156 lines
4.4 KiB
NASM
156 lines
4.4 KiB
NASM
;----------------
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; Animation Subs
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;----------------
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struct Actor
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bytes 1, YPos
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bytes 1, XPos
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bytes 1, GFXCounter
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bytes 1, GFXState
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bytes 1, TileData
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words 1, GFXData
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end_struct
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SECTION "Actor STructs", WRAM0
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dstruct Actor, Player
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dstruct Actor, NPC01
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dstruct Actor, NPC02
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dstruct Actor, NPC03
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dstruct Actor, NPC04
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dstruct Actor, NPC05
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SECTION "Animation Variables", HRAM
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hCameraX: dw
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hCameraY: dw
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hWorkingX: dw
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hWorkingY: dw
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hWorkingScreenX: db
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hWorkingScreenY: db
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hWorkingState: db
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hWorkingCounter: db
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hWorkingData: dw
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hWorkingTile: db
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SECTION "Animations Subs", ROM0
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; RenderActor:
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; takes a pointer to an actor struct
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; and renders it to shadow OAM, advancinc
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; the animation frame and constructing
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; each frame as needed.
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; initial input:
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; [hl] <- start of Actor Struct in WRAM
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; output:
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; an oam object for each line in the frame data,
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; copied to shadowOAM (wShadowOAM)
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RenderActor::
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; @input: hl <- Player
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; @input: de <- ShadowOAM place
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; clobbers af, bc, de, hl
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ld a, [hli] ; a <- YPos
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ldh [hWorkingScreenY], a
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ld a, [hli] ; a <- XPos
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ldh [hWorkingScreenX], a
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push hl ; save counter pointer on stack
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ld a, [hli] ; a <- GFXCounter
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ldh [hWorkingCounter], a
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ld a, [hli] ; a <- GFXState
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ldh [hWorkingState], a
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ld a, [hli] ; a <- TileData
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ldh [hWorkingTile], a
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ld a, [hli] ; a <- GFXData(Low)
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ld h, [hl] ; a <- GFXData (High)
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ld l, a
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ld a, [hWorkingState] ; add actor struct offset saved in wWorkingState
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rlca ; double state offset because of word length
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add a, l
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ld l, a
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adc a, h
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sub l
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ld h, a ; hl contains state struct pointer
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ld a, [hli] ;
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ld h, [hl] ; derefence [hl]
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ld l, a ;
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ld a, [hWorkingCounter]
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inc a
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ld b, a
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ld a, [hli] ; a <- state frame limit
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cp b
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ld a, b
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jr nc, .continueAnimation
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xor a
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.continueAnimation
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ldh [hWorkingCounter], a
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ld b, h ;
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ld c, l ; save current hl
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pop hl ; restore counter wram pointer
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ld [hl], a ;
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ld h, b ; restore hl
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ld l, c ;
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ld c, a ; save current frame in c
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xor a ; set a = 0
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.loopFrameFind ;
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ld b, a ; b <- current total
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ld a, [hli] ; a <- next frame tick limit
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add b ; add to limit
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cp c ; compare to limit
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jr nc, .foundFrame ; if no carry, cum total > current frame
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inc hl
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inc hl
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jr .loopFrameFind
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.foundFrame
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ld a, [hli]
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ld h, [hl]
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ld l, a ; hl <- pointer to frame data
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ld a, [hli]
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ld b, a ; b <- sprite counter
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.spriteLoop
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ld a, [hli] ; load Y position, then offset by -16
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ld c, a
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ld a, [hWorkingScreenY]
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add c
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ld c, 16
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add c
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ld [de], a ; store YPos in shadowOAM
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inc de
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ld a, [hli] ; load X position, then offset by -8
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ld c, a
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ld a, [hWorkingScreenX]
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add c
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ld c, 8
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add c
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ld [de], a ; store XPos in shadowOAM
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inc de
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ld a, [hli] ; load tile offset, and add to base tile pointer
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ld c, a
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ld a, [hWorkingTile]
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add c
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ld [de], a
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inc de
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ld a, [hli] ; load attributes and xor them
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ld c, a
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ld a, 0 ; TO DO: set base attributes
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xor c
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ld [de], a
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inc de
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dec b ; end of single sprite
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jr nz, .spriteLoop
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ret
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