From 93b1361dffaff4fae83f4f283fa7a39ab414d73d Mon Sep 17 00:00:00 2001 From: yenatch Date: Fri, 30 May 2014 18:30:25 -0700 Subject: Split out joypad and overworld code from home.asm. --- home/joypad.asm | 39 + home/overworld.asm | 2419 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 2458 insertions(+) create mode 100644 home/joypad.asm create mode 100644 home/overworld.asm (limited to 'home') diff --git a/home/joypad.asm b/home/joypad.asm new file mode 100644 index 00000000..2002bb29 --- /dev/null +++ b/home/joypad.asm @@ -0,0 +1,39 @@ +ReadJoypad:: +; Poll joypad input. +; Unlike the hardware register, button +; presses are indicated by a set bit. + + ld a, 1 << 5 ; select direction keys + ld c, 0 + + ld [rJOYP], a + rept 6 + ld a, [rJOYP] + endr + cpl + and %1111 + swap a + ld b, a + + ld a, 1 << 4 ; select button keys + ld [rJOYP], a + rept 10 + ld a, [rJOYP] + endr + cpl + and %1111 + or b + + ld [hJoyInput], a + + ld a, 1 << 4 + 1 << 5 ; deselect keys + ld [rJOYP], a + ret + +Joypad:: +; Update the joypad state variables: +; [hJoyReleased] keys released since last time +; [hJoyPressed] keys pressed since last time +; [hJoyHeld] currently pressed keys + homecall _Joypad + ret diff --git a/home/overworld.asm b/home/overworld.asm new file mode 100644 index 00000000..84c96f3e --- /dev/null +++ b/home/overworld.asm @@ -0,0 +1,2419 @@ +HandleMidJump:: +; Handle the player jumping down +; a ledge in the overworld. + ld b, BANK(_HandleMidJump) + ld hl, _HandleMidJump + jp Bankswitch + +EnterMap:: +; Load a new map. + ld a, $ff + ld [wJoyIgnore], a + call LoadMapData + callba Func_c335 ; initialize map variables + ld hl, wd72c + bit 0, [hl] + jr z, .doNotCountSteps + ld a, 3 + ld [wd13c], a ; some kind of step counter (counts up to 3 steps?) +.doNotCountSteps + ld hl, wd72e + bit 5, [hl] ; did a battle happen immediately before this? + res 5, [hl] ; unset the "battle just happened" flag + call z, Func_12e7 + call nz, MapEntryAfterBattle + ld hl, wd732 + ld a, [hl] + and 1 << 4 | 1 << 3 + jr z, .didNotFlyOrTeleportIn + res 3, [hl] + callba Func_70510 ; display fly/teleport in graphical effect + call UpdateSprites +.didNotFlyOrTeleportIn + callba CheckForceBikeOrSurf ; handle currents in SF islands and forced bike riding in cycling road + ld hl, wd72d + res 5, [hl] + call UpdateSprites + ld hl, wd126 + set 5, [hl] + set 6, [hl] + xor a + ld [wJoyIgnore], a + +OverworldLoop:: + call DelayFrame +OverworldLoopLessDelay:: + call DelayFrame + call LoadGBPal + ld a,[wd736] + bit 6,a ; jumping down a ledge? + call nz, HandleMidJump + ld a,[wWalkCounter] + and a + jp nz,.moveAhead ; if the player sprite has not yet completed the walking animation + call JoypadOverworld ; get joypad state (which is possibly simulated) + callba SafariZoneCheck + ld a,[wda46] + and a + jp nz,WarpFound2 + ld hl,wd72d + bit 3,[hl] + res 3,[hl] + jp nz,WarpFound2 + ld a,[wd732] + and a,$18 + jp nz,HandleFlyOrTeleportAway + ld a,[W_CUROPPONENT] + and a + jp nz,.newBattle + ld a,[wd730] + bit 7,a ; are we simulating button presses? + jr z,.notSimulating + ld a,[hJoyHeld] + jr .checkIfStartIsPressed +.notSimulating + ld a,[hJoyPressed] +.checkIfStartIsPressed + bit 3,a ; start button + jr z,.startButtonNotPressed +; if START is pressed + xor a + ld [$ff8c],a ; the $2920 ID for the start menu is 0 + jp .displayDialogue +.startButtonNotPressed + bit 0,a ; A button + jp z,.checkIfDownButtonIsPressed +; if A is pressed + ld a,[wd730] + bit 2,a + jp nz,.noDirectionButtonsPressed + call Func_30fd + jr nz,.checkForOpponent + call Func_3eb5 ; check for hidden items, PC's, etc. + ld a,[$ffeb] + and a + jp z,OverworldLoop + call IsSpriteOrSignInFrontOfPlayer ; check for sign or sprite in front of the player + ld a,[$ff8c] ; $2920 ID for NPC/sign text, if any + and a + jp z,OverworldLoop +.displayDialogue + ld a,$35 + call Predef ; check what is in front of the player + call UpdateSprites ; move sprites + ld a,[wFlags_0xcd60] + bit 2,a + jr nz,.checkForOpponent + bit 0,a + jr nz,.checkForOpponent + FuncCoord 8, 9 + ld a,[Coord] + ld [wcf0e],a + call DisplayTextID ; display either the start menu or the NPC/sign text + ld a,[wcc47] + and a + jr z,.checkForOpponent + dec a + ld a,$00 + ld [wcc47],a + jr z,.changeMap + ld a,$52 + call Predef + ld a,[W_CURMAP] + ld [wd71a],a + call Func_62ce + ld a,[W_CURMAP] + call SwitchToMapRomBank ; switch to the ROM bank of the current map + ld hl,W_CURMAPTILESET + set 7,[hl] +.changeMap + jp EnterMap +.checkForOpponent + ld a,[W_CUROPPONENT] + and a + jp nz,.newBattle + jp OverworldLoop +.noDirectionButtonsPressed + ld hl,wFlags_0xcd60 + res 2,[hl] + call UpdateSprites ; move sprites + ld a,$01 + ld [wcc4b],a + ld a,[wd528] ; the direction that was pressed last time + and a + jp z,OverworldLoop +; if a direction was pressed last time + ld [wd529],a ; save the last direction + xor a + ld [wd528],a ; zero the direction + jp OverworldLoop +.checkIfDownButtonIsPressed + ld a,[hJoyHeld] ; current joypad state + bit 7,a ; down button + jr z,.checkIfUpButtonIsPressed + ld a,$01 + ld [wSpriteStateData1 + 3],a + ld a,$04 + jr .handleDirectionButtonPress +.checkIfUpButtonIsPressed + bit 6,a ; up button + jr z,.checkIfLeftButtonIsPressed + ld a,$ff + ld [wSpriteStateData1 + 3],a + ld a,$08 + jr .handleDirectionButtonPress +.checkIfLeftButtonIsPressed + bit 5,a ; left button + jr z,.checkIfRightButtonIsPressed + ld a,$ff + ld [wSpriteStateData1 + 5],a + ld a,$02 + jr .handleDirectionButtonPress +.checkIfRightButtonIsPressed + bit 4,a ; right button + jr z,.noDirectionButtonsPressed + ld a,$01 + ld [wSpriteStateData1 + 5],a +.handleDirectionButtonPress + ld [wd52a],a ; new direction + ld a,[wd730] + bit 7,a ; are we simulating button presses? + jr nz,.noDirectionChange ; ignore direction changes if we are + ld a,[wcc4b] + and a + jr z,.noDirectionChange + ld a,[wd52a] ; new direction + ld b,a + ld a,[wd529] ; old direction + cp b + jr z,.noDirectionChange +; the code below is strange +; it computes whether or not the player did a 180 degree turn, but then overwrites the result +; also, it does a seemingly pointless loop afterwards + swap a ; put old direction in upper half + or b ; put new direction in lower half + cp a,$48 ; change dir from down to up + jr nz,.notDownToUp + ld a,$02 + ld [wd528],a + jr .oddLoop +.notDownToUp + cp a,$84 ; change dir from up to down + jr nz,.notUpToDown + ld a,$01 + ld [wd528],a + jr .oddLoop +.notUpToDown + cp a,$12 ; change dir from right to left + jr nz,.notRightToLeft + ld a,$04 + ld [wd528],a + jr .oddLoop +.notRightToLeft + cp a,$21 ; change dir from left to right + jr nz,.oddLoop + ld a,$08 + ld [wd528],a +.oddLoop + ld hl,wFlags_0xcd60 + set 2,[hl] + ld hl,wcc4b + dec [hl] + jr nz,.oddLoop + ld a,[wd52a] + ld [wd528],a + call NewBattle + jp c,.battleOccurred + jp OverworldLoop +.noDirectionChange + ld a,[wd52a] ; current direction + ld [wd528],a ; save direction + call UpdateSprites ; move sprites + ld a,[wd700] + cp a,$02 ; surfing + jr z,.surfing +; not surfing + call CollisionCheckOnLand + jr nc,.noCollision + push hl + ld hl,wd736 + bit 2,[hl] + pop hl + jp z,OverworldLoop + push hl + call ExtraWarpCheck ; sets carry if there is a potential to warp + pop hl + jp c,CheckWarpsCollision + jp OverworldLoop +.surfing + call CollisionCheckOnWater + jp c,OverworldLoop +.noCollision + ld a,$08 + ld [wWalkCounter],a + jr .moveAhead2 +.moveAhead + ld a,[wd736] + bit 7,a + jr z,.noSpinning + callba LoadSpinnerArrowTiles ; spin while moving +.noSpinning + call UpdateSprites ; move sprites +.moveAhead2 + ld hl,wFlags_0xcd60 + res 2,[hl] + ld a,[wd700] + dec a ; riding a bike? + jr nz,.normalPlayerSpriteAdvancement + ld a,[wd736] + bit 6,a ; jumping a ledge? + jr nz,.normalPlayerSpriteAdvancement + call BikeSpeedup ; if riding a bike and not jumping a ledge +.normalPlayerSpriteAdvancement + call AdvancePlayerSprite + ld a,[wWalkCounter] + and a + jp nz,CheckMapConnections ; it seems like this check will never succeed (the other place where CheckMapConnections is run works) +; walking animation finished + ld a,[wd730] + bit 7,a + jr nz,.doneStepCounting ; if button presses are being simulated, don't count steps +; step counting + ld hl,wd13b ; step counter + dec [hl] + ld a,[wd72c] + bit 0,a + jr z,.doneStepCounting + ld hl,wd13c + dec [hl] + jr nz,.doneStepCounting + ld hl,wd72c + res 0,[hl] +.doneStepCounting + ld a,[wd790] + bit 7,a ; in the safari zone? + jr z,.notSafariZone + callba SafariZoneCheckSteps + ld a,[wda46] + and a + jp nz,WarpFound2 +.notSafariZone + ld a,[W_ISINBATTLE] + and a + jp nz,CheckWarpsNoCollision + ld a,$13 + call Predef ; decrement HP of poisoned pokemon + ld a,[wd12d] + and a + jp nz,HandleBlackOut ; if all pokemon fainted +.newBattle + call NewBattle + ld hl,wd736 + res 2,[hl] + jp nc,CheckWarpsNoCollision ; check for warps if there was no battle +.battleOccurred + ld hl,wd72d + res 6,[hl] + ld hl,W_FLAGS_D733 + res 3,[hl] + ld hl,wd126 + set 5,[hl] + set 6,[hl] + xor a + ld [hJoyHeld],a ; clear joypad state + ld a,[W_CURMAP] + cp a,CINNABAR_GYM + jr nz,.notCinnabarGym + ld hl,wd79b + set 7,[hl] +.notCinnabarGym + ld hl,wd72e + set 5,[hl] + ld a,[W_CURMAP] + cp a,OAKS_LAB + jp z,.noFaintCheck + callab AnyPlayerPokemonAliveCheck ; check if all the player's pokemon fainted + ld a,d + and a + jr z,.allPokemonFainted +.noFaintCheck + ld c,$0a + call DelayFrames + jp EnterMap +.allPokemonFainted + ld a,$ff + ld [W_ISINBATTLE],a + call RunMapScript + jp HandleBlackOut + +; function to determine if there will be a battle and execute it (either a trainer battle or wild battle) +; sets carry if a battle occurred and unsets carry if not +NewBattle:: ; 0683 (0:0683) + ld a,[wd72d] + bit 4,a + jr nz,.noBattle + call Func_30fd + jr nz,.noBattle + ld a,[wd72e] + bit 4,a + jr nz,.noBattle + ld b, BANK(InitBattle) + ld hl, InitBattle + jp Bankswitch ; determines if a battle will occur and runs the battle if so +.noBattle + and a + ret + +; function to make bikes twice as fast as walking +BikeSpeedup:: ; 06a0 (0:06a0) + ld a,[wcc57] + and a + ret nz + ld a,[W_CURMAP] + cp a,ROUTE_17 ; Cycling Road + jr nz,.goFaster + ld a,[hJoyHeld] ; current joypad state + and a,%01110000 ; bit mask for up, left, right buttons + ret nz +.goFaster + jp AdvancePlayerSprite + +; check if the player has stepped onto a warp after having not collided +CheckWarpsNoCollision:: ; 06b4 (0:06b4) + ld a,[wd3ae] ; number of warps + and a + jp z,CheckMapConnections + ld a,[wd3ae] ; number of warps + ld b,$00 + ld c,a + ld a,[W_YCOORD] + ld d,a + ld a,[W_XCOORD] + ld e,a + ld hl,wd3af ; start of warp entries +CheckWarpsNoCollisionLoop:: ; 06cc (0:06cc) + ld a,[hli] ; check if the warp's Y position matches + cp d + jr nz,CheckWarpsNoCollisionRetry1 + ld a,[hli] ; check if the warp's X position matches + cp e + jr nz,CheckWarpsNoCollisionRetry2 +; if a match was found + push hl + push bc + ld hl,wd736 + set 2,[hl] + callba Func_c49d ; check if the player sprite is standing on a "door" tile + pop bc + pop hl + jr c,WarpFound1 ; if it is, go to 0735 + push hl + push bc + call ExtraWarpCheck ; sets carry if the warp is confirmed + pop bc + pop hl + jr nc,CheckWarpsNoCollisionRetry2 +; if the extra check passed + ld a,[W_FLAGS_D733] + bit 2,a + jr nz,WarpFound1 + push de + push bc + call Joypad + pop bc + pop de + ld a,[hJoyHeld] ; current joypad state + and a,%11110000 ; bit mask for directional buttons + jr z,CheckWarpsNoCollisionRetry2 ; if directional buttons aren't being pressed, do not pass through the warp + jr WarpFound1 + +; check if the player has stepped onto a warp after having collided +CheckWarpsCollision:: ; 0706 (0:0706) + ld a,[wd3ae] ; number of warps + ld c,a + ld hl,wd3af ; start of warp entries +.loop + ld a,[hli] ; Y coordinate of warp + ld b,a + ld a,[W_YCOORD] + cp b + jr nz,.retry1 + ld a,[hli] ; X coordinate of warp + ld b,a + ld a,[W_XCOORD] + cp b + jr nz,.retry2 + ld a,[hli] + ld [wd42f],a ; save target warp ID + ld a,[hl] + ld [$ff8b],a ; save target map + jr WarpFound2 +.retry1 + inc hl +.retry2 + inc hl + inc hl + dec c + jr nz,.loop + jp OverworldLoop + +CheckWarpsNoCollisionRetry1:: ; 072f (0:072f) + inc hl +CheckWarpsNoCollisionRetry2:: ; 0730 (0:0730) + inc hl + inc hl + jp ContinueCheckWarpsNoCollisionLoop + +WarpFound1:: ; 0735 (0:0735) + ld a,[hli] + ld [wd42f],a ; save target warp ID + ld a,[hli] + ld [$ff8b],a ; save target map + +WarpFound2:: ; 073c (0:073c) + ld a,[wd3ae] ; number of warps + sub c + ld [wd73b],a ; save ID of used warp + ld a,[W_CURMAP] + ld [wd73c],a + call CheckIfInOutsideMap + jr nz,.indoorMaps +; this is for handling "outside" maps that can't have the 0xFF destination map + ld a,[W_CURMAP] + ld [wLastMap],a + ld a,[W_CURMAPWIDTH] + ld [wd366],a + ld a,[$ff8b] ; destination map number + ld [W_CURMAP],a ; change current map to destination map + cp a,ROCK_TUNNEL_1 + jr nz,.notRockTunnel + ld a,$06 + ld [wd35d],a + call GBFadeIn1 +.notRockTunnel + call PlayMapChangeSound + jr .done +; for maps that can have the 0xFF destination map, which means to return to the outside map; not all these maps are necessarily indoors, though +.indoorMaps + ld a,[$ff8b] ; destination map + cp a,$ff + jr z,.goBackOutside +; if not going back to the previous map + ld [W_CURMAP],a ; current map number + callba Func_70787 ; check if the warp was a Silph Co. teleporter + ld a,[wcd5b] + dec a + jr nz,.notTeleporter +; if it's a Silph Co. teleporter + ld hl,wd732 + set 3,[hl] + call DoFlyOrTeleportAwayGraphics + jr .skipMapChangeSound +.notTeleporter + call PlayMapChangeSound +.skipMapChangeSound + ld hl,wd736 + res 0,[hl] + res 1,[hl] + jr .done +.goBackOutside + ld a,[wLastMap] + ld [W_CURMAP],a + call PlayMapChangeSound + xor a + ld [wd35d],a +.done + ld hl,wd736 + set 0,[hl] + call Func_12da + jp EnterMap + +ContinueCheckWarpsNoCollisionLoop:: ; 07b5 (0:07b5) + inc b ; increment warp number + dec c ; decrement number of warps + jp nz,CheckWarpsNoCollisionLoop + +; if no matching warp was found +CheckMapConnections:: ; 07ba (0:07ba) +.checkWestMap + ld a,[W_XCOORD] + cp a,$ff + jr nz,.checkEastMap + ld a,[W_MAPCONN3PTR] + ld [W_CURMAP],a + ld a,[wd38f] ; new X coordinate upon entering west map + ld [W_XCOORD],a + ld a,[W_YCOORD] + ld c,a + ld a,[wd38e] ; Y adjustment upon entering west map + add c + ld c,a + ld [W_YCOORD],a + ld a,[wd390] ; pointer