diff options
Diffstat (limited to 'engine/overworld/map_sprites.asm')
-rwxr-xr-x | engine/overworld/map_sprites.asm | 595 |
1 files changed, 261 insertions, 334 deletions
diff --git a/engine/overworld/map_sprites.asm b/engine/overworld/map_sprites.asm index 8a6057a0..3e2c3912 100755 --- a/engine/overworld/map_sprites.asm +++ b/engine/overworld/map_sprites.asm @@ -8,261 +8,23 @@ ; fields, respectively, within loops. The X is the loop index. ; If there is an inner loop, Y is the inner loop index, i.e. $C1Y* and $C2Y* ; denote fields of the sprite slots iterated over in the inner loop. -InitMapSprites: +_InitMapSprites: call InitOutsideMapSprites ret c ; return if the map is an outside map (already handled by above call) ; if the map is an inside map (i.e. mapID >= $25) - ld hl, wSpriteStateData1 - ld de, wSpriteStateData2 + $0d -; Loop to copy picture ID's from $C1X0 to $C2XD for LoadMapSpriteTilePatterns. -.copyPictureIDLoop - ld a, [hl] ; $C1X0 (picture ID) - ld [de], a ; $C2XD - ld a, $10 - add e - ld e, a - ld a, $10 - add l - ld l, a - jr nz, .copyPictureIDLoop - -; This is used for both inside and outside maps, since it is called by -; InitOutsideMapSprites. -; Loads tile pattern data for sprites into VRAM. -LoadMapSpriteTilePatterns: - ld a, [wNumSprites] - and a ; are there any sprites? - jr nz, .spritesExist - ret -.spritesExist - ld c, a ; c = [wNumSprites] - ld b, $10 ; number of sprite slots - ld hl, wSpriteStateData2 + $0d - xor a - ld [hFourTileSpriteCount], a -.copyPictureIDLoop ; loop to copy picture ID from $C2XD to $C2XE - ld a, [hli] ; $C2XD (sprite picture ID) - ld [hld], a ; $C2XE - ld a, l - add $10 - ld l, a - dec b - jr nz, .copyPictureIDLoop - ld hl, wSpriteStateData2 + $1e -.loadTilePatternLoop - ld de, wSpriteStateData2 + $1d -; Check if the current picture ID has already had its tile patterns loaded. -; This done by looping through the previous sprite slots and seeing if any of -; their picture ID's match that of the current sprite slot. -.checkIfAlreadyLoadedLoop - ld a, e - and $f0 - ld b, a ; b = offset of the wSpriteStateData2 sprite slot being checked against - ld a, l - and $f0 ; a = offset of current wSpriteStateData2 sprite slot - cp b ; done checking all previous sprite slots? - jr z, .notAlreadyLoaded - ld a, [de] ; picture ID of the wSpriteStateData2 sprite slot being checked against - cp [hl] ; do the picture ID's match? - jp z, .alreadyLoaded - ld a, e - add $10 - ld e, a - jr .checkIfAlreadyLoadedLoop -.notAlreadyLoaded - ld de, wSpriteStateData2 + $0e - ld b, $01 -; loop to find the highest tile pattern VRAM slot (among the first 10 slots) used by a previous sprite slot -; this is done in order to find the first free VRAM slot available -.findNextVRAMSlotLoop - ld a, e - add $10 - ld e, a - ld a, l - cp e ; reached current slot? - jr z, .foundNextVRAMSlot - ld a, [de] ; $C2YE (VRAM slot) - cp 11 ; is it one of the first 10 slots? - jr nc, .findNextVRAMSlotLoop - cp b ; compare the slot being checked to the current max - jr c, .findNextVRAMSlotLoop ; if the slot being checked is less than the current max -; if the slot being checked is greater than or equal to the current max - ld b, a ; store new max VRAM slot - jr .findNextVRAMSlotLoop -.foundNextVRAMSlot - inc b ; increment previous max value to get next VRAM tile pattern slot - ld a, b ; a = next VRAM tile pattern slot - push af - ld a, [hl] ; $C2XE (sprite picture ID) - ld b, a ; b = current sprite picture ID - cp SPRITE_BALL ; is it a 4-tile sprite? - jr c, .notFourTileSprite - pop af - ld a, [hFourTileSpriteCount] - add 11 - jr .storeVRAMSlot -.notFourTileSprite - pop af -.storeVRAMSlot - ld [hl], a ; store VRAM slot at $C2XE - ld [hVRAMSlot], a ; used to determine if it's 4-tile sprite later - ld a, b ; a = current sprite picture ID - dec a - add a - add a - push bc - push hl - ld hl, SpriteSheetPointerTable - jr nc, .noCarry - inc h -.noCarry - add l - ld l, a - jr nc, .noCarry2 - inc h -.noCarry2 - push hl - call ReadSpriteSheetData - push af - push de - push bc - ld hl, vNPCSprites ; VRAM base address - ld bc, $c0 ; number of bytes per VRAM slot - ld a, [hVRAMSlot] - cp 11 ; is it a 4-tile sprite? - jr nc, .fourTileSpriteVRAMAddr - ld d, a - dec d -; Equivalent to multiplying $C0 (number of bytes in 12 tiles) times the VRAM -; slot and adding the result to $8000 (the VRAM base address). -.calculateVRAMAddrLoop - add hl, bc - dec d - jr nz, .calculateVRAMAddrLoop - jr .loadStillTilePattern -.fourTileSpriteVRAMAddr - ld hl, vSprites + $7c0 ; address for second 4-tile sprite - ld a, [hFourTileSpriteCount] - and a - jr nz, .loadStillTilePattern -; if it's the first 4-tile sprite - ld hl, vSprites + $780 ; address for first 4-tile sprite - inc a - ld [hFourTileSpriteCount], a -.loadStillTilePattern - pop bc - pop de - pop af - push hl - push hl - ld h, d - ld l, e - pop de - ld b, a - ld a, [wFontLoaded] - bit 0, a ; reloading upper half of tile patterns after displaying text? - jr nz, .skipFirstLoad ; if so, skip loading data into the lower half - ld a, b - ld b, 0 - call FarCopyData2 ; load tile pattern data for sprite when standing still -.skipFirstLoad - pop de - pop hl - ld a, [hVRAMSlot] - cp 11 ; is it a 4-tile sprite? - jr nc, .skipSecondLoad ; if so, there is no second block - push de - call ReadSpriteSheetData - push af - ld a, $c0 - add e - ld e, a - jr nc, .noCarry3 - inc d -.noCarry3 - ld a, [wFontLoaded] - bit 0, a ; reloading upper half of tile patterns after displaying text? - jr nz, .loadWhileLCDOn - pop af - pop hl - set 3, h ; add $800 to hl - push hl - ld h, d - ld l, e - pop de - call FarCopyData2 ; load tile pattern data for sprite when walking - jr .skipSecondLoad -; When reloading the upper half of tile patterns after displaying text, the LCD -; will be on, so CopyVideoData (which writes to VRAM only during V-blank) must -; be used instead of FarCopyData2. -.loadWhileLCDOn - pop af - pop hl - set 3, h ; add $800 to hl - ld b, a - swap c - call CopyVideoData ; load tile pattern data for sprite when walking -.skipSecondLoad - pop hl - pop bc - jr .nextSpriteSlot -.alreadyLoaded ; if the current picture ID has already had its tile patterns loaded - inc de - ld a, [de] ; a = VRAM slot for the current picture ID (from $C2YE) - ld [hl], a ; store VRAM slot in current wSpriteStateData2 sprite slot (at $C2XE) -.nextSpriteSlot - ld a, l - add $10 - ld l, a - dec c - jp nz, .loadTilePatternLoop - ld hl, wSpriteStateData2 + $0d - ld b, $10 -; the pictures ID's stored at $C2XD are no longer needed, so zero them -.zeroStoredPictureIDLoop - xor a - ld [hl], a ; $C2XD - ld a, $10 - add l - ld l, a - dec b - jr nz, .zeroStoredPictureIDLoop - ret - -; reads data from SpriteSheetPointerTable -; INPUT: -; hl = address of sprite