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https://gitlab.com/xCrystal/pokecrystal-board.git
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5.3 KiB
Executable File
5.3 KiB
Executable File
Functions
Apply VRAM/OAM
- SafeUpdateSprites: Set BG map mode to 0 (disabled) and disable OAM update + UpdateSprites + enable OAM update + DelayFrame + restore original state of BG map mode and OAM update
- UpdateSprites: Compute state of overworld sprites to wShadowOAM. Disable OAM update while editing wShadowOAM, and restore its original state when finished
- ApplyPals: Copy wBGPals1 into wBGPals2 and wOBPals1 into wOBPals2. Does not request pal update during vblank by itself
- ApplyAttrmap: Set BG map mode to 2 (pals) and delay 4 frames, and finally restore original state BG map mode. If LCD disabled instead copy all pals at once immediately
- ApplyTilemap: Set BG map mode to 1 (tiles) and delay 4 frames. If wSpriteUpdatesEnabled is non-0, instead call CopyTilemapAtOnce to do it all in one frame. This delays the next vblank to LY ~$7f
Load font
- LoadFont_NoOAMUpdate: LoadFrame + Hide Window + LoadStandardFont with OAM update disabled
- LoadOverworldFont_NoOAMUpdate: LoadOverworldFontAndFrame + hide Window with OAM update disabled
Textboxes
- Textbox1bpp: TextboxBorder + TextboxAttributes1bpp
- Textbox2bpp: _OverworldTextbox + TextboxAttributes2bpp
- SpeechTextbox1bpp: Textbox1bpp with speech location and dimensions
- SpeechTextbox2bpp: Textbox2bpp with speech location and dimensions
- ClearTextbox: Clear the inside of a speech textbox (fill with " ")
- PrintTextboxText: Print text in speech textbox coordinates with letter delay
- PrintText1bpp, FarPrintText1bpp: SpeechTextbox1bpp + UpdateSprites + ApplyTilemap + ClearTextbox + PrintTextboxText
- PrintText2bpp: SpeechTextbox2bpp + UpdateSprites + ApplyTilemap + ClearTextbox + PrintTextboxText
- MapTextbox: ClearTextbox + redraw tile behind cursor + SafeUpdateSprites + disable OAM update + ApplyTilemap + PrintTextboxText + enable OAM update
- MenuBox: Calls Textbox1bpp or Textbox2bpp, depending on the value at wTextboxFlags[TEXT_2BPP_F], with menu location and dimensions.
Overworld map scrolling
- LoadScreenTilemap: From the metatile-based 24x20 map in wSurroundingTiles, load the corresponding 20x18 tiles to wTilemap. Later, BackupBGMap* from ScrollMap* copies new row/column from wTilemap to wBGMapBuffer. _ScrollBGMapPalettes populates wBGMapPalBuffer based on the tiles at wBGMapBuffer. These are read during vblank by UpdateBGMapBuffer.
- LoadScreenAttrmapPals: Load wAttrmap palette numbers based on the tileset palettes of the current map. Called only by LoadScreenTilemapAndAttrmapPals.
- LoadScreenTilemapAndAttrmapPals: LoadScreenTilemap + LoadScreenAttrmapPals. Often used to reload screen after closing a text box.
Overworld map anchoring
- ReanchorBGMap_NoOAMUpdate: LoadScreenTilemapAndAttrmapPals + HDMATransferTilemapAndAttrmap_OpenAndCloseMenu, then fill BG map with all black while Window is displayed, finally anchor map and objects. Shall by followed by CopyTilemapAtOnce or by a HDMATransferTilemapAndAttrmap_* to redraw the screen.
- OpenText1bpp, OpenText2bpp: ClearMenuAndWindowData + ReanchorBGMap_NoOAMUpdate + SpeechTextbox1bpp + HDMATransferTilemapAndAttrmap_OpenAndCloseMenu + hide Window
- OpenText1bpp: Loads 1bpp font (LoadFont_NoOAMUpdate)
- OpenText2bpp: Doesn't load 2bpp font
- RefreshScreen: Same as OpenText functions but doesn't call any SpeechTextbox
VRAM transfer
- Request1bpp, Request2bpp: Copy 1bpp or 2bpp tiles at a rate of TILES_PER_CYCLE (8) per frame during vblank. Wait until complete
- Copy1bpp, Copy2bpp: Copy 1bpp or 2bpp tiles immediately
- Get1bpp, Get2bpp: Call Copy1bpp or Copy2bpp if LCD disabled. Request1bpp or Request2bpp otherwise
- HDMATransfer1bpp: Copy 1bpp tiles via HDMA. Maximum 16 tiles per frame
- HDMATransfer2bpp: Copy 2bpp tiles via HDMA. No hardcoded limit. Timing considers 1 tile per hblank
- Get1bppViaHDMA, Get2bppViaHDMA: Call Copy1bpp or Copy2bpp if LCD disabled. HDMATransfer1bpp or HDMATransfer2bpp otherwise
- HDMATransferTilemapAndAttrmap_OpenAndCloseMenu, HDMATransferTilemapAndAttrmap_OverworldEffect: Similar, but with slightly different scanline timing. So they're essentially like RefreshScreen minus the anchoring part.
HUD
- EnableWindowHUD: Configure LCD interrupt in LYC=LY mode with corresponding LYC.
- DisableWindowHUD: Configure LCD interrupt in hblank mode
- LoadHUD: Load the HUD at wWhichHUD to the top of wTilemap and wAttrmap
- LoadWindowHUD: Like LoadHUD, but for HUDs that require a Window overlay. Only does anything if hWindowHUDLY is non-0
- ConstructOverworldHUDTilemap: Draw the overworld HUD's tilemap into wOverworldHUDTiles
- TransferOverworldHUDToBGMap: Transfer overworld HUD to vBGMap1/vBGMap3 during v/hblank(s). Tilemap is read from wOverworldHUDTiles, attrmap is all PAL_BG_TEXT | PRIORITY.
- RefreshOverworldHUD: ConstructOverworldHUDTilemap + TransferOverworldHUDToBGMap
Scripts
- refreshscreen: RefreshScreen
- reloadmappart: LoadScreenTilemapAndAttrmapPals + GetMovementPermissions + HDMATransferTilemapAndAttrmap_OverworldEffect + UpdateSprites. Similar to refreshscreen, but does not reanchor. On the other hand, it refreshes movement permissions. Often used after a block change or field move, which can affect collisions.