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https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
Consistent comments in the tileset animation engine
This commit is contained in:
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e2838892d6
commit
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@ -1,8 +1,10 @@
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_AnimateTileset::
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; Iterate over a given pointer array of
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; animation functions (one per frame).
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; Increment [hTileAnimFrame] and run that frame's function
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; from the array pointed to by wTilesetAnim.
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; Typically in WRAM bank 1, VRAM bank 0.
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; Called in WRAM bank 1, VRAM bank 0, so map tiles
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; $80 and above in VRAM bank 1 cannot be animated
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; without switching to that bank themselves.
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ld a, [wTilesetAnim]
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ld e, a
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@ -20,7 +22,7 @@ _AnimateTileset::
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add hl, de
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; 2-byte parameter
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; All functions take input de.
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; All functions take input de
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ld e, [hl]
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inc hl
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ld d, [hl]
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@ -51,7 +53,7 @@ TilesetKantoAnim:
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TilesetParkAnim:
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dw vTiles2 tile $14, AnimateWaterTile
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dw NULL, WaitTileAnimation
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dw vTiles2 tile $5f, AnimateFountain
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dw vTiles2 tile $5f, AnimateFountainTile
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dw NULL, WaitTileAnimation
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dw NULL, AnimateWaterPalette
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dw NULL, WaitTileAnimation
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@ -92,9 +94,9 @@ TilesetJohtoAnim:
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UnusedTilesetAnim1: ; unreferenced
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; Scrolls tile $03 like water, but also has the standard $03 flower tile.
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dw vTiles2 tile $03, WriteTileToBuffer
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dw vTiles2 tile $03, ReadTileToAnimBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $03, WriteTileFromBuffer
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dw vTiles2 tile $03, WriteTileFromAnimBuffer
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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@ -106,9 +108,9 @@ UnusedTilesetAnim1: ; unreferenced
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UnusedTilesetAnim2: ; unreferenced
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; Scrolls tile $14 like cave water.
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dw vTiles2 tile $14, WriteTileToBuffer
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dw vTiles2 tile $14, ReadTileToAnimBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $14, WriteTileFromBuffer
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dw vTiles2 tile $14, WriteTileFromAnimBuffer
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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@ -133,58 +135,58 @@ TilesetPortAnim:
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dw NULL, DoneTileAnimation
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TilesetEliteFourRoomAnim:
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dw NULL, LavaBubbleAnim2
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dw NULL, AnimateLavaBubbleTile2
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, LavaBubbleAnim1
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dw NULL, AnimateLavaBubbleTile1
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dw NULL, WaitTileAnimation
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dw NULL, StandingTileFrame8
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dw NULL, DoneTileAnimation
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UnusedTilesetAnim3: ; unreferenced
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; Scrolls tile $53 like a waterfall; scrolls tile $03 like cave water.
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dw vTiles2 tile $53, WriteTileToBuffer
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dw vTiles2 tile $53, ReadTileToAnimBuffer
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dw wTileAnimBuffer, ScrollTileDown
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dw wTileAnimBuffer, ScrollTileDown
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dw vTiles2 tile $53, WriteTileFromBuffer
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dw vTiles2 tile $03, WriteTileToBuffer
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dw vTiles2 tile $53, WriteTileFromAnimBuffer
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dw vTiles2 tile $03, ReadTileToAnimBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $03, WriteTileFromBuffer
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dw vTiles2 tile $53, WriteTileToBuffer
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dw vTiles2 tile $03, WriteTileFromAnimBuffer
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dw vTiles2 tile $53, ReadTileToAnimBuffer
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dw wTileAnimBuffer, ScrollTileDown
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dw wTileAnimBuffer, ScrollTileDown
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dw vTiles2 tile $53, WriteTileFromBuffer
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dw vTiles2 tile $53, WriteTileFromAnimBuffer
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dw NULL, DoneTileAnimation
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UnusedTilesetAnim4: ; unreferenced
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; Scrolls tile $54 like a waterfall; scrolls tile $03 like cave water.
