wRedrawFlashlightBlackDst0 + 1]
	ld d, a
	call _RedrawFlashlightColumnBlack
	ret

RedrawFlashlightColumn2::
	ldh a, [hSCX]
	and $0f
	ret nz ; wait till we moved two complete tiles in X
	ld a, [wRedrawFlashlightDst1]
	ld e, a
	ld a, [wRedrawFlashlightDst1 + 1]
	ld d, a
	ld a, [wRedrawFlashlightSrc1]
	ld l, a
	ld a, [wRedrawFlashlightSrc1 + 1]
	ld h, a
	call _RedrawFlashlightColumn
	ret

RedrawFlashlightColumn3::
	ld a, [wRedrawFlashlightBlackDst1]
	ld e, a
	ld a, [wRedrawFlashlightBlackDst1 + 1]
	ld d, a
	call _RedrawFlashlightColumnBlack
	xor a
	ldh [hRedrawRowOrColumnMode], a ; end flashlight redraw
	ret

RedrawFlashlightRow0::
	ldh a, [hSCY]
	and $07
	ret nz ; wait till we moved one complete tile in Y
	ld a, [wRedrawFlashlightDst0]
	ld e, a
	ld a, [wRedrawFlashlightDst0 + 1]
	ld d, a
	ld a, [wRedrawFlashlightSrc0]
	ld l, a
	ld a, [wRedrawFlashlightSrc0 + 1]
	ld h, a
	call _RedrawFlashlightRow
	ret

RedrawFlashlightRow1::
	ld a, [wRedrawFlashlightBlackDst0]
	ld e, a
	ld a, [wRedrawFlashlightBlackDst0 + 1]
	ld d, a
	call _RedrawFlashlightRowBlack
	ret

RedrawFlashlightRow2::
	ldh a, [hSCY]
	and $0f
	ret nz ; wait till we moved two complete tiles in Y
	ld a, [wRedrawFlashlightDst1]
	ld e, a
	ld a, [wRedrawFlashlightDst1 + 1]
	ld d, a
	ld a, [wRedrawFlashlightSrc1]
	ld l, a
	ld a, [wRedrawFlashlightSrc1 + 1]
	ld h, a
	call _RedrawFlashlightRow
	ret

RedrawFlashlightRow3::
	ld a, [wRedrawFlashlightBlackDst1]
	ld e, a
	ld a, [wRedrawFlashlightBlackDst1 + 1]
	ld d, a
	call _RedrawFlashlightRowBlack
	xor a
	ldh [hRedrawRowOrColumnMode], a ; end flashlight redraw
	ret

_RedrawFlashlightColumn::
	ld a, [wRedrawFlashlightWidthHeight]
	add a
	ld c, a
.loop
	ld a, [hli]
	ld [de], a
	ld a, SCREEN_WIDTH - 1
	add l
	ld l, a
	jr nc, .noCarryScreen
	inc h
.noCarryScreen
	ld a, BG_MAP_WIDTH
	add e
	ld e, a
	jr nc, .noCarryBG
	inc d
.noCarryBG
; the following 4 lines wrap us from bottom to top if necessary
	ld a, d
	and HIGH(vBGMap1 - vBGMap0 - $01)
	or HIGH(vBGMap0)
	ld d, a
	dec c
	jr nz, .loop
	ldh a, [hRedrawRowOrColumnMode]
	add $04 ; inc by 4, because flashlight redraw has four directions
	ldh [hRedrawRowOrColumnMode], a
	ret

_RedrawFlashlightRow::
	ld a, [wRedrawFlashlightWidthHeight]
	ld c, a
.loop
	ld a, [hli]
	ld [de], a
	inc de
	ld a, [hli]
	ld [de], a
	ld a, e
	inc a
; the following 6 lines wrap us from the right edge to the left edge if necessary
	and BG_MAP_WIDTH - 1 ; mask lower address bits
	ld b, a
	ld a, e
	and ($FF ^ (BG_MAP_WIDTH - 1)) ; mask upper address bits
	or b
	ld e, a
	dec c
	jr nz, .loop
	ldh a, [hRedrawRowOrColumnMode]
	add $04 ; inc by 4, because flashlight redraw has four directions
	ldh [hRedrawRowOrColumnMode], a
	ret