sheet entry -; OUTPUT: -; de = pointer to sprite sheet -; bc = length in bytes -; a = ROM bank -ReadSpriteSheetData: - ld a, [hli] - ld e, a - ld a, [hli] - ld d, a - ld a, [hli] - ld c, a - xor a - ld b, a - ld a, [hli] + call LoadSpriteSetFromMapHeader + call LoadMapSpriteTilePatterns + call Func_14150 ret ; Loads sprite set for outside maps (cities and routes) and sets VRAM slots. ; sets carry if the map is a city or route, unsets carry if not InitOutsideMapSprites: ld a, [wCurMap] - cp REDS_HOUSE_1F ; is the map a city or a route (map ID less than $25)? + cp a, REDS_HOUSE_1F ; is the map a city or a route (map ID less than $25)? ret nc ; if not, return - ld hl, MapSpriteSets - add l - ld l, a - jr nc, .noCarry - inc h -.noCarry - ld a, [hl] ; a = spriteSetID - cp $f0 ; does the map have 2 sprite sets? - call nc, GetSplitMapSpriteSetID ; if so, choose the appropriate one + call GetSplitMapSpriteSetID +; if so, choose the appropriate one ld b, a ; b = spriteSetID ld a, [wFontLoaded] bit 0, a ; reloading upper half of tile patterns after displaying text? @@ -274,120 +36,285 @@ InitOutsideMapSprites: ld a, b ld [wSpriteSetID], a dec a - ld b, a - sla a ld c, a - sla a - sla a - add c - add b ; a = (spriteSetID - 1) * 11 - ld de, SpriteSets -; add a to de to get offset of sprite set - add e - ld e, a - jr nc, .noCarry2 - inc d -.noCarry2 - ld hl, wSpriteStateData2 + $0d - ld a, SPRITE_RED - ld [hl], a - ld bc, wSpriteSet -; Load the sprite set into RAM. -; This loop also fills $C2XD (sprite picture ID) where X is from $0 to $A -; with picture ID's. This is done so that LoadMapSpriteTilePatterns will -; load tile patterns for all sprite pictures in the sprite set. -.loadSpriteSetLoop - ld a, $10 - add l - ld l, a - ld a, [de] ; sprite picture ID from sprite set - ld [hl], a ; $C2XD (sprite picture ID) - ld [bc], a - inc de - inc bc - ld a, l - cp $bd ; reached 11th sprite slot? - jr nz, .loadSpriteSetLoop - ld b, 4 ; 4 remaining sprite slots -.zeroRemainingSlotsLoop ; loop to zero the picture ID's of the remaining sprite slots - ld a, $10 - add l - ld l, a - xor a - ld [hl], a ; $C2XD (sprite picture ID) - dec b - jr nz, .zeroRemainingSlotsLoop - ld a, [wNumSprites] - push af ; save number of sprites - ld a, 11 ; 11 sprites in sprite set - ld [wNumSprites], a + ld b, 0 + ld a, (wSpriteSetID - wSpriteSet) + ld hl, SpriteSets + call AddNTimes ; get sprite set offset + ld de, wSpriteSet + ld bc, (wSpriteSetID - wSpriteSet) + call CopyData ; copy it to wSpriteSet call LoadMapSpriteTilePatterns - pop af - ld [wNumSprites], a ; restore number of sprites - ld hl, wSpriteStateData2 + $1e - ld b, $0f -; The VRAM tile pattern slots that LoadMapSpriteTilePatterns set are in the -; order of the map's sprite set, not the order of the actual sprites loaded -; for the current map. So, they are not needed and are zeroed by this loop. -.zeroVRAMSlotsLoop - xor a - ld [hl], a ; $C2XE (VRAM slot) - ld a, $10 - add l - ld l, a - dec b - jr nz, .zeroVRAMSlotsLoop .skipLoadingSpriteSet - ld hl, wSpriteStateData1 + $10 + call Func_14150 + scf + ret + +LoadSpriteSetFromMapHeader: ; This loop stores the correct VRAM tile pattern slots according the sprite ; data from the map's header. Since the VRAM tile pattern slots are filled in ; the order of the sprite set, in order to find the VRAM tile pattern slot ; for a sprite slot, the picture ID