pokecrystal-board/engine/tilesets/timeofday_pals.asm

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DummyPredef35:
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DummyPredef36:
ret
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UpdateTimeOfDayPal::
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call UpdateTime
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ld a, [wTimeOfDay]
ld [wCurTimeOfDay], a
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call GetTimePalette
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ld [wTimeOfDayPal], a
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ret
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_TimeOfDayPals::
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; return carry if pals are changed
; forced pals?
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ld hl, wTimeOfDayPalFlags
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bit 7, [hl]
jr nz, .dontchange
; do we need to bother updating?
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ld a, [wTimeOfDay]
ld hl, wCurTimeOfDay
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cp [hl]
jr z, .dontchange
; if so, the time of day has changed
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ld a, [wTimeOfDay]
ld [wCurTimeOfDay], a
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; get palette id
call GetTimePalette
; same palette as before?
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ld hl, wTimeOfDayPal
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cp [hl]
jr z, .dontchange
; update palette id
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ld [wTimeOfDayPal], a
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; save bg palette 7
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ld hl, wBGPals1 palette PAL_BG_TEXT
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; save wram bank
ldh a, [rSVBK]
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ld b, a
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ld a, BANK(wBGPals1)
ldh [rSVBK], a
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; push palette
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ld c, NUM_PAL_COLORS
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.push
ld d, [hl]
inc hl
ld e, [hl]
inc hl
push de
dec c
jr nz, .push
; restore wram bank
ld a, b
ldh [rSVBK], a
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; update sgb pals
ld b, SCGB_MAPPALS
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call GetSGBLayout
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; restore bg palette 7
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ld hl, wOBPals1 - 1 ; last byte in wBGPals1
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; save wram bank
ldh a, [rSVBK]
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ld d, a
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ld a, BANK(wOBPals1)
ldh [rSVBK], a
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; pop palette
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ld e, NUM_PAL_COLORS
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.pop
pop bc
ld [hl], c
dec hl
ld [hl], b
dec hl
dec e
jr nz, .pop
; restore wram bank
ld a, d
ldh [rSVBK], a
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; update palettes
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call _UpdateTimePals
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call DelayFrame
; successful change
scf
ret
.dontchange
; no change occurred
and a
ret
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_UpdateTimePals::
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ld c, $9 ; normal
call GetTimePalFade
call DmgToCgbTimePals
ret
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FadeInPalettes::
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ld c, $12
call GetTimePalFade
ld b, $4
call ConvertTimePalsDecHL
ret
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FadeOutPalettes::
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call FillWhiteBGColor
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ld c, $9
call GetTimePalFade
ld b, $4
call ConvertTimePalsIncHL
ret
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BattleTowerFade:
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call FillWhiteBGColor
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ld c, $9
call GetTimePalFade
ld b, $4
.asm_8c09c
call DmgToCgbTimePals
inc hl
inc hl
inc hl
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ld c, $7
call DelayFrames
dec b
jr nz, .asm_8c09c
ret
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FadeInQuickly:
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ld c, $0
call GetTimePalFade
ld b, $4
call ConvertTimePalsIncHL
ret
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FadeBlackQuickly:
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ld c, $9
call GetTimePalFade
ld b, $4
call ConvertTimePalsDecHL
ret
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FillWhiteBGColor:
ldh a, [rSVBK]
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push af
ld a, BANK(wBGPals1)
ldh [rSVBK], a
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ld hl, wBGPals1
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ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
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ld hl, wBGPals1 + 1 palettes
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ld c, 6
.loop
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ld a, e
ld [hli], a
ld a, d
ld [hli], a
rept 6
inc hl
endr
dec c
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jr nz, .loop
