mirror of
https://github.com/thornAvery/kep-hack.git
synced 2025-09-16 18:30:50 +12:00
pull some bank 1 code out of main.asm
This commit is contained in:
parent
46a94c63fc
commit
6f1ac06e03
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@ -969,3 +969,9 @@ CableClub_DrawHorizontalLine:
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dec d
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jr nz, .loop
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ret
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LoadTrainerInfoTextBoxTiles:
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ld de, TrainerInfoTextBoxTileGraphics
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ld hl, vChars2 + $760
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lb bc, BANK(TrainerInfoTextBoxTileGraphics), (TrainerInfoTextBoxTileGraphicsEnd - TrainerInfoTextBoxTileGraphics) / $10
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jp CopyVideoData
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49
engine/load_mon_data.asm
Normal file
49
engine/load_mon_data.asm
Normal file
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@ -0,0 +1,49 @@
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LoadMonData_:
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; Load monster [wWhichPokemon] from list [wMonDataLocation]:
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; 0: partymon
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; 1: enemymon
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; 2: boxmon
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; 3: daycaremon
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; Return monster id at wcf91 and its data at wLoadedMon.
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; Also load base stats at wMonHeader for convenience.
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ld a, [wDayCareMonSpecies]
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ld [wcf91], a
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ld a, [wMonDataLocation]
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cp DAYCARE_DATA
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jr z, .GetMonHeader
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ld a, [wWhichPokemon]
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ld e, a
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callab GetMonSpecies
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.GetMonHeader
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ld a, [wcf91]
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ld [wd0b5], a ; input for GetMonHeader
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call GetMonHeader
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ld hl, wPartyMons
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ld bc, wPartyMon2 - wPartyMon1
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ld a, [wMonDataLocation]
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cp ENEMY_PARTY_DATA
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jr c, .getMonEntry
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ld hl, wEnemyMons
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jr z, .getMonEntry
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cp 2
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ld hl, wBoxMons
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ld bc, wBoxMon2 - wBoxMon1
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jr z, .getMonEntry
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ld hl, wDayCareMon
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jr .copyMonData
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.getMonEntry
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ld a, [wWhichPokemon]
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call AddNTimes
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.copyMonData
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ld de, wLoadedMon
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ld bc, wPartyMon2 - wPartyMon1
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jp CopyData
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356
engine/overworld/map_sprite_functions1.asm
Normal file
356
engine/overworld/map_sprite_functions1.asm
Normal file
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@ -0,0 +1,356 @@
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_UpdateSprites:
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ld h, $c1
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inc h
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ld a, $e ; wSpriteStateData2 + $0e
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.spriteLoop
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ld l, a
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sub $e
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ld c, a
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ld [H_CURRENTSPRITEOFFSET], a
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ld a, [hl]
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and a
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jr z, .skipSprite ; tests $c2Xe
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push hl
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push de
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push bc
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call .updateCurrentSprite
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pop bc
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pop de
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pop hl
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.skipSprite
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ld a, l
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add $10 ; move to next sprite
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cp $e ; test for overflow (back at $0e)
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jr nz, .spriteLoop
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ret
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.updateCurrentSprite
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cp $1
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jp nz, UpdateNonPlayerSprite
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jp UpdatePlayerSprite
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UpdateNonPlayerSprite:
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dec a
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swap a
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ld [$ff93], a ; $10 * sprite#
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ld a, [wNPCMovementScriptSpriteOffset] ; some sprite offset?
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ld b, a
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ld a, [H_CURRENTSPRITEOFFSET]
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cp b
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jr nz, .unequal
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jp DoScriptedNPCMovement
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.unequal
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jp UpdateNPCSprite
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; This detects if the current sprite (whose offset is at H_CURRENTSPRITEOFFSET)
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; is going to collide with another sprite by looping over the other sprites.
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; The current sprite's offset will be labelled with i (e.g. $c1i0).
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; The loop sprite's offset will labelled with j (e.g. $c1j0).
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;
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; Note that the Y coordinate of the sprite (in [$c1k4]) is one of the following
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; 9 values when the sprite is aligned with the grid: $fc, $0c, $1c, $2c, ..., $7c.
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; The reason that 4 is added below to the coordinate is to make it align with a
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; multiple of $10 to make comparisons easier.
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DetectCollisionBetweenSprites:
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nop
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ld h, wSpriteStateData1 / $100
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ld a, [H_CURRENTSPRITEOFFSET]
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add wSpriteStateData1 % $100
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ld l, a
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ld a, [hl] ; a = [$c1i0] (picture) (0 if slot is unused)
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and a ; is this sprite slot slot used?
