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7 changed files with 150 additions and 131 deletions
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@ -1,7 +1,7 @@
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; These routines manage gradual fading
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; (e.g., entering a doorway)
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LoadGBPal::
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ld a, [wMapPalOffset] ;tells if cur.map is dark (requires HM5_FLASH?)
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ld a, [wMapPalOffset] ;tells if wCurMap is dark (requires HM5_FLASH?)
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ld b, a
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ld hl, FadePal4
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ld a, l
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@ -59,7 +59,7 @@ OverworldLoopLessDelay::
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res 3,[hl]
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jp nz,WarpFound2
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ld a,[wd732]
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and a,1 << 4 | 1 << 3 ; fly warp or dungeon warp
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and 1 << 4 | 1 << 3 ; fly warp or dungeon warp
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jp nz,HandleFlyWarpOrDungeonWarp
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ld a,[wCurOpponent]
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and a
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@ -133,7 +133,7 @@ OverworldLoopLessDelay::
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ld hl,wFlags_0xcd60
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res 2,[hl]
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call UpdateSprites
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ld a,1
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ld a, 1
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ld [wCheckFor180DegreeTurn],a
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ld a,[wPlayerMovingDirection] ; the direction that was pressed last time
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and a
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@ -143,6 +143,7 @@ OverworldLoopLessDelay::
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xor a
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ld [wPlayerMovingDirection],a ; zero the direction
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jp OverworldLoop
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.checkIfDownButtonIsPressed
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ld a,[hJoyHeld] ; current joypad state
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bit 7,a ; down button
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@ -151,6 +152,7 @@ OverworldLoopLessDelay::
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ld [wSpriteStateData1 + 3],a ; delta Y
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ld a,PLAYER_DIR_DOWN
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jr .handleDirectionButtonPress
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.checkIfUpButtonIsPressed
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bit 6,a ; up button
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jr z,.checkIfLeftButtonIsPressed
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@ -158,6 +160,7 @@ OverworldLoopLessDelay::
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ld [wSpriteStateData1 + 3],a ; delta Y
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ld a,PLAYER_DIR_UP
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jr .handleDirectionButtonPress
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.checkIfLeftButtonIsPressed
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bit 5,a ; left button
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jr z,.checkIfRightButtonIsPressed
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@ -165,11 +168,14 @@ OverworldLoopLessDelay::
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ld [wSpriteStateData1 + 5],a ; delta X
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ld a,PLAYER_DIR_LEFT
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jr .handleDirectionButtonPress
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.checkIfRightButtonIsPressed
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bit 4,a ; right button
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jr z,.noDirectionButtonsPressed
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ld a,1 ; PLAYER_DIR_RIGHT
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ld a, 1
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ld [wSpriteStateData1 + 5],a ; delta X
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.handleDirectionButtonPress
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ld [wPlayerDirection],a ; new direction
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ld a,[wd730]
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@ -226,12 +232,13 @@ OverworldLoopLessDelay::
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call NewBattle
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jp c,.battleOccurred
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jp OverworldLoop
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.noDirectionChange
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ld a,[wPlayerDirection] ; current direction
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ld [wPlayerMovingDirection],a ; save direction
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call UpdateSprites
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ld a,[wWalkBikeSurfState]
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cp a,$02 ; surfing
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cp $02 ; surfing
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jr z,.surfing
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; not surfing
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call CollisionCheckOnLand
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@ -248,20 +255,24 @@ OverworldLoopLessDelay::
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pop hl
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jp c,CheckWarpsCollision
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jp OverworldLoop
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.surfing
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call CollisionCheckOnWater
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jp c,OverworldLoop
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.noCollision
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ld a,$08
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ld [wWalkCounter],a
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jr .moveAhead2
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.moveAhead
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ld a,[wd736]
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bit 7,a
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jr z,.noSpinning
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callba LoadSpinnerArrowTiles ; spin while moving
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callba LoadSpinnerArrowTiles
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.noSpinning
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call UpdateSprites
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.moveAhead2
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ld hl,wFlags_0xcd60
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res 2,[hl]
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@ -271,7 +282,7 @@ OverworldLoopLessDelay::
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ld a,[wd736]
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bit 6,a ; jumping a ledge?