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dw vTiles2 tile $54, WriteTileToBuffer
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dw vTiles2 tile $54, ReadTileToAnimBuffer
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dw wTileAnimBuffer, ScrollTileDown
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dw wTileAnimBuffer, ScrollTileDown
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dw vTiles2 tile $54, WriteTileFromBuffer
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dw vTiles2 tile $54, WriteTileFromAnimBuffer
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dw NULL, WaitTileAnimation
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dw vTiles2 tile $03, WriteTileToBuffer
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dw vTiles2 tile $03, ReadTileToAnimBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $03, WriteTileFromBuffer
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dw vTiles2 tile $03, WriteTileFromAnimBuffer
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dw NULL, WaitTileAnimation
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dw vTiles2 tile $54, WriteTileToBuffer
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dw vTiles2 tile $54, ReadTileToAnimBuffer
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dw wTileAnimBuffer, ScrollTileDown
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dw wTileAnimBuffer, ScrollTileDown
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dw vTiles2 tile $54, WriteTileFromBuffer
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dw vTiles2 tile $54, WriteTileFromAnimBuffer
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dw NULL, DoneTileAnimation
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TilesetCaveAnim:
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TilesetDarkCaveAnim:
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dw vTiles2 tile $14, WriteTileToBuffer
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dw vTiles2 tile $14, ReadTileToAnimBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $14, WriteTileFromBuffer
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dw vTiles2 tile $14, WriteTileFromAnimBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw NULL, AnimateWaterPalette
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dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $40, WriteTileToBuffer
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dw vTiles2 tile $40, ReadTileToAnimBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
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dw NULL, FlickeringCaveEntrancePalette
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@ -192,20 +194,20 @@ TilesetDarkCaveAnim:
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
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dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $40, WriteTileFromBuffer
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dw vTiles2 tile $40, WriteTileFromAnimBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw NULL, DoneTileAnimation
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TilesetIcePathAnim:
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dw vTiles2 tile $35, WriteTileToBuffer
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dw vTiles2 tile $35, ReadTileToAnimBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $35, WriteTileFromBuffer
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dw vTiles2 tile $35, WriteTileFromAnimBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw NULL, AnimateWaterPalette
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dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $31, WriteTileToBuffer
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dw vTiles2 tile $31, ReadTileToAnimBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
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dw NULL, FlickeringCaveEntrancePalette
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@ -213,7 +215,7 @@ TilesetIcePathAnim:
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
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dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $31, WriteTileFromBuffer
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dw vTiles2 tile $31, WriteTileFromAnimBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw NULL, DoneTileAnimation
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@ -237,9 +239,9 @@ TilesetTowerAnim:
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UnusedTilesetAnim5: ; unreferenced
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; Scrolls tile $4f like cave water.
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dw vTiles2 tile $4f, WriteTileToBuffer
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dw vTiles2 tile $4f, ReadTileToAnimBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $4f, WriteTileFromBuffer
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dw vTiles2 tile $4f, WriteTileFromAnimBuffer
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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@ -289,6 +291,7 @@ WaitTileAnimation:
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ret
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StandingTileFrame8:
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; Tick the wTileAnimationTimer, wrapping from 7 to 0.
