ref: 8026d4758565c1ae427a9995c840d8b8dbc8352b
dir: /home/vcopy.asm/
; this function seems to be used only once ; it store the address of a row and column of the VRAM background map in hl ; INPUT: h - row, l - column, b - high byte of background tile map address in VRAM GetRowColAddressBgMap:: ; 1cdd (0:1cdd) xor a srl h rr a srl h rr a srl h rr a or l ld l,a ld a,b or h ld h,a ret ; clears a VRAM background map with blank space tiles ; INPUT: h - high byte of background tile map address in VRAM ClearBgMap:: ; 1cf0 (0:1cf0) ld a," " jr .next ld a,l .next ld de,$400 ; size of VRAM background map ld l,e .loop ld [hli],a dec e jr nz,.loop dec d jr nz,.loop ret RedrawRowOrColumn:: ; 1d01 (0:1d01) ; This function redraws a BG row of height 2 or a BG column of width 2. ; One of its main uses is redrawing the row or column that will be exposed upon ; scrolling the BG when the player takes a step. Redrawing only the exposed ; row or column is more efficient than redrawing the entire screen. ; However, this function is also called repeatedly to redraw the whole screen ; when necessary. It is also used in trade animation and elevator code. ld a,[hRedrawRowOrColumnMode] and a ret z ld b,a xor a ld [hRedrawRowOrColumnMode],a dec b jr nz,.redrawRow .redrawColumn ld hl,wRedrawRowOrColumnSrcTiles ld a,[hRedrawRowOrColumnDest] ld e,a ld a,[hRedrawRowOrColumnDest + 1] ld d,a ld c,SCREEN_HEIGHT .loop1 ld a,[hli] ld [de],a inc de ld a,[hli] ld [de],a ld a,BG_MAP_WIDTH - 1 add e ld e,a jr nc,.noCarry inc d .noCarry ; the following 4 lines wrap us from bottom to top if necessary ld a,d and a,$03 or a,$98 ld d,a dec c jr nz,.loop1 xor a ld [hRedrawRowOrColumnMode],a ret .redrawRow ld hl,wRedrawRowOrColumnSrcTiles ld a,[hRedrawRowOrColumnDest] ld e,a ld a,[hRedrawRowOrColumnDest + 1] ld d,a push de call .DrawHalf ; draw upper half pop de ld a,BG_MAP_WIDTH ; width of VRAM background map add e ld e,a ; fall through and draw lower half .DrawHalf ld c,SCREEN_WIDTH / 2 .loop2 ld a,[hli] ld [de],a inc de ld a,[hli] ld [de],a ld a,e inc a ; the following 6 lines wrap us from the right edge to the left edge if necessary and a,$1f ld b,a ld a,e and a,$e0 or b ld e,a dec c jr nz,.loop2 ret ; This function automatically transfers tile number data from the tile map at ; wTileMap to VRAM during V-blank. Note that it only transfers one third of the ; background per V-blank. It cycles through which third it draws. ; This transfer is turned off when walking around the map, but is turned ; on when talking to sprites, battling, using menus, etc. This is because ; the above function, RedrawRowOrColumn, is used when walking to ; improve efficiency. AutoBgMapTransfer:: ; 1d57 (0:1d57) ld a,[H_AUTOBGTRANSFERENABLED] and a ret z ld hl,[sp + 0] ld a,h ld [H_SPTEMP],a ld a,l ld [H_SPTEMP + 1],a ; save stack pinter ld a,[H_AUTOBGTRANSFERPORTION] and a jr z,.transferTopThird dec a jr z,.transferMiddleThird .transferBottomThird coord hl, 0, 12 ld sp,hl ld a,[H_AUTOBGTRANSFERDEST + 1] ld h,a ld a,[H_AUTOBGTRANSFERDEST] ld l,a ld de,(12 * 32) add hl,de xor a ; TRANSFERTOP jr .doTransfer .transferTopThird coord hl, 0, 0 ld sp,hl ld a,[H_AUTOBGTRANSFERDEST + 1] ld h,a ld a,[H_AUTOBGTRANSFERDEST] ld l,a ld a,TRANSFERMIDDLE jr .doTransfer .transferMiddleThird coord hl, 0, 6 ld sp,hl ld a,[H_AUTOBGTRANSFERDEST + 1] ld h,a ld a,[H_AUTOBGTRANSFERDEST] ld l,a ld de,(6 * 32) add hl,de ld a,TRANSFERBOTTOM .doTransfer ld [H_AUTOBGTRANSFERPORTION],a ; store next portion ld b,6 TransferBgRows:: ; 1d9e (0:1d9e) ; unrolled loop and using pop for speed rept 20 / 2 - 1 pop de ld [hl], e inc l ld [hl], d inc l endr pop de ld [hl], e