PrepareOAMData:: ; Determine OAM data for currently visible ; sprites and write it to wShadowOAM. ld a, [wUpdateSpritesEnabled] dec a jr z, .updateEnabled cp -1 ret nz ld [wUpdateSpritesEnabled], a jp HideSprites .updateEnabled xor a ldh [hOAMBufferOffset], a .spriteLoop ldh [hSpriteOffset2], a ld d, HIGH(wSpriteStateData1) ldh a, [hSpriteOffset2] ld e, a ld a, [de] ; [x#SPRITESTATEDATA1_PICTUREID] and a jp z, .nextSprite inc e inc e ld a, [de] ; [x#SPRITESTATEDATA1_IMAGEINDEX] ld [wSavedSpriteImageIndex], a cp $ff ; off-screen (don't draw) jr nz, .visible call GetSpriteScreenXY jr .nextSprite .visible cp $a0 ; is the sprite unchanging like an item ball or boulder? jr c, .usefacing ; unchanging and $f add $10 ; skip to the second half of the table which doesn't account for facing direction jr .next .usefacing and $f .next ld l, a ; get sprite priority push de inc d ld a, e add $5 ld e, a ld a, [de] ; [x#SPRITESTATEDATA2_GRASSPRIORITY] and $80 ldh [hSpritePriority], a ; temp store sprite priority pop de ; read the entry from the table ld h, 0 ld bc, SpriteFacingAndAnimationTable add hl, hl add hl, hl add hl, bc ld a, [hli] ld c, a ld a, [hli] ld b, a ld a, [hli] ld h, [hl] ld l, a call GetSpriteScreenXY ldh a, [hOAMBufferOffset] ld e, a ld d, HIGH(wShadowOAM) .tileLoop ldh a, [hSpriteScreenY] ; temp for sprite Y position add $10 ; Y=16 is top of screen (Y=0 is invisible) add [hl] ; add Y offset from table ld [de], a ; write new sprite OAM Y position inc hl ldh a, [hSpriteScreenX] ; temp for sprite X position add $8 ; X=8 is left of screen (X=0 is invisible) add [hl] ; add X offset from table inc e ld [de], a ; write new sprite OAM X position inc e ld a, [bc] ; read pattern number offset (accommodates orientation (offset 0,4 or 8) and animation (offset 0 or $80)) inc bc push bc ld b, a ld a, [wSavedSpriteImageIndex] swap a ; high nybble determines sprite used (0 is always player sprite, next are some npcs) and $f ; Sprites $a and $b have one face (and therefore 4 tiles instead of 12). ; As a result, sprite $b's tile offset is less than normal. cp $b jr nz, .notFourTileSprite ld a, $a * 12 + 4 jr .next2 .notFourTileSprite ; a *= 12 sla a sla a ld c, a sla a add c .next2 add b ; add the tile offset from the table (based on frame and facing direction) pop bc ld [de], a ; tile id inc hl inc e ld a, [hl] bit 1, a ; is the tile allowed to set the sprite priority bit? jr z, .skipPriority ldh a, [hSpritePriority] or [hl] .skipPriority inc hl ld [de], a inc e bit 0, a ; OAMFLAG_ENDOFDATA jr z, .tileLoop ld a, e ldh [hOAMBufferOffset], a .nextSprite ldh a, [hSpriteOffset2] add $10 cp LOW($100) jp nz, .spriteLoop ; Clear unused OAM. ldh a, [hOAMBufferOffset] ld l, a ld h, HIGH(wShadowOAM) ld de, $4 ld b, $a0 ld a, [wd736] bit 6, a ; jumping down ledge or fishing animation? ld a, $a0 jr z, .clear ; Don't clear the last 4 entries because they are used for the shadow in the ; jumping down ledge animation and the rod in the fishing animation. ld a, $90 .clear cp l ret z ld [hl], b add hl, de jr .clear GetSpriteScreenXY: inc e inc e ld a, [de] ; [x#SPRITESTATEDATA1_YPIXELS] ldh [hSpriteScreenY], a inc e inc e ld a, [de] ; [x#SPRITESTATEDATA1_XPIXELS] ldh [hSpriteScreenX], a ld a, 4 add e ld e, a ldh a, [hSpriteScreenY] add 4 and $f0 ld [de], a ; [x#SPRITESTATEDATA1_YADJUSTED] inc e ldh a, [hSpriteScreenX] and $f0 ld [de], a ; [x#SPRITESTATEDATA1_XADJUSTED] ret