add border constant and clear up misnomer

This commit is contained in:
YamaArashi 2015-08-14 02:46:12 -07:00
parent 599a6aeaaf
commit b6ac1018c2
11 changed files with 103 additions and 87 deletions

View file

@ -1,3 +1,7 @@
; width of east/west connections
; height of north/south connections
MAP_BORDER EQU 3
; connection directions
EAST EQU 1
WEST EQU 2

View file

@ -25,13 +25,14 @@ D_LEFT EQU %00100000
D_UP EQU %01000000
D_DOWN EQU %10000000
PIXELS_PER_TILE EQU 8
SCREEN_WIDTH EQU 20
SCREEN_HEIGHT EQU 18
SCREEN_WIDTH_PIXELS EQU SCREEN_WIDTH * PIXELS_PER_TILE
SCREEN_HEIGHT_PIXELS EQU SCREEN_HEIGHT * PIXELS_PER_TILE
SCREEN_WIDTH_PIXELS EQU SCREEN_WIDTH * 8
SCREEN_HEIGHT_PIXELS EQU SCREEN_HEIGHT * 8
BG_MAP_WIDTH EQU 32
BG_MAP_HEIGHT EQU 32
NPC_MOVEMENT_DOWN EQU $00
NPC_MOVEMENT_UP EQU $40

View file

@ -552,14 +552,14 @@ Trade_CopyCableTilesOffScreen: ; 414ae (10:54ae)
; continues when the screen is scrolled.
push hl
coord hl, 0, 4
call CopyToScreenEdgeTiles
call CopyToRedrawRowOrColumnSrcTiles
pop hl
ld a, h
ld [H_SCREENEDGEREDRAWADDR + 1], a
ld [hRedrawRowOrColumnDest + 1], a
ld a, l
ld [H_SCREENEDGEREDRAWADDR], a
ld a, REDRAWROW
ld [H_SCREENEDGEREDRAW], a
ld [hRedrawRowOrColumnDest], a
ld a, REDRAW_ROW
ld [hRedrawRowOrColumnMode], a
ld c, 10
jp DelayFrames

