pokered/engine/gfx/palettes.asm
2022-07-10 21:11:03 -04:00

641 lines
11 KiB
NASM

_RunPaletteCommand:
call GetPredefRegisters
ld a, b
cp SET_PAL_DEFAULT
jr nz, .not_default
ld a, [wDefaultPaletteCommand]
.not_default
cp SET_PAL_PARTY_MENU_HP_BARS
jp z, UpdatePartyMenuBlkPacket
ld l, a
ld h, 0
add hl, hl
ld de, SetPalFunctions
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ld de, SendSGBPackets
push de
jp hl
SetPal_BattleBlack:
ld hl, PalPacket_Black
ld de, BlkPacket_Battle
ret
; uses PalPacket_Empty to build a packet based on mon IDs and health color
SetPal_Battle:
ld hl, PalPacket_Empty
ld de, wPalPacket
ld bc, $10
call CopyData
ld a, [wPlayerBattleStatus3]
ld hl, wBattleMonSpecies
call DeterminePaletteID
ld b, a
ld a, [wEnemyBattleStatus3]
ld hl, wEnemyMonSpecies2
call DeterminePaletteID
ld c, a
ld hl, wPalPacket + 1
ld a, [wPlayerHPBarColor]
add PAL_GREENBAR
ld [hli], a
inc hl
ld a, [wEnemyHPBarColor]
add PAL_GREENBAR
ld [hli], a
inc hl
ld a, b
ld [hli], a
inc hl
ld a, c
ld [hl], a
ld hl, wPalPacket
ld de, BlkPacket_Battle
ld a, SET_PAL_BATTLE
ld [wDefaultPaletteCommand], a
ret
SetPal_TownMap:
ld hl, PalPacket_TownMap
ld de, BlkPacket_WholeScreen
ret
; uses PalPacket_Empty to build a packet based the mon ID
SetPal_StatusScreen:
ld hl, PalPacket_Empty
ld de, wPalPacket
ld bc, $10
call CopyData
ld a, [wcf91]
cp NUM_POKEMON_INDEXES + 1
jr c, .pokemon
ld a, $1 ; not pokemon
.pokemon
call DeterminePaletteIDOutOfBattle
push af
ld hl, wPalPacket + 1
ld a, [wStatusScreenHPBarColor]
add PAL_GREENBAR
ld [hli], a
inc hl
pop af
ld [hl], a
ld hl, wPalPacket
ld de, BlkPacket_StatusScreen
ret
SetPal_PartyMenu:
ld hl, PalPacket_PartyMenu
ld de, wPartyMenuBlkPacket
ret
SetPal_Pokedex:
ld hl, PalPacket_Pokedex
ld de, wPalPacket
ld bc, $10
call CopyData
ld a, [wcf91]
call DeterminePaletteIDOutOfBattle
ld hl, wPalPacket + 3
ld [hl], a
ld hl, wPalPacket
ld de, BlkPacket_Pokedex
ret
SetPal_Slots:
ld hl, PalPacket_Slots
ld de, BlkPacket_Slots
ret
SetPal_TitleScreen:
ld hl, PalPacket_Titlescreen
ld de, BlkPacket_Titlescreen
ret
; used mostly for menus and the Oak intro
SetPal_Generic:
ld hl, PalPacket_Generic
ld de, BlkPacket_WholeScreen
ret
SetPal_NidorinoIntro:
ld hl, PalPacket_NidorinoIntro
ld de, BlkPacket_NidorinoIntro
ret
SetPal_GameFreakIntro:
ld hl, PalPacket_GameFreakIntro
ld de, BlkPacket_GameFreakIntro
ld a, SET_PAL_GENERIC
ld [wDefaultPaletteCommand], a
ret
; uses PalPacket_Empty to build a packet based on the current map
SetPal_Overworld:
ld hl, PalPacket_Empty
ld de, wPalPacket
ld bc, $10
call CopyData
ld a, [wCurMapTileset]
cp CEMETERY
jr z, .PokemonTowerOrAgatha
cp CAVERN
jr z, .caveOrBruno
ld a, [wCurMap]
