pokecrystal/engine/sprites.asm

746 lines
13 KiB
NASM
Executable File

ClearSpriteAnims: ; 8cf53
ld hl, wSpriteAnimDict
ld bc, wSpriteAnimsEnd - wSpriteAnimDict
.loop
ld [hl], $0
inc hl
dec bc
ld a, c
or b
jr nz, .loop
ret
; 8cf62
PlaySpriteAnimationsAndDelayFrame: ; 8cf62
call PlaySpriteAnimations
call DelayFrame
ret
; 8cf69
PlaySpriteAnimations: ; 8cf69
push hl
push de
push bc
push af
ld a, Sprites % $100
ld [wCurrSpriteOAMAddr], a
call DoNextFrameForAllSprites
pop af
pop bc
pop de
pop hl
ret
; 8cf7a
DoNextFrameForAllSprites: ; 8cf7a
ld hl, wSpriteAnimationStructs
ld e, 10 ; There are 10 structs here.
.loop
ld a, [hl]
and a
jr z, .next ; This struct is deinitialized.
ld c, l
ld b, h
push hl
push de
call DoAnimFrame ; Uses a massive dw
call UpdateAnimFrame
pop de
pop hl
jr c, .done
.next
ld bc, $10
add hl, bc
dec e
jr nz, .loop
ld a, [wCurrSpriteOAMAddr]
ld l, a
ld h, Sprites / $100
.loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> SpritesEnd)
ld a, l
cp SpritesEnd % $100
jr nc, .done
xor a
ld [hli], a
jr .loop2
.done
ret
; 8cfa8
DoNextFrameForFirst16Sprites: ; 8cfa8 (23:4fa8)
ld hl, wSpriteAnimationStructs
ld e, 10
.loop
ld a, [hl]
and a
jr z, .next
ld c, l
ld b, h
push hl
push de
call DoAnimFrame ; Uses a massive dw
call UpdateAnimFrame
pop de
pop hl
jr c, .done
.next
ld bc, $10
add hl, bc
dec e
jr nz, .loop
ld a, [wCurrSpriteOAMAddr]
ld l, a
ld h, (Sprites + $40) / $100
.loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> Sprites + $40)
ld a, l
cp (Sprites + 16 * 4) % $100
jr nc, .done
xor a
ld [hli], a
jr .loop2
.done
ret
InitSpriteAnimStruct:: ; 8cfd6
; Initialize animation a at pixel x=e, y=d
; Find if there's any room in the wSpriteAnimationStructs array, which is 10x16
push de
push af
ld hl, wSpriteAnimationStructs
ld e, 10
.loop
ld a, [hl]
and a
jr z, .found
ld bc, $10
add hl, bc
dec e
jr nz, .loop
; We've reached the end. There is no more room here.
; Return carry.
pop af
pop de
scf
ret
.found
; Back up the structure address to bc.
ld c, l
ld b, h
; Value [wSpriteAnimCount] is initially set to -1. Set it to
; the number of objects loaded into this array.
ld hl, wSpriteAnimCount
inc [hl]
ld a, [hl]
and a
jr nz, .initialized
inc [hl]
.initialized
; Get row a of SpriteAnimSeqData, copy the pointer into de
pop af
ld e, a
ld d, 0
ld hl, SpriteAnimSeqData
add hl, de
add hl, de
add hl, de
ld e, l
ld d, h
; Set hl to the first field (field 0) in the current structure.
ld hl, SPRITEANIMSTRUCT_INDEX
add hl, bc
; Load the index.
ld a, [wSpriteAnimCount]
ld [hli], a
; Copy the table entry to the next two fields.
ld a, [de]
ld [hli], a
inc de
ld a, [de]
ld [hli], a
inc de
; Look up the third field from the table in the wSpriteAnimDict array (10x2).