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pop af
ldh [rSVBK], a
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ret
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ReplaceTimeOfDayPals:
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ld hl, .BrightnessLevels
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ld a, [wMapTimeOfDay]
cp PALETTE_DARK
jr z, .NeedsFlash
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and $7
add l
ld l, a
ld a, 0
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adc h
ld h, a
ld a, [hl]
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ld [wTimeOfDayPalset], a
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ret
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.NeedsFlash:
ld a, [wStatusFlags]
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bit STATUSFLAGS_FLASH_F, a
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jr nz, .UsedFlash
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ld a, %11111111 ; 3, 3, 3, 3
ld [wTimeOfDayPalset], a
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ret
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.UsedFlash:
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ld a, %10101010 ; 2, 2, 2, 2
ld [wTimeOfDayPalset], a
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ret
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.BrightnessLevels:
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dc 3, 2, 1, 0
dc 1, 1, 1, 1
dc 2, 2, 2, 2
dc 0, 0, 0, 0
dc 3, 3, 3, 3
dc 3, 2, 1, 0
dc 3, 2, 1, 0
dc 3, 2, 1, 0
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GetTimePalette:
jumptable .TimePalettes, wTimeOfDay
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.TimePalettes:
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dw .MorningPalette
dw .DayPalette
dw .NitePalette
dw .DarknessPalette
.MorningPalette:
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ld a, [wTimeOfDayPalset]
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and %00000011 ; 0
ret
.DayPalette:
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ld a, [wTimeOfDayPalset]
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and %00001100 ; 1
srl a
srl a
ret
.NitePalette:
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ld a, [wTimeOfDayPalset]
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and %00110000 ; 2
swap a
ret
.DarknessPalette:
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ld a, [wTimeOfDayPalset]
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and %11000000 ; 3
rlca
rlca
ret
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DmgToCgbTimePals:
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push hl
push de
ld a, [hli]
call DmgToCgbBGPals
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
call DmgToCgbObjPals
pop de
pop hl
ret
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ConvertTimePalsIncHL:
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.loop
call DmgToCgbTimePals
inc hl
inc hl
inc hl
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ld c, 2
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call DelayFrames
dec b
jr nz, .loop
ret
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ConvertTimePalsDecHL:
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.loop
call DmgToCgbTimePals
dec hl
dec hl
dec hl
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ld c, 2
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call DelayFrames
dec b
jr nz, .loop
ret
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GetTimePalFade:
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; check cgb
ldh a, [hCGB]
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and a
jr nz, .cgb
; else: dmg
; index
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ld a, [wTimeOfDayPal]
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and %11
; get fade table
push bc
ld c, a
ld b, 0
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ld hl, .dmgfades
add hl, bc
add hl, bc
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ld a, [hli]
ld h, [hl]
ld l, a
pop bc
; get place in fade table
ld b, 0
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add hl, bc
ret
.cgb
ld hl, .cgbfade
ld b, 0
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add hl, bc
ret
.dmgfades
dw .morn
dw .day
dw .nite
dw .darkness
.morn
dc 3,3,3,3, 3,3,3,3, 3,3,3,3
dc 3,3,3,2, 3,3,3,2, 3,3,3,2
dc 3,3,2,1, 3,2,1,0, 3,2,1,0
dc 3,2,1,0, 3,1,0,0, 3,1,0,0
dc 2,1,0,0, 2,0,0,0, 2,0,0,0
dc 1,0,0,0, 1,0,0,0, 1,0,0,0
dc 0,0,0,0, 0,0,0,0, 0,0,0,0
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.day
dc 3,3,3,3, 3,3,3,3, 3,3,3,3
dc 3,3,3,2, 3,3,3,2, 3,3,3,2
dc 3,3,2,1, 3,2,1,0, 3,2,1,0
dc 3,2,1,0, 3,1,0,0, 3,1,0,0
dc 2,1,0,0, 2,0,0,0, 2,0,0,0
dc 1,0,0,0, 1,0,0,0, 1,0,0,0
dc 0,0,0,0, 0,0,0,0, 0,0,0,0
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.nite
dc 3,3,3,3, 3,3,3,3, 3,3,3,3
dc 3,3,3,2, 3,3,3,2, 3,3,3,2
dc 3,3,2,1, 3,2,1,0, 3,2,1,0
dc 3,2,2,1, 3,1,0,0, 3,1,0,0
dc 2,1,0,0, 2,0,0,0, 2,0,0,0
dc 1,0,0,0, 1,0,0,0, 1,0,0,0
dc 0,0,0,0, 0,0,0,0, 0,0,0,0
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.darkness
dc 3,3,3,3, 3,3,3,3, 3,3,3,3
dc 3,3,3,2, 3,3,3,2, 3,3,3,3
dc 3,3,3,2, 3,2,1,0, 3,3,3,3
dc 3,3,3,1, 3,1,0,0, 3,3,3,3
dc 3,3,3,1, 2,0,0,0, 3,3,3,3
dc 0,0,0,0, 1,0,0,0, 0,0,0,0
dc 0,0,0,0, 0,0,0,0, 0,0,0,0
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.cgbfade
dc 3,3,3,3, 3,3,3,3, 3,3,3,3
dc 3,3,3,2, 3,3,3,2, 3,3,3,2
dc 3,3,2,1, 3,3,2,1, 3,3,2,1
dc 3,2,1,0, 3,2,1,0, 3,2,1,0
dc 2,1,0,0, 2,1,0,0, 2,1,0,0
dc 1,0,0,0, 1,0,0,0, 1,0,0,0
dc 0,0,0,0, 0,0,0,0, 0,0,0,0