Merge in dungeon map changes (#1)
known issues: - in-room stairs in door shuffle draw slightly bugged sometimes - entrance sprites in non-doors are sometimes drawn on the wrong floor - in some modes, sanctuary will open HC map instead of sewers/HC2 map Reviewed-on: #1 Co-authored-by: Kara Alexandra <ardnaxelarak@gmail.com> Co-committed-by: Kara Alexandra <ardnaxelarak@gmail.com>
This commit was merged in pull request #1.
This commit is contained in:
275
gk/draw_rooms.asm
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275
gk/draw_rooms.asm
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DrawNonexistentRoom:
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REP #$20
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LDA.w #$0F00
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STA.l $7F0000, X
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STA.l $7F0002, X
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STA.l $7F0040, X
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STA.l $7F0042, X
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JML $8AE7F2
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GetVisibilityProps:
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PHX
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ASL A : ASL A
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TAX
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LDA.b $0C
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AND.l .visibility_props, X
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ORA.l .visibility_props+2, X
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STA.b $0C
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PLX
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RTS
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.visibility_props:
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dw $0000, $0F00
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dw $C000, $174F
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dw $C000, $174F
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dw $0000, $1400
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dw $0000, $1000
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dw $0000, $0C00
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dw $0000, $0800
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; A = room shape
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; $0C = visibility props
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GetQuadrantTile:
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PHA
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LDA.b $0C
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AND.w #$03FF
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BNE .square
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PLA
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ORA.b $0C
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RTS
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.square
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PLA
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LDA.b $0C
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RTS
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NormalDrawDungeonMapRoom:
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JSL DrawDungeonMapRoom
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JML $8AE7F2
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; $CA has room_id
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; $0E has quadrant flags
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; X has address to draw at
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DrawDungeonMapRoom:
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REP #$20
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PHB : PHK : PLB ; need to keep this in same bank as data, or else specify bank
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LDA.b $0A : PHA
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JSR GetSpecificRoomVisibility
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LDA.b $CA
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AND.w #$00FF
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ASL A : ASL A : ASL A
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TAY
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macro DrawQuadrant(quadrant, writeOffset)
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.draw_quadrant_<quadrant>:
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LDA.w #(3-<quadrant>)<<14
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STA.b $0C
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LDA.b $0E
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BIT.w #1<<(3-<quadrant>)
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BNE ..visited
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LDA.b $0A
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BRA ..continue
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..visited
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LDA.b $0B
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..continue
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AND.w #$00FF
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JSR GetVisibilityProps
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LDA.w SupertileRoomShapes+(2*<quadrant>), Y
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CMP.w #$FFFF : BNE ..get_quadrant
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LDA.b $0A
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AND.w #$00FF
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CMP.w #$0001
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BNE ..empty
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..full_square
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LDA.b $0C
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BRA ..write
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..get_quadrant
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JSR GetQuadrantTile
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BRA ..write
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..empty
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LDA.w #$0F00
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..write
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STA.l $7F0000+<writeOffset>, X
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endmacro
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%DrawQuadrant(0, $00)
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%DrawQuadrant(1, $02)
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%DrawQuadrant(2, $40)
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%DrawQuadrant(3, $42)
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.done
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PLA : STA.b $0A
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PLB
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RTL
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DrawEntrances:
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REP #$30
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PHX : PHY
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LDA.b $06 : PHA
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LDX.w DungeonID
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LDA.l DungeonMapRoomPointers, X
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STA.b $72
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SEP #$20
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LDA.l DungeonMapFloorCountData, X
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AND.b #$0F
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CLC : ADC.w DungeonMapCurrentFloor
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REP #$20
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AND.w #$00FF
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STZ.b $02
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PHA
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JSR DrawSingleFloorEntrances
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INC.b $02
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INC.b $02
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PLA
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DEC A
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JSR DrawSingleFloorEntrances
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.done
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REP #$20
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PLA : STA.b $06
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PLY : PLX
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SEP #$30
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RTL
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DrawSingleFloorEntrances:
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ASL A
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TAX
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LDA.l DungeonMapFloorToDataOffset, X
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TAY
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STZ.b $06
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.next_room
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REP #$20
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LDA.b ($72), Y ; get room id
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AND.w #$00FF
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CMP.w #$000F ; $0F = empty room
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BEQ +
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JSR DrawSingleRoomEntrances
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+
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INY
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SEP #$20
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INC.b $06
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LDA.b $06
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CMP.b #$05
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BCC .next_room
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STZ.b $06
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- INC.b $07
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LDA.b $07
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CMP.b #$05
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BCC .next_room
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.done
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REP #$20
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RTS
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macro DrawSingleEntrance(offset)
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LDY.b $00
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LDA.b #$00
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STA.w OAMBufferAux, Y ; high x-bit and size bit
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TYA
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ASL #2
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TAY
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LDA.b $06
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CPX.b #$02
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BNE ?+
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ASL A
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?+
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CLC : ADC.b $06
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ASL #3
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CLC : ADC.b #$90+<offset>
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STA.w OAMBuffer+0, Y
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PHX
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LDA.b $07
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CPX.b #$02
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BNE ?+
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ASL A
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?+
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CLC : ADC.b $07
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ASL #3
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LDX.b $02
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CLC : ADC.l DungeonMapRoomMarkerYBase, X
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PLX
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CLC : ADC.b #$08
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CLC : ADC.w $0213
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SEC : SBC.b $E8
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STA.w OAMBuffer+1, Y
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LDA.b #$33
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STA.w OAMBuffer+2, Y
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LDA.b #$23
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STA.w OAMBuffer+3, Y
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INC.b $00
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endmacro
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DrawSingleRoomEntrances:
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STA.b $0E
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PHY
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SEP #$10
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LDX.b #$FE
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.next_entry
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INX : INX
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LDA.l SupertileEntrances, X
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BPL +
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JMP .done
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+
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AND.w #$0FFF
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CMP.b $0E
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BNE .next_entry
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SEP #$20
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LDA.l SupertileEntrances+1, X
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TYX
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PHA : PHA
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BIT.b #$40
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BEQ +
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%DrawSingleEntrance(0)
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+
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PLA
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BIT.b #$20
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BEQ +
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%DrawSingleEntrance(4)
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+
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PLA
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BIT.b #$10
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BEQ +
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%DrawSingleEntrance(8)
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+
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.done
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REP #$30
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PLY
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RTS
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