mirror of https://github.com/pret/pokecrystal.git
993 lines
19 KiB
NASM
993 lines
19 KiB
NASM
_AnimateTileset::
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; Iterate over a given pointer array of
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; animation functions (one per frame).
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; Typically in WRAM bank 1, VRAM bank 0.
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ld a, [wTilesetAnim]
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ld e, a
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ld a, [wTilesetAnim + 1]
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ld d, a
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ldh a, [hTileAnimFrame]
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ld l, a
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inc a
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ldh [hTileAnimFrame], a
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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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add hl, de
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; 2-byte parameter
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; All functions take input 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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inc hl
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; Function address
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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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jp hl
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Tileset0Anim:
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TilesetJohtoModernAnim:
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TilesetKantoAnim:
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dw vTiles2 tile $14, AnimateWaterTile
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, AnimateWaterPalette
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dw NULL, WaitTileAnimation
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dw NULL, AnimateFlowerTile
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, StandingTileFrame8
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dw NULL, DoneTileAnimation
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TilesetParkAnim:
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dw vTiles2 tile $14, AnimateWaterTile
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dw NULL, WaitTileAnimation
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dw vTiles2 tile $5f, AnimateFountain
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dw NULL, WaitTileAnimation
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dw NULL, AnimateWaterPalette
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dw NULL, WaitTileAnimation
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dw NULL, AnimateFlowerTile
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, StandingTileFrame8
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dw NULL, DoneTileAnimation
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TilesetForestAnim:
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dw NULL, ForestTreeLeftAnimation
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dw NULL, ForestTreeRightAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, ForestTreeLeftAnimation2
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dw NULL, ForestTreeRightAnimation2
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dw NULL, AnimateFlowerTile
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dw vTiles2 tile $14, AnimateWaterTile
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dw NULL, AnimateWaterPalette
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dw NULL, StandingTileFrame8
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dw NULL, DoneTileAnimation
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TilesetJohtoAnim:
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dw vTiles2 tile $14, AnimateWaterTile
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, AnimateWaterPalette
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dw NULL, WaitTileAnimation
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dw NULL, AnimateFlowerTile
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dw WhirlpoolFrames1, AnimateWhirlpoolTile
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dw WhirlpoolFrames2, AnimateWhirlpoolTile
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dw WhirlpoolFrames3, AnimateWhirlpoolTile
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dw WhirlpoolFrames4, AnimateWhirlpoolTile
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dw NULL, WaitTileAnimation
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dw NULL, StandingTileFrame8
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dw NULL, DoneTileAnimation
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UnusedTilesetAnim1: ; unreferenced
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; Scrolls tile $03 like water, but also has the standard $03 flower tile.
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dw vTiles2 tile $03, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $03, WriteTileFromBuffer
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, AnimateFlowerTile
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, DoneTileAnimation
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UnusedTilesetAnim2: ; unreferenced
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; Scrolls tile $14 like cave water.
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dw vTiles2 tile $14, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $14, WriteTileFromBuffer
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, DoneTileAnimation
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TilesetPortAnim:
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dw vTiles2 tile $14, AnimateWaterTile
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, AnimateWaterPalette
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, StandingTileFrame8
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dw NULL, DoneTileAnimation
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TilesetEliteFourRoomAnim:
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dw NULL, LavaBubbleAnim2
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, LavaBubbleAnim1
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dw NULL, WaitTileAnimation
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dw NULL, StandingTileFrame8
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dw NULL, DoneTileAnimation
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UnusedTilesetAnim3: ; unreferenced
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; Scrolls tile $53 like a waterfall; scrolls tile $03 like cave water.
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dw vTiles2 tile $53, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileDown
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dw wTileAnimBuffer, ScrollTileDown
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dw vTiles2 tile $53, WriteTileFromBuffer
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dw vTiles2 tile $03, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $03, WriteTileFromBuffer
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dw vTiles2 tile $53, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileDown
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dw wTileAnimBuffer, ScrollTileDown
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dw vTiles2 tile $53, WriteTileFromBuffer
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dw NULL, DoneTileAnimation
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UnusedTilesetAnim4: ; unreferenced
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; Scrolls tile $54 like a waterfall; scrolls tile $03 like cave water.
