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757 lines
14 KiB
Markdown
757 lines
14 KiB
Markdown
# Design Flaws
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These are parts of the code that do not work *incorrectly*, like [bugs and glitches](/docs/bugs_and_glitches.md), but that clearly exist just to work around a problem. In other words, with a slightly different design, the code would not need to exist at all. Design flaws may be exceptions to a usual rule, such as "tables of pointers in different banks use `dba`" ([one exception](#pic-banks-are-offset-by-pics_fix), [and another](#pokédex-entry-banks-are-derived-from-their-species-ids)) or "graphics used as a unit are stored and loaded contiguously" ([a notable exception](#footprints-are-split-into-top-and-bottom-halves)).
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## Contents
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- [Pic banks are offset by `PICS_FIX`](#pic-banks-are-offset-by-pics_fix)
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- [`PokemonPicPointers` and `UnownPicPointers` are assumed to start at the same address](#pokemonpicpointers-and-unownpicpointers-are-assumed-to-start-at-the-same-address)
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- [Footprints are split into top and bottom halves](#footprints-are-split-into-top-and-bottom-halves)
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- [`ITEM_C3` and `ITEM_DC` break up the continuous sequence of TM items](#item_c3-and-item_dc-break-up-the-continuous-sequence-of-tm-items)
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- [Pokédex entry banks are derived from their species IDs](#pokédex-entry-banks-are-derived-from-their-species-ids)
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- [Identical sine wave code and data is repeated five times](#identical-sine-wave-code-and-data-is-repeated-five-times)
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- [`GetForestTreeFrame` works, but it's still bad](#getforesttreeframe-works-but-its-still-bad)
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## Pic banks are offset by `PICS_FIX`
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[data/pokemon/pic_pointers.asm](/data/pokemon/pic_pointers.asm), [data/pokemon/unown_pic_pointers.asm](/data/pokemon/unown_pic_pointers.asm), and [data/trainers/pic_pointers.asm](/data/trainers/pic_pointers.asm) all have to use `dba_pic` instead of `dba`. This is a macro in [macros/data.asm](/macros/data.asm) that offsets banks by `PICS_FIX`:
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```asm
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dba_pic: MACRO ; dbw bank, address
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db BANK(\1) - PICS_FIX
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dw \1
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ENDM
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```
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The offset is translated into a correct bank by `FixPicBank` in [engine/load_pics.asm](/engine/load_pics.asm):
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```asm
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FixPicBank: ; 511c5
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; This is a thing for some reason.
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PICS_FIX EQU $36
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GLOBAL PICS_FIX
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push hl
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push bc
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sub BANK(Pics_1) - PICS_FIX
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ld c, a
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ld b, 0
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ld hl, .PicsBanks
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add hl, bc
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ld a, [hl]
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pop bc
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pop hl
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ret
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.PicsBanks: ; 511d4
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db BANK(Pics_1) + 0
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db BANK(Pics_1) + 1
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db BANK(Pics_1) + 2
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db BANK(Pics_1) + 3
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db BANK(Pics_1) + 4
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db BANK(Pics_1) + 5
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db BANK(Pics_1) + 6
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db BANK(Pics_1) + 7
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db BANK(Pics_1) + 8
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db BANK(Pics_1) + 9
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db BANK(Pics_1) + 10
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db BANK(Pics_1) + 11
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db BANK(Pics_1) + 12
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db BANK(Pics_1) + 13
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db BANK(Pics_1) + 14
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db BANK(Pics_1) + 15
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db BANK(Pics_1) + 16
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db BANK(Pics_1) + 17
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db BANK(Pics_1) + 18
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db BANK(Pics_1) + 19
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db BANK(Pics_1) + 20
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db BANK(Pics_1) + 21
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db BANK(Pics_1) + 22
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db BANK(Pics_1) + 23
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```
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**Fix:** Use `dba` instead of `dba_pic`, and don't call `FixPicBank` to modify `a`.
