mirror of https://github.com/pret/pokecrystal.git
recomment bg map update functions
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2bae1797c4
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0a821fe964
364
main.asm
364
main.asm
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@ -141,153 +141,120 @@ INCLUDE "engine/text.asm"
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DMATransfer: ; 15d8
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; DMA transfer
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; return carry if successful
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; Return carry if the transfer is completed.
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; anything to transfer?
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ld a, [hDMATransfer]
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and a
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ret z
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; start transfer
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; Start transfer
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ld [rHDMA5], a
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; indicate that transfer has occurred
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; Execution is halted until the transfer is complete.
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xor a
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ld [hDMATransfer], a
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; successful transfer
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scf
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ret
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; 15e3
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UpdateBGMapBuffer: ; 15e3
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; write [$ffdc] 16x8 tiles from BGMapBuffer to bg map addresses in BGMapBufferPtrs
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; [$ffdc] must be even since this is done in 16x16 blocks
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; Copy [$ffdc] 16x8 tiles from BGMapBuffer
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; to bg map addresses in BGMapBufferPtrs.
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; return carry if successful
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; [$ffdc] must be even since this is done in pairs.
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; Return carry on success.
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; any tiles to update?
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ld a, [hBGMapUpdate]
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and a
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ret z
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; save wram bank
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ld a, [rVBK]
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push af
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; save sp
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ld [hSPBuffer], sp
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; temp stack
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ld hl, BGMapBufferPtrs
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ld sp, hl
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; we can now pop the addresses of affected spots in bg map
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; get pal and tile buffers
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; We can now pop the addresses of affected spots on the BG Map
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ld hl, BGMapPalBuffer
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ld de, BGMapBuffer
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.loop
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; draw one 16x16 block
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; top half:
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.next
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; Copy a pair of 16x8 blocks (one 16x16 block)
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; get bg map address
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rept 2
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; Get our BG Map address
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pop bc
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; update palettes
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ld a, $1
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; Palettes
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ld a, 1
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ld [rVBK], a
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; tile 1
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ld a, [hli]
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ld [bc], a
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inc c
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; tile 2
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ld a, [hli]
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ld [bc], a
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dec c
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; update tiles
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ld a, $0
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ld [rVBK], a
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; tile 1
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ld a, [de]
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inc de
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ld [bc], a
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inc c
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; tile 2
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ld a, [de]
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inc de
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ld [bc], a
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; bottom half:
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; get bg map address
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pop bc
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; update palettes
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ld a, $1
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; Tiles
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ld a, 0
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ld [rVBK], a
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; tile 1
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ld a, [hli]
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ld [bc], a
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inc c
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; tile 2
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ld a, [hli]
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ld [bc], a
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dec c
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; update tiles
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ld a, $0
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ld [rVBK], a
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; tile 1
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ld a, [de]
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inc de
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ld [bc], a
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inc c
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; tile 2
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ld a, [de]
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inc de
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ld [bc], a
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; we've done 2 16x8 blocks
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endr
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; We've done 2 16x8 blocks
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ld a, [$ffdc]
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dec a
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dec a
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ld [$ffdc], a
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; if there are more left, get the next 16x16 block
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jr nz, .loop
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; restore sp
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jr nz, .next
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ld a, [hSPBuffer]
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ld l, a
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ld a, [$ffda]
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ld a, [hSPBuffer + 1]
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ld h, a
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ld sp, hl
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; restore vram bank
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pop af
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ld [rVBK], a
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; we don't need to update bg map until new tiles are loaded
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xor a
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ld [hBGMapUpdate], a
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; successfully updated bg map
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scf
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ret
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; 163a
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WaitTop: ; 163a
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; Wait until the top third of the BG Map is being updated.
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ld a, [hBGMapMode]
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and a
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ret z
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; wait until top third of bg map can be updated
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ld a, [hBGMapThird]
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and a
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jr z, .quit
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jr z, .done
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call DelayFrame
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jr WaitTop
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.quit
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.done
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xor a
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ld [hBGMapMode], a
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ret
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@ -295,133 +262,141 @@ WaitTop: ; 163a
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UpdateBGMap: ; 164c
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; get mode
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; Update the BG Map, in thirds, from TileMap and AttrMap.
