mirror of https://github.com/pret/pokecrystal.git
207 lines
2.7 KiB
NASM
207 lines
2.7 KiB
NASM
InitMovementBuffer:: ; 1b1e
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ld [wMovementBufferObject], a
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xor a
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ld [wMovementBufferCount], a
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ld a, $0 ; useless
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ld [wUnusedMovementBufferBank], a
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ld a, LOW(MovementBuffer)
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ld [wUnusedMovementBufferPointer], a
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ld a, HIGH(MovementBuffer)
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ld [wUnusedMovementBufferPointer + 1], a
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ret
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; 1b35
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DecrementMovementBufferCount:: ; 1b35
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ld a, [wMovementBufferCount]
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and a
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ret z
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dec a
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ld [wMovementBufferCount], a
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ret
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; 1b3f
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AppendToMovementBuffer:: ; 1b3f
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push hl
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push de
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ld hl, wMovementBufferCount
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ld e, [hl]
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inc [hl]
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ld d, 0
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ld hl, MovementBuffer
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add hl, de
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ld [hl], a
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pop de
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pop hl
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ret
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; 1b50
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AppendToMovementBufferNTimes:: ; 1b50
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push af
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ld a, c
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and a
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jr nz, .okay
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pop af
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ret
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.okay
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pop af
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.loop
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call AppendToMovementBuffer
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dec c
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jr nz, .loop
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ret
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; 1b5f
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ComputePathToWalkToPlayer:: ; 1b5f
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push af
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; compare x coords, load left/right into h, and x distance into d
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ld a, b
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sub d
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ld h, LEFT
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jr nc, .got_x_distance
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dec a
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cpl
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ld h, RIGHT
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.got_x_distance
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ld d, a
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; compare y coords, load up/down into l, and y distance into e
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ld a, c
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sub e
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ld l, UP
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jr nc, .got_y_distance
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dec a
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cpl
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ld l, DOWN
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.got_y_distance
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ld e, a
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; if the x distance is less than the y distance, swap h and l, and swap d and e
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cp d
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jr nc, .done
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ld a, h
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ld h, l
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ld l, a
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ld a, d
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ld d, e
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ld e, a
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.done
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pop af
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ld b, a
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; Add movement in the longer direction first...
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ld a, h
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call .GetMovementData
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ld c, d
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call AppendToMovementBufferNTimes
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; ... then add the shorter direction.
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ld a, l
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call .GetMovementData
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ld c, e
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call AppendToMovementBufferNTimes
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ret
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; 1b92
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.GetMovementData: ; 1b92
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push de
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push hl
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ld l, b
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ld h, 0
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add hl, hl
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add hl, hl
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ld e, a
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ld d, 0
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add hl, de
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ld de, .MovementData
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add hl, de
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ld a, [hl]
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pop hl
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pop de
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ret
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; 1ba5
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.MovementData:
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slow_step DOWN
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slow_step UP
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slow_step LEFT
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slow_step RIGHT
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step DOWN
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step UP
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step LEFT
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step RIGHT
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big_step DOWN
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big_step UP
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big_step LEFT
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big_step RIGHT
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; 1bb1
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SetMenuAttributes:: ; 1bb1
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push hl
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push bc
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ld hl, w2DMenuCursorInitY
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ld b, $8
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.loop
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ld a, [de]
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inc de
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ld [hli], a
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dec b
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jr nz, .loop
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ld a, $1
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ld [hli], a
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ld [hli], a
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xor a
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ld [hli], a
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ld [hli], a
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ld [hli], a
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pop bc
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pop hl
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ret
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; 1bc9
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StaticMenuJoypad:: ; 1bc9
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callfar _StaticMenuJoypad
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call GetMenuJoypad
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ret
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; 1bd3
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ScrollingMenuJoypad:: ; 1bd3
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callfar _ScrollingMenuJoypad
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call GetMenuJoypad
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ret
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; 1bdd
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GetMenuJoypad:: ; 1bdd
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push bc
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push af
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ld a, [hJoyLast]
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and D_PAD
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ld b, a
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ld a, [hJoyPressed]
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and BUTTONS
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or b
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ld b, a
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pop af
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ld a, b
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pop bc
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ret
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; 1bee
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PlaceHollowCursor:: ; 1bee
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ld hl, wCursorCurrentTile
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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 [hl], "▷"
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ret
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; 1bf7
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HideCursor:: ; 1bf7
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ld hl, wCursorCurrentTile
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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 [hl], " "
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ret
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; 1c00
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