ref: f1133619526999de6ad1e0b5f36a7e69f4b8ef1f
dir: /home/uncompress.asm/
; bankswitches and runs _UncompressSpriteData ; bank is given in a, sprite input stream is pointed to in wSpriteInputPtr UncompressSpriteData:: ld b, a ldh a, [hLoadedROMBank] push af ld a, b ldh [hLoadedROMBank], a ld [MBC1RomBank], a ld a, SRAM_ENABLE ld [MBC1SRamEnable], a xor a ld [MBC1SRamBank], a call _UncompressSpriteData pop af ldh [hLoadedROMBank], a ld [MBC1RomBank], a ret ; initializes necessary data to load a sprite and runs UncompressSpriteDataLoop _UncompressSpriteData:: ld hl, sSpriteBuffer1 ld c, (2*SPRITEBUFFERSIZE) % $100 ld b, (2*SPRITEBUFFERSIZE) / $100 xor a call FillMemory ; clear sprite buffer 1 and 2 ld a, $1 ld [wSpriteInputBitCounter], a ld a, $3 ld [wSpriteOutputBitOffset], a xor a ld [wSpriteCurPosX], a ld [wSpriteCurPosY], a ld [wSpriteLoadFlags], a call ReadNextInputByte ; first byte of input determines sprite width (high nybble) and height (low nybble) in tiles (8x8 pixels) ld b, a and $f add a add a add a ld [wSpriteHeight], a ld a, b swap a and $f add a add a add a ld [wSpriteWidth], a call ReadNextInputBit ld [wSpriteLoadFlags], a ; initialite bit1 to 0 and bit0 to the first input bit ; this will load two chunks of data to sSpriteBuffer1 and sSpriteBuffer2 ; bit 0 decides in which one the first chunk is placed ; fall through ; uncompresses a chunk from the sprite input data stream (pointed to at wd0da) into sSpriteBuffer1 or sSpriteBuffer2 ; each chunk is a 1bpp sprite. A 2bpp sprite consist of two chunks which are merged afterwards ; note that this is an endless loop which is terminated during a call to MoveToNextBufferPosition by manipulating the stack UncompressSpriteDataLoop:: ld hl, sSpriteBuffer1 ld a, [wSpriteLoadFlags] bit 0, a jr z, .useSpriteBuffer1 ; check which buffer to use ld hl, sSpriteBuffer2 .useSpriteBuffer1 call StoreSpriteOutputPointer ld a, [wSpriteLoadFlags] bit 1, a jr z, .startDecompression ; check if last iteration call ReadNextInputBit ; if last chunk, read 1-2 bit unpacking mode and a jr z, .unpackingMode0 ; 0 -> mode 0 call ReadNextInputBit ; 1 0 -> mode 1 inc a ; 1 1 -> mode 2 .unpackingMode0 ld [wSpriteUnpackMode], a .startDecompression call ReadNextInputBit and a jr z, .readRLEncodedZeros ; if first bit is 0, the input starts with zeroes, otherwise with (non-zero) input .readNextInput call ReadNextInputBit ld c, a call ReadNextInputBit sla c or c ; read next two bits into c and a jr z, .readRLEncodedZeros ; 00 -> RLEncoded zeroes following call WriteSpriteBitsToBuffer ; otherwise write input to output and repeat call MoveToNextBufferPosition jr .readNextInput .readRLEncodedZeros ld c, $0 ; number of zeroes it length encoded, the number .countConsecutiveOnesLoop ; of consecutive ones determines the number of bits the number has call ReadNextInputBit and a jr z, .countConsecutiveOnesFinished inc c jr .countConsecutiveOnesLoop .countConsecutiveOnesFinished ld a, c add a ld hl, LengthEncodingOffsetList add l ld l, a jr nc, .noCarry inc h .noCarry ld a, [hli] ; read offset that is added to the number later on ld e, a ; adding an offset