pokecrystal/engine/sprites.asm

715 lines
11 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, LOW(Sprites)
ld [wCurrSpriteOAMAddr], a
call DoNextFrameForAllSprites
pop af
pop bc
pop de
pop hl
ret
; 8cf7a
DoNextFrameForAllSprites: ; 8cf7a
ld hl, wSpriteAnimationStructs
ld e, NUM_SPRITE_ANIM_STRUCTS
.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, SPRITEANIMSTRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
ld a, [wCurrSpriteOAMAddr]
ld l, a
ld h, HIGH(Sprites)
.loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> SpritesEnd)
ld a, l
cp LOW(SpritesEnd)
jr nc, .done
xor a
ld [hli], a
jr .loop2
.done
ret
; 8cfa8
DoNextFrameForFirst16Sprites: ; 8cfa8 (23:4fa8)
ld hl, wSpriteAnimationStructs
ld e, NUM_SPRITE_ANIM_STRUCTS
.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, SPRITEANIMSTRUCT_LENGTH
add hl, bc
dec e
jr nz, .loop
ld a, [wCurrSpriteOAMAddr]
ld l, a
ld h, HIGH(Sprite17)
.loop2 ; Clear (Sprites + [wCurrSpriteOAMAddr] --> Sprites + $40)
ld a, l
cp LOW(Sprite17)
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, NUM_SPRITE_ANIM_STRUCTS
.loop
ld a, [hl]
and a
jr z, .found
ld bc, SPRITEANIMSTRUCT_LENGTH
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, SPRITEANIMSTRUCT_LENGTH
ld e, NUM_SPRITE_ANIM_STRUCTS
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, HIGH(Sprites)
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 LOW(SpritesEnd)
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, NUM_SPRITE_ANIM_STRUCTS
.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 dorestart_command
jr z, .restart
cp endanim_command
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
Unreferenced_BrokenGetStdGraphics: ; 8d1ac
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
INCLUDE "data/sprite_anims/sequences.asm"
INCLUDE "engine/sprite_anims.asm"
INCLUDE "data/sprite_anims/framesets.asm"
INCLUDE "data/sprite_anims/oam.asm"
BrokenStdGFXPointers: ; Broken 2bpp pointers
dbbw $80, $01, .deleted ; 128-tile 2bpp at 1:672a (inside Multiply)
dbbw $80, $01, .deleted
dbbw $80, $01, .deleted
dbbw $80, $01, .deleted
dbbw $10, $37, .deleted ; 16-tile 2bpp at 37:672a (within TilesetTrainStationGFX)
dbbw $10, $11, .deleted ; 16-tile 2bpp at 11:672a (empty data)
dbbw $10, $39, .deleted ; 16-tile 2bpp at 39:672a (empty data)
dbbw $10, $24, .deleted ; 16-tile 2bpp at 24:672a (inside Function926f7)
dbbw $10, $21, .deleted ; 16-tile 2bpp at 21:672a (inside Function8671c)
.deleted
; 8e72a (23:672a)
Sprites_Cosine: ; 8e72a
; a = d * cos(a * pi/32)
add %010000
Sprites_Sine: ; 8e72c
; a = d * sin(a * pi/32)
and %111111
cp %100000
jr nc, .negative
call .ApplySineWave
ld a, h
ret
.negative
and %011111
call .ApplySineWave
ld a, h
xor $ff
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, Sprite01
ld c, 8 ; number of animated circles
.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 * TILE_WIDTH
ld [hli], a ; y
pop af
push de
push hl
call Sprites_Cosine
pop hl
pop de
add 10 * TILE_WIDTH + 4
ld [hli], a ; x
ld a, $0
ld [hli], a ; tile id
ld a, PAL_BATTLE_OB_BLUE
ld [hli], a ; attributes
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