pokecrystal-board/engine/overworld.asm
Remy Oukaour 31cce83e9b Move lots of data tables into individual data/ files
(This is not expected to be their final location, but it makes them easier to relocate when necessary, and easier for users to edit until the whole project's file structure is finalized.)
2017-12-11 14:23:18 -05:00

736 lines
9.5 KiB
NASM
Executable File

GetEmote2bpp: ; 1412a
ld a, $1
ld [rVBK], a
call Get2bpp
xor a
ld [rVBK], a
ret
; 14135
_ReplaceKrisSprite:: ; 14135
call GetPlayerSprite
ld a, [UsedSprites]
ld [hUsedSpriteIndex], a
ld a, [UsedSprites + 1]
ld [hUsedSpriteTile], a
call GetUsedSprite
ret
; 14146
Function14146: ; mobile
ld hl, wSpriteFlags
ld a, [hl]
push af
res 7, [hl]
set 6, [hl]
call MapCallbackSprites_LoadUsedSpritesGFX
pop af
ld [wSpriteFlags], a
ret
; 14157
Function14157: ; mobile
ld hl, wSpriteFlags
ld a, [hl]
push af
set 7, [hl]
res 6, [hl]
call MapCallbackSprites_LoadUsedSpritesGFX
pop af
ld [wSpriteFlags], a
ret
; 14168
RefreshSprites:: ; 14168
call .Refresh
call MapCallbackSprites_LoadUsedSpritesGFX
ret
; 1416f
.Refresh: ; 1416f
xor a
ld bc, UsedSpritesEnd - UsedSprites
ld hl, UsedSprites
call ByteFill
call GetPlayerSprite
call AddMapSprites
call LoadAndSortSprites
ret
; 14183
GetPlayerSprite: ; 14183
; Get Chris or Kris's sprite.
ld hl, .Chris
ld a, [wPlayerSpriteSetupFlags]
bit 2, a
jr nz, .go
ld a, [PlayerGender]
bit 0, a
jr z, .go
ld hl, .Kris
.go
ld a, [PlayerState]
ld c, a
.loop
ld a, [hli]
cp c
jr z, .good
inc hl
cp $ff
jr nz, .loop
; Any player state not in the array defaults to Chris's sprite.
xor a ; ld a, PLAYER_NORMAL
ld [PlayerState], a
ld a, SPRITE_CHRIS
jr .finish
.good
ld a, [hl]
.finish
ld [UsedSprites + 0], a
ld [PlayerSprite], a
ld [PlayerObjectSprite], a
ret
.Chris:
db PLAYER_NORMAL, SPRITE_CHRIS
db PLAYER_BIKE, SPRITE_CHRIS_BIKE
db PLAYER_SURF, SPRITE_SURF
db PLAYER_SURF_PIKA, SPRITE_SURFING_PIKACHU
db $ff
.Kris:
db PLAYER_NORMAL, SPRITE_KRIS
db PLAYER_BIKE, SPRITE_KRIS_BIKE
db PLAYER_SURF, SPRITE_SURF
db PLAYER_SURF_PIKA, SPRITE_SURFING_PIKACHU
db $ff
; 141c9
AddMapSprites: ; 141c9
call GetMapPermission
call CheckOutdoorMap
jr z, .outdoor
call AddIndoorSprites
ret
.outdoor
call AddOutdoorSprites
ret
; 141d9
AddIndoorSprites: ; 141d9
ld hl, Map1ObjectSprite
ld a, 1
.loop
push af
ld a, [hl]
call AddSpriteGFX
ld de, OBJECT_LENGTH
add hl, de
pop af
inc a
cp NUM_OBJECTS
jr nz, .loop
ret
; 141ee
AddOutdoorSprites: ; 141ee
ld a, [MapGroup]
dec a
ld c, a
ld b, 0
ld hl, OutdoorSprites
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
ld c, MAX_OUTDOOR_SPRITES
.loop
push bc
ld a, [hli]
call AddSpriteGFX
pop bc
dec c
jr nz, .loop
ret
; 14209
MapCallbackSprites_LoadUsedSpritesGFX: ; 14209
ld a, MAPCALLBACK_SPRITES
call RunMapCallback
call GetUsedSprites
call .LoadMiscTiles
ret
; 14215
.LoadMiscTiles: ; 14215
ld a, [wSpriteFlags]
bit 6, a
ret nz
ld c, EMOTE_SHADOW
callba LoadEmote
call GetMapPermission
call CheckOutdoorMap
ld c, EMOTE_GRASS_RUSTLE
jr z, .outdoor
ld c, EMOTE_BOULDER_DUST
.outdoor
callba LoadEmote
ret
; 14236
SafeGetSprite: ; 14236
push hl
call GetSprite
pop hl
ret
; 1423c
GetSprite: ; 1423c
call GetMonSprite
ret c
ld hl, SpriteHeaders ; address
dec a
ld c, a
ld b, 0
ld a, 6
call AddNTimes
; load the address into de
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
; load the length into c
ld a, [hli]
swap a
ld c, a
; load the sprite bank into both b and h
ld b, [hl]
ld a, [hli]
; load the sprite type into l
ld l, [hl]
ld h, a
ret
; 14259
GetMonSprite: ; 14259
; Return carry if a monster sprite was loaded.