to upper left corner of map without adjustment for Y position + ld l,a + ld a,[wd391] + ld h,a + srl c + jr z,.savePointer1 +.pointerAdjustmentLoop1 + ld a,[wd38d] ; width of connected map + add a,$06 + ld e,a + ld d,$00 + ld b,$00 + add hl,de + dec c + jr nz,.pointerAdjustmentLoop1 +.savePointer1 + ld a,l + ld [wd35f],a ; pointer to upper left corner of current tile block map section + ld a,h + ld [wd360],a + jp .loadNewMap +.checkEastMap + ld b,a + ld a,[wd525] ; map width + cp b + jr nz,.checkNorthMap + ld a,[W_MAPCONN4PTR] + ld [W_CURMAP],a + ld a,[wd39a] ; new X coordinate upon entering east map + ld [W_XCOORD],a + ld a,[W_YCOORD] + ld c,a + ld a,[wd399] ; Y adjustment upon entering east map + add c + ld c,a + ld [W_YCOORD],a + ld a,[wd39b] ; pointer to upper left corner of map without adjustment for Y position + ld l,a + ld a,[wd39c] + ld h,a + srl c + jr z,.savePointer2 +.pointerAdjustmentLoop2 + ld a,[wd398] + add a,$06 + ld e,a + ld d,$00 + ld b,$00 + add hl,de + dec c + jr nz,.pointerAdjustmentLoop2 +.savePointer2 + ld a,l + ld [wd35f],a ; pointer to upper left corner of current tile block map section + ld a,h + ld [wd360],a + jp .loadNewMap +.checkNorthMap + ld a,[W_YCOORD] + cp a,$ff + jr nz,.checkSouthMap + ld a,[W_MAPCONN1PTR] + ld [W_CURMAP],a + ld a,[wd378] ; new Y coordinate upon entering north map + ld [W_YCOORD],a + ld a,[W_XCOORD] + ld c,a + ld a,[wd379] ; X adjustment upon entering north map + add c + ld c,a + ld [W_XCOORD],a + ld a,[wd37a] ; pointer to upper left corner of map without adjustment for X position + ld l,a + ld a,[wd37b] + ld h,a + ld b,$00 + srl c + add hl,bc + ld a,l + ld [wd35f],a ; pointer to upper left corner of current tile block map section + ld a,h + ld [wd360],a + jp .loadNewMap +.checkSouthMap + ld b,a + ld a,[wd524] + cp b + jr nz,.didNotEnterConnectedMap + ld a,[W_MAPCONN2PTR] + ld [W_CURMAP],a + ld a,[wd383] ; new Y coordinate upon entering south map + ld [W_YCOORD],a + ld a,[W_XCOORD] + ld c,a + ld a,[wd384] ; X adjustment upon entering south map + add c + ld c,a + ld [W_XCOORD],a + ld a,[wd385] ; pointer to upper left corner of map without adjustment for X position + ld l,a + ld a,[wd386] + ld h,a + ld b,$00 + srl c + add hl,bc + ld a,l + ld [wd35f],a ; pointer to upper left corner of current tile block map section + ld a,h + ld [wd360],a +.loadNewMap ; load the connected map that was entered + call LoadMapHeader + call Func_2312 ; music + ld b,$09 + call GoPAL_SET +; Since the sprite set shouldn't change, this will just update VRAM slots at +; $C2XE without loading any tile patterns. + callba InitMapSprites + call LoadTileBlockMap + jp OverworldLoopLessDelay +.didNotEnterConnectedMap + jp OverworldLoop + +; function to play a sound when changing maps +PlayMapChangeSound:: ; 08c9 (0:08c9) + FuncCoord 8, 8 + ld a,[Coord] ; upper left tile of the 4x4 square the player's sprite is standing on + cp a,$0b ; door tile in tileset 0 + jr nz,.didNotGoThroughDoor + ld a,(SFX_02_57 - SFX_Headers_02) / 3 + jr .playSound +.didNotGoThroughDoor + ld a,(SFX_02_5c - SFX_Headers_02) / 3 +.playSound + call PlaySound + ld a,[wd35d] + and a + ret nz + jp GBFadeIn1 + +CheckIfInOutsideMap:: ; 08e1 (0:08e1) +; If the player is in an outside map (a town or route), set the z flag + ld a, [W_CURMAPTILESET] + and a ; most towns/routes have tileset 0 (OVERWORLD) + ret z + cp PLATEAU ; Route 23 / Indigo Plateau + ret + +; this function is an extra check that sometimes has to pass in order to warp, beyond just standing on a warp +; the "sometimes" qualification is necessary because of CheckWarpsNoCollision's behavior +; depending on the map, either "function 1" or "function 2" is used for the check +; "function 1" passes when the player is at the edge of the map and is facing towards the outside of the map +; "function 2" passes when the the tile in front of the player is among a certain set +; sets carry if the check passes, otherwise clears carry +ExtraWarpCheck:: ; 08e9 (0:08e9) + ld a, [W_CURMAP] + cp SS_ANNE_3 + jr z, .useFunction1 + cp ROCKET_HIDEOUT_1 + jr z, .useFunction2 + cp ROCKET_HIDEOUT_2 + jr z, .useFunction2 + cp ROCKET_HIDEOUT_4 + jr z, .useFunction2 + cp ROCK_TUNNEL_1 + jr z, .useFunction2 + ld a, [W_CURMAPTILESET] + and a ; outside tileset (OVERWORLD) + jr z, .useFunction2 + cp SHIP ; S.S. Anne tileset + jr z, .useFunction2 + cp SHIP_PORT ; Vermilion Port tileset + jr z, .useFunction2 + cp PLATEAU ; Indigo Plateau tileset + jr z, .useFunction2 +.useFunction1 + ld hl, Func_c3ff + jr .doBankswitch +.useFunction2 + ld hl, Func_c44e +.doBankswitch + ld b, BANK(Func_c44e) + jp Bankswitch + +MapEntryAfterBattle:: ; 091f (0:091f) + callba Func_c35f ; function that appears to disable warp testing after collisions if the player is standing on a warp + ld a,[wd35d] + and a + jp z,GBFadeIn2 + jp LoadGBPal + +HandleBlackOut:: +; For when all the player's pokemon faint. +; Does not print the "blacked out" message. + + call GBFadeIn1 + ld a, $08 + call StopMusic + ld hl, wd72e + res 5, [hl] + ld a, Bank(Func_40b0) ; also Bank(Func_62ce) and Bank(Func_5d5f) + ld [H_LOADEDROMBANK], a + ld [MBC3RomBank], a + call Func_40b0 + call Func_62ce + call Func_2312 + jp Func_5d5f + +StopMusic:: + ld [wMusicHeaderPointer], a + ld a, $ff + ld [wc0ee], a + call PlaySound +.wait + ld a, [wMusicHeaderPointer] + and a + jr nz, .wait + jp StopAllSounds + +HandleFlyOrTeleportAway:: + call UpdateSprites + call Delay3 + xor a + ld [wcf0b], a + ld [wd700], a + ld [W_ISINBATTLE], a + ld [wd35d], a + ld hl, wd732 + set 2, [hl] + res 5, [hl] + call DoFlyOrTeleportAwayGraphics + ld a, Bank(Func_62ce) + ld [H_LOADEDROMBANK], a + ld [$2000], a + call Func_62ce + jp Func_5d5f + +DoFlyOrTeleportAwayGraphics:: + ld b, BANK(_DoFlyOrTeleportAwayGraphics) + ld hl, _DoFlyOrTeleportAwayGraphics + jp Bankswitch + +LoadPlayerSpriteGraphics:: +; Load sprite graphics based on whether the player is standing, biking, or surfing. + + ; 0: standing + ; 1: biking + ; 2: surfing + + ld a, [wd700] + dec a + jr z, .ridingBike + + ld a, [$ffd7] + and a + jr nz, .determineGraphics + jr .startWalking + +.ridingBike + ; If the bike can't be used, + ; start walking instead. + call IsBikeRidingAllowed + jr c, .determineGraphics + +.startWalking + xor a + ld [wd700], a + ld [wd11a], a + jp LoadWalkingPlayerSpriteGraphics + +.determineGraphics + ld a, [wd700] + and a + jp z, LoadWalkingPlayerSpriteGraphics + dec a + jp z, LoadBikePlayerSpriteGraphics + dec a + jp z, LoadSurfingPlayerSpriteGraphics + jp LoadWalkingPlayerSpriteGraphics + +IsBikeRidingAllowed:: +; The bike can be used on Route 23 and Indigo Plateau, +; or maps with tilesets in BikeRidingTilesets. +; Return carry if biking is allowed. + + ld a, [W_CURMAP] + cp ROUTE_23 + jr z, .allowed + cp INDIGO_PLATEAU + jr z, .allowed + + ld a, [W_CURMAPTILESET] + ld b, a + ld hl, BikeRidingTilesets +.loop + ld a, [hli] + cp b + jr z, .allowed + inc a + jr nz, .loop + and a + ret + +.allowed + scf + ret + +INCLUDE "data/bike_riding_tilesets.asm" + +; load the tile pattern data of the current tileset into VRAM +LoadTilesetTilePatternData:: ; 09e8 (0:09e8) + ld a,[W_TILESETGFXPTR] + ld l,a + ld a,[W_TILESETGFXPTR + 1] + ld h,a + ld de,vTileset + ld bc,$600 + ld a,[W_TILESETBANK] + jp FarCopyData2 + +; this loads the current maps complete tile map (which references blocks, not individual tiles) to C6E8 +; it can also load partial tile maps of connected maps into a border of length 3 around the current map +LoadTileBlockMap:: ; 09fc (0:09fc) +; fill C6E8-CBFB with the background tile + ld hl,wOverworldMap + ld a,[wd3ad] ; background tile number + ld d,a + ld bc,$0514 +.backgroundTileLoop + ld a,d + ld [hli],a + dec bc + ld a,c + or b + jr nz,.backgroundTileLoop +; load tile map of current map (made of tile block IDs) +; a 3-byte border at the edges of the map is kept so that there is space for map connections + ld hl,wOverworldMap + ld a,[W_CURMAPWIDTH] + ld [$ff8c],a + add a,$06 ; border (east and west) + ld [$ff8b],a ; map width + border + ld b,$00 + ld c,a +; make space for north border (next 3 lines) + add hl,bc + add hl,bc + add hl,bc + ld c,$03 + add hl,bc ; this puts us past the (west) border + ld a,[W_MAPDATAPTR] ; tile map pointer + ld e,a + ld a,[W_MAPDATAPTR + 1] + ld d,a ; de = tile map pointer + ld a,[W_CURMAPHEIGHT] + ld b,a +.rowLoop ; copy one row each iteration + push hl + ld a,[$ff8c] ; map width (without border) + ld c,a +.rowInnerLoop + ld a,[de] + inc de + ld [hli],a + dec c + jr nz,.rowInnerLoop +; add the map width plus the border to the base address of the current row to get the next row's address + pop hl + ld a,[$ff8b] ; map width + border + add l + ld l,a + jr nc,.noCarry + inc h +.noCarry + dec b + jr nz,.rowLoop +.northConnection + ld a,[W_MAPCONN1PTR] + cp a,$ff + jr z,.southConnection + call SwitchToMapRomBank + ld a,[wd372] + ld l,a + ld a,[wd373] + ld h,a + ld a,[wd374] + ld e,a + ld a,[wd375] + ld d,a + ld a,[wd376] + ld [$ff8b],a + ld a,[wd377] + ld [$ff8c],a + call LoadNorthSouthConnectionsTileMap +.southConnection + ld a,[W_MAPCONN2PTR] + cp a,$ff + jr z,.westConnection + call SwitchToMapRomBank + ld a,[wd37d] + ld l,a + ld a,[wd37e] + ld h,a + ld a,[wd37f] + ld e,a + ld a,[wd380] + ld d,a + ld a,[wd381] + ld [$ff8b],a + ld a,[wd382] + ld [$ff8c],a + call LoadNorthSouthConnectionsTileMap +.westConnection + ld a,[W_MAPCONN3PTR] + cp a,$ff + jr z,.eastConnection + call SwitchToMapRomBank + ld a,[wd388] + ld l,a + ld a,[wd389] + ld h,a + ld a,[wd38a] + ld e,a + ld a,[wd38b] + ld d,a + ld a,[wd38c] + ld b,a + ld a,[wd38d] + ld [$ff8b],a + call LoadEastWestConnectionsTileMap +.eastConnection + ld a,[W_MAPCONN4PTR] + cp a,$ff + jr z,.done + call SwitchToMapRomBank + ld a,[wd393] + ld l,a + ld a,[wd394] + ld h,a + ld a,[wd395] + ld e,a + ld a,[wd396] + ld d,a + ld a,[wd397] + ld b,a + ld a,[wd398] + ld [$ff8b],a + call LoadEastWestConnectionsTileMap +.done + ret + +LoadNorthSouthConnectionsTileMap:: ; 0ade (0:0ade) + ld c,$03 +.loop + push de + push hl + ld a,[$ff8b] ; width of connection + ld b,a +.innerLoop + ld a,[hli] + ld [de],a + inc de + dec b + jr nz,.innerLoop + pop hl + pop de + ld a,[$ff8c] ; width of connected map + add l + ld l,a + jr nc,.noCarry1 + inc h +.noCarry1 + ld a,[W_CURMAPWIDTH] + add a,$06 + add e + ld e,a + jr nc,.noCarry2 + inc d +.noCarry2 + dec c + jr nz,.loop + ret + +LoadEastWestConnectionsTileMap:: ; 0b02 (0:0b02) + push hl + push de + ld c,$03 +.innerLoop + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.innerLoop + pop de + pop hl + ld a,[$ff8b] ; width of connected map + add l + ld l,a + jr nc,.noCarry1 + inc h +.noCarry1 + ld a,[W_CURMAPWIDTH] + add a,$06 + add e + ld e,a + jr nc,.noCarry2 + inc d +.noCarry2 + dec b + jr nz,LoadEastWestConnectionsTileMap + ret + +; function to check if there is a sign or sprite in front of the player +; if so, it is stored in [$FF8C] +; if not, [$FF8C] is set to 0 +IsSpriteOrSignInFrontOfPlayer:: ; 0b23 (0:0b23) + xor a + ld [$ff8c],a + ld a,[wd4b0] ; number of signs in the map + and a + jr z,.extendRangeOverCounter +; if there are signs + ld a,$35 + call Predef ; get the coordinates in front of the player in de + ld hl,wd4b1 ; start of sign coordinates + ld a,[wd4b0] ; number of signs in the map + ld b,a + ld c,$00 +.signLoop + inc c + ld a,[hli] ; sign Y + cp d + jr z,.yCoordMatched + inc hl + jr .retry +.yCoordMatched + ld a,[hli] ; sign X + cp e + jr nz,.retry +.xCoordMatched +; found sign + push hl + push bc + ld hl,wd4d1 ; start of sign text ID's + ld b,$00 + dec c + add hl,bc + ld a,[hl] + ld [$ff8c],a ; store sign text ID + pop bc + pop hl + ret +.retry + dec b + jr nz,.signLoop +; check if the player is front of a counter in a pokemon center, pokemart, etc. and if so, extend the range at which he can talk to the NPC +.extendRangeOverCounter + ld a,$35 + call Predef ; get the tile in front of the player in c + ld hl,W_TILESETTALKINGOVERTILES ; list of tiles that extend talking range (counter tiles) + ld b,$03 + ld d,$20 ; talking range in pixels (long range) +.counterTilesLoop + ld a,[hli] + cp c + jr z,IsSpriteInFrontOfPlayer2 ; jumps if the tile in front of the player is a counter tile + dec b + jr nz,.counterTilesLoop + +; part of the above function, but sometimes its called on its own, when signs are irrelevant +; the caller must zero [$FF8C] +IsSpriteInFrontOfPlayer:: ; 0b6b (0:0b6b) + ld d,$10 ; talking range in pixels (normal range) +IsSpriteInFrontOfPlayer2:: ; 0b6d (0:0b6d) + ld bc,$3c40 ; Y and X position of player sprite + ld a,[wSpriteStateData1 + 9] ; direction the player is facing +.checkIfPlayerFacingUp + cp a,$04 + jr nz,.checkIfPlayerFacingDown +; facing up + ld a,b + sub d + ld b,a + ld a,$08 + jr .doneCheckingDirection +.checkIfPlayerFacingDown + cp a,$00 + jr nz,.checkIfPlayerFacingRight +; facing down + ld a,b + add d + ld b,a + ld a,$04 + jr .doneCheckingDirection +.checkIfPlayerFacingRight + cp a,$0c + jr nz,.playerFacingLeft +; facing right + ld a,c + add d + ld c,a + ld a,$01 + jr .doneCheckingDirection +.playerFacingLeft +; facing left + ld a,c + sub d + ld c,a + ld a,$02 +.doneCheckingDirection + ld [wd52a],a + ld a,[W_NUMSPRITES] ; number of sprites + and a + ret z +; if there are sprites + ld hl,wSpriteStateData1 + $10 + ld d,a + ld e,$01 +.spriteLoop + push hl + ld a,[hli] ; image (0 if no sprite) + and a + jr z,.nextSprite + inc l + ld a,[hli] ; sprite visibility + inc a + jr z,.nextSprite + inc l + ld a,[hli] ; Y location + cp b + jr nz,.nextSprite + inc l + ld a,[hl] ; X location + cp c + jr z,.foundSpriteInFrontOfPlayer +.nextSprite + pop hl + ld a,l + add a,$10 + ld l,a + inc e + dec d + jr nz,.spriteLoop + ret +.foundSpriteInFrontOfPlayer + pop hl + ld a,l + and a,$f0 + inc a + ld l,a + set 7,[hl] + ld a,e + ld [$ff8c],a ; store sprite ID + ret + +; function to check if the player will jump down a ledge and check if the tile ahead is passable (when not surfing) +; sets the carry flag if there is a collision, and unsets it if there isn't a collision +CollisionCheckOnLand:: ; 0bd1 (0:0bd1) + ld a,[wd736] + bit 6,a ; is the player jumping? + jr nz,.noCollision +; if not jumping a ledge + ld a,[wcd38] + and a + jr nz,.noCollision + ld a,[wd52a] ; the direction that the player is trying to go in + ld d,a + ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code) + and d ; check if a sprite is in the