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383 lines
37 KiB
Markdown
Executable File
383 lines
37 KiB
Markdown
Executable File
This documentation covers a mix of topics that include aspects ranging from how to use specific data structures to design your game, to the overview and code references of the internal workings of features, to gameplay design concepts. It explains the basics to begin using pokecrystal-board.
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- [Level selection menu](#level-selection-menu)
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- [Overworld](#overworld)
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- [Board menu](#board-menu)
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- [Board spaces](#board-spaces)
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- [Regular spaces](#regular-spaces)
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- [Branch space](#branch-space)
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- [End space](#end-space)
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- [Board movement](#board-movement)
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- [Warp events and connections](#warp-events-and-connections)
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- [Technique events](#technique-events)
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- [Person events](#person-events)
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- [Trainer events](#trainer-events)
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- [Talker events](#talker-events)
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- [View map mode](#view-map-mode)
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- [Map state preservation](#map-state-preservation)
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- [Game navigation and progression](#game-navigation-and-progression)
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- [Other features](#other-features)
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- [Window HUD](#window-hud)
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- [Overworld textbox and font](#overworld-textbox-and-font)
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- [RGB palette fading](#rgb-palette-fading)
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- [Internal design aspects](#internal-design-aspects)
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- [Metatiles and tilesets](#metatiles-and-tilesets)
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- [Metatiles](#metatiles)
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- [Tilesets](#tilesets)
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- [Maps](#maps)
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- [Map identifiers](#map-identifiers)
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- [Map environments](#map-environments)
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- [OAM management](#oam-management)
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- [Gameplay design aspects](#gameplay-design-aspects)
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- [Levels](#levels)
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- [Game currency](#game-currency)
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- [Time counting](#time-counting)
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- [Game autosaving](#game-autosaving)
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# Level selection menu
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The level selection menu is essentially a world map that the player navigates to select a level to play. The player can move through landmarks that correspond to unlocked levels in the level selection menu. The level seleciton menu can have multiple map pages each with their own landmarks. When the player moves from a landmark in one page to a landmark in another page, the new page is loaded during the transition.
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TODO: add image
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The usual level:landmark relation is expected to be 1:1, but 1:n is also supported, for levels that may have alternative starting points.
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The implementation is located in [engine/menus/level_selection_menu.asm](engine/menus/level_selection_menu.asm). GFX assets are included at the bottom of this file and point to [gfx/level_selection_menu](gfx/level_selection_menu):
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- *LevelSelectionMenuGFX*: tile GFX shared by all the pages
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- *LevelSelectionMenuPage\*Tilemap*: tilemap of each page
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- *LevelSelectionMenuAttrmap*: attribute map shared by all the pages
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- Various object graphics (direction arrows, etc.). These use *PAL_LSM_\** palettes.
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A bunch of constants are defined for the level selection menu. These are mostly found in [constants/landmark_constants.asm](constants/landmark_constants.asm). Look out for those that start with or contain *LSM*.
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The data is located in [data/levels/level_selection_menu.asm](data/levels/level_selection_menu.asm). This is how you design your level selection menu:
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- *LevelSelectionMenu_Landmarks*: landmark data. Each entry uses a *level_selection_menu_landmark* macro and specifies, in this order: page number, x coordinate, y coordinate, landmark name, spawn point, level stages.
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- *LevelSelectionMenu_LandmarkTransitions*: for each landmark, its transition data for each of the four directions, in down/up/left/right order (i.e. applicable to when the player presses the corresponding dpad key while in the landmark). Each entry contains direction/displacement pairs. Maximum displacement is 7; if you want a larger movement use e.g. DOWN, 7, DOWN, 3. Note that if the level that a given transition points to has not been unlocked, said transition won't be available.
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- *LevelSelectionMenu_PageGrid*: layout of all pages in the big picture. Each byte entry is the page number, or -1 for no page.
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- *LandmarkToLevelTable*: denotes the mapping between landmarks and levels.
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# Overworld
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The overworld uses a turn-based system. Each level is composed of one or more maps, and the maps are designed with spaces in them, which are meant for the player to move through them. Each turn the player rolls a die and advances spaces accordingly. Events may occur as appropriate while the player is advancing and/or when it lands in a space.
