426 lines
14 KiB
NASM
426 lines
14 KiB
NASM
;================================================================================
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; Utility Functions
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;================================================================================
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; GetSpriteTile
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; in: A - Loot ID
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; out: A - Sprite GFX ID
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;--------------------------------------------------------------------------------
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GetSpriteID:
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JSL.l AttemptItemSubstitution
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JSR.w ResolveLootID
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CMP.b #$6D : BEQ .server_F0 ; Server Request F0
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CMP.b #$6E : BEQ .server_F1 ; Server Request F1
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CMP.b #$6F : BEQ .server_F2 ; Server Request F2
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BRA .normal
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.server_F0
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JSL.l ItemVisualServiceRequest_F0
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BRA .normal
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.server_F1
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JSL.l ItemVisualServiceRequest_F1
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BRA .normal
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.server_F2
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JSL.l ItemVisualServiceRequest_F2
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.normal
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PHX
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TAX : LDA.l ItemReceipts_graphics, X ; look up item gfx
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PLX
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RTL
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;--------------------------------------------------------------------------------
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; GetSpritePalette
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; in: A - Loot ID
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; out: A - Palette
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;--------------------------------------------------------------------------------
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GetSpritePalette:
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JSL.l AttemptItemSubstitution
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JSR.w ResolveLootID
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.resolved
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TAX
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LDA.l SpriteProperties_standing_palette, X : BIT #$80 : BNE .load_palette
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ASL
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RTL
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.load_palette
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JSL.l LoadItemPalette
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ASL
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RTL
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;--------------------------------------------------------------------------------
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; PrepDynamicTile
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; in: SpriteID,X - Loot ID
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;-------------------------------------------------------------------------------- 20/8477
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PrepDynamicTile:
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PHX : PHY : PHB
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JSR.w ResolveLootID
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-
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JSR.w LoadDynamicTileOAMTable
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JSL TransferItemReceiptToBuffer_using_ReceiptID
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SEP #$30
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PLB : PLY : PLX
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RTL
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.loot_resolved
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PHX : PHY : PHB
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BRA -
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; LoadDynamicTileOAMTable
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; in: SpriteID,X - Loot ID
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; out: A - Loot ID
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;-------------------------------------------------------------------------------- 20/847B
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LoadDynamicTileOAMTable:
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PHP
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LDA.b #$24 : STA.l SpriteOAM+4
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LDA.w SpriteID,X
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JSL.l GetSpritePalette_resolved
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STA.l SpriteOAM+5 : STA.l SpriteOAM+13
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PHX
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LDA.l SpriteProperties_standing_width,X : BEQ .narrow
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REP #$20
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LDA.w #$0000 : STA.l SpriteOAM : STA.l SpriteOAM+2
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LDA.w #$0200 : STA.l SpriteOAM+6
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BRA .done
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.narrow
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REP #$20
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LDA.w #$0004 : STA.l SpriteOAM
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LDA.w #$0000 : STA.l SpriteOAM+2
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LDA.w #$0200 : STA.l SpriteOAM+6
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LDA.w #$0400 : STA.l SpriteOAM+7 : STA.l SpriteOAM+14
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LDA.w #$0800 : STA.l SpriteOAM+9
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LDA.w #$3400 : STA.l SpriteOAM+11
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.done
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TXA
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PLX
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PLP
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RTS
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;--------------------------------------------------------------------------------
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; DrawDynamicTile
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; in: A - Loot ID
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; out: A - OAM Slots Taken
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;--------------------------------------------------------------------------------
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; This wastes two OAM slots if you don't want a shadow - fix later - I wrote "fix later" over a year ago and it's still not fixed (Aug 6, 2017) - lol (May 25th, 2019)
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;-------------------------------------------------------------------------------- 2084B8
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DrawDynamicTile:
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PHX
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TAX
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LDA.l SpriteProperties_standing_width,X : BEQ .narrow
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.full
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PLX
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LDA.b #$01 : STA.b Scrap06
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LDA.b #$0C : JSL.l OAM_AllocateFromRegionC
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LDA.b #$02 : PHA
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BRA .draw
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.narrow
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PLX
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LDA.b #$02 : STA.b Scrap06
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LDA.b #$10 : JSL.l OAM_AllocateFromRegionC
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LDA.b #$03 : PHA
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.draw
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LDA.b #SpriteOAM>>0 : STA.b Scrap08
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LDA.b #SpriteOAM>>8 : STA.b Scrap09
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STZ.b Scrap07
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LDA.b #$7E : PHB : PHA : PLB
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LDA.b #$01 : STA.l SpriteSkipEOR
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JSL Sprite_DrawMultiple_quantity_preset
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LDA.b #$00 : STA.l SpriteSkipEOR
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PLB
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LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr ; leave the pointer in the right spot to draw the shadow, if desired
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LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
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PLA
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RTL
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;--------------------------------------------------------------------------------
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DrawDynamicTileNoShadow:
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PHX
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TAX
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LDA.l SpriteProperties_standing_width,X : BEQ .narrow
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.full
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PLX
