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wOAMBuffer -> wShadowOAM (#370)
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parent
b045ac4f16
commit
cc46b0e510
29 changed files with 105 additions and 105 deletions
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@ -43,7 +43,7 @@ GetAnimationSpeed:
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.resetSprites
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push bc
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ld hl, wMonPartySpritesSavedOAM
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ld de, wOAMBuffer
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ld de, wShadowOAM
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ld bc, $60
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call CopyData
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pop bc
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@ -51,7 +51,7 @@ GetAnimationSpeed:
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jr .incTimer
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.animateSprite
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push bc
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ld hl, wOAMBuffer + $02 ; OAM tile id
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ld hl, wShadowOAMSprite00TileID
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ld bc, $10
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ld a, [wCurrentMenuItem]
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call AddNTimes
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@ -236,7 +236,7 @@ WriteMonPartySpriteOAM:
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; make a copy at wMonPartySpritesSavedOAM.
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push af
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ld c, $10
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ld h, HIGH(wOAMBuffer)
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ld h, HIGH(wShadowOAM)
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ldh a, [hPartyMonIndex]
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swap a
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ld l, a
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@ -252,7 +252,7 @@ WriteMonPartySpriteOAM:
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; Make a copy of the OAM buffer with the first animation frame written so that
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; we can flip back to it from the second frame by copying it back.
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.makeCopy
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ld hl, wOAMBuffer
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ld hl, wShadowOAM
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ld de, wMonPartySpritesSavedOAM
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ld bc, $60
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jp CopyData
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@ -16,7 +16,7 @@ DMARoutine:
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LOAD "OAM DMA", HRAM
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hDMARoutine::
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; initiate DMA
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ld a, HIGH(wOAMBuffer)
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ld a, HIGH(wShadowOAM)
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ldh [rDMA], a
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; wait for DMA to finish
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ld a, $28
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@ -1,6 +1,6 @@
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PrepareOAMData::
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; Determine OAM data for currently visible
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; sprites and write it to wOAMBuffer.
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; sprites and write it to wShadowOAM.
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ld a, [wUpdateSpritesEnabled]
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dec a
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@ -79,7 +79,7 @@ PrepareOAMData::
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ldh a, [hOAMBufferOffset]
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ld e, a
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ld d, HIGH(wOAMBuffer)
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ld d, HIGH(wShadowOAM)
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.tileLoop
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ldh a, [hSpriteScreenY] ; temp for sprite Y position
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@ -147,7 +147,7 @@ PrepareOAMData::
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; Clear unused OAM.
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ldh a, [hOAMBufferOffset]
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ld l, a
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ld h, HIGH(wOAMBuffer)
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ld h, HIGH(wShadowOAM)
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ld de, $4
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ld b, $a0
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ld a, [wd736]
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