_RedrawFlashlightColumnBlack::
	ld l, e
	ld h, d
	ld b, "■"
	ld de, BG_MAP_WIDTH
	ld a, [wRedrawFlashlightWidthHeight]
	add a
	ld c, a
.loop
	ld [hl], b
	add hl, de
; the following 4 lines wrap us from bottom to top if necessary
	ld a, h
	and HIGH(vBGMap1 - vBGMap0 - $01)
	or HIGH(vBGMap0)
	ld h, a
	dec c
	jr nz, .loop
	ldh a, [hRedrawRowOrColumnMode]
	add $04 ; inc by 4, because flashlight redraw has four directions
	ldh [hRedrawRowOrColumnMode], a
	ret

_RedrawFlashlightRowBlack::
	ld l, e
	ld h, d
	ld b, "■"
	ld a, [wRedrawFlashlightWidthHeight]
	ld c, a
.loop
	ld [hl], b
	inc hl
	ld [hl], b
	ld a, l
	inc a
; the following 6 lines wrap us from the right edge to the left edge if necessary
	and BG_MAP_WIDTH - 1 ; mask lower address bits
	ld d, a
	ld a, l
	and ($FF ^ (BG_MAP_WIDTH - 1)) ; mask upper address bits
	or d
	ld l, a
	dec c
	jr nz, .loop
	ldh a, [hRedrawRowOrColumnMode]
	add $04 ; inc by 4, because flashlight redraw has four directions
	ldh [hRedrawRowOrColumnMode], a
	ret

WaitForAutoBgMapTransfer::
.loop
	ldh a, [hBGMapMode]
	and a
	ret z
	ldh a, [hBGMapTransferPosition]
	and a
	jr z, .done
	call DelayFrame
	jr .loop
.done
	xor a
	ldh [hBGMapMode], a
	ret

; This function automatically transfers tile number data from the tile map at
; wTileMap to VRAM during V-blank. Note that it only transfers one third of the
; background per V-blank. It cycles through which third it draws.
; This transfer is turned off when walking around the map, but is turned
; on when talking to sprites, battling, using menus, etc. This is because
; the above function, RedrawRowOrColumn, is used when walking to
; improve efficiency.
AutoBgMapTransfer::
	ldh a, [hBGMapMode]
	and a
	ret z
	ld [hSPTemp], sp
	ldh a, [hBGMapTransferPosition]
	and a
	jr z, .transferTopThird
	dec a
	jr z, .transferMiddleThird
.transferBottomThird
	coord hl, 0, 12
	ld sp, hl
	ldh a, [hBGMapAddress + 1]
	ld h, a
	ldh a, [hBGMapAddress]
	ld l, a
	ld de, 12 * BG_MAP_WIDTH
	add hl, de
	xor a
	jr .doTransfer
.transferTopThird
	coord hl, 0, 0
	ld sp, hl
	ldh a, [hBGMapAddress + 1]
	ld h, a
	ldh a, [hBGMapAddress]
	ld l, a
	ld a, $01
	jr .doTransfer
.transferMiddleThird
	coord hl, 0, 6
	ld sp, hl
	ldh a, [hBGMapAddress + 1]
	ld h, a
	ldh a, [hBGMapAddress]
	ld l, a
	ld de, 6 * BG_MAP_WIDTH
	add hl, de
	ld a, $02
.doTransfer
	ldh [hBGMapTransferPosition], a
	ld a, $06 ; 6 rows of SCREEN_WIDTH each
	; fallthrough

TransferBgRows::
	ld bc, BG_MAP_WIDTH - SCREEN_WIDTH + 1
.loop

rept SCREEN_WIDTH / 2 - 1 ; two bytes per pop minus last block
	pop de
	ld [hl], e
	inc l
	ld [hl], d
	inc l
endr

	pop de
	ld [hl], e
	inc l
	ld [hl], d
	add hl, bc
	dec a
	jr nz, .loop
	ldh a, [hSPTemp]
	ld l, a
	ldh a, [hSPTemp + 1]
	ld h, a
	ld sp, hl
	ret

VBlankCopyDouble::
; Copy [wVBCopyDoubleSize] 1bpp tiles
; from wVBCopyDoubleSrc to wVBCopyDoubleDst.
; wVBCopyDoubleDst must be aligned to $10 bytes.