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dw vTiles2 tile $54, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileDown
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dw wTileAnimBuffer, ScrollTileDown
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dw vTiles2 tile $54, WriteTileFromBuffer
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dw NULL, WaitTileAnimation
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dw vTiles2 tile $03, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $03, WriteTileFromBuffer
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dw NULL, WaitTileAnimation
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dw vTiles2 tile $54, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileDown
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dw wTileAnimBuffer, ScrollTileDown
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dw vTiles2 tile $54, WriteTileFromBuffer
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dw NULL, DoneTileAnimation
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TilesetCaveAnim:
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TilesetDarkCaveAnim:
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dw vTiles2 tile $14, WriteTileToBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $14, WriteTileFromBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw NULL, AnimateWaterPalette
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dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $40, WriteTileToBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
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dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $40, WriteTileFromBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw NULL, DoneTileAnimation
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TilesetIcePathAnim:
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dw vTiles2 tile $35, WriteTileToBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $35, WriteTileFromBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw NULL, AnimateWaterPalette
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dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $31, WriteTileToBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
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dw NULL, FlickeringCaveEntrancePalette
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dw wTileAnimBuffer, ScrollTileDown
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dw NULL, FlickeringCaveEntrancePalette
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dw vTiles2 tile $31, WriteTileFromBuffer
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dw NULL, FlickeringCaveEntrancePalette
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dw NULL, DoneTileAnimation
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TilesetTowerAnim:
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dw TowerPillarTilePointer9, AnimateTowerPillarTile
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dw TowerPillarTilePointer10, AnimateTowerPillarTile
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dw TowerPillarTilePointer7, AnimateTowerPillarTile
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dw TowerPillarTilePointer8, AnimateTowerPillarTile
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dw TowerPillarTilePointer5, AnimateTowerPillarTile
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dw TowerPillarTilePointer6, AnimateTowerPillarTile
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dw TowerPillarTilePointer3, AnimateTowerPillarTile
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dw TowerPillarTilePointer4, AnimateTowerPillarTile
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dw TowerPillarTilePointer1, AnimateTowerPillarTile
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dw TowerPillarTilePointer2, AnimateTowerPillarTile
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dw NULL, StandingTileFrame
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, DoneTileAnimation
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UnusedTilesetAnim5: ; unreferenced
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; Scrolls tile $4f like cave water.
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dw vTiles2 tile $4f, WriteTileToBuffer
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dw wTileAnimBuffer, ScrollTileRightLeft
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dw vTiles2 tile $4f, WriteTileFromBuffer
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, DoneTileAnimation
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TilesetBattleTowerOutsideAnim:
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TilesetHouseAnim:
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TilesetPlayersHouseAnim:
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TilesetPokecenterAnim:
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TilesetGateAnim:
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TilesetLabAnim:
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TilesetFacilityAnim:
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TilesetMartAnim:
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TilesetMansionAnim:
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TilesetGameCornerAnim:
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TilesetTraditionalHouseAnim:
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TilesetTrainStationAnim:
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TilesetChampionsRoomAnim:
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TilesetLighthouseAnim:
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TilesetPlayersRoomAnim:
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TilesetPokeComCenterAnim:
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TilesetBattleTowerInsideAnim:
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TilesetRuinsOfAlphAnim:
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TilesetRadioTowerAnim:
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TilesetUndergroundAnim:
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TilesetBetaWordRoomAnim:
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TilesetHoOhWordRoomAnim:
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TilesetKabutoWordRoomAnim:
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TilesetOmanyteWordRoomAnim:
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TilesetAerodactylWordRoomAnim:
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, WaitTileAnimation
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dw NULL, DoneTileAnimation
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DoneTileAnimation:
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; Reset the animation command loop.
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xor a
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ldh [hTileAnimFrame], a
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WaitTileAnimation:
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; Do nothing this frame.
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ret
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StandingTileFrame8:
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ld a, [wTileAnimationTimer]
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inc a
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and %111
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ld [wTileAnimationTimer], a
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ret
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ScrollTileRightLeft:
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; Scroll right for 4 ticks, then left for 4 ticks.
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ld a, [wTileAnimationTimer]
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inc a
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and %111
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ld [wTileAnimationTimer], a
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and %100
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jr nz, ScrollTileLeft
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jr ScrollTileRight
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ScrollTileUpDown:
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; Scroll up for 4 ticks, then down for 4 ticks.