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ret z ; return if not used
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ld a, l
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add 3
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ld l, a
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ld a, [hli] ; a = [$c1i3] (delta Y) (-1, 0, or 1)
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call SetSpriteCollisionValues
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ld a, [hli] ; a = [$C1i4] (Y screen coordinate)
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add 4 ; align with multiple of $10
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; The effect of the following 3 lines is to
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; add 7 to a if moving south or
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; subtract 7 from a if moving north.
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add b
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and $f0
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or c
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ld [$ff90], a ; store Y coordinate adjusted for direction of movement
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ld a, [hli] ; a = [$c1i5] (delta X) (-1, 0, or 1)
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call SetSpriteCollisionValues
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ld a, [hl] ; a = [$C1i6] (X screen coordinate)
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; The effect of the following 3 lines is to
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; add 7 to a if moving east or
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; subtract 7 from a if moving west.
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add b
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and $f0
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or c
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ld [$ff91], a ; store X coordinate adjusted for direction of movement
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ld a, l
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add 7
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ld l, a
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xor a
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ld [hld], a ; zero [$c1id] XXX what's [$c1id] for?
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ld [hld], a ; zero [$c1ic] (directions in which collisions occurred)
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ld a, [$ff91]
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ld [hld], a ; [$c1ib] = adjusted X coordinate
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ld a, [$ff90]
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ld [hl], a ; [$c1ia] = adjusted Y coordinate
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xor a ; zero the loop counter
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.loop
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ld [$ff8f], a ; store loop counter
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swap a
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ld e, a
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ld a, [H_CURRENTSPRITEOFFSET]
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cp e ; does the loop sprite match the current sprite?
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jp z, .next ; go to the next sprite if they match
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ld d, h
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ld a, [de] ; a = [$c1j0] (picture) (0 if slot is unused)
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and a ; is this sprite slot slot used?
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jp z, .next ; go the next sprite if not used
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inc e
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inc e
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ld a, [de] ; a = [$c1j2] ($ff means the sprite is offscreen)
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inc a
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jp z, .next ; go the next sprite if offscreen
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ld a, [H_CURRENTSPRITEOFFSET]
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add 10
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ld l, a
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inc e
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ld a, [de] ; a = [$c1j3] (delta Y)
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call SetSpriteCollisionValues
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inc e
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ld a, [de] ; a = [$C1j4] (Y screen coordinate)
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add 4 ; align with multiple of $10
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; The effect of the following 3 lines is to
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; add 7 to a if moving south or
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; subtract 7 from a if moving north.
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add b
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and $f0
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or c
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sub [hl] ; subtract the adjusted Y coordinate of sprite i ([$c1ia]) from that of sprite j
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; calculate the absolute value of the difference to get the distance
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jr nc, .noCarry1
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cpl
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inc a
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.noCarry1
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ld [$ff90], a ; store the distance between the two sprites' adjusted Y values
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; Use the carry flag set by the above subtraction to determine which sprite's
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; Y coordinate is larger. This information is used later to set [$c1ic],
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; which stores which direction the collision occurred in.
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; The following 5 lines set the lowest 2 bits of c, which are later shifted left by 2.
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; If sprite i's Y is larger, set lowest 2 bits of c to 10.
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; If sprite j's Y is larger or both are equal, set lowest 2 bits of c to 01.
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push af
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rl c
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pop af
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ccf
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rl c
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; If sprite i's delta Y is 0, then b = 7, else b = 9.
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ld b, 7
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ld a, [hl] ; a = [$c1ia] (adjusted Y coordinate)
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and $f
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jr z, .next1
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ld b, 9
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.next1
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ld a, [$ff90] ; a = distance between adjusted Y coordinates
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sub b
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ld [$ff92], a ; store distance adjusted using sprite i's direction
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ld a, b
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ld [$ff90], a ; store 7 or 9 depending on sprite i's delta Y
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jr c, .checkXDistance
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; If sprite j's delta Y is 0, then b = 7, else b = 9.
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ld b, 7
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dec e
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ld a, [de] ; a = [$c1j3] (delta Y)
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inc e
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and a
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jr z, .next2
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ld b, 9
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.next2
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ld a, [$ff92] ; a = distance adjusted using sprite i's direction
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sub b ; adjust distance using sprite j's direction
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jr z, .checkXDistance
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jr nc, .next ; go to next sprite if distance is still positive after both adjustments
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.checkXDistance
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inc e
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inc l
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ld a, [de] ; a = [$c1j5] (delta X)
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push bc
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call SetSpriteCollisionValues
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inc e
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ld a, [de] ; a = [$c1j6] (X screen coordinate)
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; The effect of the following 3 lines is to
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; add 7 to a if moving east or
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; subtract 7 from a if moving west.