View file

@ -555,10 +555,10 @@ CheckMapConnections:: ; 07ba (0:07ba)
jr z,.savePointer1
.pointerAdjustmentLoop1
ld a,[wWestConnectedMapWidth] ; width of connected map
add a,$06
add a,MAP_BORDER * 2
ld e,a
ld d,$00
ld b,$00
ld d,0
ld b,0
add hl,de
dec c
jr nz,.pointerAdjustmentLoop1
@ -591,10 +591,10 @@ CheckMapConnections:: ; 07ba (0:07ba)
jr z,.savePointer2
.pointerAdjustmentLoop2
ld a,[wEastConnectedMapWidth]
add a,$06
add a,MAP_BORDER * 2
ld e,a
ld d,$00
ld b,$00
ld d,0
ld b,0
add hl,de
dec c
jr nz,.pointerAdjustmentLoop2
@ -883,15 +883,15 @@ LoadTileBlockMap:: ; 09fc (0:09fc)
ld hl,wOverworldMap
ld a,[W_CURMAPWIDTH]
ld [hMapWidth],a
add a,$06 ; border (east and west)
add a,MAP_BORDER * 2 ; east and west
ld [hMapStride],a ; map width + border
ld b,$00
ld b,0
ld c,a
; make space for north border (next 3 lines)
add hl,bc
add hl,bc
add hl,bc
ld c,$03
ld c,MAP_BORDER
add hl,bc ; this puts us past the (west) border
ld a,[W_MAPDATAPTR] ; tile map pointer
ld e,a
@ -995,7 +995,7 @@ LoadTileBlockMap:: ; 09fc (0:09fc)
ret
LoadNorthSouthConnectionsTileMap:: ; 0ade (0:0ade)
ld c,$03
ld c,MAP_BORDER
.loop
push de
push hl
@ -1016,7 +1016,7 @@ LoadNorthSouthConnectionsTileMap:: ; 0ade (0:0ade)
inc h
.noCarry1
ld a,[W_CURMAPWIDTH]
add a,$06
add a,MAP_BORDER * 2
add e
ld e,a
jr nc,.noCarry2
@ -1029,7 +1029,7 @@ LoadNorthSouthConnectionsTileMap:: ; 0ade (0:0ade)
LoadEastWestConnectionsTileMap:: ; 0b02 (0:0b02)
push hl
push de
ld c,$03
ld c,MAP_BORDER
.innerLoop
ld a,[hli]
ld [de],a
@ -1045,7 +1045,7 @@ LoadEastWestConnectionsTileMap:: ; 0b02 (0:0b02)
inc h
.noCarry1
ld a,[W_CURMAPWIDTH]
add a,$06
add a,MAP_BORDER * 2
add e
ld e,a
jr nc,.noCarry2
@ -1387,7 +1387,7 @@ LoadCurrentMapView:: ; 0caa (0:0caa)
; update tile block map pointer to next row's address
pop de
ld a,[W_CURMAPWIDTH]
add a,$06
add a,MAP_BORDER * 2
add e
ld e,a
jr nc,.noCarry
@ -1418,7 +1418,7 @@ LoadCurrentMapView:: ; 0caa (0:0caa)
ld bc,$0002
add hl,bc
.copyToVisibleAreaBuffer
coord de, 0, 0 ; base address for the tiles that are directly transfered to VRAM during V-blank
coord de, 0, 0 ; base address for the tiles that are directly transferred to VRAM during V-blank
ld b, SCREEN_HEIGHT
.rowLoop2
ld c, SCREEN_WIDTH
@ -1662,7 +1662,7 @@ MoveTileBlockMapPointerWest:: ; 0e6f (0:0e6f)
ret
MoveTileBlockMapPointerSouth:: ; 0e79 (0:0e79)
add a,$06
add a,MAP_BORDER * 2
ld b,a
ld a,[de]
add b
@ -1675,7 +1675,7 @@ MoveTileBlockMapPointerSouth:: ; 0e79 (0:0e79)
ret
MoveTileBlockMapPointerNorth:: ; 0e85 (0:0e85)
add a,$06
add a,MAP_BORDER * 2
ld b,a
ld a,[de]
sub b
@ -1692,17 +1692,17 @@ MoveTileBlockMapPointerNorth:: ; 0e85 (0:0e85)
ScheduleNorthRowRedraw:: ; 0e91 (0:0e91)
coord hl, 0, 0
call CopyToScreenEdgeTiles
call CopyToRedrawRowOrColumnSrcTiles
ld a,[wMapViewVRAMPointer]
ld [H_SCREENEDGEREDRAWADDR],a
ld [hRedrawRowOrColumnDest],a
ld a,[wMapViewVRAMPointer + 1]
ld [H_SCREENEDGEREDRAWADDR + 1],a
ld a,REDRAWROW
ld [H_SCREENEDGEREDRAW],a
ld [hRedrawRowOrColumnDest + 1],a
ld a,REDRAW_ROW
ld [hRedrawRowOrColumnMode],a
ret
CopyToScreenEdgeTiles:: ; 0ea6 (0:0ea6)
ld de,wScreenEdgeTiles
CopyToRedrawRowOrColumnSrcTiles:: ; 0ea6 (0:0ea6)
ld de,wRedrawRowOrColumnSrcTiles
ld c,2 * SCREEN_WIDTH
.loop
ld a,[hli]
@ -1714,7 +1714,7 @@ CopyToScreenEdgeTiles:: ; 0ea6 (0:0ea6)
ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2)
coord hl, 0, 16
call CopyToScreenEdgeTiles
call CopyToRedrawRowOrColumnSrcTiles
ld a,[wMapViewVRAMPointer]
ld l,a
ld a,[wMapViewVRAMPointer + 1]
@ -1724,11 +1724,11 @@ ScheduleSouthRowRedraw:: ; 0eb2 (0:0eb2)
ld a,h
and a,$03
or a,$98
ld [H_SCREENEDGEREDRAWADDR + 1],a
ld [hRedrawRowOrColumnDest + 1],a
ld a,l
ld [H_SCREENEDGEREDRAWADDR],a
ld a,REDRAWROW
ld [H_SCREENEDGEREDRAW],a
ld [hRedrawRowOrColumnDest],a
ld a,REDRAW_ROW
ld [hRedrawRowOrColumnMode],a
ret
ScheduleEastColumnRedraw:: ; 0ed3 (0:0ed3)
@ -1742,15 +1742,15 @@ ScheduleEastColumnRedraw:: ; 0ed3 (0:0ed3)
add a,18
and a,$1f
or b
ld [H_SCREENEDGEREDRAWADDR],a
ld [hRedrawRowOrColumnDest],a
ld a,[wMapViewVRAMPointer + 1]
ld [H_SCREENEDGEREDRAWADDR + 1],a
ld a,REDRAWCOL
ld [H_SCREENEDGEREDRAW],a
ld [hRedrawRowOrColumnDest + 1],a
ld a,REDRAW_COL
ld [hRedrawRowOrColumnMode],a
ret
ScheduleColumnRedrawHelper:: ; 0ef2 (0:0ef2)
ld de,wScreenEdgeTiles
ld de,wRedrawRowOrColumnSrcTiles
ld c,SCREEN_HEIGHT
.loop
ld a,[hli]
@ -1773,11 +1773,11 @@ ScheduleWestColumnRedraw:: ; 0f08 (0:0f08)
coord hl, 0, 0
call ScheduleColumnRedrawHelper
ld a,[wMapViewVRAMPointer]
ld [H_SCREENEDGEREDRAWADDR],a
ld [hRedrawRowOrColumnDest],a
ld a,[wMapViewVRAMPointer + 1]
ld [H_SCREENEDGEREDRAWADDR + 1],a
ld a,REDRAWCOL
ld [H_SCREENEDGEREDRAW],a
ld [hRedrawRowOrColumnDest + 1],a
ld a,REDRAW_COL
ld [hRedrawRowOrColumnMode],a
ret
; function to write the tiles that make up a tile block to memory