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jr nz,.normalPlayerSpriteAdvancement
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call BikeSpeedup ; if riding a bike and not jumping a ledge
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call DoBikeSpeedup
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.normalPlayerSpriteAdvancement
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call AdvancePlayerSprite
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ld a,[wWalkCounter]
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@ -323,14 +334,14 @@ OverworldLoopLessDelay::
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xor a
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ld [hJoyHeld],a
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ld a,[wCurMap]
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cp a,CINNABAR_GYM
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cp CINNABAR_GYM
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jr nz,.notCinnabarGym
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SetEvent EVENT_2A7
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.notCinnabarGym
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ld hl,wd72e
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set 5,[hl]
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ld a,[wCurMap]
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cp a,OAKS_LAB
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cp OAKS_LAB
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jp z,.noFaintCheck ; no blacking out if the player lost to the rival in Oak's lab
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callab AnyPartyAlive
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ld a,d
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@ -363,15 +374,15 @@ NewBattle::
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ret
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; function to make bikes twice as fast as walking
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BikeSpeedup::
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DoBikeSpeedup::
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ld a,[wNPCMovementScriptPointerTableNum]
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and a
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ret nz
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ld a,[wCurMap]
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cp a,ROUTE_17 ; Cycling Road
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cp ROUTE_17 ; Cycling Road
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jr nz,.goFaster
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ld a,[hJoyHeld]
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and a,D_UP | D_LEFT | D_RIGHT
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and D_UP | D_LEFT | D_RIGHT
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ret nz
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.goFaster
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jp AdvancePlayerSprite
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@ -421,7 +432,7 @@ CheckWarpsNoCollisionLoop::
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pop bc
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pop de
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ld a,[hJoyHeld]
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and a,D_DOWN | D_UP | D_LEFT | D_RIGHT
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and D_DOWN | D_UP | D_LEFT | D_RIGHT
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jr z,CheckWarpsNoCollisionRetry2 ; if directional buttons aren't being pressed, do not pass through the warp
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jr WarpFound1
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@ -483,7 +494,7 @@ WarpFound2::
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ld [wUnusedD366],a ; not read
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ld a,[hWarpDestinationMap]
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ld [wCurMap],a
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cp a,ROCK_TUNNEL_1
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cp ROCK_TUNNEL_1
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jr nz,.notRockTunnel
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ld a,$06
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ld [wMapPalOffset],a
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@ -491,10 +502,12 @@ WarpFound2::
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.notRockTunnel
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call PlayMapChangeSound
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jr .done
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; for maps that can have the 0xFF destination map, which means to return to the outside map; not all these maps are necessarily indoors, though
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; for maps that can have the 0xFF destination map, which means to return to the outside map
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; not all these maps are necessarily indoors, though
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.indoorMaps
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ld a,[hWarpDestinationMap] ; destination map
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cp a,$ff
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cp $ff
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jr z,.goBackOutside
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; if not going back to the previous map
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ld [wCurMap],a
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@ -535,7 +548,7 @@ ContinueCheckWarpsNoCollisionLoop::
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CheckMapConnections::
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.checkWestMap
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ld a,[wXCoord]
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cp a,$ff
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cp $ff
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jr nz,.checkEastMap
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ld a,[wMapConn3Ptr]
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ld [wCurMap],a
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@ -555,7 +568,7 @@ CheckMapConnections::
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jr z,.savePointer1
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.pointerAdjustmentLoop1
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ld a,[wWestConnectedMapWidth] ; width of connected map
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add a,MAP_BORDER * 2
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add MAP_BORDER * 2
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ld e,a
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ld d,0
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ld b,0
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@ -568,6 +581,7 @@ CheckMapConnections::
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ld a,h
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ld [wCurrentTileBlockMapViewPointer + 1],a
