pokecrystal-board/engine/gfx/tileset_palettes.asm
mid-kid baa0dc5a96 Organize the engine/ directory
This is an informed attempt at reorganizing the engine/ directory by
creating categorized subdirectories, in order to make it easier to
navigate and find things.

The directories created are as follows:
* engine/game: Contains all "minigames", things like the unown puzzle
and slot machine.
* engine/gfx: Contains all handling of graphics. From loading palettes
to playing animations.
* engine/link: Contains all multiplayer functionality.
* engine/menu: Contains all generic/misc. menus and menu code.
Other, more specialized menus are in their own subdirectories (pokedex,
pokegear, party menu, etc).
* engine/overworld: Contains all handling of the overworld. From loading
and connecting maps to wild encounters and the scripting engine.
* engine/pokegear: In the same vein as engine/pokedex, except it could
use some more splitting up.
* engine/pokemon: Contains everything related to manipulating pokemon
data. From the pokemon storage system to evolution and mail.
* engine/printer: Contains everything related to printing things as well
as the printer communication.
* engine/title: Contains intro sequences, title screens and credits.
2018-03-13 13:21:40 +01:00

152 lines
2.4 KiB
NASM

LoadSpecialMapPalette: ; 494ac
ld a, [wMapTileset]
cp TILESET_POKECOM_CENTER
jr z, .pokecom_2f
cp TILESET_BATTLE_TOWER
jr z, .battle_tower
cp TILESET_ICE_PATH
jr z, .ice_path
cp TILESET_HOUSE
jr z, .house
cp TILESET_RADIO_TOWER
jr z, .radio_tower
cp TILESET_MANSION
jr z, .mansion_mobile
jr .do_nothing
.pokecom_2f
call LoadPokeComPalette
scf
ret
.battle_tower
call LoadBattleTowerPalette
scf
ret
.ice_path
ld a, [wEnvironment]
and $7
cp INDOOR ; Hall of Fame
jr z, .do_nothing
call LoadIcePathPalette
scf
ret
.house
call LoadHousePalette
scf
ret
.radio_tower
call LoadRadioTowerPalette
scf
ret
.mansion_mobile
call LoadMansionPalette
scf
ret
.do_nothing
and a
ret
; 494f2
LoadPokeComPalette: ; 494f2
ld a, BANK(wBGPals1)
ld de, wBGPals1
ld hl, PokeComPalette
ld bc, 8 palettes
call FarCopyWRAM
ret
; 49501
PokeComPalette: ; 49501
INCLUDE "gfx/tilesets/pokecom_center.pal"
; 49541
LoadBattleTowerPalette: ; 49541
ld a, BANK(wBGPals1)
ld de, wBGPals1
ld hl, BattleTowerPalette
ld bc, 8 palettes
call FarCopyWRAM
ret
; 49550
BattleTowerPalette: ; 49550
INCLUDE "gfx/tilesets/battle_tower.pal"
; 49590
LoadIcePathPalette: ; 49590
ld a, BANK(wBGPals1)
ld de, wBGPals1
ld hl, IcePathPalette
ld bc, 8 palettes
call FarCopyWRAM
ret
; 4959f
IcePathPalette: ; 4959f
INCLUDE "gfx/tilesets/ice_path.pal"
; 495df
LoadHousePalette: ; 495df
ld a, BANK(wBGPals1)
ld de, wBGPals1
ld hl, HousePalette
ld bc, 8 palettes
call FarCopyWRAM
ret
; 495ee
HousePalette: ; 495ee
INCLUDE "gfx/tilesets/house.pal"
; 4962e
LoadRadioTowerPalette: ; 4962e
ld a, BANK(wBGPals1)
ld de, wBGPals1
ld hl, RadioTowerPalette
ld bc, 8 palettes
call FarCopyWRAM
ret
; 4963d
RadioTowerPalette: ; 4963d
INCLUDE "gfx/tilesets/radio_tower.pal"
; 4967d
MansionPalette1: ; 4967d
INCLUDE "gfx/tilesets/mansion_1.pal"
; 496c5
LoadMansionPalette: ; 496c5
ld a, BANK(wBGPals1)
ld de, wBGPals1
ld hl, MansionPalette1
ld bc, 8 palettes
call FarCopyWRAM
ld a, BANK(wBGPals1)
ld de, wBGPals1 palette PAL_BG_YELLOW
ld hl, MansionPalette2
ld bc, 1 palettes
call FarCopyWRAM
ld a, BANK(wBGPals1)
ld de, wBGPals1 palette PAL_BG_WATER
ld hl, MansionPalette1 + 6 palettes
ld bc, 1 palettes
call FarCopyWRAM
ld a, BANK(wBGPals1)
ld de, wBGPals1 palette PAL_BG_ROOF
ld hl, MansionPalette1 + 8 palettes
ld bc, 1 palettes
call FarCopyWRAM
ret
; 496fe
MansionPalette2: ; 496fe
INCLUDE "gfx/tilesets/mansion_2.pal"
; 49706