View file

@ -22,7 +22,7 @@ VBlank::
call AutoBgMapTransfer
call VBlankCopyBgMap
call RedrawExposedScreenEdge
call RedrawRowOrColumn
call VBlankCopy
call VBlankCopyDouble
call UpdateMovingBgTiles

View file

@ -33,23 +33,26 @@ ClearBgMap:: ; 1cf0 (0:1cf0)
jr nz,.loop
ret
; When the player takes a step, a row or column of 2x2 tile blocks at the edge
; of the screen toward which they moved is exposed and has to be redrawn.
; This function does the redrawing.
RedrawExposedScreenEdge:: ; 1d01 (0:1d01)
ld a,[H_SCREENEDGEREDRAW]
RedrawRowOrColumn:: ; 1d01 (0:1d01)
; This function redraws a BG row of height 2 or a BG column of width 2.
; One of its main uses is redrawing the row or column that will be exposed upon
; scrolling the BG when the player takes a step. Redrawing only the exposed
; row or column is more efficient than redrawing the entire screen.
; However, this function is also called repeatedly to redraw the whole screen
; when necessary. It is also used in trade animation and elevator code.
ld a,[hRedrawRowOrColumnMode]
and a
ret z
ld b,a
xor a
ld [H_SCREENEDGEREDRAW],a
ld [hRedrawRowOrColumnMode],a
dec b
jr nz,.redrawRow
.redrawColumn
ld hl,wScreenEdgeTiles
ld a,[H_SCREENEDGEREDRAWADDR]
ld hl,wRedrawRowOrColumnSrcTiles
ld a,[hRedrawRowOrColumnDest]
ld e,a
ld a,[H_SCREENEDGEREDRAWADDR + 1]
ld a,[hRedrawRowOrColumnDest + 1]
ld d,a
ld c,SCREEN_HEIGHT
.loop1
@ -58,7 +61,7 @@ RedrawExposedScreenEdge:: ; 1d01 (0:1d01)
inc de
ld a,[hli]
ld [de],a
ld a,31
ld a,BG_MAP_WIDTH - 1
add e
ld e,a
jr nc,.noCarry
@ -72,23 +75,24 @@ RedrawExposedScreenEdge:: ; 1d01 (0:1d01)
dec c
jr nz,.loop1
xor a
ld [H_SCREENEDGEREDRAW],a
ld [hRedrawRowOrColumnMode],a
ret
.redrawRow
ld hl,wScreenEdgeTiles
ld a,[H_SCREENEDGEREDRAWADDR]
ld hl,wRedrawRowOrColumnSrcTiles
ld a,[hRedrawRowOrColumnDest]
ld e,a
ld a,[H_SCREENEDGEREDRAWADDR + 1]
ld a,[hRedrawRowOrColumnDest + 1]
ld d,a
push de
call .drawHalf ; draw upper half
call .DrawHalf ; draw upper half
pop de
ld a,32 ; width of VRAM background map
ld a,BG_MAP_WIDTH ; width of VRAM background map
add e
ld e,a
; draw lower half
.drawHalf
ld c,10
; fall through and draw lower half
.DrawHalf
ld c,SCREEN_WIDTH / 2
.loop2
ld a,[hli]
ld [de],a
@ -113,7 +117,7 @@ RedrawExposedScreenEdge:: ; 1d01 (0:1d01)
; background per V-blank. It cycles through which third it draws.
; This transfer is turned off when walking around the map, but is turned
; on when talking to sprites, battling, using menus, etc. This is because
; the above function, RedrawExposedScreenEdge, is used when walking to
; the above function, RedrawRowOrColumn, is used when walking to
; improve efficiency.
AutoBgMapTransfer:: ; 1d57 (0:1d57)
ld a,[H_AUTOBGTRANSFERENABLED]
@ -302,12 +306,11 @@ VBlankCopyDouble::
VBlankCopy::
; Copy [H_VBCOPYSIZE] 2bpp tiles
; Copy [H_VBCOPYSIZE] 2bpp tiles (or 16 * [H_VBCOPYSIZE] tile map entries)
; from H_VBCOPYSRC to H_VBCOPYDEST.
; Source and destination addresses
; are updated, so transfer can
; continue in subsequent calls.
; Source and destination addresses are updated,
; so transfer can continue in subsequent calls.
ld a, [H_VBCOPYSIZE]
and a

