pokecrystal-board/home/lcd.asm

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; LCD handling
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LCD::
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push af
; hLCDCPointer is used in battle transition, battle anims, and movies (crystal intro, credits, etc.)
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; uses rSTAT_INT_HBLANK and doesn't overlap with hWindowHUDLY.
ldh a, [hLCDCPointer]
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and a
jr z, .next
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; At this point it's assumed we're in BANK(wLYOverrides)!
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push bc
ldh a, [rLY]
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ld c, a
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ld b, HIGH(wLYOverrides)
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ld a, [bc]
ld b, a
ldh a, [hLCDCPointer]
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ld c, a
ld a, b
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ldh [c], a
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pop bc
.next
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; hWindowHUDLY uses rSTAT_INT_LYC
ldh a, [hWindowHUDLY]
and a
jr z, .done
; disable window for the remainder of the frame
.wait_hblank
ldh a, [rSTAT]
and rSTAT_STATUS_FLAGS
jr nz, .wait_hblank
ldh a, [rLCDC]
res rLCDC_WINDOW_ENABLE, a
ldh [rLCDC], a
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.done
pop af
reti
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DisableLCD::
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; Turn the LCD off
; Don't need to do anything if the LCD is already off
ldh a, [rLCDC]
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bit rLCDC_ENABLE, a
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ret z
xor a
ldh [rIF], a
ldh a, [rIE]
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ld b, a
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; Disable VBlank
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res VBLANK, a
ldh [rIE], a
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.wait
; Wait until VBlank would normally happen
ldh a, [rLY]
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cp LY_VBLANK + 1
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jr nz, .wait
ldh a, [rLCDC]
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and ~(1 << rLCDC_ENABLE)
ldh [rLCDC], a
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xor a
ldh [rIF], a
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ld a, b
ldh [rIE], a
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ret
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EnableLCD::
ldh a, [rLCDC]
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set rLCDC_ENABLE, a
ldh [rLCDC], a
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ret