; Take the value and load it in
ld a, [de]
call GetSpriteAnimVTile
ld [hli], a
pop de
; Set hl to field 4 (X coordinate). Kinda pointless, because we're presumably already here.
ld hl, SPRITEANIMSTRUCT_XCOORD
add hl, bc
; Load the original value of de into here.
ld a, e
ld [hli], a
ld a, d
ld [hli], a
; load 0 into the next four fields
xor a
ld [hli], a
ld [hli], a
xor a
ld [hli], a
ld [hli], a
; load -1 into the next field
dec a
ld [hli], a
; load 0 into the last five fields
xor a
rept 4
ld [hli], a
endr
ld [hl], a
; back up the address of the first field to wSpriteAnimAddrBackup
ld a, c
ld [wSpriteAnimAddrBackup], a
ld a, b
ld [wSpriteAnimAddrBackup + 1], a
ret
; 8d036
DeinitializeSprite: ; 8d036
; Clear the index field of the struct in bc.
ld hl, SPRITEANIMSTRUCT_INDEX
add hl, bc
ld [hl], $0
ret
; 8d03d
DeinitializeAllSprites: ; 8d03d (23:503d)
; Clear the index field of every struct in the wSpriteAnimationStructs array.
ld hl, wSpriteAnimationStructs
ld bc, $10
ld e, 10
xor a
.loop
ld [hl], a
add hl, bc
dec e
jr nz, .loop
ret
UpdateAnimFrame: ; 8d04c
call InitSpriteAnimBuffer ; init WRAM
call GetSpriteAnimFrame ; read from a memory array
cp -3
jr z, .done
cp -4
jr z, .delete
call GetFrameOAMPointer
; add byte to [wCurrAnimVTile]
ld a, [wCurrAnimVTile]
add [hl]
ld [wCurrAnimVTile], a
inc hl
; load pointer into hl
ld a, [hli]
ld h, [hl]
ld l, a
push bc
ld a, [wCurrSpriteOAMAddr]
ld e, a
ld d, Sprites / $100
ld a, [hli]
ld c, a ; number of objects
.loop
; first byte: y (px)
; [de] = [wCurrAnimYCoord] + [wCurrAnimYOffset] + [wGlobalAnimYOffset] + AddOrSubtractY([hl])
ld a, [wCurrAnimYCoord]
ld b, a
ld a, [wCurrAnimYOffset]
add b
ld b, a
ld a, [wGlobalAnimYOffset]
add b
ld b, a
call AddOrSubtractY
add b
ld [de], a
inc hl
inc de
; second byte: x (px)
; [de] = [wCurrAnimXCoord] + [wCurrAnimXOffset] + [wGlobalAnimXOffset] + AddOrSubtractX([hl])
ld a, [wCurrAnimXCoord]
ld b, a
ld a, [wCurrAnimXOffset]
add b
ld b, a
ld a, [wGlobalAnimXOffset]
add b
ld b, a
call AddOrSubtractX
add b
ld [de], a
inc hl
inc de
; third byte: vtile
; [de] = [wCurrAnimVTile] + [hl]
ld a, [wCurrAnimVTile]
add [hl]
ld [de], a
inc hl
inc de
; fourth byte: attributes
; [de] = GetSpriteOAMAttr([hl])
call GetSpriteOAMAttr
ld [de], a
inc hl
inc de
ld a, e
ld [wCurrSpriteOAMAddr], a
cp SpritesEnd % $100
jr nc, .reached_the_end
dec c
jr nz, .loop
pop bc
jr .done
.delete
call DeinitializeSprite
.done
and a
ret
.reached_the_end
pop bc
scf
ret
; 8d0be
AddOrSubtractY: ; 8d0be
push hl
ld a, [hl]
ld hl, wCurrSpriteAddSubFlags