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In addition to what is covered in this section, you can find more low level stuff about the pokecrystal-board overworld engine in the rough workflows described here: [docs/develop/workflows.md](docs/develop/workflows.md). The core of the overworld engine is in [engine/overworld/events.asm](engine/overworld/events.asm) and, in a way, the main logic occurs in *PlayerEvents*. New board logic in this context is in *CheckBoardEvent* and the state is defined by *BOARDEVENT_* constants. This state is maintained in *hCurBoardEvent* and is used for logic outside of *CheckBoardEvent* as well. Again, for in-depth details refer to the aforementioned workflows or to the code itself.
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## Board menu
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The board menu is shown to the player at the beginning of each turn. In allows for several choices. The only ones that are specific to the pokecrystal-board engine are "roll die", "view map", and "exit level". The other three choices point to the party menu, bag menu, and pokegear, and are placeholders from pokecrystal. The board menu can be navigated horizontally. All menu options are accessed by selecting the corresponding icon of the menu, except for "view map" which is accessible via the Select button. All menu options except for "roll die" and "exit level" eventually return back to the board menu.
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TODO: add image
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The implementation is located in [engine/board/menu.asm](engine/board/menu.asm). Icon tiles are drawn over the background of the textbox as if they were font characters. The current menu item is highlighted with a colored overlay using objects. This file includes also the animation logic for rolling a die when the "roll die" option is selected. These animations leverage the overworld sprite animation engine from pokecrystal. Finally, [gfx/board](gfx/board) contains GFX assets.
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## Board spaces
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The spaces of each map are defined in the map file (in the [maps](maps) directory) under *\*_MapSpaces*. The definition of each space uses the *space* macro. An example:
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```
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DebugLevel2_Map2_MapSpaces:
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space 8, 12, $0, 1 ; 0
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space 6, 12, $0, 2 ; 1
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space 4, 12, $0, 3 ; 2
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space 2, 12, $0, 4 ; 3
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space 2, 10, $0, 5 ; 4
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```
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The arguments of each *space* entry all take up one byte and are: x coordinate, y coordinate, space-specific data, id of next space.
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The effects of each implemented type of board space are defined as scripts in [engine/board/spaces.asm](engine/board/spaces.asm). Examples include gaining coins, losing coins, getting items, starting a Pokemon battle, or choosing among branching paths in the board. A lot of these are placeholder and can be implemented or augmented according to your design intentions.
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Board space effects are triggered from *PlayerEvents.CheckBoardEvent* during *BOARDEVENT_HANDLE_BOARD*. Each space tile uses a specific collision value (*COLL_\*_SPACE*, e.g. *COLL_BLUE_SPACE*), and the appropriate script is queued via *CallScript* for its later execution in *ScriptEvents*. Most space scripts have a check for whether the player has already landed on the space. But others (e.g. branch space, end space) trigger even if the player has not completed the movement. A branch space additionally does not count as an actual space in the movement (so it can't be landed on either).
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When a player lands on a space, it turns into a "grey space" or "disabled space" with no effect should the player land on it in a later turn.
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### Regular spaces
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Regular space scripts have a check for whether the player has finished the movement according to the die roll and thus landed on the space. The actual effect is only executed when it is determined that the player has landed on the space.
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### Branch space
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A branch space triggers even if the player has not completed the movement. A branch space additionally does not count as an actual space in the movement (so it can't be landed on either). In a branch space, the player is prompted to choose a direction to continue the movement. Some of these directions can be made locked until the player has unlocked a specific technique (Cut, Surf, etc.). Directions that can be followed are represented in the game with a colored arrow, whereas directions that are locked due to techniques are represented with a grey arrow.
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The counterpart to a branch space is a union space. It is also noncounting and is used to denote convergence from multiple directions.
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TODO: add image with branch space and union space
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In a branch space, the last two bytes of the *space* macro are repurposed as a pointer to a branch struct with *branchdir* entries and ending with *endbranch*. For example:
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```
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space 6, 12, .BS1 ; 2
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(...)
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.BS1:
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branchdir LEFT, 13, 0
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branchdir UP, 3, TECHNIQUE_CUT | TECHNIQUE_SURF
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endbranch
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```
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Each *branchdir* entry includes: direction, next space id, required techniques. The order of entries is irrelevant, but do not put the same direction more than once in the same branch struct (all but the last entry using that direction will be ignored). The number of arguments occupied by required techniques in each *branchdir* entry is equal to the number of techniques you have defined divided by eight.
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### End space
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Landing on an end space means that the player has cleared the level. Like the branch space, the end space effect triggers even if the player has not completed the movement. It transitions the player to a post-level screen (and then back to the level selection menu.)