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ld a, [wTileAnimationTimer]
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inc a
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and %111
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ld [wTileAnimationTimer], a
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and %100
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jr nz, ScrollTileDown
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jr ScrollTileUp
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ScrollTileLeft:
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ld h, d
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ld l, e
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ld c, 4
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.loop
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rept 4
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ld a, [hl]
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rlca
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ld [hli], a
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endr
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dec c
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jr nz, .loop
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ret
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ScrollTileRight:
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ld h, d
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ld l, e
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ld c, 4
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.loop
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rept 4
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ld a, [hl]
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rrca
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ld [hli], a
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endr
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dec c
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jr nz, .loop
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ret
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ScrollTileUp:
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ld h, d
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ld l, e
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ld d, [hl]
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inc hl
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ld e, [hl]
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ld bc, TILE_WIDTH * 2 - 2
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add hl, bc
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ld a, TILE_WIDTH / 2
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.loop
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ld c, [hl]
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ld [hl], e
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dec hl
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ld b, [hl]
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ld [hl], d
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dec hl
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ld e, [hl]
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ld [hl], c
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dec hl
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ld d, [hl]
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ld [hl], b
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dec hl
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dec a
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jr nz, .loop
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ret
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ScrollTileDown:
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ld h, d
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ld l, e
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ld de, TILE_WIDTH * 2 - 2
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push hl
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add hl, de
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ld d, [hl]
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inc hl
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ld e, [hl]
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pop hl
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ld a, TILE_WIDTH / 2
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.loop
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ld b, [hl]
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ld [hl], d
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inc hl
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ld c, [hl]
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ld [hl], e
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inc hl
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ld d, [hl]
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ld [hl], b
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inc hl
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ld e, [hl]
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ld [hl], c
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inc hl
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dec a
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jr nz, .loop
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ret
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AnimateFountain:
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ld hl, sp+0
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ld b, h
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ld c, l
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ld hl, .frames
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ld a, [wTileAnimationTimer]
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and %111
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add a
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add l
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ld l, a
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jr nc, .okay
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inc h
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.okay
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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 sp, hl
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ld l, e
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ld h, d
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jp WriteTile
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.frames
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dw .frame1
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dw .frame2
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dw .frame3
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dw .frame4
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dw .frame3
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dw .frame4
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dw .frame5
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dw .frame1
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.frame1 INCBIN "gfx/tilesets/fountain/1.2bpp"
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.frame2 INCBIN "gfx/tilesets/fountain/2.2bpp"
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.frame3 INCBIN "gfx/tilesets/fountain/3.2bpp"
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.frame4 INCBIN "gfx/tilesets/fountain/4.2bpp"
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.frame5 INCBIN "gfx/tilesets/fountain/5.2bpp"
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AnimateWaterTile:
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; Draw a water tile for the current frame in VRAM tile at de.
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; Save sp in bc (see WriteTile).
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ld hl, sp+0
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ld b, h
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ld c, l
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ld a, [wTileAnimationTimer]
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; 4 tile graphics, updated every other frame.
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and %110
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; 2 x 8 = 16 bytes per tile
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add a
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add a
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add a
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add LOW(WaterTileFrames)
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ld l, a
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ld a, 0
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adc HIGH(WaterTileFrames)
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ld h, a
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; The stack now points to the start of the tile for this frame.
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ld sp, hl
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ld l, e
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ld h, d
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jp WriteTile
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WaterTileFrames:
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INCBIN "gfx/tilesets/water/water.2bpp"
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ForestTreeLeftAnimation:
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ld hl, sp+0
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ld b, h
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ld c, l
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; Only during the Celebi event.
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ld a, [wCelebiEvent]
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bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
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jr nz, .asm_fc46c
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ld hl, ForestTreeLeftFrames
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jr .asm_fc47d
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.asm_fc46c
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ld a, [wTileAnimationTimer]
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call GetForestTreeFrame
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add a
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add a
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add a
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add LOW(ForestTreeLeftFrames)
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ld l, a
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ld a, 0
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adc HIGH(ForestTreeLeftFrames)
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ld h, a
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.asm_fc47d
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ld sp, hl
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ld hl, vTiles2 tile $0c
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jp WriteTile
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ForestTreeLeftFrames:
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INCBIN "gfx/tilesets/forest-tree/1.2bpp"
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INCBIN "gfx/tilesets/forest-tree/2.2bpp"
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ForestTreeRightFrames:
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INCBIN "gfx/tilesets/forest-tree/3.2bpp"
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INCBIN "gfx/tilesets/forest-tree/4.2bpp"
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ForestTreeRightAnimation:
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ld hl, sp+0
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ld b, h
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ld c, l
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; Only during the Celebi event.
