pokered/home/vcopy.asm
2016-06-12 11:35:21 -07:00

453 lines
7.3 KiB
NASM

; this function seems to be used only once
; it store the address of a row and column of the VRAM background map in hl
; INPUT: h - row, l - column, b - high byte of background tile map address in VRAM
GetRowColAddressBgMap::
xor a
srl h
rr a
srl h
rr a
srl h
rr a
or l
ld l,a
ld a,b
or h
ld h,a
ret
; clears a VRAM background map with blank space tiles
; INPUT: h - high byte of background tile map address in VRAM
ClearBgMap::
ld a," "
jr .next
ld a,l
.next
ld de,$400 ; size of VRAM background map
ld l,e
.loop
ld [hli],a
dec e
jr nz,.loop
dec d
jr nz,.loop
ret
; 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.
RedrawRowOrColumn::
ld a,[hRedrawRowOrColumnMode]
and a
ret z
ld b,a
xor a
ld [hRedrawRowOrColumnMode],a
dec b
jr nz,.redrawRow
.redrawColumn
ld hl,wRedrawRowOrColumnSrcTiles
ld a,[hRedrawRowOrColumnDest]
ld e,a
ld a,[hRedrawRowOrColumnDest + 1]
ld d,a
ld c,SCREEN_HEIGHT
.loop1
ld a,[hli]
ld [de],a
inc de
ld a,[hli]
ld [de],a
ld a,BG_MAP_WIDTH - 1
add e
ld e,a
jr nc,.noCarry
inc d
.noCarry
; the following 4 lines wrap us from bottom to top if necessary
ld a,d
and a,$03
or a,$98
ld d,a
dec c
jr nz,.loop1
xor a
ld [hRedrawRowOrColumnMode],a
ret
.redrawRow
ld hl,wRedrawRowOrColumnSrcTiles
ld a,[hRedrawRowOrColumnDest]
ld e,a
ld a,[hRedrawRowOrColumnDest + 1]
ld d,a
push de
call .DrawHalf ; draw upper half
pop de
ld a,BG_MAP_WIDTH ; width of VRAM background map
add e
ld e,a
; fall through and draw lower half
.DrawHalf
ld c,SCREEN_WIDTH / 2
.loop2
ld a,[hli]
ld [de],a
inc de
ld a,[hli]
ld [de],a
ld a,e
inc a
; the following 6 lines wrap us from the right edge to the left edge if necessary
and a,$1f
ld b,a
ld a,e
and a,$e0
or b
ld e,a
dec c
jr nz,.loop2
ret
; This function automatically transfers tile number data from the tile map at
; wTileMap to VRAM during V-blank. Note that it only transfers one third of the
; 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, RedrawRowOrColumn, is used when walking to
; improve efficiency.
AutoBgMapTransfer::
ld a,[H_AUTOBGTRANSFERENABLED]
and a
ret z
ld hl,[sp + 0]
ld a,h
ld [H_SPTEMP],a
ld a,l
ld [H_SPTEMP + 1],a ; save stack pinter
ld a,[H_AUTOBGTRANSFERPORTION]
and a
jr z,.transferTopThird
dec a
jr z,.transferMiddleThird
.transferBottomThird
coord hl, 0, 12
ld sp,hl
ld a,[H_AUTOBGTRANSFERDEST + 1]
ld h,a
ld a,[H_AUTOBGTRANSFERDEST]
ld l,a
ld de,(12 * 32)
add hl,de
xor a ; TRANSFERTOP
jr .doTransfer
.transferTopThird
coord hl, 0, 0
ld sp,hl
ld a,[H_AUTOBGTRANSFERDEST + 1]
ld h,a
ld a,[H_AUTOBGTRANSFERDEST]
ld l,a
ld a,TRANSFERMIDDLE
jr .doTransfer
.transferMiddleThird
coord hl, 0, 6
ld sp,hl
ld a,[H_AUTOBGTRANSFERDEST + 1]
ld h,a
ld a,[H_AUTOBGTRANSFERDEST]
ld l,a
ld de,(6 * 32)
add hl,de
ld a,TRANSFERBOTTOM
.doTransfer
ld [H_AUTOBGTRANSFERPORTION],a ; store next portion
ld b,6
TransferBgRows::
; unrolled loop and using pop for speed
rept 20 / 2 - 1
pop de
ld [hl], e
inc l
ld [hl], d
inc l
endr
pop de
ld [hl], e
inc l
ld [hl], d
ld a, 32 - (20 - 1)
add l
ld l, a
jr nc, .ok
inc h
.ok
dec b
jr nz, TransferBgRows
ld a, [H_SPTEMP]
ld h, a
ld a, [H_SPTEMP + 1]
ld l, a
ld sp, hl
ret
; Copies [H_VBCOPYBGNUMROWS] rows from H_VBCOPYBGSRC to H_VBCOPYBGDEST.
; If H_VBCOPYBGSRC is XX00, the transfer is disabled.