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## `PokemonPicPointers` and `UnownPicPointers` are assumed to start at the same address
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In [gfx/pics.asm](/gfx/pics.asm):
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```asm
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; PokemonPicPointers and UnownPicPointers are assumed to start at the same
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; address, but in different banks. This is enforced in pokecrystal.link.
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SECTION "Pic Pointers", ROMX
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INCLUDE "data/pokemon/pic_pointers.asm"
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SECTION "Unown Pic Pointers", ROMX
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INCLUDE "data/pokemon/unown_pic_pointers.asm"
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```
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In [pokecrystal.link](/pokecrystal.link):
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```
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ROMX $48
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org $4000
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"Pic Pointers"
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"Pics 1"
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ROMX $49
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org $4000
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"Unown Pic Pointers"
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"Pics 2"
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```
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Two routines in [engine/load_pics.asm](/engine/load_pics.asm) make this assumption; `GetFrontpicPointer`:
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```asm
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ld a, [wCurPartySpecies]
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cp UNOWN
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jr z, .unown
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ld a, [wCurPartySpecies]
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ld d, BANK(PokemonPicPointers)
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jr .ok
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.unown
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ld a, [wUnownLetter]
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ld d, BANK(UnownPicPointers)
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.ok
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ld hl, PokemonPicPointers ; UnownPicPointers
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dec a
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ld bc, 6
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call AddNTimes
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```
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And `GetMonBackpic`:
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```asm
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; These are assumed to be at the same address in their respective banks.
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ld hl, PokemonPicPointers ; UnownPicPointers
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ld a, b
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ld d, BANK(PokemonPicPointers)
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cp UNOWN
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jr nz, .ok
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ld a, c
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ld d, BANK(UnownPicPointers)
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.ok
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dec a
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ld bc, 6
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call AddNTimes
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```
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**Fix:**
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Don't enforce `org $4000` in pokecrystal.link.
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Modify `GetFrontpicPointer`:
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```asm
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ld a, [wCurPartySpecies]
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cp UNOWN
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jr z, .unown
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ld a, [wCurPartySpecies]
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ld hl, PokemonPicPointers
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ld d, BANK(PokemonPicPointers)
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jr .ok
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.unown
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ld a, [wUnownLetter]
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ld hl, UnownPicPointers
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ld d, BANK(UnownPicPointers)
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.ok
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dec a
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ld bc, 6
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call AddNTimes
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```
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And `GetMonBackpic`:
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```asm
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ld a, b
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ld hl, PokemonPicPointers
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ld d, BANK(PokemonPicPointers)
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cp UNOWN
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jr nz, .ok
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ld a, c
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ld hl, UnownPicPointers
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ld d, BANK(UnownPicPointers)
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.ok
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dec a
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ld bc, 6
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call AddNTimes
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```
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## Footprints are split into top and bottom halves
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In [gfx/footprints.asm](/gfx/footprints.asm):
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```asm
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; Footprints are 2x2 tiles each, but are stored as a 16x64-tile image
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; (32 rows of 8 footprints per row).
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; That means there's a row of the top two tiles for eight footprints,
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; then a row of the bottom two tiles for those eight footprints.
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; These macros help extract the first and the last two tiles, respectively.
