mirror of https://github.com/pret/pokecrystal.git
237 lines
3.2 KiB
NASM
237 lines
3.2 KiB
NASM
ClearBGPalettes::
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call ClearPalettes
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WaitBGMap::
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; Tell VBlank to update BG Map
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ld a, 1 ; BG Map 0 tiles
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ldh [hBGMapMode], a
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; Wait for it to do its magic
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ld c, 4
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call DelayFrames
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ret
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WaitBGMap2::
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ldh a, [hCGB]
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and a
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jr z, .bg0
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ld a, 2
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ldh [hBGMapMode], a
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ld c, 4
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call DelayFrames
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.bg0
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ld a, 1
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ldh [hBGMapMode], a
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ld c, 4
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call DelayFrames
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ret
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IsCGB::
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ldh a, [hCGB]
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and a
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ret
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ApplyTilemap::
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ldh a, [hCGB]
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and a
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jr z, .dmg
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ld a, [wSpriteUpdatesEnabled]
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cp 0
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jr z, .dmg
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ld a, 1
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ldh [hBGMapMode], a
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jr CopyTilemapAtOnce
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.dmg
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; WaitBGMap
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ld a, 1
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ldh [hBGMapMode], a
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ld c, 4
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call DelayFrames
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ret
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CGBOnly_CopyTilemapAtOnce::
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ldh a, [hCGB]
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and a
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jr z, WaitBGMap
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CopyTilemapAtOnce::
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jr _CopyTilemapAtOnce
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; unused
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farcall HDMATransferAttrmapAndTilemapToWRAMBank3
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ret
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_CopyTilemapAtOnce:
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ldh a, [hBGMapMode]
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push af
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xor a
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ldh [hBGMapMode], a
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ldh a, [hMapAnims]
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push af
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xor a
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ldh [hMapAnims], a
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.wait
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ldh a, [rLY]
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cp $80 - 1
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jr c, .wait
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di
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ld a, BANK(vBGMap2)
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ldh [rVBK], a
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hlcoord 0, 0, wAttrmap
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call .CopyBGMapViaStack
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ld a, BANK(vBGMap0)
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ldh [rVBK], a
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hlcoord 0, 0
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call .CopyBGMapViaStack
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.wait2
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ldh a, [rLY]
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cp $80 - 1
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jr c, .wait2
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ei
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pop af
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ldh [hMapAnims], a
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pop af
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ldh [hBGMapMode], a
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ret
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.CopyBGMapViaStack:
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; Copy all tiles to vBGMap
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ld [hSPBuffer], sp
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ld sp, hl
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ldh a, [hBGMapAddress + 1]
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ld h, a
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ld l, 0
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ld a, SCREEN_HEIGHT
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ldh [hTilesPerCycle], a
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ld b, 1 << 1 ; not in v/hblank
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ld c, LOW(rSTAT)
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.loop
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rept SCREEN_WIDTH / 2
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pop de
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; if in v/hblank, wait until not in v/hblank
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.loop\@
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ldh a, [c]
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and b
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jr nz, .loop\@
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; load vBGMap
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ld [hl], e
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inc l
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ld [hl], d
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inc l
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endr
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ld de, BG_MAP_WIDTH - SCREEN_WIDTH
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add hl, de
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ldh a, [hTilesPerCycle]
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dec a
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ldh [hTilesPerCycle], a
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jr nz, .loop
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ldh a, [hSPBuffer]
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ld l, a
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ldh 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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SetPalettes::
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; Inits the Palettes
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; depending on the system the monochromes palettes or color palettes
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ldh a, [hCGB]
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and a
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jr nz, .SetPalettesForGameBoyColor
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ld a, %11100100
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ldh [rBGP], a
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ld a, %11010000
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ldh [rOBP0], a
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ldh [rOBP1], a
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ret
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.SetPalettesForGameBoyColor:
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push de
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ld a, %11100100
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call DmgToCgbBGPals
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lb de, %11100100, %11100100
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call DmgToCgbObjPals
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pop de
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ret
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ClearPalettes::
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; Make all palettes white
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; CGB: make all the palette colors white
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ldh a, [hCGB]
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and a
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jr nz, .cgb
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; DMG: just change palettes to 0 (white)
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xor a
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ldh [rBGP], a
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ldh [rOBP0], a
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ldh [rOBP1], a
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ret
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.cgb
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ldh a, [rSVBK]
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push af
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ld a, BANK(wBGPals2)
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ldh [rSVBK], a
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; Fill wBGPals2 and wOBPals2 with $ffff (white)
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ld hl, wBGPals2
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ld bc, 16 palettes
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ld a, $ff
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call ByteFill
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pop af
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ldh [rSVBK], a
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; Request palette update
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ld a, 1
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ldh [hCGBPalUpdate], a
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ret
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GetMemSGBLayout::
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ld b, SCGB_DEFAULT
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GetSGBLayout::
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; load sgb packets unless dmg
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ldh a, [hCGB]
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and a
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jr nz, .sgb
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ldh a, [hSGB]
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and a
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ret z
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.sgb
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predef_jump LoadSGBLayout
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SetHPPal::
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; Set palette for hp bar pixel length e at hl.
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call GetHPPal
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ld [hl], d
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ret
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GetHPPal::
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; Get palette for hp bar pixel length e in d.
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ld d, HP_GREEN
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ld a, e
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cp (HP_BAR_LENGTH_PX * 50 / 100) ; 24
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ret nc
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inc d ; HP_YELLOW
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cp (HP_BAR_LENGTH_PX * 21 / 100) ; 10
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ret nc
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inc d ; HP_RED
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ret
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