; While we're here, convert to 2bpp.
; The process is straightforward:
; copy each byte twice.
	ld a, [wVBCopyDoubleSize]
	and a
	ret z
	ld [hSPTemp], sp
	ld hl, wVBCopyDoubleSrc
	ld a, [hli]
	ld h, [hl]
	ld l, a
	ld sp, hl
	ld hl, wVBCopyDoubleDst
	ld a, [hli]
	ld h, [hl]
	ld l, a
	ld a, [wVBCopyDoubleSize]
	ld b, a
	xor a
	ld [wVBCopyDoubleSize], a
.loop

rept 16/4 - 1 ; 16 bytes per 2bpp tile at 2 bytes per pop, copied twice minus last block
	pop de
	ld [hl], e
	inc l
	ld [hl], e
	inc l
	ld [hl], d
	inc l
	ld [hl], d
	inc l
endr

	pop de
	ld [hl], e
	inc l
	ld [hl], e
	inc l
	ld [hl], d
	inc l
	ld [hl], d
	inc hl
	dec b
	jr nz, .loop
	ld a, l
	ld [wVBCopyDoubleDst], a
	ld a, h
	ld [wVBCopyDoubleDst + 1], a
	ld [wVBCopyDoubleSrc], sp
	ldh a, [hSPTemp]
	ld l, a
	ldh a, [hSPTemp + 1]
	ld h, a
	ld sp, hl
	ret

VBlankCopy::
; Copy 16 * [wVBCopySize] bytes
; from wVBCopySrc to wVBCopyDst.
; wVBCopyDst must be aligned to $10 bytes.

; Source and destination addresses are updated,
; so transfer can continue in subsequent calls.
	ld a, [wVBCopySize]
	and a
	ret z
	ld [hSPTemp], sp
	ld hl, wVBCopySrc
	ld a, [hli]
	ld h, [hl]
	ld l, a
	ld sp, hl
	ld hl, wVBCopyDst
	ld a, [hli]
	ld h, [hl]
	ld l, a
	ld a, [wVBCopySize]
	ld b, a
	xor a
	ld [wVBCopySize], a
.loop

rept 16/2 - 1 ; 16 bytes per transfer at 2 bytes per pop minus last block
	pop de
	ld [hl], e
	inc l
	ld [hl], d
	inc l
endr

	pop de
	ld [hl], e
	inc l
	ld [hl], d
	inc hl
	dec b
	jr nz, .loop
	ld a, l
	ld [wVBCopyDst], a
	ld a, h
	ld [wVBCopyDst + 1], a
	ld [wVBCopySrc], sp
	ldh a, [hSPTemp]
	ld l, a
	ldh a, [hSPTemp + 1]
	ld h, a
	ld sp, hl
	ret

AnimateTileset::
	ldh a, [hROMBank]
	push af
	ld a, BANK(AnimateTilesetImpl)
	call Bankswitch
	call AnimateTilesetImpl
	pop af
	jp Bankswitch

EnableSprites::
	nop
	ld hl, rLCDC
	set rLCDC_SPRITES_ENABLE, [hl]
	ret

TransferToolgearRow:
; TransferToolgearRow
; Copy second line of toolgear to window
	ld a, [wToolgearFlags]
	bit 0, a
	ret z
	bit 7, a
	ret nz
	bit 2, a
	res 2, a
	ret z
	ld [wToolgearFlags], a
	ld [hSPTemp], sp
	bgcoord hl, 0, 1, wToolgearBuffer
	ld sp, hl
	bgcoord hl, 0, 1, vBGMap1
	ld a, $01
	jp TransferBgRows

VBlankCopyFar::
; Copy $10 * [wVBCopyFarSize] bytes
; from wVBCopyFarSrcBank::wVBCopyFarSrc to wVBCopyFarDst.
; wVBCopyFarDst must be aligned to $10 bytes.

; Source and destination addresses are updated,
; so transfer can continue in subsequent calls.
	ld a, [wVBCopyFarSize]
	and a
	ret z
	ld a, [wVBCopyFarSrcBank]
	call Bankswitch
	ld [hSPTemp], sp
	ld hl, wVBCopyFarSrc
	ld a, [hli]
	ld h, [hl]
	ld l, a
	ld sp, hl
	ld hl, wVBCopyFarDst
	ld a, [hli]
	ld h, [hl]
	ld l, a
	ld a, [wVBCopyFarSize]
	ld b, a
	xor a
	ld [wVBCopyFarSize], a
.loop
rept 16/2 - 1 ; 16 bytes per transfer at 2 bytes per pop
	pop de
	ld [hl], e
	inc l
	ld [hl], d
	inc l
endr

	pop de
	ld [hl], e
	inc l
	ld [hl], d
	inc hl
	dec b
	jr nz, .loop
	ld [wVBCopyFarSrc], sp
	ld sp, hl
	ld [wVBCopyFarDst], sp
	ldh a, [hSPTemp]
	ld l, a
	ldh a, [hSPTemp + 1]
	ld h, a
	ld sp, hl
	ret