direction the player is trying to go + jr nz,.collision + xor a + ld [$ff8c],a + call IsSpriteInFrontOfPlayer ; check for sprite collisions again? when does the above check fail to detect a sprite collision? + ld a,[$ff8c] + and a ; was there a sprite collision? + jr nz,.collision +; if no sprite collision + ld hl,TilePairCollisionsLand + call CheckForJumpingAndTilePairCollisions + jr c,.collision + call CheckTilePassable + jr nc,.noCollision +.collision + ld a,[wc02a] + cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing + jr z,.setCarry + ld a,(SFX_02_5b - SFX_Headers_02) / 3 + call PlaySound ; play collision sound (if it's not already playing) +.setCarry + scf + ret +.noCollision + and a + ret + +; function that checks if the tile in front of the player is passable +; clears carry if it is, sets carry if not +CheckTilePassable:: ; 0c10 (0:0c10) + ld a,$35 + call Predef ; get tile in front of player + ld a,[wcfc6] ; tile in front of player + ld c,a + ld hl,W_TILESETCOLLISIONPTR ; pointer to list of passable tiles + ld a,[hli] + ld h,[hl] + ld l,a ; hl now points to passable tiles +.loop + ld a,[hli] + cp a,$ff + jr z,.tileNotPassable + cp c + ret z + jr .loop +.tileNotPassable + scf + ret + +; check if the player is going to jump down a small ledge +; and check for collisions that only occur between certain pairs of tiles +; Input: hl - address of directional collision data +; sets carry if there is a collision and unsets carry if not +CheckForJumpingAndTilePairCollisions:: ; 0c2a (0:0c2a) + push hl + ld a,$35 + call Predef ; get the tile in front of the player + push de + push bc + callba HandleLedges ; check if the player is trying to jump a ledge + pop bc + pop de + pop hl + and a + ld a,[wd736] + bit 6,a ; is the player jumping? + ret nz +; if not jumping + +Func_c44:: ; 0c44 (0:0c44) + FuncCoord 8, 9 + ld a,[Coord] ; tile the player is on + ld [wcf0e],a + +CheckForTilePairCollisions:: ; 0c4a (0:0c4a) + ld a,[wcfc6] ; tile in front of the player + ld c,a +.tilePairCollisionLoop + ld a,[W_CURMAPTILESET] ; tileset number + ld b,a + ld a,[hli] + cp a,$ff + jr z,.noMatch + cp b + jr z,.tilesetMatches + inc hl +.retry + inc hl + jr .tilePairCollisionLoop +.tilesetMatches + ld a,[wcf0e] ; tile the player is on + ld b,a + ld a,[hl] + cp b + jr z,.currentTileMatchesFirstInPair + inc hl + ld a,[hl] + cp b + jr z,.currentTileMatchesSecondInPair + jr .retry +.currentTileMatchesFirstInPair + inc hl + ld a,[hl] + cp c + jr z,.foundMatch + jr .tilePairCollisionLoop +.currentTileMatchesSecondInPair + dec hl + ld a,[hli] + cp c + inc hl + jr nz,.tilePairCollisionLoop +.foundMatch + scf + ret +.noMatch + and a + ret + +; FORMAT: tileset number, tile 1, tile 2 +; terminated by 0xFF +; these entries indicate that the player may not cross between tile 1 and tile 2 +; it's mainly used to simulate differences in elevation + +TilePairCollisionsLand:: ; 0c7e (0:0c7e) + db CAVERN, $20, $05 + db CAVERN, $41, $05 + db FOREST, $30, $2E + db CAVERN, $2A, $05 + db CAVERN, $05, $21 + db FOREST, $52, $2E + db FOREST, $55, $2E + db FOREST, $56, $2E + db FOREST, $20, $2E + db FOREST, $5E, $2E + db FOREST, $5F, $2E + db $FF + +TilePairCollisionsWater:: ; 0ca0 (0:0ca0) + db FOREST, $14, $2E + db FOREST, $48, $2E + db CAVERN, $14, $05 + db $FF + +; this builds a tile map from the tile block map based on the current X/Y coordinates of the player's character +LoadCurrentMapView:: ; 0caa (0:0caa) + ld a,[H_LOADEDROMBANK] + push af + ld a,[W_TILESETBANK] ; tile data ROM bank + ld [H_LOADEDROMBANK],a + ld [$2000],a ; switch to ROM bank that contains tile data + ld a,[wd35f] ; address of upper left corner of current map view + ld e,a + ld a,[wd360] + ld d,a + ld hl,wTileMapBackup + ld b,$05 +.rowLoop ; each loop iteration fills in one row of tile blocks + push hl + push de + ld c,$06 +.rowInnerLoop ; loop to draw each tile block of the current row + push bc + push de + push hl + ld a,[de] + ld c,a ; tile block number + call DrawTileBlock + pop hl + pop de + pop bc + inc hl + inc hl + inc hl + inc hl + inc de + dec c + jr nz,.rowInnerLoop +; update tile block map pointer to next row's address + pop de + ld a,[W_CURMAPWIDTH] + add a,$06 + add e + ld e,a + jr nc,.noCarry + inc d +.noCarry +; update tile map pointer to next row's address + pop hl + ld a,$60 + add l + ld l,a + jr nc,.noCarry2 + inc h +.noCarry2 + dec b + jr nz,.rowLoop + ld hl,wTileMapBackup + ld bc,$0000 +.adjustForYCoordWithinTileBlock + ld a,[W_YBLOCKCOORD] + and a + jr z,.adjustForXCoordWithinTileBlock + ld bc,$0030 + add hl,bc +.adjustForXCoordWithinTileBlock + ld a,[W_XBLOCKCOORD] + and a + jr z,.copyToVisibleAreaBuffer + ld bc,$0002 + add hl,bc +.copyToVisibleAreaBuffer + ld de,wTileMap ; base address for the tiles that are directly transfered to VRAM during V-blank + ld b,$12 +.rowLoop2 + ld c,$14 +.rowInnerLoop2 + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.rowInnerLoop2 + ld a,$04 + add l + ld l,a + jr nc,.noCarry3 + inc h +.noCarry3 + dec b + jr nz,.rowLoop2 + pop af + ld [H_LOADEDROMBANK],a + ld [$2000],a ; restore previous ROM bank + ret + +AdvancePlayerSprite:: ; 0d27 (0:0d27) + ld a,[wSpriteStateData1 + 3] ; delta Y + ld b,a + ld a,[wSpriteStateData1 + 5] ; delta X + ld c,a + ld hl,wWalkCounter ; walking animation counter + dec [hl] + jr nz,.afterUpdateMapCoords +; if it's the end of the animation, update the player's map coordinates + ld a,[W_YCOORD] + add b + ld [W_YCOORD],a + ld a,[W_XCOORD] + add c + ld [W_XCOORD],a +.afterUpdateMapCoords + ld a,[wWalkCounter] ; walking animation counter + cp a,$07 + jp nz,.scrollBackgroundAndSprites +; if this is the first iteration of the animation + ld a,c + cp a,$01 + jr nz,.checkIfMovingWest +; moving east + ld a,[wd526] + ld e,a + and a,$e0 + ld d,a + ld a,e + add a,$02 + and a,$1f + or d + ld [wd526],a + jr .adjustXCoordWithinBlock +.checkIfMovingWest + cp a,$ff + jr nz,.checkIfMovingSouth +; moving west + ld a,[wd526] + ld e,a + and a,$e0 + ld d,a + ld a,e + sub a,$02 + and a,$1f + or d + ld [wd526],a + jr .adjustXCoordWithinBlock +.checkIfMovingSouth + ld a,b + cp a,$01 + jr nz,.checkIfMovingNorth +; moving south + ld a,[wd526] + add a,$40 + ld [wd526],a + jr nc,.adjustXCoordWithinBlock + ld a,[wd527] + inc a + and a,$03 + or a,$98 + ld [wd527],a + jr .adjustXCoordWithinBlock +.checkIfMovingNorth + cp a,$ff + jr nz,.adjustXCoordWithinBlock +; moving north + ld a,[wd526] + sub a,$40 + ld [wd526],a + jr nc,.adjustXCoordWithinBlock + ld a,[wd527] + dec a + and a,$03 + or a,$98 + ld [wd527],a +.adjustXCoordWithinBlock + ld a,c + and a + jr z,.pointlessJump ; mistake? +.pointlessJump + ld hl,W_XBLOCKCOORD + ld a,[hl] + add c + ld [hl],a + cp a,$02 + jr nz,.checkForMoveToWestBlock +; moved into the tile block to the east + xor a + ld [hl],a + ld hl,wd4e3 + inc [hl] + ld de,wd35f + call MoveTileBlockMapPointerEast + jr .updateMapView +.checkForMoveToWestBlock + cp a,$ff + jr nz,.adjustYCoordWithinBlock +; moved into the tile block to the west + ld a,$01 + ld [hl],a + ld hl,wd4e3 + dec [hl] + ld de,wd35f + call MoveTileBlockMapPointerWest + jr .updateMapView +.adjustYCoordWithinBlock + ld hl,W_YBLOCKCOORD + ld a,[hl] + add b + ld [hl],a + cp a,$02 + jr nz,.checkForMoveToNorthBlock +; moved into the tile block to the south + xor a + ld [hl],a + ld hl,wd4e2 + inc [hl] + ld de,wd35f + ld a,[W_CURMAPWIDTH] + call MoveTileBlockMapPointerSouth + jr .updateMapView +.checkForMoveToNorthBlock + cp a,$ff + jr nz,.updateMapView +; moved into the tile block to the north + ld a,$01 + ld [hl],a + ld hl,wd4e2 + dec [hl] + ld de,wd35f + ld a,[W_CURMAPWIDTH] + call MoveTileBlockMapPointerNorth +.updateMapView + call LoadCurrentMapView + ld a,[wSpriteStateData1 + 3] ; delta Y + cp a,$01 + jr nz,.checkIfMovingNorth2 +; if moving south + call ScheduleSouthRowRedraw + jr .scrollBackgroundAndSprites +.checkIfMovingNorth2 + cp a,$ff + jr nz,.checkIfMovingEast2 +; if moving north + call ScheduleNorthRowRedraw + jr .scrollBackgroundAndSprites +.checkIfMovingEast2 + ld a,[wSpriteStateData1 + 5] ; delta X + cp a,$01 + jr nz,.checkIfMovingWest2 +; if moving east + call ScheduleEastColumnRedraw + jr .scrollBackgroundAndSprites +.checkIfMovingWest2 + cp a,$ff + jr nz,.scrollBackgroundAndSprites +; if moving west + call ScheduleWestColumnRedraw +.scrollBackgroundAndSprites + ld a,[wSpriteStateData1 + 3] ; delta Y + ld b,a + ld a,[wSpriteStateData1 + 5] ; delta X + ld c,a + sla b + sla c + ld a,[$ffaf] + add b + ld [$ffaf],a ; update background scroll Y + ld a,[$ffae] + add c + ld [$ffae],a ; update background scroll X +; shift all the sprites in the direction opposite of the player's motion +; so that the player appears to move relative to them + ld hl,wSpriteStateData1 + $14 + ld a,[W_NUMSPRITES] ; number of sprites + and a ; are there any sprites? + jr z,.done + ld e,a +.spriteShiftLoop + ld a,[hl] + sub b + ld [hli],a + inc l + ld a,[hl] + sub c + ld [hl],a + ld a,$0e + add l + ld l,a + dec e + jr nz,.spriteShiftLoop +.done + ret + +; the following four functions are used to move the pointer to the upper left +; corner of the tile block map in the direction of motion + +MoveTileBlockMapPointerEast:: ; 0e65 (0:0e65) + ld a,[de] + add a,$01 + ld [de],a + ret nc + inc de + ld a,[de] + inc a + ld [de],a + ret + +MoveTileBlockMapPointerWest:: ; 0e6f (0:0e6f) + ld a,[de] + sub a,$01 + ld [de],a + ret nc + inc de + ld a,[de] + dec a + ld [de],a + ret + +MoveTileBlockMapPointerSouth:: ; 0e79 (0:0e79) + add a,$06 + ld b,a + ld a,[de] + add b + ld [de],a + ret nc + inc de + ld a,[de] + inc a + ld [de],a + ret + +MoveTileBlockMapPointerNorth:: ; 0e85 (0:0e85) + add a,$06 + ld b,a + ld a,[de] + sub b + ld [de],a + ret nc + inc de + ld a,[de] + dec a + ld [de],a + ret + +; the following 6 functions are used to tell the V-blank handler to redraw +; the portion of the map that was newly exposed due to the player's movement + +ScheduleNorthRowRedraw:: ; 0e91 (0:0e91) + FuncCoord 0, 0 + ld hl,Coord + call ScheduleRowRedrawHelper + ld a,[wd526] + ld [H_SCREENEDGEREDRAWADDR],a + ld a,[wd527] + ld [H_SCREENEDGEREDRAWADDR + 1],a + ld a,REDRAWROW + ld [H_SCREENEDGEREDRAW],a + ret + +ScheduleRowRedrawHelper:: ; 0ea6 (0:0ea6) + ld de,wScreenEdgeTiles + ld c,$28 +.loop + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.loop + ret + +ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2) + FuncCoord 0,16 + ld hl,Coord + call ScheduleRowRedrawHelper + ld a,[wd526] + ld l,a + ld a,[wd527] + ld h,a + ld bc,$0200 + add hl,bc + ld a,h + and a,$03 + or a,$98 + ld [H_SCREENEDGEREDRAWADDR + 1],a + ld a,l + ld [H_SCREENEDGEREDRAWADDR],a + ld a,REDRAWROW + ld [H_SCREENEDGEREDRAW],a + ret + +ScheduleEastColumnRedraw:: ; 0ed3 (0:0ed3) + FuncCoord 18,0 + ld hl,Coord + call ScheduleColumnRedrawHelper + ld a,[wd526] + ld c,a + and a,$e0 + ld b,a + ld a,c + add a,18 + and a,$1f + or b + ld [H_SCREENEDGEREDRAWADDR],a + ld a,[wd527] + ld [H_SCREENEDGEREDRAWADDR + 1],a + ld a,REDRAWCOL + ld [H_SCREENEDGEREDRAW],a + ret + +ScheduleColumnRedrawHelper:: ; 0ef2 (0:0ef2) + ld de,wScreenEdgeTiles + ld c,$12 +.loop + ld a,[hli] + ld [de],a + inc de + ld a,[hl] + ld [de],a + inc de + ld a,19 + add l + ld l,a + jr nc,.noCarry + inc h +.noCarry + dec c + jr nz,.loop + ret + +ScheduleWestColumnRedraw:: ; 0f08 (0:0f08) + FuncCoord 0,0 + ld hl,Coord + call ScheduleColumnRedrawHelper + ld a,[wd526] + ld [H_SCREENEDGEREDRAWADDR],a + ld a,[wd527] + ld [H_SCREENEDGEREDRAWADDR + 1],a + ld a,REDRAWCOL + ld [H_SCREENEDGEREDRAW],a + ret + +; function to write the tiles that make up a tile block to memory +; Input: c = tile block ID, hl = destination address +DrawTileBlock:: ; 0f1d (0:0f1d) + push hl + ld a,[W_TILESETBLOCKSPTR] ; pointer to tiles + ld l,a + ld a,[W_TILESETBLOCKSPTR + 1] + ld h,a + ld a,c + swap a + ld b,a + and a,$f0 + ld c,a + ld a,b + and a,$0f + ld b,a ; bc = tile block ID * 0x10 + add hl,bc + ld d,h + ld e,l ; de = address of the tile block's tiles + pop hl + ld c,$04 ; 4 loop iterations +.loop ; each loop iteration, write 4 tile numbers + push bc + ld a,[de] + ld [hli],a + inc de + ld a,[de] + ld [hli],a + inc de + ld a,[de] + ld [hli],a + inc de + ld a,[de] + ld [hl],a + inc de + ld bc,$0015 + add hl,bc + pop bc + dec c + jr nz,.loop + ret + +; function to update joypad state and simulate button presses +JoypadOverworld:: ; 0f4d (0:0f4d) + xor a + ld [wSpriteStateData1 + 3],a + ld [wSpriteStateData1 + 5],a + call RunMapScript + call Joypad + ld a,[W_FLAGS_D733] + bit 3,a ; check if a trainer wants a challenge + jr nz,.notForcedDownwards + ld a,[W_CURMAP] + cp a,ROUTE_17 ; Cycling Road + jr nz,.notForcedDownwards + ld a,[hJoyHeld] ; current joypad state + and a,%11110011 ; bit mask for all directions and A/B + jr nz,.notForcedDownwards + ld a,%10000000 ; down pressed + ld [hJoyHeld],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press +.notForcedDownwards + ld a,[wd730] + bit 7,a + ret z +; if simulating button presses + ld a,[hJoyHeld] ; current joypad state + ld b,a + ld a,[wcd3b] ; bit mask for button presses that override simulated ones + and b + ret nz ; return if the simulated button presses are overridden + ld hl,wcd38 ; index of current simulated button press + dec [hl] + ld a,[hl] + cp a,$ff + jr z,.doneSimulating ; if the end of the simulated button presses has been reached + ld hl,wccd3 ; base address of simulated button presses +; add offset to base address + add l + ld l,a + jr nc,.noCarry + inc h +.noCarry + ld a,[hl] + ld [hJoyHeld],a ; store simulated button press in joypad state + and a + ret nz + ld [hJoyPressed],a + ld [hJoyReleased],a + ret +; if done simulating button presses +.doneSimulating + xor a + ld [wcd3a],a + ld [wcd38],a + ld [wccd3],a + ld [wJoyIgnore],a + ld [hJoyHeld],a + ld hl,wd736 + ld a,[hl] + and a,$f8 + ld [hl],a + ld hl,wd730 + res 7,[hl] + ret + +; function to check the tile ahead to determine if the character should get on land or keep surfing +; sets carry if there is a collision and clears carry otherwise +; It seems that this function has a bug in it, but due to luck, it doesn't +; show up. After detecting a sprite collision, it jumps to the code that +; checks if the next tile is passable instead of just directly jumping to the +; "collision detected" code. However, it doesn't store the next tile in c, +; so the old value of c is used. 2429 is always called before this function, +; and 