ref: 1dad1b48d46cd5610eba5d778c8774f13d46e8d7
dir: /home/tilemap.asm/
ClearBGPalettes:: call ClearPalettes WaitBGMap:: ; Tell VBlank to update BG Map ld a, 1 ; BG Map 0 tiles ldh [hBGMapMode], a ; Wait for it to do its magic ld c, 4 call DelayFrames ret WaitBGMap2:: ldh a, [hCGB] and a jr z, .bg0 ld a, 2 ldh [hBGMapMode], a ld c, 4 call DelayFrames .bg0 ld a, 1 ldh [hBGMapMode], a ld c, 4 call DelayFrames ret IsCGB:: ldh a, [hCGB] and a ret ApplyTilemap:: ldh a, [hCGB] and a jr z, .dmg ld a, [wSpriteUpdatesEnabled] cp 0 jr z, .dmg ld a, 1 ldh [hBGMapMode], a jr CopyTilemapAtOnce .dmg ; WaitBGMap ld a, 1 ldh [hBGMapMode], a ld c, 4 call DelayFrames ret CGBOnly_CopyTilemapAtOnce:: ldh a, [hCGB] and a jr z, WaitBGMap CopyTilemapAtOnce:: jr .CopyTilemapAtOnce ; unused farcall HDMATransferAttrMapAndTileMapToWRAMBank3 ret .CopyTilemapAtOnce: ldh a, [hBGMapMode] push af xor a ldh [hBGMapMode], a ldh a, [hMapAnims] push af xor a ldh [hMapAnims], a .wait ldh a, [rLY] cp $7f jr c, .wait di ld a, BANK(vTiles3) ldh [rVBK], a hlcoord 0, 0, wAttrMap call .StackPointerMagic ld a, BANK(vTiles0) ldh [rVBK], a hlcoord 0, 0 call .StackPointerMagic .wait2 ldh a, [rLY] cp $7f jr c, .wait2 ei pop af ldh [hMapAnims], a pop af ldh [hBGMapMode], a ret .StackPointerMagic: ; Copy all tiles to vBGMap ld [hSPBuffer], sp ld sp, hl ldh a, [hBGMapAddress + 1] ld h, a ld l, 0 ld a, SCREEN_HEIGHT ldh [hTilesPerCycle], a ld b, 1 << 1 ; not in v/hblank ld c, LOW(rSTAT) .loop rept SCREEN_WIDTH / 2 pop de ; if in v/hblank, wait until not in v/hblank .loop\@ ldh a, [c] and b jr nz, .loop\@ ; load BGMap0 ld [hl], e inc l ld [hl], d inc l endr ld de, BG_MAP_WIDTH - SCREEN_WIDTH add hl, de ldh a, [hTilesPerCycle] dec a ldh [hTilesPerCycle], a jr nz, .loop ldh a, [hSPBuffer] ld l, a ldh a, [hSPBuffer + 1] ld h, a ld sp, hl ret SetPalettes:: ; Inits the Palettes ; depending on the system the monochromes palettes or color palettes ldh a, [hCGB] and a jr nz, .SetPalettesForGameBoyColor ld a, %11100100 ldh [rBGP], a ld a, %11010000 ldh [rOBP0], a ldh [rOBP1], a ret .SetPalettesForGameBoyColor: push de ld a, %11100100 call DmgToCgbBGPals lb de, %11100100, %11100100 call DmgToCgbObjPals pop de ret ClearPalettes:: ; Make all palettes white ; CGB: make all the palette colors white ldh a, [hCGB] and a jr nz, .cgb ; DMG: just change palettes to 0 (white) xor a ldh [rBGP], a ldh [rOBP0], a ldh [rOBP1], a ret .cgb ldh a, [rSVBK] push af ld a, BANK(wBGPals2) ldh [rSVBK], a ; Fill wBGPals2 and wOBPals2 with $ffff (white) ld hl, wBGPals2 ld bc, 16 palettes ld a, $ff call ByteFill pop af ldh [rSVBK], a ; Request palette update ld a, 1 ldh [hCGBPalUpdate], a ret GetMemSGBLayout:: ld b, SCGB_RAM GetSGBLayout:: ; load sgb packets unless dmg ldh a, [hCGB] and a jr nz, .sgb ldh a, [hSGB] and a ret z .sgb predef_jump LoadSGBLayout