mirror of https://github.com/pret/pokecrystal.git
672 lines
8.9 KiB
NASM
672 lines
8.9 KiB
NASM
GetEmote2bpp:
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ld a, $1
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ldh [rVBK], a
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call Get2bpp
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xor a
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ldh [rVBK], a
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ret
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_ReplaceKrisSprite::
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call GetPlayerSprite
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ld a, [wUsedSprites]
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ldh [hUsedSpriteIndex], a
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ld a, [wUsedSprites + 1]
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ldh [hUsedSpriteTile], a
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call GetUsedSprite
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ret
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Function14146: ; mobile
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ld hl, wSpriteFlags
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ld a, [hl]
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push af
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res 7, [hl]
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set 6, [hl]
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call LoadUsedSpritesGFX
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pop af
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ld [wSpriteFlags], a
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ret
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Function14157: ; mobile
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ld hl, wSpriteFlags
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ld a, [hl]
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push af
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set 7, [hl]
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res 6, [hl]
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call LoadUsedSpritesGFX
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pop af
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ld [wSpriteFlags], a
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ret
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RefreshSprites::
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call .Refresh
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call LoadUsedSpritesGFX
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ret
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.Refresh:
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xor a
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ld bc, wUsedSpritesEnd - wUsedSprites
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ld hl, wUsedSprites
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call ByteFill
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call GetPlayerSprite
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call AddMapSprites
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call LoadAndSortSprites
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ret
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GetPlayerSprite:
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; Get Chris or Kris's sprite.
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ld hl, ChrisStateSprites
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ld a, [wPlayerSpriteSetupFlags]
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bit PLAYERSPRITESETUP_FEMALE_TO_MALE_F, a
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jr nz, .go
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ld a, [wPlayerGender]
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bit PLAYERGENDER_FEMALE_F, a
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jr z, .go
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ld hl, KrisStateSprites
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.go
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ld a, [wPlayerState]
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ld c, a
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.loop
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ld a, [hli]
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cp c
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jr z, .good
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inc hl
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cp -1
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jr nz, .loop
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; Any player state not in the array defaults to Chris's sprite.
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xor a ; ld a, PLAYER_NORMAL
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ld [wPlayerState], a
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ld a, SPRITE_CHRIS
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jr .finish
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.good
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ld a, [hl]
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.finish
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ld [wUsedSprites + 0], a
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ld [wPlayerSprite], a
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ld [wPlayerObjectSprite], a
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ret
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INCLUDE "data/sprites/player_sprites.asm"
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AddMapSprites:
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call GetMapEnvironment
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call CheckOutdoorMap
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jr z, .outdoor
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call AddIndoorSprites
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ret
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.outdoor
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call AddOutdoorSprites
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ret
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AddIndoorSprites:
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ld hl, wMap1ObjectSprite
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ld a, 1
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.loop
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push af
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ld a, [hl]
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call AddSpriteGFX
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ld de, OBJECT_LENGTH
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add hl, de
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pop af
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inc a
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cp NUM_OBJECTS
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jr nz, .loop
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ret
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AddOutdoorSprites:
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ld a, [wMapGroup]
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dec a
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ld c, a
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ld b, 0
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ld hl, OutdoorSprites
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add hl, bc
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add hl, bc
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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 c, MAX_OUTDOOR_SPRITES
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.loop
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push bc
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ld a, [hli]
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call AddSpriteGFX
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pop bc
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dec c
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jr nz, .loop
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ret
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LoadUsedSpritesGFX:
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ld a, MAPCALLBACK_SPRITES
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call RunMapCallback
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call GetUsedSprites
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call .LoadMiscTiles
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ret
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.LoadMiscTiles:
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ld a, [wSpriteFlags]
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bit 6, a
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ret nz
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ld c, EMOTE_SHADOW
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farcall LoadEmote
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call GetMapEnvironment
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call CheckOutdoorMap
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ld c, EMOTE_GRASS_RUSTLE
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jr z, .outdoor
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ld c, EMOTE_BOULDER_DUST
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.outdoor
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farcall LoadEmote
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ret
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SafeGetSprite:
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push hl
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call GetSprite
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pop hl
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ret
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GetSprite:
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call GetMonSprite
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ret c
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ld hl, OverworldSprites + SPRITEDATA_ADDR
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dec a
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ld c, a
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ld b, 0
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ld a, NUM_SPRITEDATA_FIELDS
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call AddNTimes
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; load the address into de
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ld a, [hli]
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ld e, a
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ld a, [hli]
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ld d, a
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; load the length into c
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ld a, [hli]
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swap a
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ld c, a
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; load the sprite bank into both b and h
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ld b, [hl]
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ld a, [hli]
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; load the sprite type into l
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ld l, [hl]
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ld h, a
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ret
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GetMonSprite:
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; Return carry if a monster sprite was loaded.