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add b
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and $f0
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or c
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pop bc
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sub [hl] ; subtract the adjusted X coordinate of sprite i ([$c1ib]) from that of sprite j
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; calculate the absolute value of the difference to get the distance
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jr nc, .noCarry2
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cpl
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inc a
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.noCarry2
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ld [$ff91], a ; store the distance between the two sprites' adjusted X values
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; Use the carry flag set by the above subtraction to determine which sprite's
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; X coordinate is larger. This information is used later to set [$c1ic],
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; which stores which direction the collision occurred in.
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; The following 5 lines set the lowest 2 bits of c.
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; If sprite i's X is larger, set lowest 2 bits of c to 10.
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; If sprite j's X is larger or both are equal, set lowest 2 bits of c to 01.
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push af
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rl c
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pop af
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ccf
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rl c
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; If sprite i's delta X is 0, then b = 7, else b = 9.
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ld b, 7
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ld a, [hl] ; a = [$c1ib] (adjusted X coordinate)
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and $f
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jr z, .next3
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ld b, 9
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.next3
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ld a, [$ff91] ; a = distance between adjusted X coordinates
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sub b
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ld [$ff92], a ; store distance adjusted using sprite i's direction
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ld a, b
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ld [$ff91], a ; store 7 or 9 depending on sprite i's delta X
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jr c, .collision
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; If sprite j's delta X is 0, then b = 7, else b = 9.
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ld b, 7
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dec e
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ld a, [de] ; a = [$c1j5] (delta X)
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inc e
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and a
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jr z, .next4
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ld b, 9
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.next4
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ld a, [$ff92] ; a = distance adjusted using sprite i's direction
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sub b ; adjust distance using sprite j's direction
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jr z, .collision
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jr nc, .next ; go to next sprite if distance is still positive after both adjustments
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.collision
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ld a, [$ff91] ; a = 7 or 9 depending on sprite i's delta X
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ld b, a
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ld a, [$ff90] ; a = 7 or 9 depending on sprite i's delta Y
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inc l
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; If delta X isn't 0 and delta Y is 0, then b = %0011, else b = %1100.
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; (note that normally if delta X isn't 0, then delta Y must be 0 and vice versa)
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cp b
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jr c, .next5
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ld b, %1100
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jr .next6
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.next5
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ld b, %0011
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.next6
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ld a, c ; c has 2 bits set (one of bits 0-1 is set for the X axis and one of bits 2-3 for the Y axis)
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and b ; we select either the bit in bits 0-1 or bits 2-3 based on the calculation immediately above
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or [hl] ; or with existing collision direction bits in [$c1ic]
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ld [hl], a ; store new value
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ld a, c ; useless code because a is overwritten before being used again
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; set bit in [$c1ie] or [$c1if] to indicate which sprite the collision occurred with
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inc l
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inc l
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ld a, [$ff8f] ; a = loop counter
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ld de, SpriteCollisionBitTable
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add a
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add e
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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, [de]
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or [hl]
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ld [hli], a
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inc de
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ld a, [de]
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or [hl]
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ld [hl], a
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.next
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ld a, [$ff8f] ; a = loop counter
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inc a
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cp $10
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jp nz, .loop
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ret
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; takes delta X or delta Y in a
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; b = delta X/Y
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; c = 0 if delta X/Y is 0
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; c = 7 if delta X/Y is 1
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; c = 9 if delta X/Y is -1
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SetSpriteCollisionValues:
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and a
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ld b, 0
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ld c, 0
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jr z, .done
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ld c, 9
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cp -1
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jr z, .ok
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ld c, 7
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ld a, 0
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.ok
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ld b, a
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.done
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ret
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SpriteCollisionBitTable:
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db %00000000,%00000001
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db %00000000,%00000010
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db %00000000,%00000100
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db %00000000,%00001000
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db %00000000,%00010000
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db %00000000,%00100000
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db %00000000,%01000000
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db %00000000,%10000000
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db %00000001,%00000000
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db %00000010,%00000000
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db %00000100,%00000000
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db %00001000,%00000000
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db %00010000,%00000000
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db %00100000,%00000000
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db %01000000,%00000000
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db %10000000,%00000000
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20
engine/print_waiting_text.asm
Normal file
20
engine/print_waiting_text.asm
Normal file
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@ -0,0 +1,20 @@
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PrintWaitingText:
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coord hl, 3, 10
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ld b, $1
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ld c, $b
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ld a, [wIsInBattle]
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and a
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jr z, .asm_4c17
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call TextBoxBorder
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jr .asm_4c1a
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.asm_4c17
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call CableClub_TextBoxBorder
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.asm_4c1a
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coord hl, 4, 11
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ld de, WaitingText
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call PlaceString
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ld c, 50
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jp DelayFrames
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WaitingText:
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db "Waiting...!@"
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45
engine/test_battle.asm
Normal file
45
engine/test_battle.asm
Normal file
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@ -0,0 +1,45 @@
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TestBattle:
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ret
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.loop
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call GBPalNormal
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; Don't mess around
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; with obedience.