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ld a, [hBGMapMode]
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and a
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ret z
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; don't save bg map address
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; BG Map 0
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dec a ; 1
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jr z, .tiles
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jr z, .Tiles
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dec a ; 2
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jr z, .attr
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dec a ; ?
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; save bg map address
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jr z, .Attr
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; BG Map 1
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dec a
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ld a, [hBGMapAddress]
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ld l, a
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ld a, [$ffd7]
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ld a, [hBGMapAddress + 1]
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ld h, a
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push hl
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; bg map 1 (VBGMap1)
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xor a
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ld [hBGMapAddress], a
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ld a, $9c
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ld [$ffd7], a
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; get mode again
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ld a, VBGMap1 >> 8
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ld [hBGMapAddress + 1], a
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ld a, [hBGMapMode]
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push af
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cp 3
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call z, .tiles
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call z, .Tiles
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pop af
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cp 4
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call z, .attr
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; restore bg map address
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call z, .Attr
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pop hl
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ld a, l
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ld [hBGMapAddress], a
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ld a, h
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ld [$ffd7], a
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ld [hBGMapAddress + 1], a
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ret
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.attr
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; switch vram banks
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.Attr
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ld a, 1
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ld [rVBK], a
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; bg map 1
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ld hl, AttrMap
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call .getthird
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; restore vram bank
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call .update
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ld a, 0
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ld [rVBK], a
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ret
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.tiles
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; bg map 0
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.Tiles
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ld hl, TileMap
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.getthird
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; save sp
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.update
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ld [hSPBuffer], sp
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; # tiles to move down * 6 (which third?)
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; Which third?
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ld a, [hBGMapThird]
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and a ; 0
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jr z, .top
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dec a ; 1
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jr z, .middle
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; 2
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; .bottom ; 2
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; move 12 tiles down
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ld de, $00f0 ; TileMap(0,12) - TileMap
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THIRD_HEIGHT EQU SCREEN_HEIGHT / 3
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.bottom
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ld de, 2 * THIRD_HEIGHT * SCREEN_WIDTH
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add hl, de
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; stack now points to source
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ld sp, hl
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; get bg map address
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ld a, [$ffd7]
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ld a, [hBGMapAddress + 1]
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ld h, a
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ld a, [hBGMapAddress]
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ld l, a
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; move 12 tiles down
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ld de, $0180 ; bgm(0,12)
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ld de, 2 * THIRD_HEIGHT * BG_MAP_WIDTH
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add hl, de
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; start at top next time
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; Next time: top third
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xor a
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jr .start
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.middle
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; move 6 tiles down
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ld de, $0078 ; TileMap(0,6) - TileMap
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ld de, THIRD_HEIGHT * SCREEN_WIDTH
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add hl, de
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; stack now points to source
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ld sp, hl
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; get bg map address
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ld a, [$ffd7]
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ld a, [hBGMapAddress + 1]
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ld h, a
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ld a, [hBGMapAddress]
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ld l, a
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; move 6 tiles down
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ld de, $00c0 ; bgm(0,6)
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ld de, THIRD_HEIGHT * BG_MAP_WIDTH
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add hl, de
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; start at bottom next time
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; Next time: bottom third
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ld a, 2
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jr .start
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.top
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; stack now points to source
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ld sp, hl
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; get bg map address
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ld a, [$ffd7]
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ld a, [hBGMapAddress + 1]
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ld h, a
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ld a, [hBGMapAddress]
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ld l, a
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; start at middle next time
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; Next time: middle third
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ld a, 1
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.start
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; which third to draw next update
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; Which third to update next time
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ld [hBGMapThird], a
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; # rows per third
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ld a, 6 ; SCREEN_HEIGHT / 3
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; # tiles from the edge of the screen to the next row
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ld bc, $000d ; BG_WIDTH + 1 - SCREEN_WIDTH
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; Rows of tiles in a third
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ld a, SCREEN_HEIGHT / 3
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; Discrepancy between TileMap and BGMap
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ld bc, BG_MAP_WIDTH - (SCREEN_WIDTH - 1)
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.row
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; write a row of 20 tiles
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rept 9
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; Copy a row of 20 tiles
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rept SCREEN_WIDTH / 2 - 1
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pop de
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ld [hl], e
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inc l
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@ -432,16 +407,15 @@ endr
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ld [hl], e
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inc l
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ld [hl], d
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; next row
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add hl, bc
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; done?