cp FIRST_INDOOR_MAP
jr c, .townOrRoute
cp CERULEAN_CAVE_2F
jr c, .normalDungeonOrBuilding
cp CERULEAN_CAVE_1F + 1
jr c, .caveOrBruno
cp LORELEIS_ROOM
jr z, .Lorelei
cp BRUNOS_ROOM
jr z, .caveOrBruno
.normalDungeonOrBuilding
ld a, [wLastMap] ; town or route that current dungeon or building is located
.townOrRoute
cp NUM_CITY_MAPS
jr c, .town
ld a, PAL_ROUTE - 1
.town
inc a ; a town's palette ID is its map ID + 1
ld hl, wPalPacket + 1
ld [hld], a
ld de, BlkPacket_WholeScreen
ld a, SET_PAL_OVERWORLD
ld [wDefaultPaletteCommand], a
ret
.PokemonTowerOrAgatha
ld a, PAL_GREYMON - 1
jr .town
.caveOrBruno
ld a, PAL_CAVE - 1
jr .town
.Lorelei
xor a
jr .town
; used when a Pokemon is the only thing on the screen
; such as evolution, trading and the Hall of Fame
SetPal_PokemonWholeScreen:
push bc
ld hl, PalPacket_Empty
ld de, wPalPacket
ld bc, $10
call CopyData
pop bc
ld a, c
and a
ld a, PAL_BLACK
jr nz, .next
ld a, [wWholeScreenPaletteMonSpecies]
call DeterminePaletteIDOutOfBattle
.next
ld [wPalPacket + 1], a
ld hl, wPalPacket
ld de, BlkPacket_WholeScreen
ret
SetPal_TrainerCard:
ld hl, BlkPacket_TrainerCard
ld de, wTrainerCardBlkPacket
ld bc, $40
call CopyData
ld de, BadgeBlkDataLengths
ld hl, wTrainerCardBlkPacket + 2
ld a, [wObtainedBadges]
ld c, NUM_BADGES
.badgeLoop
srl a
push af
jr c, .haveBadge
; The player doens't have the badge, so zero the badge's blk data.
push bc
ld a, [de]
ld c, a
xor a
.zeroBadgeDataLoop
ld [hli], a
dec c
jr nz, .zeroBadgeDataLoop
pop bc
jr .nextBadge
.haveBadge
; The player does have the badge, so skip past the badge's blk data.
ld a, [de]
.skipBadgeDataLoop
inc hl
dec a
jr nz, .skipBadgeDataLoop
.nextBadge
pop af
inc de
dec c
jr nz, .badgeLoop
ld hl, PalPacket_TrainerCard
ld de, wTrainerCardBlkPacket
ret
SetPalFunctions:
; entries correspond to SET_PAL_* constants
dw SetPal_BattleBlack
dw SetPal_Battle
dw SetPal_TownMap
dw SetPal_StatusScreen
dw SetPal_Pokedex
dw SetPal_Slots
dw SetPal_TitleScreen
dw SetPal_NidorinoIntro
dw SetPal_Generic
dw SetPal_Overworld
dw SetPal_PartyMenu
dw SetPal_PokemonWholeScreen
dw SetPal_GameFreakIntro
dw SetPal_TrainerCard
; The length of the blk data of each badge on the Trainer Card.
; The Rainbow Badge has 3 entries because of its many colors.
BadgeBlkDataLengths:
db 6 ; Boulder Badge
db 6 ; Cascade Badge
db 6 ; Thunder Badge
db 6 * 3 ; Rainbow Badge
db 6 ; Soul Badge
db 6 ; Marsh Badge
db 6 ; Volcano Badge
db 6 ; Earth Badge
DeterminePaletteID:
bit TRANSFORMED, a ; a is battle status 3
ld a, PAL_GREYMON ; if the mon has used Transform, use Ditto's palette
ret nz
ld a, [hl]
DeterminePaletteIDOutOfBattle:
ld [wd11e], a
and a ; is the mon index 0?
