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PrepareOAMData:
; Determine OAM data for currently visible
; sprites and write it to wOAMBuffer.
ld a, [wUpdateSpritesEnabled]
dec a
jr z, .asm_4b1e
cp 0 - 1
ret nz
ld [wUpdateSpritesEnabled], a
jp HideSprites
.asm_4b1e
xor a
ld [$ff90], a
.asm_4b21
ld [$ff8f], a
ld d, wSpriteStateData1 / $100
ld a, [$ff8f]
ld e, a
ld a, [de] ; c1x0
and a
jp z, .asm_4bad
inc e
inc e
ld a, [de] ; c1x2 (facing/anim)
ld [wd5cd], a
cp $ff ; off-screen (don't draw)
jr nz, .visible
call Func_4bd1
jr .asm_4bad
.visible
cp $a0
jr c, .usefacing
and $f
add $10
jr .asm_4b48
.usefacing
and $f
.asm_4b48
ld l, a
push de
inc d
ld a, e
add $5
ld e, a
ld a, [de] ; c2x7
and $80
ld [$ff94], a ; temp store sprite priority
pop de
ld h, 0
ld bc, SpriteFacingAndAnimationTable
add hl, hl
add hl, hl
add hl, bc
ld a, [hli]
ld c, a
ld a, [hli]
ld b, a
ld a, [hli]
ld h, [hl]
ld l, a
call Func_4bd1
ld a, [$ff90]
ld e, a
ld d, wOAMBuffer / $100
.tile
ld a, [$ff92] ; temp for sprite Y position
add $10 ; Y=16 is top of screen (Y=0 is invisible)
add [hl] ; add Y offset from table
ld [de], a ; write new sprite OAM Y position
inc hl
ld a, [$ff91] ; temp for sprite X position
add $8 ; X=8 is left of screen (X=0 is invisible)
add [hl] ; add X offset from table
inc e
ld [de], a ; write new sprite OAM X position
inc e
ld a, [bc] ; read pattern number offset (accomodates orientation (offset 0,4 or 8) and animation (offset 0 or $80))
inc bc
push bc
ld b, a
ld a, [wd5cd] ; temp copy of c1x2
swap a ; high nybble determines sprite used (0 is always player sprite, next are some npcs)
and $f
; Sprites $a and $b have one face (and therefore 4 tiles instead of 12).
; As a result, sprite $b's tile offset is less than normal.
cp $b
jr nz, .offset
ld a, $a * 12 + 4
jr .gotoffset
.offset
; a *= 12
sla a
sla a
ld c, a
sla a
add c
.gotoffset
add b ; which frame
pop bc
ld [de], a ; tile id
inc hl
inc e
ld a, [hl]
bit 1, a ; sprite priority
jr z, .fg
ld a, [$ff94] ; facing priority
or [hl]
.fg
inc hl
ld [de], a
inc e
bit 0, a ; OAMFLAG_ENDOFDATA
jr z, .tile
ld a, e
ld [$ff90], a
.asm_4bad
ld a, [$ff8f]
add $10
cp $100 % $100
jp nz, .asm_4b21
; Clear unused OAM.
ld a, [$ff90]
ld l, a
ld h, wOAMBuffer / $100
ld de, $4
ld b, $a0
ld a, [wd736]
bit 6, a
ld a, $a0
jr z, .clear
ld a, $90
.clear
cp l
ret z
ld [hl], b
add hl, de
jr .clear
Func_4bd1: ; 4bd1 (1:4bd1)
inc e
inc e
ld a, [de] ; c1x4
ld [$ff92], a
inc e
inc e
ld a, [de] ; c1x6
ld [$ff91], a
ld a, $4
add e
ld e, a
ld a, [$ff92]
add $4
and $f0
ld [de], a ; c1xa (y)
inc e
ld a, [$ff91]
and $f0
ld [de], a ; c1xb (x)
ret
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