mirror of
https://github.com/thornAvery/kep-hack.git
synced 2026-02-06 15:45:24 +13:00
Add space between arguments in assembly instructions and remove redundant a in instructions like add a, x
This commit is contained in:
parent
94b9a86c8b
commit
237aeb8fbd
50 changed files with 7221 additions and 7221 deletions
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@ -12,113 +12,113 @@ InitMapSprites:
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call InitOutsideMapSprites
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ret c ; return if the map is an outside map (already handled by above call)
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; if the map is an inside map (i.e. mapID >= $25)
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ld hl,wSpriteStateData1
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ld de,wSpriteStateData2 + $0d
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ld hl, wSpriteStateData1
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ld de, wSpriteStateData2 + $0d
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; Loop to copy picture ID's from $C1X0 to $C2XD for LoadMapSpriteTilePatterns.
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.copyPictureIDLoop
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ld a,[hl] ; $C1X0 (picture ID)
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ld [de],a ; $C2XD
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ld a,$10
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ld a, [hl] ; $C1X0 (picture ID)
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ld [de], a ; $C2XD
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ld a, $10
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add e
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ld e,a
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ld a,$10
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ld e, a
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ld a, $10
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add l
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ld l,a
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jr nz,.copyPictureIDLoop
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ld l, a
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jr nz, .copyPictureIDLoop
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; This is used for both inside and outside maps, since it is called by
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; InitOutsideMapSprites.
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; Loads tile pattern data for sprites into VRAM.
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LoadMapSpriteTilePatterns:
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ld a,[wNumSprites]
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ld a, [wNumSprites]
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and a ; are there any sprites?
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jr nz,.spritesExist
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jr nz, .spritesExist
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ret
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.spritesExist
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ld c,a ; c = [wNumSprites]
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ld b,$10 ; number of sprite slots
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ld hl,wSpriteStateData2 + $0d
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ld c, a ; c = [wNumSprites]
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ld b, $10 ; number of sprite slots
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ld hl, wSpriteStateData2 + $0d
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xor a
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ld [hFourTileSpriteCount],a
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ld [hFourTileSpriteCount], a
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.copyPictureIDLoop ; loop to copy picture ID from $C2XD to $C2XE
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ld a,[hli] ; $C2XD (sprite picture ID)
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ld [hld],a ; $C2XE
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ld a,l
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add a,$10
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ld l,a
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ld a, [hli] ; $C2XD (sprite picture ID)
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ld [hld], a ; $C2XE
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ld a, l
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add $10
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ld l, a
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dec b
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jr nz,.copyPictureIDLoop
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ld hl,wSpriteStateData2 + $1e
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jr nz, .copyPictureIDLoop
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ld hl, wSpriteStateData2 + $1e
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.loadTilePatternLoop
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ld de,wSpriteStateData2 + $1d
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ld de, wSpriteStateData2 + $1d
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; Check if the current picture ID has already had its tile patterns loaded.
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; This done by looping through the previous sprite slots and seeing if any of
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; their picture ID's match that of the current sprite slot.
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.checkIfAlreadyLoadedLoop
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ld a,e
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and a,$f0
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ld b,a ; b = offset of the wSpriteStateData2 sprite slot being checked against
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ld a,l
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and a,$f0 ; a = offset of current wSpriteStateData2 sprite slot
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ld a, e
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and $f0
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ld b, a ; b = offset of the wSpriteStateData2 sprite slot being checked against
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ld a, l
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and $f0 ; a = offset of current wSpriteStateData2 sprite slot
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cp b ; done checking all previous sprite slots?
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jr z,.notAlreadyLoaded
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ld a,[de] ; picture ID of the wSpriteStateData2 sprite slot being checked against
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jr z, .notAlreadyLoaded
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ld a, [de] ; picture ID of the wSpriteStateData2 sprite slot being checked against
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cp [hl] ; do the picture ID's match?