2429 always sets c to 0xF0. There is no 0xF0 background tile, so it +; is considered impassable and it is detected as a collision. +CollisionCheckOnWater:: ; 0fb7 (0:0fb7) + ld a,[wd730] + bit 7,a + jp nz,.noCollision ; return and clear carry if button presses are being simulated + ld a,[wd52a] ; the direction that the player is trying to go in + ld d,a + ld a,[wSpriteStateData1 + 12] ; the player sprite's collision data (bit field) (set in the sprite movement code) + and d ; check if a sprite is in the direction the player is trying to go + jr nz,.checkIfNextTileIsPassable ; bug? + ld hl,TilePairCollisionsWater + call CheckForJumpingAndTilePairCollisions + jr c,.collision + ld a,$35 + call Predef ; get tile in front of player (puts it in c and [wcfc6]) + ld a,[wcfc6] ; tile in front of player + cp a,$14 ; water tile + jr z,.noCollision ; keep surfing if it's a water tile + cp a,$32 ; either the left tile of the S.S. Anne boarding platform or the tile on eastern coastlines (depending on the current tileset) + jr z,.checkIfVermilionDockTileset + cp a,$48 ; tile on right on coast lines in Safari Zone + jr z,.noCollision ; keep surfing +; check if the [land] tile in front of the player is passable +.checkIfNextTileIsPassable + ld hl,W_TILESETCOLLISIONPTR ; pointer to list of passable tiles + ld a,[hli] + ld h,[hl] + ld l,a +.loop + ld a,[hli] + cp a,$ff + jr z,.collision + cp c + jr z,.stopSurfing ; stop surfing if the tile is passable + jr .loop +.collision + ld a,[wc02a] + cp a,(SFX_02_5b - SFX_Headers_02) / 3 ; check if collision sound is already playing + jr z,.setCarry + ld a,(SFX_02_5b - SFX_Headers_02) / 3 + call PlaySound ; play collision sound (if it's not already playing) +.setCarry + scf + jr .done +.noCollision + and a +.done + ret +.stopSurfing + xor a + ld [wd700],a + call LoadPlayerSpriteGraphics + call Func_2307 + jr .noCollision +.checkIfVermilionDockTileset + ld a, [W_CURMAPTILESET] ; tileset + cp SHIP_PORT ; Vermilion Dock tileset + jr nz, .noCollision ; keep surfing if it's not the boarding platform tile + jr .stopSurfing ; if it is the boarding platform tile, stop surfing + +; function to run the current map's script +RunMapScript:: ; 101b (0:101b) + push hl + push de + push bc + callba Func_f225 ; check if the player is pushing a boulder + ld a,[wFlags_0xcd60] + bit 1,a ; is the player pushing a boulder? + jr z,.afterBoulderEffect + callba Func_f2b5 ; displays dust effect when pushing a boulder +.afterBoulderEffect + pop bc + pop de + pop hl + call Func_310e + ld a,[W_CURMAP] ; current map number + call SwitchToMapRomBank ; change to the ROM bank the map's data is in + ld hl,W_MAPSCRIPTPTR + ld a,[hli] + ld h,[hl] + ld l,a + ld de,.return + push de + jp [hl] ; jump to script +.return + ret + +LoadWalkingPlayerSpriteGraphics:: ; 104d (0:104d) + ld de,RedSprite ; $4180 + ld hl,vNPCSprites + jr LoadPlayerSpriteGraphicsCommon + +LoadSurfingPlayerSpriteGraphics:: ; 1055 (0:1055) + ld de,SeelSprite + ld hl,vNPCSprites + jr LoadPlayerSpriteGraphicsCommon + +LoadBikePlayerSpriteGraphics:: ; 105d (0:105d) + ld de,RedCyclingSprite + ld hl,vNPCSprites + +LoadPlayerSpriteGraphicsCommon:: ; 1063 (0:1063) + push de + push hl + ld bc,(BANK(RedSprite) << 8) + $0c + call CopyVideoData + pop hl + pop de + ld a,$c0 + add e + ld e,a + jr nc,.noCarry + inc d +.noCarry + set 3,h + ld bc,$050c + jp CopyVideoData + +; function to load data from the map header +LoadMapHeader:: ; 107c (0:107c) + callba Func_f113 + ld a,[W_CURMAPTILESET] + ld [wd119],a + ld a,[W_CURMAP] + call SwitchToMapRomBank + ld a,[W_CURMAPTILESET] + ld b,a + res 7,a + ld [W_CURMAPTILESET],a + ld [$ff8b],a + bit 7,b + ret nz + ld hl,MapHeaderPointers + ld a,[W_CURMAP] + sla a + jr nc,.noCarry1 + inc h +.noCarry1 + add l + ld l,a + jr nc,.noCarry2 + inc h +.noCarry2 + ld a,[hli] + ld h,[hl] + ld l,a ; hl = base of map header +; copy the first 10 bytes (the fixed area) of the map data to D367-D370 + ld de,W_CURMAPTILESET + ld c,$0a +.copyFixedHeaderLoop + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.copyFixedHeaderLoop +; initialize all the connected maps to disabled at first, before loading the actual values + ld a,$ff + ld [W_MAPCONN1PTR],a + ld [W_MAPCONN2PTR],a + ld [W_MAPCONN3PTR],a + ld [W_MAPCONN4PTR],a +; copy connection data (if any) to WRAM + ld a,[W_MAPCONNECTIONS] + ld b,a +.checkNorth + bit 3,b + jr z,.checkSouth + ld de,W_MAPCONN1PTR + call CopyMapConnectionHeader +.checkSouth + bit 2,b + jr z,.checkWest + ld de,W_MAPCONN2PTR + call CopyMapConnectionHeader +.checkWest + bit 1,b + jr z,.checkEast + ld de,W_MAPCONN3PTR + call CopyMapConnectionHeader +.checkEast + bit 0,b + jr z,.getObjectDataPointer + ld de,W_MAPCONN4PTR + call CopyMapConnectionHeader +.getObjectDataPointer + ld a,[hli] + ld [wd3a9],a + ld a,[hli] + ld [wd3aa],a + push hl + ld a,[wd3a9] + ld l,a + ld a,[wd3aa] + ld h,a ; hl = base of object data + ld de,wd3ad ; background tile ID + ld a,[hli] + ld [de],a ; save background tile ID +.loadWarpData + ld a,[hli] ; number of warps + ld [wd3ae],a ; save the number of warps + and a ; are there any warps? + jr z,.loadSignData ; if not, skip this + ld c,a + ld de,wd3af ; base address of warps +.warpLoop ; one warp per loop iteration + ld b,$04 +.warpInnerLoop + ld a,[hli] + ld [de],a + inc de + dec b + jr nz,.warpInnerLoop + dec c + jr nz,.warpLoop +.loadSignData + ld a,[hli] ; number of signs + ld [wd4b0],a ; save the number of signs + and a ; are there any signs? + jr z,.loadSpriteData ; if not, skip this + ld c,a + ld de,wd4d1 ; base address of sign text IDs + ld a,d + ld [$ff95],a + ld a,e + ld [$ff96],a + ld de,wd4b1 ; base address of sign coordinates +.signLoop + ld a,[hli] + ld [de],a + inc de + ld a,[hli] + ld [de],a + inc de + push de + ld a,[$ff95] + ld d,a + ld a,[$ff96] + ld e,a + ld a,[hli] + ld [de],a + inc de + ld a,d + ld [$ff95],a + ld a,e + ld [$ff96],a + pop de + dec c + jr nz,.signLoop +.loadSpriteData + ld a,[wd72e] + bit 5,a ; did a battle happen immediately before this? + jp nz,.finishUp ; if so, skip this because battles don't destroy this data + ld a,[hli] + ld [W_NUMSPRITES],a ; save the number of sprites + push hl +; zero C110-C1FF and C210-C2FF + ld hl,wSpriteStateData1 + $10 + ld de,wSpriteStateData2 + $10 + xor a + ld b,$f0 +.zeroSpriteDataLoop + ld [hli],a + ld [de],a + inc e + dec b + jr nz,.zeroSpriteDataLoop +; initialize all C100-C1FF sprite entries to disabled (other than player's) + ld hl,wSpriteStateData1 + $12 + ld de,$0010 + ld c,$0f +.disableSpriteEntriesLoop + ld [hl],$ff + add hl,de + dec c + jr nz,.disableSpriteEntriesLoop + pop hl + ld de,wSpriteStateData1 + $10 + ld a,[W_NUMSPRITES] ; number of sprites + and a ; are there any sprites? + jp z,.finishUp ; if there are no sprites, skip the rest + ld b,a + ld c,$00 +.loadSpriteLoop + ld a,[hli] + ld [de],a ; store picture ID at C1X0 + inc d + ld a,$04 + add e + ld e,a + ld a,[hli] + ld [de],a ; store Y position at C2X4 + inc e + ld a,[hli] + ld [de],a ; store X position at C2X5 + inc e + ld a,[hli] + ld [de],a ; store movement byte 1 at C2X6 + ld a,[hli] + ld [$ff8d],a ; save movement byte 2 + ld a,[hli] + ld [$ff8e],a ; save text ID and flags byte + push bc + push hl + ld b,$00 + ld hl,W_MAPSPRITEDATA + add hl,bc + ld a,[$ff8d] + ld [hli],a ; store movement byte 2 in byte 0 of sprite entry + ld a,[$ff8e] + ld [hl],a ; this appears pointless, since the value is overwritten immediately after + ld a,[$ff8e] + ld [$ff8d],a + and a,$3f + ld [hl],a ; store text ID in byte 1 of sprite entry + pop hl + ld a,[$ff8d] + bit 6,a + jr nz,.trainerSprite + bit 7,a + jr nz,.itemBallSprite + jr .regularSprite +.trainerSprite + ld a,[hli] + ld [$ff8d],a ; save trainer class + ld a,[hli] + ld [$ff8e],a ; save trainer number (within class) + push hl + ld hl,W_MAPSPRITEEXTRADATA + add hl,bc + ld a,[$ff8d] + ld [hli],a ; store trainer class in byte 0 of the entry + ld a,[$ff8e] + ld [hl],a ; store trainer number in byte 1 of the entry + pop hl + jr .nextSprite +.itemBallSprite + ld a,[hli] + ld [$ff8d],a ; save item number + push hl + ld hl,W_MAPSPRITEEXTRADATA + add hl,bc + ld a,[$ff8d] + ld [hli],a ; store item number in byte 0 of the entry + xor a + ld [hl],a ; zero byte 1, since it is not used + pop hl + jr .nextSprite +.regularSprite + push hl + ld hl,W_MAPSPRITEEXTRADATA + add hl,bc +; zero both bytes, since regular sprites don't use this extra space + xor a + ld [hli],a + ld [hl],a + pop hl +.nextSprite + pop bc + dec d + ld a,$0a + add e + ld e,a + inc c + inc c + dec b + jp nz,.loadSpriteLoop +.finishUp + ld a,$19 + call Predef ; load tileset data + callab LoadWildData ; load wild pokemon data + pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose) + ld a,[W_CURMAPHEIGHT] ; map height in 4x4 tile blocks + add a ; double it + ld [wd524],a ; store map height in 2x2 tile blocks + ld a,[W_CURMAPWIDTH] ; map width in 4x4 tile blocks + add a ; double it + ld [wd525],a ; map width in 2x2 tile blocks + ld a,[W_CURMAP] + ld c,a + ld b,$00 + ld a,[H_LOADEDROMBANK] + push af + ld a, BANK(MapSongBanks) + ld [H_LOADEDROMBANK],a + ld [$2000],a + ld hl, MapSongBanks + add hl,bc + add hl,bc + ld a,[hli] + ld [wd35b],a ; music 1 + ld a,[hl] + ld [wd35c],a ; music 2 + pop af + ld [H_LOADEDROMBANK],a + ld [$2000],a + ret + +; function to copy map connection data from ROM to WRAM +; Input: hl = source, de = destination +CopyMapConnectionHeader:: ; 1238 (0:1238) + ld c,$0b +.loop + ld a,[hli] + ld [de],a + inc de + dec c + jr nz,.loop + ret + +; function to load map data +LoadMapData:: ; 1241 (0:1241) + ld a,[H_LOADEDROMBANK] + push af + call DisableLCD + ld a,$98 + ld [wd527],a + xor a + ld [wd526],a + ld [$ffaf],a + ld [$ffae],a + ld [wWalkCounter],a + ld [wd119],a + ld [wd11a],a + ld [W_SPRITESETID],a + call LoadTextBoxTilePatterns + call LoadMapHeader + callba InitMapSprites ; load tile pattern data for sprites + call LoadTileBlockMap + call LoadTilesetTilePatternData + call LoadCurrentMapView +; copy current map view to VRAM + ld hl,wTileMap + ld de,vBGMap0 + ld b,18 +.vramCopyLoop + ld c,20 +.vramCopyInnerLoop + ld a,[hli] + ld [de],a + inc e + dec c + jr nz,.vramCopyInnerLoop + ld a,32 - 20 + add e + ld e,a + jr nc,.noCarry + inc d +.noCarry + dec b + jr nz,.vramCopyLoop + ld a,$01 + ld [wcfcb],a + call EnableLCD + ld b,$09 + call GoPAL_SET + call LoadPlayerSpriteGraphics + ld a,[wd732] + and a,$18 ; did the player fly or teleport in? + jr nz,.restoreRomBank + ld a,[W_FLAGS_D733] + bit 1,a + jr nz,.restoreRomBank + call Func_235f ; music related + call Func_2312 ; music related +.restoreRomBank + pop af + ld [H_LOADEDROMBANK],a + ld [$2000],a + ret + +; function to switch to the ROM bank that a map is stored in +; Input: a = map number +SwitchToMapRomBank:: ; 12bc (0:12bc) + push hl + push bc + ld c,a + ld b,$00 + ld a,Bank(MapHeaderBanks) + call BankswitchHome ; switch to ROM bank 3 + ld hl,MapHeaderBanks + add hl,bc + ld a,[hl] + ld [$ffe8],a ; save map ROM bank + call BankswitchBack + ld a,[$ffe8] + ld [H_LOADEDROMBANK],a + ld [$2000],a ; switch to map ROM bank + pop bc + pop hl + ret + +Func_12da:: ; 12da (0:12da) + ld a, $1e + ld [wd13a], a + ld hl, wd730 + ld a, [hl] + or $26 + ld [hl], a + ret + +Func_12e7:: ; 12e7 (0:12e7) + ld hl, wd728 + res 0, [hl] + ret + +ForceBikeOrSurf:: ; 12ed (0:12ed) + ld b, BANK(RedSprite) + ld hl, LoadPlayerSpriteGraphics + call Bankswitch + jp Func_2307 ; update map/player state? -- cgit v1.2.3 From 6d64c3e01d43819b7e5628ee3ecc3a1cae529b05 Mon Sep 17 00:00:00 2001 From: yenatch Date: Fri, 30 May 2014 19:52:24 -0700 Subject: Split the text engine out of home.asm. --- home/text.asm | 738 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 738 insertions(+) create mode 100644 home/text.asm (limited to 'home') diff --git a/home/text.asm b/home/text.asm new file mode 100644 index 00000000..7d8ea61b --- /dev/null +++ b/home/text.asm @@ -0,0 +1,738 @@ +TextBoxBorder:: +; Draw a cxb text box at hl. + + ; top row + push hl + ld a, "┌" + ld [hli], a + inc a ; ─ + call NPlaceChar + inc a ; ┐ + ld [hl], a + pop hl + + ld de, 20 + add hl, de + + ; middle rows +.next + push hl + ld a, "│" + ld [hli],a + ld a, " " + call NPlaceChar + ld [hl], "│" + pop hl + + ld de, 20 + add hl, de + dec b + jr nz, .next + + ; bottom row + ld a, "└" + ld [hli], a + ld a, "─" + call NPlaceChar + ld [hl], "┘" + ret + +NPlaceChar:: +; Place char a c times. + ld d, c +.loop + ld [hli], a + dec d + jr nz, .loop + ret + +PlaceString:: ; 1955 (0:1955) + push hl +PlaceNextChar:: ; 1956 (0:1956) + ld a,[de] + + cp "@" + jr nz,.PlaceText + ld b,h + ld c,l + pop hl + ret + +.PlaceText + cp $4E + jr nz,.next + ld bc,$0028 + ld a,[$FFF6] + bit 2,a + jr z,.next2 + ld bc,$14 +.next2 + pop hl + add hl,bc + push hl + jp Next19E8 + +.next + cp $4F + jr nz,.next3 + pop hl + FuncCoord 1, 16 + ld hl,Coord + push hl + jp Next19E8 + +.next3 ; Check against a dictionary + and a + jp z,Char00 + cp $4C + jp z,Char4C + cp $4B + jp z,Char4B + cp $51 + jp z,Char51 + cp $49 + jp z,Char49 + cp $52 + jp z,Char52 + cp $53 + jp z,Char53 + cp $54 + jp z,Char54 + cp $5B + jp z,Char5B + cp $5E + jp z,Char5E + cp $5C + jp z,Char5C + cp $5D + jp z,Char5D + cp $55 + jp z,Char55 + cp $56 + jp z,Char56 + cp $57 + jp z,Char57 + cp $58 + jp z,Char58 + cp $4A + jp z,Char4A + cp $5F + jp z,Char5F + cp $59 + jp z,Char59 + cp $5A + jp z,Char5A + ld [hli],a + call PrintLetterDelay +Next19E8:: ; 19e8 (0:19e8) + inc de + jp PlaceNextChar + +Char00:: ; 19ec (0:19ec) + ld b,h + ld c,l + pop hl + ld de,Char00Text + dec de + ret + +Char00Text:: ; 0x19f4 “%d ERROR.” + TX_FAR _Char00Text + db "@" + +Char52:: ; 0x19f9 player’s name + push de + ld de,W_PLAYERNAME + jr FinishDTE + +Char53:: ; 19ff (0:19ff) ; rival’s name + push de + ld de,W_RIVALNAME + jr FinishDTE + +Char5D:: ; 1a05 (0:1a05) ; TRAINER + push de + ld de,Char5DText + jr FinishDTE + +Char5C:: ; 1a0b (0:1a0b) ; TM + push de + ld de,Char5CText + jr FinishDTE + +Char5B:: ; 1a11 (0:1a11) ; PC + push de + ld de,Char5BText + jr FinishDTE + +Char5E:: ; 1a17 (0:1a17) ; ROCKET + push de + ld de,Char5EText + jr FinishDTE + +Char54:: ; 1a1d (0:1a1d) ; POKé + push de + ld de,Char54Text + jr FinishDTE + +Char56:: ; 1a23 (0:1a23) ; …… + push de + ld de,Char56Text + jr FinishDTE + +Char4A:: ; 1a29 (0:1a29) ; PKMN + push de + ld de,Char4AText + jr FinishDTE + +Char59:: ; 1a2f (0:1a2f) +; depending on