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ld a, [wTileAnimationTimer]
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inc a
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and %111
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@ -318,7 +321,7 @@ ScrollTileUpDown: ; unreferenced
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ScrollTileLeft:
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ld h, d
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ld l, e
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ld c, 4
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ld c, LEN_2BPP_TILE / 4
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.loop
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rept 4
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ld a, [hl]
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@ -332,7 +335,7 @@ endr
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ScrollTileRight:
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ld h, d
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ld l, e
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ld c, 4
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ld c, LEN_2BPP_TILE / 4
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.loop
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rept 4
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ld a, [hl]
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@ -349,9 +352,9 @@ ScrollTileUp:
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ld d, [hl]
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inc hl
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ld e, [hl]
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ld bc, TILE_WIDTH * 2 - 2
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ld bc, LEN_2BPP_TILE - 2
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add hl, bc
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ld a, TILE_WIDTH / 2
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ld a, LEN_2BPP_TILE / 4
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.loop
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ld c, [hl]
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ld [hl], e
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@ -372,14 +375,14 @@ ScrollTileUp:
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ScrollTileDown:
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ld h, d
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ld l, e
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ld de, TILE_WIDTH * 2 - 2
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ld de, LEN_2BPP_TILE - 2
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push hl
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add hl, de
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ld d, [hl]
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inc hl
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ld e, [hl]
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pop hl
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ld a, TILE_WIDTH / 2
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ld a, LEN_2BPP_TILE / 4
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.loop
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ld b, [hl]
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ld [hl], d
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@ -397,13 +400,19 @@ ScrollTileDown:
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jr nz, .loop
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ret
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AnimateFountain:
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AnimateFountainTile:
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; Save the stack pointer in bc for WriteTile to restore
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ld hl, sp+0
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ld b, h
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ld c, l
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ld hl, .frames
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ld hl, .FountainTileFramePointers
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; A cycle of 8 frames, updating every tick
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ld a, [wTileAnimationTimer]
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and %111
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; hl = [.FountainTileFramePointers + a * 2]
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add a
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add l
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ld l, a
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@ -413,68 +422,66 @@ AnimateFountain:
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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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; Write the tile graphic from hl (now sp) to de (now hl)
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ld sp, hl
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ld l, e
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ld h, d
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jp WriteTile
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.frames
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dw .frame1
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dw .frame2
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dw .frame3
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dw .frame4
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dw .frame3
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dw .frame4
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dw .frame5
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dw .frame1
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.FountainTileFramePointers:
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dw .FountainTile1
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dw .FountainTile2
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dw .FountainTile3
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dw .FountainTile4
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dw .FountainTile3
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dw .FountainTile4
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dw .FountainTile5
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dw .FountainTile1
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.frame1 INCBIN "gfx/tilesets/fountain/1.2bpp"
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.frame2 INCBIN "gfx/tilesets/fountain/2.2bpp"
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.frame3 INCBIN "gfx/tilesets/fountain/3.2bpp"
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.frame4 INCBIN "gfx/tilesets/fountain/4.2bpp"
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.frame5 INCBIN "gfx/tilesets/fountain/5.2bpp"
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.FountainTile1: INCBIN "gfx/tilesets/fountain/1.2bpp"
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.FountainTile2: INCBIN "gfx/tilesets/fountain/2.2bpp"
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.FountainTile3: INCBIN "gfx/tilesets/fountain/3.2bpp"
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.FountainTile4: INCBIN "gfx/tilesets/fountain/4.2bpp"
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.FountainTile5: INCBIN "gfx/tilesets/fountain/5.2bpp"
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AnimateWaterTile:
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; Draw a water tile for the current frame in VRAM tile at de.
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; Save sp in bc (see WriteTile).
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; Save the stack pointer in bc for WriteTile to restore
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ld hl, sp+0
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ld b, h
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ld c, l
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; A cycle of 4 frames, updating every other tick
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ld a, [wTileAnimationTimer]
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; 4 tile graphics, updated every other frame.
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and %110
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; 2 x 8 = 16 bytes per tile
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; hl = .WaterTileFrames + a * 8
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; (a was pre-multiplied by 2 from 'and %110')
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add a
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add a
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add a
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add LOW(WaterTileFrames)
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add LOW(.WaterTileFrames)
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ld l, a
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ld a, 0
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adc HIGH(WaterTileFrames)
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adc HIGH(.WaterTileFrames)
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ld h, a
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; The stack now points to the start of the tile for this frame.