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jp z,.alreadyLoaded
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ld a,e
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add a,$10
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ld e,a
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jp z, .alreadyLoaded
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ld a, e
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add $10
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ld e, a
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jr .checkIfAlreadyLoadedLoop
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.notAlreadyLoaded
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ld de,wSpriteStateData2 + $0e
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ld b,$01
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ld de, wSpriteStateData2 + $0e
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ld b, $01
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; loop to find the highest tile pattern VRAM slot (among the first 10 slots) used by a previous sprite slot
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; this is done in order to find the first free VRAM slot available
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.findNextVRAMSlotLoop
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ld a,e
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add a,$10
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ld e,a
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ld a,l
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ld a, e
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add $10
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ld e, a
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ld a, l
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cp e ; reached current slot?
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jr z,.foundNextVRAMSlot
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ld a,[de] ; $C2YE (VRAM slot)
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cp a,11 ; is it one of the first 10 slots?
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jr nc,.findNextVRAMSlotLoop
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jr z, .foundNextVRAMSlot
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ld a, [de] ; $C2YE (VRAM slot)
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cp 11 ; is it one of the first 10 slots?
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jr nc, .findNextVRAMSlotLoop
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cp b ; compare the slot being checked to the current max
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jr c,.findNextVRAMSlotLoop ; if the slot being checked is less than the current max
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jr c, .findNextVRAMSlotLoop ; if the slot being checked is less than the current max
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; if the slot being checked is greater than or equal to the current max
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ld b,a ; store new max VRAM slot
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ld b, a ; store new max VRAM slot
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jr .findNextVRAMSlotLoop
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.foundNextVRAMSlot
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inc b ; increment previous max value to get next VRAM tile pattern slot
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ld a,b ; a = next VRAM tile pattern slot
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ld a, b ; a = next VRAM tile pattern slot
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push af
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ld a,[hl] ; $C2XE (sprite picture ID)
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ld b,a ; b = current sprite picture ID
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cp a,SPRITE_BALL ; is it a 4-tile sprite?
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jr c,.notFourTileSprite
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ld a, [hl] ; $C2XE (sprite picture ID)
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ld b, a ; b = current sprite picture ID
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cp SPRITE_BALL ; is it a 4-tile sprite?
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jr c, .notFourTileSprite
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pop af
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ld a,[hFourTileSpriteCount]
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add a,11
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ld a, [hFourTileSpriteCount]
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add 11
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jr .storeVRAMSlot
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.notFourTileSprite
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pop af
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.storeVRAMSlot
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ld [hl],a ; store VRAM slot at $C2XE
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ld [hVRAMSlot],a ; used to determine if it's 4-tile sprite later
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ld a,b ; a = current sprite picture ID
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ld [hl], a ; store VRAM slot at $C2XE
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ld [hVRAMSlot], a ; used to determine if it's 4-tile sprite later
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ld a, b ; a = current sprite picture ID
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dec a
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add a
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add a
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push bc
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push hl
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ld hl,SpriteSheetPointerTable
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jr nc,.noCarry
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ld hl, SpriteSheetPointerTable
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jr nc, .noCarry
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inc h
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.noCarry
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add l
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ld l,a
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jr nc,.noCarry2
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ld l, a
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jr nc, .noCarry2
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inc h
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.noCarry2
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push hl
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@ -126,69 +126,69 @@ LoadMapSpriteTilePatterns:
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push af
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push de
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push bc
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ld hl,vNPCSprites ; VRAM base address
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ld bc,$c0 ; number of bytes per VRAM slot
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ld a,[hVRAMSlot]
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cp a,11 ; is it a 4-tile sprite?
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jr nc,.fourTileSpriteVRAMAddr
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ld d,a
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ld hl, vNPCSprites ; VRAM base address
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ld bc, $c0 ; number of bytes per VRAM slot
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ld a, [hVRAMSlot]
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cp 11 ; is it a 4-tile sprite?
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jr nc, .fourTileSpriteVRAMAddr
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ld d, a
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dec d
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; Equivalent to multiplying $C0 (number of bytes in 12 tiles) times the VRAM
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; slot and adding the result to $8000 (the VRAM base address).