jr z, .skipDexNumConversion
push bc
predef IndexToPokedex
pop bc
ld a, [wd11e]
.skipDexNumConversion
ld e, a
ld d, 0
ld hl, MonsterPalettes ; not just for Pokemon, Trainers use it too
add hl, de
ld a, [hl]
ret
InitPartyMenuBlkPacket:
ld hl, BlkPacket_PartyMenu
ld de, wPartyMenuBlkPacket
ld bc, $30
jp CopyData
UpdatePartyMenuBlkPacket:
; Update the blk packet with the palette of the HP bar that is
; specified in [wWhichPartyMenuHPBar].
ld hl, wPartyMenuHPBarColors
ld a, [wWhichPartyMenuHPBar]
ld e, a
ld d, 0
add hl, de
ld e, l
ld d, h
ld a, [de]
and a
ld e, (1 << 2) | 1 ; green
jr z, .next
dec a
ld e, (2 << 2) | 2 ; yellow
jr z, .next
ld e, (3 << 2) | 3 ; red
.next
push de
ld hl, wPartyMenuBlkPacket + 8 + 1
ld bc, 6
ld a, [wWhichPartyMenuHPBar]
call AddNTimes
pop de
ld [hl], e
ret
SendSGBPacket:
;check number of packets
ld a, [hl]
and $07
ret z
; store number of packets in B
ld b, a
.loop2
; save B for later use
push bc
; disable ReadJoypad to prevent it from interfering with sending the packet
ld a, 1
ldh [hDisableJoypadPolling], a
; send RESET signal (P14=LOW, P15=LOW)
xor a
ldh [rJOYP], a
; set P14=HIGH, P15=HIGH
ld a, $30
ldh [rJOYP], a
;load length of packets (16 bytes)
ld b, $10
.nextByte
;set bit counter (8 bits per byte)
ld e, $08
; get next byte in the packet
ld a, [hli]
ld d, a
.nextBit0
bit 0, d
; if 0th bit is not zero set P14=HIGH, P15=LOW (send bit 1)
ld a, $10
jr nz, .next0
; else (if 0th bit is zero) set P14=LOW, P15=HIGH (send bit 0)
ld a, $20
.next0
ldh [rJOYP], a
; must set P14=HIGH,P15=HIGH between each "pulse"
ld a, $30
ldh [rJOYP], a
; rotation will put next bit in 0th position (so we can always use command
; "bit 0, d" to fetch the bit that has to be sent)
rr d
; decrease bit counter so we know when we have sent all 8 bits of current byte
dec e
jr nz, .nextBit0
dec b
jr nz, .nextByte
; send bit 1 as a "stop bit" (end of parameter data)
ld a, $20
ldh [rJOYP], a
; set P14=HIGH,P15=HIGH
ld a, $30
ldh [rJOYP], a
xor a
ldh [hDisableJoypadPolling], a
; wait for about 70000 cycles
call Wait7000
; restore (previously pushed) number of packets
pop bc
dec b
; return if there are no more packets
ret z
; else send 16 more bytes
jr .loop2
LoadSGB:
xor a
ld [wOnSGB], a
call CheckSGB
ret nc
ld a, 1
ld [wOnSGB], a
ld a, [wGBC]
and a
jr z, .notGBC
ret
.notGBC
di
call PrepareSuperNintendoVRAMTransfer
ei
ld a, 1
ld [wCopyingSGBTileData], a
ld de, ChrTrnPacket
ld hl, SGBBorderGraphics
call CopyGfxToSuperNintendoVRAM
xor a
ld [wCopyingSGBTileData], a
ld de, PctTrnPacket
ld hl, BorderPalettes
call CopyGfxToSuperNintendoVRAM
xor a
ld [wCopyingSGBTileData], a
ld de, PalTrnPacket
ld hl, SuperPalettes
call CopyGfxToSuperNintendoVRAM
call ClearVram
ld hl, MaskEnCancelPacket
jp SendSGBPacket
PrepareSuperNintendoVRAMTransfer:
ld hl, .packetPointers
ld c, 9
.loop
push bc
ld a, [hli]
push hl
ld h, [hl]
ld l, a
call SendSGBPacket
pop hl
inc hl
pop bc
dec c
jr nz, .loop
ret
.packetPointers
; Only the first packet is needed.
dw MaskEnFreezePacket
dw DataSndPacket1
dw DataSndPacket2
dw DataSndPacket3
dw DataSndPacket4
dw DataSndPacket5
dw DataSndPacket6
dw DataSndPacket7
dw DataSndPacket8
CheckSGB:
; Returns whether the game is running on an SGB in carry.
ld hl, MltReq2Packet
di
call SendSGBPacket
ld a, 1
ldh [hDisableJoypadPolling], a
ei
call Wait7000
ldh a, [rJOYP]
and $3
cp $3
jr nz, .isSGB
ld a, $20
ldh [rJOYP], a
ldh a, [rJOYP]
ldh a, [rJOYP]
call Wait7000
call Wait7000
ld a, $30
ldh [rJOYP], a
call Wait7000
call Wait7000
ld a, $10
ldh [rJOYP], a
ldh a, [rJOYP]
ldh a, [rJOYP]
ldh a, [rJOYP]
ldh a, [rJOYP]
ldh a, [rJOYP]
ldh a, [rJOYP]
call Wait7000
vc_hook Unknown_network_reset
call Wait7000
ld a, $30
ldh [rJOYP], a
ldh a, [rJOYP]
ldh a, [rJOYP]
ldh a, [rJOYP]
call Wait7000
call Wait7000
ldh a, [rJOYP]
and $3
cp $3
jr nz, .isSGB
call SendMltReq1Packet
and a
ret
.isSGB
call SendMltReq1Packet
scf
ret
SendMltReq1Packet:
ld hl, MltReq1Packet
call SendSGBPacket
jp Wait7000
CopyGfxToSuperNintendoVRAM:
di
push de
call DisableLCD
ld a, $e4
ldh [rBGP], a
ld de, vChars1
ld a, [wCopyingSGBTileData]
and a
jr z, .notCopyingTileData
call CopySGBBorderTiles
jr .next
.notCopyingTileData
ld bc, $1000
call CopyData
.next
ld hl, vBGMap0
ld de, $c
ld a, $80
ld c, $d
.loop
ld b, $14
.innerLoop
ld [hli], a
inc a
dec b
jr nz, .innerLoop
add hl, de
dec c
jr nz, .loop
ld a, $e3
ldh [rLCDC], a
pop hl
call SendSGBPacket
xor a
ldh [rBGP], a
ei
ret
Wait7000:
; Each loop takes 9 cycles so this routine actually waits 63000 cycles.
ld de, 7000
.loop
nop
nop
nop
dec de
ld a, d
or e
jr nz, .loop
ret
SendSGBPackets:
ld a, [wGBC]
and a
jr z, .notGBC
push de
call InitGBCPalettes
pop hl
call EmptyFunc3
ret
.notGBC
push de
call SendSGBPacket
pop hl
jp SendSGBPacket
InitGBCPalettes:
ld a, $80 ; index 0 with auto-increment
ldh [rBGPI], a
inc hl
ld c, $20
.loop
ld a, [hli]
inc hl
add a
add a
add a
ld de, SuperPalettes
add e
jr nc, .noCarry
inc d
.noCarry
ld a, [de]
ldh [rBGPD], a
dec c
jr nz, .loop
ret
EmptyFunc3:
ret
CopySGBBorderTiles:
; SGB tile data is stored in a 4BPP planar format.
; Each tile is 32 bytes. The first 16 bytes contain bit planes 1 and 2, while
; the second 16 bytes contain bit planes 3 and 4.
; This function converts 2BPP planar data into this format by mapping
; 2BPP colors 0-3 to 4BPP colors 0-3. 4BPP colors 4-15 are not used.
ld b, 128
.tileLoop
; Copy bit planes 1 and 2 of the tile data.
ld c, 16
.copyLoop
ld a, [hli]
ld [de], a
inc de
dec c
jr nz, .copyLoop
; Zero bit planes 3 and 4.
ld c, 16
xor a
.zeroLoop
ld [de], a
inc de
dec c
jr nz, .zeroLoop
dec b
jr nz, .tileLoop
ret
INCLUDE "data/sgb/sgb_packets.asm"
INCLUDE "data/pokemon/palettes.asm"
INCLUDE "data/sgb/sgb_palettes.asm"
INCLUDE "data/sgb/sgb_border.asm"