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; Write the tile graphic from hl (now sp) to de (now hl)
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ld sp, hl
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ld l, e
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ld h, d
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jp WriteTile
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WaterTileFrames:
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.WaterTileFrames:
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INCBIN "gfx/tilesets/water/water.2bpp"
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ForestTreeLeftAnimation:
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; Save the stack pointer in bc for WriteTile to restore
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ld hl, sp+0
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ld b, h
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ld c, l
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; Only during the Celebi event.
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; Only animate this during the Celebi event
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ld a, [wCelebiEvent]
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bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
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jr nz, .do_animation
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@ -482,8 +489,12 @@ ForestTreeLeftAnimation:
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jr .got_frames
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.do_animation
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; A cycle of 2 frames, updating every tick
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ld a, [wTileAnimationTimer]
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call GetForestTreeFrame
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; hl = ForestTreeLeftFrames + a * 8
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; (a was pre-multiplied by 2 from GetForestTreeFrame)
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add a
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add a
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add a
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@ -494,6 +505,7 @@ ForestTreeLeftAnimation:
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ld h, a
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.got_frames
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; Write the tile graphic from hl (now sp) to tile $0c (now hl)
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ld sp, hl
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ld hl, vTiles2 tile $0c
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jp WriteTile
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@ -507,11 +519,12 @@ ForestTreeRightFrames:
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INCBIN "gfx/tilesets/forest-tree/4.2bpp"
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ForestTreeRightAnimation:
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; Save the stack pointer in bc for WriteTile to restore
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ld hl, sp+0
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ld b, h
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ld c, l
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; Only during the Celebi event.
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; Only animate this during the Celebi event
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ld a, [wCelebiEvent]
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bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
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jr nz, .do_animation
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@ -519,8 +532,12 @@ ForestTreeRightAnimation:
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jr .got_frames
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.do_animation
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; A cycle of 2 frames, updating every tick
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ld a, [wTileAnimationTimer]
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call GetForestTreeFrame
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; hl = ForestTreeRightFrames + a * 8
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; (a was pre-multiplied by 2 from GetForestTreeFrame)
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add a
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add a
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add a
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@ -535,16 +552,18 @@ ForestTreeRightAnimation:
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pop bc
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.got_frames
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; Write the tile graphic from hl (now sp) to tile $0f (now hl)
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ld sp, hl
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ld hl, vTiles2 tile $0f
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jp WriteTile
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ForestTreeLeftAnimation2:
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; Save the stack pointer in bc for WriteTile to restore
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ld hl, sp+0
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ld b, h
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ld c, l
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; Only during the Celebi event.
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; Only animate this during the Celebi event
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ld a, [wCelebiEvent]
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bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
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jr nz, .do_animation
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@ -552,9 +571,15 @@ ForestTreeLeftAnimation2:
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jr .got_frames
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.do_animation
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; A cycle of 2 frames, updating every tick
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ld a, [wTileAnimationTimer]
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call GetForestTreeFrame
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; Offset by 1 frame from ForestTreeLeftAnimation
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xor %10
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; hl = ForestTreeLeftFrames + a * 8
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; (a was pre-multiplied by 2 from GetForestTreeFrame)
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add a
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add a
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add a
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@ -565,16 +590,18 @@ ForestTreeLeftAnimation2:
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ld h, a
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.got_frames
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; Write the tile graphic from hl (now sp) to tile $0c (now hl)
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ld sp, hl
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ld hl, vTiles2 tile $0c
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jp WriteTile
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ForestTreeRightAnimation2:
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; Save the stack pointer in bc for WriteTile to restore
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ld hl, sp+0
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ld b, h
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ld c, l
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; Only during the Celebi event.