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jp .loadNewMap
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.checkEastMap
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ld b,a
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ld a,[wCurrentMapWidth2] ; map width
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@ -591,7 +605,7 @@ CheckMapConnections::
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jr z,.savePointer2
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.pointerAdjustmentLoop2
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ld a,[wEastConnectedMapWidth]
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add a,MAP_BORDER * 2
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add MAP_BORDER * 2
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ld e,a
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ld d,0
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ld b,0
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@ -604,9 +618,10 @@ CheckMapConnections::
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ld a,h
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ld [wCurrentTileBlockMapViewPointer + 1],a
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jp .loadNewMap
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.checkNorthMap
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ld a,[wYCoord]
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cp a,$ff
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cp $ff
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jr nz,.checkSouthMap
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ld a,[wMapConn1Ptr]
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ld [wCurMap],a
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@ -630,6 +645,7 @@ CheckMapConnections::
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ld a,h
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ld [wCurrentTileBlockMapViewPointer + 1],a
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jp .loadNewMap
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.checkSouthMap
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ld b,a
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ld a,[wCurrentMapHeight2]
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@ -666,13 +682,14 @@ CheckMapConnections::
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callba InitMapSprites
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call LoadTileBlockMap
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jp OverworldLoopLessDelay
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.didNotEnterConnectedMap
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jp OverworldLoop
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; function to play a sound when changing maps
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PlayMapChangeSound::
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aCoord 8, 8 ; upper left tile of the 4x4 square the player's sprite is standing on
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cp a,$0b ; door tile in tileset 0
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cp $0b ; door tile in tileset 0
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jr nz,.didNotGoThroughDoor
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ld a,SFX_GO_INSIDE
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jr .playSound
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@ -883,7 +900,7 @@ LoadTileBlockMap::
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ld hl,wOverworldMap
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ld a,[wCurMapWidth]
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ld [hMapWidth],a
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add a,MAP_BORDER * 2 ; east and west
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add MAP_BORDER * 2 ; east and west
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ld [hMapStride],a ; map width + border
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ld b,0
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ld c,a
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@ -921,7 +938,7 @@ LoadTileBlockMap::
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jr nz,.rowLoop
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.northConnection
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ld a,[wMapConn1Ptr]
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cp a,$ff
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cp $ff
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jr z,.southConnection
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call SwitchToMapRomBank
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ld a,[wNorthConnectionStripSrc]
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@ -939,7 +956,7 @@ LoadTileBlockMap::
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call LoadNorthSouthConnectionsTileMap
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.southConnection
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ld a,[wMapConn2Ptr]
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cp a,$ff
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cp $ff
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jr z,.westConnection
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call SwitchToMapRomBank
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ld a,[wSouthConnectionStripSrc]
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@ -957,7 +974,7 @@ LoadTileBlockMap::
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call LoadNorthSouthConnectionsTileMap
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.westConnection
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ld a,[wMapConn3Ptr]
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cp a,$ff
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cp $ff
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jr z,.eastConnection
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call SwitchToMapRomBank
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ld a,[wWestConnectionStripSrc]
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@ -975,7 +992,7 @@ LoadTileBlockMap::
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call LoadEastWestConnectionsTileMap
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.eastConnection
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ld a,[wMapConn4Ptr]
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cp a,$ff
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cp $ff
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jr z,.done
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call SwitchToMapRomBank
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ld a,[wEastConnectionStripSrc]
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@ -1016,7 +1033,7 @@ LoadNorthSouthConnectionsTileMap::
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inc h
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.noCarry1
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ld a,[wCurMapWidth]
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add a,MAP_BORDER * 2
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add MAP_BORDER * 2