of 2^length - 1 makes every integer uniquely ld d, [hl] ; representable in the length encoding and saves bits push de inc c ld e, $0 ld d, e .readNumberOfZerosLoop ; reads the next c+1 bits of input call ReadNextInputBit or e ld e, a dec c jr z, .readNumberOfZerosDone sla e rl d jr .readNumberOfZerosLoop .readNumberOfZerosDone pop hl ; add the offset add hl, de ld e, l ld d, h .writeZerosLoop ld b, e xor a ; write 00 to buffer call WriteSpriteBitsToBuffer ld e, b call MoveToNextBufferPosition dec de ld a, d and a jr nz, .continueLoop ld a, e and a .continueLoop jr nz, .writeZerosLoop jr .readNextInput ; moves output pointer to next position ; also cancels the calling function if the all output is done (by removing the return pointer from stack) ; and calls postprocessing functions according to the unpack mode MoveToNextBufferPosition:: ld a, [wSpriteHeight] ld b, a ld a, [wSpriteCurPosY] inc a cp b jr z, .curColumnDone ld [wSpriteCurPosY], a ld a, [wSpriteOutputPtr] inc a ld [wSpriteOutputPtr], a ret nz ld a, [wSpriteOutputPtr+1] inc a ld [wSpriteOutputPtr+1], a ret .curColumnDone xor a ld [wSpriteCurPosY], a ld a, [wSpriteOutputBitOffset] and a jr z, .bitOffsetsDone dec a ld [wSpriteOutputBitOffset], a ld hl, wSpriteOutputPtrCached ld a, [hli] ld [wSpriteOutputPtr], a ld a, [hl] ld [wSpriteOutputPtr+1], a ret .bitOffsetsDone ld a, $3 ld [wSpriteOutputBitOffset], a ld a, [wSpriteCurPosX] add $8 ld [wSpriteCurPosX], a ld b, a ld a, [wSpriteWidth] cp b jr z, .allColumnsDone ld a, [wSpriteOutputPtr] ld l, a ld a, [wSpriteOutputPtr+1] ld h, a inc hl jp StoreSpriteOutputPointer .allColumnsDone pop hl xor a ld [wSpriteCurPosX], a ld a, [wSpriteLoadFlags] bit 1, a jr nz, .done ; test if there is one more sprite to go xor $1 set 1, a ld [wSpriteLoadFlags], a jp UncompressSpriteDataLoop .done jp UnpackSprite ; writes 2 bits (from a) to the output buffer (pointed to from wSpriteOutputPtr) WriteSpriteBitsToBuffer:: ld e, a ld a, [wSpriteOutputBitOffset] and a jr z, .offset0 cp $2 jr c, .offset1 jr z, .offset2 rrc e ; offset 3 rrc e jr .offset0 .offset1 sla e sla e jr .offset0 .offset2 swap e .offset0 ld a, [wSpriteOutputPtr] ld l, a ld a, [wSpriteOutputPtr+1] ld h, a ld a, [hl] or e ld [hl], a ret ; reads next bit from input stream and returns it in a ReadNextInputBit:: ld a, [wSpriteInputBitCounter] dec a jr nz, .curByteHasMoreBitsToRead call ReadNextInputByte ld [wSpriteInputCurByte], a ld a, $8 .curByteHasMoreBitsToRead ld [wSpriteInputBitCounter], a ld a, [wSpriteInputCurByte] rlca ld [wSpriteInputCurByte], a and $1 ret ; reads next byte from input stream and returns it in a ReadNextInputByte:: ld a, [wSpriteInputPtr] ld l, a ld a, [wSpriteInputPtr+1] ld h, a ld a, [hli] ld b, a ld a, l ld [wSpriteInputPtr], a ld a, h ld [wSpriteInputPtr+1], a ld a, b ret ; the nth item is 2^n - 1 LengthEncodingOffsetList:: dw %0000000000000001 dw %0000000000000011 dw %0000000000000111 dw %0000000000001111 dw %0000000000011111 dw %0000000000111111 dw %0000000001111111 dw %0000000011111111 dw %0000000111111111 dw %0000001111111111 dw %0000011111111111 dw %0000111111111111 dw %0001111111111111 