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cp SPRITE_POKEMON
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jr c, .Normal
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cp SPRITE_DAY_CARE_MON_1
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jr z, .BreedMon1
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cp SPRITE_DAY_CARE_MON_2
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jr z, .BreedMon2
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cp SPRITE_VARS
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jr nc, .Variable
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jr .Icon
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.Normal:
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and a
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ret
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.Icon:
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sub SPRITE_POKEMON
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ld e, a
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ld d, 0
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ld hl, SpriteMons
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add hl, de
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ld a, [hl]
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jr .Mon
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.BreedMon1
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ld a, [wBreedMon1Species]
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jr .Mon
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.BreedMon2
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ld a, [wBreedMon2Species]
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.Mon:
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ld e, a
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and a
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jr z, .NoBreedmon
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farcall LoadOverworldMonIcon
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ld l, 1
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ld h, 0
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scf
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ret
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.Variable:
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sub SPRITE_VARS
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ld e, a
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ld d, 0
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ld hl, wVariableSprites
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add hl, de
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ld a, [hl]
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and a
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jp nz, GetMonSprite
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.NoBreedmon:
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ld a, 1
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ld l, 1
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ld h, 0
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and a
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ret
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_DoesSpriteHaveFacings::
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; Checks to see whether we can apply a facing to a sprite.
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; Returns carry unless the sprite is a Pokemon or a Still Sprite.
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cp SPRITE_POKEMON
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jr nc, .only_down
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push hl
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push bc
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ld hl, OverworldSprites + SPRITEDATA_TYPE
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dec a
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ld c, a
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ld b, 0
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ld a, NUM_SPRITEDATA_FIELDS
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call AddNTimes
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ld a, [hl]
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pop bc
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pop hl
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cp STILL_SPRITE
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jr nz, .only_down
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scf
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ret
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.only_down
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and a
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ret
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_GetSpritePalette::
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ld a, c
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call GetMonSprite
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jr c, .is_pokemon
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ld hl, OverworldSprites + SPRITEDATA_PALETTE
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dec a
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ld c, a
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ld b, 0
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ld a, NUM_SPRITEDATA_FIELDS
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call AddNTimes
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ld c, [hl]
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ret
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.is_pokemon
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xor a
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ld c, a
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ret
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LoadAndSortSprites:
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call LoadSpriteGFX
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call SortUsedSprites
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call ArrangeUsedSprites
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ret
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AddSpriteGFX:
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; Add any new sprite ids to a list of graphics to be loaded.
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; Return carry if the list is full.
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push hl
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push bc
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ld b, a
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ld hl, wUsedSprites + 2
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ld c, SPRITE_GFX_LIST_CAPACITY - 1
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.loop
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ld a, [hl]
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cp b
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jr z, .exists
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and a
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jr z, .new
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inc hl
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inc hl
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dec c
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jr nz, .loop
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pop bc
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pop hl
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scf
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ret
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.exists
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pop bc
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pop hl
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and a
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ret
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.new
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ld [hl], b
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pop bc
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pop hl
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and a
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ret
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LoadSpriteGFX:
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; Bug: b is not preserved, so it's useless as a next count.
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; Uncomment the lines below to fix.
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ld hl, wUsedSprites
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ld b, SPRITE_GFX_LIST_CAPACITY
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.loop
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ld a, [hli]
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and a
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jr z, .done
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push hl
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call .LoadSprite
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pop hl
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ld [hli], a
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dec b
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jr nz, .loop
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.done
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ret
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.LoadSprite:
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; push bc
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call GetSprite
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; pop bc
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ld a, l
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ret
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SortUsedSprites:
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; Bubble-sort sprites by type.
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; Run backwards through wUsedSprites to find the last one.
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ld c, SPRITE_GFX_LIST_CAPACITY
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ld de, wUsedSprites + (SPRITE_GFX_LIST_CAPACITY - 1) * 2
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.FindLastSprite:
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ld a, [de]
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and a
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jr nz, .FoundLastSprite
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dec de
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dec de
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dec c
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jr nz, .FindLastSprite
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.FoundLastSprite:
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dec c
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jr z, .quit
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; If the length of the current sprite is
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; higher than a later one, swap them.
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inc de
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ld hl, wUsedSprites + 1
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.CheckSprite:
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push bc
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push de
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push hl
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.CheckFollowing:
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ld a, [de]
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cp [hl]
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jr nc, .loop
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; Swap the two sprites.
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ld b, a
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ld a, [hl]
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ld [hl], b
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ld [de], a
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dec de
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dec hl
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ld a, [de]
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ld b, a
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ld a, [hl]
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ld [hl], b
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ld [de], a
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inc de
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inc hl
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; Keep doing this until everything's in order.
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.loop
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dec de
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dec de
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dec c
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jr nz, .CheckFollowing
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pop hl
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inc hl
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inc hl
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pop de
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pop bc
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dec c
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jr nz, .CheckSprite
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.quit
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ret
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ArrangeUsedSprites:
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; Get the length of each sprite and space them out in VRAM.