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; Only animate this during the Celebi event
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ld a, [wCelebiEvent]
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bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
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jr nz, .do_animation
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@ -582,9 +609,15 @@ ForestTreeRightAnimation2:
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jr .got_frames
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.do_animation
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; A cycle of 2 frames, updating every tick
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ld a, [wTileAnimationTimer]
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call GetForestTreeFrame
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; Offset by 1 frame from ForestTreeRightAnimation
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xor %10
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; hl = ForestTreeRightFrames + a * 8
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; (a was pre-multiplied by 2 from GetForestTreeFrame)
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add a
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add a
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add a
|
||||
@ -599,6 +632,7 @@ ForestTreeRightAnimation2:
|
||||
pop bc
|
||||
|
||||
.got_frames
|
||||
; Write the tile graphic from hl (now sp) to tile $0f (now hl)
|
||||
ld sp, hl
|
||||
ld hl, vTiles2 tile $0f
|
||||
jp WriteTile
|
||||
@ -628,96 +662,112 @@ GetForestTreeFrame:
|
||||
ret
|
||||
|
||||
AnimateFlowerTile:
|
||||
; No parameters.
|
||||
|
||||
; Save sp in bc (see WriteTile).
|
||||
; Save the stack pointer in bc for WriteTile to restore
|
||||
ld hl, sp+0
|
||||
ld b, h
|
||||
ld c, l
|
||||
|
||||
; Alternate tile graphic every other frame
|
||||
; A cycle of 2 frames, updating every other tick
|
||||
ld a, [wTileAnimationTimer]
|
||||
and %10
|
||||
|
||||
; CGB has different color mappings for flowers.
|
||||
; CGB has different tile graphics for flowers
|
||||
ld e, a
|
||||
ldh a, [hCGB]
|
||||
and 1
|
||||
add e
|
||||
|
||||
; hl = .FlowerTileFrames + a * 16
|
||||
swap a
|
||||
ld e, a
|
||||
ld d, 0
|
||||
ld hl, FlowerTileFrames
|
||||
ld hl, .FlowerTileFrames
|
||||
add hl, de
|
||||
|
||||
; Write the tile graphic from hl (now sp) to tile $03 (now hl)
|
||||
ld sp, hl
|
||||
|
||||
ld hl, vTiles2 tile $03
|
||||
|
||||
jp WriteTile
|
||||
|
||||
FlowerTileFrames:
|
||||
.FlowerTileFrames:
|
||||
INCBIN "gfx/tilesets/flower/dmg_1.2bpp"
|
||||
INCBIN "gfx/tilesets/flower/cgb_1.2bpp"
|
||||
INCBIN "gfx/tilesets/flower/dmg_2.2bpp"
|
||||
INCBIN "gfx/tilesets/flower/cgb_2.2bpp"
|
||||
|
||||
LavaBubbleAnim1:
|
||||
AnimateLavaBubbleTile1:
|
||||
; Save the stack pointer in bc for WriteTile to restore
|
||||
ld hl, sp+0
|
||||
ld b, h
|
||||
ld c, l
|
||||
|
||||
; A cycle of 4 frames, updating every other tick
|
||||
ld a, [wTileAnimationTimer]
|
||||
and %110
|
||||
|
||||
