#include "global.h" #include "decompress.h" #include "data2.h" #include "constants/species.h" #include "text.h" #include "ewram.h" void LZDecompressWram(const void *src, void *dest) { LZ77UnCompWram(src, dest); } void LZDecompressVram(const void *src, void *dest) { LZ77UnCompVram(src, dest); } void LoadCompressedObjectPic(const struct CompressedSpriteSheet *src) { struct SpriteSheet dest; LZ77UnCompWram(src->data, (void *)EWRAM); dest.data = (void *)EWRAM; dest.size = src->size; dest.tag = src->tag; LoadSpriteSheet(&dest); } void LoadCompressedObjectPicOverrideBuffer(const struct CompressedSpriteSheet *src, void *buffer) { struct SpriteSheet dest; LZ77UnCompWram(src->data, buffer); dest.data = buffer; dest.size = src->size; dest.tag = src->tag; LoadSpriteSheet(&dest); } void LoadCompressedObjectPalette(const struct CompressedSpritePalette *src) { struct SpritePalette dest; LZ77UnCompWram(src->data, (void *)EWRAM); dest.data = (void *)EWRAM; dest.tag = src->tag; LoadSpritePalette(&dest); } void LoadCompressedObjectPaletteOverrideBuffer(const struct CompressedSpritePalette *src, void *buffer) { struct SpritePalette dest; LZ77UnCompWram(src->data, buffer); dest.data = buffer; dest.tag = src->tag; LoadSpritePalette(&dest); } void DecompressPicFromTable_2(const struct CompressedSpriteSheet *src, u8 coords, u8 y_offset, void *d, void *dest, s32 species) { if (species > SPECIES_EGG) LZ77UnCompWram(gMonFrontPicTable[0].data, dest); else LZ77UnCompWram(src->data, dest); } void HandleLoadSpecialPokePic(const struct CompressedSpriteSheet *src, u32 coords, u32 y_offset, void *decompBuf, void *dest, s32 species, u32 pid) { u32 frontOrBack; // gMonSpriteGfx_Sprite_ptr appears to be a list of pointers to locations to store poke pics for back and front pic here. the first and third pointers are used for back while the others are used for front. if (dest == gMonSpriteGfx_Sprite_ptr[0] || dest == gMonSpriteGfx_Sprite_ptr[2]) frontOrBack = 0; // backPic else frontOrBack = 1; // frontPic LoadSpecialPokePic(src, coords, y_offset, decompBuf, dest, species, pid, frontOrBack); } void LoadSpecialPokePic(const struct CompressedSpriteSheet *src, u32 b, u32 c, void *decompBuffer, void *dest, s32 species, u32 pid, u32 frontOrBack) { u8 frontOrBack8 = frontOrBack; if (species == SPECIES_UNOWN) { u16 i = (((pid & 0x3000000) >> 18) | ((pid & 0x30000) >> 12) | ((pid & 0x300) >> 6) | (pid & 3)) % 0x1C; // The other Unowns are separate from Unown A. if (i == 0) i = SPECIES_UNOWN; else i += SPECIES_UNOWN_B - 1; if (frontOrBack8 == 0) LZ77UnCompWram(gMonBackPicTable[i].data, dest); else LZ77UnCompWram(gMonFrontPicTable[i].data, dest); } else if (species > SPECIES_EGG) // is species unknown? draw the ? icon LZ77UnCompWram(gMonFrontPicTable[0].data, dest); else LZ77UnCompWram(src->data, dest); DrawSpindaSpots(species, pid, dest, frontOrBack8); } void Unused_LZDecompressWramIndirect(const void **src, void *dest) { LZ77UnCompWram(*src, dest); } void unref_sub_800D42C(s32 object_size, s32 object_count, u8 *src_tiles, u8 *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. */ s32 i, j, k, l; u8 *src = src_tiles, *dest = dest_tiles; u8 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++; } } } } }