pokecrystal-board/docs/develop/index.md

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.