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; Crystal introduces a second table in VRAM bank 0.
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ld hl, wUsedSprites
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ld c, SPRITE_GFX_LIST_CAPACITY
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ld b, 0
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.FirstTableLength:
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; Keep going until the end of the list.
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ld a, [hli]
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and a
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jr z, .quit
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ld a, [hl]
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call GetSpriteLength
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; Spill over into the second table after $80 tiles.
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add b
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cp $80
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jr z, .loop
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jr nc, .SecondTable
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.loop
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ld [hl], b
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inc hl
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ld b, a
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; Assumes the next table will be reached before c hits 0.
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dec c
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jr nz, .FirstTableLength
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.SecondTable:
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; The second tile table starts at tile $80.
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ld b, $80
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dec hl
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.SecondTableLength:
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; Keep going until the end of the list.
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ld a, [hli]
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and a
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jr z, .quit
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ld a, [hl]
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call GetSpriteLength
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; There are only two tables, so don't go any further than that.
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add b
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jr c, .quit
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ld [hl], b
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ld b, a
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inc hl
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dec c
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jr nz, .SecondTableLength
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.quit
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ret
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GetSpriteLength:
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; Return the length of sprite type a in tiles.
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cp WALKING_SPRITE
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jr z, .AnyDirection
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cp STANDING_SPRITE
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jr z, .AnyDirection
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cp STILL_SPRITE
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jr z, .OneDirection
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ld a, 12
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ret
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.AnyDirection:
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ld a, 12
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ret
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.OneDirection:
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ld a, 4
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ret
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GetUsedSprites:
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ld hl, wUsedSprites
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ld c, SPRITE_GFX_LIST_CAPACITY
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.loop
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ld a, [wSpriteFlags]
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res 5, a
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ld [wSpriteFlags], a
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ld a, [hli]
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and a
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jr z, .done
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ldh [hUsedSpriteIndex], a
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ld a, [hli]
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ldh [hUsedSpriteTile], a
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bit 7, a
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jr z, .dont_set
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ld a, [wSpriteFlags]
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set 5, a ; load VBank0
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ld [wSpriteFlags], a
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.dont_set
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push bc
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push hl
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call GetUsedSprite
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pop hl
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pop bc
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dec c
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jr nz, .loop
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.done
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ret
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GetUsedSprite:
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ldh a, [hUsedSpriteIndex]
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call SafeGetSprite
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ldh a, [hUsedSpriteTile]
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call .GetTileAddr
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push hl
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push de
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push bc
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ld a, [wSpriteFlags]
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bit 7, a
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jr nz, .skip
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call .CopyToVram
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.skip
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pop bc
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ld l, c
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ld h, $0
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rept 4
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add hl, hl
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endr
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pop de
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add hl, de
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ld d, h
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ld e, l
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pop hl
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ld a, [wSpriteFlags]
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bit 5, a
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jr nz, .done
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bit 6, a
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jr nz, .done
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ldh a, [hUsedSpriteIndex]
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call _DoesSpriteHaveFacings
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jr c, .done
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ld a, h
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add HIGH(vTiles1 - vTiles0)
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ld h, a
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call .CopyToVram
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.done
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ret
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.GetTileAddr:
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; Return the address of tile (a) in (hl).
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and $7f
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ld l, a
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ld h, 0
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rept 4
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add hl, hl
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endr
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ld a, l
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add LOW(vTiles0)
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ld l, a
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ld a, h
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adc HIGH(vTiles0)
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ld h, a
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ret
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.CopyToVram:
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ldh a, [rVBK]
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push af
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ld a, [wSpriteFlags]
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bit 5, a
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ld a, $1
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jr z, .bankswitch
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ld a, $0
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.bankswitch
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ldh [rVBK], a
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call Get2bpp
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pop af
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ldh [rVBK], a
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ret
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LoadEmote::
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; Get the address of the pointer to emote c.
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ld a, c
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ld bc, 6 ; sizeof(emote)
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ld hl, Emotes
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call AddNTimes
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; Load the emote address into de
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ld e, [hl]
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inc hl
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ld d, [hl]
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; load the length of the emote (in tiles) into c
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inc hl
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ld c, [hl]
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swap c
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; load the emote pointer bank into b
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inc hl
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ld b, [hl]
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; load the VRAM destination into hl
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inc hl
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ld a, [hli]
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ld h, [hl]
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ld l, a
|
|
; if the emote has a length of 0, do not proceed (error handling)
|
|
ld a, c
|
|
and a
|
|
ret z
|
|
call GetEmote2bpp
|
|
ret
|
|
|
|
INCLUDE "data/sprites/emotes.asm"
|
|
|
|
INCLUDE "data/sprites/sprite_mons.asm"
|
|
|
|
INCLUDE "data/maps/outdoor_sprites.asm"
|
|
|
|
INCLUDE "data/sprites/sprites.asm"
|