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The space-specific argument in the *space* entry of an end space indicates the stage of the level to be cleared by reaching this end space. An *ES\** constant from [constants/space_constants.asm](constants/space_constants.asm) is used for this (refer to [this section](#game-navigation-and-progression) for more information about level stages and level progression in general).
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## Board movement
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The player moves in the board according to the next space id value of the last space passed through. Given ``SpaceA[NextSpaceId] = SpaceB``, if the movement to follow between SpaceA and SpaceB is linear (all steps in the same direction), the movement is automatic. On the other hand, for non-linear transitions between spaces (e.g. to make a turn or to avoid an obstacle), something called anchor events have to be used.
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Anchor events are defined in *\*_MapEvents* under *def_anchor_points* in the map file. The next space id field of a space can instead represent a movement towards an anchor event by using a reserved value of *GO_DOWN*, *GO_UP*, *GO_LEFT*, or *GO_RIGHT* defined in [constants/space_constants.asm](constants/space_constants.asm). For example:
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```
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DebugLevel5_Map1_MapEvents:
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db 0, 0 ; filler
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def_warp_events
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def_anchor_events
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anchor_event 10, 1, GO_RIGHT
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anchor_event 12, 1, 39
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(...)
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DebugLevel5_Map1_MapSpaces:
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(...)
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space 8, 0, $0, 38 ; 37
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space 10, 0, $0, GO_DOWN ; 38
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space 12, 0, $0, 40 ; 39
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```
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In the above example, space 38 at coordinates *10,0* specifies to go down, causing the anchor event at *10,1* to be matched after a step. An anchor event has a next space id field that can similarly represent a movement towards another anchor event. In this case, the anchor event at *10,1* points to go right, causing the anchor event at *12,1* to be reached. This anchor event points to space 39. Since space 39 is at *12,0*, a movement in the up direction will be automatically carried out, reaching space 39.
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Note that if the next space id value of the last landed space or anchor event is an actual space id rather than a *GO_\** value, any anchor event that the player passes through in this movement will be ignored.
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This simple board movement logic is located in [engine/board/movement.asm](engine/board/movement.asm) and is part of *DoPlayerMovement* in [engine/overworld/player_movement.asm](engine/overworld/player_movement.asm).
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### Warp events and connections
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The player can traverse warps as part of a movement between two spaces, or cross the connection between two maps. The way you define map connections and warps in maps of pokecrystal-board is the same as in pokecrystal, and the underlying engine behind warps and connections is also the same.
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Crossing maps has implications in space data, however. In the destination map of the warp of connection, you have to define an anchor event in exactly the landing coordinates in order to hook the player after traversing the warp or connection. In the origin map, the space immediately before the warp or connection has to use a *GO_\** constant that points in the right direction.
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Imagine a warp between an origin map and a destination map. The origin map could for example have this:
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space 6, 10, $0, GO_UP ; 18
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And the destination map could have this:
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anchor_event 19, 2, 0
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(...)
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space 20, 2, $0, 1 ; 0
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This matches that, in the origin map, upwards from the space 18 at coordinates *6,10* there is a warp event that causes the player to end up in destination map at coordinates *19,2*. The anchor event in the destination map denotes that the next space id is 0. Space 0 is at coordinates *20,2*, so it's just a linear movement of one step from where the anchor event is at.
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Note that origin map and destination map could be the same map in the specific case of a warp pointing to another place in the same map. The same rules and logic apply regardless.
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While the above example showcases a regular space, this same logic can be extrapolated to branch spaces using the *branchdir* macro explained beforehand.
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### Technique events
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Technique events in pokecrystal-board represent the equivalent of hidden machines in Pokemon Crystal. A technique like Cut, Surf, Rock Smash, etc. can be unlocked through game progression (how exactly is unspecified), enabling what you can imagine i.e. cutting trees, surfing over water, smashing rocks, etc. Technique constants are defined in [constants/technique_constants.asm](constants/technique_constants.asm).
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The main difference in pokecrystal-board is that techniques are executed in the overworld automatically. For example, when you are about to collide with a rock or tree, the corresponding technique handler is executed. This happens regardless of whether the technique is unlocked or not, in order to avoid the player getting stuck. This means that you should manage unlocked techniques by locking paths (in branch spaces) or levels until the required techniques have been unlocked.