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ld a, [wCelebiEvent]
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bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
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jr nz, .asm_fc4d4
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ld hl, ForestTreeRightFrames
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jr .asm_fc4eb
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.asm_fc4d4
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ld a, [wTileAnimationTimer]
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call GetForestTreeFrame
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add a
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add a
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add a
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add LOW(ForestTreeLeftFrames)
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ld l, a
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ld a, 0
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adc HIGH(ForestTreeLeftFrames)
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ld h, a
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push bc
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ld bc, ForestTreeRightFrames - ForestTreeLeftFrames
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add hl, bc
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pop bc
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.asm_fc4eb
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ld sp, hl
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ld hl, vTiles2 tile $0f
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jp WriteTile
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ForestTreeLeftAnimation2:
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ld hl, sp+0
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ld b, h
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ld c, l
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; Only during the Celebi event.
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ld a, [wCelebiEvent]
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bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
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jr nz, .asm_fc502
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ld hl, ForestTreeLeftFrames
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jr .asm_fc515
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.asm_fc502
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ld a, [wTileAnimationTimer]
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call GetForestTreeFrame
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xor 2
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add a
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add a
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add a
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add LOW(ForestTreeLeftFrames)
|
|
ld l, a
|
|
ld a, 0
|
|
adc HIGH(ForestTreeLeftFrames)
|
|
ld h, a
|
|
|
|
.asm_fc515
|
|
ld sp, hl
|
|
ld hl, vTiles2 tile $0c
|
|
jp WriteTile
|
|
|
|
ForestTreeRightAnimation2:
|
|
ld hl, sp+0
|
|
ld b, h
|
|
ld c, l
|
|
|
|
; Only during the Celebi event.
|
|
ld a, [wCelebiEvent]
|
|
bit CELEBIEVENT_FOREST_IS_RESTLESS_F, a
|
|
jr nz, .asm_fc52c
|
|
ld hl, ForestTreeRightFrames
|
|
jr .asm_fc545
|
|
|
|
.asm_fc52c
|
|
ld a, [wTileAnimationTimer]
|
|
call GetForestTreeFrame
|
|
xor 2
|
|
add a
|
|
add a
|
|
add a
|
|
add LOW(ForestTreeLeftFrames)
|
|
ld l, a
|
|
ld a, 0
|
|
adc HIGH(ForestTreeLeftFrames)
|
|
ld h, a
|
|
push bc
|
|
ld bc, ForestTreeRightFrames - ForestTreeLeftFrames
|
|
add hl, bc
|
|
pop bc
|
|
|
|
.asm_fc545
|
|
ld sp, hl
|
|
ld hl, vTiles2 tile $0f
|
|
jp WriteTile
|
|
|
|
GetForestTreeFrame:
|
|
; Return 0 if a is even, or 2 if odd.
|
|
and a
|
|
jr z, .even
|
|
cp 1
|
|
jr z, .odd
|
|
cp 2
|
|
jr z, .even
|
|
cp 3
|
|
jr z, .odd
|
|
cp 4
|
|
jr z, .even
|
|
cp 5
|
|
jr z, .odd
|
|
cp 6
|
|
jr z, .even
|
|
.odd
|
|
ld a, 2
|
|
scf
|
|
ret
|
|
.even
|
|
xor a
|
|
ret
|
|
|
|
AnimateFlowerTile:
|
|
; No parameters.
|
|
|
|
; Save sp in bc (see WriteTile).
|
|
ld hl, sp+0
|
|
ld b, h
|
|
ld c, l
|
|
|
|
; Alternate tile graphic every other frame
|
|
ld a, [wTileAnimationTimer]
|
|
and %10
|
|
|
|
; CGB has different color mappings for flowers.