; Offset by 2 frames from AnimateLavaBubbleTile2
|
||||
srl a
|
||||
inc a
|
||||
inc a
|
||||
and %011
|
||||
|
||||
; hl = LavaBubbleTileFrames + a * 16
|
||||
swap a
|
||||
ld e, a
|
||||
ld d, 0
|
||||
ld hl, LavaBubbleFrames
|
||||
ld hl, LavaBubbleTileFrames
|
||||
add hl, de
|
||||
|
||||
; Write the tile graphic from hl (now sp) to tile $5b (now hl)
|
||||
ld sp, hl
|
||||
ld hl, vTiles2 tile $5b
|
||||
jp WriteTile
|
||||
|
||||
LavaBubbleAnim2:
|
||||
AnimateLavaBubbleTile2:
|
||||
; Save the stack pointer in bc for WriteTile to restore
|
||||
ld hl, sp+0
|
||||
ld b, h
|
||||
ld c, l
|
||||
|
||||
; A cycle of 4 frames, updating every other tick
|
||||
ld a, [wTileAnimationTimer]
|
||||
and %110
|
||||
|
||||
; hl = LavaBubbleTileFrames + a * 8
|
||||
; (a was pre-multiplied by 2 from 'and %110')
|
||||
add a
|
||||
add a
|
||||
add a
|
||||
ld e, a
|
||||
ld d, 0
|
||||
ld hl, LavaBubbleFrames
|
||||
ld hl, LavaBubbleTileFrames
|
||||
add hl, de
|
||||
|
||||
; Write the tile graphic from hl (now sp) to tile $38 (now hl)
|
||||
ld sp, hl
|
||||
ld hl, vTiles2 tile $38
|
||||
jp WriteTile
|
||||
|
||||
LavaBubbleFrames:
|
||||
LavaBubbleTileFrames:
|
||||
INCBIN "gfx/tilesets/lava/1.2bpp"
|
||||
INCBIN "gfx/tilesets/lava/2.2bpp"
|
||||
INCBIN "gfx/tilesets/lava/3.2bpp"
|
||||
INCBIN "gfx/tilesets/lava/4.2bpp"
|
||||
|
||||
AnimateTowerPillarTile:
|
||||
; Read from struct at de:
|
||||
; Destination (VRAM)
|
||||
; Address of the first tile in the frame array
|
||||
; Input de points to the destination in VRAM, then the source tile frames
|
||||
|
||||
; Save the stack pointer in bc for WriteTile to restore
|
||||
ld hl, sp+0
|
||||
ld b, h
|
||||
ld c, l
|
||||
|
||||
; A cycle of 8 frames, updating every tick
|
||||
ld a, [wTileAnimationTimer]
|
||||
and %111
|
||||
|
||||
; Get frame index a
|
||||
ld hl, .frames
|
||||
; a = [.TowerPillarTileFrameOffsets + a]
|
||||
ld hl, .TowerPillarTileFrameOffsets
|
||||
add l
|
||||
ld l, a
|
||||
ld a, 0
|
||||
@ -725,7 +775,7 @@ AnimateTowerPillarTile:
|
||||
ld h, a
|
||||
ld a, [hl]
|
||||
|
||||
; Destination
|
||||
; de = the destination in VRAM
|
||||
ld l, e
|
||||
ld h, d
|
||||
ld e, [hl]
|
||||
@ -733,7 +783,7 @@ AnimateTowerPillarTile:
|
||||
ld d, [hl]
|
||||
inc hl
|
||||
|
||||
; Add the frame index to the starting address
|
||||
; hl = the source tile frames + offset a
|
||||
add [hl]
|
||||
inc hl
|
||||
ld h, [hl]
|
||||
@ -742,47 +792,50 @@ AnimateTowerPillarTile:
|
||||
adc h
|
||||
ld h, a
|
||||
|
||||
; Write the tile graphic from hl (now sp) to de (now hl)
|
||||
ld sp, hl
|
||||
ld l, e
|
||||
ld h, d
|
||||
jr WriteTile
|
||||
|
||||
.frames
|
||||
db $00, $10, $20, $30, $40, $30, $20, $10
|
||||
.TowerPillarTileFrameOffsets:
|
||||
db 0 tiles
|
||||
db 1 tiles
|
||||
db 2 tiles
|
||||
db 3 tiles
|
||||
db 4 tiles
|
||||
db 3 tiles
|
||||
db 2 tiles
|
||||
db 1 tiles
|
||||
|
||||
StandingTileFrame:
|
||||
; Tick the wTileAnimationTimer.
|
||||
ld hl, wTileAnimationTimer
|
||||
inc [hl]
|
||||
ret
|
||||
|
||||
AnimateWhirlpoolTile:
|
||||
; Update whirlpool tile using struct at de.
