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; disables all sprite animations
; and clears memory related to sprites
Func_1296e:
push af
ld a, [wd5d7]
or a
jr z, .continue
pop af
ret
.continue
pop af
push bc
push hl
xor a
ld [wWhichSprite], a
call GetFirstSpriteAnimBufferProperty
lb bc, 0, SPRITE_ANIM_LENGTH
; disable all sprite animations
.loop_sprites
xor a
ld [hl], a ; set SPRITE_ANIM_ENABLED to 0
add hl, bc
ld a, [wWhichSprite]
inc a
ld [wWhichSprite], a
cp SPRITE_ANIM_BUFFER_CAPACITY
jr nz, .loop_sprites
call ClearSpriteVRAMBuffer
call ZeroObjectPositions
ld hl, wVBlankOAMCopyToggle
inc [hl]
pop hl
pop bc
ret
; creates a new entry in SpriteAnimBuffer, else loads the sprite if need be
CreateSpriteAndAnimBufferEntry:
push af
ld a, [wd5d7]
or a
jr z, .continue
pop af
ret
.continue
pop af
push bc
push hl
call Func_12c05
ld [wCurrSpriteTileID], a
xor a
ld [wWhichSprite], a
call GetFirstSpriteAnimBufferProperty
ld bc, SPRITE_ANIM_LENGTH
.findFirstEmptyAnimField
ld a, [hl]
or a
jr z, .foundEmptyAnimField
add hl, bc
ld a, [wWhichSprite]
inc a
ld [wWhichSprite], a
cp $10
jr nz, .findFirstEmptyAnimField
debug_nop
scf
jr .quit
.foundEmptyAnimField
ld a, $1
ld [hl], a
call FillNewSpriteAnimBufferEntry
or a
.quit
pop hl
pop bc
ret
FillNewSpriteAnimBufferEntry:
push hl
push bc
push hl
inc hl
ld c, SPRITE_ANIM_LENGTH - 1
xor a
.clearSpriteAnimBufferEntryLoop
ld [hli], a
dec c
jr nz, .clearSpriteAnimBufferEntryLoop
pop hl
ld bc, SPRITE_ANIM_ID - 1
add hl, bc
ld a, [wCurrSpriteTileID]
ld [hli], a
ld a, $ff
ld [hl], a
ld bc, SPRITE_ANIM_COUNTER - SPRITE_ANIM_ID
add hl, bc
ld a, $ff
ld [hl], a
pop bc
pop hl
ret
DisableCurSpriteAnim:
ld a, [wWhichSprite]
; fallthrough
; sets SPRITE_ANIM_ENABLED to false
; of sprite in register a
DisableSpriteAnim:
push af
ld a, [wd5d7]
or a
jr z, .disable
pop af
ret
.disable
pop af
push hl
push bc
ld c, SPRITE_ANIM_ENABLED
call GetSpriteAnimBufferProperty_SpriteInA
ld [hl], FALSE
pop bc
pop hl
ret
GetSpriteAnimCounter:
ld a, [wWhichSprite]
push hl
push bc
ld c, SPRITE_ANIM_COUNTER
call GetSpriteAnimBufferProperty_SpriteInA
ld a, [hl]
pop bc
pop hl
ret
_HandleAllSpriteAnimations:
push af
ld a, [wd5d7] ; skip animating this frame if enabled
or a
jr z, .continue
pop af
ret
.continue
pop af
push af
push bc
push de
push hl
call ZeroObjectPositions
xor a
ld [wWhichSprite], a
call GetFirstSpriteAnimBufferProperty
.spriteLoop
ld a, [hl]
or a
jr z, .nextSprite ; skip if SPRITE_ANIM_ENABLED is 0
call TryHandleSpriteAnimationFrame
call LoadSpriteDataForAnimationFrame
.nextSprite
ld bc, SPRITE_ANIM_LENGTH
add hl, bc
ld a, [wWhichSprite]
inc a
ld [wWhichSprite], a
cp SPRITE_ANIM_BUFFER_CAPACITY
jr nz, .spriteLoop
ld hl, wVBlankOAMCopyToggle
inc [hl]
pop hl
pop de
pop bc
pop af
ret
LoadSpriteDataForAnimationFrame:
push hl
push bc
inc hl
ld a, [hli]
ld [wCurrSpriteAttributes], a
ld a, [hli]
ld [wCurrSpriteXPos], a
ld a, [hli]
ld [wCurrSpriteYPos], a
ld a, [hl]
ld [wCurrSpriteTileID], a
ld bc, SPRITE_ANIM_FLAGS - SPRITE_ANIM_TILE_ID
add hl, bc
ld a, [hl]
and 1 << SPRITE_ANIM_FLAG_UNSKIPPABLE
jr nz, .quit
ld bc, SPRITE_ANIM_FRAME_BANK - SPRITE_ANIM_FLAGS
add hl, bc
ld a, [hli]
ld [wd5d6], a