VBlankCopyBgMap::
ld a,[H_VBCOPYBGSRC] ; doubles as enabling byte
and a
ret z
ld hl,[sp + 0]
ld a,h
ld [H_SPTEMP],a
ld a,l
ld [H_SPTEMP + 1],a ; save stack pointer
ld a,[H_VBCOPYBGSRC]
ld l,a
ld a,[H_VBCOPYBGSRC + 1]
ld h,a
ld sp,hl
ld a,[H_VBCOPYBGDEST]
ld l,a
ld a,[H_VBCOPYBGDEST + 1]
ld h,a
ld a,[H_VBCOPYBGNUMROWS]
ld b,a
xor a
ld [H_VBCOPYBGSRC],a ; disable transfer so it doesn't continue next V-blank
jr TransferBgRows
VBlankCopyDouble::
; Copy [H_VBCOPYDOUBLESIZE] 1bpp tiles
; from H_VBCOPYDOUBLESRC to H_VBCOPYDOUBLEDEST.
; While we're here, convert to 2bpp.
; The process is straightforward:
; copy each byte twice.
ld a, [H_VBCOPYDOUBLESIZE]
and a
ret z
ld hl, [sp + 0]
ld a, h
ld [H_SPTEMP], a
ld a, l
ld [H_SPTEMP + 1], a
ld a, [H_VBCOPYDOUBLESRC]
ld l, a
ld a, [H_VBCOPYDOUBLESRC + 1]
ld h, a
ld sp, hl
ld a, [H_VBCOPYDOUBLEDEST]
ld l, a
ld a, [H_VBCOPYDOUBLEDEST + 1]
ld h, a
ld a, [H_VBCOPYDOUBLESIZE]
ld b, a
xor a ; transferred
ld [H_VBCOPYDOUBLESIZE], a
.loop
rept 3
pop de
ld [hl], e
inc l
ld [hl], e
inc l
ld [hl], d
inc l
ld [hl], d
inc l
endr
pop de
ld [hl], e
inc l
ld [hl], e
inc l
ld [hl], d
inc l
ld [hl], d
inc hl
dec b
jr nz, .loop
ld a, l
ld [H_VBCOPYDOUBLEDEST], a
ld a, h
ld [H_VBCOPYDOUBLEDEST + 1], a
ld hl, [sp + 0]
ld a, l
ld [H_VBCOPYDOUBLESRC], a
ld a, h
ld [H_VBCOPYDOUBLESRC + 1], a
ld a, [H_SPTEMP]
ld h, a
ld a, [H_SPTEMP + 1]
ld l, a
ld sp, hl
ret
VBlankCopy::
; 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.
ld a, [H_VBCOPYSIZE]
and a
ret z
ld hl, [sp + 0]
ld a, h
ld [H_SPTEMP], a
ld a, l
ld [H_SPTEMP + 1], a
ld a, [H_VBCOPYSRC]
ld l, a
ld a, [H_VBCOPYSRC + 1]
ld h, a
ld sp, hl
ld a, [H_VBCOPYDEST]
ld l, a
ld a, [H_VBCOPYDEST + 1]
ld h, a
ld a, [H_VBCOPYSIZE]
ld b, a
xor a ; transferred
ld [H_VBCOPYSIZE], a
.loop
rept 7
pop de
ld [hl], e
inc l
ld [hl], d
inc l
endr
pop de
ld [hl], e
inc l
ld [hl], d
inc hl
dec b
jr nz, .loop
ld a, l
ld [H_VBCOPYDEST], a
ld a, h
ld [H_VBCOPYDEST + 1], a
ld hl, [sp + 0]
ld a, l
ld [H_VBCOPYSRC], a
ld a, h
ld [H_VBCOPYSRC + 1], a
ld a, [H_SPTEMP]
ld h, a
ld a, [H_SPTEMP + 1]
ld l, a
ld sp, hl
ret
UpdateMovingBgTiles::
; Animate water and flower
; tiles in the overworld.
ld a, [hTilesetType]
and a
ret z ; no animations if indoors (or if a menu set this to 0)
ld a, [hMovingBGTilesCounter1]
inc a
ld [hMovingBGTilesCounter1], a
cp 20
ret c
cp 21
jr z, .flower
; water
ld hl, vTileset + $14 * $10
ld c, $10
ld a, [wMovingBGTilesCounter2]
inc a
and 7
ld [wMovingBGTilesCounter2], a
and 4
jr nz, .left
.right
ld a, [hl]
rrca
ld [hli], a
dec c
jr nz, .right
jr .done
.left
ld a, [hl]
rlca
ld [hli], a
dec c
jr nz, .left
.done
ld a, [hTilesetType]
rrca
ret nc
; if in a cave, no flower animations
xor a
ld [hMovingBGTilesCounter1], a
ret
.flower
xor a
ld [hMovingBGTilesCounter1], a
ld a, [wMovingBGTilesCounter2]
and 3
cp 2
ld hl, FlowerTile1
jr c, .copy
ld hl, FlowerTile2
jr z, .copy
ld hl, FlowerTile3
.copy
ld de, vTileset + $3 * $10
ld c, $10
.loop
ld a, [hli]
ld [de], a
inc de
dec c
jr nz, .loop
ret
FlowerTile1: INCBIN "gfx/tilesets/flower/flower1.2bpp"
FlowerTile2: INCBIN "gfx/tilesets/flower/flower2.2bpp"
FlowerTile3: INCBIN "gfx/tilesets/flower/flower3.2bpp"