cp SPRITE_POKEMON
jr c, .Normal
cp SPRITE_DAY_CARE_MON_1
jr z, .wBreedMon1
cp SPRITE_DAY_CARE_MON_2
jr z, .wBreedMon2
cp SPRITE_VARS
jr nc, .Variable
jr .Icon
.Normal:
and a
ret
.Icon:
sub SPRITE_POKEMON
ld e, a
ld d, 0
ld hl, SpriteMons
add hl, de
ld a, [hl]
jr .Mon
.wBreedMon1
ld a, [wBreedMon1Species]
jr .Mon
.wBreedMon2
ld a, [wBreedMon2Species]
.Mon:
ld e, a
and a
jr z, .NoBreedmon
callba LoadOverworldMonIcon
ld l, 1
ld h, 0
scf
ret
.Variable:
sub SPRITE_VARS
ld e, a
ld d, 0
ld hl, VariableSprites
add hl, de
ld a, [hl]
and a
jp nz, GetMonSprite
.NoBreedmon:
ld a, 1
ld l, 1
ld h, 0
and a
ret
; 142a7
_DoesSpriteHaveFacings:: ; 142a7
; Checks to see whether we can apply a facing to a sprite.
; Returns carry unless the sprite is a Pokemon or a Still Sprite.
cp SPRITE_POKEMON
jr nc, .only_down
push hl
push bc
ld hl, SpriteHeaders + SPRITEHEADER_TYPE ; type
dec a
ld c, a
ld b, 0
ld a, NUM_SPRITEHEADER_FIELDS
call AddNTimes
ld a, [hl]
pop bc
pop hl
cp STILL_SPRITE
jr nz, .only_down
scf
ret
.only_down
and a
ret
; 142c4
_GetSpritePalette:: ; 142c4
ld a, c
call GetMonSprite
jr c, .is_pokemon
ld hl, SpriteHeaders + 5 ; palette
dec a
ld c, a
ld b, 0
ld a, 6
call AddNTimes
ld c, [hl]
ret
.is_pokemon
xor a
ld c, a
ret
; 142db
LoadAndSortSprites: ; 142db
call LoadSpriteGFX
call SortUsedSprites
call ArrangeUsedSprites
ret
; 142e5
AddSpriteGFX: ; 142e5
; Add any new sprite ids to a list of graphics to be loaded.
; Return carry if the list is full.
push hl
push bc
ld b, a
ld hl, UsedSprites + 2
ld c, SPRITE_GFX_LIST_CAPACITY - 1
.loop
ld a, [hl]
cp b
jr z, .exists
and a
jr z, .new
inc hl
inc hl
dec c
jr nz, .loop
pop bc
pop hl
scf
ret
.exists
pop bc
pop hl
and a
ret
.new
ld [hl], b
pop bc
pop hl
and a
ret
; 14306
LoadSpriteGFX: ; 14306
; Bug: b is not preserved, so
; it's useless as a next count.
ld hl, UsedSprites
ld b, SPRITE_GFX_LIST_CAPACITY
.loop
ld a, [hli]
and a
jr z, .done
push hl
call .LoadSprite
pop hl
ld [hli], a
dec b
jr nz, .loop
.done
ret
.LoadSprite:
call GetSprite
ld a, l
ret
; 1431e
SortUsedSprites: ; 1431e
; Bubble-sort sprites by type.
; Run backwards through UsedSprites to find the last one.
ld c, SPRITE_GFX_LIST_CAPACITY
ld de, UsedSprites + (SPRITE_GFX_LIST_CAPACITY - 1) * 2
.FindLastSprite:
ld a, [de]
and a
jr nz, .FoundLastSprite
dec de
dec de
dec c
jr nz, .FindLastSprite
.FoundLastSprite:
dec c
jr z, .quit
; If the length of the current sprite is
; higher than a later one, swap them.
inc de
ld hl, UsedSprites + 1
.CheckSprite:
push bc
push de
push hl
.CheckFollowing:
ld a, [de]
cp [hl]
jr nc, .loop
; Swap the two sprites.
ld b, a
ld a, [hl]
ld [hl], b
ld [de], a
dec de
dec hl
ld a, [de]
ld b, a
ld a, [hl]
ld [hl], b
ld [de], a
inc de
inc hl
; Keep doing this until everything's in order.
.loop
dec de
dec de
dec c
jr nz, .CheckFollowing
pop hl
inc hl
inc hl
pop de
pop bc
dec c
jr nz, .CheckSprite
.quit
ret
; 14355
ArrangeUsedSprites: ; 14355
; Get the length of each sprite and space them out in VRAM.
; Crystal introduces a second table in VRAM bank 0.
ld hl, UsedSprites
ld c, SPRITE_GFX_LIST_CAPACITY
ld b, 0
.FirstTableLength:
; Keep going until the end of the list.
ld a, [hli]
and a
jr z, .quit
ld a, [hl]
call GetSpriteLength
; Spill over into the second table after $80 tiles.
add b
cp $80
jr z, .loop
jr nc, .SecondTable
.loop
ld [hl], b
inc hl
ld b, a
; Assumes the next table will be reached before c hits 0.
dec c
jr nz, .FirstTableLength
.SecondTable:
; The second tile table starts at tile $80.
ld b, $80
dec hl
.SecondTableLength:
; Keep going until the end of the list.
ld a, [hli]
and a
jr z, .quit
ld a, [hl]
call GetSpriteLength
; There are only two tables, so don't go any further than that.
add b
jr c, .quit
ld [hl], b
ld b, a
inc hl
dec c
jr nz, .SecondTableLength
.quit
ret
; 14386
GetSpriteLength: ; 14386
; Return the length of sprite type a in tiles.
cp WALKING_SPRITE
jr z, .AnyDirection
cp STANDING_SPRITE
jr z, .AnyDirection
cp STILL_SPRITE
jr z, .OneDirection
ld a, 12
ret
.AnyDirection:
ld a, 12
ret
.OneDirection:
ld a, 4
ret
; 1439b
GetUsedSprites: ; 1439b
ld hl, UsedSprites
ld c, SPRITE_GFX_LIST_CAPACITY
.loop
ld a, [wSpriteFlags]
res 5, a
ld [wSpriteFlags], a
ld a, [hli]
and a
jr z, .done
ld [hUsedSpriteIndex], a
ld a, [hli]
ld [hUsedSpriteTile], a
bit 7, a
jr z, .dont_set
ld a, [wSpriteFlags]
set 5, a ; load VBank0
ld [wSpriteFlags], a
.dont_set
push bc
push hl
call GetUsedSprite
pop hl
pop bc
dec c
jr nz, .loop
.done
ret
; 143c8
GetUsedSprite: ; 143c8
ld a, [hUsedSpriteIndex]
call SafeGetSprite
ld a, [hUsedSpriteTile]
call .GetTileAddr
push hl
push de
push bc
ld a, [wSpriteFlags]
bit 7, a
jr nz, .skip
call .CopyToVram
.skip
pop bc
ld l, c
ld h, $0
rept 4
add hl, hl
endr
pop de
add hl, de
ld d, h
ld e, l
pop hl
ld a, [wSpriteFlags]
bit 5, a
jr nz, .done
bit 6, a
jr nz, .done
ld a, [hUsedSpriteIndex]
call _DoesSpriteHaveFacings
jr c, .done
ld a, h
add $8
ld h, a
call .CopyToVram
.done
ret
; 14406
.GetTileAddr: ; 14406
; Return the address of tile (a) in (hl).
and $7f
ld l, a
ld h, 0
rept 4
add hl, hl
endr
ld a, l
add VTiles0 % $100
ld l, a
ld a, h
adc VTiles0 / $100
ld h, a
ret
; 14418
.CopyToVram: ; 14418
ld a, [rVBK]
push af
ld a, [wSpriteFlags]
bit 5, a
ld a, $1
jr z, .bankswitch
ld a, $0
.bankswitch
ld [rVBK], a
call Get2bpp
pop af
ld [rVBK], a
ret
; 1442f
LoadEmote:: ; 1442f
; Get the address of the pointer to emote c.
ld a, c
ld bc, 6
ld hl, EmotesPointers
call AddNTimes
; Load the emote address into de
ld e, [hl]
inc hl
ld d, [hl]
; load the length of the emote (in tiles) into c
inc hl
ld c, [hl]
swap c
; load the emote pointer bank into b
inc hl
ld b, [hl]
; load the VRAM destination into hl
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
; if the emote has a length of 0, do not proceed (error handling)
ld a, c
and a
ret z
call GetEmote2bpp
ret
; 1444d
EmotesPointers: ; 144d
INCLUDE "data/emote_headers.asm"
; 14495
SpriteMons: ; 14495
INCLUDE "data/sprite_mons.asm"
; 144b8
INCLUDE "data/outdoor_sprites.asm"
SpriteHeaders: ; 14736
INCLUDE "gfx/sprite_headers.asm"
; 1499a