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-rw-r--r--engine/bg_map_attributes.asm219
1 files changed, 219 insertions, 0 deletions
diff --git a/engine/bg_map_attributes.asm b/engine/bg_map_attributes.asm
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+INCLUDE "data/bg_map_attributes.asm"
+
+LoadBGMapAttributes::
+ ld hl, BGMapAttributesPointers
+ ld a, c ; c = which packet
+ push af ; save for later (to determine if we're handling the trainer card or party menu)
+ dec a ; read this code as:
+ add a ; dec a
+ ld e, a ; add a
+ xor a ; ld e, a
+ ld d, a ; ld d, 0
+ add hl, de ; add hl, de
+ ld a, [hli] ; ld a, [hli]
+ ld e, a ; ld h, [hl]
+ ld a, [hl] ; ld l, a
+ ld h, a
+ ld a, e
+ ld l, a
+
+ di
+ ld a, $1
+ ldh [rVBK], a
+ push hl
+ ld a, [hl]
+ ld c, a ; save attribute count for later
+ ld de, $10
+ add hl, de
+ ld a, h
+ ldh [rHDMA1], a
+ ld a, l
+ ldh [rHDMA2], a
+ ld de, vBGMap0
+ ld a, d
+ ldh [rHDMA3], a
+ ld a, e
+ ldh [rHDMA4], a
+
+ ldh a, [rLCDC]
+ and rLCDC_ENABLE_MASK ; is LCD off?
+ jr z, .lcdOff ; if off, transfer immediately
+; wait for VBlank if LCD is on
+.waitForVBlankLoop1
+ ldh a, [rLY]
+ cp $90
+ jr nz, .waitForVBlankLoop1
+.waitForAccessibleVRAMLoop1
+ ldh a, [rSTAT]
+ and %10 ; are we in HBlank or VBlank?
+ jr nz, .waitForAccessibleVRAMLoop1 ; loop until we're in a safe period to transfer to VRAM
+.lcdOff
+ ld a, c ; number of BG attributes to transfer, plus 1 times 16
+ ldh [rHDMA5], a ; initiate transfer
+ call Func_3082 ; update audio so it doesn't "lag"
+ pop hl
+ ld a, [hli]
+ ld c, a ; number of BG attributes to transfer, plus 1 times 16
+ ld a, [hli]
+ ld e, a
+ ld a, [hli]
+ ld d, a ; offset of the attributes
+ add hl, de ; hl = new pointer
+ ld a, h
+ ldh [rHDMA1], a
+ ld a, l
+ ldh [rHDMA2], a
+ ld de, vBGMap1 ; copy to vBGMap1
+ ld a, d
+ ldh [rHDMA3], a
+ ld a, e
+ ldh [rHDMA4], a
+; LCD check again
+ ldh a, [rLCDC]
+ and rLCDC_ENABLE_MASK ; is LCD off?
+ jr z, .lcdOff2 ; if off, transfer immediately
+; wait for VBlank if LCD is on
+.waitForVBlankLoop2
+ ldh a, [rLY]
+ cp $90
+ jr nz, .waitForVBlankLoop2
+.waitForAccessibleVRAMLoop2
+ ldh a, [rSTAT]
+ and %10 ; are we in HBlank or VBlank?