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ld a, %10000000 ; EARTHBADGE
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ld [wObtainedBadges], a
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ld hl, wFlags_D733
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set BIT_TEST_BATTLE, [hl]
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; Reset the party.
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ld hl, wPartyCount
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xor a
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ld [hli], a
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dec a
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ld [hl], a
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; Give the player a
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; level 20 Rhydon.
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ld a, RHYDON
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ld [wcf91], a
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ld a, 20
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ld [wCurEnemyLVL], a
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xor a
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ld [wMonDataLocation], a
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ld [wCurMap], a
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call AddPartyMon
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; Fight against a
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; level 20 Rhydon.
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ld a, RHYDON
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ld [wCurOpponent], a
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predef InitOpponent
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; When the battle ends,
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; do it all again.
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ld a, 1
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ld [wUpdateSpritesEnabled], a
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ld [H_AUTOBGTRANSFERENABLED], a
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jr .loop
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@ -398,3 +398,6 @@ ENDC
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IF DEF(_BLUE)
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db $61,$62,$63,$64,$65,$66,$67,$68,"@" ; "Blue Version"
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ENDC
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NintenText: db "NINTEN@"
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SonyText: db "SONY@"
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510
main.asm
510
main.asm
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@ -11,7 +11,6 @@ PICS_3 EQU $B
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PICS_4 EQU $C
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PICS_5 EQU $D
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INCLUDE "home.asm"
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@ -74,525 +73,26 @@ INCLUDE "data/baseStats/mew.asm"
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INCLUDE "engine/battle/safari_zone.asm"
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|
||||
INCLUDE "engine/titlescreen.asm"
|
||||
|
||||
NintenText: db "NINTEN@"
|
||||
SonyText: db "SONY@"
|
||||
|
||||
|
||||
LoadMonData_:
|
||||
; Load monster [wWhichPokemon] from list [wMonDataLocation]:
|
||||
; 0: partymon
|
||||
; 1: enemymon
|
||||
; 2: boxmon
|
||||
; 3: daycaremon
|
||||
; Return monster id at wcf91 and its data at wLoadedMon.
|
||||
; Also load base stats at wMonHeader for convenience.
|
||||
|
||||
ld a, [wDayCareMonSpecies]
|
||||
ld [wcf91], a
|
||||
ld a, [wMonDataLocation]
|
||||
cp DAYCARE_DATA
|
||||
jr z, .GetMonHeader
|
||||
|
||||
ld a, [wWhichPokemon]
|
||||
ld e, a
|
||||
callab GetMonSpecies
|
||||
|
||||
.GetMonHeader
|
||||
ld a, [wcf91]
|
||||
ld [wd0b5], a ; input for GetMonHeader
|
||||
call GetMonHeader
|
||||
|
||||
ld hl, wPartyMons
|
||||
ld bc, wPartyMon2 - wPartyMon1
|
||||
ld a, [wMonDataLocation]
|
||||
cp ENEMY_PARTY_DATA
|
||||
jr c, .getMonEntry
|
||||
|
||||
ld hl, wEnemyMons
|
||||
jr z, .getMonEntry
|
||||
|
||||
cp 2
|
||||
ld hl, wBoxMons
