diff options
Diffstat (limited to 'engine/overworld/map_sprites.asm')
-rwxr-xr-x | engine/overworld/map_sprites.asm | 124 |
1 files changed, 65 insertions, 59 deletions
diff --git a/engine/overworld/map_sprites.asm b/engine/overworld/map_sprites.asm index 9f25c585..68f6b006 100755 --- a/engine/overworld/map_sprites.asm +++ b/engine/overworld/map_sprites.asm @@ -20,26 +20,26 @@ _InitMapSprites: ; 1401b (5:401b) ; 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: ; 14029 (5:4029) - ld a,[wCurMap] - cp a,REDS_HOUSE_1F ; is the map a city or a route (map ID less than $25)? + ld a, [wCurMap] + cp a, REDS_HOUSE_1F ; is the map a city or a route (map ID less than $25)? ret nc ; if not, return 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? - jr nz,.loadSpriteSet ; if so, forcibly reload the sprite set - ld a,[wSpriteSetID] + ld b, a ; b = spriteSetID + ld a, [wFontLoaded] + bit 0, a ; reloading upper half of tile patterns after displaying text? + jr nz, .loadSpriteSet ; if so, forcibly reload the sprite set + ld a, [wSpriteSetID] cp b ; has the sprite set ID changed? - jr z,.skipLoadingSpriteSet ; if not, don't load it again + jr z, .skipLoadingSpriteSet ; if not, don't load it again .loadSpriteSet - ld a,b - ld [wSpriteSetID],a + ld a, b + ld [wSpriteSetID], a dec a - ld c,a - ld b,0 + ld c, a + ld b, 0 ld a, (wSpriteSetID - wSpriteSet) - ld hl,SpriteSets + ld hl, SpriteSets call AddNTimes ; get sprite set offset ld de, wSpriteSet ld bc, (wSpriteSetID - wSpriteSet) @@ -64,8 +64,8 @@ LoadSpriteSetFromMapHeader: ; 14061 (5:4061) call FillMemory ld a, SPRITE_PIKACHU ; load Pikachu separately ld [wSpriteSet], a - ld hl,wSpriteStateData1 + $10 - ld a,$0e + ld hl, wSprite01SpriteStateData1 + ld a, 14 .storeVRAMSlotsLoop push af ld a, [hl] ; $C1X0 (picture ID) (zero if sprite slot is not used) @@ -79,13 +79,14 @@ LoadSpriteSetFromMapHeader: ; 14061 (5:4061) ld b, 2 call CheckIfPictureIDAlreadyLoaded jr .continue + .isFourTileSprite ; loop through the space reserved for regular picture IDs ld de, wSpriteSet ld b, 9 call CheckIfPictureIDAlreadyLoaded .continue - ld de, $10 + ld de, wSprite02SpriteStateData1 - wSprite01SpriteStateData1 add hl, de pop af dec a @@ -96,6 +97,7 @@ CheckIfPictureIDAlreadyLoaded: ; 1409b (5:409b) ; 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 @@ -106,7 +108,8 @@ CheckIfPictureIDAlreadyLoaded: ; 1409b (5:409b) dec b ; have we reached the end of the sprite set? jr z, .spriteNotAlreadyLoaded ; if so, we're done here inc de - jr CheckIfPictureIDAlreadyLoaded + jr .loop + .spriteSlotNotTaken ld a, c ld [de], a @@ -127,6 +130,7 @@ CheckForFourTileSprite: ; 140ac (5:40ac) ; regular sprite and a ret + .notYellowSprite scf ret @@ -140,6 +144,7 @@ LoadMapSpriteTilePatterns: ; 140b7 (5:40b7) call LoadStillTilePattern call LoadWalkingTilePattern jr .continue + .fourTileSprite call LoadStillTilePattern .continue @@ -202,7 +207,7 @@ GetSpriteVRAMAddress: ; 14018 (5:4108) SpriteVRAMAddresses: ; 14118 (5:4118) ; 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 + $c0 + dw vChars0 + $0c0 dw vChars0 + $180 dw vChars0 + $240 dw vChars0 + $300 @@ -211,8 +216,8 @@ SpriteVRAMAddresses: ; 14118 (5:4118) dw