pokecrystal/engine/overworld/overworld.asm

672 lines
8.9 KiB
NASM

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