+ jr nz, .waitForAccessibleVRAMLoop2 ; loop until we're in a safe period to transfer to VRAM
+.lcdOff2
+ ld a, c
+ ldh [rHDMA5], a
+ pop af
+ dec a
+ dec a
+ dec a
+ dec a
+ jr nz, .checkIfHandlingPartyMenu
+ call HandleBadgeFaceAttributes
+ jr .done
+.checkIfHandlingPartyMenu
+ dec a
+ call z, HandlePartyHPBarAttributes
+.done
+ call Func_3082
+ ldh a, [rIF]
+ res VBLANK, a
+ ldh [rIF], a
+ xor a
+ ldh [rVBK], a
+ ei
+ ret
+
+BGMapAttributesPointers:
+ dw BGMapAttributes_Unknown1
+ dw BGMapAttributes_Unknown2
+ dw BGMapAttributes_GameFreakIntro
+ dw BGMapAttributes_TrainerCard
+ dw BGMapAttributes_PartyMenu
+ dw BGMapAttributes_NidorinoIntro
+ dw BGMapAttributes_TitleScreen
+ dw BGMapAttributes_Slots
+ dw BGMapAttributes_Pokedex
+ dw BGMapAttributes_StatusScreen
+ dw BGMapAttributes_Battle
+ dw BGMapAttributes_WholeScreen
+ dw BGMapAttributes_Unknown13
+
+HandleBadgeFaceAttributes:
+; zero out the attributes if the player doesn't have the respective badge
+; BOULDERBADGE
+ ld hl, vBGMap1 + $183
+ ld de, wTrainerCardBadgeAttributes + 6 * 0
+ ld a, [de]
+ and a
+ call z, ZeroOutCurrentBadgeAttributes
+; CASCADEBADGE
+ ld hl, vBGMap1 + $187
+ ld de, wTrainerCardBadgeAttributes + 6 * 1
+ ld a, [de]
+ and a
+ call z, ZeroOutCurrentBadgeAttributes
+; THUNDERBADGE
+ ld hl, vBGMap1 + $18b
+ ld de, wTrainerCardBadgeAttributes + 6 * 2
+ ld a, [de]
+ and a
+ call z, ZeroOutCurrentBadgeAttributes
+; RAINBOWBADGE
+ ld hl, vBGMap1 + $18f
+ ld de, wTrainerCardBadgeAttributes + 6 * 3
+ ld a, [de]
+ and a
+ call z, ZeroOutCurrentBadgeAttributes
+; SOULBADGE
+ ld hl, vBGMap1 + $1e3
+ ld de, wTrainerCardBadgeAttributes + 6 * 6
+ ld a, [de]
+ and a
+ call z, ZeroOutCurrentBadgeAttributes
+; MARSHBADGE
+ ld hl, vBGMap1 + $1e7
+ ld de, wTrainerCardBadgeAttributes + 6 * 7
+ ld a, [de]
+ and a
+ call z, ZeroOutCurrentBadgeAttributes
+; VOLCANOBADGE
+ ld hl, vBGMap1 + $1eb
+ ld de, wTrainerCardBadgeAttributes + 6 * 8
+ ld a, [de]
+ and a
+ call z, ZeroOutCurrentBadgeAttributes
+; EARTHBADGE
+ ld hl, vBGMap1 + $1ef
+ ld de, wTrainerCardBadgeAttributes + 6 * 9
+ ld a, [de]
+ and a
+ call z, ZeroOutCurrentBadgeAttributes
+ ret
+
+ZeroOutCurrentBadgeAttributes:
+ push hl
+ xor a
+ ld [hli], a
+ ld [hl], a
+ ld bc, $1f
+ add hl, bc
+ ld [hli], a
+ ld [hl], a
+ pop hl
+ ret
+
+HandlePartyHPBarAttributes:
+; hp bars require 3 (green, orange, red) colours, when there are only 2 "free" colours per palette
+; therefore, we must transfer individual bg attributes where the locations of the hp bars are in vram
+ ld hl, vBGMap1 + $25 ; location of start of the HP bar in vram
+ ld de, wPartyHPBarAttributes
+ ld c, PARTY_LENGTH
+.loop
+ push bc
+ push hl
+ ld a, [de]
+ and $3 ; 4 possible palettes
+ rept 7 ; hp bar length in tiles
+ ld [hli], a
+ endr
+ pop hl
+ ld bc, $40 ; get 2nd party location
+ add hl, bc
+ push hl
+
+ push de ; (inefficiently) copy de to hl
+ pop hl
+
+ ld bc, $6
+ add hl, bc ; get the next palette
+
+ push hl
+ pop de ; copy back to de
+
+ pop hl
+ pop bc
+ dec c
+ jr nz, .loop
+ ret