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dec a
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jr nz, .row
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; restore sp
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ld a, [hSPBuffer]
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ld l, a
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ld a, [$ffda]
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ld a, [hSPBuffer + 1]
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ld h, a
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ld sp, hl
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ret
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@ -449,47 +423,45 @@ endr
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SafeLoadTiles2: ; 170a
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; only execute during first fifth of vblank
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; any tiles to draw?
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; Only call during the first fifth of VBlank
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ld a, [$cf6c]
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and a
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ret z
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; abort if too far into vblank
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; Back out if we're too far into VBlank
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ld a, [rLY]
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; ly = 144-145?
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cp 144
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ret c
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cp 146
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ret nc
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GetTiles2: ; 1717
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; load [$cf6c] tiles from [$cf6d-e] to [$cf6f-70]
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; save sp
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; Copy [$cf6c] 1bpp tiles from [$cf6d-e] to [$cf6f-70]
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ld [hSPBuffer], sp
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; sp = [$cf6d-e] tile source
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; Source
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ld hl, $cf6d
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld sp, hl
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; hl = [$cf6f-70] tile dest
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; Destination
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ld hl, $cf6f
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ld a, [hli]
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ld h, [hl]
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ld l, a
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; # tiles to draw
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; # tiles to copy
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ld a, [$cf6c]
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ld b, a
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; clear tile queue
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xor a
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ld [$cf6c], a
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.loop
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; put 1 tile (16 bytes) into hl from sp
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.next
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rept 3
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pop de
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@ -510,25 +482,22 @@ endr
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ld [hl], d
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inc l
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ld [hl], d
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; next tile
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inc hl
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; done?
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dec b
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jr nz, .loop
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; update $cf6f-70
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jr nz, .next
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ld a, l
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ld [$cf6f], a
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ld a, h
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ld [$cf70], a
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; update $cf6d-e
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ld [$cf6d], sp
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; restore sp
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ld a, [hSPBuffer]
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ld l, a
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ld a, [$ffda]
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ld a, [hSPBuffer + 1]
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ld h, a
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ld sp, hl
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ret
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@ -536,56 +505,54 @@ endr
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SafeLoadTiles: ; 1769
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; only execute during first fifth of vblank
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; any tiles to draw?
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; Only call during the first fifth of VBlank
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ld a, [$cf67]
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and a
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ret z
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; abort if too far into vblank
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; Back out if we're too far into VBlank
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ld a, [rLY]
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; ly = 144-145?
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cp 144
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ret c
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cp 146
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ret nc
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jr GetTiles
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LoadTiles: ; 1778
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; use only if time is allotted
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; any tiles to draw?
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ld a, [$cf67]
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and a
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ret z
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; get tiles
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GetTiles: ; 177d
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; load [$cf67] tiles from [$cf68-9] to [$cf6a-b]
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; save sp
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GetTiles: ; 177d
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; Copy [$cf67] 2bpp tiles from [$cf68-9] to [$cf6a-b]
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ld [hSPBuffer], sp
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; sp = [$cf68-9] tile source
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; Source
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ld hl, $cf68
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld sp, hl
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; hl = [$cf6a-b] tile dest
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; Destination
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ld hl, $cf6a
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ld a, [hli]
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ld h, [hl]
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ld l, a
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; # tiles to draw
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; # tiles to copy
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ld a, [$cf67]
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ld b, a
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; clear tile queue
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xor a
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ld [$cf67], a
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.loop
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; put 1 tile (16 bytes) into hl from sp
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.next
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rept 7
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pop de
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ld [hl], e
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@ -597,25 +564,22 @@ endr
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ld [hl], e
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inc l
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ld [hl], d
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; next tile
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inc hl
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; done?
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dec b
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jr nz, .loop
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; update $cf6a-b
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jr nz, .next
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ld a, l
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ld [$cf6a], a
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ld a, h
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ld [$cf6b], a
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; update $cf68-9
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ld [$cf68], sp
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; restore sp
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ld a, [hSPBuffer]
|
||||
ld l, a
|
||||
ld a, [$ffda]
|
||||
ld a, [hSPBuffer + 1]
|
||||
ld h, a
|
||||
ld sp, hl
|
||||
ret
|
||||
|
|
Loading…
Reference in New Issue