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footprint_top EQUS "0, 2 * LEN_1BPP_TILE"
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footprint_bottom EQUS "2 * LEN_1BPP_TILE, 2 * LEN_1BPP_TILE"
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; Entries correspond to Pokémon species, two apiece, 8 tops then 8 bottoms
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; 001-008 top halves
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INCBIN "gfx/footprints/bulbasaur.1bpp", footprint_top
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INCBIN "gfx/footprints/ivysaur.1bpp", footprint_top
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INCBIN "gfx/footprints/venusaur.1bpp", footprint_top
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INCBIN "gfx/footprints/charmander.1bpp", footprint_top
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INCBIN "gfx/footprints/charmeleon.1bpp", footprint_top
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INCBIN "gfx/footprints/charizard.1bpp", footprint_top
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INCBIN "gfx/footprints/squirtle.1bpp", footprint_top
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INCBIN "gfx/footprints/wartortle.1bpp", footprint_top
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; 001-008 bottom halves
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INCBIN "gfx/footprints/bulbasaur.1bpp", footprint_bottom
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INCBIN "gfx/footprints/ivysaur.1bpp", footprint_bottom
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INCBIN "gfx/footprints/venusaur.1bpp", footprint_bottom
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INCBIN "gfx/footprints/charmander.1bpp", footprint_bottom
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INCBIN "gfx/footprints/charmeleon.1bpp", footprint_bottom
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INCBIN "gfx/footprints/charizard.1bpp", footprint_bottom
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INCBIN "gfx/footprints/squirtle.1bpp", footprint_bottom
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INCBIN "gfx/footprints/wartortle.1bpp", footprint_bottom
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...
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```
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`Pokedex_LoadAnyFootprint` in [engine/pokedex/pokedex.asm](/engine/pokedex/pokedex.asm):
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```asm
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push hl
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ld e, l
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ld d, h
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ld hl, vTiles2 tile $62
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lb bc, BANK(Footprints), 2
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call Request1bpp
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pop hl
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; Whoever was editing footprints forgot to fix their
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; tile editor. Now each bottom half is 8 tiles off.
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ld de, 8 tiles
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add hl, de
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ld e, l
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ld d, h
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ld hl, vTiles2 tile $64
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lb bc, BANK(Footprints), 2
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call Request1bpp
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```
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**Fix:**
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Store footprints contiguously:
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```asm
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INCBIN "gfx/footprints/bulbasaur.1bpp"
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INCBIN "gfx/footprints/ivysaur.1bpp"
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INCBIN "gfx/footprints/venusaur.1bpp"
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INCBIN "gfx/footprints/charmander.1bpp"
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INCBIN "gfx/footprints/charmeleon.1bpp"
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INCBIN "gfx/footprints/charizard.1bpp"
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INCBIN "gfx/footprints/squirtle.1bpp"
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INCBIN "gfx/footprints/wartortle.1bpp"
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...
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```
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Modify `Pokedex_LoadAnyFootprint`:
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```asm
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ld e, l
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ld d, h
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ld hl, vTiles2 tile $62
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lb bc, BANK(Footprints), 4
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call Request1bpp
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```
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## `ITEM_C3` and `ITEM_DC` break up the continuous sequence of TM items
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[constants/item_constants.asm](/constants/item_constants.asm) defined the 50 TMs in order with `add_tm`, but `ITEM_C3` and `ITEM_DC` break up that sequence.
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```asm
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add_tm DYNAMICPUNCH ; bf
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...
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add_tm ROLLOUT ; c2
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const ITEM_C3 ; c3
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add_tm ROAR ; c4
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...
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add_tm DIG ; db
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const ITEM_DC ; dc
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add_tm PSYCHIC_M ; dd
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...
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add_tm NIGHTMARE ; f2
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NUM_TMS = const_value - TM01 - 2 ; discount ITEM_C3 and ITEM_DC
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```
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`GetTMHMNumber` and `GetNumberedTMHM` in [engine/items.asm](/engine/items.asm) have to compensate for this:
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```asm
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GetTMHMNumber:: ; d407
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; Return the number of a TM/HM by item id c.
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ld a, c
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; Skip any dummy items.
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cp ITEM_C3 ; TM04-05
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jr c, .done
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cp ITEM_DC ; TM28-29
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jr c, .skip
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dec a
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.skip
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dec a
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.done
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sub TM01
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inc a
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ld c, a
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ret
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GetNumberedTMHM: ; d417
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; Return the item id of a TM/HM by number c.
