2020-05-08 19:40:26 -04:00
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;----------------
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; Animation Subs
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;----------------
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2020-05-24 01:54:13 -04:00
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struct Actor
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bytes 1, YPos
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bytes 1, XPos
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bytes 1, GFXCounter
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bytes 1, GFXState
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words 1, GFXData
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bytes 1, TileData
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end_struct
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2020-05-08 19:40:26 -04:00
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2020-05-24 01:54:13 -04:00
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SECTION "Actor STructs", WRAM0
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2020-05-08 19:40:26 -04:00
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2020-05-24 01:54:13 -04:00
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dstruct Actor, Player
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SECTION "Animation Variables", WRAM0
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wCameraX: dw
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wCameraY: dw
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wWorkingX: dw
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wWorkingY: dw
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wWorkingScreenX: db
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wWorkingScreenY: db
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wWorkingState: db
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wWorkingCounter: db
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wWorkingData: dw
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wWorkingTile: db
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wWorkingEnd:
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2020-05-08 19:40:26 -04:00
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SECTION "Animations Subs", ROM0
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; RenderActor:
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; takes a pointer to an actor struct
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; and renders it to shadow OAM, advancinc
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; the animation frame and constructing
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; each frame as needed.
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; initial input:
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; [hl] <- start of Actor Struct in WRAM
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; output:
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; an oam object for each line in the frame data,
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; copied to shadowOAM (wShadowOAM)
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RenderActor::
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; @input: hl <- Player
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; @input: de <- ShadowOAM place
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ld a, [hli] ; a <- YPos
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ld [wWorkingScreenY], a
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ld a, [hli] ; a <- XPos
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ld [wWorkingScreenX], a
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push hl
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ld a, [hli] ; a <- GFXCounter
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ld [wWorkingCounter], a
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ld a, [hli] ; a <- GFXState
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ld [wWorkingState], a
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ld a, [hli] ; a <- GFXData(Low)
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ld [wWorkingData+1], a
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ld a, [hli] ; a <- GFXData (High)
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ld [wWorkingData], a
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ld a, [hl] ; a <- TileData
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ld [wWorkingTile], a
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; fin loading data
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ld a, [wWorkingData]
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ld l, a
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ld a, [wWorkingData+1]
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ld h, a
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; add actor struct offset saved in wWorkingState
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ld a, [wWorkingState]
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rlca ; double state offset because of word length
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add a, l
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ld l, a
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adc a, h
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sub l
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ld h, a ; hl contains state struct pointer
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ld a, [hli]
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ld b, a
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ld a, [hl]
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ld l, b
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ld h, a
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ld a, [hli] ; a <- state frame limit
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ld b, a
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ld a, [wWorkingCounter]
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inc a
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ld c, a
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ld a, b
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ld b, c
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cp b
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ld a, b
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jr nc, .continueAnimation
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xor a
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.continueAnimation
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; TODO: make counter 0 indexed so doesnt skip first frame
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ld [wWorkingCounter], a
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ld b, h
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ld c, l
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pop hl
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ld [hl], a
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ld h, b
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ld l, c
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.loopFrameFind
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ld b, a ; b <- current frame count
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ld a, [hli] ; a <- next frame block
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ld c, a
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ld a, b
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ld b, c
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sub b
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jr z, .foundFrame
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jr c, .foundFrame
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inc hl
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inc hl
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jr .loopFrameFind
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.foundFrame
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ld a, [hli]
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ld b, a
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ld a, [hl]
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ld h, a
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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
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.spriteLoop
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; load Y position, then offset by -16
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ld a, [hli]
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ld c, a
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ld a, [wWorkingScreenY]
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add c
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ld c, 16
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add c
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ld [de], a ; store YPos in shadowOAM
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inc de
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; load X position, then offset by -8
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ld a, [hli]
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ld c, a
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ld a, [wWorkingScreenX]
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add c
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ld c, 8
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add c
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ld [de], a ; store YPos in shadowOAM
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inc de
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; load tile offset, and add to base tile pointer
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ld a, [hli]
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ld c, a
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ld a, [wWorkingTile]
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add c
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ld [de], a
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inc de
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; load attributes and xor them
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ld a, [hli]
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ld c, a
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ld a, 0 ; TO DO: set base attributes
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xor c
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ld [de], a
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inc de
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; end of single sprite
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dec b
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jr nz, .spriteLoop
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ret
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BUFFER EQU 160
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TRUE EQU $42
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FALSE EQU $69
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