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Techniques are implemented in different manners. Cut and Rock Smash use objects entirely and are implemented through *CheckFacingTileEvent* in *PlayerEvents*, queuing the corresponding script. Surf (start/stop surfing) and Waterfall are also implemented in *CheckFacingTileEvent* alongside specific collision values carried over from pokecrystal. Flash is instead implemented as a map setup command.
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As with other features, you can expand or modify the implemented techniques according to your needs.
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## Person events
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NPCs may interact with you while progressing in the board, either while on a non-space tile or on a space tile. These events are triggered through *CheckTrainerOrTalkerEvent* in *PlayerEvents* (this happens after a space effect, if applicable). Like trainers in Pokemon Crystal, NPCs interact with you when they notice you, i.e. if in the range of sight. All interactions in pokecrystal-board are NPC->player, not player->NPC.
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The way to define these events is the same as in pokecrystal, through *object_event*s in the map file.
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The logic for these events (other than *CheckTrainerOrTalkerEvent* in *PlayerEvents*) is in [home/trainers_talkers.asm](home/trainers_talkers.asm) and [engine/events/trainer_talker_scripts.asm](engine/events/trainer_talker_scripts.asm).
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### Trainer events
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No mystery here. Trainer NPCs are defined the same way as in pokecrystal. The range of sight of each trainer object event has to be chosen appropriately. If a trainer battle interrupts a movement in the board, the movement is resumed when the battle is over. The exception is if the player loses the battle, in which case the player whites out from the overworld back to the level selection menu.
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The flags for "trainer beaten" are expected to be reused for trainers across different levels, and cleared whenever a player enters a level (but this is merely a proposed design choice). There are flags scoped for this purpose exactly (see [constants/event_flags.asm](constants/event_flags.asm)).
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### Talker events
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Unlike trainer events, talker events are meant to be used for NPCs that interact with you for anything that's not a battle. As far as the *object_event* struct is concerned, it's the same as a trainer NPC (including range of sight mechanics), except the object type is *OBJECTTYPE_TALKER* instead of *OBJECTTYPE_TRAINER*.
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The script pointer of a talker NPC points to an struct that uses the *talker* macro. Its arguments are flag, OPTIONAL/MANDATORY, TEXT/SCRIPT, 2-byte pointer to text or script. *OPTIONAL* means that the player will receive a prompt to skip this NPC's event. *SCRIPT* means that the 2-byte pointer points to an arbitrary script to be executed, while *TEXT* is a shortcut to merely make the NPC display text (it just executes a simple script enclosed in opentext/closetext).
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Talkers can use turn-scoped flags that are cleared at the beginning of each turn, but like level-scoped trainer flags, this is just a predefined design choice.
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For example:
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```
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.DebugLevel5_Map1Talker1:
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talker EVENT_TURN_SCOPED_1, OPTIONAL, TEXT, .Text
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.Text:
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text "I'm a talker!"
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done
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```
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## View map mode
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The player can navigate a portion of the current overworld map by using a "View map" option available from the board menu or while choosing a direction in a branch space.
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The view map mode is like a moving camera. The player sprite stays static while you move around. Movement speed is twice as fast as regular walking. Tile events, object events, and regular collisions are ignored here (e.g. warps are neither entered nor collided with), but going off-limits or off-range is accounted for.
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Off-limits means that tiles that have special collision value *COLL_OUT_OF_BOUNDS* (specifically defined for this) can't be crossed, and that map limits can't be crossed unless there is a connection to another map. Additionally, a maximum view map mode range that the player is allowed in either direction, counting from the coordinates where view map mode was started, is governed by *wViewMapModeRange* (in number of tiles). Initialization or unlocking of *wViewMapModeRange* is your design choice.
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View map mode is exited by pressing the B button. Exiting view map mode effectively triggers a warp to where the player was at before entering view map mode, with whatever the state was.
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TODO: add image in view map mode
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While in view map mode, *hCurBoardEvent* contains *BOARDEVENT_VIEW_MAP_MODE*. Transition from view map mode to the "regular" overworld occurs with *hCurBoardEvent* containing *BOARDEVENT_REDISPLAY_MENU* (if view map mode entered from board menu) or *BOARDEVENT_RESUME_BRANCH* (if view map mode entered from branch space). As with other board event values, they have a specific handler in *CheckBoardEvent*.