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ld a, c
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; Skip any gaps.
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cp ITEM_C3 - (TM01 - 1)
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jr c, .done
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cp ITEM_DC - (TM01 - 1) - 1
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jr c, .skip_one
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.skip_two
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inc a
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.skip_one
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inc a
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.done
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add TM01
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dec a
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ld c, a
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ret
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```
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**Fix:**
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Move `ITEM_C3` and `ITEM_DC` above all the TMs in every table of item data.
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Modify engine/items.asm:
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```asm
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GetTMHMNumber:: ; d407
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; Return the number of a TM/HM by item id c.
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ld a, c
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sub TM01
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inc a
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ld c, a
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ret
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GetNumberedTMHM: ; d417
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; Return the item id of a TM/HM by number c.
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ld a, c
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add TM01
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dec a
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ld c, a
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ret
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```
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## Pokédex entry banks are derived from their species IDs
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`PokedexDataPointerTable` in [data/pokemon/dex_entry_pointers.asm](/data/pokemon/dex_entry_pointers.asm) is a table of `dw`, not `dba`, yet there are four banks used for Pokédex entries. The correct bank is derived from the species ID at the beginning of each Pokémon's base stats. (This is the only use the base stat species ID has.)
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Three separate routines do the same derivation; `GetDexEntryPointer` in [engine/pokedex/pokedex_2.asm](/engine/pokedex/pokedex_2.asm):
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```asm
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GetDexEntryPointer: ; 44333
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; return dex entry pointer b:de
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push hl
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ld hl, PokedexDataPointerTable
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ld a, b
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dec a
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ld d, 0
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ld e, a
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add hl, de
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add hl, 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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push de
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rlca
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rlca
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maskbits NUM_DEX_ENTRY_BANKS
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ld hl, .PokedexEntryBanks
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ld d, 0
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ld e, a
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add hl, de
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ld b, [hl]
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pop de
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pop hl
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ret
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.PokedexEntryBanks:
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db BANK(PokedexEntries1)
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db BANK(PokedexEntries2)
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db BANK(PokedexEntries3)
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db BANK(PokedexEntries4)
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```
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`GetPokedexEntryBank` in [engine/item_effects.asm](/engine/item_effects.asm):
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```asm
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GetPokedexEntryBank:
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push hl
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push de
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ld a, [wEnemyMonSpecies]
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rlca
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rlca
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maskbits NUM_DEX_ENTRY_BANKS
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ld hl, .PokedexEntryBanks
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ld d, 0
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ld e, a
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add hl, de
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ld a, [hl]
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pop de
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pop hl
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ret
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.PokedexEntryBanks:
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db BANK(PokedexEntries1)
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db BANK(PokedexEntries2)
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db BANK(PokedexEntries3)
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db BANK(PokedexEntries4)
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```
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And `PokedexShow_GetDexEntryBank` in [engine/radio.asm](/engine/radio.asm):
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```asm
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PokedexShow_GetDexEntryBank:
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push hl
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push de
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ld a, [wCurPartySpecies]
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dec a
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rlca
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rlca
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maskbits NUM_DEX_ENTRY_BANKS
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ld hl, .PokedexEntryBanks
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ld d, 0
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ld e, a
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add hl, de
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ld a, [hl]
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pop de
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pop hl
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ret
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.PokedexEntryBanks:
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db BANK(PokedexEntries1)
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db BANK(PokedexEntries2)
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db BANK(PokedexEntries3)
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db BANK(PokedexEntries4)
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```
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**Fix:** Use `dba` instead of `dw` in `PokedexDataPointerTable`, and modify the code that accesses it to match.
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## Identical sine wave code and data is repeated five times
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`_Sine` in [engine/routines/sine.asm](/engine/routines/sine.asm):
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```asm
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_Sine:: ; 84d9
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; A simple sine function.
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; Return d * sin(e) in hl.
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; e is a signed 6-bit value.
