Files
alttpr-baserom/gk/draw_rooms.asm

276 lines
3.3 KiB
NASM

DrawNonexistentRoom:
REP #$20
LDA.w #$0F00
STA.l $7F0000, X
STA.l $7F0002, X
STA.l $7F0040, X
STA.l $7F0042, X
JML $8AE7F2
GetVisibilityProps:
PHX
ASL A : ASL A
TAX
LDA.b $0C
AND.l .visibility_props, X
ORA.l .visibility_props+2, X
STA.b $0C
PLX
RTS
.visibility_props:
dw $0000, $0F00
dw $C000, $174F
dw $C000, $174F
dw $0000, $1400
dw $0000, $1000
dw $0000, $0C00
dw $0000, $0800
; A = room shape
; $0C = visibility props
GetQuadrantTile:
PHA
LDA.b $0C
AND.w #$03FF
BNE .square
PLA
ORA.b $0C
RTS
.square
PLA
LDA.b $0C
RTS
NormalDrawDungeonMapRoom:
JSL DrawDungeonMapRoom
JML $8AE7F2
; $CA has room_id
; $0E has quadrant flags
; X has address to draw at
DrawDungeonMapRoom:
REP #$20
PHB : PHK : PLB ; need to keep this in same bank as data, or else specify bank
LDA.b $0A : PHA
JSR GetSpecificRoomVisibility
LDA.b $CA
AND.w #$00FF
ASL A : ASL A : ASL A
TAY
macro DrawQuadrant(quadrant, writeOffset)
.draw_quadrant_<quadrant>:
LDA.w #(3-<quadrant>)<<14
STA.b $0C
LDA.b $0E
BIT.w #1<<(3-<quadrant>)
BNE ..visited
LDA.b $0A
BRA ..continue
..visited
LDA.b $0B
..continue
AND.w #$00FF
JSR GetVisibilityProps
LDA.w SupertileRoomShapes+(2*<quadrant>), Y
CMP.w #$FFFF : BNE ..get_quadrant
LDA.b $0A
AND.w #$00FF
CMP.w #$0001
BNE ..empty
..full_square
LDA.b $0C
BRA ..write
..get_quadrant
JSR GetQuadrantTile
BRA ..write
..empty
LDA.w #$0F00
..write
STA.l $7F0000+<writeOffset>, X
endmacro
%DrawQuadrant(0, $00)
%DrawQuadrant(1, $02)
%DrawQuadrant(2, $40)
%DrawQuadrant(3, $42)
.done
PLA : STA.b $0A
PLB
RTL
DrawEntrances:
REP #$30
PHX : PHY
LDA.b $06 : PHA
LDX.w DungeonID
LDA.l DungeonMapRoomPointers, X
STA.b $72
SEP #$20
LDA.l DungeonMapFloorCountData, X
AND.b #$0F
CLC : ADC.w DungeonMapCurrentFloor
REP #$20
AND.w #$00FF
STZ.b $02
PHA
JSR DrawSingleFloorEntrances
INC.b $02
INC.b $02
PLA
DEC A
JSR DrawSingleFloorEntrances
.done
REP #$20
PLA : STA.b $06
PLY : PLX
SEP #$30
RTL
DrawSingleFloorEntrances:
ASL A
TAX
LDA.l DungeonMapFloorToDataOffset, X
TAY
STZ.b $06
.next_room
REP #$20
LDA.b ($72), Y ; get room id
AND.w #$00FF
CMP.w #$000F ; $0F = empty room
BEQ +
JSR DrawSingleRoomEntrances
+
INY
SEP #$20
INC.b $06
LDA.b $06
CMP.b #$05
BCC .next_room
STZ.b $06
- INC.b $07
LDA.b $07
CMP.b #$05
BCC .next_room
.done
REP #$20
RTS
macro DrawSingleEntrance(offset)
LDY.b $00
LDA.b #$00
STA.w OAMBufferAux, Y ; high x-bit and size bit
TYA
ASL #2
TAY
LDA.b $06
CPX.b #$02
BNE ?+
ASL A
?+
CLC : ADC.b $06
ASL #3
CLC : ADC.b #$90+<offset>
STA.w OAMBuffer+0, Y
PHX
LDA.b $07
CPX.b #$02
BNE ?+
ASL A
?+
CLC : ADC.b $07
ASL #3
LDX.b $02
CLC : ADC.l DungeonMapRoomMarkerYBase, X
PLX
CLC : ADC.b #$08
CLC : ADC.w $0213
SEC : SBC.b $E8
STA.w OAMBuffer+1, Y
LDA.b #$33
STA.w OAMBuffer+2, Y
LDA.b #$23
STA.w OAMBuffer+3, Y
INC.b $00
endmacro
DrawSingleRoomEntrances:
STA.b $0E
PHY
SEP #$10
LDX.b #$FE
.next_entry
INX : INX
LDA.l SupertileEntrances, X
BPL +
JMP .done
+
AND.w #$0FFF
CMP.b $0E
BNE .next_entry
SEP #$20
LDA.l SupertileEntrances+1, X
TYX
PHA : PHA
BIT.b #$40
BEQ +
%DrawSingleEntrance(0)
+
PLA
BIT.b #$20
BEQ +
%DrawSingleEntrance(4)
+
PLA
BIT.b #$10
BEQ +
%DrawSingleEntrance(8)
+
.done
REP #$30
PLY
RTS