|
||||
; Input de points to the destination in VRAM, then the source tile frames
|
||||
|
||||
; Struct:
|
||||
; VRAM address
|
||||
; Address of the first tile
|
||||
|
||||
; Only does one of 4 tiles at a time.
|
||||
|
||||
; Save sp in bc (see WriteTile).
|
||||
; Save the stack pointer in bc for WriteTile to restore
|
||||
ld hl, sp+0
|
||||
ld b, h
|
||||
ld c, l
|
||||
|
||||
; de = VRAM address
|
||||
; de = the destination in VRAM
|
||||
ld l, e
|
||||
ld h, d
|
||||
ld e, [hl]
|
||||
inc hl
|
||||
ld d, [hl]
|
||||
inc hl
|
||||
; Tile address is now at hl.
|
||||
|
||||
; Get the tile for this frame.
|
||||
; A cycle of 4 frames, updating every tick
|
||||
ld a, [wTileAnimationTimer]
|
||||
and %11 ; 4 frames x2
|
||||
swap a ; * 16 bytes per tile
|
||||
and %11
|
||||
|
||||
; hl = the source tile frames + a * 16
|
||||
swap a
|
||||
add [hl]
|
||||
inc hl
|
||||
ld h, [hl]
|
||||
@ -791,57 +844,51 @@ AnimateWhirlpoolTile:
|
||||
adc h
|
||||
ld h, a
|
||||
|
||||
; The stack now points to the desired frame.
|
||||
; Write the tile graphic from hl (now sp) to de (now hl)
|
||||
ld sp, hl
|
||||
|
||||
ld l, e
|
||||
ld h, d
|
||||
|
||||
jr WriteTile
|
||||
|
||||
WriteTileFromBuffer:
|
||||
; Write tiledata at wTileAnimBuffer to de.
|
||||
; wTileAnimBuffer is loaded to sp for WriteTile.
|
||||
|
||||
WriteTileFromAnimBuffer:
|
||||
; Save the stack pointer in bc for WriteTile to restore
|
||||
ld hl, sp+0
|
||||
ld b, h
|
||||
ld c, l
|
||||
|
||||
; Write the tile graphic from wTileAnimBuffer (now sp) to de (now hl)
|
||||
ld hl, wTileAnimBuffer
|
||||
ld sp, hl
|
||||
|
||||
ld h, d
|
||||
ld l, e
|
||||
jr WriteTile
|
||||
|
||||
WriteTileToBuffer:
|
||||
; Write tiledata de to wTileAnimBuffer.
|
||||
; de is loaded to sp for WriteTile.
|
||||
|
||||
ReadTileToAnimBuffer:
|
||||
; Save the stack pointer in bc for WriteTile to restore
|
||||
ld hl, sp+0
|
||||
ld b, h
|
||||
ld c, l
|
||||
|
||||
; Write the tile graphic from de (now sp) to wTileAnimBuffer (now hl)
|
||||
ld h, d
|
||||
ld l, e
|
||||
ld sp, hl
|
||||
|
||||
ld hl, wTileAnimBuffer
|
||||
|
||||
; fallthrough
|
||||
|
||||
WriteTile:
|
||||
; Write one 8x8 tile ($10 bytes) from sp to hl.
|
||||
; Write one tile from sp to hl.
|
||||
; The stack pointer has been saved in bc.
|
||||
|
||||
; Warning: sp is saved in bc so we can abuse pop.
|
||||
; sp is restored to address bc. Save sp in bc before calling.
|
||||
; This function cannot be called, only jumped to,
|
||||
; because it relocates the stack pointer to quickly
|
||||
; copy data with a "pop slide".
|
||||
|
||||
pop de
|
||||
ld [hl], e
|
||||
inc hl
|
||||
ld [hl], d
|
||||
|
||||
rept 7
|
||||
rept (LEN_2BPP_TILE - 2) / 2
|
||||
pop de
|
||||
inc hl
|
||||
ld [hl], e
|
||||
@ -849,7 +896,7 @@ rept 7
|
||||
ld [hl], d
|
||||
endr
|
||||
|
||||
; restore sp
|
||||
; Restore the stack pointer from bc
|
||||
ld h, b
|
||||
ld l, c
|
||||
ld sp, hl
|
||||
@ -858,24 +905,23 @@ endr
|
||||
AnimateWaterPalette:
|
||||
; Transition between color values 0-2 for color 0 in palette 3.
|
||||
|
||||
; No palette changes on DMG.
|
||||
; Don't update the palette on DMG
|
||||
ldh a, [hCGB]
|
||||
and a
|
||||
ret z
|
||||
|
||||
; We don't want to mess with non-standard palettes.
|
||||
ldh a, [rBGP] ; BGP
|
||||
; Don't update a non-standard palette order
|
||||
ldh a, [rBGP]
|
||||
cp %11100100
|
||||
ret nz
|
||||
|
||||
; Only update on even frames.
|
||||
; Only update on even ticks
|
||||
ld a, [wTileAnimationTimer]
|
||||
ld l, a
|
||||
and 1 ; odd
|
||||
ret nz
|
||||
|
||||
; Ready for BGPD input...
|
||||
|
||||
; Ready for BGPD input
|
||||
ld a, (1 << rBGPI_AUTO_INCREMENT) palette PAL_BG_WATER
|
||||
ldh [rBGPI], a
|
||||
|
||||
@ -884,11 +930,11 @@ AnimateWaterPalette:
|
||||
ld a, BANK(wBGPals1)
|
||||
ldh [rSVBK], a
|
||||
|
||||
; Update color 0 in order 0 1 2 1
|
||||
; A cycle of 4 colors (0 1 2 1), updating every other tick
|
||||
ld a, l
|
||||
and %110 ; frames 0 2 4 6
|
||||
and %110
|
||||
jr z, .color0
|
||||
cp %100 ; frame 4
|
||||
cp %100
|
||||
jr z, .color2
|
||||
|
||||
; color1
|
||||
@ -920,14 +966,16 @@ AnimateWaterPalette:
|
||||
ret
|
||||
|
||||
FlickeringCaveEntrancePalette:
|
||||
; No palette changes on DMG.
|
||||
; Don't update the palette on DMG
|
||||
ldh a, [hCGB]
|
||||
and a
|
||||
ret z
|
||||
; We don't want to mess with non-standard palettes.
|
||||
|
||||
; Don't update a non-standard palette order
|
||||
ldh a, [rBGP]
|
||||
cp %11100100
|
||||
ret nz
|
||||
|
||||
; We only want to be here if we're in a dark cave.
|
||||
ld a, [wTimeOfDayPalset]
|
||||
cp DARKNESS_PALSET
|
||||
@ -937,16 +985,21 @@ FlickeringCaveEntrancePalette:
|
||||
push af
|
||||
ld a, BANK(wBGPals1)
|
||||
ldh [rSVBK], a
|
||||
; Ready for BGPD input...
|
||||
|
||||
; Ready for BGPD input
|
||||
ld a, (1 << rBGPI_AUTO_INCREMENT) palette PAL_BG_YELLOW
|
||||
ldh [rBGPI], a
|
||||
|
||||
; A cycle of 2 colors (0 2), updating every other vblank
|
||||
ldh a, [hVBlankCounter]
|
||||
and %10
|
||||
jr nz, .bit1set
|
||||
ld hl, wBGPals1 palette PAL_BG_YELLOW
|
||||
jr nz, .color1
|
||||
|
||||
; color0
|
||||
ld hl, wBGPals1 palette PAL_BG_YELLOW color 0
|
||||
jr .okay
|
||||
|
||||
.bit1set
|
||||
.color1
|
||||
ld hl, wBGPals1 palette PAL_BG_YELLOW color 1
|
||||
|
||||
.okay
|
||||
|
Loading…
x
Reference in New Issue
Block a user