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ld a, e
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and %111111
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cp %100000
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jr nc, .negative
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call .ApplySineWave
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ld a, h
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ret
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.negative
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and %011111
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call .ApplySineWave
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ld a, h
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xor $ff
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inc a
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ret
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.ApplySineWave: ; 84ef
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ld e, a
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ld a, d
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ld d, 0
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ld hl, .sinewave
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add hl, de
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add hl, 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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ld hl, 0
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; Factor amplitude
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.multiply
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srl a
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jr nc, .even
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add hl, de
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.even
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sla e
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rl d
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and a
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jr nz, .multiply
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ret
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.sinewave ; 850b
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; A 32-word table representing a sine wave.
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; sin(90 degrees) is index $10 with an amplitude of $100.
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sine_wave 32
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```
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`Sprites_Cosine` and `Sprites_Sine` in [engine/sprites.asm](/engine/sprites.asm):
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```asm
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Sprites_Cosine: ; 8e72a
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; a = d * cos(a * pi/32)
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add %010000
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Sprites_Sine: ; 8e72c
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; a = d * sin(a * pi/32)
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and %111111
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cp %100000
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jr nc, .negative
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|
call .ApplySineWave
|
|
ld a, h
|
|
ret
|
|
|
|
.negative
|
|
and %011111
|
|
call .ApplySineWave
|
|
ld a, h
|
|
xor $ff
|
|
inc a
|
|
ret
|
|
; 8e741
|
|
|
|
.ApplySineWave: ; 8e741
|
|
ld e, a
|
|
ld a, d
|
|
ld d, 0
|
|
ld hl, .sinewave
|
|
add hl, de
|
|
add hl, de
|
|
ld e, [hl]
|
|
inc hl
|
|
ld d, [hl]
|
|
ld hl, 0
|
|
.multiply
|
|
srl a
|
|
jr nc, .even
|
|
add hl, de
|
|
.even
|
|
sla e
|
|
rl d
|
|
and a
|
|
jr nz, .multiply
|
|
ret
|
|
; 8e75d
|
|
|
|
.sinewave ; 8e75d
|
|
sine_wave 32
|
|
```
|
|
|
|
`BattleAnim_Cosine` and `BattleAnim_Sine` in [engine/battle_anims/functions.asm](/engine/battle_anims/functions.asm):
|
|
|
|
```asm
|
|
BattleAnim_Cosine: ; ce732 (33:6732)
|
|
; a = d * cos(a * pi/32)
|
|
add %010000
|
|
BattleAnim_Sine: ; ce734 (33:6734)
|
|
; a = d * sin(a * pi/32)
|
|
and %111111
|
|
cp %100000
|
|
jr nc, .negative
|
|
call .ApplySineWave
|
|
ld a, h
|
|
ret
|
|
|
|
.negative
|
|
and %011111
|
|
call .ApplySineWave
|
|
ld a, h
|
|
xor $ff
|
|
inc a
|
|
ret
|
|
|
|
.ApplySineWave:
|
|
ld e, a
|
|
ld a, d
|
|
ld d, 0
|
|
ld hl, BattleAnimSineWave
|
|
add hl, de
|
|
add hl, de
|
|
ld e, [hl]
|
|
inc hl
|
|
ld d, [hl]
|
|
ld hl, 0
|
|
.multiply
|
|
srl a
|
|
jr nc, .even
|
|
add hl, de
|
|
.even
|
|
sla e
|
|
rl d
|
|
and a
|
|
jr nz, .multiply
|
|
ret
|
|
|
|
...