vChars0 + $540 dw vChars0 + $600 dw vChars0 + $6c0 - dw vChars0 + $780 - dw vChars0 + $7c0 + dw vChars0 + $780 ; 4-tile sprites + dw vChars0 + $7c0 ; 4-tile sprites ReadSpriteSheetData: ; 1412e (5:412e) ld a, [hVRAMSlot] @@ -246,12 +251,12 @@ ReadSpriteSheetData: ; 1412e (5:412e) Func_14150: ; 14150 (5:4150) ld a, $1 - ld [wSpriteStateData2 + $e], a ; vram slot for player + ld [wPlayerSpriteImageBaseOffset], a ; vram slot for player ld a, $2 - ld [wSpriteStateData2 + $fe], a ; vram slot for Pikachu + ld [wPikachuSpriteImageBaseOffset], a ; vram slot for Pikachu ld a, $e - ld hl, wSpriteStateData1 + $10 + ld hl, wSprite01SpriteStateData1 .loop ld [hVRAMSlot], a ; store current sprite set slot as a counter ld a, [hl] ; $c1x0 (picture ID) @@ -259,12 +264,12 @@ Func_14150: ; 14150 (5:4150) jr z, .spriteUnused call Func_14179 push hl - ld de, (wSpriteStateData2 + $e) - (wSpriteStateData1) ; $10e + ld de, (wPlayerSpriteImageBaseOffset) - (wSpriteStateData1) ; $10e add hl, de ; get $c2xe (sprite image base offset) ld [hl], a ; write offset pop hl .spriteUnused - ld de, $10 + ld de, wSprite02SpriteStateData1 - wSprite01SpriteStateData1 add hl, de ld a, [hVRAMSlot] dec a @@ -297,67 +302,68 @@ Func_14179: ; 14179 (5:4179) GetSplitMapSpriteSetID: ; 14193 (5:4193) ld e, a ld d, 0 - ld hl,MapSpriteSets + ld hl, MapSpriteSets add hl, de - ld a,[hl] ; a = spriteSetID - cp a,$f0 ; does the map have 2 sprite sets? + ld a, [hl] ; a = spriteSetID + cp a, $f0 ; does the map have 2 sprite sets? ret c ; Chooses the correct sprite set ID depending on the player's position within ; the map for maps with two sprite sets. - cp a,$f8 - jr z,.route20 - ld hl,SplitMapSpriteSets - and a,$0f + cp a, $f8 + jr z, .route20 + ld hl, SplitMapSpriteSets + and a, $0f dec a add a add a add l - ld l,a - jr nc,.noCarry + ld l, a + jr nc, .noCarry inc h .noCarry - ld a,[hli] ; determines whether the map is split East/West or North/South - cp a,$01 - ld a,[hli] ; position of dividing line - ld b,a - jr z,.eastWestDivide + ld a, [hli] ; determines whether the map is split East/West or North/South + cp a, $01 + ld a, [hli] ; position of dividing line + ld b, a + jr z, .eastWestDivide .northSouthDivide - ld a,[wYCoord] + ld a, [wYCoord] jr .compareCoord + .eastWestDivide - ld a,[wXCoord] + ld a, [wXCoord] .compareCoord cp b - jr c,.loadSpriteSetID + jr c, .loadSpriteSetID ; if in the East side or South side inc hl .loadSpriteSetID - ld a,[hl] + ld a, [hl] ret ; Uses sprite set $01 for West side and $0A for East side. ; Route 20 is a special case because the two map sections have a more complex ; shape instead of the map simply being split horizontally or vertically. .route20 - ld hl,wXCoord - ld a,[hl] - cp a,$2b - ld a,$01 + ld hl, wXCoord + ld a, [hl] + cp a, $2b + ld a, $01 ret c - ld a,[hl] - cp a,$3e - ld a,$0a + ld a, [hl] + cp a, $3e + ld a, $0a ret nc - ld a,[hl] - cp a,$37 - ld b,$08 - jr nc,.next - ld b,$0d + ld a, [hl] + cp a, $37 + ld b, $08 + jr nc, .next + ld b, $0d .next - ld a,[wYCoord] + ld a, [wYCoord] cp b - ld a,$0a + ld a, $0a ret c - ld a,$01 + ld a, $01 ret -INCLUDE "data/sprite_sets.asm"
\ No newline at end of file +INCLUDE "data/sprite_sets.asm" |