pokecrystal-board/macros/coords.asm

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NASM
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; Coordinate macros
DEF hlcoord EQUS "coord hl,"
DEF bccoord EQUS "coord bc,"
DEF decoord EQUS "coord de,"
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MACRO coord
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; register, x, y[, origin]
if _NARG < 4
ld \1, (\3) * SCREEN_WIDTH + (\2) + wTilemap
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else
ld \1, (\3) * SCREEN_WIDTH + (\2) + \4
endc
ENDM
DEF hlbgcoord EQUS "bgcoord hl,"
DEF bcbgcoord EQUS "bgcoord bc,"
DEF debgcoord EQUS "bgcoord de,"
MACRO bgcoord
; register, x, y[, origin]
if _NARG < 4
ld \1, (\3) * BG_MAP_WIDTH + (\2) + vBGMap0
else
ld \1, (\3) * BG_MAP_WIDTH + (\2) + \4
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endc
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ENDM
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MACRO dwcoord
; x, y
rept _NARG / 2
dw (\2) * SCREEN_WIDTH + (\1) + wTilemap
shift 2
endr
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ENDM
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MACRO ldcoord_a
; x, y[, origin]
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if _NARG < 3
ld [(\2) * SCREEN_WIDTH + (\1) + wTilemap], a
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else
ld [(\2) * SCREEN_WIDTH + (\1) + \3], a
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endc
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ENDM
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MACRO lda_coord
; x, y[, origin]
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if _NARG < 3
ld a, [(\2) * SCREEN_WIDTH + (\1) + wTilemap]
else
ld a, [(\2) * SCREEN_WIDTH + (\1) + \3]
endc
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ENDM
MACRO menu_coords
; x1, y1, x2, y2
db \2, \1 ; start coords
db \4, \3 ; end coords
ENDM