or a
jr z, .quit
ld a, [hli]
ld h, [hl]
ld l, a
call DrawSpriteAnimationFrame
.quit
pop bc
pop hl
ret
; decrements the given sprite's movement counter (2x if SPRITE_ANIM_FLAG_SPEED is set)
; moves to the next animation frame if necessary
TryHandleSpriteAnimationFrame:
push hl
push bc
push de
push hl
ld d, 1
ld bc, SPRITE_ANIM_FLAGS
add hl, bc
bit SPRITE_ANIM_FLAG_SPEED, [hl]
jr z, .skipSpeedIncrease
inc d
.skipSpeedIncrease
pop hl
ld bc, SPRITE_ANIM_COUNTER
add hl, bc
ld a, [hl]
cp $ff
jr z, .exit
sub d
ld [hl], a
jr z, .doNextAnimationFrame
jr nc, .exit
.doNextAnimationFrame
ld bc, SPRITE_ANIM_ENABLED - SPRITE_ANIM_COUNTER
add hl, bc
call HandleAnimationFrame
.exit
pop de
pop bc
pop hl
ret
StartNewSpriteAnimation:
push hl
push af
ld c, SPRITE_ANIM_ID
call GetSpriteAnimBufferProperty
pop af
cp [hl]
pop hl
ret z
; fallthrough
StartSpriteAnimation:
push hl
call LoadSpriteAnimPointers
call HandleAnimationFrame
pop hl
ret
; a = sprite animation
; c = animation counter value
Func_12ac9:
push bc
ld b, a
ld a, c
or a
ld a, b
pop bc
jr z, StartSpriteAnimation
push hl
push bc
call LoadSpriteAnimPointers
ld a, $ff
call GetAnimFramePointerFromOffset
pop bc
ld a, c
call SetAnimationCounterAndLoop
pop hl
ret
; Given an animation ID, fills the current sprite's Animation Pointer and Frame Offset Pointer
; a - Animation ID for current sprite
LoadSpriteAnimPointers:
push bc
push af
call GetFirstSpriteAnimBufferProperty
pop af
push hl
ld bc, SPRITE_ANIM_ID
add hl, bc
ld [hli], a
push hl
ld l, 6 ; SpriteAnimations
farcall GetMapDataPointer
farcall LoadGraphicsPointerFromHL
pop hl ; hl is animation bank
ld a, [wTempPointerBank]
ld [hli], a
ld a, [wTempPointer + 0]
ld [hli], a
ld c, a
ld a, [wTempPointer + 1]
ld [hli], a
ld b, a
; offset pointer = pointer + $3
ld a, $3
add c
ld [hli], a
ld a, $0
adc b
ld [hli], a
pop hl
pop bc
ret
; hl - beginning of current sprite_anim_buffer
; Handles a full animation frame using all values in animation structure
; (frame data offset, anim counter, X Mov, Y Mov)
HandleAnimationFrame:
push bc
push de
push hl
.tryHandlingFrame
push hl
ld bc, SPRITE_ANIM_BANK
add hl, bc
ld a, [hli]
ld [wTempPointerBank], a
inc hl
inc hl
ld a, [hl] ; SPRITE_ANIM_FRAME_OFFSET_POINTER
ld [wTempPointer + 0], a
add SPRITE_FRAME_OFFSET_SIZE ; advance FRAME_OFFSET_POINTER by 1 frame, 4 bytes
ld [hli], a
ld a, [hl]
ld [wTempPointer + 1], a
adc 0
ld [hl], a
ld de, wLoadedPalData
ld bc, SPRITE_FRAME_OFFSET_SIZE
call CopyBankedDataToDE
pop hl ; beginning of current sprite_anim_buffer
ld de, wLoadedPalData
ld a, [de]
call GetAnimFramePointerFromOffset
inc de
ld a, [de]
call SetAnimationCounterAndLoop
jr c, .tryHandlingFrame
inc de
ld bc, SPRITE_ANIM_COORD_X
add hl, bc
push hl
ld bc, SPRITE_ANIM_FLAGS - SPRITE_ANIM_COORD_X
add hl, bc
ld b, [hl]
pop hl
ld a, [de]
bit SPRITE_ANIM_FLAG_X_SUBTRACT, b
jr z, .addXOffset
cpl
inc a
.addXOffset
add [hl]
ld [hli], a
inc de
ld a, [de]
bit SPRITE_ANIM_FLAG_Y_SUBTRACT, b
jr z, .addYOffset
cpl
inc a
.addYOffset
add [hl]
ld [hl], a
pop hl
pop de
pop bc
ret
; Calls GetAnimationFramePointer after setting up wTempPointerBank
; and wVRAMTileOffset
; a - frame offset from Animation Data
