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-rw-r--r--engine/gfx/sprite_oam.asm189
1 files changed, 189 insertions, 0 deletions
diff --git a/engine/gfx/sprite_oam.asm b/engine/gfx/sprite_oam.asm
new file mode 100644
index 00000000..68128413
--- /dev/null
+++ b/engine/gfx/sprite_oam.asm
@@ -0,0 +1,189 @@
+PrepareOAMData::
+; Determine OAM data for currently visible
+; sprites and write it to wOAMBuffer.
+
+ ld a, [wUpdateSpritesEnabled]
+ dec a
+ jr z, .updateEnabled
+
+ cp -1
+ ret nz
+ ld [wUpdateSpritesEnabled], a
+ jp HideSprites
+
+.updateEnabled
+ xor a
+ ld [hOAMBufferOffset], a
+
+.spriteLoop
+ ld [hSpriteOffset2], a
+
+ ld d, wSpriteStateData1 / $100
+ ld a, [hSpriteOffset2]
+ ld e, a
+ ld a, [de] ; c1x0
+ and a
+ jp z, .nextSprite
+
+ inc e
+ inc e
+ ld a, [de] ; c1x2 (facing/anim)
+ ld [wd5cd], a
+ cp $ff ; off-screen (don't draw)
+ jr nz, .visible
+
+ call GetSpriteScreenXY
+ jr .nextSprite
+
+.visible
+ cp $a0 ; is the sprite unchanging like an item ball or boulder?
+ jr c, .usefacing
+
+; unchanging
+ and $f
+ add $10 ; skip to the second half of the table which doesn't account for facing direction
+ jr .next
+
+.usefacing
+ and $f
+
+.next
+ ld l, a
+
+; get sprite priority
+ push de
+ inc d
+ ld a, e
+ add $5
+ ld e, a
+ ld a, [de] ; c2x7
+ and $80
+ ld [hSpritePriority], a ; temp store sprite priority
+ pop de
+
+; read the entry from the table
+ ld h, 0
+ ld bc, SpriteFacingAndAnimationTable
+ add hl, hl
+ add hl, hl
+ add hl, bc
+ ld a, [hli]
+ ld c, a
+ ld a, [hli]
+ ld b, a
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+
+ call GetSpriteScreenXY
+
+ ld a, [hOAMBufferOffset]
+ ld e, a
+ ld d, wOAMBuffer / $100
+
+.tileLoop
+ ld a, [hSpriteScreenY] ; temp for sprite Y position
+ add $10 ; Y=16 is top of screen (Y=0 is invisible)
+ add [hl] ; add Y offset from table
+ ld [de], a ; write new sprite OAM Y position
+ inc hl
+ ld a, [hSpriteScreenX] ; temp for sprite X position
+ add $8 ; X=8 is left of screen (X=0 is invisible)
+ add [hl] ; add X offset from table
+ inc e
+ ld [de], a ; write new sprite OAM X position
+ inc e
+ ld a, [bc] ; read pattern number offset (accommodates orientation (offset 0,4 or 8) and animation (offset 0 or $80))
+ inc bc
+ push bc
+ ld b, a
+
+ ld a, [wd5cd] ; temp copy of c1x2
+ swap a ; high nybble determines sprite used (0 is always player sprite, next are some npcs)
+ and $f
+
+ ; Sprites $a and $b have one face (and therefore 4 tiles instead of 12).
+ ; As a result, sprite $b's tile offset is less than normal.
+ cp $b
+ jr nz, .notFourTileSprite
+ ld a, $a * 12 + 4
+ jr .next2
+
+.notFourTileSprite
+ ; a *= 12
+ sla a
+ sla a
+ ld c, a
+ sla a
+ add c
+
+.next2
+ add b ; add the tile offset from the table (based on frame and facing direction)
+ pop bc
+ ld [de], a ; tile id
+ inc hl
+ inc e
+ ld a, [hl]
+ bit 1, a ; is the tile allowed to set the sprite priority bit?
+ jr z, .skipPriority
+ ld a, [hSpritePriority]
+ or [hl]
+.skipPriority
+ inc hl
+ ld [de], a
+ inc e
+ bit 0, a ; OAMFLAG_ENDOFDATA
+ jr z, .tileLoop
+
+ ld a, e
+ ld [hOAMBufferOffset], a
+
+.nextSprite
+ ld a, [hSpriteOffset2]
+ add $10
+ cp $100 % $100
+ jp nz, .spriteLoop
+
+ ; Clear unused OAM.
+ ld a, [hOAMBufferOffset]
+ ld l, a
+ ld h, wOAMBuffer / $100
+ ld de, $4
+ ld b, $a0
+ ld a, [wd736]
+ bit 6, a ; jumping down ledge or fishing animation?
+ ld a, $a0
+ jr z, .clear
+
+; Don't clear the last 4 entries because they are used for the shadow in the
+; jumping down ledge animation and the rod in the fishing animation.
+ ld a, $90
+
+.clear
+ cp l
+ ret z
+ ld [hl], b
+ add hl, de
+ jr .clear
+
+GetSpriteScreenXY:
+ inc e
+ inc e
+ ld a, [de] ; c1x4
+ ld [hSpriteScreenY], a
+ inc e
+ inc e
+ ld a, [de] ; c1x6
+ ld [hSpriteScreenX], a
+ ld a, 4
+ add e
+ ld e, a
+ ld a, [hSpriteScreenY]
+ add 4
+ and $f0
+ ld [de], a ; c1xa (y)
+ inc e
+ ld a, [hSpriteScreenX]
+ and $f0
+ ld [de], a ; c1xb (x)
+ ret