View file

@ -242,12 +242,12 @@ H_VBCOPYDOUBLEDEST EQU $FFCE
; 00 = no redraw
; 01 = redraw column
; 02 = redraw row
H_SCREENEDGEREDRAW EQU $FFD0
hRedrawRowOrColumnMode EQU $FFD0
REDRAWCOL EQU 1
REDRAWROW EQU 2
REDRAW_COL EQU 1
REDRAW_ROW EQU 2
H_SCREENEDGEREDRAWADDR EQU $FFD1
hRedrawRowOrColumnDest EQU $FFD1
hRandomAdd EQU $FFD3
hRandomSub EQU $FFD4

View file

@ -104,6 +104,14 @@ dwCoord: MACRO
dw wTileMap + 20 * \2 + \1
ENDM
;\1 = r
;\2 = X
;\3 = Y
;\4 = map width
overworldMapCoord: MACRO
ld \1, wOverworldMap + ((\2) + 3) + (((\3) + 3) * ((\4) + (3 * 2)))
ENDM
;\1 = Map Width
;\2 = Rows above (Y-blocks)
;\3 = X movement (X-blocks)

View file

@ -3184,7 +3184,7 @@ RedrawMapView: ; eedc (3:6edc)
add hl, de
dec a
jr nz, .calcWRAMAddrLoop
call CopyToScreenEdgeTiles
call CopyToRedrawRowOrColumnSrcTiles
pop hl
ld de, $20
ld a, [$ffbe]
@ -3196,11 +3196,11 @@ RedrawMapView: ; eedc (3:6edc)
or $98
dec c
jr nz, .calcVRAMAddrLoop
ld [H_SCREENEDGEREDRAWADDR + 1], a
ld [hRedrawRowOrColumnDest + 1], a
ld a, l
ld [H_SCREENEDGEREDRAWADDR], a
ld a, REDRAWROW
ld [H_SCREENEDGEREDRAW], a
ld [hRedrawRowOrColumnDest], a
ld a, REDRAW_ROW
ld [hRedrawRowOrColumnMode], a
call DelayFrame
ld hl, $ffbe
inc [hl]

View file

@ -181,12 +181,12 @@ VermilionDock_1dc7c: ; 1dc7c (7:5c7c)
VermilionDock_EraseSSAnne: ; 1dc94 (7:5c94)
; Fill the area the S.S. Anne occupies in BG map 0 with water tiles.
ld hl, wVermilionDockTileMapBuffer
ld bc, (5 * 32) + SCREEN_WIDTH
ld bc, (5 * BG_MAP_WIDTH) + SCREEN_WIDTH
ld a, $14 ; water tile
call FillMemory
ld hl, vBGMap0 + 10 * 32
ld hl, vBGMap0 + 10 * BG_MAP_WIDTH
ld de, wVermilionDockTileMapBuffer
ld bc, (6 * 32) / 16
ld bc, (6 * BG_MAP_WIDTH) / 16
call CopyVideoData
; Replace the blocks of the lower half of the ship with water blocks. This
@ -194,7 +194,7 @@ VermilionDock_EraseSSAnne: ; 1dc94 (7:5c94)
; the blocks is unnecessary because the blocks the ship occupies are south of
; the player and won't be redrawn when the player automatically walks north and
; exits the map. This code could be removed without affecting anything.
ld hl, wOverworldMap + (5 + 3) + (2 + 3) * (VERMILION_DOCK_WIDTH + 6) ; (5, 2)
overworldMapCoord hl, 5, 2, VERMILION_DOCK_WIDTH
ld a, $d ; water block
ld [hli], a
ld [hli], a

View file

@ -287,8 +287,8 @@ wTempPic::
wOverworldMap:: ; c6e8
ds 1300
wScreenEdgeTiles:: ; cbfc
; the tiles of the row or column to be redrawn by RedrawExposedScreenEdge
wRedrawRowOrColumnSrcTiles:: ; cbfc
; the tiles of the row or column to be redrawn by RedrawRowOrColumn
ds 20 * 2
; coordinates of the position of the cursor for the top menu item (id 0)