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_UpdatePlayerSprite::
call GetPlayerSprite
ld a, [wUsedSprites]
ld c, a
ld a, [wUsedSprites + 1]
ld b, a
call GetUsedSprite
ret
_RefreshSprites::
ld hl, wSpriteFlags
ld a, [hl]
push af
res 7, [hl]
set 6, [hl]
call LoadUsedSpritesGFX
pop af
ld [wSpriteFlags], a
ret
_ClearSprites::
ld hl, wSpriteFlags
ld a, [hl]
push af
set 7, [hl]
res 6, [hl]
call LoadUsedSpritesGFX
pop af
ld [wSpriteFlags], a
ret
RefreshSprites::
call .Refresh
call LoadUsedSpritesGFX
ret
.Refresh:
xor a
ld bc, wUsedSpritesEnd - wUsedSprites
ld hl, wUsedSprites
call ByteFill
call GetPlayerSprite
call AddMapSprites
ret
GetPlayerSprite:
; Get Chris's sprite.
ld a, [wPlayerState]
ld c, a
ld hl, ChrisStateSprites
.loop
ld a, [hli]
cp c
jr z, .good
inc hl
cp -1
jr nz, .loop
; Any player state not in the array defaults to Chris's sprite.
xor a ; ld a, PLAYER_NORMAL
ld [wPlayerState], a
ld a, SPRITE_CHRIS
jr .finish
.good
ld a, [hl]
.finish
ld [wUsedSprites + 0], a
ld [wPlayerSprite], a
ld [wPlayerObjectSprite], a
ret
INCLUDE "data/sprites/player_sprites.asm"
AddMapSprites:
call GetMapEnvironment
call CheckOutdoorMap
jr z, .outdoor
call AddIndoorSprites
ret
.outdoor
call AddOutdoorSprites
ret
AddIndoorSprites:
ld hl, wMap2ObjectSprite
ld a, 2
.loop
push af
ld a, [hl]
call AddSpriteGFX
ld de, MAPOBJECT_LENGTH
add hl, de
pop af
inc a
cp NUM_OBJECTS
jr nz, .loop
ret
AddOutdoorSprites:
ld a, [wMapGroup]
dec a
ld c, a
ld b, 0
ld hl, OutdoorSprites
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
ld c, MAX_OUTDOOR_SPRITES
.loop
push bc
ld a, [hli]
call AddSpriteGFX
pop bc
dec c
jr nz, .loop
ld a, [wUnusedAddOutdoorSpritesReturnValue]
ld c, a
ret
AddSpriteGFX:
and a
ret z
ld c, a
call _DoesSpriteHaveFacings
jr nc, .nope
ld de, wUsedSprites + (SPRITE_GFX_LIST_CAPACITY - 2) * 2
ld b, 2
call .Loop
jr nc, .ok
.nope
ld de, wUsedSprites + 2
ld b, SPRITE_GFX_LIST_CAPACITY - 3
call .Loop
jr .ok
.ok:
ret
.Loop:
ld a, [de]
and a
jr z, .new
cp c
jr z, .exists
inc de
inc de
dec b
jr nz, .Loop
scf
ret
.new:
ld a, c
ld [de], a
xor a
ret
.exists:
xor a
ret
LoadUsedSpritesGFX:
ld a, MAPCALLBACK_SPRITES
call RunMapCallback
call GetUsedSprites
ret c
call LoadStillSpriteTiles
call LoadMiscTiles
ret
GetUsedSprites:
xor a
ldh [hUsedSpriteTile], a
ld hl, wUsedSprites
ld a, SPRITE_GFX_LIST_CAPACITY - 2
.loop
push af
ld a, [hli]
ldh [hUsedSpriteIndex], a
and a
jr z, .dont_set
call GetSprite
push hl
push bc
ldh a, [hUsedSpriteTile]
call CopyToVram
pop bc
pop hl
ldh a, [hUsedSpriteTile]
ld [hl], a
add c
ldh [hUsedSpriteTile], a
cp $80
jr nc, .done
.dont_set
inc hl
pop af
dec a
jr nz, .loop
xor a
ret
.done
pop af
scf
ret
LoadStillSpriteTiles:
ld a, [wUsedSprites + (SPRITE_GFX_LIST_CAPACITY - 2) * 2]
and a
jr z, .no_still_sprite_1
call GetSprite
ld hl, vTiles0 tile $78
call Get2bpp
.no_still_sprite_1
ld a, $78
ld [wUsedSprites + (SPRITE_GFX_LIST_CAPACITY - 2) * 2 + 1], a
ld a, [wUsedSprites + (SPRITE_GFX_LIST_CAPACITY - 1) * 2]
and a
jr z, .no_still_sprite_2
call GetSprite
ld hl, vTiles0 tile $7c
call Get2bpp
.no_still_sprite_2
ld a, $7c
ld [wUsedSprites + (SPRITE_GFX_LIST_CAPACITY - 1) * 2 + 1], a
ret
LoadMiscTiles:
ld a, [wSpriteFlags]
bit 6, a
ret nz
ld c, EMOTE_SHADOW
farcall LoadEmote
call GetMapEnvironment
call CheckOutdoorMap
ld c, EMOTE_GRASS_RUSTLE
jr z, .outdoor
ld c, EMOTE_BOULDER_DUST
.outdoor
farcall LoadEmote
ret
GetSprite:
call GetMonSprite
ret c
push hl
ld hl, OverworldSprites + SPRITEDATA_ADDR
dec a
ld c, a
ld b, 0
ld a, NUM_SPRITEDATA_FIELDS
call AddNTimes
; load the address into de
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
; load the length into c
ld a, [hli]
swap a
ld c, a
; load the sprite bank into both b and h
ld b, [hl]
pop hl
ret
GetMonSprite:
; Return carry if a monster sprite was loaded.