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A rough workflow of the view map mode engine is available in [docs/develop/workflows.md](docs/develop/workflows.asm). View map mode player movement logic is at *DoPlayerMovement* in [engine/overworld/player_movement.md](engine/overworld/player_movement.asm) along with other types of player movement. Logic for entering view map mode is embedded into the board menu code or the branch space code. When view map mode is entered, the player sprite is temporarily "turned into" an NPC (see *MockPlayerObject*), whilst the actual player sprite is made transparent.
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## Map state preservation
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During a level, the state of map objects and disabled spaces is preserved across map connections and warps (the latter of which includes exiting view map mode). The state of map objects here means coordinates, facing direction, visibility, etc. This allows to preserve continuity during a level, from disabled spaces, to trees or rocks, to NPCs.
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This backup state data is kept in dedicated WRAM banks and preserved on save to dedicated SRAM banks. The choice of the maximum amount of maps supported to backup state data is a trade-off between required RAM space and the maximum number of overlapping maps per level you want to support. You can define this value through the *NUM_MAP_OBJECT_BACKUPS* and *NUM_DISABLED_SPACES_BACKUPS* constants. WRAM (*wDisabledSpacesBackups*, *wMapObjectsBackups*) and SRAM space is allocated according to them. pokecrystal-board expands the SRAM size precisely to support expansion (but with the current configuration you could fit everything in Pokemon Crystal-sized SRAM).
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The backing up of disabled spaces to WRAM is done individually per space the moment that space becomes disabled, through *BackupDisabledSpace* called from the space effect script. On the other hand, backing up of map objects to WRAM happens only when transitioning between maps, as a map setup command (*BackupMapObjects*) or when entering view map mode (*BackupMapObjectsOnEnterViewMapMode*). The data is copied from WRAM to SRAM automatically during save.
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When a map is entered during a level, if the map has been visited before during the current level, there will be backup disabled space and map object data for it. Its existence is looked up in *wDisabledSpacesBackups* and *wMapObjectsBackups* by searching for an entry matching the map group and map id of the map being entered (*LoadDisabledSpaces* map setup command and an extension to *CopyMapObjectEvents* all the way from the *LoadMapAttributes* map setup command).
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# Game navigation and progression
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The main menus (in some cases just mocks) outside the overworld provided in pokecrystal-board are:
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- The titlescreen simply carried over from pokecrystal ([engine/menus/titlescreen.asm](engine/menus/titlescreen.asm))
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- A main menu ([engine/menus/main_menu.asm](engine/menus/main_menu.asm)) with "New game" and "Continue" options [engine/menus/intro_menu.asm](engine/menus/intro_menu.asm). Save file agnostic.
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- A game menu ([engine/menus/game_menu.asm](engine/menus/game_menu.asm)) which is the main entry point after the save file is loaded. The "World" option will lead to either the level selection menu or to the overworld, depending on where the save file is from.
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- The level selection menu, as covered [in its section](#level-selection-menu)
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- A "post-level screen" or "level cleared screen" ([engine/menus/cleared_level_screen.asm](engine/menus/cleared_level_screen.asm)) that transitions the player from the overworld to the level selection menu after a level is cleared (if whited out or exited level, player goes straight to level selection menu).
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The envisaged progression in pokecrystal-board is that the player progresses in the game by clearing level stages, which in turn unlock more levels that let the player clear more level stages. Progression is tracked by flag arrays *wUnlockedLevels* and *wClearedLevelsStage1* through *wClearedLevelsStage4*. [Unlocked techniques](#technique-events) are tracked by flag array *wUnlockedTechniques*. Each level supports anywhere from 1 to 4 clearable stages which corresponds to alternative endings of that level (whether you design one ending for all levels, four endings for all levels, a mix, etc., is your design choice).
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The logic to clear a level stage and to unlock levels happens within the aforementioned post-level screen (see *ClearedLevelScreen*) alognside other progression-related tasks like persisting the coins that the player has collected in the level.
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How levels are unlocked along the way is dictated by the *LevelUnlockRequirements* table in [data/levels/levels.asm](data/levels/levels.asm), which has one *level_unlock_req* entry per existing level. Everytime the player clears a level stage, the conditions for unlocking each level not yet unlocked are checked, unlocking those that meet the conditions, up to a maximum of *MAX_UNLOCK_LEVELS_AT_ONCE*. There are three types of conditions you can specify: *LEVELS_CLEARED*, *NUMBER_OF_LEVELS_CLEARED*, and *TECHNIQUES_CLEARED*. You can mix and match level unlock requirements as per your game design. For example:
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```
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(...)