bit 6, [hl]
jr z, .ok
; 8 - a
add $8
xor $ff
inc a
.ok
pop hl
ret
; 8d0ce
AddOrSubtractX: ; 8d0ce
push hl
ld a, [hl]
ld hl, wCurrSpriteAddSubFlags
bit 5, [hl] ; x flip
jr z, .ok
; 8 - a
add $8
xor $ff
inc a
.ok
pop hl
ret
; 8d0de
GetSpriteOAMAttr: ; 8d0de
ld a, [wCurrSpriteAddSubFlags]
ld b, a
ld a, [hl]
xor b
and $e0
ld b, a
ld a, [hl]
and $1f
or b
ret
; 8d0ec
InitSpriteAnimBuffer: ; 8d0ec
xor a
ld [wCurrSpriteAddSubFlags], a
ld hl, SPRITEANIMSTRUCT_TILE_ID
add hl, bc
ld a, [hli]
ld [wCurrAnimVTile], a
ld a, [hli]
ld [wCurrAnimXCoord], a
ld a, [hli]
ld [wCurrAnimYCoord], a
ld a, [hli]
ld [wCurrAnimXOffset], a
ld a, [hli]
ld [wCurrAnimYOffset], a
ret
; 8d109
GetSpriteAnimVTile: ; 8d109
; a = wSpriteAnimDict[a] if a in wSpriteAnimDict else 0
; VTiles offset
push hl
push bc
ld hl, wSpriteAnimDict
ld b, a
ld c, 10
.loop
ld a, [hli]
cp b
jr z, .ok
inc hl
dec c
jr nz, .loop
xor a
jr .done
.ok
ld a, [hl]
.done
pop bc
pop hl
ret
; 8d120
_ReinitSpriteAnimFrame:: ; 8d120
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_DURATION
add hl, bc
ld [hl], 0
ld hl, SPRITEANIMSTRUCT_FRAME
add hl, bc
ld [hl], -1
ret
; 8d132
GetSpriteAnimFrame: ; 8d132
.loop
ld hl, SPRITEANIMSTRUCT_DURATION
add hl, bc
ld a, [hl]
and a
jr z, .next_frame ; finished the current sequence
dec [hl]
call .GetPointer ; load pointer from SpriteAnimFrameData
ld a, [hli]
push af
jr .okay
.next_frame
ld hl, SPRITEANIMSTRUCT_FRAME
add hl, bc
inc [hl]
call .GetPointer ; load pointer from SpriteAnimFrameData
ld a, [hli]
cp -2
jr z, .restart
cp -1
jr z, .repeat_last
push af
ld a, [hl]
push hl
and $3f
ld hl, SPRITEANIMSTRUCT_DURATIONOFFSET
add hl, bc
add [hl]
ld hl, SPRITEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
pop hl
.okay
ld a, [hl]
and $c0
srl a
ld [wCurrSpriteAddSubFlags], a
pop af
ret
.repeat_last
xor a
ld hl, SPRITEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
ld hl, SPRITEANIMSTRUCT_FRAME
add hl, bc
dec [hl]
dec [hl]
jr .loop
.restart
xor a
ld hl, SPRITEANIMSTRUCT_DURATION
add hl, bc
ld [hl], a
dec a
ld hl, SPRITEANIMSTRUCT_FRAME
add hl, bc
ld [hl], a
jr .loop
; 8d189
.GetPointer: ; 8d189
; Get the data for the current frame for the current animation sequence
; SpriteAnimFrameData[SpriteAnim[SPRITEANIMSTRUCT_FRAMESET_ID]][SpriteAnim[SPRITEANIMSTRUCT_FRAME]]
ld hl, SPRITEANIMSTRUCT_FRAMESET_ID
add hl, bc
ld e, [hl]
ld d, 0
ld hl, SpriteAnimFrameData
add hl, de
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ld hl, SPRITEANIMSTRUCT_FRAME
add hl, bc
ld l, [hl]
ld h, 0
add hl, hl
add hl, de
ret
