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Try to clean up PrepareOAMData.
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3 changed files with 205 additions and 178 deletions
25
engine/oam_dma.asm
Normal file
25
engine/oam_dma.asm
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WriteDMACodeToHRAM:
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; Since no other memory is available during OAM DMA,
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; DMARoutine is copied to HRAM and executed there.
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ld c, $ff80 % $100
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ld b, DMARoutineEnd - DMARoutine
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ld hl, DMARoutine
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.copy
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ld a, [hli]
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ld [$ff00+c], a
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inc c
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dec b
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jr nz, .copy
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ret
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DMARoutine:
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; initiate DMA
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ld a, $c3
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ld [$ff46], a
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; wait for DMA to finish
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ld a, $28
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.wait dec a
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jr nz, .wait
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ret
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DMARoutineEnd:
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178
engine/overworld/oam.asm
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178
engine/overworld/oam.asm
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PrepareOAMData:
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; Determine OAM data for currently visible
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; sprites and write it to wOAMBuffer.
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ld a, [$cfcb]
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dec a
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jr z, .asm_4b1e
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cp 0 - 1
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ret nz
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ld [$cfcb], a
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jp HideSprites
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.asm_4b1e
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xor a
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ld [$ff90], a
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.asm_4b21
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ld [$ff8f], a
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ld d, wSpriteStateData1 / $100
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ld a, [$ff8f]
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ld e, a
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ld a, [de] ; c1x0
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and a
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jp z, .asm_4bad
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inc e
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inc e
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ld a, [de] ; c1x2 (facing/anim)
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ld [$d5cd], a
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cp $ff ; off-screen (don't draw)
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jr nz, .visible
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call Func_4bd1
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jr .asm_4bad
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.visible
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cp $a0
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jr c, .usefacing
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and $f
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add $10
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jr .asm_4b48
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.usefacing
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and $f
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.asm_4b48
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ld l, a
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push de
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inc d
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ld a, e
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add $5
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ld e, a
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ld a, [de] ; c2x7
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and $80
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ld [$ff94], a ; temp store sprite priority
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pop de
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ld h, 0
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ld bc, SpriteFacingAndAnimationTable
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add hl, hl
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add hl, hl
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add hl, bc
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ld a, [hli]
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ld c, a
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ld a, [hli]
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ld b, a
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ld a, [hli]
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ld h, [hl]
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ld l, a
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call Func_4bd1
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ld a, [$ff90]
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ld e, a
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ld d, wOAMBuffer / $100
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.tile
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ld a, [$ff92] ; temp for sprite Y position
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add $10 ; Y=16 is top of screen (Y=0 is invisible)
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add [hl] ; add Y offset from table
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ld [de], a ; write new sprite OAM Y position
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inc hl
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ld a, [$ff91] ; temp for sprite X position
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add $8 ; X=8 is left of screen (X=0 is invisible)
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add [hl] ; add X offset from table
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inc e
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ld [de], a ; write new sprite OAM X position
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inc e
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ld a, [bc] ; read pattern number offset (accomodates orientation (offset 0,4 or 8) and animation (offset 0 or $80))
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inc bc
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push bc
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ld b, a
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ld a, [$d5cd] ; temp copy of c1x2
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swap a ; high nybble determines sprite used (0 is always player sprite, next are some npcs)
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and $f
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; Sprites $a and $b have one face (and therefore 4 tiles instead of 12).
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; As a result, sprite $b's tile offset is less than normal.
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cp $b
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jr nz, .offset
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ld a, $a * 12 + 4
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jr .gotoffset
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.offset
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; a *= 12
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sla a
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sla a
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ld c, a
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sla a
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add c
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.gotoffset
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add b ; which frame
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pop bc
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ld [de], a ; tile id
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inc hl
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inc e
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ld a, [hl]
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bit 1, a ; sprite priority
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jr z, .fg
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ld a, [$ff94] ; facing priority
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or [hl]
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.fg
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inc hl
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ld [de], a
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inc e
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bit 0, a ; OAMFLAG_ENDOFDATA
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jr z, .tile
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ld a, e
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ld [$ff90], a
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.asm_4bad
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ld a, [$ff8f]
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add $10
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cp $100 % $100
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jp nz, .asm_4b21
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; Clear unused OAM.
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ld a, [$ff90]
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ld l, a
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ld h, wOAMBuffer / $100
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ld de, $4
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ld b, $a0
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ld a, [$d736]
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bit 6, a
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ld a, $a0
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jr z, .clear
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ld a, $90
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.clear
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cp l
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ret z
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ld [hl], b
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add hl, de
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jr .clear
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Func_4bd1: ; 4bd1 (1:4bd1)
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inc e
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inc e
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ld a, [de] ; c1x4
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ld [$ff92], a
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inc e
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inc e
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ld a, [de] ; c1x6
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ld [$ff91], a
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ld a, $4
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add e
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ld e, a
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ld a, [$ff92]
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add $4
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and $f0
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ld [de], a ; c1xa (y)
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inc e
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ld a, [$ff91]
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and $f0
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ld [de], a ; c1xb (x)
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ret
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