Files
alttpr-baserom/utilities.asm
2023-06-07 19:44:52 -04:00

636 lines
21 KiB
NASM

;================================================================================
; Utility Functions
;================================================================================
; GetSpriteTile
; in: A - Loot ID
; out: A - Sprite GFX ID
;--------------------------------------------------------------------------------
GetSpriteID:
JSR AttemptItemSubstitution
CMP.b #$16 : BEQ .bottle ; Bottle
CMP.b #$2B : BEQ .bottle ; Red Potion w/bottle
CMP.b #$2C : BEQ .bottle ; Green Potion w/bottle
CMP.b #$2D : BEQ .bottle ; Blue Potion w/bottle
CMP.b #$3C : BEQ .bottle ; Bee w/bottle
CMP.b #$3D : BEQ .bottle ; Fairy w/bottle
CMP.b #$48 : BEQ .bottle ; Gold Bee w/bottle
CMP.b #$6D : BEQ .server_F0 ; Server Request F0
CMP.b #$6E : BEQ .server_F1 ; Server Request F1
CMP.b #$6F : BEQ .server_F2 ; Server Request F2
BRA .normal
.bottle
PHA : JSR.w CountBottles : CMP.l BottleLimit : !BLT +
PLA : LDA.l BottleLimitReplacement
JMP GetSpriteID
+
PLA : BRA .normal
.server_F0
JSL.l ItemVisualServiceRequest_F0
BRA .normal
.server_F1
JSL.l ItemVisualServiceRequest_F1
BRA .normal
.server_F2
JSL.l ItemVisualServiceRequest_F2
.normal
PHX
PHB : PHK : PLB
;--------
TAX : LDA.l .gfxSlots, X ; look up item gfx
PLB : PLX
CMP.b #$F8 : !BGE .specialHandling
RTL
.specialHandling
CMP.b #$F9 : BNE ++ ; Progressive Magic
LDA.l MagicConsumption : BNE +++
LDA.b #$3B : RTL ; Half Magic
+++
LDA.b #$3C : RTL ; Quarter Magic
++ CMP.b #$FA : BNE ++ ; RNG Item (Single)
JSL.l GetRNGItemSingle : JMP GetSpriteID
++ CMP.b #$FB : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : JMP GetSpriteID
++ CMP.b #$FD : BNE ++ ; Progressive Armor
LDA.l ArmorEquipment : CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit
LDA.l ProgressiveArmorReplacement
JMP GetSpriteID
+
LDA.b #$04 : RTL
++ CMP.b #$FE : BNE ++ ; Progressive Sword
LDA.l HighestSword
CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement
JMP GetSpriteID
+ : CMP.b #$00 : BNE + ; No Sword
LDA.b #$43 : RTL
+ : CMP.b #$01 : BNE + ; Fighter Sword
LDA.b #$44 : RTL
+ : CMP.b #$02 : BNE + ; Master Sword
LDA.b #$45 : RTL
+ ; CMP.b #$03 : BNE + ; Tempered Sword
LDA.b #$46 : RTL
+
++ : CMP.b #$FF : BNE ++ ; Progressive Shield
LDA.l HighestShield
CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit
LDA.l ProgressiveShieldReplacement
JMP GetSpriteID
+ : CMP.b #$00 : BNE + ; No Shield
LDA.b #$2D : RTL
+ : CMP.b #$01 : BNE + ; Fighter Shield
LDA.b #$20 : RTL
+ ; Everything Else
LDA.b #$2E : RTL
++ : CMP.b #$F8 : BNE ++ ; Progressive Bow
LDA.l BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement
JMP GetSpriteID
+ : CMP.b #$00 : BNE + ; No Bow
LDA.b #$29 : RTL
+ ; Any Bow
LDA.b #$2A : RTL
++
RTL
;DATA - Loot Identifier to Sprite ID
{
.gfxSlots
db $06, $44, $45, $46, $2D, $20, $2E, $09
db $09, $0A, $08, $05, $10, $0B, $2C, $1B
db $1A, $1C, $14, $19, $0C, $07, $1D, $2F
db $07, $15, $12, $0D, $0D, $0E, $11, $17
db $28, $27, $04, $04, $0F, $16, $03, $13
db $01, $1E, $10, $00, $00, $00, $00, $00
db $00, $30, $22, $21, $24, $24, $24, $23
db $23, $23, $29, $2A, $2C, $2B, $03, $03
db $34, $35, $31, $33, $02, $32, $36, $37
db $2C, $43, $0C, $38, $39, $3A, $F9, $3C
; db $2C, $06, $0C, $38, $FF, $FF, $FF, $FF
;5x
db $44 ; Safe Master Sword
db $3D, $3E, $3F, $40 ; Bomb & Arrow +5/+10
db $2C, $00, $00 ; 3x Programmable Item
db $41 ; Upgrade-Only Silver Arrows
db $24 ; 1 Rupoor
db $47 ; Null Item
db $48, $48, $48 ; Red, Blue & Green Clocks
