pokecrystal/macros/map.asm

163 lines
2.6 KiB
NASM

map: MACRO
; This is a silly hack to get around an rgbds bug.
; Ideally:
; db GROUP_\1, MAP_\1
\1\@ EQUS "GROUP_\1"
\1\@2 EQUS "MAP_\1"
db \1\@, \1\@2
ENDM
roam_map: MACRO
; A map and an arbitrary number of some more maps.
map \1
db \2
rept \2
map \3
shift
endr
db 0
ENDM
person_event: macro
db \1 ; sprite
db \2 ; y
db \3 ; x
db \4 ; facing
db \5 ; movement
db \6 ; clock_hour
db \7 ; clock_daytime
db \8 ; color_function
db \9 ; sight_range
shift
dw \9 ; pointer
shift
dw \9 ; event flag
endm
signpost: macro
db \1 ; y
db \2 ; x
db \3 ; function
dw \4 ; pointer
endm
xy_trigger: macro
db \1 ; number
db \2 ; y
db \3 ; x
db \4 ; unknown1
dw \5 ; script
db \6 ; unknown2
db \7 ; unknown3
endm
warp_def: macro
db \1 ; y
db \2 ; x
db \3 ; warp_to
db \4 ; map group
db \5 ; map number
endm
map_header: MACRO
; label, tileset, permission, location, music, time of day, fishing group
\1_MapHeader:
db BANK(\1_SecondMapHeader), \2, \3
dw \1_SecondMapHeader
db \4, \5, \6, \7
ENDM
map_header_2: MACRO
; label, map, border block, connections
\1_SecondMapHeader::
db \3
\2\@HEIGHT EQUS "\2_HEIGHT"
\2\@WIDTH EQUS "\2_WIDTH"
db \2\@HEIGHT, \2\@WIDTH
db BANK(\1_BlockData)
dw \1_BlockData
db BANK(\1_MapScriptHeader)
dw \1_MapScriptHeader
dw \1_MapEventHeader
db \4
ENDM
connection: MACRO
if "\1" == "north"
;\2: map id
;\3: map label (eventually will be rolled into map id)
;\4: x
;\5: offset?
;\6: strip length
;\7: this map id
map \2
dw \3_BlockData + \2_WIDTH * (\2_HEIGHT - 3) + \5
dw OverworldMap + \4 + 3
db \6
db \2_WIDTH
db \2_HEIGHT * 2 - 1
db (\4 - \5) * -2
dw OverworldMap + \2_HEIGHT * (\2_WIDTH + 6) + 1
endc
if "\1" == "south"
;\2: map id
;\3: map label (eventually will be rolled into map id)
;\4: x
;\5: offset?
;\6: strip length
;\7: this map id
map \2
dw \3_BlockData + \5
dw OverworldMap + (\7_HEIGHT + 3) * (\7_WIDTH + 6) + \4 + 3
db \6
db \2_WIDTH
db 0
db (\4 - \5) * -2
dw OverworldMap + \2_WIDTH + 7
endc
if "\1" == "west"
;\2: map id
;\3: map label (eventually will be rolled into map id)
;\4: y
;\5: offset?
;\6: strip length
;\7: this map id
map \2
dw \3_BlockData + (\2_WIDTH * \5) + \2_WIDTH - 3
dw OverworldMap + (\7_WIDTH + 6) * (\4 + 3)
db \6
db \2_WIDTH
db (\4 - \5) * -2
db \2_WIDTH * 2 - 1
dw OverworldMap + \2_WIDTH * 2 + 6
endc
if "\1" == "east"
;\2: map id
;\3: map label (eventually will be rolled into map id)
;\4: y
;\5: offset?
;\6: strip length
;\7: this map id
map \2
dw \3_BlockData + (\2_WIDTH * \5)
dw OverworldMap + (\7_WIDTH + 6) * (\4 + 3 + 1) - 3
db \6
db \2_WIDTH
db (\4 - \5) * -2
db 0
dw OverworldMap + \2_WIDTH + 7
endc
ENDM