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authorMissingmew <nintendo6496@googlemail.com>2020-05-20 23:21:40 +0200
committerMissingmew <nintendo6496@googlemail.com>2020-05-20 23:21:40 +0200
commit8488e786b4369de37fa393ef8ad9c0f055bed96a (patch)
tree31df86246d58a603f0db29932dce34cf37fa6325 /src/decompress.c
parentf302fcc134bf354c3655e3423be68fd7a99cb396 (diff)
Decompile unref_sub_800D42C and add very likely explanation
Diffstat (limited to 'src/decompress.c')
-rw-r--r--src/decompress.c144
1 files changed, 144 insertions, 0 deletions
diff --git a/src/decompress.c b/src/decompress.c
index d6c52439f..9f8916d52 100644
--- a/src/decompress.c
+++ b/src/decompress.c
@@ -111,3 +111,147 @@ void Unused_LZDecompressWramIndirect(const void **src, void *dest)
{
LZ77UnCompWram(*src, dest);
}
+
+void unref_sub_800D42C(int object_size, int object_count, unsigned char *src_tiles, unsigned char *dest_tiles)
+{
+ /*
+ This function appears to emulate behaviour found in the GB(C) versions regarding how the Pokemon images
+ are stitched together to be displayed on the battle screen.
+ Given "compacted" tiles, an object count and a bounding box/object size, place the tiles in such a way
+ that the result will have each object centered in a 8x8 tile canvas.
+ */
+ int i, j, k, l;
+ unsigned char *src = src_tiles, *dest = dest_tiles;
+ unsigned char bottom_off;
+
+ if (object_size & 1)
+ {
+ // Object size is odd
+ bottom_off = (object_size >> 1) + 4;
+ for (l = 0; l < object_count; l++)
+ {
+ // Clear all unused rows of tiles plus the half-tile required due to centering
+ for (j = 0; j < 8-object_size; j++)
+ {
+ for (k = 0; k < 8; k++)
+ {
+ for (i = 0; i < 16; i++)
+ {
+ if (j % 2 == 0)
+ {
+ // Clear top half of top tile and bottom half of bottom tile when on even j
+ ((dest+i) + (k << 5))[((j >> 1) << 8)] = 0;
+ ((bottom_off << 8) + (dest+i) + (k << 5) + 16)[((j >> 1) << 8)] = 0;
+ }
+ else
+ {
+ // Clear bottom half of top tile and top half of tile following bottom tile when on odd j
+ ((dest+i) + (k << 5) + 16)[((j >> 1) << 8)] = 0;
+ ((bottom_off << 8) + (dest+i) + (k << 5) + 256)[((j >> 1) << 8)] = 0;
+ }
+ }
+ }
+ }
+
+ // Clear the columns to the left and right that wont be used completely
+ // Unlike the previous loops, this will clear the later used space as well
+ for (j = 0; j < 2; j++)
+ {
+ for (i = 0; i < 8; i++)
+ {
+ for (k = 0; k < 32; k++)
+ {
+ // Left side
+ ((dest+k) + (i << 8))[(j << 5)] = 0;
+ // Right side
+ ((dest+k) + (i << 8))[(j << 5)+192] = 0;
+ }
+ }
+ }
+
+ // Skip the top row and first tile on the second row for objects of size 5
+ if (object_size == 5) dest += 0x120;
+
+ // Copy tile data
+ for (j = 0; j < object_size; j++)
+ {
+ for (k = 0; k < object_size; k++)
+ {
+ for (i = 0; i < 4; i++)
+ {
+ // Offset the tile by +4px in both x and y directions
+ (dest + (i << 2))[18] = (src + (i << 2))[0];
+ (dest + (i << 2))[19] = (src + (i << 2))[1];
+ (dest + (i << 2))[48] = (src + (i << 2))[2];
+ (dest + (i << 2))[49] = (src + (i << 2))[3];
+
+ (dest + (i << 2))[258] = (src + (i << 2))[16];
+ (dest + (i << 2))[259] = (src + (i << 2))[17];
+ (dest + (i << 2))[288] = (src + (i << 2))[18];
+ (dest + (i << 2))[289] = (src + (i << 2))[19];
+ }
+ src += 32;
+ dest += 32;
+ }
+
+ // At the end of a row, skip enough tiles to get to the beginning of the next row
+ if (object_size == 7) dest += 0x20;
+ else if (object_size == 5) dest += 0x60;
+ }
+
+ // Skip remaining unused space to go to the beginning of the next object
+ if (object_size == 7) dest += 0x100;
+ else if (object_size == 5) dest += 0x1e0;
+ }
+ }
+ else
+ {
+ // Object size is even
+ for (i = 0; i < object_count; i++)
+ {
+ // For objects of size 6, the first and last row and column will be cleared
+ // While the remaining space will be filled with actual data
+ if (object_size == 6)
+ {
+ for (k = 0; k < 256; k++) {
+ *dest = 0;
+ dest++;
+ }
+ }
+
+ for (j = 0; j < object_size; j++)
+ {
+ if (object_size == 6)
+ {
+ for (k = 0; k < 32; k++) {
+ *dest = 0;
+ dest++;
+ }
+ }
+
+ // Copy tile data
+ for (k = 0; k < 32 * object_size; k++) {
+ *dest = *src;
+ src++;
+ dest++;
+ }
+
+ if (object_size == 6)
+ {
+ for (k = 0; k < 32; k++) {
+ *dest = 0;
+ dest++;
+ }
+ }
+ }
+
+ if (object_size == 6)
+ {
+ for (k = 0; k < 256; k++) {
+ *dest = 0;
+ dest++;
+ }
+ }
+ }
+ }
+}