whose turn it is, print +; enemy active monster’s name, prefixed with “Enemy ” +; or +; player active monster’s name +; (like Char5A but flipped) + ld a,[H_WHOSETURN] + xor 1 + jr MonsterNameCharsCommon + +Char5A:: ; 1a35 (0:1a35) +; depending on whose turn it is, print +; player active monster’s name +; or +; enemy active monster’s name, prefixed with “Enemy ” + ld a,[H_WHOSETURN] +MonsterNameCharsCommon:: ; 1a37 (0:1a37) + push de + and a + jr nz,.Enemy + ld de,W_PLAYERMONNAME ; player active monster name + jr FinishDTE + +.Enemy ; 1A40 + ; print “Enemy ” + ld de,Char5AText + call PlaceString + + ld h,b + ld l,c + ld de,W_ENEMYMONNAME ; enemy active monster name + +FinishDTE:: ; 1a4b (0:1a4b) + call PlaceString + ld h,b + ld l,c + pop de + inc de + jp PlaceNextChar + +Char5CText:: ; 1a55 (0:1a55) + db "TM@" +Char5DText:: ; 1a58 (0:1a58) + db "TRAINER@" +Char5BText:: ; 1a60 (0:1a60) + db "PC@" +Char5EText:: ; 1a63 (0:1a63) + db "ROCKET@" +Char54Text:: ; 1a6a (0:1a6a) + db "POKé@" +Char56Text:: ; 1a6f (0:1a6f) + db "……@" +Char5AText:: ; 1a72 (0:1a72) + db "Enemy @" +Char4AText:: ; 1a79 (0:1a79) + db $E1,$E2,"@" ; PKMN + +Char55:: ; 1a7c (0:1a7c) + push de + ld b,h + ld c,l + ld hl,Char55Text + call TextCommandProcessor + ld h,b + ld l,c + pop de + inc de + jp PlaceNextChar + +Char55Text:: ; 1a8c (0:1a8c) +; equivalent to Char4B + TX_FAR _Char55Text + db "@" + +Char5F:: ; 1a91 (0:1a91) +; ends a Pokédex entry + ld [hl],"." + pop hl + ret + +Char58:: ; 1a95 (0:1a95) + ld a,[W_ISLINKBATTLE] + cp 4 + jp z,Next1AA2 + ld a,$EE + FuncCoord 18, 16 + ld [Coord],a +Next1AA2:: ; 1aa2 (0:1aa2) + call ProtectedDelay3 + call ManualTextScroll + ld a,$7F + FuncCoord 18, 16 + ld [Coord],a +Char57:: ; 1aad (0:1aad) + pop hl + ld de,Char58Text + dec de + ret + +Char58Text:: ; 1ab3 (0:1ab3) + db "@" + +Char51:: ; 1ab4 (0:1ab4) + push de + ld a,$EE + FuncCoord 18, 16 + ld [Coord],a + call ProtectedDelay3 + call ManualTextScroll + FuncCoord 1, 13 + ld hl,Coord + ld bc,$0412 + call ClearScreenArea + ld c,$14 + call DelayFrames + pop de + FuncCoord 1, 14 + ld hl,Coord + jp Next19E8 + +Char49:: ; 1ad5 (0:1ad5) + push de + ld a,$EE + FuncCoord 18, 16 + ld [Coord],a + call ProtectedDelay3 + call ManualTextScroll + FuncCoord 1, 10 + ld hl,Coord + ld bc,$0712 + call ClearScreenArea + ld c,$14 + call DelayFrames + pop de + pop hl + FuncCoord 1, 11 + ld hl,Coord + push hl + jp Next19E8 + +Char4B:: ; 1af8 (0:1af8) + ld a,$EE + FuncCoord 18, 16 + ld [Coord],a + call ProtectedDelay3 + push de + call ManualTextScroll + pop de + ld a,$7F + FuncCoord 18, 16 + ld [Coord],a + ;fall through +Char4C:: ; 1b0a (0:1b0a) + push de + call Next1B18 + call Next1B18 + FuncCoord 1, 16 + ld hl,Coord + pop de + jp Next19E8 + +Next1B18:: ; 1b18 (0:1b18) + FuncCoord 0, 14 + ld hl,Coord + FuncCoord 0, 13 + ld de,Coord + ld b,$3C +.next + ld a,[hli] + ld [de],a + inc de + dec b + jr nz,.next + FuncCoord 1, 16 + ld hl,Coord + ld a,$7F + ld b,$12 +.next2 + ld [hli],a + dec b + jr nz,.next2 + + ; wait five frames + ld b,5 +.WaitFrame + call DelayFrame + dec b + jr nz,.WaitFrame + + ret + +ProtectedDelay3:: ; 1b3a (0:1b3a) + push bc + call Delay3 + pop bc + ret + +TextCommandProcessor:: ; 1b40 (0:1b40) + ld a,[wd358] + push af + set 1,a + ld e,a + ld a,[$fff4] + xor e + ld [wd358],a + ld a,c + ld [wcc3a],a + ld a,b + ld [wcc3b],a + +NextTextCommand:: ; 1b55 (0:1b55) + ld a,[hli] + cp a, "@" ; terminator + jr nz,.doTextCommand + pop af + ld [wd358],a + ret +.doTextCommand + push hl + cp a,$17 + jp z,TextCommand17 + cp a,$0e + jp nc,TextCommand0B ; if a != 0x17 and a >= 0xE, go to command 0xB +; if a < 0xE, use a jump table + ld hl,TextCommandJumpTable + push bc + add a + ld b,$00 + ld c,a + add hl,bc + pop bc + ld a,[hli] + ld h,[hl] + ld l,a + jp [hl] + +; draw box +; 04AAAABBCC +; AAAA = address of upper left corner +; BB = height +; CC = width +TextCommand04:: ; 1b78 (0:1b78) + pop hl + ld a,[hli] + ld e,a + ld a,[hli] + ld d,a + ld a,[hli] + ld b,a + ld a,[hli] + ld c,a + push hl + ld h,d + ld l,e + call TextBoxBorder + pop hl + jr NextTextCommand + +; place string inline +; 00{string} +TextCommand00:: ; 1b8a (0:1b8a) + pop hl + ld d,h + ld e,l + ld h,b + ld l,c + call PlaceString + ld h,d + ld l,e + inc hl + jr NextTextCommand + +; place string from RAM +; 01AAAA +; AAAA = address of string +TextCommand01:: ; 1b97 (0:1b97) + pop hl + ld a,[hli] + ld e,a + ld a,[hli] + ld d,a + push hl + ld h,b + ld l,c + call PlaceString + pop hl + jr NextTextCommand + +; print BCD number +; 02AAAABB +; AAAA = address of BCD number +; BB +; bits 0-4 = length in bytes +; bits 5-7 = unknown flags +TextCommand02:: ; 1ba5 (0:1ba5) + pop hl + ld a,[hli] + ld e,a + ld a,[hli] + ld d,a + ld a,[hli] + push hl + ld h,b + ld l,c + ld c,a + call PrintBCDNumber + ld b,h + ld c,l + pop hl + jr NextTextCommand + +; repoint destination address +; 03AAAA +; AAAA = new destination address +TextCommand03:: ; 1bb7 (0:1bb7) + pop hl + ld a,[hli] + ld [wcc3a],a + ld c,a + ld a,[hli] + ld [wcc3b],a + ld b,a + jp NextTextCommand + +; repoint destination to second line of dialogue text box +; 05 +; (no arguments) +TextCommand05:: ; 1bc5 (0:1bc5) + pop hl + FuncCoord 1, 16 + ld bc,Coord ; address of second line of dialogue text box + jp NextTextCommand + +; blink arrow and wait for A or B to be pressed +; 06 +; (no arguments) +TextCommand06:: ; 1bcc (0:1bcc) + ld a,[W_ISLINKBATTLE] + cp a,$04 + jp z,TextCommand0D + ld a,$ee ; down arrow + FuncCoord 18, 16 + ld [Coord],a ; place down arrow in lower right corner of dialogue text box + push bc + call ManualTextScroll ; blink arrow and wait for A or B to be pressed + pop bc + ld a," " + FuncCoord 18, 16 + ld [Coord],a ; overwrite down arrow with blank space + pop hl + jp NextTextCommand + +; scroll text up one line +; 07 +; (no arguments) +TextCommand07:: ; 1be7 (0:1be7) + ld a," " + FuncCoord 18, 16 + ld [Coord],a ; place blank space in lower right corner of dialogue text box + call Next1B18 ; scroll up text + call Next1B18 + pop hl + FuncCoord 1, 16 + ld bc,Coord ; address of second line of dialogue text box + jp NextTextCommand + +; execute asm inline +; 08{code} +TextCommand08:: ; 1bf9 (0:1bf9) + pop hl + ld de,NextTextCommand + push de ; return address + jp [hl] + +; print decimal number (converted from binary number) +; 09AAAABB +; AAAA = address of number +; BB +; bits 0-3 = how many digits to display +; bits 4-7 = how long the number is in bytes +TextCommand09:: ; 1bff (0:1bff) + pop hl + ld a,[hli] + ld e,a + ld a,[hli] + ld d,a + ld a,[hli] + push hl + ld h,b + ld l,c + ld b,a + and a,$0f + ld c,a + ld a,b + and a,$f0 + swap a + set 6,a + ld b,a + call PrintNumber + ld b,h + ld c,l + pop hl + jp NextTextCommand + +; wait half a second if the user doesn't hold A or B +; 0A +; (no arguments) +TextCommand0A:: ; 1c1d (0:1c1d) + push bc + call Joypad + ld a,[hJoyHeld] + and a,%00000011 ; A and B buttons + jr nz,.skipDelay + ld c,30 + call DelayFrames +.skipDelay + pop bc + pop hl + jp NextTextCommand + +; plays sounds +; this actually handles various command ID's, not just 0B +; (no arguments) +TextCommand0B:: ; 1c31 (0:1c31) + pop hl + push bc + dec hl + ld a,[hli] + ld b,a ; b = command number that got us here + push hl + ld hl,TextCommandSounds +.loop + ld a,[hli] + cp b + jr z,.matchFound + inc hl + jr .loop +.matchFound + cp a,$14 + jr z,.pokemonCry + cp a,$15 + jr z,.pokemonCry + cp a,$16 + jr z,.pokemonCry + ld a,[hl] + call PlaySound + call WaitForSoundToFinish + pop hl + pop bc + jp NextTextCommand +.pokemonCry + push de + ld a,[hl] + call PlayCry + pop de + pop hl + pop bc + jp NextTextCommand + +; format: text command ID, sound ID or cry ID +TextCommandSounds:: ; 1c64 (0:1c64) + db $0B,(SFX_02_3a - SFX_Headers_02) / 3 + db $12,(SFX_02_46 - SFX_Headers_02) / 3 + db $0E,(SFX_02_41 - SFX_Headers_02) / 3 + db $0F,(SFX_02_3a - SFX_Headers_02) / 3 + db $10,(SFX_02_3b - SFX_Headers_02) / 3 + db $11,(SFX_02_42 - SFX_Headers_02) / 3 + db $13,(SFX_02_44 - SFX_Headers_02) / 3 + db $14,NIDORINA ; used in OakSpeech + db $15,PIDGEOT ; used in SaffronCityText12 + db $16,DEWGONG ; unused? + +; draw ellipses +; 0CAA +; AA = number of ellipses to draw +TextCommand0C:: ; 1c78 (0:1c78) + pop hl + ld a,[hli] + ld d,a + push hl + ld h,b + ld l,c +.loop + ld a,$75 ; ellipsis + ld [hli],a + push de + call Joypad + pop de + ld a,[hJoyHeld] ; joypad state + and a,%00000011 ; is A or B button pressed? + jr nz,.skipDelay ; if so, skip the delay + ld c,10 + call DelayFrames +.skipDelay + dec d + jr nz,.loop + ld b,h + ld c,l + pop hl + jp NextTextCommand + +; wait for A or B to be pressed +; 0D +; (no arguments) +TextCommand0D:: ; 1c9a (0:1c9a) + push bc + call ManualTextScroll ; wait for A or B to be pressed + pop bc + pop hl + jp NextTextCommand + +; process text commands in another ROM bank +; 17AAAABB +; AAAA = address of text commands +; BB = bank +TextCommand17:: ; 1ca3 (0:1ca3) + pop hl + ld a,[H_LOADEDROMBANK] + push af + ld a,[hli] + ld e,a + ld a,[hli] + ld d,a + ld a,[hli] + ld [H_LOADEDROMBANK],a + ld [$2000],a + push hl + ld l,e + ld h,d + call TextCommandProcessor + pop hl + pop af + ld [H_LOADEDROMBANK],a + ld [$2000],a + jp NextTextCommand + +TextCommandJumpTable:: ; 1cc1 (0:1cc1) + dw TextCommand00 + dw TextCommand01 + dw TextCommand02 + dw TextCommand03 + dw TextCommand04 + dw TextCommand05 + dw TextCommand06 + dw TextCommand07 + dw TextCommand08 + dw TextCommand09 + dw TextCommand0A + dw TextCommand0B + dw TextCommand0C + dw TextCommand0D -- cgit v1.2.3 From 6d8c6055b5d5910d4da6997199f0984f8cd9149f Mon Sep 17 00:00:00 2001 From: yenatch Date: Sat, 31 May 2014 01:22:15 -0700 Subject: Split more code out of home.asm. --- home/audio.asm | 183 ++++++++++++++++++ home/fade.asm | 73 +++++++ home/init.asm | 139 +++++++++++++ home/pic.asm | 591 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ home/predef.asm | 50 +++++ home/vblank.asm | 105 ++++++++++ home/vcopy.asm | 450 ++++++++++++++++++++++++++++++++++++++++++ 7 files changed, 1591 insertions(+) create mode 100644 home/audio.asm create mode 100644 home/fade.asm create mode 100644 home/init.asm create mode 100644 home/pic.asm create mode 100644 home/predef.asm create mode 100644 home/vblank.asm create mode 100644 home/vcopy.asm (limited to 'home') diff --git a/home/audio.asm b/home/audio.asm new file mode 100644 index 00000000..724b8c5f --- /dev/null +++ b/home/audio.asm @@ -0,0 +1,183 @@ +Func_2307:: ; 2307 (0:2307) + call WaitForSoundToFinish + xor a + ld c, a + ld d, a + ld [wcfca], a + jr asm_2324 + +Func_2312:: ; 2312 (0:2312) + ld c, $a + ld d, $0 + ld a, [wd72e] + bit 5, a + jr z, asm_2324 + xor a + ld [wcfca], a + ld c, $8 + ld d, c +asm_2324:: ; 2324 (0:2324) + ld a, [wd700] + and a + jr z, .asm_2343 + cp $2 + jr z, .asm_2332 + ld a, MUSIC_BIKE_RIDING + jr .asm_2334 +.asm_2332 + ld a, MUSIC_SURFING +.asm_2334 + ld b, a + ld a, d + and a + ld a, Bank(Func_7d8ea) + jr nz, .asm_233e + ld [wc0ef], a +.asm_233e + ld [wc0f0], a + jr .asm_234c +.asm_2343 + ld a, [wd35b] + ld b, a + call Func_2385 + jr c, .asm_2351 +.asm_234c + ld a, [wcfca] + cp b + ret z +.asm_2351 + ld a, c + ld [wMusicHeaderPointer], a + ld a, b + ld [wcfca], a + ld [wc0ee], a + jp PlaySound + +Func_235f:: ; 235f (0:235f) + ld a, [wc0ef] + ld b, a + cp $2 + jr nz, .checkForBank08 +.bank02 + ld hl, Func_9103 + jr .asm_2378 +.checkForBank08 + cp $8 + jr nz, .bank1F +.bank08 + ld hl, Func_21879 + jr .asm_2378 +.bank1F + ld hl, Func_7d177 +.asm_2378 + ld c, $6 +.asm_237a + push bc + push hl + call Bankswitch + pop hl + pop bc + dec c + jr nz, .asm_237a + ret + +Func_2385:: ; 2385 (0:2385) + ld a, [wd35c] + ld e, a + ld a, [wc0ef] + cp e + jr nz, .asm_2394 + ld [wc0f0], a + and a + ret +.asm_2394 + ld a, c + and a + ld a, e + jr nz, .asm_239c + ld [wc0ef], a +.asm_239c + ld [wc0f0], a + scf + ret + +PlayMusic:: ; 23a1 (0:23a1) + ld b, a + ld [wc0ee], a + xor a + ld [wMusicHeaderPointer], a + ld a, c + ld [wc0ef], a + ld [wc0f0], a + ld a, b + +; plays music specified by a. If value is $ff, music is stopped +PlaySound:: ; 23b1 (0:23b1) + push hl + push de + push bc + ld b, a + ld a, [wc0ee] + and a + jr z, .asm_23c8 + xor a + ld [wc02a], a + ld [wc02b], a + ld [wc02c], a + ld [wc02d], a +.asm_23c8 + ld a, [wMusicHeaderPointer] + and a + jr z, .asm_23e3 + ld a, [wc0ee] + and a + jr z, .asm_2425 + xor a + ld [wc0ee], a + ld a, [wcfca] + cp $ff + jr nz, .asm_2414 + xor a + ld [wMusicHeaderPointer], a +.asm_23e3 + xor a + ld [wc0ee], a + ld a, [H_LOADEDROMBANK] + ld [$ffb9], a + ld a, [wc0ef] + ld [H_LOADEDROMBANK], a + ld [$2000], a + cp $2 + jr nz, .checkForBank08 +.bank02 + ld a, b + call Func_9876 + jr .asm_240b +.checkForBank08 + cp $8 + jr nz, .bank1F +.bank08 + ld a, b + call Func_22035 + jr .asm_240b +.bank1F + ld a, b + call Func_7d8ea +.asm_240b + ld a, [$ffb9] + ld [H_LOADEDROMBANK], a + ld [$2000], a + jr .asm_2425 +.asm_2414 + ld a, b + ld [wcfca], a + ld a, [wMusicHeaderPointer] + ld [wcfc8], a + ld [wcfc9], a + ld a, b + ld [wMusicHeaderPointer], a +.asm_2425 + pop bc + pop de + pop hl + ret diff --git a/home/fade.asm b/home/fade.asm new file mode 100644 index 00000000..9b55eaf2 --- /dev/null +++ b/home/fade.asm @@ -0,0 +1,73 @@ +; These routines manage gradual fading +; (e.g., entering a doorway) +LoadGBPal:: + ld a, [wd35d] ;tells if cur.map is dark (requires HM5_FLASH?) + ld b, a + ld hl, FadePal4 + ld a, l + sub b + ld l, a + jr nc, .ok + dec h +.ok + ld a, [hli] + ld [rBGP], a + ld a, [hli] + ld [rOBP0], a + ld a, [hli] + ld [rOBP1], a + ret + +GBFadeOut1:: + ld hl, FadePal1 + ld b, 4 + jr GBFadeOutCommon + +GBFadeOut2:: + ld hl, FadePal6 + ld b, 3 + +GBFadeOutCommon:: + ld a, [hli] + ld [rBGP], a + ld a, [hli] + ld [rOBP0], a + ld a, [hli] + ld [rOBP1], a + ld c, 8 + call DelayFrames + dec b + jr nz, GBFadeOutCommon + ret + +GBFadeIn1:: + ld hl, FadePal4 + 2 + ld b, 4 + jr GBFadeInCommon + +GBFadeIn2:: + ld hl, FadePal7 + 2 + ld b, 3 + +GBFadeInCommon:: + ld a, [hld] + ld [rOBP1], a + ld a, [hld] + ld [rOBP0], a + ld a, [hld] + ld [rBGP], a + ld c, 8 + call DelayFrames + dec b + jr nz, GBFadeInCommon + ret + +FadePal1:: db %11111111, %11111111, %11111111 +FadePal2:: db %11111110, %11111110, %11111000 +FadePal3:: db %11111001, %11100100, %11100100 +FadePal4:: db %11100100, %11010000, %11100000 +; rBGP rOBP0 rOBP1 +FadePal5:: db %11100100, %11010000, %11100000 +FadePal6:: db %10010000, %10000000, %10010000 +FadePal7:: db %01000000, %01000000, %01000000 +FadePal8:: db %00000000, %00000000, %00000000 diff --git a/home/init.asm b/home/init.asm new file mode 100644 index 00000000..939e81b5 --- /dev/null +++ b/home/init.asm @@ -0,0 +1,139 @@ +SoftReset:: + call StopAllSounds + call GBPalWhiteOut + ld c, $20 + call DelayFrames + ; fallthrough + +Init:: +; Program init. + +rLCDC_DEFAULT EQU %11100011 +; * LCD enabled +; * Window tile map at $9C00 +; * Window display enabled +; * BG and window tile data at $8800 +; * BG tile map at $9800 +; * 8x8 OBJ size +; * OBJ display enabled +; * BG display enabled + + di + + xor a + ld [rIF], a + ld [rIE], a + ld [$ff43], a + ld [$ff42], a + ld [$ff01], a + ld [$ff02], a + ld [$ff4b], a + ld [$ff4a], a + ld [$ff06], a + ld [$ff07], a + ld [$ff47], a + ld [$ff48], a + ld [$ff49], a + + ld a, rLCDC_ENABLE_MASK + ld [rLCDC], a + call DisableLCD + + ld sp, wStack + + ld hl, $c000 ; start of WRAM + ld bc, $2000 ; size of WRAM +.loop + ld [hl], 0 + inc hl + dec bc + ld a, b + or c + jr nz, .loop + + call ClearVram + + ld hl, $ff80 + ld bc, $ffff - $ff80 + call FillMemory + + call ClearSprites + + ld a, Bank(WriteDMACodeToHRAM) + ld [H_LOADEDROMBANK], a + ld [MBC3RomBank], a + call WriteDMACodeToHRAM + + xor a + ld [$ffd7], a + ld [$ff41], a + ld [$ffae], a + ld [$ffaf], a + ld [$ff0f], a + ld a, 1 << VBLANK + 1 << TIMER + 1 << SERIAL + ld [rIE], a + + ld a, 144 ; move the window off-screen + ld [$ffb0], a + ld [rWY], a + ld a, 7 + ld [rWX], a + + ld a, $ff + ld [$ffaa], a + + ld h, vBGMap0 / $100 + call ClearBgMap + ld h, vBGMap1 / $100 + call ClearBgMap + + ld a, rLCDC_DEFAULT + ld [rLCDC], a + ld a, 16 + ld [hSoftReset], a + call StopAllSounds + + ei + + ld a, $40 ; PREDEF_SGB_BORDER + call Predef + + ld a, $1f + ld [wc0ef], a + ld [wc0f0], a + ld a, $9c + ld [$ffbd], a + xor a + ld [$ffbc], a + dec a + ld [wcfcb], a + + ld a, $32 ; PREDEF_INTRO + call Predef + + call DisableLCD + call ClearVram + call GBPalNormal + call ClearSprites + ld a, rLCDC_DEFAULT + ld [rLCDC], a + + jp SetDefaultNamesBeforeTitlescreen + +ClearVram: + ld hl, $8000 + ld bc, $2000 + xor a + jp FillMemory + + +StopAllSounds:: + ld a, Bank(Func_9876) + ld [wc0ef], a + ld [wc0f0], a + xor a + ld [wMusicHeaderPointer], a + ld [wc0ee], a + ld [wcfca], a + dec a + jp PlaySound diff --git a/home/pic.asm b/home/pic.asm new file mode 100644 index 00000000..6aa2e5c0 --- /dev/null +++ b/home/pic.asm @@ -0,0 +1,591 @@ +; bankswitches and runs _UncompressSpriteData +; bank is given in a, sprite input stream is pointed to in W_SPRITEINPUTPTR +UncompressSpriteData:: ; 24fd (0:24fd) + ld b, a + ld a, [H_LOADEDROMBANK] + push af + ld a, b + ld [H_LOADEDROMBANK], a + ld [$2000], a + ld a, $a + ld [$0], a + xor a + ld [$4000], a + call _UncompressSpriteData + pop af + ld [H_LOADEDROMBANK], a + ld [$2000], a + ret + +; initializes necessary data to load a sprite and runs UncompressSpriteDataLoop +_UncompressSpriteData:: ; 251a (0:251a) + ld hl, S_SPRITEBUFFER1 + ld c, (2*SPRITEBUFFERSIZE) % $100 + ld b, (2*SPRITEBUFFERSIZE) / $100 + xor a + call FillMemory ; clear sprite buffer 1 and 2 + ld a, $1 + ld [W_SPRITEINPUTBITCOUNTER], a + ld a, $3 + ld [W_SPRITEOUTPUTBITOFFSET], a + xor a + ld [W_SPRITECURPOSX], a + ld [W_SPRITECURPOSY], a + ld [W_SPRITELOADFLAGS], a ; wd0a8 + call ReadNextInputByte ; first byte of input determines sprite width (high nybble) and height (low nybble) in tiles (8x8 pixels) + ld b, a + and $f + add a + add a + add a + ld [W_SPRITEHEIGHT], a + ld a, b + swap a + and $f + add a + add a + add a + ld [W_SPRITEWITDH], a + call ReadNextInputBit + ld [W_SPRITELOADFLAGS], a ; initialite bit1 to 0 and bit0 to the first input bit + ; this will load two chunks of data to S_SPRITEBUFFER1 and S_SPRITEBUFFER2 + ; bit 0 decides in which one the first chunk is placed + ; fall through + +; uncompresses a chunk from the sprite input data stream (pointed to at wd0da) into S_SPRITEBUFFER1 or S_SPRITEBUFFER2 +; each chunk is a 1bpp sprite. A 2bpp sprite consist of two chunks which are merged afterwards +; note that this is an endless loop which is terminated during a call to MoveToNextBufferPosition by manipulating the stack +UncompressSpriteDataLoop:: ; 2556 (0:2556) + ld hl, S_SPRITEBUFFER1 + ld a, [W_SPRITELOADFLAGS] ; wd0a8 + bit 0, a + jr z, .useSpriteBuffer1 ; check which buffer to use + ld hl, S_SPRITEBUFFER2 +.useSpriteBuffer1 + call StoreSpriteOutputPointer + ld a, [W_SPRITELOADFLAGS] ; wd0a8 + bit 1, a + jr z, .startDecompression ; check if last iteration + call ReadNextInputBit ; if last chunk, read 1-2 bit unpacking mode + and a + jr z, .unpackingMode0 ; 0 -> mode 0 + call ReadNextInputBit ; 1 0 -> mode 1 + inc a ; 1 1 -> mode 2 +.unpackingMode0 + ld [W_SPRITEUNPACKMODE], a +.startDecompression + call ReadNextInputBit + and a + jr z, .readRLEncodedZeros ; if first bit is 0, the input starts with zeroes, otherwise with (non-zero) input +.readNextInput + call ReadNextInputBit + ld c, a + call ReadNextInputBit + sla c + or c ; read next two bits into c + and a + jr z, .readRLEncodedZeros ; 00 -> RLEncoded zeroes following + call WriteSpriteBitsToBuffer ; otherwise write input to output and repeat + call MoveToNextBufferPosition + jr .readNextInput +.readRLEncodedZeros + ld c, $0 ; number of zeroes it length encoded, the number +.countConsecutiveOnesLoop ; of consecutive ones determines the number of bits the number has + call ReadNextInputBit + and a + jr z, .countConsecutiveOnesFinished + inc c + jr .countConsecutiveOnesLoop +.countConsecutiveOnesFinished + ld a, c + add a + ld hl, LengthEncodingOffsetList + add l + ld l, a + jr nc, .noCarry + inc h +.noCarry + ld a, [hli] ; read offset that is added to the number later on + ld e, a ; adding an offset of 2^length - 1 makes every integer uniquely + ld d, [hl] ; representable in the length encoding and saves bits + push de + inc c + ld e, $0 + ld d, e +.readNumberOfZerosLoop ; reads the next c+1 bits of input + call ReadNextInputBit + or e + ld e, a + dec c + jr z, .readNumberOfZerosDone + sla e + rl d + jr .readNumberOfZerosLoop +.readNumberOfZerosDone + pop hl ; add the offset + add hl, de + ld e, l + ld d, h +.writeZerosLoop + ld b, e + xor a ; write 00 to buffer + call WriteSpriteBitsToBuffer + ld e, b + call MoveToNextBufferPosition + dec de + ld a, d + and a + jr nz, .continueLoop + ld a, e + and a +.continueLoop + jr nz, .writeZerosLoop + jr .readNextInput + +; moves output pointer to next position +; also cancels the calling function if the all output is done (by removing the return pointer from stack) +; and calls postprocessing functions according to the unpack mode +MoveToNextBufferPosition:: ; 25d8 (0:25d8) + ld a, [W_SPRITEHEIGHT] + ld b, a + ld a, [W_SPRITECURPOSY] + inc a + cp b + jr z, .curColumnDone + ld [W_SPRITECURPOSY], a + ld a, [W_SPRITEOUTPUTPTR] + inc a + ld [W_SPRITEOUTPUTPTR], a + ret nz + ld a, [W_SPRITEOUTPUTPTR+1] + inc a + ld [W_SPRITEOUTPUTPTR+1], a + ret +.curColumnDone + xor a + ld [W_SPRITECURPOSY], a + ld a, [W_SPRITEOUTPUTBITOFFSET] + and a + jr z, .bitOffsetsDone + dec a + ld [W_SPRITEOUTPUTBITOFFSET], a + ld hl, W_SPRITEOUTPUTPTRCACHED + ld a, [hli] + ld [W_SPRITEOUTPUTPTR], a + ld a, [hl] + ld [W_SPRITEOUTPUTPTR+1], a + ret +.bitOffsetsDone + ld a, $3 + ld [W_SPRITEOUTPUTBITOFFSET], a + ld a, [W_SPRITECURPOSX] + add $8 + ld [W_SPRITECURPOSX], a + ld b, a + ld a, [W_SPRITEWITDH] + cp b + jr z, .allColumnsDone + ld a, [W_SPRITEOUTPUTPTR] + ld l, a + ld a, [W_SPRITEOUTPUTPTR+1] + ld h, a + inc hl + jp StoreSpriteOutputPointer +.allColumnsDone + pop hl + xor a + ld [W_SPRITECURPOSX], a + ld a, [W_SPRITELOADFLAGS] ; wd0a8 + bit 1, a + jr nz, .done ; test if there is one more sprite to go + xor $1 + set 1, a + ld [W_SPRITELOADFLAGS], a ; wd0a8 + jp UncompressSpriteDataLoop +.done + jp UnpackSprite + +; writes 2 bits (from a) to the output buffer (pointed to from W_SPRITEOUTPUTPTR) +WriteSpriteBitsToBuffer:: ; 2649 (0:2649) + ld e, a + ld a, [W_SPRITEOUTPUTBITOFFSET] + and a + jr z, .offset0 + cp $2 + jr c, .offset1 + jr z, .offset2 + rrc e ; offset 3 + rrc e + jr .offset0 +.offset1 + sla e + sla e + jr .offset0 +.offset2 + swap e +.offset0 + ld a, [W_SPRITEOUTPUTPTR] + ld l, a + ld a, [W_SPRITEOUTPUTPTR+1] + ld h, a + ld a, [hl] + or e + ld [hl], a + ret + +; reads next bit from input stream and returns it in a +ReadNextInputBit:: ; 2670 (0:2670) + ld a, [W_SPRITEINPUTBITCOUNTER] + dec a + jr nz, .curByteHasMoreBitsToRead + call ReadNextInputByte + ld [W_SPRITEINPUTCURBYTE], a + ld a, $8 +.curByteHasMoreBitsToRead + ld [W_SPRITEINPUTBITCOUNTER], a + ld a, [W_SPRITEINPUTCURBYTE] + rlca + ld [W_SPRITEINPUTCURBYTE], a + and $1 + ret + +; reads next byte from input stream and returns it in a +ReadNextInputByte:: ; 268b (0:268b) + ld a, [W_SPRITEINPUTPTR] + ld l, a + ld a, [W_SPRITEINPUTPTR+1] + ld h, a + ld a, [hli] + ld b, a + ld a, l + ld [W_SPRITEINPUTPTR], a + ld a, h + ld [W_SPRITEINPUTPTR+1], a + ld a, b + ret + +; the nth item is 2^n - 1 +LengthEncodingOffsetList:: ; 269f (0:269f) + dw %0000000000000001 + dw %0000000000000011 + dw %0000000000000111 + dw %0000000000001111 + dw %0000000000011111 + dw %0000000000111111 + dw %0000000001111111 + dw %0000000011111111 + dw %0000000111111111 + dw %0000001111111111 + dw %0000011111111111 + dw %0000111111111111 + dw %0001111111111111 + dw %0011111111111111 + dw %0111111111111111 + dw %1111111111111111 + +; unpacks the sprite data depending on the unpack mode +UnpackSprite:: ; 26bf (0:26bf) + ld a, [W_SPRITEUNPACKMODE] + cp $2 + jp z, UnpackSpriteMode2 + and a + jp nz, XorSpriteChunks + ld hl, S_SPRITEBUFFER1 + call SpriteDifferentialDecode + ld hl, S_SPRITEBUFFER2 + ; fall through + +; decodes differential encoded sprite data +; input bit value 0 preserves the current bit value and input bit value 1 toggles it (starting from initial value 0). +SpriteDifferentialDecode:: ; 26d4 (0:26d4) + xor a + ld [W_SPRITECURPOSX], a + ld [W_SPRITECURPOSY], a + call StoreSpriteOutputPointer + ld a, [W_SPRITEFLIPPED] + and a + jr z, .notFlipped + ld hl, DecodeNybble0TableFlipped + ld de, DecodeNybble1TableFlipped + jr .storeDecodeTablesPointers +.notFlipped + ld hl, DecodeNybble0Table + ld de, DecodeNybble1Table +.storeDecodeTablesPointers + ld a, l + ld [W_SPRITEDECODETABLE0PTR], a + ld a, h + ld [W_SPRITEDECODETABLE0PTR+1], a + ld a, e + ld [W_SPRITEDECODETABLE1PTR], a + ld a, d + ld [W_SPRITEDECODETABLE1PTR+1], a + ld e, $0 ; last decoded nybble, initialized to 0 +.decodeNextByteLoop + ld a, [W_SPRITEOUTPUTPTR] + ld l, a + ld a, [W_SPRITEOUTPUTPTR+1] + ld h, a + ld a, [hl] + ld b, a + swap a + and $f + call DifferentialDecodeNybble ; decode high nybble + swap a + ld d, a + ld a, b + and $f + call DifferentialDecodeNybble ; decode low nybble + or d + ld b, a + ld a, [W_SPRITEOUTPUTPTR] + ld l, a + ld a, [W_SPRITEOUTPUTPTR+1] + ld h, a + ld a, b + ld [hl], a ; write back decoded data + ld a, [W_SPRITEHEIGHT] + add l ; move on to next column + jr nc, .noCarry + inc h +.noCarry + ld [W_SPRITEOUTPUTPTR], a + ld a, h + ld [W_SPRITEOUTPUTPTR+1], a + ld a, [W_SPRITECURPOSX] + add $8 + ld [W_SPRITECURPOSX], a + ld b, a + ld a, [W_SPRITEWITDH] + cp b + jr nz, .decodeNextByteLoop ; test if current row is done + xor a + ld e, a + ld [W_SPRITECURPOSX], a + ld a, [W_SPRITECURPOSY] ; move on to next row + inc a + ld [W_SPRITECURPOSY], a + ld b, a + ld a, [W_SPRITEHEIGHT] + cp b + jr z, .done ; test if all rows finished + ld a, [W_SPRITEOUTPUTPTRCACHED] + ld l, a + ld a, [W_SPRITEOUTPUTPTRCACHED+1] + ld h, a + inc hl + call StoreSpriteOutputPointer + jr .decodeNextByteLoop +.done + xor a + ld [W_SPRITECURPOSY], a + ret + +; decodes the nybble stored in a. Last decoded data is assumed to be in e (needed to determine if initial value is 0 or 1) +DifferentialDecodeNybble:: ; 276d (0:276d) + srl a ; c=a%2, a/=2 + ld c, $0 + jr nc, .evenNumber + ld c, $1 +.evenNumber + ld l, a + ld a, [W_SPRITEFLIPPED] + and a + jr z, .notFlipped ; determine if initial value is 0 or one + bit 3, e ; if flipped, consider MSB of last data + jr .selectLookupTable +.notFlipped + bit 0, e ; else consider LSB +.selectLookupTable + ld e, l + jr nz, .initialValue1 ; load the appropriate table + ld a, [W_SPRITEDECODETABLE0PTR] + ld l, a + ld a, [W_SPRITEDECODETABLE0PTR+1] + jr .tableLookup +.initialValue1 + ld a, [W_SPRITEDECODETABLE1PTR] + ld l, a + ld a, [W_SPRITEDECODETABLE1PTR+1] +.tableLookup + ld h, a + ld a, e + add l + ld l, a + jr nc, .noCarry + inc h +.noCarry + ld a, [hl] + bit 0, c + jr nz, .selectLowNybble + swap a ; select high nybble +.selectLowNybble + and $f + ld e, a ; update last decoded data + ret + +DecodeNybble0Table:: ; 27a7 (0:27a7) + dn $0, $1 + dn $3, $2 + dn $7, $6 + dn $4, $5 + dn $f, $e + dn $c, $d + dn $8, $9 + dn $b, $a +DecodeNybble1Table:: ; 27af (0:27af) + dn $f, $e + dn $c, $d + dn $8, $9 + dn $b, $a + dn $0, $1 + dn $3, $2 + dn $7, $6 + dn $4, $5 +DecodeNybble0TableFlipped:: ; 27b7 (0:27b7) + dn $0, $8 + dn $c, $4 + dn $e, $6 + dn $2, $a + dn $f, $7 + dn $3, $b + dn $1, $9 + dn $d, $5 +DecodeNybble1TableFlipped:: ; 27bf (0:27bf) + dn $f, $7 + dn $3, $b + dn $1, $9 + dn $d, $5 + dn $0, $8 + dn $c, $4 + dn $e, $6 + dn $2, $a + +; combines the two loaded chunks with xor (the chunk loaded second is the destination). The source chunk is differeintial decoded beforehand. +XorSpriteChunks:: ; 27c7 (0:27c7) + xor a + ld [W_SPRITECURPOSX], a + ld [W_SPRITECURPOSY], a + call ResetSpriteBufferPointers + ld a, [W_SPRITEOUTPUTPTR] ; points to buffer 1 or 2, depending on flags + ld l, a + ld a, [W_SPRITEOUTPUTPTR+1] + ld h, a + call SpriteDifferentialDecode ; decode buffer 1 or 2, depending on flags + call ResetSpriteBufferPointers + ld a, [W_SPRITEOUTPUTPTR] ; source buffer, points to buffer 1 or 2, depending on flags + ld l, a + ld a, [W_SPRITEOUTPUTPTR+1] + ld h, a + ld a, [W_SPRITEOUTPUTPTRCACHED] ; destination buffer, points to buffer 2 or 1, depending on flags + ld e, a + ld a, [W_SPRITEOUTPUTPTRCACHED+1] + ld d, a +.xorChunksLoop + ld a, [W_SPRITEFLIPPED] + and a + jr z, .notFlipped + push de + ld a, [de] + ld b, a + swap a + and $f + call ReverseNybble ; if flipped reverse the nybbles in the destination buffer + swap a + ld c, a + ld a, b + and $f + call ReverseNybble + or c + pop de + ld [de], a +.notFlipped + ld a, [hli] + ld b, a + ld