diff options
Diffstat (limited to 'engine')
-rw-r--r-- | engine/oam_dma.asm | 25 | ||||
-rw-r--r-- | engine/overworld/oam.asm | 178 |
2 files changed, 203 insertions, 0 deletions
diff --git a/engine/oam_dma.asm b/engine/oam_dma.asm new file mode 100644 index 00000000..6421a1b8 --- /dev/null +++ b/engine/oam_dma.asm @@ -0,0 +1,25 @@ +WriteDMACodeToHRAM: +; Since no other memory is available during OAM DMA, +; DMARoutine is copied to HRAM and executed there. + ld c, $ff80 % $100 + ld b, DMARoutineEnd - DMARoutine + ld hl, DMARoutine +.copy + ld a, [hli] + ld [$ff00+c], a + inc c + dec b + jr nz, .copy + ret + +DMARoutine: + ; initiate DMA + ld a, $c3 + ld [$ff46], a + + ; wait for DMA to finish + ld a, $28 +.wait dec a + jr nz, .wait + ret +DMARoutineEnd: diff --git a/engine/overworld/oam.asm b/engine/overworld/oam.asm new file mode 100644 index 00000000..040513b1 --- /dev/null +++ b/engine/overworld/oam.asm @@ -0,0 +1,178 @@ +PrepareOAMData: +; Determine OAM data for currently visible +; sprites and write it to wOAMBuffer. + + ld a, [$cfcb] + dec a + jr z, .asm_4b1e + + cp 0 - 1 + ret nz + ld [$cfcb], a + jp HideSprites + +.asm_4b1e + xor a + ld [$ff90], a +.asm_4b21 + ld [$ff8f], a + + ld d, wSpriteStateData1 / $100 + ld a, [$ff8f] + ld e, a + ld a, [de] ; c1x0 + and a + jp z, .asm_4bad + + inc e + inc e + ld a, [de] ; c1x2 (facing/anim) + ld [$d5cd], a + cp $ff ; off-screen (don't draw) + jr nz, .visible + + call Func_4bd1 + jr .asm_4bad + +.visible + cp $a0 + jr c, .usefacing + and $f + add $10 + jr .asm_4b48 + +.usefacing + and $f +.asm_4b48 + ld l, a + + push de + inc d + ld a, e + add $5 + ld e, a + ld a, [de] ; c2x7 + and $80 + ld [$ff94], a ; temp store sprite priority + pop de + + 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 Func_4bd1 + + ld a, [$ff90] + ld e, a + ld d, wOAMBuffer / $100 +.tile + ld a, [$ff92] ; temp for sprite Y position + add $10 ; Y=16 is top of screen (Y=0 is invisible) + add [hl] ; add Y offset from table + ld [de], a ; write new sprite OAM Y position + inc hl + ld a, [$ff91] ; 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 (accomodates orientation (offset 0,4 or 8) and animation (offset 0 or $80)) + inc bc + push bc + ld b, a + + ld a, [$d5cd] ; 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, .offset + ld a, $a * 12 + 4 + jr .gotoffset + +.offset + ; a *= 12 + sla a + sla a + ld c, a + sla a + add c +.gotoffset + add b ; which frame + pop bc + ld [de], a ; tile id + inc hl + inc e + ld a, [hl] + bit 1, a ; sprite priority + jr z, .fg + ld a, [$ff94] ; facing priority + or [hl] +.fg + inc hl + ld [de], a + inc e + bit 0, a ; OAMFLAG_ENDOFDATA + jr z, .tile + + ld a, e + ld [$ff90], a + +.asm_4bad + ld a, [$ff8f] + add $10 + cp $100 % $100 + jp nz, .asm_4b21 + + ; Clear unused OAM. + ld a, [$ff90] + ld l, a + ld h, wOAMBuffer / $100 + ld de, $4 + ld b, $a0 + ld a, [$d736] + bit 6, a + ld a, $a0 + jr z, .clear + ld a, $90 +.clear + cp l + ret z + ld [hl], b + add hl, de + jr .clear + +Func_4bd1: ; 4bd1 (1:4bd1) + inc e + inc e + ld a, [de] ; c1x4 + ld [$ff92], a + inc e + inc e + ld a, [de] ; c1x6 + ld [$ff91], a + ld a, $4 + add e + ld e, a + ld a, [$ff92] + add $4 + and $f0 + ld [de], a ; c1xa (y) + inc e + ld a, [$ff91] + and $f0 + ld [de], a ; c1xb (x) + ret |