|
||||
ld bc, wBoxMon2 - wBoxMon1
|
||||
jr z, .getMonEntry
|
||||
|
||||
ld hl, wDayCareMon
|
||||
jr .copyMonData
|
||||
|
||||
.getMonEntry
|
||||
ld a, [wWhichPokemon]
|
||||
call AddNTimes
|
||||
|
||||
.copyMonData
|
||||
ld de, wLoadedMon
|
||||
ld bc, wPartyMon2 - wPartyMon1
|
||||
jp CopyData
|
||||
|
||||
INCLUDE "engine/load_mon_data.asm"
|
||||
|
||||
INCLUDE "data/item_prices.asm"
|
||||
INCLUDE "text/item_names.asm"
|
||||
|
||||
UnusedNames:
|
||||
db "かみなりバッヂ@"
|
||||
db "かいがらバッヂ@"
|
||||
db "おじぞうバッヂ@"
|
||||
db "はやぶさバッヂ@"
|
||||
db "ひんやりバッヂ@"
|
||||
db "なかよしバッヂ@"
|
||||
db "バラバッヂ@"
|
||||
db "ひのたまバッヂ@"
|
||||
db "ゴールドバッヂ@"
|
||||
db "たまご@"
|
||||
db "ひよこ@"
|
||||
db "ブロンズ@"
|
||||
db "シルバー@"
|
||||
db "ゴールド@"
|
||||
db "プチキャプテン@"
|
||||
db "キャプテン@"
|
||||
db "プチマスター@"
|
||||
db "マスター@"
|
||||
db "エクセレント"
|
||||
INCLUDE "text/unused_names.asm"
|
||||
|
||||
INCLUDE "engine/overworld/oam.asm"
|
||||
INCLUDE "engine/oam_dma.asm"
|
||||
|
||||
PrintWaitingText:
|
||||
coord hl, 3, 10
|
||||
ld b, $1
|
||||
ld c, $b
|
||||
ld a, [wIsInBattle]
|
||||
and a
|
||||
jr z, .asm_4c17
|
||||
call TextBoxBorder
|
||||
jr .asm_4c1a
|
||||
.asm_4c17
|
||||
call CableClub_TextBoxBorder
|
||||
.asm_4c1a
|
||||
coord hl, 4, 11
|
||||
ld de, WaitingText
|
||||
call PlaceString
|
||||
ld c, 50
|
||||
jp DelayFrames
|
||||
INCLUDE "engine/print_waiting_text.asm"
|
||||
|
||||
WaitingText:
|
||||
db "Waiting...!@"
|
||||
INCLUDE "engine/overworld/map_sprite_functions1.asm"
|
||||
|
||||
|
||||
_UpdateSprites:
|
||||
ld h, $c1
|
||||
inc h
|
||||
ld a, $e ; wSpriteStateData2 + $0e
|
||||
.spriteLoop
|
||||
ld l, a
|
||||
sub $e
|
||||
ld c, a
|
||||
ld [H_CURRENTSPRITEOFFSET], a
|
||||
ld a, [hl]
|
||||
and a
|
||||
jr z, .skipSprite ; tests $c2Xe
|
||||
push hl
|
||||
push de
|
||||
push bc
|
||||
call .updateCurrentSprite
|
||||
pop bc
|
||||
pop de
|
||||
pop hl
|
||||
.skipSprite
|
||||
ld a, l
|
||||
add $10 ; move to next sprite
|
||||
cp $e ; test for overflow (back at $0e)
|
||||
jr nz, .spriteLoop
|
||||
ret
|
||||
.updateCurrentSprite
|
||||
cp $1
|
||||
jp nz, UpdateNonPlayerSprite
|
||||
jp UpdatePlayerSprite
|
||||
|
||||
UpdateNonPlayerSprite:
|
||||
dec a
|
||||
swap a
|
||||
ld [$ff93], a ; $10 * sprite#
|
||||
ld a, [wNPCMovementScriptSpriteOffset] ; some sprite offset?
|
||||
ld b, a
|
||||
ld a, [H_CURRENTSPRITEOFFSET]
|
||||
cp b
|
||||
jr nz, .unequal
|
||||
jp DoScriptedNPCMovement
|
||||
.unequal
|
||||
jp UpdateNPCSprite
|
||||
|
||||
; This detects if the current sprite (whose offset is at H_CURRENTSPRITEOFFSET)
|
||||
; is going to collide with another sprite by looping over the other sprites.
|
||||
; The current sprite's offset will be labelled with i (e.g. $c1i0).
|
||||
; The loop sprite's offset will labelled with j (e.g. $c1j0).
|
||||
;
|
||||
; Note that the Y coordinate of the sprite (in [$c1k4]) is one of the following
|
||||
; 9 values when the sprite is aligned with the grid: $fc, $0c, $1c, $2c, ..., $7c.
|
||||
; The reason that 4 is added below to the coordinate is to make it align with a
|
||||
; multiple of $10 to make comparisons easier.
|
||||
DetectCollisionBetweenSprites:
|
||||
nop
|
||||
|
||||
ld h, wSpriteStateData1 / $100
|
||||
ld a, [H_CURRENTSPRITEOFFSET]
|
||||
add wSpriteStateData1 % $100
|
||||
ld l, a
|
||||
|
||||
ld a, [hl] ; a = [$c1i0] (picture) (0 if slot is unused)
|
||||
and a ; is this sprite slot slot used?
|
||||
ret z ; return if not used
|
||||
|
||||
ld a, l
|
||||
add 3
|
||||
ld l, a
|
||||
|
||||
ld a, [hli] ; a = [$c1i3] (delta Y) (-1, 0, or 1)
|
||||
call SetSpriteCollisionValues
|
||||
|
||||
ld a, [hli] ; a = [$C1i4] (Y screen coordinate)
|
||||
add 4 ; align with multiple of $10
|
||||
|
||||
; The effect of the following 3 lines is to
|
||||
; add 7 to a if moving south or
|
||||
; subtract 7 from a if moving north.
|
||||
add b
|
||||
and $f0
|
||||
or c
|
||||
|
||||
ld [$ff90], a ; store Y coordinate adjusted for direction of movement
|
||||
|
||||
ld a, [hli] ; a = [$c1i5] (delta X) (-1, 0, or 1)
|
||||
call SetSpriteCollisionValues
|
||||
ld a, [hl] ; a = [$C1i6] (X screen coordinate)
|
||||
|
||||
; The effect of the following 3 lines is to
|
||||
; add 7 to a if moving east or
|
||||
; subtract 7 from a if moving west.