; hl - beginning of Sprite Anim Buffer
GetAnimFramePointerFromOffset:
ld [wVRAMTileOffset], a
push hl
push bc
push de
push hl
ld bc, SPRITE_ANIM_BANK
add hl, bc
ld a, [hli]
ld [wTempPointerBank], a
ld a, [hli]
ld [wTempPointer + 0], a
ld a, [hli]
ld [wTempPointer + 1], a
pop hl
call GetAnimationFramePointer ; calls with the original map data script pointer/bank
pop de
pop bc
pop hl
ret
; Sets the animation counter for the current sprite. If the value is zero, loop the animation
; a - new animation counter
SetAnimationCounterAndLoop:
push hl
push bc
ld bc, SPRITE_ANIM_COUNTER
add hl, bc
ld [hl], a
or a
jr nz, .exit
ld bc, SPRITE_ANIM_POINTER - SPRITE_ANIM_COUNTER
add hl, bc
ld a, [hli]
add $3 ; skip base bank/pointer at beginning of data structure
ld c, a
ld a, [hli]
adc 0
ld b, a
ld a, c
ld [hli], a
ld a, b
ld [hl], a
scf
.exit
pop bc
pop hl
ret
Func_12ba7:
push hl
push bc
push de
call EnableSRAM
ld hl, wSpriteAnimBuffer
ld de, sGeneralSaveDataEnd
ld bc, $100
call CopyDataHLtoDE
ld hl, wSpriteVRAMBuffer
ld bc, $40
call CopyDataHLtoDE
ld a, [wSpriteVRAMBufferSize]
ld [de], a
call DisableSRAM
pop de
pop bc
pop hl
ret
Func_12bcd:
push hl
push bc
push de
call EnableSRAM
ld hl, sGeneralSaveDataEnd
ld de, wSpriteAnimBuffer
ld bc, $100
call CopyDataHLtoDE
ld de, wSpriteVRAMBuffer
ld bc, $40
call CopyDataHLtoDE
ld a, [hl]
ld [wSpriteVRAMBufferSize], a
call DisableSRAM
pop de
pop bc
pop hl
ret
; clears wSpriteVRAMBufferSize and wSpriteVRAMBuffer
ClearSpriteVRAMBuffer:
push hl
push bc
xor a
ld [wSpriteVRAMBufferSize], a
ld c, $40
ld hl, wSpriteVRAMBuffer
.asm_12bfe
ld [hli], a
dec c
jr nz, .asm_12bfe
pop bc
pop hl
ret
; gets some value based on the sprite in a and wSpriteVRAMBuffer
; loads the sprites data if it doesn't already exist
Func_12c05:
push hl
push bc
push de
ld b, a
ld d, $0
ld a, [wSpriteVRAMBufferSize]
ld c, a
ld hl, wSpriteVRAMBuffer
or a
jr z, .tryToAddSprite
.findSpriteMatchLoop
inc hl
ld a, [hl]
cp b
jr z, .foundSpriteMatch
inc hl
ld a, [hli]
add [hl] ; add tile size to tile offset
ld d, a
inc hl
dec c
jr nz, .findSpriteMatchLoop
.tryToAddSprite
ld a, [wSpriteVRAMBufferSize]
cp $10
jr nc, .quitFail
inc a
ld [wSpriteVRAMBufferSize], a ; increase number of entries by 1
inc hl
push hl
ld a, b
ld [hli], a ; store sprite index
call Func_12c4f
push af
ld a, d
ld [hli], a ; store tile offset
pop af
ld [hl], a ; store tile size
pop hl
.foundSpriteMatch
dec hl
inc [hl] ; mark this entry as valid
inc hl
inc hl
ld a, [hli]
add [hl]
cp $81
jr nc, .quitFail ; exceeds total tile size
ld a, d
or a
jr .quitSucceed
.quitFail
debug_nop
xor a
scf
.quitSucceed
pop de
pop bc
pop hl
ret
; input:
; a = sprite index within the data map
; d = tile offset in VRAM
; output:
; a = number of tiles in sprite
Func_12c4f:
push af
xor a
ld [wd4cb], a
ld a, d
ld [wVRAMTileOffset], a
pop af
farcall Func_8025b
ret
Func_12c5e:
push hl
push bc
push de
ld c, $10
ld de, $4
ld hl, wSpriteVRAMBuffer
.asm_12c69
ld a, [hl]
or a
jr z, .asm_12c77
push hl
push de
inc hl
ld a, [hli]
ld d, [hl]
call Func_12c4f
pop de
pop hl
.asm_12c77
add hl, de
dec c
jr nz, .asm_12c69
pop de
pop bc
pop hl
ret
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