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level_unlock_req LEVELS_CLEARED, LEVEL_1, STAGE_2_F, LEVEL_2, STAGE_1_F ; LEVEL_3
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level_unlock_req NUMBER_OF_LEVELS_CLEARED, 3 ; LEVEL_4
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level_unlock_req TECHNIQUES_CLEARED, TECHNIQUE_FLASH | TECHNIQUE_WATERFALL, 0 ; LEVEL_5
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(...)
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```
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Means that: *LEVEL_3* becomes unlocked when stage 2 of *LEVEL_1* and stage 1 of *LEVEL_2* are both cleared; *LEVEL_4* becomes unlocked when you clear your third level stage; *LEVEL_5* becomes unlocked when Flash and Waterfall have both been unlocked. As with [*branchdir*](#branch-space), the number of arguments occupied by techniques after *TECHNIQUES_CLEARED* is equal to the number of techniques you have defined divided by eight (in the above case, there are 9-16 and both Flash and Waterfall are among the first eight).
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# Other features
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## Window HUD
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[home/hud.asm](home/hud.asm) and [engine/gfx/hud.asm](engine/gfx/hud.asm) include an engine that can be used to construct and display a HUD at the top of the screen. This HUD uses the Game Boy's window, and overlays a portion of the Game Boy's BG map.
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The amount of scanlines occupied by the HUD is controlled by *hWindowHUDLY*. Writing any non-0 value to this address enables the window-based HUD. Enabling the window-based HUD means that the LCD interrupt is configured in LYC=LY mode in the corresponding scanline; the vblank interrupt enables the window, and the LCD interrupt disables it (through the LCDC register) (note: the window-based HUD can't be enabled simultaneously with pokecrystal-native LCD interrupt usage through *hLCDCPointer*, used during battle transition, battle animations, and movies).
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The available functions to use the HUD engine are:
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- *EnableWindowHUD*: Configure LCD interrupt in LYC=LY mode with corresponding LYC
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- *DisableWindowHUD*: Configure LCD interrupt in hblank mode
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- *LoadWindowHUD*: Load the HUD at *wWhichHUD* to the top of *wTilemap* and *wAttrmap*. Only does anything if *hWindowHUDLY* is non-0
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- *LoadHUD*: Load the HUD at *wWhichHUD* to the top of *wTilemap* and *wAttrmap* (without using the Game Boy's window)
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The window-based HUD is currently only used in the overworld. Individual HUD types with their own *hWindowHUDLY* (if window-based) and their own content are supported through the *LoadHUD*/*LoadWindowHUD* pointer table. Each entry points to a handler for a specific HUD type (e.g. *HUD_OVERWORLD*, as defined in [constants/gfx_constants.asm](constants/gfx_constants.asm)) meant to implement the loading of the HUD's content to *wTilemap* and *wAttrmap* whilst enabling the HUD. But the overworld normally doesn't use *wTilemap* and *wAttrmap* directly (only when a textbox is open), so the overworld HUD engine requires additional functions beyond the above four generic functions:
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- *ConstructOverworldHUDTilemap*: Draw the overworld HUD's tilemap into *wOverworldHUDTiles*
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- *TransferOverworldHUDToBGMap*: Transfer overworld HUD to *vBGMap1*/*vBGMap3* during v/hblank(s). Tilemap is read from *wOverworldHUDTiles*, attrmap is all *PAL_BG_TEXT | PRIORITY*.
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- *EnableOverworldHUD* & *DisableOverworldHUD*: Like *EnableWindowHUD* & *DisableWindowHUD* but include (un)setting *wWhichHUD* and *hWindowHUDLY*. *EnableOverworldHUD* also includes calling *TransferOverworldHUDToBGMap* first.
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- *ConstructAndEnableOverworldHUD*: *ConstructOverworldHUDTilemap* + *EnableOverworldHUD* (used to construct, enable, and transfer HUD when not enabled)
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- *RefreshOverworldHUD*: *ConstructOverworldHUDTilemap* + *TransferOverworldHUDToBGMap* (used to reconstruct and retransfer HUD when already enabled)
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For example, *ConstructAndEnableOverworldHUD* and *EnableOverworldHUD* are used in map setup scripts as appropriate, and *RefreshOverworldHUD* is called between turns or any other time that the HUD's content needs refreshing. *DisableOverworldHUD* is used for example when leaving the overworld or to transitions to screens that don't display the HUD (battle, party menu, view map mode, etc.).