|
||||
add b
|
||||
and $f0
|
||||
or c
|
||||
|
||||
ld [$ff91], a ; store X coordinate adjusted for direction of movement
|
||||
|
||||
ld a, l
|
||||
add 7
|
||||
ld l, a
|
||||
|
||||
xor a
|
||||
ld [hld], a ; zero [$c1id] XXX what's [$c1id] for?
|
||||
ld [hld], a ; zero [$c1ic] (directions in which collisions occurred)
|
||||
|
||||
ld a, [$ff91]
|
||||
ld [hld], a ; [$c1ib] = adjusted X coordinate
|
||||
ld a, [$ff90]
|
||||
ld [hl], a ; [$c1ia] = adjusted Y coordinate
|
||||
|
||||
xor a ; zero the loop counter
|
||||
|
||||
.loop
|
||||
ld [$ff8f], a ; store loop counter
|
||||
swap a
|
||||
ld e, a
|
||||
ld a, [H_CURRENTSPRITEOFFSET]
|
||||
cp e ; does the loop sprite match the current sprite?
|
||||
jp z, .next ; go to the next sprite if they match
|
||||
|
||||
ld d, h
|
||||
ld a, [de] ; a = [$c1j0] (picture) (0 if slot is unused)
|
||||
and a ; is this sprite slot slot used?
|
||||
jp z, .next ; go the next sprite if not used
|
||||
|
||||
inc e
|
||||
inc e
|
||||
ld a, [de] ; a = [$c1j2] ($ff means the sprite is offscreen)
|
||||
inc a
|
||||
jp z, .next ; go the next sprite if offscreen
|
||||
|
||||
ld a, [H_CURRENTSPRITEOFFSET]
|
||||
add 10
|
||||
ld l, a
|
||||
|
||||
inc e
|
||||
ld a, [de] ; a = [$c1j3] (delta Y)
|
||||
call SetSpriteCollisionValues
|
||||
|
||||
inc e
|
||||
ld a, [de] ; a = [$C1j4] (Y screen coordinate)
|
||||
add 4 ; align with multiple of $10
|
||||
|
||||
; The effect of the following 3 lines is to
|
||||
; add 7 to a if moving south or
|
||||
; subtract 7 from a if moving north.
|
||||
add b
|
||||
and $f0
|
||||
or c
|
||||
|
||||
sub [hl] ; subtract the adjusted Y coordinate of sprite i ([$c1ia]) from that of sprite j
|
||||
|
||||
; calculate the absolute value of the difference to get the distance
|
||||
jr nc, .noCarry1
|
||||
cpl
|
||||
inc a
|
||||
.noCarry1
|
||||
ld [$ff90], a ; store the distance between the two sprites' adjusted Y values
|
||||
|
||||
; Use the carry flag set by the above subtraction to determine which sprite's
|
||||
; Y coordinate is larger. This information is used later to set [$c1ic],
|
||||
; which stores which direction the collision occurred in.
|
||||
; The following 5 lines set the lowest 2 bits of c, which are later shifted left by 2.
|
||||
; If sprite i's Y is larger, set lowest 2 bits of c to 10.
|
||||
; If sprite j's Y is larger or both are equal, set lowest 2 bits of c to 01.
|
||||
push af
|
||||
rl c
|
||||
pop af
|
||||
ccf
|
||||
rl c
|
||||
|
||||
; If sprite i's delta Y is 0, then b = 7, else b = 9.
|
||||
ld b, 7
|
||||
ld a, [hl] ; a = [$c1ia] (adjusted Y coordinate)
|
||||
and $f
|
||||
jr z, .next1
|
||||
ld b, 9
|
||||
|
||||
.next1
|
||||
ld a, [$ff90] ; a = distance between adjusted Y coordinates
|
||||
sub b
|
||||
ld [$ff92], a ; store distance adjusted using sprite i's direction
|
||||
ld a, b
|
||||
ld [$ff90], a ; store 7 or 9 depending on sprite i's delta Y
|
||||
jr c, .checkXDistance
|
||||
|
||||
; If sprite j's delta Y is 0, then b = 7, else b = 9.
|
||||
ld b, 7
|
||||
dec e
|
||||
ld a, [de] ; a = [$c1j3] (delta Y)
|
||||
inc e
|
||||
and a
|
||||
jr z, .next2
|
||||
ld b, 9
|
||||
|
||||
.next2
|
||||
ld a, [$ff92] ; a = distance adjusted using sprite i's direction
|
||||
sub b ; adjust distance using sprite j's direction
|
||||
jr z, .checkXDistance
|
||||
jr nc, .next ; go to next sprite if distance is still positive after both adjustments
|
||||
|
||||
.checkXDistance
|
||||
inc e
|
||||
inc l
|
||||
ld a, [de] ; a = [$c1j5] (delta X)
|
||||
|
||||
push bc
|
||||
|
||||
call SetSpriteCollisionValues
|
||||
inc e
|
||||
ld a, [de] ; a = [$c1j6] (X screen coordinate)
|
||||
|
||||
; The effect of the following 3 lines is to
|
||||
; add 7 to a if moving east or
|
||||
; subtract 7 from a if moving west.