; 8d1a2
GetFrameOAMPointer: ; 8d1a2
; Load OAM data pointer
ld e, a
ld d, 0
ld hl, SpriteAnimOAMData
add hl, de
add hl, de
add hl, de
ret
; 8d1ac
BrokenGetStdGraphics: ; 8d1ac
; dummied out
push hl
ld l, a
ld h, 0
add hl, hl
add hl, hl
ld de, BrokenStdGFXPointers ; broken 2bpp pointers
add hl, de
ld c, [hl]
inc hl
ld b, [hl]
inc hl
ld e, [hl]
inc hl
ld d, [hl]
pop hl
push bc
call Request2bpp
pop bc
ret
; 8d1c4
SpriteAnimSeqData: ; 8d1c4
; frameset sequence, tile
db SPRITE_ANIM_FRAMESET_01, SPRITE_ANIM_SEQ_01, $00 ; 00
db SPRITE_ANIM_FRAMESET_07, SPRITE_ANIM_SEQ_04, $00 ; 01
db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_05, $05 ; 02
db SPRITE_ANIM_FRAMESET_GAMEFREAK_LOGO, SPRITE_ANIM_SEQ_GAMEFREAK_LOGO, $00 ; 03
db SPRITE_ANIM_FRAMESET_0B, SPRITE_ANIM_SEQ_07, $06 ; 04 gs intro star
db SPRITE_ANIM_FRAMESET_0C, SPRITE_ANIM_SEQ_08, $06 ; 05 gs intro sparkle
db SPRITE_ANIM_FRAMESET_SLOT_GOLEM, SPRITE_ANIM_SEQ_SLOT_GOLEM, $07 ; 06 slots golem
db SPRITE_ANIM_FRAMESET_SLOTS_CHANSEY, SPRITE_ANIM_SEQ_SLOTS_CHANSEY, $07 ; 07 slots chansey
db SPRITE_ANIM_FRAMESET_SLOTS_EGG, SPRITE_ANIM_SEQ_SLOTS_EGG, $07 ; 08 slots egg
db SPRITE_ANIM_FRAMESET_08, SPRITE_ANIM_SEQ_0C, $05 ; 09
db SPRITE_ANIM_FRAMESET_WALK_CYCLE, SPRITE_ANIM_SEQ_NULL, $00 ; 0a walk cycle
db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0D, $08 ; 0b
db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0E, $08 ; 0c
db SPRITE_ANIM_FRAMESET_12, SPRITE_ANIM_SEQ_0F, $08 ; 0d
db SPRITE_ANIM_FRAMESET_13, SPRITE_ANIM_SEQ_10, $00 ; 0e
db SPRITE_ANIM_FRAMESET_15, SPRITE_ANIM_SEQ_NULL, $00 ; 0f
db SPRITE_ANIM_FRAMESET_16, SPRITE_ANIM_SEQ_11, $00 ; 10
db SPRITE_ANIM_FRAMESET_17, SPRITE_ANIM_SEQ_12, $00 ; 11
db SPRITE_ANIM_FRAMESET_18, SPRITE_ANIM_SEQ_12, $00 ; 12
db SPRITE_ANIM_FRAMESET_19, SPRITE_ANIM_SEQ_13, $00 ; 13
db SPRITE_ANIM_FRAMESET_1A, SPRITE_ANIM_SEQ_14, $00 ; 14 radio tuning knob
db SPRITE_ANIM_FRAMESET_1B, SPRITE_ANIM_SEQ_NULL, $00 ; 15 chris on magnet train
db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_15, $00 ; 16 leaves when cutting down a tree
db SPRITE_ANIM_FRAMESET_1E, SPRITE_ANIM_SEQ_NULL, $00 ; 17
db SPRITE_ANIM_FRAMESET_LEAF, SPRITE_ANIM_SEQ_FLY_LEAF, $00 ; 18 flying leaves
db SPRITE_ANIM_FRAMESET_1F, SPRITE_ANIM_SEQ_NULL, $00 ; 19
db SPRITE_ANIM_FRAMESET_24, SPRITE_ANIM_SEQ_19, $00 ; 1a
db SPRITE_ANIM_FRAMESET_25, SPRITE_ANIM_SEQ_NULL, $00 ; 1b headbutt
db SPRITE_ANIM_FRAMESET_20, SPRITE_ANIM_SEQ_13, $00 ; 1c
db SPRITE_ANIM_FRAMESET_26, SPRITE_ANIM_SEQ_1A, $00 ; 1d