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LDA.b #$01 : STA.b Scrap06
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LDA.b #$04 : JSL.l OAM_AllocateFromRegionC
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BRA .draw
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.narrow
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PLX
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LDA.b #$02 : STA.b Scrap06
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LDA.b #$08 : JSL.l OAM_AllocateFromRegionC
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.draw
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LDA.b #SpriteOAM>>0 : STA.b Scrap08
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LDA.b #SpriteOAM>>8 : STA.b Scrap09
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STZ.b Scrap07
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LDA.b #$7E : PHB : PHA : PLB
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LDA.b #$01 : STA.l SpriteSkipEOR
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JSL Sprite_DrawMultiple_quantity_preset
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LDA.l Bob : BNE + : LDA.b #$00 : STA.l SpriteSkipEOR : + ; Bob fix is conditional
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PLB
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LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr
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LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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LoadModifiedTileBufferAddress:
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PHA
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LDA.l TileUploadOffsetOverride : BEQ +
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TAX
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LDY.w #$0002
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LDA.w #$0000 : STA.l TileUploadOffsetOverride
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BRA .done
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+
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LDX.w #$2D40
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LDY.w #$0002
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.done
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PLA
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; Sprite_IsOnscreen
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; in: X - Sprite Slot
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; out: Carry - 1 = On Screen, 0 = Off Screen
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;--------------------------------------------------------------------------------
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Sprite_IsOnscreen:
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JSR .check_sprite
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BCS +
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REP #$20
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LDA.b BG2H : PHA : !SUB.w #$0F : STA.b BG2H
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LDA.b BG2V : PHA : !SUB.w #$0F : STA.b BG2V
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SEP #$20
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JSR .check_sprite
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REP #$20
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PLA : STA.b BG2V
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PLA : STA.b BG2H
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SEP #$20
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+
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RTL
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.check_sprite
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LDA.w SpritePosXLow, X : CMP.b BG2H
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LDA.w SpritePosXHigh, X : SBC.b BG2H+1 : BNE .offscreen
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LDA.w SpritePosYLow, X : CMP.b BG2V
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LDA.w SpritePosYHigh, X : SBC.b BG2V+1 : BNE .offscreen
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SEC
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RTS
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.offscreen
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CLC
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RTS
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; Sprite_GetScreenRelativeCoords:
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; out: $00.w Sprite Y
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; out: $02.w Sprite X
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; out: $06.b Sprite Y Relative
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; out: $07.b Sprite X Relative
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;--------------------------------------------------------------------------------
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; Copied from bank $06
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;--------------------------------------------------------------------------------
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Sprite_GetScreenRelativeCoords:
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STY.b Scrap0B
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STA.b Scrap08
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LDA.w SpritePosYLow, X : STA.b Scrap00
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!SUB.b BG2V : STA.b Scrap06
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LDA.w SpritePosYHigh, X : STA.b Scrap01
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LDA.w SpritePosXLow, X : STA.b Scrap02
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!SUB.b BG2H : STA.b Scrap07
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LDA.w SpritePosXHigh, X : STA.b Scrap03
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; SkipDrawEOR - Shims in Bank05.asm : 2499
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;--------------------------------------------------------------------------------
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SkipDrawEOR:
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LDA.l SpriteSkipEOR : BEQ .normal
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LDA.w #$0000 : STA.l SpriteSkipEOR
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LDA.w #$0F00 : TRB.b Scrap04
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.normal
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LDA.b ($08), Y : EOR.w Scrap04 ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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; WriteVRAMStripe
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; in: A(w) - VRAM Destination
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; in: X(w) - Length in Tiles
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; in: Y(w) - Word to Write
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;--------------------------------------------------------------------------------
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WriteVRAMStripe:
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PHX
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LDX.w GFXStripes ; get pointer
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AND.w #$7F : STA.w GFXStripes+2, X : INX #2 ; set destination
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PLA : ASL : AND.w #$7FFF : ORA.w #$7000 : STA.w GFXStripes+2, X : INX #2 ; set length and enable RLE
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TYA : STA.w GFXStripes+2, X : INX #2 ; set tile
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$FF : STA.w GFXStripes+2, X
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STX.w GFXStripes
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LDA.b #01 : STA.b NMISTRIPES
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REP #$20 ; set 16-bit accumulator
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; WriteVRAMBlock
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; in: A(w) - VRAM Destination
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; in: X(w) - Length in Tiles
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; in: Y(w) - Address of Data to Copy
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;--------------------------------------------------------------------------------
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WriteVRAMBlock:
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PHX
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LDX.w GFXStripes ; get pointer
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AND.w #$7F : STA.w GFXStripes+2, X : INX #2 ; set destination
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PLA : ASL : AND.w #$3FFF : STA.w GFXStripes+2, X : INX #2 ; set length
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PHX
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TYX ; set X to source
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PHA
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TXA : !ADD #$1002 : TAY ; set Y to dest
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PLA
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;A is already the value we need for mvn
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MVN $7F7E ; currently we transfer from our buffers in 7F to the vram buffer in 7E
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!ADD 1, s ; add the length in A to the stack pointer on the top of the stack
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PLX : TAX ; pull and promptly ignore, copying the value we just got over it
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$FF : STA.w GFXStripes+$02, X
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STX.w GFXStripes
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LDA.b #01 : STA.w NMISTRIPES
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REP #$20 ; set 16-bit accumulator
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RTL
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;--------------------------------------------------------------------------------
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;Byte 1 byte 2 Byte 3 byte 4
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;Evvvvvvv vvvvvvv DRllllll llllllll
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;
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;E if set indicates that this is not a header, but instead is the terminator byte. Only the topmost bit matters in that case.
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;The v's form a vram address.
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;if D is set, the dma will increment the vram address by a row per word, instead of incrementing by a column (1).
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;R if set enables a run length encoding feature
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;the l's are the number of bytes to upload minus 1 (don't forget this -1, it is important)
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;
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;This is then followed by the bytes to upload, in normal format.
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;RLE feature:
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;This feature makes it easy to draw the same tile repeatedly. If this bit is set, the length bits should be set to 2 times the number of copies of the tile to upload. (Without subtracting 1!)
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;It is followed by a single tile (word). Combining this this with the D bit makes it easy to draw large horizontal or vertical runs of a tile without using much space. Geat for erasing or drawing horizontal or verical box edges.
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;================================================================================
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DynamicDrawCleanup:
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PHA
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REP #$20
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LDA.w #$F000
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STA.w OAMBuffer
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STA.w OAMBuffer+$04
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STA.w OAMBuffer+$08
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STA.w OAMBuffer+$0C
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STZ.w OAMBuffer+$02
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STZ.w OAMBuffer+$06
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STZ.w OAMBuffer+$0A
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STZ.w OAMBuffer+$0E
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SEP #$20
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PLA
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RTL
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;------------------------------------------------------------------------------
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CheckReceivedItemPropertiesBeforeLoad:
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PHX
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LDX.w CurrentSpriteSlot
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LDA.w AncillaID,X : CMP.b #$29 : BEQ .falling_sprite
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PLX
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LDA.b RoomIndex : BEQ .normalCode
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LDA.l RoomFade : BNE .load_palette
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.normalCode
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LDA.l SpriteProperties_chest_palette,X : BIT #$80 : BNE .load_palette
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RTL
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.load_palette
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JSL.l LoadItemPalette
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RTL
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.falling_sprite
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PLX
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LDA.l SpriteProperties_standing_palette,X : BIT #$80 : BNE .load_palette
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RTL
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;------------------------------------------------------------------------------
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LoadItemPalette:
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; In: X - Loot ID
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; Out: A - Sprite palette index
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PHX : PHY : PHB
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LDA.b #PalettesVanillaBank>>16 : STA.b Scrap0C
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PEA $7E00
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PLB : PLB
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REP #$30
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TXA : ASL : TAX
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LDA.l SpriteProperties_palette_addr,X : STA.b Scrap0A
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LDY.w #$000E
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LDA.w RoomIndex : CMP.w #$008C : BEQ .aux
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LDA.w TransparencyFlag : BNE .SP05
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-
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LDA.b [Scrap0A], Y
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STA.w PaletteBuffer+$0170,Y
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DEY #2
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BPL -
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LDA.w #$0003
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BRA .done
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.SP05
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-
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LDA.b [Scrap0A], Y
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STA.w PaletteBuffer+$01B0,Y
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DEY #2
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BPL -
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LDA.w #$0005
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.done
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SEP #$30
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PLB : PLY : PLX
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INC.b NMICGRAM
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RTL
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.aux
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LDA.w TransparencyFlag : BNE .SP05_aux
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-
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LDA.b [Scrap0A], Y
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STA.w PaletteBufferAux+$0170,Y
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DEY #2
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BPL -
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LDA.w #$0003
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BRA .done
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.SP05_aux
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-
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LDA.b [Scrap0A], Y
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STA.w PaletteBufferAux+$01B0,Y
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DEY #2
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BPL -
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LDA.w #$0005
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BRA .done
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TransferVRAMStripes:
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JSL.l TransferNewNameStripes
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JSL.l DoDungeonMapBossIcon
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LDA.b NMISTRIPES : CMP.b #$01 ; What we wrote over
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RTL
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ItemReceiptWidthCheck:
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PHX
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LDX.w CurrentSpriteSlot
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LDA.w AncillaID,X : CMP.b #$29 : BEQ .falling_sprite
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PLX
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LDA.l SpriteProperties_chest_width, X
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RTL
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.falling_sprite
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PLX
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LDA.l SpriteProperties_standing_width, X
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RTL
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