db $FE, $FF ; Progressive Sword & Shield
;6x
db $FD, $0D ; Progressive Armor & Gloves
db $FA, $FB ; RNG Single & Multi
db $F8, $F8 ; Progressive Bow x2
db $FF, $FF, $FF, $FF ; Unused
db $49, $4A, $49 ; Goal Item Single, Multi & Alt Multi
db $39, $39, $39 ; Server Request F0, F1, F2
;7x
db $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21 ; Free Map
;8x
db $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16 ; Free Compass
;9x
db $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22 ; Free Big Key
;Ax
db $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F ; Free Small Key
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Reserved
}
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; GetSpritePalette
; in: A - Loot ID
; out: A - Palette
;--------------------------------------------------------------------------------
GetSpritePalette:
JSR AttemptItemSubstitution
CMP.b #$16 : BEQ .bottle ; Bottle
CMP.b #$2B : BEQ .bottle ; Red Potion w/bottle
CMP.b #$2C : BEQ .bottle ; Green Potion w/bottle
CMP.b #$2D : BEQ .bottle ; Blue Potion w/bottle
CMP.b #$3C : BEQ .bottle ; Bee w/bottle
CMP.b #$3D : BEQ .bottle ; Fairy w/bottle
CMP.b #$48 : BEQ .bottle ; Gold Bee w/bottle
BRA .notBottle
.bottle
PHA : JSR.w CountBottles : CMP.l BottleLimit : !BLT +
PLA : LDA.l BottleLimitReplacement
JMP GetSpritePalette
+
PLA : .notBottle
PHX
PHB : PHK : PLB
;--------
TAX : LDA.l GfxPalettes, X ; look up item gfx
PLB : PLX
CMP.b #$F8 : !BGE .specialHandling
RTL
.specialHandling
CMP.b #$FD : BNE ++ ; Progressive Sword
LDA.l HighestSword
CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement
JMP GetSpritePalette
+ : CMP.b #$00 : BNE + ; No Sword
LDA.b #$04 : RTL
+ : CMP.b #$01 : BNE + ; Fighter Sword
LDA.b #$04 : RTL
+ : CMP.b #$02 : BNE + ; Master Sword
LDA.b #$02 : RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$FE : BNE ++ ; Progressive Shield
LDA.l HighestShield
CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit
LDA.l ProgressiveShieldReplacement
JMP GetSpritePalette
+ : CMP.b #$00 : BNE + ; No Shield
LDA.b #$04 : RTL
+ : CMP.b #$01 : BNE + ; Fighter Shield
LDA.b #$02 : RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$FF : BNE ++ ; Progressive Armor
LDA.l HighestMail
CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit
LDA.l ProgressiveArmorReplacement
JMP GetSpritePalette
+ : CMP.b #$00 : BNE + ; Green Tunic
LDA.b #$04 : RTL
+ ; Everything Else
LDA.b #$02 : RTL
++ : CMP.b #$FC : BNE ++ ; Progressive Gloves
LDA.l GloveEquipment : BNE + ; No Gloves
LDA.b #$02 : RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$F8 : BNE ++ ; Progressive Bow
LDA.l BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement
JMP GetSpritePalette
+ : CMP.b #$00 : BNE + ; No Bow
LDA.b #$08 : RTL
+ ; Any Bow
LDA.b #$02 : RTL
++ : CMP.b #$FA : BNE ++ ; RNG Item (Single)
JSL.l GetRNGItemSingle : JMP GetSpritePalette
++ : CMP.b #$FB : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : JMP GetSpritePalette
++
RTL
;DATA - Loot Identifier to Sprite Palette
{
GfxPalettes:
db $00, $04, $02, $08, $04, $02, $08, $02
db $04, $02, $02, $02, $04, $04, $04, $08
db $08, $08, $02, $02, $04, $02, $02, $02
db $04, $02, $04, $02, $08, $08, $04, $02
db $0A, $02, $04, $02, $04, $04, $00, $04
db $04, $08, $02, $02, $08, $04, $02, $08
db $04, $04, $08, $08, $08, $04, $02, $08
db $02, $04, $08, $02, $04, $04, $02, $02
db $08, $08, $02, $04, $04, $08, $08, $08
db $04, $04, $04, $02, $08, $08, $08, $08
; db $04, $0A, $04, $02, $FF, $FF, $FF, $FF
db $04 ; Safe Master Sword
db $08, $08, $08, $08 ; Bomb & Arrow +5/+10
db $04, $00, $00 ; Programmable Items 1-3
db $02 ; Upgrade-Only Silver Arrows
db $06 ; 1 Rupoor
db $02 ; Null Item
db $02, $04, $08 ; Red, Blue & Green Clocks
db $FD, $FE, $FF, $FC ; Progressive Sword, Shield, Armor & Gloves
db $FA, $FB ; RNG Single & Multi
db $F8, $F8 ; Progressive Bow
db $00, $00, $00, $00 ; Unused
db $08, $08, $08 ; Goal Item Single, Multi & Alt Multi
db $04, $04, $04 ; Server Request F0, F1, F2
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Map
db $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04 ; Free Compass
;db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; *EVENT*
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Big Key
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Small Key
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
}
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; IsNarrowSprite
; in: A - Loot ID
; out: Carry - 0 = Full, 1 = Narrow
;--------------------------------------------------------------------------------
IsNarrowSprite:
PHA : PHX
PHB : PHK : PLB
JSR AttemptItemSubstitution
;--------
CMP.b #$16 : BEQ .bottle ; Bottle
CMP.b #$2B : BEQ .bottle ; Red Potion w/bottle
CMP.b #$2C : BEQ .bottle ; Green Potion w/bottle
CMP.b #$2D : BEQ .bottle ; Blue Potion w/bottle
CMP.b #$3C : BEQ .bottle ; Bee w/bottle
CMP.b #$3D : BEQ .bottle ; Fairy w/bottle
CMP.b #$48 : BEQ .bottle ; Gold Bee w/bottle
BRA .notBottle
.bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +
LDA.l BottleLimitReplacement
JSL.l IsNarrowSprite
JMP .done
+ : JMP .continue
.notBottle
CMP.b #$5E : BNE ++ ; Progressive Sword
LDA.l HighestSword : CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement
JSL.l IsNarrowSprite
JMP .done
+ : JMP .continue
++ CMP.b #$5F : BNE ++ ; Progressive Shield
LDA.l HighestShield : BNE + : JMP .done ; No Shield
+ : CMP.l ProgressiveShieldLimit : !BLT .continue
LDA.l ProgressiveShieldReplacement
JSL.l IsNarrowSprite
JMP .done
++ CMP.b #$60 : BNE ++ ; Progressive Armor
LDA.l HighestMail : CMP.l ProgressiveArmorLimit : !BLT .continue
LDA.l ProgressiveArmorReplacement
JSL.l IsNarrowSprite
JMP .done
+
++ CMP.b #$62 : BNE ++ ; RNG Item (Single)
JSL.l GetRNGItemSingle : JMP .continue
++ CMP.b #$63 : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti
++ CMP.b #$64 : BEQ + ; Progressive Bow
CMP.b #$65 : BNE .continue ; Progressive Bow (alt)
+ : LDA.l BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement
JSL.l IsNarrowSprite
JMP .done
.continue
;--------
LDX.b #$00 ; set index counter to 0
;----
-
CPX.b #$24 : !BGE .false ; finish if we've done the whole list
CMP.l .smallSprites, X : BNE + ; skip to next if we don't match
;--
SEC ; set true state
BRA .done ; we're done
;--
+
INX ; increment index
BRA - ; go back to beginning of loop
;----
.false
CLC
.done
PLB : PLX : PLA
RTL
;DATA - Half-Size Sprite Markers
{
.smallSprites
db $04, $07, $08, $09, $0A, $0B, $0C, $13
db $15, $18, $24, $2A, $34, $35, $36, $42
db $43, $45, $59, $A0, $A1, $A2, $A3, $A4
db $A5, $A6, $A7, $A8, $A9, $AA, $AB, $AC
db $AD, $AE, $AF, $FF, $FF, $FF, $FF, $FF
}
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; PrepDynamicTile
; in: A - Loot ID
;-------------------------------------------------------------------------------- 20/8477
PrepDynamicTile:
PHA : PHX : PHY
JSR.w LoadDynamicTileOAMTable
JSL.l GetSpriteID ; convert loot id to sprite id
JSL.l GetAnimatedSpriteTile_variable
PLY : PLX : PLA
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; LoadDynamicTileOAMTable
; in: A - Loot ID
;-------------------------------------------------------------------------------- 20/847B
LoadDynamicTileOAMTable:
PHA : PHP
PHA
REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l SpriteOAM
STA.l SpriteOAM+2
LDA.w #$0200 : STA.l SpriteOAM+6
SEP #$20 ; set 8-bit accumulator
LDA.b #$24 : STA.l SpriteOAM+4
LDA.b $01,s
JSL.l GetSpritePalette
STA.l SpriteOAM+5 : STA.l SpriteOAM+13
PLA
JSL.l IsNarrowSprite : BCS .narrow
BRA .done
.narrow
REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l SpriteOAM+7
STA.l SpriteOAM+14
LDA.w #$0800 : STA.l SpriteOAM+9
LDA.w #$3400 : STA.l SpriteOAM+11
.done
PLP : PLA
RTS
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; DrawDynamicTile
; in: A - Loot ID
; out: A - OAM Slots Taken
;--------------------------------------------------------------------------------
; 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)
;-------------------------------------------------------------------------------- 2084B8
DrawDynamicTile:
JSL.l IsNarrowSprite : BCS .narrow
.full
LDA.b #$01 : STA.b Scrap06
LDA.b #$0C : JSL.l OAM_AllocateFromRegionC
LDA.b #$02 : PHA
BRA .draw
.narrow
LDA.b #$02 : STA.b Scrap06
LDA.b #$10 : JSL.l OAM_AllocateFromRegionC
LDA.b #$03 : PHA
.draw
LDA.b #SpriteOAM>>0 : STA.b Scrap08
LDA.b #SpriteOAM>>8 : STA.b Scrap09
STZ.b Scrap07
LDA.b #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l SpriteSkipEOR
JSL Sprite_DrawMultiple_quantity_preset
LDA.b #$00 : STA.l SpriteSkipEOR
PLB
LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr ; leave the pointer in the right spot to draw the shadow, if desired
LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
PLA
RTL
;--------------------------------------------------------------------------------
DrawDynamicTileNoShadow:
JSL.l IsNarrowSprite : BCS .narrow
.full
LDA.b #$01 : STA.b Scrap06
LDA.b #$04 : JSL.l OAM_AllocateFromRegionC
BRA .draw
.narrow
LDA.b #$02 : STA.b Scrap06
LDA.b #$08 : JSL.l OAM_AllocateFromRegionC
.draw
LDA.b #SpriteOAM>>0 : STA.b Scrap08
LDA.b #SpriteOAM>>8 : STA.b Scrap09
STZ.b Scrap07
LDA.b #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l SpriteSkipEOR
JSL Sprite_DrawMultiple_quantity_preset
LDA.l Bob : BNE + : LDA.b #$00 : STA.l SpriteSkipEOR : + ; Bob fix is conditional
PLB
LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr
LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
LoadModifiedTileBufferAddress:
PHA
LDA.l TileUploadOffsetOverride : BEQ +
TAX
LDY.w #$0002
LDA.w #$0000 : STA.l TileUploadOffsetOverride
BRA .done
+
LDX.w #$2D40
LDY.w #$0002
.done
PLA
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Sprite_IsOnscreen
; in: X - Sprite Slot
; out: Carry - 1 = On Screen, 0 = Off Screen
;--------------------------------------------------------------------------------
Sprite_IsOnscreen:
JSR _Sprite_IsOnscreen_DoWork
BCS +
REP #$20
LDA.b BG2H : PHA : !SUB.w #$0F : STA.b BG2H
LDA.b BG2V : PHA : !SUB.w #$0F : STA.b BG2V
SEP #$20
JSR _Sprite_IsOnscreen_DoWork
REP #$20
PLA : STA.b BG2V
PLA : STA.b BG2H
SEP #$20
+
RTL
_Sprite_IsOnscreen_DoWork:
LDA.w SpritePosXLow, X : CMP.b BG2H
LDA.w SpritePosXHigh, X : SBC.b BG2H+1 : BNE .offscreen
LDA.w SpritePosYLow, X : CMP.b BG2V
LDA.w SpritePosYHigh, X : SBC.b BG2V+1 : BNE .offscreen
SEC
RTS
.offscreen
CLC
RTS
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Sprite_GetScreenRelativeCoords:
; out: $00.w Sprite Y
; out: $02.w Sprite X
; out: $06.b Sprite Y Relative
; out: $07.b Sprite X Relative
;--------------------------------------------------------------------------------
; Copied from bank $06
;--------------------------------------------------------------------------------
Sprite_GetScreenRelativeCoords:
STY.b Scrap0B
STA.b Scrap08
LDA.w SpritePosYLow, X : STA.b Scrap00
!SUB.b BG2V : STA.b Scrap06
LDA.w SpritePosYHigh, X : STA.b Scrap01
LDA.w SpritePosXLow, X : STA.b Scrap02
!SUB.b BG2H : STA.b Scrap07
LDA.w SpritePosXHigh, X : STA.b Scrap03
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; SkipDrawEOR - Shims in Bank05.asm : 2499
;--------------------------------------------------------------------------------
SkipDrawEOR:
LDA.l SpriteSkipEOR : BEQ .normal
LDA.w #$0000 : STA.l SpriteSkipEOR
LDA.w Scrap04 : AND.w #$F0FF : STA.w Scrap04
.normal
LDA.b ($08), Y : EOR.w Scrap04 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
; WriteVRAMStripe
; in: A(w) - VRAM Destination
; in: X(w) - Length in Tiles
; in: Y(w) - Word to Write
;--------------------------------------------------------------------------------
WriteVRAMStripe:
PHX
LDX.w GFXStripes ; get pointer
AND.w #$7F : STA.w GFXStripes+2, X : INX #2 ; set destination
PLA : ASL : AND.w #$7FFF : ORA.w #$7000 : STA.w GFXStripes+2, X : INX #2 ; set length and enable RLE
TYA : STA.w GFXStripes+2, X : INX #2 ; set tile
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA.w GFXStripes+2, X
STX.w GFXStripes
LDA.b #01 : STA.b NMISTRIPES
REP #$20 ; set 16-bit accumulator
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; WriteVRAMBlock
; in: A(w) - VRAM Destination
; in: X(w) - Length in Tiles
; in: Y(w) - Address of Data to Copy
;--------------------------------------------------------------------------------
WriteVRAMBlock:
PHX
LDX.w GFXStripes ; get pointer
AND.w #$7F : STA.w GFXStripes+2, X : INX #2 ; set destination
PLA : ASL : AND.w #$3FFF : STA.w GFXStripes+2, X : INX #2 ; set length
PHX
TYX ; set X to source
PHA
TXA : !ADD #$1002 : TAY ; set Y to dest
PLA
;A is already the value we need for mvn
MVN $7F7E ; currently we transfer from our buffers in 7F to the vram buffer in 7E
!ADD 1, s ; add the length in A to the stack pointer on the top of the stack
PLX : TAX ; pull and promptly ignore, copying the value we just got over it
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA.w GFXStripes+$02, X
STX.w GFXStripes
LDA.b #01 : STA.w NMISTRIPES
REP #$20 ; set 16-bit accumulator
RTL
;--------------------------------------------------------------------------------
;Byte 1 byte 2 Byte 3 byte 4
;Evvvvvvv vvvvvvv DRllllll llllllll
;
;E if set indicates that this is not a header, but instead is the terminator byte. Only the topmost bit matters in that case.
;The v's form a vram address.
;if D is set, the dma will increment the vram address by a row per word, instead of incrementing by a column (1).
;R if set enables a run length encoding feature
;the l's are the number of bytes to upload minus 1 (don't forget this -1, it is important)
;
;This is then followed by the bytes to upload, in normal format.
;RLE feature:
;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!)
;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.
;================================================================================
TransferVRAMStripes:
JSL.l TransferNumericStripes
JSL.l DoDungeonMapBossIcon
LDA.b NMISTRIPES : CMP.b #$01 ; What we wrote over
RTL