for the sprite is looked up within the -; sprite set. The index of the picture ID within the sprite set plus one -; (since the Red sprite always has the first VRAM tile pattern slot) is the -; VRAM tile pattern slot. +; sprite set. The index of the picture ID within the sprite set plus two +; (since the Red sprite always has the first VRAM tile pattern slot and the +; Pikachu sprite reserves the second slot) is the VRAM tile pattern slot. + ld hl, wSpriteSet + ld bc, (wSpriteSetID - wSpriteSet) + xor a + call FillMemory + ld a, SPRITE_PIKACHU ; load Pikachu separately + ld [wSpriteSet], a + ld hl, wSprite01StateData1 + ld a, 14 .storeVRAMSlotsLoop - ld c, 0 + push af ld a, [hl] ; $C1X0 (picture ID) (zero if sprite slot is not used) and a ; is the sprite slot used? - jr z, .skipGettingPictureIndex ; if the sprite slot is not used - ld b, a ; b = picture ID + jr z, .continue ; if the sprite slot is not used + ld c, a + call CheckForFourTileSprite ; is this a four tile sprite? + jr nc, .isFourTileSprite +; loop through the space reserved for four tile picture IDs + ld de, wSpriteSet + 9 + ld b, 2 + call CheckIfPictureIDAlreadyLoaded + jr .continue + +.isFourTileSprite +; loop through the space reserved for regular picture IDs ld de, wSpriteSet -; Loop to find the index of the sprite's picture ID within the sprite set. -.getPictureIndexLoop - inc c + ld b, 9 + call CheckIfPictureIDAlreadyLoaded +.continue + ld de, wSprite02StateData1 - wSprite01StateData1 + add hl, de + pop af + dec a + jr nz, .storeVRAMSlotsLoop + ret + +CheckIfPictureIDAlreadyLoaded: +; Check if the current picture ID has already had its tile patterns loaded. +; This done by looping through the previous sprite slots and seeing if any of +; their picture ID's match that of the current sprite slot. +.loop ld a, [de] + and a ; is sprite set slot not taken up yet? + jr z, .spriteSlotNotTaken ; if so, load it as it signifies we've reached + ; the end of data for the last sprite set + + cp c ; is the tile pattern already loaded? + ret z ; don't redundantly load + dec b ; have we reached the end of the sprite set? + jr z, .spriteNotAlreadyLoaded ; if so, we're done here inc de - cp b ; does the picture ID match? - jr nz, .getPictureIndexLoop - inc c -.skipGettingPictureIndex - push hl - inc h - ld a, $0e - add l - ld l, a - ld a, c ; a = VRAM slot (zero if sprite slot is not used) - ld [hl], a ; $C2XE (VRAM slot) - pop hl - ld a, $10 - add l + jr .loop + +.spriteSlotNotTaken + ld a, c + ld [de], a + ret +.spriteNotAlreadyLoaded + scf + ret + +CheckForFourTileSprite: +; Checks for a sprite added in yellow +; Returns no carry if the sprite is Pikachu, as its sprite is handled separately +; Else, returns carry if the sprite uses 4 tiles + cp SPRITE_PIKACHU ; is this the Pikachu Sprite? + ret z ; return if yes + + cp SPRITE_BALL ; is this a four tile sprite? + jr nc, .notYellowSprite ; set carry if yes +; regular sprite + and a + ret + +.notYellowSprite + scf + ret + +LoadMapSpriteTilePatterns: + ld a, 0 +.loop + ld [hVRAMSlot], a + cp 9 + jr nc, .fourTileSprite + call LoadStillTilePattern + call LoadWalkingTilePattern + jr .continue + +.fourTileSprite + call LoadStillTilePattern +.continue + ld a, [hVRAMSlot] + inc a + cp 11 + jr nz, .loop + ret + +ReloadWalkingTilePatterns: + xor a +.loop + ld [hVRAMSlot], a + cp 9 + jr nc, .fourTileSprite + call LoadWalkingTilePattern +.fourTileSprite + ld a, [hVRAMSlot] + inc a + cp 11 + jr nz, .loop + ret + +LoadStillTilePattern: + ld a, [wFontLoaded] + bit 0, a ; reloading upper half of tile patterns after displaying text? + ret nz ; if so, skip loading data into the lower half + call ReadSpriteSheetData + ret nc + call GetSpriteVRAMAddress + call CopyVideoDataAlternate ; new yellow function + ret + +LoadWalkingTilePattern: + call ReadSpriteSheetData + ret nc + ld hl, $c0 + add hl, de + ld d, h + ld e, l + call GetSpriteVRAMAddress + set 3, h ; add $800 to hl + call CopyVideoDataAlternate + ret + +GetSpriteVRAMAddress: + push bc + ld a, [hVRAMSlot] + ld c, a + ld b, 0 + ld hl, SpriteVRAMAddresses + add hl, bc + add hl, bc + ld a, [hli] + ld h, [hl] ld l, a + pop bc + ret + +SpriteVRAMAddresses: +; Equivalent to multiplying $C0 (number of bytes in 12 tiles) times the VRAM +; slot and adding the result to $8000 (the VRAM base address). + dw vChars0 + $0c0 + dw vChars0 + $180 + dw vChars0 + $240 + dw vChars0 + $300 + dw vChars0 + $3c0 + dw vChars0 + $480 + dw vChars0 + $540 + dw vChars0 + $600 + dw vChars0 + $6c0 + dw vChars0 + $780 ; 4-tile sprites + dw vChars0 + $7c0 ; 4-tile sprites + +ReadSpriteSheetData: + ld a, [hVRAMSlot] + ld e, a + ld d, 0 + ld hl, wSpriteSet + add hl, de + ld a, [hl] and a - jr nz, .storeVRAMSlotsLoop + ret z + + dec a + ld l, a + ld h, 0 + add hl, hl + add hl, hl + ld de, SpriteSheetPointerTable + add hl, de + ld e, [hl] + inc hl + ld d, [hl] + inc hl + ld c, [hl] + swap c ; get the number of tiles, not the raw byte length + ; this is because of the use of CopyVideoDataAlternate + inc hl + ld b, [hl] + inc hl scf ret +Func_14150: + ld a, $1 + ld [wSpritePlayerStateData2ImageBaseOffset], a ; vram slot for player + ld a, $2 + ld [wSpritePikachuStateData2ImageBaseOffset], a ; vram slot for Pikachu + ld a, $e + ld hl, wSprite01StateData1 +.loop + ld [hVRAMSlot], a ; store current sprite set slot as a counter + ld a, [hl] ; $c1x0 (picture ID) + and a ; is the sprite unused? + jr z, .spriteUnused + call Func_14179 + push hl + ld de, (wSpritePlayerStateData2ImageBaseOffset) - (wSpriteStateData1) ; $10e + add hl, de ; get $c2xe (sprite image base offset) + ld [hl], a ; write offset + pop hl +.spriteUnused + ld de, wSprite02StateData1 - wSprite01StateData1 + add hl, de + ld a, [hVRAMSlot] + dec a + jr nz, .loop + ret + +Func_14179: + push de + push bc + ld c, a ; c = picture ID + ld b, 11 + ld de, wSpriteSet +.findSpriteImageBaseOffsetLoop + ld a, [de] ; a = sprite set picture ID + cp c ; have we found a match? + jr z, .foundSpritePictureID ; if so, get the sprite image base offset and return + inc de + dec b ; have we looped through all entries in wSpriteSet? + jr nz, .findSpriteImageBaseOffsetLoop ; continue looping if not + ld a, $1 ; assume slot one if this ever happens + jr .done +.foundSpritePictureID + ld a, 13 + sub b ; get sprite image base offset +.done + pop bc + pop de + ret + +GetSplitMapSpriteSetID: + ld e, a + ld d, 0 + ld hl, MapSpriteSets + add hl, de + ld a, [hl] ; a = spriteSetID + cp a, $f0 ; does the map have 2 sprite sets? + ret c ; Chooses the correct sprite set ID depending on the player's position within ; the map for maps with two sprite sets. -GetSplitMapSpriteSetID: cp $f8 jr z, .route20 ld hl, SplitMapSpriteSets and $0f dec a - sla a - sla a + add a + add a add l ld l, a jr nc, .noCarry |