ref: f1133619526999de6ad1e0b5f36a7e69f4b8ef1f
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:: 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:: 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 ; 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. RedrawRowOrColumn:: ldh a, [hRedrawRowOrColumnMode] and a ret z ld b, a xor a ldh [hRedrawRowOrColumnMode], a dec b jr nz, .redrawRow .redrawColumn ld hl, wRedrawRowOrColumnSrcTiles ldh a, [hRedrawRowOrColumnDest] ld e, a ldh 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 $03 or $98 ld d, a dec c jr nz, .loop1 xor a ldh [hRedrawRowOrColumnMode], a ret .redrawRow ld hl, wRedrawRowOrColumnSrcTiles ldh a, [hRedrawRowOrColumnDest] ld e, a ldh 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 $1f ld b, a ld a, e and $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:: ldh a, [hAutoBGTransferEnabled] and a ret z ld hl, sp + 0 ld a, h ldh [hSPTemp], a ld a, l ldh [hSPTemp + 1], a ; save stack pinter ldh a, [hAutoBGTransferPortion] and a jr z, .transferTopThird dec a jr z, .transferMiddleThird .transferBottomThird coord hl, 0, 12 ld sp, hl ldh a, [hAutoBGTransferDest + 1] ld h, a ldh a, [hAutoBGTransferDest] ld l, a ld de, (12 * 32) add hl, de xor a ; TRANSFERTOP jr .doTransfer .transferTopThird coord hl, 0, 0 ld sp, hl ldh a, [hAutoBGTransferDest + 1] ld h, a ldh a, [hAutoBGTransferDest] ld l, a ld a, TRANSFERMIDDLE jr .doTransfer .transferMiddleThird coord hl, 0, 6 ld sp, hl ldh a, [hAutoBGTransferDest + 1] ld h, a ldh a, [hAutoBGTransferDest] ld l, a ld de, (6 * 32) add hl, de ld a, TRANSFERBOTTOM .doTransfer ldh [hAutoBGTransferPortion], a ; store next portion ld b, 6 TransferBgRows:: ; 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 ldh a, [hSPTemp] ld h, a ldh a, [hSPTemp + 1] ld l, a ld sp, hl ret ; Copies [hVBlankCopyBGNumRows] rows from hVBlankCopyBGSource to hVBlankCopyBGDest. ; If hVBlankCopyBGSource is XX00, the transfer is disabled. VBlankCopyBgMap:: ldh a, [hVBlankCopyBGSource] ; doubles as enabling byte and a ret z ld hl, sp + 0 ld a, h ldh [hSPTemp], a ld a, l ldh [hSPTemp + 1], a ; save stack pointer ldh a, [hVBlankCopyBGSource] ld l, a ldh a, [hVBlankCopyBGSource + 1] ld h, a ld sp, hl ldh a, [hVBlankCopyBGDest] ld l, a ldh a, [hVBlankCopyBGDest + 1] ld h, a ldh a, [hVBlankCopyBGNumRows] ld b, a xor a ldh [hVBlankCopyBGSource], a ; disable transfer so it doesn't continue next V-blank jr TransferBgRows VBlankCopyDouble:: ; Copy [hVBlankCopyDoubleSize] 1bpp tiles ; from hVBlankCopyDoubleSource to hVBlankCopyDoubleDest. ; While we're here, convert to 2bpp. ; The process is straightforward: ; copy each byte twice. ldh a, [hVBlankCopyDoubleSize] and a ret z ld hl, sp + 0 ld a, h ldh [hSPTemp], a ld a, l ldh [hSPTemp + 1], a ldh a, [hVBlankCopyDoubleSource] ld l, a ldh a, [hVBlankCopyDoubleSource + 1] ld h, a ld sp, hl ldh a, [hVBlankCopyDoubleDest] ld l, a ldh a, [hVBlankCopyDoubleDest + 1] ld h, a ldh a, [hVBlankCopyDoubleSize] ld b, a xor a ; transferred ldh [hVBlankCopyDoubleSize], 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 ldh [hVBlankCopyDoubleDest], a ld a, h ldh [hVBlankCopyDoubleDest + 1], a ld hl, sp + 0 ld a, l ldh [hVBlankCopyDoubleSource], a ld a, h ldh [hVBlankCopyDoubleSource + 1], a ldh a, [hSPTemp] ld h, a ldh a, [hSPTemp + 1] ld l, a ld sp, hl ret VBlankCopy:: ; Copy [hVBlankCopySize] 2bpp tiles (or 16 * [hVBlankCopySize] tile map entries) ; from hVBlankCopySource to hVBlankCopyDest. ; Source and destination addresses are updated, ; so transfer can continue in subsequent calls. ldh a, [hVBlankCopySize] and a ret z ld hl, sp + 0 ld a, h ldh [hSPTemp], a ld a, l ldh [hSPTemp + 1], a ldh a, [hVBlankCopySource] ld l, a ldh a, [hVBlankCopySource + 1] ld h, a ld sp, hl ldh a, [hVBlankCopyDest] ld l, a ldh a, [hVBlankCopyDest + 1] ld h, a ldh a, [hVBlankCopySize] ld b, a xor a ; transferred ldh [hVBlankCopySize], 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 ldh [hVBlankCopyDest], a ld a, h ldh [hVBlankCopyDest + 1], a ld hl, sp + 0 ld a, l ldh [hVBlankCopySource], a ld a, h ldh [hVBlankCopySource + 1], a ldh a, [hSPTemp] ld h, a ldh a, [hSPTemp + 1] ld l, a ld sp, hl ret UpdateMovingBgTiles:: ; Animate water and flower ; tiles in the overworld. ldh a, [hTilesetType] and a ret z ; no animations if indoors (or if a menu set this to 0) ldh a, [hMovingBGTilesCounter1] inc a ldh [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 ldh a, [hTilesetType] rrca ret nc ; if in a cave, no flower animations xor a ldh [hMovingBGTilesCounter1], a ret .flower xor a ldh [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"