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.calculateVRAMAddrLoop
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add hl,bc
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add hl, bc
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dec d
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jr nz,.calculateVRAMAddrLoop
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jr nz, .calculateVRAMAddrLoop
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jr .loadStillTilePattern
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.fourTileSpriteVRAMAddr
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ld hl,vSprites + $7c0 ; address for second 4-tile sprite
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ld a,[hFourTileSpriteCount]
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ld hl, vSprites + $7c0 ; address for second 4-tile sprite
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ld a, [hFourTileSpriteCount]
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and a
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jr nz,.loadStillTilePattern
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jr nz, .loadStillTilePattern
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; if it's the first 4-tile sprite
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ld hl,vSprites + $780 ; address for first 4-tile sprite
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ld hl, vSprites + $780 ; address for first 4-tile sprite
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inc a
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ld [hFourTileSpriteCount],a
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ld [hFourTileSpriteCount], a
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.loadStillTilePattern
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pop bc
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pop de
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pop af
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push hl
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push hl
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ld h,d
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ld l,e
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ld h, d
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ld l, e
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pop de
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ld b,a
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ld a,[wFontLoaded]
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bit 0,a ; reloading upper half of tile patterns after displaying text?
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jr nz,.skipFirstLoad ; if so, skip loading data into the lower half
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ld a,b
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ld b,0
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ld b, a
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ld a, [wFontLoaded]
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bit 0, a ; reloading upper half of tile patterns after displaying text?
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jr nz, .skipFirstLoad ; if so, skip loading data into the lower half
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ld a, b
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ld b, 0
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call FarCopyData2 ; load tile pattern data for sprite when standing still
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.skipFirstLoad
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pop de
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pop hl
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ld a,[hVRAMSlot]
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cp a,11 ; is it a 4-tile sprite?
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jr nc,.skipSecondLoad ; if so, there is no second block
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ld a, [hVRAMSlot]
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cp 11 ; is it a 4-tile sprite?
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jr nc, .skipSecondLoad ; if so, there is no second block
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push de
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call ReadSpriteSheetData
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push af
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ld a,$c0
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ld a, $c0
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add e
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ld e,a
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jr nc,.noCarry3
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ld e, a
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jr nc, .noCarry3
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inc d
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.noCarry3
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ld a,[wFontLoaded]
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bit 0,a ; reloading upper half of tile patterns after displaying text?
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jr nz,.loadWhileLCDOn
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ld a, [wFontLoaded]
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bit 0, a ; reloading upper half of tile patterns after displaying text?
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jr nz, .loadWhileLCDOn
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pop af
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pop hl
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set 3,h ; add $800 to hl
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set 3, h ; add $800 to hl
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push hl
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ld h,d
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ld l,e
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ld h, d
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ld l, e
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pop de
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call FarCopyData2 ; load tile pattern data for sprite when walking
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jr .skipSecondLoad
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@ -198,8 +198,8 @@ LoadMapSpriteTilePatterns:
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.loadWhileLCDOn
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pop af
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pop hl
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set 3,h ; add $800 to hl
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ld b,a
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set 3, h ; add $800 to hl
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ld b, a
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swap c
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call CopyVideoData ; load tile pattern data for sprite when walking
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.skipSecondLoad
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@ -208,25 +208,25 @@ LoadMapSpriteTilePatterns:
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jr .nextSpriteSlot
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.alreadyLoaded ; if the current picture ID has already had its tile patterns loaded
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inc de
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ld a,[de] ; a = VRAM slot for the current picture ID (from $C2YE)
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ld [hl],a ; store VRAM slot in current wSpriteStateData2 sprite slot (at $C2XE)
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ld a, [de] ; a = VRAM slot for the current picture ID (from $C2YE)
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ld [hl], a ; store VRAM slot in current wSpriteStateData2 sprite slot (at $C2XE)
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.nextSpriteSlot
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ld a,l
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add a,$10
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ld l,a
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ld a, l
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add $10
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ld l, a
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dec c
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jp nz,.loadTilePatternLoop
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ld hl,wSpriteStateData2 + $0d
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ld b,$10
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jp nz, .loadTilePatternLoop
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ld hl, wSpriteStateData2 + $0d
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ld b, $10
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; the pictures ID's stored at $C2XD are no longer needed, so zero them
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.zeroStoredPictureIDLoop
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xor a
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ld [hl],a ; $C2XD
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ld a,$10
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ld [hl], a ; $C2XD
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ld a, $10
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add l
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ld l,a
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ld l, a
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dec b
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jr nz,.zeroStoredPictureIDLoop
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jr nz, .zeroStoredPictureIDLoop
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ret
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; reads data from SpriteSheetPointerTable
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@ -237,108 +237,108 @@ LoadMapSpriteTilePatterns:
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; bc = length in bytes
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; a = ROM bank
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ReadSpriteSheetData:
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ld a,[hli]
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ld e,a
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ld a,[hli]
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ld d,a
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ld a,[hli]
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ld c,a
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ld a, [hli]
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ld e, a
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ld a, [hli]
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ld d, a
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ld a, [hli]
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ld c, a
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xor a
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ld b,a
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ld a,[hli]
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ld b, a
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ld a, [hli]
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ret
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; Loads sprite set for outside maps (cities and routes) and sets VRAM slots.