a, [de] + xor b + ld [de], a + inc de + ld a, [W_SPRITECURPOSY] + inc a + ld [W_SPRITECURPOSY], a ; go to next row + ld b, a + ld a, [W_SPRITEHEIGHT] + cp b + jr nz, .xorChunksLoop ; test if column finished + xor a + ld [W_SPRITECURPOSY], a + ld a, [W_SPRITECURPOSX] + add $8 + ld [W_SPRITECURPOSX], a ; go to next column + ld b, a + ld a, [W_SPRITEWITDH] + cp b + jr nz, .xorChunksLoop ; test if all columns finished + xor a + ld [W_SPRITECURPOSX], a + ret + +; reverses the bits in the nybble given in register a +ReverseNybble:: ; 2837 (0:2837) + ld de, NybbleReverseTable + add e + ld e, a + jr nc, .asm_283f + inc d +.asm_283f + ld a, [de] + ret + +; resets sprite buffer pointers to buffer 1 and 2, depending on W_SPRITELOADFLAGS +ResetSpriteBufferPointers:: ; 2841 (0:2841) + ld a, [W_SPRITELOADFLAGS] ; wd0a8 + bit 0, a + jr nz, .buffer2Selected + ld de, S_SPRITEBUFFER1 + ld hl, S_SPRITEBUFFER2 + jr .storeBufferPointers +.buffer2Selected + ld de, S_SPRITEBUFFER2 + ld hl, S_SPRITEBUFFER1 +.storeBufferPointers + ld a, l + ld [W_SPRITEOUTPUTPTR], a + ld a, h + ld [W_SPRITEOUTPUTPTR+1], a + ld a, e + ld [W_SPRITEOUTPUTPTRCACHED], a + ld a, d + ld [W_SPRITEOUTPUTPTRCACHED+1], a + ret + +; maps each nybble to its reverse +NybbleReverseTable:: ; 2867 (0:2867) + db $0, $8, $4, $c, $2, $a, $6 ,$e, $1, $9, $5, $d, $3, $b, $7 ,$f + +; combines the two loaded chunks with xor (the chunk loaded second is the destination). Both chunks are differeintial decoded beforehand. +UnpackSpriteMode2:: ; 2877 (0:2877) + call ResetSpriteBufferPointers + ld a, [W_SPRITEFLIPPED] + push af + xor a + ld [W_SPRITEFLIPPED], a ; temporarily clear flipped flag for decoding the destination chunk + ld a, [W_SPRITEOUTPUTPTRCACHED] + ld l, a + ld a, [W_SPRITEOUTPUTPTRCACHED+1] + ld h, a + call SpriteDifferentialDecode + call ResetSpriteBufferPointers + pop af + ld [W_SPRITEFLIPPED], a + jp XorSpriteChunks + +; stores hl into the output pointers +StoreSpriteOutputPointer:: ; 2897 (0:2897) + ld a, l + ld [W_SPRITEOUTPUTPTR], a + ld [W_SPRITEOUTPUTPTRCACHED], a + ld a, h + ld [W_SPRITEOUTPUTPTR+1], a + ld [W_SPRITEOUTPUTPTRCACHED+1], a + ret diff --git a/home/predef.asm b/home/predef.asm new file mode 100644 index 00000000..1777d09f --- /dev/null +++ b/home/predef.asm @@ -0,0 +1,50 @@ +Predef:: +; Call predefined function a. +; To preserve other registers, have the +; destination call GetPredefRegisters. + + ; Save the predef id for GetPredefPointer. + ld [wPredefID], a + + ; A hack for LoadDestinationWarpPosition. + ; See Func_c754 (predef $19). + ld a, [H_LOADEDROMBANK] + ld [wPredefParentBank], a + + push af + ld a, BANK(GetPredefPointer) + ld [H_LOADEDROMBANK], a + ld [$2000], a + + call GetPredefPointer + + ld a, [wPredefBank] + ld [H_LOADEDROMBANK], a + ld [$2000], a + + ld de, .done + push de + jp [hl] +.done + + pop af + ld [H_LOADEDROMBANK], a + ld [$2000], a + ret + +GetPredefRegisters:: +; Restore the contents of register pairs +; when GetPredefPointer was called. + ld a, [wPredefRegisters + 0] + ld h, a + ld a, [wPredefRegisters + 1] + ld l, a + ld a, [wPredefRegisters + 2] + ld d, a + ld a, [wPredefRegisters + 3] + ld e, a + ld a, [wPredefRegisters + 4] + ld b, a + ld a, [wPredefRegisters + 5] + ld c, a + ret diff --git a/home/vblank.asm b/home/vblank.asm new file mode 100644 index 00000000..ec82eb7d --- /dev/null +++ b/home/vblank.asm @@ -0,0 +1,105 @@ +VBlank:: + + push af + push bc + push de + push hl + + ld a, [H_LOADEDROMBANK] + ld [wd122], a + + ld a, [$ffae] + ld [rSCX], a + ld a, [$ffaf] + ld [rSCY], a + + ld a, [wd0a0] + and a + jr nz, .ok + ld a, [$ffb0] + ld [rWY], a +.ok + + call AutoBgMapTransfer + call VBlankCopyBgMap + call RedrawExposedScreenEdge + call VBlankCopy + call VBlankCopyDouble + call UpdateMovingBgTiles + call $ff80 ; hOAMDMA + ld a, Bank(PrepareOAMData) + ld [H_LOADEDROMBANK], a + ld [MBC3RomBank], a + call PrepareOAMData + + ; VBlank-sensitive operations end. + + call Random + + ld a, [H_VBLANKOCCURRED] + and a + jr z, .vblanked + xor a + ld [H_VBLANKOCCURRED], a +.vblanked + + ld a, [H_FRAMECOUNTER] + and a + jr z, .decced + dec a + ld [H_FRAMECOUNTER], a +.decced + + call Func_28cb + + ld a, [wc0ef] ; music ROM bank + ld [H_LOADEDROMBANK], a + ld [MBC3RomBank], a + + cp BANK(Func_9103) + jr nz, .notbank2 +.bank2 + call Func_9103 + jr .afterMusic +.notbank2 + cp 8 + jr nz, .bank1F +.bank8 + call Func_2136e + call Func_21879 + jr .afterMusic +.bank1F + call Func_7d177 +.afterMusic + + callba Func_18dee ; keep track of time played + + ld a, [$fff9] + and a + call z, ReadJoypad + + ld a, [wd122] + ld [H_LOADEDROMBANK], a + ld [MBC3RomBank], a + + pop hl + pop de + pop bc + pop af + reti + + +DelayFrame:: +; Wait for the next vblank interrupt. +; As a bonus, this saves battery. + +NOT_VBLANKED EQU 1 + + ld a, NOT_VBLANKED + ld [H_VBLANKOCCURRED], a +.halt + halt + ld a, [H_VBLANKOCCURRED] + and a + jr nz, .halt + ret diff --git a/home/vcopy.asm b/home/vcopy.asm new file mode 100644 index 00000000..9f152841 --- /dev/null +++ b/home/vcopy.asm @@ -0,0 +1,450 @@ +; this function seems to be used only once +; it store the address of a row and column of the VRAM background map in hl +; INPUT: h - row, l - column, b - high byte of background tile map address in VRAM +GetRowColAddressBgMap:: ; 1cdd (0:1cdd) + xor a + srl h + rr a + srl h + rr a + srl h + rr a + or l + ld l,a + ld a,b + or h + ld h,a + ret + +; clears a VRAM background map with blank space tiles +; INPUT: h - high byte of background tile map address in VRAM +ClearBgMap:: ; 1cf0 (0:1cf0) + ld a," " + jr .next + ld a,l +.next + ld de,$400 ; size of VRAM background map + ld l,e +.loop + ld [hli],a + dec e + jr nz,.loop + dec d + jr nz,.loop + ret + +; When the player takes a step, a row or column of 2x2 tile blocks at the edge +; of the screen toward which they moved is exposed and has to be redrawn. +; This function does the redrawing. +RedrawExposedScreenEdge:: ; 1d01 (0:1d01) + ld a,[H_SCREENEDGEREDRAW] + and a + ret z + ld b,a + xor a + ld [H_SCREENEDGEREDRAW],a + dec b + jr nz,.redrawRow +.redrawColumn + ld hl,wScreenEdgeTiles + ld a,[H_SCREENEDGEREDRAWADDR] + ld e,a + ld a,[H_SCREENEDGEREDRAWADDR + 1] + ld d,a + ld c,18 ; screen height +.loop1 + ld a,[hli] + ld [de],a + inc de + ld a,[hli] + ld [de],a + ld a,31 + 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 a,$03 + or a,$98 + ld d,a + dec c + jr nz,.loop1 + xor a + ld [H_SCREENEDGEREDRAW],a + ret +.redrawRow + ld hl,wScreenEdgeTiles + ld a,[H_SCREENEDGEREDRAWADDR] + ld e,a + ld a,[H_SCREENEDGEREDRAWADDR + 1] + ld d,a + push de + call .drawHalf ; draw upper half + pop de + ld a,32 ; width of VRAM background map + add e + ld e,a + ; draw lower half +.drawHalf + ld c,10 +.loop2 + 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 a,$1f + ld b,a + ld a,e + and a,$e0 + or b + ld e,a + dec c + jr nz,.loop2 + 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, RedrawExposedScreenEdge, is used when walking to +; improve efficiency. +AutoBgMapTransfer:: ; 1d57 (0:1d57) + ld a,[H_AUTOBGTRANSFERENABLED] + and a + ret z + ld hl,[sp + 0] + ld a,h + ld [H_SPTEMP],a + ld a,l + ld [H_SPTEMP + 1],a ; save stack pinter + ld a,[H_AUTOBGTRANSFERPORTION] + and a + jr z,.transferTopThird + dec a + jr z,.transferMiddleThird +.transferBottomThird + FuncCoord 0,12 + ld hl,Coord + ld sp,hl + ld a,[H_AUTOBGTRANSFERDEST + 1] + ld h,a + ld a,[H_AUTOBGTRANSFERDEST] + ld l,a + ld de,(12 * 32) + add hl,de + xor a ; TRANSFERTOP + jr .doTransfer +.transferTopThird + FuncCoord 0,0 + ld hl,Coord + ld sp,hl + ld a,[H_AUTOBGTRANSFERDEST + 1] + ld h,a + ld a,[H_AUTOBGTRANSFERDEST] + ld l,a + ld a,TRANSFERMIDDLE + jr .doTransfer +.transferMiddleThird + FuncCoord 0,6 + ld hl,Coord + ld sp,hl + ld a,[H_AUTOBGTRANSFERDEST + 1] + ld h,a + ld a,[H_AUTOBGTRANSFERDEST] + ld l,a + ld de,(6 * 32) + add hl,de + ld a,TRANSFERBOTTOM +.doTransfer + ld [H_AUTOBGTRANSFERPORTION],a ; store next portion + ld b,6 + +TransferBgRows:: ; 1d9e (0:1d9e) +; unrolled loop and using pop for speed + + rept 20 / 2 - 1 + pop de + ld [hl], e + inc l + ld [hl], d + inc l + endr + + pop de + ld [hl], e + inc l + ld [hl], d + +i ld a, 32 - (20 - 1) + add l + ld l, a + jr nc, .ok + inc h +.ok + dec b + jr nz, TransferBgRows + + ld a, [H_SPTEMP] + ld h, a + ld a, [H_SPTEMP + 1] + ld l, a + ld sp, hl + ret + +; Copies [H_VBCOPYBGNUMROWS] rows from H_VBCOPYBGSRC to H_VBCOPYBGDEST. +; If H_VBCOPYBGSRC is XX00, the transfer is disabled. +VBlankCopyBgMap:: ; 1de1 (0:1de1) + ld a,[H_VBCOPYBGSRC] ; doubles as enabling byte + and a + ret z + ld hl,[sp + 0] + ld a,h + ld [H_SPTEMP],a + ld a,l + ld [H_SPTEMP + 1],a ; save stack pointer + ld a,[H_VBCOPYBGSRC] + ld l,a + ld a,[H_VBCOPYBGSRC + 1] + ld h,a + ld sp,hl + ld a,[H_VBCOPYBGDEST] + ld l,a + ld a,[H_VBCOPYBGDEST + 1] + ld h,a + ld a,[H_VBCOPYBGNUMROWS] + ld b,a + xor a + ld [H_VBCOPYBGSRC],a ; disable transfer so it doesn't continue next V-blank + jr TransferBgRows + + +VBlankCopyDouble:: +; Copy [H_VBCOPYDOUBLESIZE] 1bpp tiles +; from H_VBCOPYDOUBLESRC to H_VBCOPYDOUBLEDEST. + +; While we're here, convert to 2bpp. +; The process is straightforward: +; copy each byte twice. + + ld a, [H_VBCOPYDOUBLESIZE] + and a + ret z + + ld hl, [sp + 0] + ld a, h + ld [H_SPTEMP], a + ld a, l + ld [H_SPTEMP + 1], a + + ld a, [H_VBCOPYDOUBLESRC] + ld l, a + ld a, [H_VBCOPYDOUBLESRC + 1] + ld h, a + ld sp, hl + + ld a, [H_VBCOPYDOUBLEDEST] + ld l, a + ld a, [H_VBCOPYDOUBLEDEST + 1] + ld h, a + + ld a, [H_VBCOPYDOUBLESIZE] + ld b, a + xor a ; transferred + ld [H_VBCOPYDOUBLESIZE], a + +.loop + rept 3 + 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 [H_VBCOPYDOUBLEDEST], a + ld a, h + ld [H_VBCOPYDOUBLEDEST + 1], a + + ld hl, [sp + 0] + ld a, l + ld [H_VBCOPYDOUBLESRC], a + ld a, h + ld [H_VBCOPYDOUBLESRC + 1], a + + ld a, [H_SPTEMP] + ld h, a + ld a, [H_SPTEMP + 1] + ld l, a + ld sp, hl + + ret + + +VBlankCopy:: +; Copy [H_VBCOPYSIZE] 2bpp tiles +; from H_VBCOPYSRC to H_VBCOPYDEST. + +; Source and destination addresses +; are updated, so transfer can +; continue in subsequent calls. + + ld a, [H_VBCOPYSIZE] + and a + ret z + + ld hl, [sp + 0] + ld a, h + ld [H_SPTEMP], a + ld a, l + ld [H_SPTEMP + 1], a + + ld a, [H_VBCOPYSRC] + ld l, a + ld a, [H_VBCOPYSRC + 1] + ld h, a + ld sp, hl + + ld a, [H_VBCOPYDEST] + ld l, a + ld a, [H_VBCOPYDEST + 1] + ld h, a + + ld a, [H_VBCOPYSIZE] + ld b, a + xor a ; transferred + ld [H_VBCOPYSIZE], a + +.loop + rept 7 + 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 [H_VBCOPYDEST], a + ld a, h + ld [H_VBCOPYDEST + 1], a + + ld hl, [sp + 0] + ld a, l + ld [H_VBCOPYSRC], a + ld a, h + ld [H_VBCOPYSRC + 1], a + + ld a, [H_SPTEMP] + ld h, a + ld a, [H_SPTEMP + 1] + ld l, a + ld sp, hl + + ret + + +UpdateMovingBgTiles:: +; Animate water and flower +; tiles in the overworld. + + ld a, [$ffd7] + and a + ret z + + ld a, [$ffd8] + inc a + ld [$ffd8], a + cp $14 + ret c + cp $15 + jr z, .flower + + ld hl, vTileset + $14 * $10 + ld c, $10 + + ld a, [wd085] + inc a + and 7 + ld [wd085], a + + and 4 + jr nz, .left +.right + ld a, [hl] + rrca + ld [hli], a + dec c + jr nz, .right + jr .done +.left + ld a, [hl] + rlca + ld [hli], a + dec c + jr nz, .left +.done + ld a, [$ffd7] + rrca + ret nc + xor a + ld [$ffd8], a + ret + +.flower + xor a + ld [$ffd8], a + + ld a, [wd085] + and 3 + cp 2 + ld hl, FlowerTile1 + jr c, .copy + ld hl, FlowerTile2 + jr z, .copy + ld hl, FlowerTile3 +.copy + ld de, vTileset + $3 * $10 + ld c, $10 +.loop + ld a, [hli] + ld [de], a + inc de + dec c + jr nz, .loop + ret + +FlowerTile1: INCBIN "gfx/tilesets/flower/flower1.2bpp" +FlowerTile2: INCBIN "gfx/tilesets/flower/flower2.2bpp" +FlowerTile3: INCBIN "gfx/tilesets/flower/flower3.2bpp" -- cgit v1.2.3 From fadac928bccb9be1010e73df3253021312f5a2fb Mon Sep 17 00:00:00 2001 From: "U-Fish-PC\\Daniel" Date: Mon, 9 Jun 2014 16:18:29 -0400 Subject: Clean up music bank references --- home/audio.asm | 16 ++++++++-------- home/init.asm | 2 +- home/vblank.asm | 10 +++++----- 3 files changed, 14 insertions(+), 14 deletions(-) (limited to 'home') diff --git a/home/audio.asm b/home/audio.asm index 724b8c5f..fa62cc8a 100644 --- a/home/audio.asm +++ b/home/audio.asm @@ -30,7 +30,7 @@ asm_2324:: ; 2324 (0:2324) ld b, a ld a, d and a - ld a, Bank(Func_7d8ea) + ld a, BANK(Music_BikeRiding) jr nz, .asm_233e ld [wc0ef], a .asm_233e @@ -56,19 +56,19 @@ asm_2324:: ; 2324 (0:2324) Func_235f:: ; 235f (0:235f) ld a, [wc0ef] ld b, a - cp $2 + cp BANK(Music2_UpdateMusic) jr nz, .checkForBank08 .bank02 - ld hl, Func_9103 + ld hl, Music2_UpdateMusic jr .asm_2378 .checkForBank08 - cp $8 + cp BANK(Music8_UpdateMusic) jr nz, .bank1F .bank08 - ld hl, Func_21879 + ld hl, Music8_UpdateMusic jr .asm_2378 .bank1F - ld hl, Func_7d177 + ld hl, Music1f_UpdateMusic .asm_2378 ld c, $6 .asm_237a @@ -147,14 +147,14 @@ PlaySound:: ; 23b1 (0:23b1) ld a, [wc0ef] ld [H_LOADEDROMBANK], a ld [$2000], a - cp $2 + cp BANK(Func_9876) jr nz, .checkForBank08 .bank02 ld a, b call Func_9876 jr .asm_240b .checkForBank08 - cp $8 + cp BANK(Func_22035) jr nz, .bank1F .bank08 ld a, b diff --git a/home/init.asm b/home/init.asm index 939e81b5..ef5b5bb9 100644 --- a/home/init.asm +++ b/home/init.asm @@ -128,7 +128,7 @@ ClearVram: StopAllSounds:: - ld a, Bank(Func_9876) + ld a, BANK(Music2_UpdateMusic) ld [wc0ef], a ld [wc0f0], a xor a diff --git a/home/vblank.asm b/home/vblank.asm index ec82eb7d..15f91437 100644 --- a/home/vblank.asm +++ b/home/vblank.asm @@ -56,20 +56,20 @@ VBlank:: ld [H_LOADEDROMBANK], a ld [MBC3RomBank], a - cp BANK(Func_9103) + cp BANK(Music2_UpdateMusic) jr nz, .notbank2 .bank2 - call Func_9103 + call Music2_UpdateMusic jr .afterMusic .notbank2 - cp 8 + cp BANK(Music8_UpdateMusic) jr nz, .bank1F .bank8 call Func_2136e - call Func_21879 + call Music8_UpdateMusic jr .afterMusic .bank1F - call Func_7d177 + call Music1f_UpdateMusic .afterMusic callba Func_18dee ; keep track of time played -- cgit v1.2.3 From f4e2814381364f295367d1b8da0ad9f73fc565d1 Mon Sep 17 00:00:00 2001 From: "U-Fish-PC\\Daniel" Date: Tue, 10 Jun 2014 01:10:11 -0400 Subject: More music bank references Now the AUDIO constants in audio.asm can be edited freely --- home/init.asm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'home') diff --git a/home/init.asm b/home/init.asm index ef5b5bb9..1518218e 100644 --- a/home/init.asm +++ b/home/init.asm @@ -98,7 +98,7 @@ rLCDC_DEFAULT EQU %11100011 ld a, $40 ; PREDEF_SGB_BORDER call Predef - ld a, $1f + ld a, BANK(SFX_1f_67) ld [wc0ef], a ld [wc0f0], a ld a, $9c -- cgit v1.2.3 From 53ae0e93fad9f4c3eaef92f102b1eeb531e59d68 Mon Sep 17 00:00:00 2001 From: yenatch Date: Sat, 14 Jun 2014 04:12:40 -0700 Subject: Use monster struct macros in wram. Rename related labels for consistency. --- home/text.asm | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'home') diff --git a/home/text.asm b/home/text.asm index 7d8ea61b..46c17b07 100644 --- a/home/text.asm +++ b/home/text.asm @@ -142,7 +142,7 @@ Char00Text:: ; 0x19f4 “%d ERROR.” Char52:: ; 0x19f9 player’s name push de - ld de,W_PLAYERNAME + ld de,wPlayerName jr FinishDTE Char53:: ; 19ff (0:19ff) ; rival’s name @@ -205,7 +205,7 @@ MonsterNameCharsCommon:: ; 1a37 (0:1a37) push de and a jr nz,.Enemy - ld de,W_PLAYERMONNAME ; player active monster name + ld de,wBattleMonNick ; player active monster name jr FinishDTE .Enemy ; 1A40 @@ -215,7 +215,7 @@ MonsterNameCharsCommon:: ; 1a37 (0:1a37) ld h,b ld l,c - ld de,W_ENEMYMONNAME ; enemy active monster name + ld de,wEnemyMonNick ; enemy active monster name FinishDTE:: ; 1a4b (0:1a4b) call PlaceString -- cgit v1.2.3 From 35f2bb90d4a8f8e4dcac3fbab7d89cbc590285e8 Mon Sep 17 00:00:00 2001 From: yenatch Date: Mon, 16 Jun 2014 13:03:05 -0700 Subject: Rename predef functions so they aren't excessive in length. This is mostly because of an rgbasm bug that prevents macro arguments from exceeding 16 characters, but the names were bad anyway. --- home/overworld.asm | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'home') diff --git a/home/overworld.asm b/home/overworld.asm index 84c96f3e..941b50cb 100644 --- a/home/overworld.asm +++ b/home/overworld.asm @@ -332,7 +332,7 @@ OverworldLoopLessDelay:: ld a,[W_CURMAP] cp a,OAKS_LAB jp z,.noFaintCheck - callab AnyPlayerPokemonAliveCheck ; check if all the player's pokemon fainted + callab AnyPartyAlive ; check if all the player's pokemon fainted ld a,d and a jr z,.allPokemonFainted @@ -507,7 +507,7 @@ WarpFound2:: ; 073c (0:073c) ; if it's a Silph Co. teleporter ld hl,wd732 set 3,[hl] - call DoFlyOrTeleportAwayGraphics + call LeaveMapAnim jr .skipMapChangeSound .notTeleporter call PlayMapChangeSound @@ -778,16 +778,16 @@ HandleFlyOrTeleportAway:: ld hl, wd732 set 2, [hl] res 5, [hl] - call DoFlyOrTeleportAwayGraphics + call LeaveMapAnim ld a, Bank(Func_62ce) ld [H_LOADEDROMBANK], a ld [$2000], a call Func_62ce jp Func_5d5f -DoFlyOrTeleportAwayGraphics:: - ld b, BANK(_DoFlyOrTeleportAwayGraphics) - ld hl, _DoFlyOrTeleportAwayGraphics +LeaveMapAnim:: + ld b, BANK(_LeaveMapAnim) + ld hl, _LeaveMapAnim jp Bankswitch LoadPlayerSpriteGraphics:: -- cgit v1.2.3 From 94dc6955431171d4dba5833e5784e102dd045b49 Mon Sep 17 00:00:00 2001 From: yenatch Date: Mon, 16 Jun 2014 13:05:16 -0700 Subject: Fix a typo in home/vcopy.asm. This must have happened when the file got split out of home.asm. Since it was the first character on the line, it was interpreted as a label. --- home/vcopy.asm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'home') diff --git a/home/vcopy.asm b/home/vcopy.asm index 9f152841..71487cf1 100644 --- a/home/vcopy.asm +++ b/home/vcopy.asm @@ -182,7 +182,7 @@ TransferBgRows:: ; 1d9e (0:1d9e) inc l ld [hl], d -i ld a, 32 - (20 - 1) + ld a, 32 - (20 - 1) add l ld l, a jr nc, .ok -- cgit v1.2.3 From d10108a066c102bf2d167ac656d79308e41f304e Mon Sep 17 00:00:00 2001 From: yenatch Date: Mon, 16 Jun 2014 13:25:46 -0700 Subject: Use macros to define predefs. --- home/init.asm | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) (limited to 'home') diff --git a/home/init.asm b/home/init.asm index 1518218e..b79b19d9 100644 --- a/home/init.asm +++ b/home/init.asm @@ -95,8 +95,7 @@ rLCDC_DEFAULT EQU %11100011 ei - ld a, $40 ; PREDEF_SGB_BORDER - call Predef + predef LoadSGB ld a, BANK(SFX_1f_67) ld [wc0ef], a @@ -108,8 +107,7 @@ rLCDC_DEFAULT EQU %11100011 dec a ld [wcfcb], a - ld a, $32 ; PREDEF_INTRO - call Predef + predef PlayIntro call DisableLCD call ClearVram -- cgit v1.2.3 From b36f793667924f868282ce979fabab3e95d642a5 Mon Sep 17 00:00:00 2001 From: yenatch Date: Mon, 16 Jun 2014 13:57:26 -0700 Subject: Use macros for predef calls/jumps instead of static ids. --- home/overworld.asm | 27 +++++++++------------------ 1 file changed, 9 insertions(+), 18 deletions(-) (limited to 'home') diff --git a/home/overworld.asm b/home/overworld.asm index 941b50cb..872d63ee 100644 --- a/home/overworld.asm +++ b/home/overworld.asm @@ -98,8 +98,7 @@ OverworldLoopLessDelay:: and a jp z,OverworldLoop .displayDialogue - ld a,$35 - call Predef ; check what is in front of the player + predef Func_c586 ; check what is in front of the player call UpdateSprites ; move sprites ld a,[wFlags_0xcd60] bit 2,a @@ -117,8 +116,7 @@ OverworldLoopLessDelay:: ld a,$00 ld [wcc47],a jr z,.changeMap - ld a,$52 - call Predef + predef LoadSAV ld a,[W_CURMAP] ld [wd71a],a call Func_62ce @@ -301,8 +299,7 @@ OverworldLoopLessDelay:: ld a,[W_ISINBATTLE] and a jp nz,CheckWarpsNoCollision - ld a,$13 - call Predef ; decrement HP of poisoned pokemon + predef Func_c69c ; decrement HP of poisoned pokemon ld a,[wd12d] and a jp nz,HandleBlackOut ; if all pokemon fainted @@ -1070,8 +1067,7 @@ IsSpriteOrSignInFrontOfPlayer:: ; 0b23 (0:0b23) and a jr z,.extendRangeOverCounter ; if there are signs - ld a,$35 - call Predef ; get the coordinates in front of the player in de + predef Func_c586 ; get the coordinates in front of the player in de ld hl,wd4b1 ; start of sign coordinates ld a,[wd4b0] ; number of signs in the map ld b,a @@ -1105,8 +1101,7 @@ IsSpriteOrSignInFrontOfPlayer:: ; 0b23 (0:0b23) jr nz,.signLoop ; check if the player is front of a counter in a pokemon center, pokemart, etc. and if so, extend the range at which he can talk to the NPC .extendRangeOverCounter - ld a,$35 - call Predef ; get the tile in front of the player in c + predef Func_c586 ; get the tile in front of the player in c ld hl,W_TILESETTALKINGOVERTILES ; list of tiles that extend talking range (counter tiles) ld b,$03 ld d,$20 ; talking range in pixels (long range) @@ -1246,8 +1241,7 @@ CollisionCheckOnLand:: ; 0bd1 (0:0bd1) ; function that checks if the tile in front of the player is passable ; clears carry if it is, sets carry if not CheckTilePassable:: ; 0c10 (0:0c10) - ld a,$35 - call Predef ; get tile in front of player + predef Func_c586 ; get tile in front of player ld a,[wcfc6] ; tile in front of player ld c,a ld hl,W_TILESETCOLLISIONPTR ; pointer to list of passable tiles @@ -1271,8 +1265,7 @@ CheckTilePassable:: ; 0c10 (0:0c10) ; sets carry if there is a collision and unsets carry if not CheckForJumpingAndTilePairCollisions:: ; 0c2a (0:0c2a) push hl - ld a,$35 - call Predef ; get the tile in front of the player + predef Func_c586 ; get the tile in front of the player push de push bc callba HandleLedges ; check if the player is trying to jump a ledge @@ -1920,8 +1913,7 @@ CollisionCheckOnWater:: ; 0fb7 (0:0fb7) ld hl,TilePairCollisionsWater call CheckForJumpingAndTilePairCollisions jr c,.collision - ld a,$35 - call Predef ; get tile in front of player (puts it in c and [wcfc6]) + predef Func_c586 ; get tile in front of player (puts it in c and [wcfc6]) ld a,[wcfc6] ; tile in front of player cp a,$14 ; water tile jr z,.noCollision ; keep surfing if it's a water tile @@ -2274,8 +2266,7 @@ LoadMapHeader:: ; 107c (0:107c) dec b jp nz,.loadSpriteLoop .finishUp - ld a,$19 - call Predef ; load tileset data + predef Func_c754 ; load tileset data callab LoadWildData ; load wild pokemon data pop hl ; restore hl from before going to the warp/sign/sprite data (this value was saved for seemingly no purpose) ld a,[W_CURMAPHEIGHT] ; map height in 4x4 tile blocks -- cgit v1.2.3 From bd533aa79bbe1998fd2b699bd7205da2de4fe55c Mon Sep 17 00:00:00 2001 From: "U-Fish-PC\\Daniel" Date: Wed, 25 Jun 2014 16:58:27 -0400 Subject: Use *Coord instead of FuncCoord Using 'Coord =' doesn't like using wTileMap So use hlCoord, deCoord, bcCoord, aCoord, Coorda, or dwCoord to avoid static addresses --- home/overworld.asm | 21 +++++++------------ home/text.asm | 60 ++++++++++++++++++------------------------------------ home/vcopy.asm | 9 +++----- 3 files changed, 30 insertions(+), 60 deletions(-) (limited to 'home') diff --git a/home/overworld.asm b/home/overworld.asm index 872d63ee..cf36aba8 100644 --- a/home/overworld.asm +++ b/home/overworld.asm @@ -105,8 +105,7 @@ OverworldLoopLessDelay:: jr nz,.checkForOpponent bit 0,a jr nz,.checkForOpponent - FuncCoord 8, 9 - ld a,[Coord] + aCoord 8, 9 ld [wcf0e],a call DisplayTextID ; display either the start menu or the NPC/sign text ld a,[wcc47] @@ -670,8 +669,7 @@ CheckMapConnections:: ; 07ba (0:07ba) ; function to play a sound when changing maps PlayMapChangeSound:: ; 08c9 (0:08c9) - FuncCoord 8, 8 - ld a,[Coord] ; upper left tile of the 4x4 square the player's sprite is standing on + aCoord 8, 8 ; upper left tile of the 4x4 square the player's sprite is standing on cp a,$0b ; door tile in tileset 0 jr nz,.didNotGoThroughDoor ld a,(SFX_02_57 - SFX_Headers_02) / 3 @@ -1279,8 +1277,7 @@ CheckForJumpingAndTilePairCollisions:: ; 0c2a (0:0c2a) ; if not jumping Func_c44:: ; 0c44 (0:0c44) - FuncCoord 8, 9 - ld a,[Coord] ; tile the player is on + aCoord 8, 9 ; tile the player is on ld [wcf0e],a CheckForTilePairCollisions:: ; 0c4a (0:0c4a) @@ -1694,8 +1691,7 @@ MoveTileBlockMapPointerNorth:: ; 0e85 (0:0e85) ; the portion of the map that was newly exposed due to the player's movement ScheduleNorthRowRedraw:: ; 0e91 (0:0e91) - FuncCoord 0, 0 - ld hl,Coord + hlCoord 0, 0 call ScheduleRowRedrawHelper ld a,[wd526] ld [H_SCREENEDGEREDRAWADDR],a @@ -1717,8 +1713,7 @@ ScheduleRowRedrawHelper:: ; 0ea6 (0:0ea6) ret ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2) - FuncCoord 0,16 - ld hl,Coord + hlCoord 0, 16 call ScheduleRowRedrawHelper ld a,[wd526] ld l,a @@ -1737,8 +1732,7 @@ ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2) ret ScheduleEastColumnRedraw:: ; 0ed3 (0:0ed3) - FuncCoord 18,0 - ld hl,Coord + hlCoord 18, 0 call ScheduleColumnRedrawHelper ld a,[wd526] ld c,a @@ -1776,8 +1770,7 @@ ScheduleColumnRedrawHelper:: ; 0ef2 (0:0ef2) ret ScheduleWestColumnRedraw:: ; 0f08 (0:0f08) - FuncCoord 0,0 - ld hl,Coord + hlCoord 0, 0 call ScheduleColumnRedrawHelper ld a,[wd526] ld [H_SCREENEDGEREDRAWADDR],a diff --git a/home/text.asm b/home/text.asm index 46c17b07..abcac9fd 100644 --- a/home/text.asm +++ b/home/text.asm @@ -76,8 +76,7 @@ PlaceNextChar:: ; 1956 (0:1956) cp $4F jr nz,.next3 pop hl - FuncCoord 1, 16 - ld hl,Coord + hlCoord 1, 16 push hl jp Next19E8 @@ -270,14 +269,12 @@ Char58:: ; 1a95 (0:1a95) cp 4 jp z,Next1AA2 ld a,$EE - FuncCoord 18, 16 - ld [Coord],a + Coorda 18, 16 Next1AA2:: ; 1aa2 (0:1aa2) call ProtectedDelay3 call ManualTextScroll ld a,$7F - FuncCoord 18, 16 - ld [Coord],a + Coorda 18, 16 Char57:: ; 1aad (0:1aad) pop hl ld de,Char58Text @@ -290,67 +287,56 @@ Char58Text:: ; 1ab3 (0:1ab3) Char51:: ; 1ab4 (0:1ab4) push de ld a,$EE - FuncCoord 18, 16 - ld [Coord],a + Coorda 18, 16 call ProtectedDelay3 call ManualTextScroll - FuncCoord 1, 13 - ld hl,Coord + hlCoord 1, 13 ld bc,$0412 call ClearScreenArea ld c,$14 call DelayFrames pop de - FuncCoord 1, 14 - ld hl,Coord + hlCoord 1, 14 jp Next19E8 Char49:: ; 1ad5 (0:1ad5) push de ld a,$EE - FuncCoord 18, 16 - ld [Coord],a + Coorda 18, 16 call ProtectedDelay3 call ManualTextScroll - FuncCoord 1, 10 - ld hl,Coord + hlCoord 1, 10 ld bc,$0712 call ClearScreenArea ld c,$14 call DelayFrames pop de pop hl - FuncCoord 1, 11 - ld hl,Coord + hlCoord 1, 11 push hl jp Next19E8 Char4B:: ; 1af8 (0:1af8) ld a,$EE - FuncCoord 18, 16 - ld [Coord],a + Coorda 18, 16 call ProtectedDelay3 push de call ManualTextScroll pop de ld a,$7F - FuncCoord 18, 16 - ld [Coord],a + Coorda 18, 16 ;fall through Char4C:: ; 1b0a (0:1b0a) push de call Next1B18 call Next1B18 - FuncCoord 1, 16 - ld hl,Coord + hlCoord 1, 16 pop de jp Next19E8 Next1B18:: ; 1b18 (0:1b18) - FuncCoord 0, 14 - ld hl,Coord - FuncCoord 0, 13 - ld de,Coord + hlCoord 0, 14 + deCoord 0, 13 ld b,$3C .next ld a,[hli] @@ -358,8 +344,7 @@ Next1B18:: ; 1b18 (0:1b18) inc de dec b jr nz,.next - FuncCoord 1, 16 - ld hl,Coord + hlCoord 1, 16 ld a,$7F ld b,$12 .next2 @@ -514,8 +499,7 @@ TextCommand03:: ; 1bb7 (0:1bb7) ; (no arguments) TextCommand05:: ; 1bc5 (0:1bc5) pop hl - FuncCoord 1, 16 - ld bc,Coord ; address of second line of dialogue text box + bcCoord 1, 16 ; address of second line of dialogue text box jp NextTextCommand ; blink arrow and wait for A or B to be pressed @@ -526,14 +510,12 @@ TextCommand06:: ; 1bcc (0:1bcc) cp a,$04 jp z,TextCommand0D ld a,$ee ; down arrow - FuncCoord 18, 16 - ld [Coord],a ; place down arrow in lower right corner of dialogue text box + Coorda 18, 16 ; place down arrow in lower right corner of dialogue text box push bc call ManualTextScroll ; blink arrow and wait for A or B to be pressed pop bc ld a," " - FuncCoord 18, 16 - ld [Coord],a ; overwrite down arrow with blank space + Coorda 18, 16 ; overwrite down arrow with blank space pop hl jp NextTextCommand @@ -542,13 +524,11 @@ TextCommand06:: ; 1bcc (0:1bcc) ; (no arguments) TextCommand07:: ; 1be7 (0:1be7) ld a," " - FuncCoord 18, 16 - ld [Coord],a ; place blank space in lower right corner of dialogue text box + Coorda 18, 16 ; place blank space in lower right corner of dialogue text box call Next1B18 ; scroll up text call Next1B18 pop hl - FuncCoord 1, 16 - ld bc,Coord ; address of second line of dialogue text box + bcCoord 1, 16 ; address of second line of dialogue text box jp NextTextCommand ; execute asm inline diff --git a/home/vcopy.asm b/home/vcopy.asm index 71487cf1..81fcb991 100644 --- a/home/vcopy.asm +++ b/home/vcopy.asm @@ -130,8 +130,7 @@ AutoBgMapTransfer:: ; 1d57 (0:1d57) dec a jr z,.transferMiddleThird .transferBottomThird - FuncCoord 0,12 - ld hl,Coord + hlCoord 0, 12 ld sp,hl ld a,[H_AUTOBGTRANSFERDEST + 1] ld h,a @@ -142,8 +141,7 @@ AutoBgMapTransfer:: ; 1d57 (0:1d57) xor a ; TRANSFERTOP jr .doTransfer .transferTopThird - FuncCoord 0,0 - ld hl,Coord + hlCoord 0, 0 ld sp,hl ld a,[H_AUTOBGTRANSFERDEST + 1] ld h,a @@ -152,8 +150,7 @@ AutoBgMapTransfer:: ; 1d57 (0:1d57) ld a,TRANSFERMIDDLE jr .doTransfer .transferMiddleThird - FuncCoord 0,6 - ld hl,Coord + hlCoord 0, 6 ld sp,hl ld a,[H_AUTOBGTRANSFERDEST + 1] ld h,a -- cgit v1.2.3