inc l ld [hl], d ld a, 32 - (20 - 1) add l ld l, a jr nc, .ok inc h .ok dec b jr nz, TransferBgRows ld a, [H_SPTEMP] ld h, a ld a, [H_SPTEMP + 1] ld l, a ld sp, hl ret ; Copies [H_VBCOPYBGNUMROWS] rows from H_VBCOPYBGSRC to H_VBCOPYBGDEST. ; If H_VBCOPYBGSRC is XX00, the transfer is disabled. VBlankCopyBgMap:: ; 1de1 (0:1de1) ld a,[H_VBCOPYBGSRC] ; doubles as enabling byte and a ret z ld hl,[sp + 0] ld a,h ld [H_SPTEMP],a ld a,l ld [H_SPTEMP + 1],a ; save stack pointer ld a,[H_VBCOPYBGSRC] ld l,a ld a,[H_VBCOPYBGSRC + 1] ld h,a ld sp,hl ld a,[H_VBCOPYBGDEST] ld l,a ld a,[H_VBCOPYBGDEST + 1] ld h,a ld a,[H_VBCOPYBGNUMROWS] ld b,a xor a ld [H_VBCOPYBGSRC],a ; disable transfer so it doesn't continue next V-blank jr TransferBgRows VBlankCopyDouble:: ; Copy [H_VBCOPYDOUBLESIZE] 1bpp tiles ; from H_VBCOPYDOUBLESRC to H_VBCOPYDOUBLEDEST. ; While we're here, convert to 2bpp. ; The process is straightforward: ; copy each byte twice. ld a, [H_VBCOPYDOUBLESIZE] and a ret z ld hl, [sp + 0] ld a, h ld [H_SPTEMP], a ld a, l ld [H_SPTEMP + 1], a ld a, [H_VBCOPYDOUBLESRC] ld l, a ld a, [H_VBCOPYDOUBLESRC + 1] ld h, a ld sp, hl ld a, [H_VBCOPYDOUBLEDEST] ld l, a ld a, [H_VBCOPYDOUBLEDEST + 1] ld h, a ld a, [H_VBCOPYDOUBLESIZE] ld b, a xor a ; transferred ld [H_VBCOPYDOUBLESIZE], a .loop rept 3 pop de ld [hl], e inc l ld [hl], e inc l ld [hl], d inc l ld [hl], d inc l endr pop de ld [hl], e inc l ld [hl], e inc l ld [hl], d inc l ld [hl], d inc hl dec b jr nz, .loop ld a, l ld [H_VBCOPYDOUBLEDEST], a ld a, h ld [H_VBCOPYDOUBLEDEST + 1], a ld hl, [sp + 0] ld a, l ld [H_VBCOPYDOUBLESRC], a ld a, h ld [H_VBCOPYDOUBLESRC + 1], a ld a, [H_SPTEMP] ld h, a ld a, [H_SPTEMP + 1] ld l, a ld sp, hl ret VBlankCopy:: ; Copy [H_VBCOPYSIZE] 2bpp tiles (or 16 * [H_VBCOPYSIZE] tile map entries) ; from H_VBCOPYSRC to H_VBCOPYDEST. ; Source and destination addresses are updated, ; so transfer can continue in subsequent calls. ld a, [H_VBCOPYSIZE] and a ret z ld hl, [sp + 0] ld a, h ld [H_SPTEMP], a ld a, l ld [H_SPTEMP + 1], a ld a, [H_VBCOPYSRC] ld l, a ld a, [H_VBCOPYSRC + 1] ld h, a ld sp, hl ld a, [H_VBCOPYDEST] ld l, a ld a, [H_VBCOPYDEST + 1] ld h, a ld a, [H_VBCOPYSIZE] ld b, a xor a ; transferred ld [H_VBCOPYSIZE], a .loop rept 7 pop de ld [hl], e inc l ld [hl], d inc l endr pop de ld [hl], e inc l ld [hl], d inc hl dec b jr nz, .loop ld a, l ld [H_VBCOPYDEST], a ld a, h ld [H_VBCOPYDEST + 1], a ld hl, [sp + 0] ld a, l ld [H_VBCOPYSRC], a ld a, h ld [H_VBCOPYSRC + 1], a ld a, [H_SPTEMP] ld h, a ld a, [H_SPTEMP + 1] ld l, a ld sp, hl ret UpdateMovingBgTiles:: ; Animate water and flower ; tiles in the overworld. ld a, [hTilesetType] and a ret z ; no animations if indoors (or if a menu set this to 0) ld a, [hMovingBGTilesCounter1] inc a ld [hMovingBGTilesCounter1], a cp 20 ret c cp 21 jr z, .flower ; water ld hl, vTileset + $14 * $10 ld c, $10 ld a, [wMovingBGTilesCounter2] inc a and 7 ld [wMovingBGTilesCounter2], a and 4 jr nz, .left .right ld a, [hl] rrca ld [hli], a dec c jr nz, .right jr .done .left ld a, [hl] rlca ld [hli], a dec c jr nz, .left .done ld a, [hTilesetType] rrca ret nc ; if in a cave, no flower animations xor a ld [hMovingBGTilesCounter1], a ret .flower xor a ld [hMovingBGTilesCounter1], a ld a, [wMovingBGTilesCounter2] and 3 cp 2 ld hl, FlowerTile1 jr c, .copy ld hl, FlowerTile2 jr z, .copy ld hl, FlowerTile3 .copy ld de, vTileset + $3 * $10 ld c, $10 .loop ld a, [hli] ld [de], a inc de dec c jr nz, .loop ret FlowerTile1: INCBIN "gfx/tilesets/flower/flower1.2bpp" FlowerTile2: INCBIN "gfx/tilesets/flower/flower2.2bpp" FlowerTile3: INCBIN "gfx/tilesets/flower/flower3.2bpp"