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; sets carry if the map is a city or route, unsets carry if not
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InitOutsideMapSprites:
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ld a,[wCurMap]
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cp a,REDS_HOUSE_1F ; is the map a city or a route (map ID less than $25)?
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ld a, [wCurMap]
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cp REDS_HOUSE_1F ; is the map a city or a route (map ID less than $25)?
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ret nc ; if not, return
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ld hl,MapSpriteSets
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ld hl, MapSpriteSets
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add l
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ld l,a
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jr nc,.noCarry
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ld l, a
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jr nc, .noCarry
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inc h
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.noCarry
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ld a,[hl] ; a = spriteSetID
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cp a,$f0 ; does the map have 2 sprite sets?
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call nc,GetSplitMapSpriteSetID ; if so, choose the appropriate one
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ld b,a ; b = spriteSetID
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ld a,[wFontLoaded]
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bit 0,a ; reloading upper half of tile patterns after displaying text?
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jr nz,.loadSpriteSet ; if so, forcibly reload the sprite set
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ld a,[wSpriteSetID]
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ld a, [hl] ; a = spriteSetID
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cp $f0 ; does the map have 2 sprite sets?
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call nc, GetSplitMapSpriteSetID ; if so, choose the appropriate one
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ld b, a ; b = spriteSetID
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ld a, [wFontLoaded]
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bit 0, a ; reloading upper half of tile patterns after displaying text?
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jr nz, .loadSpriteSet ; if so, forcibly reload the sprite set
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ld a, [wSpriteSetID]
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cp b ; has the sprite set ID changed?
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jr z,.skipLoadingSpriteSet ; if not, don't load it again
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jr z, .skipLoadingSpriteSet ; if not, don't load it again
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.loadSpriteSet
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ld a,b
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ld [wSpriteSetID],a
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ld a, b
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ld [wSpriteSetID], a
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dec a
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ld b,a
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ld b, a
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sla a
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ld c,a
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ld c, a
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sla a
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sla a
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add c
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add b ; a = (spriteSetID - 1) * 11
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ld de,SpriteSets
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ld de, SpriteSets
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; add a to de to get offset of sprite set
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add e
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ld e,a
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jr nc,.noCarry2
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ld e, a
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jr nc, .noCarry2
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inc d
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.noCarry2
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ld hl,wSpriteStateData2 + $0d
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ld a,SPRITE_RED
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ld [hl],a
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ld bc,wSpriteSet
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ld hl, wSpriteStateData2 + $0d
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ld a, SPRITE_RED
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ld [hl], a
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ld bc, wSpriteSet
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; Load the sprite set into RAM.
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; This loop also fills $C2XD (sprite picture ID) where X is from $0 to $A
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; with picture ID's. This is done so that LoadMapSpriteTilePatterns will
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; load tile patterns for all sprite pictures in the sprite set.
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.loadSpriteSetLoop
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ld a,$10
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ld a, $10
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add l
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ld l,a
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ld a,[de] ; sprite picture ID from sprite set
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ld [hl],a ; $C2XD (sprite picture ID)
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ld [bc],a
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ld l, a
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ld a, [de] ; sprite picture ID from sprite set
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ld [hl], a ; $C2XD (sprite picture ID)
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ld [bc], a
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inc de
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inc bc
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ld a,l
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cp a,$bd ; reached 11th sprite slot?