db SPRITE_ANIM_FRAMESET_2D, SPRITE_ANIM_SEQ_NULL, $00 ; 1e kris on map
db SPRITE_ANIM_FRAMESET_2E, SPRITE_ANIM_SEQ_NULL, $00 ; 1f kris on magnet train
db SPRITE_ANIM_FRAMESET_2F, SPRITE_ANIM_SEQ_NULL, $00 ; 20
db SPRITE_ANIM_FRAMESET_30, SPRITE_ANIM_SEQ_NULL, $00 ; 21
db SPRITE_ANIM_FRAMESET_31, SPRITE_ANIM_SEQ_NULL, $00 ; 22
db SPRITE_ANIM_FRAMESET_32, SPRITE_ANIM_SEQ_1B, $00 ; 23
db SPRITE_ANIM_FRAMESET_33, SPRITE_ANIM_SEQ_1C, $00 ; 24
db SPRITE_ANIM_FRAMESET_34, SPRITE_ANIM_SEQ_NULL, $00 ; 25
db SPRITE_ANIM_FRAMESET_35, SPRITE_ANIM_SEQ_1D, $00 ; 26
db SPRITE_ANIM_FRAMESET_37, SPRITE_ANIM_SEQ_1E, $00 ; 27
db SPRITE_ANIM_FRAMESET_38, SPRITE_ANIM_SEQ_1E, $00 ; 28
db SPRITE_ANIM_FRAMESET_39, SPRITE_ANIM_SEQ_20, $00 ; 29 intro unown
db SPRITE_ANIM_FRAMESET_3F, SPRITE_ANIM_SEQ_21, $00 ; 2a
db SPRITE_ANIM_FRAMESET_3E, SPRITE_ANIM_SEQ_22, $00 ; 2b
db SPRITE_ANIM_FRAMESET_40, SPRITE_ANIM_SEQ_NULL, $00 ; 2c
; 8d24b
INCLUDE "engine/sprite_anims.asm" ; DoAnimFrame
INCLUDE "data/sprite_engine.asm"
; SpriteAnimFrameData
; SpriteAnimOAMData
Sprites_Cosine: ; 8e72a
add $10
Sprites_Sine: ; 8e72c
; floor(d * sin(a * pi/32))
and $3f
cp $20
jr nc, .negative
call .ApplySineWave
ld a, h
ret
.negative
and $1f
call .ApplySineWave
ld a, h
xor $ff ; cpl
inc a
ret
; 8e741
.ApplySineWave: ; 8e741
ld e, a
ld a, d
ld d, 0
ld hl, .sinewave
add hl, de
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ld hl, 0
.multiply
srl a
jr nc, .even
add hl, de
.even
sla e
rl d
and a
jr nz, .multiply
ret
; 8e75d
.sinewave ; 8e75d
sine_wave $100
AnimateEndOfExpBar: ; 8e79d
ld a, [hSGB]
ld de, EndOfExpBarGFX
and a
jr z, .load
ld de, SGBEndOfExpBarGFX
.load
ld hl, VTiles0 tile $00
lb bc, BANK(EndOfExpBarGFX), 1
call Request2bpp
ld c, 8
ld d, 0
.loop
push bc
call .AnimateFrame
call DelayFrame
pop bc
inc d
inc d
dec c
jr nz, .loop
call ClearSprites
ret
; 8e7c6
.AnimateFrame: ; 8e7c6
ld hl, Sprites
ld c, $8
.anim_loop
ld a, c
and a
ret z
dec c
ld a, c
; multiply by 8
sla a
sla a
sla a
push af
push de
push hl
call Sprites_Sine
pop hl
pop de
add 13 * 8
ld [hli], a
pop af
push de
push hl
call Sprites_Cosine
pop hl
pop de
add 10 * 8 + 4
ld [hli], a
ld a, $0
ld [hli], a
ld a, $6 ; OBJ 6
ld [hli], a
jr .anim_loop
; 8e7f4
EndOfExpBarGFX: ; 8e7f4
INCBIN "gfx/battle/expbarend.2bpp"
SGBEndOfExpBarGFX: ; 8e804
INCBIN "gfx/battle/expbarend_sgb.2bpp"
ClearSpriteAnims2: ; 8e814
push hl
push de
push bc
push af
ld hl, wSpriteAnimDict
ld bc, wSpriteAnimsEnd - wSpriteAnimDict
.loop
ld [hl], $0
inc hl
dec bc
ld a, c
or b
jr nz, .loop
pop af
pop bc
pop de
pop hl
ret
; 8e82b