|
||||
add b
|
||||
and $f0
|
||||
or c
|
||||
|
||||
pop bc
|
||||
|
||||
sub [hl] ; subtract the adjusted X coordinate of sprite i ([$c1ib]) from that of sprite j
|
||||
|
||||
; calculate the absolute value of the difference to get the distance
|
||||
jr nc, .noCarry2
|
||||
cpl
|
||||
inc a
|
||||
.noCarry2
|
||||
ld [$ff91], a ; store the distance between the two sprites' adjusted X values
|
||||
|
||||
; Use the carry flag set by the above subtraction to determine which sprite's
|
||||
; X coordinate is larger. This information is used later to set [$c1ic],
|
||||
; which stores which direction the collision occurred in.
|
||||
; The following 5 lines set the lowest 2 bits of c.
|
||||
; If sprite i's X is larger, set lowest 2 bits of c to 10.
|
||||
; If sprite j's X is larger or both are equal, set lowest 2 bits of c to 01.
|
||||
push af
|
||||
rl c
|
||||
pop af
|
||||
ccf
|
||||
rl c
|
||||
|
||||
; If sprite i's delta X is 0, then b = 7, else b = 9.
|
||||
ld b, 7
|
||||
ld a, [hl] ; a = [$c1ib] (adjusted X coordinate)
|
||||
and $f
|
||||
jr z, .next3
|
||||
ld b, 9
|
||||
|
||||
.next3
|
||||
ld a, [$ff91] ; a = distance between adjusted X coordinates
|
||||
sub b
|
||||
ld [$ff92], a ; store distance adjusted using sprite i's direction
|
||||
ld a, b
|
||||
ld [$ff91], a ; store 7 or 9 depending on sprite i's delta X
|
||||
jr c, .collision
|
||||
|
||||
; If sprite j's delta X is 0, then b = 7, else b = 9.
|
||||
ld b, 7
|
||||
dec e
|
||||
ld a, [de] ; a = [$c1j5] (delta X)
|
||||
inc e
|
||||
and a
|
||||
jr z, .next4
|
||||
ld b, 9
|
||||
|
||||
.next4
|
||||
ld a, [$ff92] ; a = distance adjusted using sprite i's direction
|
||||
sub b ; adjust distance using sprite j's direction
|
||||
jr z, .collision
|
||||
jr nc, .next ; go to next sprite if distance is still positive after both adjustments
|
||||
|
||||
.collision
|
||||
ld a, [$ff91] ; a = 7 or 9 depending on sprite i's delta X
|
||||
ld b, a
|
||||
ld a, [$ff90] ; a = 7 or 9 depending on sprite i's delta Y
|
||||
inc l
|
||||
|
||||
; If delta X isn't 0 and delta Y is 0, then b = %0011, else b = %1100.
|
||||
; (note that normally if delta X isn't 0, then delta Y must be 0 and vice versa)
|
||||
cp b
|
||||
jr c, .next5
|
||||
ld b, %1100
|
||||
jr .next6
|
||||
.next5
|
||||
ld b, %0011
|
||||
|
||||
.next6
|
||||
ld a, c ; c has 2 bits set (one of bits 0-1 is set for the X axis and one of bits 2-3 for the Y axis)
|
||||
and b ; we select either the bit in bits 0-1 or bits 2-3 based on the calculation immediately above
|
||||
or [hl] ; or with existing collision direction bits in [$c1ic]
|
||||
ld [hl], a ; store new value
|
||||
ld a, c ; useless code because a is overwritten before being used again
|
||||
|
||||
; set bit in [$c1ie] or [$c1if] to indicate which sprite the collision occurred with
|
||||
inc l
|
||||
inc l
|
||||
ld a, [$ff8f] ; a = loop counter
|
||||
ld de, SpriteCollisionBitTable
|
||||
add a
|
||||
add e
|
||||
ld e, a
|
||||
jr nc, .noCarry3
|
||||
inc d
|
||||
.noCarry3
|
||||
ld a, [de]
|
||||
or [hl]
|
||||
ld [hli], a
|
||||
inc de
|