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jr nz,.loadSpriteSetLoop
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ld b,4 ; 4 remaining sprite slots
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ld a, l
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cp $bd ; reached 11th sprite slot?
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jr nz, .loadSpriteSetLoop
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ld b, 4 ; 4 remaining sprite slots
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.zeroRemainingSlotsLoop ; loop to zero the picture ID's of the remaining sprite slots
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ld a,$10
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ld a, $10
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add l
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ld l,a
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ld l, a
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xor a
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ld [hl],a ; $C2XD (sprite picture ID)
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ld [hl], a ; $C2XD (sprite picture ID)
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dec b
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jr nz,.zeroRemainingSlotsLoop
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ld a,[wNumSprites]
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jr nz, .zeroRemainingSlotsLoop
|
||||
ld a, [wNumSprites]
|
||||
push af ; save number of sprites
|
||||
ld a,11 ; 11 sprites in sprite set
|
||||
ld [wNumSprites],a
|
||||
ld a, 11 ; 11 sprites in sprite set
|
||||
ld [wNumSprites], a
|
||||
call LoadMapSpriteTilePatterns
|
||||
pop af
|
||||
ld [wNumSprites],a ; restore number of sprites
|
||||
ld hl,wSpriteStateData2 + $1e
|
||||
ld b,$0f
|
||||
ld [wNumSprites], a ; restore number of sprites
|
||||
ld hl, wSpriteStateData2 + $1e
|
||||
ld b, $0f
|
||||
; The VRAM tile pattern slots that LoadMapSpriteTilePatterns set are in the
|
||||
; order of the map's sprite set, not the order of the actual sprites loaded
|
||||
; for the current map. So, they are not needed and are zeroed by this loop.
|
||||
.zeroVRAMSlotsLoop
|
||||
xor a
|
||||
ld [hl],a ; $C2XE (VRAM slot)
|
||||
ld a,$10
|
||||
ld [hl], a ; $C2XE (VRAM slot)
|
||||
ld a, $10
|
||||
add l
|
||||
ld l,a
|
||||
ld l, a
|
||||
dec b
|
||||
jr nz,.zeroVRAMSlotsLoop
|
||||
jr nz, .zeroVRAMSlotsLoop
|
||||
.skipLoadingSpriteSet
|
||||
ld hl,wSpriteStateData1 + $10
|
||||
ld hl, wSpriteStateData1 + $10
|
||||
; This loop stores the correct VRAM tile pattern slots according the sprite
|
||||
; data from the map's header. Since the VRAM tile pattern slots are filled in
|
||||
; the order of the sprite set, in order to find the VRAM tile pattern slot
|
||||
|
|
@ -347,94 +347,94 @@ InitOutsideMapSprites:
|
|||
; (since the Red sprite always has the first VRAM tile pattern slot) is the
|
||||
; VRAM tile pattern slot.
|
||||
.storeVRAMSlotsLoop
|
||||
ld c,0
|
||||
ld a,[hl] ; $C1X0 (picture ID) (zero if sprite slot is not used)
|
||||
ld c, 0
|
||||
ld a, [hl] ; $C1X0 (picture ID) (zero if sprite slot is not used)
|
||||
and a ; is the sprite slot used?
|
||||
jr z,.skipGettingPictureIndex ; if the sprite slot is not used
|
||||
ld b,a ; b = picture ID
|
||||
ld de,wSpriteSet
|
||||
jr z, .skipGettingPictureIndex ; if the sprite slot is not used
|
||||
ld b, a ; b = picture ID
|
||||
ld de, wSpriteSet
|
||||
; Loop to find the index of the sprite's picture ID within the sprite set.
|
||||
.getPictureIndexLoop
|
||||
inc c
|
||||
ld a,[de]
|
||||
ld a, [de]
|
||||
inc de
|
||||
cp b ; does the picture ID match?
|
||||
jr nz,.getPictureIndexLoop
|
||||
jr nz, .getPictureIndexLoop
|
||||
inc c
|
||||
.skipGettingPictureIndex
|
||||
push hl
|
||||
inc h
|
||||
ld a,$0e
|
||||
ld a, $0e
|
||||
add l
|
||||
ld l,a
|
||||
ld a,c ; a = VRAM slot (zero if sprite slot is not used)
|
||||
ld [hl],a ; $C2XE (VRAM slot)
|
||||
ld l, a
|
||||
ld a, c ; a = VRAM slot (zero if sprite slot is not used)
|
||||
ld [hl], a ; $C2XE (VRAM slot)
|
||||
pop hl
|
||||
ld a,$10
|
||||
ld a, $10
|
||||
add l
|
||||
ld l,a
|
||||
ld l, a
|
||||
and a
|
||||
jr nz,.storeVRAMSlotsLoop
|
||||
jr nz, .storeVRAMSlotsLoop
|
||||
scf
|
||||
ret
|
||||
|
||||
; Chooses the correct sprite set ID depending on the player's position within
|
||||
; the map for maps with two sprite sets.
|
||||
GetSplitMapSpriteSetID:
|
||||
cp a,$f8
|
||||
jr z,.route20
|
||||
ld hl,SplitMapSpriteSets
|
||||
and a,$0f
|
||||
cp $f8
|
||||
jr z, .route20
|
||||
ld hl, SplitMapSpriteSets
|
||||
and $0f
|
||||
dec a
|
||||
sla a
|
||||
sla a
|
||||
add l
|
||||
ld l,a
|
||||
jr nc,.noCarry
|
||||
ld l, a
|
||||
jr nc, .noCarry
|
||||
inc h
|
||||
.noCarry
|
||||
ld a,[hli] ; determines whether the map is split East/West or North/South
|
||||
cp a,$01
|
||||
ld a,[hli] ; position of dividing line
|
||||
ld b,a
|
||||
jr z,.eastWestDivide
|
||||
ld a, [hli] ; determines whether the map is split East/West or North/South
|
||||
cp $01
|
||||
ld a, [hli] ; position of dividing line
|
||||
ld b, a
|
||||
jr z, .eastWestDivide
|
||||
.northSouthDivide
|
||||
ld a,[wYCoord]
|
||||
ld a, [wYCoord]
|
||||
jr .compareCoord
|
||||
.eastWestDivide
|
||||
ld a,[wXCoord]
|
||||
ld a, [wXCoord]
|
||||
.compareCoord
|
||||
cp b
|
||||
jr c,.loadSpriteSetID
|
||||
jr c, .loadSpriteSetID
|
||||
; if in the East side or South side
|
||||
inc hl
|
||||
.loadSpriteSetID
|
||||
ld a,[hl]
|
||||
ld a, [hl]
|
||||
ret
|
||||
; Uses sprite set $01 for West side and $0A for East side.
|
||||
; Route 20 is a special case because the two map sections have a more complex
|
||||
; shape instead of the map simply being split horizontally or vertically.
|
||||
.route20
|
||||
ld hl,wXCoord
|
||||
ld a,[hl]
|
||||
cp a,$2b
|
||||
ld a,$01
|
||||
ld hl, wXCoord
|
||||
ld a, [hl]
|
||||
cp $2b
|
||||
ld a, $01
|
||||
ret c
|
||||
ld a,[hl]
|
||||
cp a,$3e
|
||||
ld a,$0a
|
||||
ld a, [hl]
|
||||
cp $3e
|
||||
ld a, $0a
|
||||
ret nc
|
||||
ld a,[hl]
|
||||
cp a,$37
|
||||
ld b,$08
|
||||
jr nc,.next
|
||||
ld b,$0d
|
||||
ld a, [hl]
|
||||
cp $37
|
||||
ld b, $08
|
||||
jr nc, .next
|
||||
ld b, $0d
|
||||
.next
|
||||
ld a,[wYCoord]
|
||||
ld a, [wYCoord]
|
||||
cp b
|
||||
ld a,$0a
|
||||
ld a, $0a
|
||||
ret c
|
||||
ld a,$01
|
||||
ld a, $01
|
||||
ret
|
||||
|
||||
INCLUDE "data/sprite_sets.asm"
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue