pokecrystal/engine/overworld.asm

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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
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ret
; 14146
Function14146: ; mobile
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ld hl, wSpriteFlags
ld a, [hl]
push af
res 7, [hl]
set 6, [hl]
call LoadUsedSpritesGFX
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pop af
ld [wSpriteFlags], a
ret
; 14157
Function14157: ; mobile
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ld hl, wSpriteFlags
ld a, [hl]
push af
set 7, [hl]
res 6, [hl]
call LoadUsedSpritesGFX
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pop af
ld [wSpriteFlags], a
ret
; 14168
RefreshSprites:: ; 14168
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call .Refresh
call LoadUsedSpritesGFX
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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.
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ld hl, ChrisStateSprites
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ld a, [wPlayerSpriteSetupFlags]
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bit PLAYERSPRITESETUP_FEMALE_TO_MALE_F, a
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jr nz, .go
ld a, [wPlayerGender]
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bit PLAYERGENDER_FEMALE_F, a
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jr z, .go
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ld hl, KrisStateSprites
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.go
ld a, [PlayerState]
ld c, a
.loop
ld a, [hli]
cp c
jr z, .good
inc hl
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cp -1
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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
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INCLUDE "data/sprites/player_sprites.asm"
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AddMapSprites: ; 141c9
call GetMapEnvironment
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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
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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
LoadUsedSpritesGFX: ; 14209
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ld a, MAPCALLBACK_SPRITES
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call RunMapCallback
call GetUsedSprites
call .LoadMiscTiles
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ret
; 14215
.LoadMiscTiles: ; 14215
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ld a, [wSpriteFlags]
bit 6, a
ret nz
ld c, EMOTE_SHADOW
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farcall LoadEmote
call GetMapEnvironment
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call CheckOutdoorMap
ld c, EMOTE_GRASS_RUSTLE
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jr z, .outdoor
ld c, EMOTE_BOULDER_DUST
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.outdoor
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farcall LoadEmote
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ret
; 14236
SafeGetSprite: ; 14236
push hl
call GetSprite
pop hl
ret
; 1423c
GetSprite: ; 1423c
call GetMonSprite
ret c
ld hl, OverworldSprites + SPRITEDATA_ADDR
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dec a
ld c, a
ld b, 0
ld a, NUM_SPRITEDATA_FIELDS
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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
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jr z, .wBreedMon1
cp SPRITE_DAY_CARE_MON_2
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jr z, .wBreedMon2
cp SPRITE_VARS
jr nc, .Variable
jr .Icon
.Normal:
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and a
ret
.Icon:
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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:
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ld e, a
and a
jr z, .NoBreedmon
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farcall LoadOverworldMonIcon
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ld l, 1
ld h, 0
scf
ret
.Variable:
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sub SPRITE_VARS
ld e, a
ld d, 0
ld hl, VariableSprites
add hl, de
ld a, [hl]
and a
jp nz, GetMonSprite
.NoBreedmon:
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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, OverworldSprites + SPRITEDATA_TYPE
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dec a
ld c, a
ld b, 0
ld a, NUM_SPRITEDATA_FIELDS
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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, OverworldSprites + SPRITEDATA_PALETTE
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dec a
ld c, a
ld b, 0
ld a, NUM_SPRITEDATA_FIELDS
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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
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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
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; Bug: b is not preserved, so it's useless as a next count.
; Uncomment the lines below to fix.
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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:
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; push bc
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call GetSprite
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; pop bc
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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:
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ld a, [de]
and a
jr nz, .FoundLastSprite
dec de
dec de
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dec c
jr nz, .FindLastSprite
.FoundLastSprite:
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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:
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push bc
push de
push hl
.CheckFollowing:
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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
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dec c
jr nz, .CheckFollowing
pop hl
inc hl
inc hl
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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:
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; 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:
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; The second tile table starts at tile $80.
ld b, $80
dec hl
.SecondTableLength:
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; 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:
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ld a, 12
ret
.OneDirection:
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ld a, 4
ret
; 1439b
GetUsedSprites: ; 1439b
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ld hl, UsedSprites
ld c, SPRITE_GFX_LIST_CAPACITY
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.loop
ld a, [wSpriteFlags]
res 5, a
ld [wSpriteFlags], a
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ld a, [hli]
and a
jr z, .done
ld [hUsedSpriteIndex], a
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ld a, [hli]
ld [hUsedSpriteTile], a
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bit 7, a
jr z, .dont_set
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ld a, [wSpriteFlags]
set 5, a ; load VBank0
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ld [wSpriteFlags], a
.dont_set
push bc
push hl
call GetUsedSprite
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pop hl
pop bc
dec c
jr nz, .loop
.done
ret
; 143c8
GetUsedSprite: ; 143c8
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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
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ld a, [wSpriteFlags]
bit 5, a
jr nz, .done
bit 6, a
jr nz, .done
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ld a, [hUsedSpriteIndex]
call _DoesSpriteHaveFacings
jr c, .done
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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
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add LOW(vTiles0)
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ld l, a
ld a, h
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adc HIGH(vTiles0)
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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 ; sizeof(emote)
ld hl, Emotes
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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
INCLUDE "data/sprites/emotes.asm"
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INCLUDE "data/sprites/sprite_mons.asm"
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INCLUDE "data/maps/outdoor_sprites.asm"
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INCLUDE "data/sprites/sprites.asm"