|
|
ld e, a
|
|
ldh a, [hCGB]
|
|
and 1
|
|
add e
|
|
|
|
swap a
|
|
ld e, a
|
|
ld d, 0
|
|
ld hl, FlowerTileFrames
|
|
add hl, de
|
|
ld sp, hl
|
|
|
|
ld hl, vTiles2 tile $03
|
|
|
|
jp WriteTile
|
|
|
|
FlowerTileFrames:
|
|
INCBIN "gfx/tilesets/flower/dmg_1.2bpp"
|
|
INCBIN "gfx/tilesets/flower/cgb_1.2bpp"
|
|
INCBIN "gfx/tilesets/flower/dmg_2.2bpp"
|
|
INCBIN "gfx/tilesets/flower/cgb_2.2bpp"
|
|
|
|
LavaBubbleAnim1:
|
|
ld hl, sp+0
|
|
ld b, h
|
|
ld c, l
|
|
ld a, [wTileAnimationTimer]
|
|
and %110
|
|
srl a
|
|
inc a
|
|
inc a
|
|
and %011
|
|
swap a
|
|
ld e, a
|
|
ld d, 0
|
|
ld hl, LavaBubbleFrames
|
|
add hl, de
|
|
ld sp, hl
|
|
ld hl, vTiles2 tile $5b
|
|
jp WriteTile
|
|
|
|
LavaBubbleAnim2:
|
|
ld hl, sp+0
|
|
ld b, h
|
|
ld c, l
|
|
ld a, [wTileAnimationTimer]
|
|
and %110
|
|
add a
|
|
add a
|
|
add a
|
|
ld e, a
|
|
ld d, 0
|
|
ld hl, LavaBubbleFrames
|
|
add hl, de
|
|
ld sp, hl
|
|
ld hl, vTiles2 tile $38
|
|
jp WriteTile
|
|
|
|
LavaBubbleFrames:
|
|
INCBIN "gfx/tilesets/lava/1.2bpp"
|
|
INCBIN "gfx/tilesets/lava/2.2bpp"
|
|
INCBIN "gfx/tilesets/lava/3.2bpp"
|
|
INCBIN "gfx/tilesets/lava/4.2bpp"
|
|
|
|
AnimateTowerPillarTile:
|
|
; Read from struct at de:
|
|
; Destination (VRAM)
|
|
; Address of the first tile in the frame array
|
|
|
|
ld hl, sp+0
|
|
ld b, h
|
|
ld c, l
|
|
|
|
ld a, [wTileAnimationTimer]
|
|
and %111
|
|
|
|
; Get frame index a
|
|
ld hl, .frames
|
|
add l
|
|
ld l, a
|
|
ld a, 0
|
|
adc h
|
|
ld h, a
|
|
ld a, [hl]
|
|
|
|
; Destination
|
|
ld l, e
|
|
ld h, d
|
|
ld e, [hl]
|
|
inc hl
|
|
ld d, [hl]
|
|
inc hl
|
|
|
|
; Add the frame index to the starting address
|
|
add [hl]
|
|
inc hl
|
|
ld h, [hl]
|
|
ld l, a
|
|
ld a, 0
|
|
adc h
|
|
ld h, a
|
|
|
|
ld sp, hl
|
|
ld l, e
|
|
ld h, d
|
|
jr WriteTile
|
|
|
|
.frames
|
|
db $00, $10, $20, $30, $40, $30, $20, $10
|
|
|
|
StandingTileFrame:
|
|
ld hl, wTileAnimationTimer
|
|
inc [hl]
|
|
ret
|
|
|
|
AnimateWhirlpoolTile:
|
|
; Update whirlpool tile using struct at de.
|
|
|
|
; Struct:
|
|
; VRAM address
|
|
; Address of the first tile
|
|
|
|
; Only does one of 4 tiles at a time.
|
|
|
|
; Save sp in bc (see WriteTile).
|
|
ld hl, sp+0
|
|
ld b, h
|
|
ld c, l
|
|
|
|
; de = VRAM address
|
|
ld l, e
|
|
ld h, d
|
|
ld e, [hl]
|
|
inc hl
|
|
ld d, [hl]
|
|
inc hl
|
|
; Tile address is now at hl.
|
|
|
|
; Get the tile for this frame.
