testingAnimation/src/animation.asm

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;----------------
; Animation Subs
;----------------
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struct Actor
bytes 1, YPos
bytes 1, XPos
bytes 1, GFXCounter
bytes 1, GFXState
words 1, GFXData
bytes 1, TileData
end_struct
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SECTION "Actor STructs", WRAM0
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dstruct Actor, Player
SECTION "Animation Variables", WRAM0
wCameraX: dw
wCameraY: dw
wWorkingX: dw
wWorkingY: dw
wWorkingScreenX: db
wWorkingScreenY: db
wWorkingState: db
wWorkingCounter: db
wWorkingData: dw
wWorkingTile: db
wWorkingEnd:
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SECTION "Animations Subs", ROM0
; RenderActor:
; takes a pointer to an actor struct
; and renders it to shadow OAM, advancinc
; the animation frame and constructing
; each frame as needed.
; initial input:
; [hl] <- start of Actor Struct in WRAM
; output:
; an oam object for each line in the frame data,
; copied to shadowOAM (wShadowOAM)
RenderActor::
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; @input: hl <- Player
; @input: de <- ShadowOAM place
ld a, [hli] ; a <- YPos
ld [wWorkingScreenY], a
ld a, [hli] ; a <- XPos
ld [wWorkingScreenX], a
push hl
ld a, [hli] ; a <- GFXCounter
ld [wWorkingCounter], a
ld a, [hli] ; a <- GFXState
ld [wWorkingState], a
ld a, [hli] ; a <- GFXData(Low)
ld [wWorkingData+1], a
ld a, [hli] ; a <- GFXData (High)
ld [wWorkingData], a
ld a, [hl] ; a <- TileData
ld [wWorkingTile], a
; fin loading data
ld a, [wWorkingData]
ld l, a
ld a, [wWorkingData+1]
ld h, a
; add actor struct offset saved in wWorkingState
ld a, [wWorkingState]
rlca ; double state offset because of word length
add a, l
ld l, a
adc a, h
sub l
ld h, a ; hl contains state struct pointer
ld a, [hli]
ld b, a
ld a, [hl]
ld l, b
ld h, a
ld a, [hli] ; a <- state frame limit
ld b, a
ld a, [wWorkingCounter]
inc a
ld c, a
ld a, b
ld b, c
cp b
ld a, b
jr nc, .continueAnimation
xor a
.continueAnimation
; TODO: make counter 0 indexed so doesnt skip first frame
ld [wWorkingCounter], a
ld b, h
ld c, l
pop hl
ld [hl], a
ld h, b
ld l, c
.loopFrameFind
ld b, a ; b <- current frame count
ld a, [hli] ; a <- next frame block
ld c, a
ld a, b
ld b, c
sub b
jr z, .foundFrame
jr c, .foundFrame
inc hl
inc hl
jr .loopFrameFind
.foundFrame
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ld a, [hli]
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ld b, a
ld a, [hl]
ld h, a
ld l, b ; hl <- pointer to frame data
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ld a, [hli]
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ld b, a ; b <- sprite counter
.spriteLoop
; load Y position, then offset by -16
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ld a, [hli]
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ld c, a
ld a, [wWorkingScreenY]
add c
ld c, 16
add c
ld [de], a ; store YPos in shadowOAM
inc de
; load X position, then offset by -8
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ld a, [hli]
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ld c, a
ld a, [wWorkingScreenX]
add c
ld c, 8
add c
ld [de], a ; store YPos in shadowOAM
inc de
; load tile offset, and add to base tile pointer
ld a, [hli]
ld c, a
ld a, [wWorkingTile]
add c
ld [de], a
inc de
; load attributes and xor them
ld a, [hli]
ld c, a
ld a, 0 ; TO DO: set base attributes
xor c
ld [de], a
inc de
; end of single sprite
dec b
jr nz, .spriteLoop
ret
BUFFER EQU 160
TRUE EQU $42
FALSE EQU $69