ref: 5048f24816e95fc38a708b967648deb86c62a689
dir: /engine/battle/scale_sprites.asm/
; scales both uncompressed sprite chunks by two in every dimension (creating 2x2 output pixels per input pixel) ; assumes that input sprite chunks are 4x4 tiles, and the rightmost and bottommost 4 pixels will be ignored ; resulting in a 7*7 tile output sprite chunk ScaleSpriteByTwo: ld de, sSpriteBuffer1 + (4*4*8) - 5 ; last byte of input data, last 4 rows already skipped ld hl, sSpriteBuffer0 + SPRITEBUFFERSIZE - 1 ; end of destination buffer call ScaleLastSpriteColumnByTwo ; last tile column is special case call ScaleFirstThreeSpriteColumnsByTwo ; scale first 3 tile columns ld de, sSpriteBuffer2 + (4*4*8) - 5 ; last byte of input data, last 4 rows already skipped ld hl, sSpriteBuffer1 + SPRITEBUFFERSIZE - 1 ; end of destination buffer call ScaleLastSpriteColumnByTwo ; last tile column is special case ScaleFirstThreeSpriteColumnsByTwo: ld b, $3 ; 3 tile columns .columnLoop ld c, 4*8 - 4 ; $1c, 4 tiles minus 4 unused rows .columnInnerLoop push bc ld a, [de] ld bc, -(7*8)+1 ; $ffc9, scale lower nybble and seek to previous output column call ScalePixelsByTwo ld a, [de] dec de swap a ld bc, 7*8+1-2 ; $37, scale upper nybble and seek back to current output column and to the next 2 rows call ScalePixelsByTwo pop bc dec c jr nz, .columnInnerLoop dec de dec de dec de dec de ld a, b ld bc, -7*8 ; $ffc8, skip one output column (which has already been written along with the current one) add hl, bc ld b, a dec b jr nz, .columnLoop ret ScaleLastSpriteColumnByTwo: ld a, 4*8 - 4 ; $1c, 4 tiles minus 4 unused rows ld [H_SPRITEINTERLACECOUNTER], a ld bc, -1 .columnInnerLoop ld a, [de] dec de swap a ; only high nybble contains information call ScalePixelsByTwo ld a, [H_SPRITEINTERLACECOUNTER] dec a ld [H_SPRITEINTERLACECOUNTER], a jr nz, .columnInnerLoop dec de ; skip last 4 rows of new column dec de dec de dec de ret ; scales the given 4 bits in a (4x1 pixels) to 2 output bytes (8x2 pixels) ; hl: destination pointer ; bc: destination pointer offset (added after the two bytes have been written) ScalePixelsByTwo: push hl and $f ld hl, DuplicateBitsTable add l ld l, a jr nc, .noCarry inc h .noCarry ld a, [hl] pop hl ld [hld], a ; write output byte twice to make it 2 pixels high ld [hl], a add hl, bc ; add offset ret ; repeats each input bit twice DuplicateBitsTable: db $00, $03, $0c, $0f db $30, $33, $3c, $3f db $c0, $c3, $cc, $cf db $f0, $f3, $fc, $ff