|
|
ld a, [wTileAnimationTimer]
|
|
and %11 ; 4 frames x2
|
|
swap a ; * 16 bytes per tile
|
|
|
|
add [hl]
|
|
inc hl
|
|
ld h, [hl]
|
|
ld l, a
|
|
ld a, 0
|
|
adc h
|
|
ld h, a
|
|
|
|
; The stack now points to the desired frame.
|
|
ld sp, hl
|
|
|
|
ld l, e
|
|
ld h, d
|
|
|
|
jr WriteTile
|
|
|
|
WriteTileFromBuffer:
|
|
; Write tiledata at wTileAnimBuffer to de.
|
|
; wTileAnimBuffer is loaded to sp for WriteTile.
|
|
|
|
ld hl, sp+0
|
|
ld b, h
|
|
ld c, l
|
|
|
|
ld hl, wTileAnimBuffer
|
|
ld sp, hl
|
|
|
|
ld h, d
|
|
ld l, e
|
|
jr WriteTile
|
|
|
|
WriteTileToBuffer:
|
|
; Write tiledata de to wTileAnimBuffer.
|
|
; de is loaded to sp for WriteTile.
|
|
|
|
ld hl, sp+0
|
|
ld b, h
|
|
ld c, l
|
|
|
|
ld h, d
|
|
ld l, e
|
|
ld sp, hl
|
|
|
|
ld hl, wTileAnimBuffer
|
|
|
|
; fallthrough
|
|
|
|
WriteTile:
|
|
; Write one 8x8 tile ($10 bytes) from sp to hl.
|
|
|
|
; Warning: sp is saved in bc so we can abuse pop.
|
|
; sp is restored to address bc. Save sp in bc before calling.
|
|
|
|
pop de
|
|
ld [hl], e
|
|
inc hl
|
|
ld [hl], d
|
|
|
|
rept 7
|
|
pop de
|
|
inc hl
|
|
ld [hl], e
|
|
inc hl
|
|
ld [hl], d
|
|
endr
|
|
|
|
; restore sp
|
|
ld h, b
|
|
ld l, c
|
|
ld sp, hl
|
|
ret
|
|
|
|
AnimateWaterPalette:
|
|
; Transition between color values 0-2 for color 0 in palette 3.
|
|
|
|
; No palette changes on DMG.
|
|
ldh a, [hCGB]
|
|
and a
|
|
ret z
|
|
|
|
; We don't want to mess with non-standard palettes.
|
|
ldh a, [rBGP] ; BGP
|
|
cp %11100100
|
|
ret nz
|
|
|
|
; Only update on even frames.
|
|
ld a, [wTileAnimationTimer]
|
|
ld l, a
|
|
and 1 ; odd
|
|
ret nz
|
|
|
|
; Ready for BGPD input...
|
|
|
|
ld a, (1 << rBGPI_AUTO_INCREMENT) palette PAL_BG_WATER
|
|
ldh [rBGPI], a
|
|
|
|
ldh a, [rSVBK]
|
|
push af
|
|
ld a, BANK(wBGPals1)
|
|
ldh [rSVBK], a
|
|
|
|
; Update color 0 in order 0 1 2 1
|
|
ld a, l
|
|
and %110 ; frames 0 2 4 6
|
|
jr z, .color0
|
|
cp %100 ; frame 4
|
|
jr z, .color2
|
|
|
|
.color1
|
|
ld hl, wBGPals1 palette PAL_BG_WATER color 1
|
|
ld a, [hli]
|
|
ldh [rBGPD], a
|
|
ld a, [hli]
|
|
ldh [rBGPD], a
|
|
jr .end
|
|
|
|
.color0
|
|
ld hl, wBGPals1 palette PAL_BG_WATER color 0
|
|
ld a, [hli]
|
|
ldh [rBGPD], a
|
|
ld a, [hli]
|
|
ldh [rBGPD], a
|
|
jr .end
|
|
|
|
.color2
|
|
ld hl, wBGPals1 palette PAL_BG_WATER color 2
|
|
ld a, [hli]
|
|
ldh [rBGPD], a
|
|
ld a, [hli]
|
|
ldh [rBGPD], a
|
|
|
|
.end
|
|
pop af
|
|
ldh [rSVBK], a
|
|
ret
|
|
|
|
FlickeringCaveEntrancePalette:
|
|
; No palette changes on DMG.
|
|
ldh a, [hCGB]
|
|
and a
|
|
ret z
|
|
; We don't want to mess with non-standard palettes.