|
|
|
|
BattleAnimSineWave: ; ce77f
|
|
sine_wave 32
|
|
; ce7bf
|
|
```
|
|
|
|
`StartTrainerBattle_DrawSineWave` in [engine/battle/battle_transition.asm](/engine/battle/battle_transition.asm):
|
|
|
|
```asm
|
|
StartTrainerBattle_DrawSineWave: ; 8c6f7 (23:46f7)
|
|
; a = d * sin(a * pi/32)
|
|
and %111111
|
|
cp %100000
|
|
jr nc, .negative
|
|
call .ApplySineWave
|
|
ld a, h
|
|
ret
|
|
|
|
.negative
|
|
and %011111
|
|
call .ApplySineWave
|
|
ld a, h
|
|
xor $ff
|
|
inc a
|
|
ret
|
|
|
|
.ApplySineWave: ; 8c70c (23:470c)
|
|
ld e, a
|
|
ld a, d
|
|
ld d, 0
|
|
ld hl, .sinewave
|
|
add hl, de
|
|
add hl, de
|
|
ld e, [hl]
|
|
inc hl
|
|
ld d, [hl]
|
|
ld hl, 0
|
|
.multiply
|
|
srl a
|
|
jr nc, .even
|
|
add hl, de
|
|
.even
|
|
sla e
|
|
rl d
|
|
and a
|
|
jr nz, .multiply
|
|
ret
|
|
; 8c728 (23:4728)
|
|
|
|
.sinewave ; 8c728
|
|
sine_wave 32
|
|
; 8c768
|
|
```
|
|
|
|
And `CelebiEvent_Cosine` in [engine/events/celebi.asm](/engine/events/celebi.asm):
|
|
|
|
```asm
|
|
CelebiEvent_Cosine: ; 49b3b (12:5b3b)
|
|
; a = d * cos(a * pi/32)
|
|
add %010000
|
|
and %111111
|
|
cp %100000
|
|
jr nc, .negative
|
|
call .ApplySineWave
|
|
ld a, h
|
|
ret
|
|
|
|
.negative
|
|
and %011111
|
|
call .ApplySineWave
|
|
ld a, h
|
|
xor $ff
|
|
inc a
|
|
ret
|
|
|
|
.ApplySineWave: ; 49b52 (12:5b52)
|
|
ld e, a
|
|
ld a, d
|
|
ld d, 0
|
|
ld hl, .sinewave
|
|
add hl, de
|
|
add hl, de
|
|
ld e, [hl]
|
|
inc hl
|
|
ld d, [hl]
|
|
ld hl, 0
|
|
.multiply
|
|
srl a
|
|
jr nc, .even
|
|
add hl, de
|
|
.even
|
|
sla e
|
|
rl d
|
|
and a
|
|
jr nz, .multiply
|
|
ret
|
|
; 49b6e (12:5b6e)
|
|
|
|
.sinewave ; 49b6e
|
|
sine_wave 32
|
|
; 49bae
|
|
```
|
|
|
|
**Fix:** Call a single shared copy of the (co)sine code in bank 0.
|
|
|
|
|
|
## `GetForestTreeFrame` works, but it's still bad
|
|
|
|
In [engine/tileset_anims.asm](/engine/tileset_anims.asm):
|
|
|
|
```asm
|
|
GetForestTreeFrame: ; fc54c
|
|
; Return 0 if a is even, or 2 if odd.
|
|
and a
|
|
jr z, .even
|
|
cp 1
|
|
jr z, .odd
|
|
cp 2
|
|
jr z, .even
|
|
cp 3
|
|
jr z, .odd
|
|
cp 4
|
|
jr z, .even
|
|
cp 5
|
|
jr z, .odd
|
|
cp 6
|
|
jr z, .even
|
|
.odd
|
|
ld a, 2
|
|
scf
|
|
ret
|
|
.even
|
|
xor a
|
|
ret
|
|
; fc56d
|
|
```
|
|
|
|
**Fix:**
|
|
|
|
```asm
|
|
GetForestTreeFrame: ; fc54c
|
|
; Return 0 if a is even, or 2 if odd.
|
|
and 1
|
|
add a
|
|
ret
|
|
; fc56d
|
|
```
|