ClearBGPalettes:: ; 31f3 call ClearPalettes WaitBGMap:: ; 31f6 ; Tell VBlank to update BG Map ld a, 1 ; BG Map 0 tiles ld [hBGMapMode], a ; Wait for it to do its magic ld c, 4 call DelayFrames ret ; 3200 WaitBGMap2:: ; 0x3200 ld a, [hCGB] and a jr z, .bg0 ld a, 2 ld [hBGMapMode], a ld c, 4 call DelayFrames .bg0 ld a, 1 ld [hBGMapMode], a ld c, 4 call DelayFrames ret ; 0x3218 IsCGB:: ; 3218 ld a, [hCGB] and a ret ; 321c ApplyTilemap:: ; 321c ld a, [hCGB] and a jr z, .dmg ld a, [wSpriteUpdatesEnabled] cp 0 jr z, .dmg ld a, 1 ld [hBGMapMode], a jr CopyTilemapAtOnce .dmg ; WaitBGMap ld a, 1 ld [hBGMapMode], a ld c, 4 call DelayFrames ret ; 3238 CGBOnly_CopyTilemapAtOnce:: ; 3238 ld a, [hCGB] and a jr z, WaitBGMap CopyTilemapAtOnce:: ; 323d jr .CopyTilemapAtOnce ; 323f ; unused farcall HDMATransferAttrMapAndTileMapToWRAMBank3 ret ; 3246 .CopyTilemapAtOnce: ; 3246 ld a, [hBGMapMode] push af xor a ld [hBGMapMode], a ld a, [hMapAnims] push af xor a ld [hMapAnims], a .wait ld a, [rLY] cp $7f jr c, .wait di ld a, BANK(vTiles3) ld [rVBK], a hlcoord 0, 0, wAttrMap call .StackPointerMagic ld a, BANK(vTiles0) ld [rVBK], a hlcoord 0, 0 call .StackPointerMagic .wait2 ld a, [rLY] cp $7f jr c, .wait2 ei pop af ld [hMapAnims], a pop af ld [hBGMapMode], a ret ; 327b .StackPointerMagic: ; 327b ; Copy all tiles to vBGMap ld [hSPBuffer], sp ld sp, hl ld a, [hBGMapAddress + 1] ld h, a ld l, 0 ld a, SCREEN_HEIGHT ld [hTilesPerCycle], a ld b, 1 << 1 ; not in v/hblank ld c, LOW(rSTAT) .loop rept SCREEN_WIDTH / 2 pop de ; if in v/hblank, wait until not in v/hblank .loop\@ ld a, [$ff00+c] and b jr nz, .loop\@ ; load BGMap0 ld [hl], e inc l ld [hl], d inc l endr ld de, BG_MAP_WIDTH - SCREEN_WIDTH add hl, de ld a, [hTilesPerCycle] dec a ld [hTilesPerCycle], a jr nz, .loop ld a, [hSPBuffer] ld l, a ld a, [hSPBuffer + 1] ld h, a ld sp, hl ret ; 32f9 SetPalettes:: ; 32f9 ; Inits the Palettes ; depending on the system the monochromes palettes or color palettes ld a, [hCGB] and a jr nz, .SetPalettesForGameBoyColor ld a, %11100100 ld [rBGP], a ld a, %11010000 ld [rOBP0], a ld [rOBP1], a ret .SetPalettesForGameBoyColor: push de ld a, %11100100 call DmgToCgbBGPals lb de, %11100100, %11100100 call DmgToCgbObjPals pop de ret ; 3317 ClearPalettes:: ; 3317 ; Make all palettes white ; CGB: make all the palette colors white ld a, [hCGB] and a jr nz, .cgb ; DMG: just change palettes to 0 (white) xor a ld [rBGP], a ld [rOBP0], a ld [rOBP1], a ret .cgb ld a, [rSVBK] push af ld a, BANK(wBGPals2) ld [rSVBK], a ; Fill wBGPals2 and wOBPals2 with $ffff (white) ld hl, wBGPals2 ld bc, 16 palettes ld a, $ff call ByteFill pop af ld [rSVBK], a ; Request palette update ld a, 1 ld [hCGBPalUpdate], a ret ; 333e GetMemSGBLayout:: ; 333e ld b, SCGB_RAM GetSGBLayout:: ; 3340 ; load sgb packets unless dmg ld a, [hCGB] and a jr nz, .sgb ld a, [hSGB] and a ret z .sgb predef_jump LoadSGBLayout ; 334e