ClearBGPalettes:: call ClearPalettes WaitBGMap:: ; Tell VBlank to update BG Map ld a, 1 ; BG Map 0 tiles ldh [hBGMapMode], a ; Wait for it to do its magic ld c, 4 call DelayFrames ret WaitBGMap2:: ldh a, [hCGB] and a jr z, .bg0 ld a, 2 ldh [hBGMapMode], a ld c, 4 call DelayFrames .bg0 ld a, 1 ldh [hBGMapMode], a ld c, 4 call DelayFrames ret IsCGB:: ldh a, [hCGB] and a ret ApplyTilemap:: ldh a, [hCGB] and a jr z, .dmg ld a, [wSpriteUpdatesEnabled] cp 0 jr z, .dmg ld a, 1 ldh [hBGMapMode], a jr CopyTilemapAtOnce .dmg ; WaitBGMap ld a, 1 ldh [hBGMapMode], a ld c, 4 call DelayFrames ret CGBOnly_CopyTilemapAtOnce:: ldh a, [hCGB] and a jr z, WaitBGMap CopyTilemapAtOnce:: jr _CopyTilemapAtOnce CopyAttrmapAndTilemapToWRAMBank3: ; unreferenced farcall HDMATransferAttrmapAndTilemapToWRAMBank3 ret _CopyTilemapAtOnce: ldh a, [hBGMapMode] push af xor a ldh [hBGMapMode], a ldh a, [hMapAnims] push af xor a ldh [hMapAnims], a .wait ldh a, [rLY] cp $80 - 1 jr c, .wait di ld a, BANK(vBGMap2) ldh [rVBK], a hlcoord 0, 0, wAttrmap call .CopyBGMapViaStack ld a, BANK(vBGMap0) ldh [rVBK], a hlcoord 0, 0 call .CopyBGMapViaStack .wait2 ldh a, [rLY] cp $80 - 1 jr c, .wait2 ei pop af ldh [hMapAnims], a pop af ldh [hBGMapMode], a ret .CopyBGMapViaStack: ; Copy all tiles to vBGMap ld [hSPBuffer], sp ld sp, hl ldh a, [hBGMapAddress + 1] ld h, a ld l, 0 ld a, SCREEN_HEIGHT ldh [hTilesPerCycle], a ld b, 1 << 1 ; not in v/hblank ld c, LOW(rSTAT) .loop rept SCREEN_WIDTH / 2 pop de ; if in v/hblank, wait until not in v/hblank .loop\@ ldh a, [c] and b jr nz, .loop\@ ; load vBGMap ld [hl], e inc l ld [hl], d inc l endr ld de, BG_MAP_WIDTH - SCREEN_WIDTH add hl, de ldh a, [hTilesPerCycle] dec a ldh [hTilesPerCycle], a jr nz, .loop ldh a, [hSPBuffer] ld l, a ldh a, [hSPBuffer + 1] ld h, a ld sp, hl ret SetPalettes:: ; Inits the Palettes ; depending on the system the monochromes palettes or color palettes ldh a, [hCGB] and a jr nz, .SetPalettesForGameBoyColor ld a, %11100100 ldh [rBGP], a ld a, %11010000 ldh [rOBP0], a ldh [rOBP1], a ret .SetPalettesForGameBoyColor: push de ld a, %11100100 call DmgToCgbBGPals lb de, %11100100, %11100100 call DmgToCgbObjPals pop de ret ClearPalettes:: ; Make all palettes white ; CGB: make all the palette colors white ldh a, [hCGB] and a jr nz, .cgb ; DMG: just change palettes to 0 (white) xor a ldh [rBGP], a ldh [rOBP0], a ldh [rOBP1], a ret .cgb ldh a, [rSVBK] push af ld a, BANK(wBGPals2) ldh [rSVBK], a ; Fill wBGPals2 and wOBPals2 with $ffff (white) ld hl, wBGPals2 ld bc, 16 palettes ld a, $ff call ByteFill pop af ldh [rSVBK], a ; Request palette update ld a, TRUE ldh [hCGBPalUpdate], a ret GetMemSGBLayout:: ld b, SCGB_DEFAULT GetSGBLayout:: ; load sgb packets unless dmg ldh a, [hCGB] and a jr nz, .sgb ldh a, [hSGB] and a ret z .sgb predef_jump LoadSGBLayout SetHPPal:: ; Set palette for hp bar pixel length e at hl. call GetHPPal ld [hl], d ret GetHPPal:: ; Get palette for hp bar pixel length e in d. ld d, HP_GREEN ld a, e cp (HP_BAR_LENGTH_PX * 50 / 100) ; 24 ret nc inc d ; HP_YELLOW cp (HP_BAR_LENGTH_PX * 21 / 100) ; 10 ret nc inc d ; HP_RED ret