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The content of the overworld HUD in pokecrystal-board shows: turn number, die number rolled this turn, coins accumulated in the level, and an unused metric ("experience"). Overworld HUD design is up to your implementation.
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## Overworld textbox and font
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The overworld uses a 2bpp font by default to display text, menus, etc. The font type (1bpp or 2bpp) is managed by *wText2bpp*, which is *TRUE* by default in the overworld. Actions like leaving the overworld, opening a submenu like the party menu, starting a battle, etc. turn *wText2bpp* to *FALSE*. This address dictates whether menu-drawing and text-printing functions act as 2bpp or 1bpp when drawing the textbox layout. Notably, note that 1bpp text is not compatible with the overworld HUD enabled, because the latter uses 2bpp font tiles.
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2bpp textboxes do not fully hide sprites that are partially covered like it (see *CheckObjectCoveredByTextbox*).
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Your custom textbox layout can be assigned on a per-map environment basis, including the tiles, tile arrangement, and color. See [engine/gfx/overworld_textbox.asm](engine/gfx/overworld_textbox.asm) for the implementation. Corresponding graphics are included in *OverworldFrames* in [engine/gfx/load_overworld_font.asm](engine/gfx/load_overworld_font.asm).
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Note that the map name sign feature is not used in pokecrystal-board, and, in fact, the only placeholder type of overworld textbox currently in pokecrystal-board uses this frame.
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## RGB palette fading
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[engine/gfx/rgb_fade.asm](engine/gfx/rgb_fade.asm) includes an engine that can be used for individual color fading from source palettes to destination palettes in steps of 2 points per RGB channel. Custom fading functions (with their own fading speed and selection of source palettes and destination palettes) that use this engine are implemented in *RGBFadeEffectJumptable* triggered by calling *DoRGBFadeEffect*.
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This fading engine is used in the level selection menu and in the transition from overworld to post-level screen. When designing the timing your own fading functions, be aware of the latency introduced by the engine itself: each color takes around 3.2 scanlines to fade (in normal speed mode), so up to around 10-11 palettes can be faded in a whole frame.
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In addition to this engine, for manual fading you can automate the derivation of the RGB values of intermediate steps using the *rgbpals_\** macros available in [gfx/macros.asm](gfx/macros.asm), as done for example in [gfx/level_selection_menu/background_female.pal](gfx/level_selection_menu/background_female.pal).
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# Internal design aspects
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This section covers miscellaneous internal design aspects not yet fully covered in other sections, but that affect the management of specific data in pokecrystal-board.
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## Metatiles and tilesets
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pokecrystal-board establishes design conventions regarding the arrangement of tilesets and metatiles that you may or may not want to alter depending on your needs. Note that in this section tile refers to a 16x16 pixel area (i.e. a quarter of a metatile).
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### Metatiles
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There are two groups of metatiles: those with a space tile, and those without one. space tiles are always located in the top-left tile of the metatile but this is not a requirement so long as you manage this in the board movement.
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Metatiles with a space tile take up metatile slots 0x80 through 0xff in a given map. A given metatile is identical, except for the space tile, to another metatile that is offset by 0x20 (so 0x80 is identical to 0xa0, to 0xc0, and to 0xe0). This is because the logic for disabling spaces (see [Board spaces](#board-spaces)) converts a given space into a grey space by *and*ing it by 0x1f.
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The distribution of space types in your tileset should be according to the needs of your specific level, or you could potentially standardize a base layout that works for all levels as much as possible. For example, in pokecrystal-board the blue space that gives coins to the player is the most prevalent, so metatiles 0x80 to 0x9f are reserved for blue spaces. On the other hand, red spaces and item spaces are less frequent, so they could split the space from 0xa0 to 0xbf.
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TODO: add image with tileset layout
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On the other hand, metatiles from slots 0x00 to 0x7f can be used for metatiles in the background that don't have any space tile. This space is additionally reserved for metatiles with a branch space or a union space, as these are un-landable and never convert into grey spaces.
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For space tiles (landable or un-landable), remember to use the right collision value (e.g. *BLUE_SPACE*).
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### Tilesets
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In pokecrystal-board, tiles 0xc0 through 0xff are reserved for space tiles, while tiles 0x00 through 0xbf complete the rest of the tileset with background tiles. As space tiles are 16x16 pixels, there is a row of eight spaces from 0xc0 through 0xdf and another row of eight spaces from 0xe0 through 0xff.