||||
ld a, [de]
|
||||
or [hl]
|
||||
ld [hl], a
|
||||
|
||||
.next
|
||||
ld a, [$ff8f] ; a = loop counter
|
||||
inc a
|
||||
cp $10
|
||||
jp nz, .loop
|
||||
ret
|
||||
|
||||
; takes delta X or delta Y in a
|
||||
; b = delta X/Y
|
||||
; c = 0 if delta X/Y is 0
|
||||
; c = 7 if delta X/Y is 1
|
||||
; c = 9 if delta X/Y is -1
|
||||
SetSpriteCollisionValues:
|
||||
and a
|
||||
ld b, 0
|
||||
ld c, 0
|
||||
jr z, .done
|
||||
ld c, 9
|
||||
cp -1
|
||||
jr z, .ok
|
||||
ld c, 7
|
||||
ld a, 0
|
||||
.ok
|
||||
ld b, a
|
||||
.done
|
||||
ret
|
||||
|
||||
SpriteCollisionBitTable:
|
||||
db %00000000,%00000001
|
||||
db %00000000,%00000010
|
||||
db %00000000,%00000100
|
||||
db %00000000,%00001000
|
||||
db %00000000,%00010000
|
||||
db %00000000,%00100000
|
||||
db %00000000,%01000000
|
||||
db %00000000,%10000000
|
||||
db %00000001,%00000000
|
||||
db %00000010,%00000000
|
||||
db %00000100,%00000000
|
||||
db %00001000,%00000000
|
||||
db %00010000,%00000000
|
||||
db %00100000,%00000000
|
||||
db %01000000,%00000000
|
||||
db %10000000,%00000000
|
||||
|
||||
TestBattle:
|
||||
ret
|
||||
|
||||
.loop
|
||||
call GBPalNormal
|
||||
|
||||
; Don't mess around
|
||||
; with obedience.
|
||||
ld a, %10000000 ; EARTHBADGE
|
||||
ld [wObtainedBadges], a
|
||||
|
||||
ld hl, wFlags_D733
|
||||
set BIT_TEST_BATTLE, [hl]
|
||||
|
||||
; Reset the party.
|
||||
ld hl, wPartyCount
|
||||
xor a
|
||||
ld [hli], a
|
||||
dec a
|
||||
ld [hl], a
|
||||
|
||||
; Give the player a
|
||||
; level 20 Rhydon.
|
||||
ld a, RHYDON
|
||||
ld [wcf91], a
|
||||
ld a, 20
|
||||
ld [wCurEnemyLVL], a
|
||||
xor a
|
||||
ld [wMonDataLocation], a
|
||||
ld [wCurMap], a
|
||||
call AddPartyMon
|
||||
|
||||
; Fight against a
|
||||
; level 20 Rhydon.
|
||||
ld a, RHYDON
|
||||
ld [wCurOpponent], a
|
||||
|
||||
predef InitOpponent
|
||||
|
||||
; When the battle ends,
|
||||
; do it all again.
|
||||
ld a, 1
|
||||
ld [wUpdateSpritesEnabled], a
|
||||
ld [H_AUTOBGTRANSFERENABLED], a
|
||||
jr .loop
|
||||
INCLUDE "engine/test_battle.asm"
|
||||
|
||||
INCLUDE "engine/overworld/item.asm"
|
||||
INCLUDE "engine/overworld/movement.asm"
|
||||
|
||||
INCLUDE "engine/cable_club.asm"
|
||||
|
||||
LoadTrainerInfoTextBoxTiles:
|
||||
ld de, TrainerInfoTextBoxTileGraphics
|
||||
ld hl, vChars2 + $760
|
||||
lb bc, BANK(TrainerInfoTextBoxTileGraphics), (TrainerInfoTextBoxTileGraphicsEnd - TrainerInfoTextBoxTileGraphics) / $10
|
||||
jp CopyVideoData
|
||||
|
||||
INCLUDE "engine/menu/main_menu.asm"
|
||||
|
||||
INCLUDE "engine/oak_speech.asm"
|
||||
|
|
20
text/unused_names.asm
Normal file
20
text/unused_names.asm
Normal file
|
@ -0,0 +1,20 @@
|
|||
UnusedNames::
|
||||
db "かみなりバッヂ@"
|
||||
db "かいがらバッヂ@"
|
||||
db "おじぞうバッヂ@"
|
||||
db "はやぶさバッヂ@"
|
||||
db "ひんやりバッヂ@"
|
||||
db "なかよしバッヂ@"
|
||||
db "バラバッヂ@"
|
||||
db "ひのたまバッヂ@"
|
||||
db "ゴールドバッヂ@"
|
||||
db "たまご@"
|
||||
db "ひよこ@"
|
||||
db "ブロンズ@"
|
||||
db "シルバー@"
|
||||
db "ゴールド@"
|
||||
db "プチキャプテン@"
|
||||
db "キャプテン@"
|
||||
db "プチマスター@"
|
||||
db "マスター@"
|
||||
db "エクセレント"
|
Loading…
Reference in a new issue