|
|
ldh a, [rBGP]
|
|
cp %11100100
|
|
ret nz
|
|
; We only want to be here if we're in a dark cave.
|
|
ld a, [wTimeOfDayPalset]
|
|
cp DARKNESS_PALSET
|
|
ret nz
|
|
|
|
ldh a, [rSVBK]
|
|
push af
|
|
ld a, BANK(wBGPals1)
|
|
ldh [rSVBK], a
|
|
; Ready for BGPD input...
|
|
ld a, (1 << rBGPI_AUTO_INCREMENT) palette PAL_BG_YELLOW
|
|
ldh [rBGPI], a
|
|
ldh a, [hVBlankCounter]
|
|
and %10
|
|
jr nz, .bit1set
|
|
ld hl, wBGPals1 palette PAL_BG_YELLOW
|
|
jr .okay
|
|
|
|
.bit1set
|
|
ld hl, wBGPals1 palette PAL_BG_YELLOW color 1
|
|
|
|
.okay
|
|
ld a, [hli]
|
|
ldh [rBGPD], a
|
|
ld a, [hli]
|
|
ldh [rBGPD], a
|
|
|
|
pop af
|
|
ldh [rSVBK], a
|
|
ret
|
|
|
|
TowerPillarTilePointer1: dw vTiles2 tile $2d, TowerPillarTile1
|
|
TowerPillarTilePointer2: dw vTiles2 tile $2f, TowerPillarTile2
|
|
TowerPillarTilePointer3: dw vTiles2 tile $3d, TowerPillarTile3
|
|
TowerPillarTilePointer4: dw vTiles2 tile $3f, TowerPillarTile4
|
|
TowerPillarTilePointer5: dw vTiles2 tile $3c, TowerPillarTile5
|
|
TowerPillarTilePointer6: dw vTiles2 tile $2c, TowerPillarTile6
|
|
TowerPillarTilePointer7: dw vTiles2 tile $4d, TowerPillarTile7
|
|
TowerPillarTilePointer8: dw vTiles2 tile $4f, TowerPillarTile8
|
|
TowerPillarTilePointer9: dw vTiles2 tile $5d, TowerPillarTile9
|
|
TowerPillarTilePointer10: dw vTiles2 tile $5f, TowerPillarTile10
|
|
|
|
TowerPillarTile1: INCBIN "gfx/tilesets/tower-pillar/1.2bpp"
|
|
TowerPillarTile2: INCBIN "gfx/tilesets/tower-pillar/2.2bpp"
|
|
TowerPillarTile3: INCBIN "gfx/tilesets/tower-pillar/3.2bpp"
|
|
TowerPillarTile4: INCBIN "gfx/tilesets/tower-pillar/4.2bpp"
|
|
TowerPillarTile5: INCBIN "gfx/tilesets/tower-pillar/5.2bpp"
|
|
TowerPillarTile6: INCBIN "gfx/tilesets/tower-pillar/6.2bpp"
|
|
TowerPillarTile7: INCBIN "gfx/tilesets/tower-pillar/7.2bpp"
|
|
TowerPillarTile8: INCBIN "gfx/tilesets/tower-pillar/8.2bpp"
|
|
TowerPillarTile9: INCBIN "gfx/tilesets/tower-pillar/9.2bpp"
|
|
TowerPillarTile10: INCBIN "gfx/tilesets/tower-pillar/10.2bpp"
|
|
|
|
WhirlpoolFrames1: dw vTiles2 tile $32, WhirlpoolTiles1
|
|
WhirlpoolFrames2: dw vTiles2 tile $33, WhirlpoolTiles2
|
|
WhirlpoolFrames3: dw vTiles2 tile $42, WhirlpoolTiles3
|
|
WhirlpoolFrames4: dw vTiles2 tile $43, WhirlpoolTiles4
|
|
|
|
WhirlpoolTiles1: INCBIN "gfx/tilesets/whirlpool/1.2bpp"
|
|
WhirlpoolTiles2: INCBIN "gfx/tilesets/whirlpool/2.2bpp"
|
|
WhirlpoolTiles3: INCBIN "gfx/tilesets/whirlpool/3.2bpp"
|
|
WhirlpoolTiles4: INCBIN "gfx/tilesets/whirlpool/4.2bpp"
|