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add e
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ld e,a
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jr nc,.noCarry2
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@ -1045,7 +1062,7 @@ LoadEastWestConnectionsTileMap::
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inc h
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.noCarry1
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ld a,[wCurMapWidth]
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add a,MAP_BORDER * 2
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add MAP_BORDER * 2
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add e
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ld e,a
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jr nc,.noCarry2
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@ -1126,6 +1143,7 @@ IsSpriteInFrontOfPlayer2::
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ld b,a
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ld a,PLAYER_DIR_UP
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jr .doneCheckingDirection
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.checkIfPlayerFacingDown
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cp SPRITE_FACING_DOWN
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jr nz,.checkIfPlayerFacingRight
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@ -1135,6 +1153,7 @@ IsSpriteInFrontOfPlayer2::
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ld b,a
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ld a,PLAYER_DIR_DOWN
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jr .doneCheckingDirection
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.checkIfPlayerFacingRight
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cp SPRITE_FACING_RIGHT
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jr nz,.playerFacingLeft
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@ -1144,6 +1163,7 @@ IsSpriteInFrontOfPlayer2::
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ld c,a
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ld a,PLAYER_DIR_RIGHT
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jr .doneCheckingDirection
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.playerFacingLeft
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; facing left
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ld a,c
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@ -1225,7 +1245,7 @@ CollisionCheckOnLand::
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jr nc,.noCollision
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.collision
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ld a,[wChannelSoundIDs + CH4]
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cp a,SFX_COLLISION ; check if collision sound is already playing
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cp SFX_COLLISION ; check if collision sound is already playing
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jr z,.setCarry
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ld a,SFX_COLLISION
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call PlaySound ; play collision sound (if it's not already playing)
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@ -1287,7 +1307,7 @@ CheckForTilePairCollisions::
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ld a,[wCurMapTileset] ; tileset number
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ld b,a
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ld a,[hli]
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cp a,$ff
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cp $ff
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jr z,.noMatch
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cp b
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jr z,.tilesetMatches
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@ -1387,7 +1407,7 @@ LoadCurrentMapView::
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; update tile block map pointer to next row's address
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pop de
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ld a,[wCurMapWidth]
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add a,MAP_BORDER * 2
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add MAP_BORDER * 2
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add e
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ld e,a
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jr nc,.noCarry
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@ -1722,8 +1742,8 @@ ScheduleSouthRowRedraw::
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ld bc,$0200
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add hl,bc
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ld a,h
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and a,$03
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or a,$98
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and $03
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or $98
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ld [hRedrawRowOrColumnDest + 1],a
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ld a,l
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ld [hRedrawRowOrColumnDest],a
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@ -1736,11 +1756,11 @@ ScheduleEastColumnRedraw::
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call ScheduleColumnRedrawHelper
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ld a,[wMapViewVRAMPointer]
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ld c,a
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and a,$e0
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and $e0
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ld b,a
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ld a,c
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add a,18
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and a,$1f
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add 18
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and $1f
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or b
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ld [hRedrawRowOrColumnDest],a
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ld a,[wMapViewVRAMPointer + 1]
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@ -1791,10 +1811,10 @@ DrawTileBlock::
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ld a,c
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swap a
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ld b,a
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and a,$f0
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and $f0
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ld c,a
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ld a,b
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and a,$0f
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and $0f
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ld b,a ; bc = tile block ID * 0x10
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add hl,bc
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ld d,h
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@ -1833,10 +1853,10 @@ JoypadOverworld::
