pokecrystal-board/home/flag.asm
mid-kid 43eff93861 Small home/ reorganization
Time to move everything out of home.asm:
- InexplicablyEmptyFunction was moved to home/map.asm
- The wDebugFlags functions and xor_a brothers were moved to
  home/flag.asm because they're all flag-related.
- ret_2f3e was moved into home/region.asm
- The register alias sisters were moved to a new file called home/call_regs.asm
- IsInArray and SkipNames were joined by AddNTimes from home/math.asm
  into home/array.asm, as they're all used to index arrays.
- CallPointerAt was moved into home/print_text.asm because given the
  contents of that file it doesn't feel very out of place (that file
  isn't very aptly named...)
- CountSetBits was moved into home/pokedex_flags.asm because it's unique
  use is counting the amount of seen/caught mon in the podedex. GetWeekday
  was pulled into this by proximity.

Other changes were also made:
- PushLYOverrides was moved from home/sprite_anims.asm to
  home/battle.asm, because it's almost exclusively used for battle
  animations, with the lone exception being the Magnet Train.
- home/copy.asm was renamed to home/gfx.asm, as it's all gfx-related
- home/copy2.asm was renamed to home/copy.asm, now it's the only file
  called copy.
- SetHPPal and GetHPPal were moved from home/hp_pals.asm to
  home/tilemap.asm, as they're attrmap related, like many functions in
  that file are.
- home/rtc.asm was renamed to home/time_palettes.asm, as it had very
  little to do with the RTC at all, all RTC functions being in home/time.asm
- home/handshake.asm was renamed to home/printer.asm.
- home/mon_data_2.asm was renamed to home/mon_party.asm.
2020-02-22 00:23:47 +01:00

131 lines
1.6 KiB
NASM

ResetMapBufferEventFlags::
xor a
ld hl, wEventFlags
ld [hli], a
ret
ResetBikeFlags::
xor a
ld hl, wBikeFlags
ld [hli], a
ld [hl], a
ret
ResetFlashIfOutOfCave::
ld a, [wEnvironment]
cp ROUTE
jr z, .outdoors
cp TOWN
jr z, .outdoors
ret
.outdoors
ld hl, wStatusFlags
res STATUSFLAGS_FLASH_F, [hl]
ret
EventFlagAction::
ld hl, wEventFlags
call FlagAction
ret
FlagAction::
; Perform action b on bit de in flag array hl.
; inputs:
; b: function
; 0 RESET_FLAG clear bit
; 1 SET_FLAG set bit
; 2 CHECK_FLAG check bit
; de: bit number
; hl: pointer to the flag array
; get index within the byte
ld a, e
and 7
; shift de right by three bits (get the index within memory)
rept 3
srl d
rr e
endr
add hl, de
; implement a decoder
ld c, 1
rrca
jr nc, .one
rlc c
.one
rrca
jr nc, .two
rlc c
rlc c
.two
rrca
jr nc, .three
swap c
.three
; check b's value: 0, 1, 2
ld a, b
cp SET_FLAG
jr c, .clearbit ; RESET_FLAG
jr z, .setbit ; SET_FLAG
; check bit
ld a, [hl]
and c
ld c, a
ret
.setbit
; set bit
ld a, [hl]
or c
ld [hl], a
ret
.clearbit
; clear bit
ld a, c
cpl
and [hl]
ld [hl], a
ret
CheckReceivedDex::
ld de, ENGINE_POKEDEX
ld b, CHECK_FLAG
farcall EngineFlagAction
ld a, c
and a
ret
Unreferenced_CheckBPressedDebug::
; Used in debug ROMs to walk through walls and avoid encounters.
ld a, [wDebugFlags]
bit DEBUG_FIELD_F, a
ret z
ldh a, [hJoyDown]
bit B_BUTTON_F, a
ret
xor_a::
xor a
ret
xor_a_dec_a::
xor a
dec a
ret
Unreferenced_CheckFieldDebug::
push hl
ld hl, wDebugFlags
bit DEBUG_FIELD_F, [hl]
pop hl
ret