cp SPRITE_POKEMON
jr c, .Normal
cp SPRITE_DAY_CARE_MON_1
jr z, .BreedMon1
cp SPRITE_DAY_CARE_MON_2
jr z, .BreedMon2
cp SPRITE_VARS
jr nc, .Variable
jr .Icon
.Normal:
and a
ret
.Icon:
push hl
sub SPRITE_POKEMON
ld e, a
ld d, 0
ld hl, SpriteMons
add hl, de
ld a, [hl]
pop hl
jr .Mon
.BreedMon1
ld a, [wBreedMon1Species]
jr .Mon
.BreedMon2
ld a, [wBreedMon2Species]
.Mon:
ld e, a
and a
jr z, .NoBreedmon
push hl
farcall LoadOverworldMonIcon
pop hl
scf
ret
.Variable:
push hl
sub SPRITE_VARS
ld e, a
ld d, 0
ld hl, wVariableSprites
add hl, de
ld a, [hl]
pop hl
and a
jp nz, GetMonSprite
.NoBreedmon:
ld a, 1
and a
ret
_DoesSpriteHaveFacings::
; Checks to see whether we can apply a facing to a sprite.
; Returns carry unless the sprite is a Pokemon or a Still Sprite.
cp SPRITE_POKEMON
jr nc, .only_down
push hl
push bc
ld hl, OverworldSprites + SPRITEDATA_TYPE
dec a
ld c, a
ld b, 0
ld a, NUM_SPRITEDATA_FIELDS
call AddNTimes
ld a, [hl]
pop bc
pop hl
cp STILL_SPRITE
jr nz, .only_down
scf
ret
.only_down
and a
ret
_GetSpritePalette::
ld a, c
call GetMonSprite
jr c, .is_pokemon
ld hl, OverworldSprites + SPRITEDATA_PALETTE
dec a
ld c, a
ld b, 0
ld a, NUM_SPRITEDATA_FIELDS
call AddNTimes
ld c, [hl]
ret
.is_pokemon
xor a
ld c, a
ret
CopyToVram:
ld l, a
ld h, 0
rept 4
add hl, hl
endr
ld a, l
add LOW(vTiles0)
ld l, a
ld a, h
adc HIGH(vTiles0)
ld h, a
push hl
push de
push bc
ld a, [wSpriteFlags]
bit 7, a
jr nz, .skip
call Get2bpp
.skip:
pop bc
ld l, c
ld h, 0
rept 4
add hl, hl
endr
pop de
add hl, de
ld e, l
ld d, h
pop hl
ld a, h
add HIGH(vTiles1 - vTiles0)
ld h, a
ldh a, [hUsedSpriteIndex]
call _DoesSpriteHaveFacings
jr c, .done
ld a, [wSpriteFlags]
bit 6, a
jr nz, .done
call Get2bpp
.done:
ret
GetUsedSpriteTileB: ; unreferenced
ld a, c
jr GetUsedSprite
GetUsedSpriteFirst: ; unreferenced
ld a, c
ld b, $00
jr GetUsedSprite
GetUsedSpriteSecond: ; unreferenced
ld a, c
ld b, $0c
jr GetUsedSprite
GetUsedSprite:
; Input: b = tile id, c = index
push bc
ld a, c
ldh [hUsedSpriteIndex], a
call GetSprite
pop af
call CopyToVram
ret
LoadEmote::
; Get the address of the pointer to emote c.
ld a, c
ld bc, EMOTE_LENGTH
ld hl, Emotes
call AddNTimes
; Load the emote address into de
ld e, [hl]
inc hl
ld d, [hl]
; load the length of the emote (in tiles) into c
inc hl
ld c, [hl]
swap c
; load the emote pointer bank into b
inc hl
ld b, [hl]
; load the VRAM destination into hl
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
; if the emote has a length of 0, do not proceed (error handling)
ld a, c
and a
ret z
call Get2bpp
ret
INCLUDE "data/sprites/emotes.asm"
INCLUDE "gfx/emotes.asm"
INCLUDE "data/sprites/sprite_mons.asm"
INCLUDE "data/maps/outdoor_sprites.asm"
INCLUDE "data/sprites/sprites.asm"
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