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authorluckytyphlosion <alan.rj.huang@gmail.com>2015-10-24 17:35:57 -0400
committerluckytyphlosion <alan.rj.huang@gmail.com>2015-10-24 17:35:57 -0400
commit3a5d7ec05db9ce1156863983a0427396d6f6f49b (patch)
treeb85979ed890027d54edcd4deca8be46dbf10cbf7 /engine/overworld
parentbb97b63af1fbeca208cb30a41f8195b4408821dc (diff)
data/facing.asm, titlescreen functions, oam/sprite related functions, other misc functions
Also rename pcm-related functions.
Diffstat (limited to 'engine/overworld')
-rw-r--r--engine/overworld/oam.asm161
1 files changed, 94 insertions, 67 deletions
diff --git a/engine/overworld/oam.asm b/engine/overworld/oam.asm
index ff85eb3e..e81375a3 100644
--- a/engine/overworld/oam.asm
+++ b/engine/overworld/oam.asm
@@ -1,12 +1,14 @@
-PrepareOAMData:
+PrepareOAMData: ; 499b (1:499b)
; Determine OAM data for currently visible
; sprites and write it to wOAMBuffer.
+; Yellow code has been changed to use registers more efficiently
+; as well as tweaking the code to show gbc palettes
ld a, [wUpdateSpritesEnabled]
dec a
jr z, .updateEnabled
- cp 0 - 1
+ cp $ff
ret nz
ld [wUpdateSpritesEnabled], a
jp HideSprites
@@ -17,10 +19,10 @@ PrepareOAMData:
.spriteLoop
ld [hSpriteOffset2], a
-
- ld d, wSpriteStateData1 / $100
- ld a, [hSpriteOffset2]
+
ld e, a
+ ld d, wSpriteStateData1 / $100
+
ld a, [de] ; c1x0
and a
jp z, .nextSprite
@@ -40,16 +42,22 @@ PrepareOAMData:
jr c, .usefacing
; unchanging
- and $f
- add $10 ; skip to the second half of the table which doesn't account for facing direction
+ ld a, $0
jr .next
.usefacing
and $f
.next
+; read the entry from the table
+ ld c, a
+ ld b, 0
+ ld hl, SpriteFacingAndAnimationTable
+ add hl, bc
+ add hl, bc
+ ld a, [hli]
+ ld h, [hl]
ld l, a
-
; get sprite priority
push de
inc d
@@ -61,65 +69,46 @@ PrepareOAMData:
ld [hSpritePriority], a ; temp store sprite priority
pop de
-; read the entry from the table
- 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 GetSpriteScreenXY
ld a, [hOAMBufferOffset]
+ add [hl]
+ cp $a0
+ jr z, .hidden
+ jr nc, .asm_4a41
+.hidden
+ call Func_4a7b
+ ld [wd5cd], a
+ ld a, [hOAMBufferOffset]
+
ld e, a
ld d, wOAMBuffer / $100
.tileLoop
+ ld a, [hli]
+ ld c, a
+.loop
ld a, [hSpriteScreenY] ; 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
+ inc e
ld a, [hSpriteScreenX] ; temp for sprite X position
add $8 ; X=8 is left of screen (X=0 is invisible)
add [hl] ; add X offset from table
+ ld [de], a
+ inc hl
inc e
- ld [de], a ; write new sprite OAM X position
- inc e
- ld a, [bc] ; read pattern number offset (accommodates orientation (offset 0,4 or 8) and animation (offset 0 or $80))
- inc bc
- push bc
+ ld a, [wd5cd]
+ add [hl]
+ cp $80
+ jr c, .asm_4a1c
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, .notFourTileSprite
- ld a, $a * 12 + 4
- jr .next2
-
-.notFourTileSprite
- ; a *= 12
- sla a
- sla a
- ld c, a
- sla a
- add c
-
-.next2
- add b ; add the tile offset from the table (based on frame and facing direction)
- pop bc
+ ld a, [$fffc]
+ add b
+.asm_4a1c
ld [de], a ; tile id
inc hl
inc e
@@ -129,15 +118,19 @@ PrepareOAMData:
ld a, [hSpritePriority]
or [hl]
.skipPriority
- inc hl
+ and $f0
+ bit 4, a ; OBP0 or OBP1
+ jr z, .spriteusesOBP0
+ or %100 ; palettes 4-7 are OBP1
+.spriteusesOBP0
ld [de], a
+ inc hl
inc e
- bit 0, a ; OAMFLAG_ENDOFDATA
- jr z, .tileLoop
+ dec c
+ jr nz, .loop
ld a, e
ld [hOAMBufferOffset], a
-
.nextSprite
ld a, [hSpriteOffset2]
add $10
@@ -145,28 +138,33 @@ PrepareOAMData:
jp nz, .spriteLoop
; Clear unused OAM.
- ld a, [hOAMBufferOffset]
- ld l, a
- ld h, wOAMBuffer / $100
- ld de, $4
- ld b, $a0
+.asm_4a41
ld a, [wd736]
bit 6, a ; jumping down ledge or fishing animation?
- ld a, $a0
+ ld c, $a0
jr z, .clear
; Don't clear the last 4 entries because they are used for the shadow in the
; jumping down ledge animation and the rod in the fishing animation.
- ld a, $90
+ ld c, $90
.clear
- cp l
- ret z
+ ld a, [hOAMBufferOffset]
+ cp c
+ ret nc
+ ld l, a
+ ld h, wOAMBuffer / $100
+ ld a, c
+ ld de, $4 ; entry size
+ ld b, $a0
+.clearLoop
ld [hl], b
add hl, de
- jr .clear
+ cp l
+ jr nz, .clearLoop
+ ret
-GetSpriteScreenXY: ; 4bd1 (1:4bd1)
+GetSpriteScreenXY: ; 4a5f (1:4a5f)
inc e
inc e
ld a, [de] ; c1x4
@@ -188,6 +186,32 @@ GetSpriteScreenXY: ; 4bd1 (1:4bd1)
ld [de], a ; c1xb (x)
ret
+Func_4a7b: ; 4a7b (1:4a7b)
+ push bc
+ 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, .notFourTileSprite
+ ld a, $a * 12 + 4 ; $7c
+ jr .done
+
+.notFourTileSprite
+ ; a *= 12
+ add a
+ add a
+ ld c, a
+ add a
+ add c
+.done
+ pop bc
+ ret
+
+INCLUDE "engine/oam_dma.asm"
+
_IsTilePassable:: ; 4aaa (1:4aaa)
ld hl,W_TILESETCOLLISIONPTR ; pointer to list of passable tiles
ld a,[hli]
@@ -198,8 +222,11 @@ _IsTilePassable:: ; 4aaa (1:4aaa)
cp a,$ff
jr z,.tileNotPassable
cp c
- ret z
- jr .loop
+ jr nz,.loop
+ xor a
+ ret
.tileNotPassable
scf
- ret \ No newline at end of file
+ ret
+
+INCLUDE "data/collision.asm" ; probably \ No newline at end of file