; scales both uncompressed sprite chunks by two in every dimension (creating 2x2 output pixels per input pixel) ; assumes that input sprite chunks are 4x4 tiles, and the rightmost and bottommost 4 pixels will be ignored ; resulting in a 7*7 tile output sprite chunk ScaleSpriteByTwo: ; 2fe40 (b:7e40) ld de, S_SPRITEBUFFER1 + (4*4*8) - 5 ; last byte of input data, last 4 rows already skipped ld hl, S_SPRITEBUFFER0 + SPRITEBUFFERSIZE - 1 ; end of destination buffer call ScaleLastSpriteColumnByTwo ; last tile column is special case call ScaleFirstThreeSpriteColumnsByTwo ; scale first 3 tile columns ld de, S_SPRITEBUFFER2 + (4*4*8) - 5 ; last byte of input data, last 4 rows already skipped ld hl, S_SPRITEBUFFER1 + SPRITEBUFFERSIZE - 1 ; end of destination buffer call ScaleLastSpriteColumnByTwo ; last tile column is special case ScaleFirstThreeSpriteColumnsByTwo: ; 2fe55 (b:7e55) ld b, $3 ; 3 tile columns .columnLoop ld c, 4*8 - 4 ; $1c, 4 tiles minus 4 unused rows .columnInnerLoop push bc ld a, [de] ld bc, -(7*8)+1 ; $ffc9, scale lower nybble and seek to previous output column call ScalePixelsByTwo ld a, [de] dec de swap a ld bc, 7*8+1-2 ; $37, scale upper nybble and seek back to current output column and to the next 2 rows call ScalePixelsByTwo pop bc dec c jr nz, .columnInnerLoop dec de dec de dec de dec de ld a, b ld bc, -7*8 ; $ffc8, skip one output column (which has already been written along with the current one) add hl, bc ld b, a dec b jr nz, .columnLoop ret ScaleLastSpriteColumnByTwo: ; 2fe7d (b:7e7d) ld a, 4*8 - 4 ; $1c, 4 tiles minus 4 unused rows ld [H_SPRITEINTERLACECOUNTER], a ; $ff8b ld bc, -1 ; $ffff .columnInnerLoop ld a, [de] dec de swap a ; only high nybble contains information call ScalePixelsByTwo ld a, [H_SPRITEINTERLACECOUNTER] ; $ff8b dec a ld [H_SPRITEINTERLACECOUNTER], a ; $ff8b jr nz, .columnInnerLoop dec de ; skip last 4 rows of new column dec de dec de dec de ret ; scales the given 4 bits in a (4x1 pixels) to 2 output bytes (8x2 pixels) ; hl: destination pointer ; bc: destination pointer offset (added after the two bytes have been written) ScalePixelsByTwo: ; 2fe97 (b:7e97) push hl and $f ld hl, DuplicateBitsTable add l ld l, a jr nc, .noCarry inc h .noCarry ld a, [hl] pop hl ld [hld], a ; write output byte twice to make it 2 pixels high ld [hl], a add hl, bc ; add offset ret ; repeats each input bit twice DuplicateBitsTable: ; 2fea8 (b:7ea8) db $00, $03, $0c, $0f db $30, $33, $3c, $3f db $c0, $c3, $cc, $cf db $f0, $f3, $fc, $ff PayDayEffect_ ; 2feb8 (b:7eb8) xor a ld hl, wcd6d ld [hli], a ld a, [H_WHOSETURN] and a ld a, [wBattleMonLevel] jr z, .asm_2fec8 ld a, [wEnemyMonLevel] .asm_2fec8 add a ld [H_DIVIDEND + 3], a xor a ld [H_DIVIDEND], a ld [H_DIVIDEND + 1], a ld [H_DIVIDEND + 2], a ld a, $64 ld [H_DIVISOR], a ld b, $4 call Divide ld a, [H_QUOTIENT + 3] ld [hli], a ld a, [H_REMAINDER] ld [H_DIVIDEND + 3], a ld a, $a ld [H_DIVISOR], a ld b, $4 call Divide ld a, [H_QUOTIENT + 3] swap a ld b, a ld a, [H_REMAINDER] add b ld [hl], a ld de, wTotalPayDayMoney + 2 ld c, $3 predef AddBCDPredef ld hl, CoinsScatteredText jp PrintText CoinsScatteredText: ; 2ff04 (b:7f04) TX_FAR _CoinsScatteredText db "@"