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bit 3,a ; check if a trainer wants a challenge
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jr nz,.notForcedDownwards
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ld a,[wCurMap]
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cp a,ROUTE_17 ; Cycling Road
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cp ROUTE_17 ; Cycling Road
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jr nz,.notForcedDownwards
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ld a,[hJoyHeld]
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and a,D_DOWN | D_UP | D_LEFT | D_RIGHT | B_BUTTON | A_BUTTON
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and D_DOWN | D_UP | D_LEFT | D_RIGHT | B_BUTTON | A_BUTTON
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jr nz,.notForcedDownwards
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ld a,D_DOWN
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ld [hJoyHeld],a ; on the cycling road, if there isn't a trainer and the player isn't pressing buttons, simulate a down press
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@ -1868,6 +1888,7 @@ JoypadOverworld::
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ld [hJoyPressed],a
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ld [hJoyReleased],a
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ret
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; if done simulating button presses
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.doneSimulating
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xor a
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@ -1878,7 +1899,7 @@ JoypadOverworld::
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ld [hJoyHeld],a
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ld hl,wd736
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ld a,[hl]
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and a,$f8
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and $f8
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ld [hl],a
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ld hl,wd730
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res 7,[hl]
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@ -1928,7 +1949,7 @@ CollisionCheckOnWater::
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jr .loop
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.collision
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ld a,[wChannelSoundIDs + CH4]
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cp a,SFX_COLLISION ; check if collision sound is already playing
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cp SFX_COLLISION ; check if collision sound is already playing
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jr z,.setCarry
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ld a,SFX_COLLISION
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call PlaySound ; play collision sound (if it's not already playing)
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@ -2386,7 +2407,7 @@ IgnoreInputForHalfSecond:
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ld [wIgnoreInputCounter], a
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ld hl, wd730
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ld a, [hl]
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or $26
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or %00100110
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ld [hl], a ; set ignore input bit
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ret
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@ -531,9 +531,9 @@ ReverseNybble::
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ld de, NybbleReverseTable
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add e
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ld e, a
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jr nc, .asm_283f
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||||
jr nc, .noCarry
|
||||
inc d
|
||||
.asm_283f
|
||||
.noCarry
|
||||
ld a, [de]
|
||||
ret
|
||||
|
||||
|
|
|
|||
|
|
@ -91,79 +91,79 @@ Serial_ExchangeByte::
|
|||
ld [hSerialReceivedNewData], a
|
||||
ld a, [hSerialConnectionStatus]
|
||||
cp USING_INTERNAL_CLOCK
|
||||
jr nz, .asm_21a7
|
||||
jr nz, .loop
|
||||
ld a, START_TRANSFER_INTERNAL_CLOCK
|
||||
ld [rSC], a
|
||||
.asm_21a7
|
||||
.loop
|
||||
ld a, [hSerialReceivedNewData]
|
||||
and a
|
||||
jr nz, .asm_21f1
|
||||
jr nz, .ok
|
||||
ld a, [hSerialConnectionStatus]
|
||||
cp USING_EXTERNAL_CLOCK
|
||||
jr nz, .asm_21cc
|
||||
jr nz, .doNotIncrementUnknownCounter
|
||||
call IsUnknownCounterZero
|
||||
jr z, .asm_21cc
|
||||
jr z, .doNotIncrementUnknownCounter
|
||||
call WaitLoop_15Iterations
|
||||
push hl
|
||||
ld hl, wUnknownSerialCounter + 1
|
||||
inc [hl]
|
||||
jr nz, .asm_21c3
|
||||
jr nz, .noCarry
|
||||
dec hl
|
||||
inc [hl]
|
||||
.asm_21c3
|
||||
.noCarry
|
||||
pop hl
|
||||
call IsUnknownCounterZero
|
||||
jr nz, .asm_21a7
|
||||
jr nz, .loop
|
||||
jp SetUnknownCounterToFFFF
|
||||
.asm_21cc
|
||||
.doNotIncrementUnknownCounter
|
||||
ld a, [rIE]
|
||||
and (1 << SERIAL) | (1 << TIMER) | (1 << LCD_STAT) | (1 << VBLANK)
|
||||
cp (1 << SERIAL)
|
||||
jr nz, .asm_21a7
|
||||
jr nz, .loop
|
||||
ld a, [wUnknownSerialCounter2]
|
||||
dec a
|
||||
ld [wUnknownSerialCounter2], a
|
||||
jr nz, .asm_21a7
|
||||
jr nz, .loop
|
||||
ld a, [wUnknownSerialCounter2 + 1]
|
||||
dec a
|
||||
ld [wUnknownSerialCounter2 + 1], a
|
||||
jr nz, .asm_21a7
|
||||
jr nz, .loop
|
||||
ld a, [hSerialConnectionStatus]
|
||||
cp USING_EXTERNAL_CLOCK
|
||||
jr z, .asm_21f1
|
||||
jr z, .ok
|
||||
ld a, 255
|
||||
.waitLoop
|
||||
dec a
|
||||
jr nz, .waitLoop
|
||||
.asm_21f1
|
||||
.ok
|
||||
xor a
|
||||
ld [hSerialReceivedNewData], a
|
||||
ld a, [rIE]
|
||||
and (1 << SERIAL) | (1 << TIMER) | (1 << LCD_STAT) | (1 << VBLANK)
|
||||
sub (1 << SERIAL)
|
||||
jr nz, .asm_2204
|
||||
jr nz, .skipReloadingUnknownCounter2
|
||||
ld [wUnknownSerialCounter2], a
|
||||
ld a, $50
|
||||
ld [wUnknownSerialCounter2 + 1], a
|
||||
.asm_2204
|
||||
.skipReloadingUnknownCounter2
|
||||
ld a, [hSerialReceiveData]
|
||||
cp SERIAL_NO_DATA_BYTE
|
||||
ret nz
|
||||
call IsUnknownCounterZero
|
||||
jr z, .asm_221f
|
||||
jr z, .done
|
||||
push hl
|
||||
ld hl, wUnknownSerialCounter + 1
|
||||
ld a, [hl]
|
||||
dec a
|
||||
ld [hld], a
|
||||
inc a
|
||||
jr nz, .asm_2219
|
||||
jr nz, .noBorrow
|
||||
dec [hl]
|
||||
.asm_2219
|
||||
.noBorrow
|
||||
pop hl
|
||||
call IsUnknownCounterZero
|
||||
jr z, SetUnknownCounterToFFFF
|
||||
.asm_221f
|
||||
.done
|
||||
ld a, [rIE]
|
||||
and (1 << SERIAL) | (1 << TIMER) | (1 << LCD_STAT) | (1 << VBLANK)
|
||||
cp (1 << SERIAL)
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ VBlank::
|
|||
call VBlankCopyDouble
|
||||
call UpdateMovingBgTiles
|
||||
call $ff80 ; hOAMDMA
|
||||
ld a, Bank(PrepareOAMData)
|
||||
ld a, BANK(PrepareOAMData)
|
||||
ld [H_LOADEDROMBANK], a
|
||||
ld [MBC1RomBank], a
|
||||
call PrepareOAMData
|
||||
|
|
|
|||
|
|
@ -33,13 +33,13 @@ ClearBgMap::
|
|||
jr nz,.loop
|
||||
ret
|
||||
|
||||
RedrawRowOrColumn::
|
||||
; 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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue