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home.asm
executable file
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home.asm
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; The rst vectors are unused.
SECTION "rst 00", ROM0 [$00]
rst $38
SECTION "rst 08", ROM0 [$08]
rst $38
SECTION "rst 10", ROM0 [$10]
rst $38
SECTION "rst 18", ROM0 [$18]
rst $38
SECTION "rst 20", ROM0 [$20]
rst $38
SECTION "rst 28", ROM0 [$28]
rst $38
SECTION "rst 30", ROM0 [$30]
rst $38
SECTION "rst 38", ROM0 [$38]
rst $38
; Hardware interrupts
SECTION "vblank", ROM0 [$40]
jp VBlank
SECTION "hblank", ROM0 [$48]
rst $38
SECTION "timer", ROM0 [$50]
jp Timer
SECTION "serial", ROM0 [$58]
jp Serial
SECTION "joypad", ROM0 [$60]
reti
SECTION "Home", ROM0
DisableLCD::
xor a
ld [rIF], a
ld a, [rIE]
ld b, a
res 0, a
ld [rIE], a
.wait
ld a, [rLY]
cp LY_VBLANK
jr nz, .wait
ld a, [rLCDC]
and $ff ^ rLCDC_ENABLE_MASK
ld [rLCDC], a
ld a, b
ld [rIE], a
ret
EnableLCD::
ld a, [rLCDC]
set rLCDC_ENABLE, a
ld [rLCDC], a
ret
ClearSprites::
xor a
ld hl, wOAMBuffer
ld b, 40 * 4
.loop
ld [hli], a
dec b
jr nz, .loop
ret
HideSprites::
ld a, 160
ld hl, wOAMBuffer
ld de, 4
ld b, 40
.loop
ld [hl], a
add hl, de
dec b
jr nz, .loop
ret
INCLUDE "home/copy.asm"
SECTION "Entry", ROM0 [$100]
nop
jp Start
SECTION "Header", ROM0 [$104]
; The header is generated by rgbfix.
; The space here is allocated to prevent code from being overwritten.
ds $150 - $104
SECTION "Main", ROM0
Start::
cp GBC
jr z, .gbc
xor a
jr .ok
.gbc
ld a, 1 ;gbctest - set the marker for being in gbc mode
.ok
ld [hGBC], a
jp Init
INCLUDE "home/joypad.asm"
INCLUDE "data/map_header_pointers.asm"
INCLUDE "home/overworld.asm"
CheckForUserInterruption::
; Return carry if Up+Select+B, Start or A are pressed in c frames.
; Used only in the intro and title screen.
call DelayFrame
push bc
call JoypadLowSensitivity
pop bc
ld a, [hJoyHeld]
cp D_UP + SELECT + B_BUTTON
jr z, .input
ld a, [hJoy5]
and START | A_BUTTON
jr nz, .input
dec c
jr nz, CheckForUserInterruption
and a
ret
.input
scf
ret
; function to load position data for destination warp when switching maps
; INPUT:
; a = ID of destination warp within destination map
LoadDestinationWarpPosition::
ld b, a
ld a, [H_LOADEDROMBANK]
push af
ld a, [wPredefParentBank]
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a
ld a, b
add a
add a
ld c, a
ld b, 0
add hl, bc
ld bc, 4
ld de, wCurrentTileBlockMapViewPointer
call CopyData
pop af
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a
ret
DrawHPBar::
; Draw an HP bar d tiles long, and fill it to e pixels.
; If c is nonzero, show at least a sliver regardless.
; The right end of the bar changes with [wHPBarType].
push hl
push de
push bc
; Left
ld a, $71 ; "HP:"
ld [hli], a
ld a, $62
ld [hli], a
push hl
; Middle
ld a, $63 ; empty
.draw
ld [hli], a
dec d
jr nz, .draw
; Right
ld a, [wHPBarType]
dec a
ld a, $6d ; status screen and battle
jr z, .ok
dec a ; pokemon menu
.ok
ld [hl], a
pop hl
ld a, e
and a
jr nz, .fill
; If c is nonzero, draw a pixel anyway.
ld a, c
and a
jr z, .done
ld e, 1
.fill
ld a, e
sub 8
jr c, .partial
ld e, a
ld a, $6b ; full
ld [hli], a
ld a, e
and a
jr z, .done
jr .fill
.partial
; Fill remaining pixels at the end if necessary.
ld a, $63 ; empty
add e
ld [hl], a
.done
pop bc
pop de
pop hl
ret
; loads pokemon data from one of multiple sources to wLoadedMon
; loads base stats to wMonHeader
; INPUT:
; [wWhichPokemon] = index of pokemon within party/box
; [wMonDataLocation] = source
; 00: player's party
; 01: enemy's party
; 02: current box
; 03: daycare
; OUTPUT:
; [wcf91] = pokemon ID
; wLoadedMon = base address of pokemon data
; wMonHeader = base address of base stats
LoadMonData::
jpab LoadMonData_
;OverwritewMoves::
; Write c to [wMoves + b]. Unused.
; ld hl, wMoves
; ld e, b
; ld d, 0
; add hl, de
; ld a, c
; ld [hl], a
; ret
LoadFlippedFrontSpriteByMonIndex::
ld a, 1
ld [wSpriteFlipped], a
LoadFrontSpriteByMonIndex::
push hl
ld a, [wd11e]
push af
ld a, [wcf91]
ld [wd11e], a
predef IndexToPokedex
ld hl, wd11e
ld a, [hl]
pop bc
ld [hl], b
and a
pop hl
jr z, .invalidDexNumber ; dex #0 invalid
cp NUM_POKEMON + 1
jr c, .validDexNumber ; dex >#151 invalid
.invalidDexNumber
ld a, RHYDON ; $1
ld [wcf91], a
ret
.validDexNumber
push hl
ld de, vFrontPic
call LoadMonFrontSprite
pop hl
ld a, [H_LOADEDROMBANK]
push af
ld a, Bank(CopyUncompressedPicToHL)
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a
xor a
ld [hStartTileID], a
call CopyUncompressedPicToHL
xor a
ld [wSpriteFlipped], a
pop af
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a
ret
PlayCry::
; Play monster a's cry.
call GetCryData
call PlaySound
jp WaitForSoundToFinish
GetCryData::
; Load cry data for monster a.
dec a
ld c, a
ld b, 0
ld hl, CryData
add hl, bc
add hl, bc
add hl, bc
ld a, BANK(CryData)
call BankswitchHome
ld a, [hli]
ld b, a ; cry id
ld a, [hli]
ld [wFrequencyModifier], a
ld a, [hl]
ld [wTempoModifier], a
call BankswitchBack
; Cry headers have 3 channels,
; and start from index $14,
; so add 3 times the cry id.
ld a, b
ld c, $14
rlca ; * 2
add b
add c
ret
DisplayPartyMenu::
ld a, [hTilesetType]
push af
xor a
ld [hTilesetType], a
call GBPalWhiteOutWithDelay3
call ClearSprites
call PartyMenuInit
call DrawPartyMenu
jp HandlePartyMenuInput
GoBackToPartyMenu::
ld a, [hTilesetType]
push af
xor a
ld [hTilesetType], a
call PartyMenuInit
call RedrawPartyMenu
jp HandlePartyMenuInput
PartyMenuInit::
ld a, 1 ; hardcoded bank
call BankswitchHome
call LoadHpBarAndStatusTilePatterns
ld hl, wd730
set 6, [hl] ; turn off letter printing delay
xor a ; PLAYER_PARTY_DATA
ld [wMonDataLocation], a
ld [wMenuWatchMovingOutOfBounds], a
ld hl, wTopMenuItemY
inc a
ld [hli], a ; top menu item Y
xor a
ld [hli], a ; top menu item X
ld a, [wPartyAndBillsPCSavedMenuItem]
push af
ld [hli], a ; current menu item ID
inc hl
ld a, [wPartyCount]
and a ; are there more than 0 pokemon in the party?
jr z, .storeMaxMenuItemID
dec a
; if party is not empty, the max menu item ID is ([wPartyCount] - 1)
; otherwise, it is 0
.storeMaxMenuItemID
ld [hli], a ; max menu item ID
ld a, [wForcePlayerToChooseMon]
and a
ld a, A_BUTTON | B_BUTTON
jr z, .next
xor a
ld [wForcePlayerToChooseMon], a
inc a ; a = A_BUTTON
.next
ld [hli], a ; menu watched keys
pop af
ld [hl], a ; old menu item ID
ret
HandlePartyMenuInput::
ld a, 1
ld [wMenuWrappingEnabled], a
ld a, $40
ld [wPartyMenuAnimMonEnabled], a
call HandleMenuInput_
call PlaceUnfilledArrowMenuCursor
ld b, a
xor a
ld [wPartyMenuAnimMonEnabled], a
ld a, [wCurrentMenuItem]
ld [wPartyAndBillsPCSavedMenuItem], a
ld hl, wd730
res 6, [hl] ; turn on letter printing delay
ld a, [wMenuItemToSwap]
and a
jp nz, .swappingPokemon
pop af
ld [hTilesetType], a
bit 1, b
jr nz, .noPokemonChosen
ld a, [wPartyCount]
and a
jr z, .noPokemonChosen
ld a, [wCurrentMenuItem]
ld [wWhichPokemon], a
ld hl, wPartySpecies
ld b, 0
ld c, a
add hl, bc
ld a, [hl]
ld [wcf91], a
ld [wBattleMonSpecies2], a
call BankswitchBack
and a
ret
.noPokemonChosen
call BankswitchBack
scf
ret
.swappingPokemon
bit 1, b ; was the B button pressed?
jr z, .handleSwap ; if not, handle swapping the pokemon
.cancelSwap ; if the B button was pressed
callba ErasePartyMenuCursors
xor a
ld [wMenuItemToSwap], a
ld [wPartyMenuTypeOrMessageID], a
call RedrawPartyMenu
jr HandlePartyMenuInput
.handleSwap
ld a, [wCurrentMenuItem]
ld [wWhichPokemon], a
callba SwitchPartyMon
jr HandlePartyMenuInput
DrawPartyMenu::
ld hl, DrawPartyMenu_
jr DrawPartyMenuCommon
RedrawPartyMenu::
ld hl, RedrawPartyMenu_
DrawPartyMenuCommon::
ld b, BANK(RedrawPartyMenu_)
jp Bankswitch
; prints a pokemon's status condition
; INPUT:
; de = address of status condition
; hl = destination address
PrintStatusCondition::
push de
dec de
dec de ; de = address of current HP
ld a, [de]
ld b, a
dec de
ld a, [de]
or b ; is the pokemon's HP zero?
pop de
jr nz, PrintStatusConditionNotFainted
; if the pokemon's HP is 0, print "FNT"
ld a, "F"
ld [hli], a
ld a, "N"
ld [hli], a
ld [hl], "T"
and a
ret
PrintStatusConditionNotFainted:
ld a, [H_LOADEDROMBANK]
push af
ld a, BANK(PrintStatusAilment)
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a
call PrintStatusAilment ; print status condition
pop bc
ld a, b
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a
ret
; function to print pokemon level, leaving off the ":L" if the level is at least 100
; INPUT:
; hl = destination address
; [wLoadedMonLevel] = level
PrintLevel:: ;joenote - just fall through to PrintLevelFull to save some space.
; ld a, $6e ; ":L" tile ID
; ld [hli], a
; ld c, 2 ; number of digits
; ld a, [wLoadedMonLevel] ; level
; cp 100
; jr c, PrintLevelCommon
;; if level at least 100, write over the ":L" tile
; dec hl
; inc c ; increment number of digits to 3
; jr PrintLevelCommon
; prints the level without leaving off ":L" regardless of level
; INPUT:
; hl = destination address
; [wLoadedMonLevel] = level
PrintLevelFull::
ld a, $6e ; ":L" tile ID
ld [hli], a
ld c, 3 ; number of digits
ld a, [wLoadedMonLevel] ; level
PrintLevelCommon::
ld [wd11e], a
ld de, wd11e
ld b, LEFT_ALIGN | 1 ; 1 byte
jp PrintNumber
;GetwMoves::
; Unused. Returns the move at index a from wMoves in a
; ld hl, wMoves
; ld c, a
; ld b, 0
; add hl, bc
; ld a, [hl]
; ret
; copies the base stat data of a pokemon to wMonHeader
; INPUT:
; [wd0b5] = pokemon ID
GetMonHeader::
ld a, [H_LOADEDROMBANK]
push af
ld a, BANK(BaseStats)
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a
push bc
push de
push hl
ld a, [wd11e]
push af
ld a, [wd0b5]
ld [wd11e], a
;joenote - checks for special ID
ld de, FossilKabutopsPic
ld b, Bank(FossilKabutopsPic)
cp FOSSIL_KABUTOPS
jr z, .specialID
ld de, GhostPic
ld b, Bank(GhostPic)
cp MON_GHOST
jr z, .specialID
ld de, FossilAerodactylPic
ld b, Bank(FossilAerodactylPic)
cp FOSSIL_AERODACTYL
jr z, .specialID
predef IndexToPokedex ; convert pokemon ID in [wd11e] to pokedex number
ld a, [wd11e]
sub $01
jr c, .missingno ;joenote - missingno has a pokedex index of 0
ld bc, MonBaseStatsEnd - MonBaseStats
ld hl, BaseStats
call AddNTimes
ld de, wMonHeader
ld bc, MonBaseStatsEnd - MonBaseStats
call CopyData
jr .done
.specialID
;joenote - dynamically get pic size of special ID
ld a, b
call BankswitchHome
ld a, [de]
ld b, a
call BankswitchBack
ld hl, wMonHSpriteDim
ld [hl], b ; write sprite dimensions
inc hl
ld [hl], e ; write front sprite pointer
inc hl
ld [hl], d
jr .done
;.mew ;joenote - mew's base stats are now lined-up with the other pokemon, so this isn't needed
; ld hl, MewBaseStats
; ld de, wMonHeader
; ld bc, MonBaseStatsEnd - MonBaseStats
; ld a, BANK(MewBaseStats)
; call FarCopyData
;do this for missingno instead
.missingno
ld hl, MissingnoBaseStats
ld de, wMonHeader
ld bc, MonBaseStatsEnd - MonBaseStats
ld a, BANK(MissingnoBaseStats)
call FarCopyData
.done
ld a, [wd0b5]
ld [wMonHIndex], a
pop af
ld [wd11e], a
pop hl
pop de
pop bc
pop af
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a
ret
; copy party pokemon's name to wcd6d
GetPartyMonName2::
ld a, [wWhichPokemon] ; index within party
ld hl, wPartyMonNicks
; this is called more often
GetPartyMonName::
push hl
push bc
call SkipFixedLengthTextEntries ; add NAME_LENGTH to hl, a times
;joenote - if the names are glitched, let's at least make them stable
; push hl
; push de
; ld d, h
; ld e, l
; callba FixNickNames
; pop de
; pop hl
ld de, wcd6d
push de
ld bc, NAME_LENGTH
call CopyData
pop de
pop bc
pop hl
ret
; function to print a BCD (Binary-coded decimal) number
; de = address of BCD number
; hl = destination address
; c = flags and length
; bit 7: if set, do not print leading zeroes
; if unset, print leading zeroes
; bit 6: if set, left-align the string (do not pad empty digits with spaces)
; if unset, right-align the string
; bit 5: if set, print currency symbol at the beginning of the string
; if unset, do not print the currency symbol
; bits 0-4: length of BCD number in bytes
; Note that bits 5 and 7 are modified during execution. The above reflects
; their meaning at the beginning of the functions's execution.
PrintBCDNumber::
ld b, c ; save flags in b
res 7, c
res 6, c
res 5, c ; c now holds the length
bit 5, b
jr z, .loop
bit 7, b
jr nz, .loop
ld [hl], "¥"
inc hl
.loop
ld a, [de]
swap a
call PrintBCDDigit ; print upper digit
ld a, [de]
call PrintBCDDigit ; print lower digit
inc de
dec c
jr nz, .loop
bit 7, b ; were any non-zero digits printed?
jr z, .done ; if so, we are done
.numberEqualsZero ; if every digit of the BCD number is zero
bit 6, b ; left or right alignment?
jr nz, .skipRightAlignmentAdjustment
dec hl ; if the string is right-aligned, it needs to be moved back one space
.skipRightAlignmentAdjustment
bit 5, b
jr z, .skipCurrencySymbol
ld [hl], "¥"
inc hl
.skipCurrencySymbol
ld [hl], "0"
call PrintLetterDelay
inc hl
.done
ret
PrintBCDDigit::
and $f
and a
jr z, .zeroDigit
.nonzeroDigit
bit 7, b ; have any non-space characters been printed?
jr z, .outputDigit
; if bit 7 is set, then no numbers have been printed yet
bit 5, b ; print the currency symbol?
jr z, .skipCurrencySymbol
ld [hl], "¥"
inc hl
res 5, b
.skipCurrencySymbol
res 7, b ; unset 7 to indicate that a nonzero digit has been reached
.outputDigit
add "0"
ld [hli], a
jp PrintLetterDelay
.zeroDigit
bit 7, b ; either printing leading zeroes or already reached a nonzero digit?
jr z, .outputDigit ; if so, print a zero digit
bit 6, b ; left or right alignment?
ret nz
inc hl ; if right-aligned, "print" a space by advancing the pointer
ret
; uncompresses the front or back sprite of the specified mon
; assumes the corresponding mon header is already loaded
; hl contains offset to sprite pointer ($b for front or $d for back)
UncompressMonSprite::
ld bc, wMonHeader
add hl, bc
ld a, [hli]
ld [wSpriteInputPtr], a ; fetch sprite input pointer
ld a, [hl]
ld [wSpriteInputPtr+1], a
;joenote - expanding this to use 7 rom banks to fit the spaceworld back sprites if desired
; define (by index number) the bank that a pokemon's image is in
;joenote - redoing this so that each 'mon header stores the bank of its front and back pic
; - now the bank doesn't matter so long as a mon's front and back pic are in the same bank
; - also assumes the tower ghost and the fossil front pics are kept together in the same bank
ld a, [wcf91] ; XXX name for this ram location
; ld b, a
; cp MEW
; ld a, BANK(MewPicFront)
; jr z, .GotBank
; ld a, b
; cp SHELLDER + 1
; ld a, BANK(ShellderPicFront)
; jr c, .GotBank
; ld a, b
; cp DROWZEE + 1
; ld a, BANK(DrowzeePicFront)
; jr c, .GotBank
; ld a, b
; cp NINETALES + 1
; ld a, BANK(NinetalesPicFront)
; jr c, .GotBank
; ld a, b
; cp KAKUNA + 1
; ld a, BANK(KakunaPicFront)
; jr c, .GotBank
; ld a, b
; cp CLEFABLE + 1
; ld a, BANK(ClefablePicFront)
; jr c, .GotBank
; ld a, b
; cp PORYGON + 1
; ld a, BANK(PorygonPicFront)
; jr c, .GotBank
; ld a, BANK(VictreebelPicFront)
cp FOSSIL_KABUTOPS
jr z, .bankFossilOrGhost
cp FOSSIL_AERODACTYL
jr z, .bankFossilOrGhost
cp MON_GHOST
jr z, .bankFossilOrGhost
ld a, [wMonHPicBank]
jr .GotBank
.bankFossilOrGhost
ld a, BANK(FossilKabutopsPic)
.GotBank
jp UncompressSpriteData
; de: destination location
LoadMonFrontSprite::
push de
ld hl, wMonHFrontSprite - wMonHeader
call UncompressMonSprite
ld hl, wMonHSpriteDim
ld a, [hli]
ld c, a
pop de
; fall through
; postprocesses uncompressed sprite chunks to a 2bpp sprite and loads it into video ram
; calculates alignment parameters to place both sprite chunks in the center of the 7*7 tile sprite buffers
; de: destination location
; a,c: sprite dimensions (in tiles of 8x8 each)
LoadUncompressedSpriteData::
push de
and $f
ld [H_SPRITEWIDTH], a ; each byte contains 8 pixels (in 1bpp), so tiles=bytes for width
ld b, a
ld a, $7
sub b ; 7-w
inc a ; 8-w
srl a ; (8-w)/2 ; horizontal center (in tiles, rounded up)
ld b, a
add a
add a
add a
sub b ; 7*((8-w)/2) ; skip for horizontal center (in tiles)
ld [H_SPRITEOFFSET], a
ld a, c
swap a
and $f
ld b, a
add a
add a
add a ; 8*tiles is height in bytes
ld [H_SPRITEHEIGHT], a
ld a, $7
sub b ; 7-h ; skip for vertical center (in tiles, relative to current column)
ld b, a
ld a, [H_SPRITEOFFSET]
add b ; 7*((8-w)/2) + 7-h ; combined overall offset (in tiles)
add a
add a
add a ; 8*(7*((8-w)/2) + 7-h) ; combined overall offset (in bytes)
ld [H_SPRITEOFFSET], a
xor a
ld [$4000], a
ld hl, sSpriteBuffer0
call ZeroSpriteBuffer ; zero buffer 0
ld de, sSpriteBuffer1
ld hl, sSpriteBuffer0
call AlignSpriteDataCentered ; copy and align buffer 1 to 0 (containing the MSB of the 2bpp sprite)
ld hl, sSpriteBuffer1
call ZeroSpriteBuffer ; zero buffer 1
ld de, sSpriteBuffer2
ld hl, sSpriteBuffer1
call AlignSpriteDataCentered ; copy and align buffer 2 to 1 (containing the LSB of the 2bpp sprite)
pop de
jp InterlaceMergeSpriteBuffers
; copies and aligns the sprite data properly inside the sprite buffer
; sprite buffers are 7*7 tiles in size, the loaded sprite is centered within this area
AlignSpriteDataCentered::
ld a, [H_SPRITEOFFSET]
ld b, $0
ld c, a
add hl, bc
ld a, [H_SPRITEWIDTH]
.columnLoop
push af
push hl
ld a, [H_SPRITEHEIGHT]
ld c, a
.columnInnerLoop
ld a, [de]
inc de
ld [hli], a
dec c
jr nz, .columnInnerLoop
pop hl
ld bc, 7*8 ; 7 tiles
add hl, bc ; advance one full column
pop af
dec a
jr nz, .columnLoop
ret
; fills the sprite buffer (pointed to in hl) with zeros
ZeroSpriteBuffer::
ld bc, SPRITEBUFFERSIZE
.nextByteLoop
xor a
ld [hli], a
dec bc
ld a, b
or c
jr nz, .nextByteLoop
ret
; combines the (7*7 tiles, 1bpp) sprite chunks in buffer 0 and 1 into a 2bpp sprite located in buffer 1 through 2
; in the resulting sprite, the rows of the two source sprites are interlaced
; de: output address
InterlaceMergeSpriteBuffers::
xor a
ld [$4000], a
push de
ld hl, sSpriteBuffer2 + (SPRITEBUFFERSIZE - 1) ; destination: end of buffer 2
ld de, sSpriteBuffer1 + (SPRITEBUFFERSIZE - 1) ; source 2: end of buffer 1
ld bc, sSpriteBuffer0 + (SPRITEBUFFERSIZE - 1) ; source 1: end of buffer 0
ld a, SPRITEBUFFERSIZE/2 ; $c4
ld [H_SPRITEINTERLACECOUNTER], a
.interlaceLoop
ld a, [de]
dec de
ld [hld], a ; write byte of source 2
ld a, [bc]
dec bc
ld [hld], a ; write byte of source 1
ld a, [de]
dec de
ld [hld], a ; write byte of source 2
ld a, [bc]
dec bc
ld [hld], a ; write byte of source 1
ld a, [H_SPRITEINTERLACECOUNTER]
dec a
ld [H_SPRITEINTERLACECOUNTER], a
jr nz, .interlaceLoop
ld a, [wSpriteFlipped]
and a
jr z, .notFlipped
ld bc, 2*SPRITEBUFFERSIZE
ld hl, sSpriteBuffer1
.swapLoop
swap [hl] ; if flipped swap nybbles in all bytes
inc hl
dec bc
ld a, b
or c
jr nz, .swapLoop
.notFlipped
pop hl
ld de, sSpriteBuffer1
ld c, (2*SPRITEBUFFERSIZE)/16 ; $31, number of 16 byte chunks to be copied
ld a, [H_LOADEDROMBANK]
ld b, a
jp CopyVideoData
INCLUDE "data/collision.asm"
INCLUDE "home/copy2.asm"
INCLUDE "home/text.asm"
INCLUDE "home/vcopy.asm"
INCLUDE "home/init.asm"
INCLUDE "home/vblank.asm"
INCLUDE "home/fade.asm"
INCLUDE "home/serial.asm"
INCLUDE "home/timer.asm"
INCLUDE "home/audio.asm"
UpdateSprites::
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;joenote - It's not a good idea for PrepareOAMData to run in Vblank in the middle of updating sprites
; If it does, then sprites can end up being left out and not sent to the OAM buffer.
; Prevent this by setting a flag that will cause it to be skipped in Vblank
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ld a, [wUpdateSpritesEnabled]
dec a
ret nz
ld hl, hFlagsFFFA
set 0, [hl] ;joenote - do not allow OAM updates in vblank while updating sprites
ld a, [H_LOADEDROMBANK]
push af
ld a, Bank(_UpdateSprites)
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a
call _UpdateSprites
pop af
ld [H_LOADEDROMBANK], a
ld [MBC1RomBank], a
ld hl, hFlagsFFFA
res 0, [hl];joenote - allow OAM updates again
ret
INCLUDE "data/mart_inventories.asm"
TextScriptEndingChar::
db "@"
TextScriptEnd::
ld hl, TextScriptEndingChar
ret
ExclamationText::
TX_FAR _ExclamationText
db "@"
GroundRoseText::