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TODO: image with tiles
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However, when loading tileset graphics, the area reserved for space tiles (0xc0-0xff) is not filled from the individual tileset. Instead, *LoadTilesetGFX* in [home/map.asm](home/map.asm), loads the first row from *TilesetFixedSpaces* and the second row from *TilesetVariableSpaces\**. The latter can be configured per tileset, as an additional numeric argument in the *tileset* macro that points to an entry of the *TilesetVariableSpacesPointers* and *TilesetVariableSpacesPalMaps* tables. The space tile graphics are included in [gfx/tilesets/spaces](gfx/tilesets/spaces).
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Overall, the first row of tiles is meant for spaces that are mostly fixed (e.g. blue, red, item, battle spaces) whereas the second row is meant for spaces that vary far more, but that still may be shared by some tilesets (e.g. different types of branch/union spaces, or regular spaces that are highly unique). Note that when using a tool like Polished Map, you probably still want to draw the space tiles as part of the regular tileset, for ease of building and editing maps (and the whole regular tileset is INCBIN'd compressed into the ROM anyway, so you could rightly argue that this whole separation is useless since it's not saving space at all!).
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## Maps
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### Map identifiers
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The concept of map group and map id is the same here as in pokecrystal. In pokecrystal-board, spritesets are assigned per map group and per map id rather than just per map group (you handle adjacent map consistency yourself where necessary), and apply to both outdoor and indoor maps rather than just the former. A sensible design approach would be to assign the same map group to all the maps that are part of the same level, thus effectively assigning a unique map group to each level. However, this isn't enforced anywhere in the logic of pokecrystal-board.
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### Map environments
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The map environment value is meant to take more protagonism in pokecrystal-board compared to pokecrystal, as you see fit. With map environments, you can reflect the nature of a map, e.g. *OUTDOOR_GRASSY*, *OUTDOOR_MOUNTAIN*, *OUTDOOR_SEA*, *INDOOR_FOREST*, *INDOOR_CAVE*, etc. Environments are additionally split between outdoor and indoor at *INDOOR_ENVIRONMENT*. The elements indexed by map environment include *EnvironmentColorsPointers* and *OverworldFrames* (see [Overworld textbox and font](#overworld-textbox-and-font)).
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## OAM management
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For drawing small complementary screen elements in the overworld or the level selection menu (e.g. arrows, legend text, the die, etc.), pokecrystal-board uses a mix of sprite animations or straight up writes to available space in *wShadowOAM*.
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In pokecrystal-board, the sprite animation engine supports a mode of not wiping up Shadow OAM (in *DoNextFrameForAllSprites*) in order to work alongside other OAM in the overworld. This is turned on by setting bit *DONT_CLEAR_SHADOW_OAM_IN_SPRITE_ANIMS_F* of *wStateFlags*.
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In the overworld, these complementary sprites are referred to as secondary sprites and are managed by the same logic that manages the displaying NPCs: *InitSprites*. In *InitSprites*, *InitSecondarySprites*, checks for requested secondary sprites in the form of *wDisplaySecondarySprites* bits set and processes each requested sprite collection sequentially. It's your responsibility to ensure that you are not exceeding the limit of more than 40 objects at once or more than 10 objects per row considering both NPCs and secondary sprites.
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TODO: image of OAM
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To update just secondary sprites without processing NPC sprites, you can use *UpdateSecondarySprites*. However, if secondary sprites have shrinked or expanded since the last sprites update, it will fall back to calling *UpdateActiveSprites* to properly reposition all sprites to avoid corruption.
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The tiles reserved for secondary sprites in the overworld are 0x20 through 0x7e in VRAM bank 0. Tiles from 0x00 through 0x1f are reserved for NPC sprites. You may want to adjust the separation point according to your needs. [charmap.asm](charmap.asm) defines the placement of secondary sprite tiles for different use cases. The start tile of 0x20 is denoted by *SECONDARY_SPRITES_FIRST_TILE*. From there, it's a matter of managing which sprites may or may not overlap to place their tiles in VRAM in the way that most optimizes the available space.
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# Gameplay design aspects
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This section covers miscellaneous gameplay design aspects not yet fully covered in other sections.
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## Levels
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## Game currency
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## Time counting
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## Game autosaving |