dw %0011111111111111 dw %0111111111111111 dw %1111111111111111 ; unpacks the sprite data depending on the unpack mode UnpackSprite:: ld a, [wSpriteUnpackMode] cp $2 jp z, UnpackSpriteMode2 and a jp nz, XorSpriteChunks ld hl, sSpriteBuffer1 call SpriteDifferentialDecode ld hl, sSpriteBuffer2 ; fall through ; decodes differential encoded sprite data ; input bit value 0 preserves the current bit value and input bit value 1 toggles it (starting from initial value 0). SpriteDifferentialDecode:: xor a ld [wSpriteCurPosX], a ld [wSpriteCurPosY], a call StoreSpriteOutputPointer ld a, [wSpriteFlipped] and a jr z, .notFlipped ld hl, DecodeNybble0TableFlipped ld de, DecodeNybble1TableFlipped jr .storeDecodeTablesPointers .notFlipped ld hl, DecodeNybble0Table ld de, DecodeNybble1Table .storeDecodeTablesPointers ld a, l ld [wSpriteDecodeTable0Ptr], a ld a, h ld [wSpriteDecodeTable0Ptr+1], a ld a, e ld [wSpriteDecodeTable1Ptr], a ld a, d ld [wSpriteDecodeTable1Ptr+1], a ld e, $0 ; last decoded nybble, initialized to 0 .decodeNextByteLoop ld a, [wSpriteOutputPtr] ld l, a ld a, [wSpriteOutputPtr+1] ld h, a ld a, [hl] ld b, a swap a and $f call DifferentialDecodeNybble ; decode high nybble swap a ld d, a ld a, b and $f call DifferentialDecodeNybble ; decode low nybble or d ld b, a ld a, [wSpriteOutputPtr] ld l, a ld a, [wSpriteOutputPtr+1] ld h, a ld a, b ld [hl], a ; write back decoded data ld a, [wSpriteHeight] add l ; move on to next column jr nc, .noCarry inc h .noCarry ld [wSpriteOutputPtr], a ld a, h ld [wSpriteOutputPtr+1], a ld a, [wSpriteCurPosX] add $8 ld [wSpriteCurPosX], a ld b, a ld a, [wSpriteWidth] cp b jr nz, .decodeNextByteLoop ; test if current row is done xor a ld e, a ld [wSpriteCurPosX], a ld a, [wSpriteCurPosY] ; move on to next row inc a ld [wSpriteCurPosY], a ld b, a ld a, [wSpriteHeight] cp b jr z, .done ; test if all rows finished ld a, [wSpriteOutputPtrCached] ld l, a ld a, [wSpriteOutputPtrCached+1] ld h, a inc hl call StoreSpriteOutputPointer jr .decodeNextByteLoop .done xor a ld [wSpriteCurPosY], a ret ; decodes the nybble stored in a. Last decoded data is assumed to be in e (needed to determine if initial value is 0 or 1) DifferentialDecodeNybble:: srl a ; c=a%2, a/=2 ld c, $0 jr nc, .evenNumber ld c, $1 .evenNumber ld l, a ld a, [wSpriteFlipped] and a jr z, .notFlipped ; determine if initial value is 0 or one bit 3, e ; if flipped, consider MSB of last data jr .selectLookupTable .notFlipped bit 0, e ; else consider LSB .selectLookupTable ld e, l jr nz, .initialValue1 ; load the appropriate table ld a, [wSpriteDecodeTable0Ptr] ld l, a ld a, [wSpriteDecodeTable0Ptr+1] jr .tableLookup .initialValue1 ld a, [wSpriteDecodeTable1Ptr] ld l, a ld a, [wSpriteDecodeTable1Ptr+1] .tableLookup ld h, a ld a, e add l ld l, a jr nc, .noCarry inc h .noCarry ld a, [hl] bit 0, c jr nz, .selectLowNybble swap a ; select high nybble .selectLowNybble and $f ld e, a ; update last decoded data ret DecodeNybble0Table:: dn $0, $1 dn $3, $2 dn $7, $6 dn $4, $5 dn $f, $e dn $c, $d dn $8, $9 dn $b, $a DecodeNybble1Table:: dn $f, $e dn $c, $d dn $8, $9 dn $b, $a dn $0, $1 dn $3, $2 dn $7, $6 dn $4, $5 DecodeNybble0TableFlipped:: dn $0, $8 dn $c, $4 dn $e, $6 dn $2, $a dn $f, $7 dn $3, $b dn $1, $9 dn $d, $5 DecodeNybble1TableFlipped:: dn $f, $7 dn $3, $b dn $1, $9 dn $d, $5 dn $0, $8 dn $c, $4 dn $e, $6 dn $2, $a ; combines the two loaded chunks with xor (the chunk loaded second is the destination). The source chunk is differeintial decoded beforehand. XorSpriteChunks:: xor a ld [wSpriteCurPosX], a ld [wSpriteCurPosY], a call ResetSpriteBufferPointers ld a, [wSpriteOutputPtr] ; points to buffer 1 or 2, depending on flags ld l, a ld a, [wSpriteOutputPtr+1] ld h, a call SpriteDifferentialDecode ; decode buffer 1 or 2, depending on flags call ResetSpriteBufferPointers ld a, [wSpriteOutputPtr] ; source buffer, points to buffer 1 or 2, depending on flags ld l, a ld a, [wSpriteOutputPtr+1] ld h, a ld a, [wSpriteOutputPtrCached] ; destination buffer, points to buffer 2 or 1, depending on flags ld e, a ld a, [wSpriteOutputPtrCached+1] ld d, a .xorChunksLoop ld a, [wSpriteFlipped] and a jr z, .notFlipped push de ld a, [de] ld b, a swap a and $f call ReverseNybble ; if flipped reverse the nybbles in the destination buffer swap a ld c, a ld a, b and $f call ReverseNybble or c pop de ld [de], a .notFlipped ld a, [hli] ld b, a ld a, [de] xor b ld [de], a inc de ld a, [wSpriteCurPosY] inc a ld [wSpriteCurPosY], a ; go to next row ld b, a ld a, [wSpriteHeight] cp b jr nz, .xorChunksLoop ; test if column finished xor a ld [wSpriteCurPosY], a ld a, [wSpriteCurPosX] add $8 ld [wSpriteCurPosX], a ; go to next column ld b, a ld a, [wSpriteWidth] cp b jr nz, .xorChunksLoop ; test if all columns finished xor a ld [wSpriteCurPosX], a ret ; reverses the bits in the nybble given in register a ReverseNybble:: ld de, NybbleReverseTable add e ld e, a jr nc, .noCarry inc d .noCarry ld a, [de] ret ; resets sprite buffer pointers to buffer 1 and 2, depending on wSpriteLoadFlags ResetSpriteBufferPointers:: ld a, [wSpriteLoadFlags] bit 0, a jr nz, .buffer2Selected ld de, sSpriteBuffer1 ld hl, sSpriteBuffer2 jr .storeBufferPointers .buffer2Selected ld de, sSpriteBuffer2 ld hl, sSpriteBuffer1 .storeBufferPointers ld a, l ld [wSpriteOutputPtr], a ld a, h ld [wSpriteOutputPtr+1], a ld a, e ld [wSpriteOutputPtrCached], a ld a, d ld [wSpriteOutputPtrCached+1], a ret ; maps each nybble to its reverse NybbleReverseTable:: db $0, $8, $4, $c, $2, $a, $6 ,$e, $1, $9, $5, $d, $3, $b, $7 ,$f ; combines the two loaded chunks with xor (the chunk loaded second is the destination). Both chunks are differeintial decoded beforehand. UnpackSpriteMode2:: call ResetSpriteBufferPointers ld a, [wSpriteFlipped] push af xor a ld [wSpriteFlipped], a ; temporarily clear flipped flag for decoding the destination chunk ld a, [wSpriteOutputPtrCached] ld l, a ld a, [wSpriteOutputPtrCached+1] ld h, a call SpriteDifferentialDecode call ResetSpriteBufferPointers pop af ld [wSpriteFlipped], a jp XorSpriteChunks ; stores hl into the output pointers StoreSpriteOutputPointer:: ld a, l ld [wSpriteOutputPtr], a ld [wSpriteOutputPtrCached], a ld a, h ld [wSpriteOutputPtr+1], a ld [wSpriteOutputPtrCached+1], a ret