cleaned up animation code + fixed frame 0 bug
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@ -7,8 +7,8 @@
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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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words 1, GFXData
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end_struct
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SECTION "Actor STructs", WRAM0
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@ -28,7 +28,6 @@ hWorkingState: db
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hWorkingCounter: db
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hWorkingData: dw
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hWorkingTile: db
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hWorkingEnd:
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SECTION "Animations Subs", ROM0
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@ -47,117 +46,105 @@ SECTION "Animations Subs", ROM0
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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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; clobbers af, bc, de, hl
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ld a, [hli] ; a <- YPos
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ldh [hWorkingScreenY], a
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ld a, [hli] ; a <- XPos
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ld a, [hli] ; a <- XPos
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ldh [hWorkingScreenX], a
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push hl
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ld a, [hli] ; a <- GFXCounter
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push hl ; save counter pointer on stack
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ld a, [hli] ; a <- GFXCounter
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ldh [hWorkingCounter], a
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ld a, [hli] ; a <- GFXState
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ld a, [hli] ; a <- GFXState
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ldh [hWorkingState], a
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ld a, [hli] ; a <- GFXData(Low)
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ldh [hWorkingData+1], a
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ld a, [hli] ; a <- GFXData (High)
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ldh [hWorkingData], a
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ld a, [hl] ; a <- TileData
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ld a, [hli] ; a <- TileData
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ldh [hWorkingTile], a
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; fin loading data
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ld a, [hWorkingData]
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ld a, [hli] ; a <- GFXData(Low)
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ld h, [hl] ; a <- GFXData (High)
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ld l, a
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ld a, [hWorkingData+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, [hWorkingState]
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rlca ; double state offset because of word length
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ld a, [hWorkingState] ; add actor struct offset saved in 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 h, a ; hl contains state struct pointer
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ld a, [hli] ;
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ld h, [hl] ; derefence [hl]
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ld l, a ;
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ld a, [hWorkingCounter]
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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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ld b, a
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ld a, [hli] ; a <- state frame limit
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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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ldh [hWorkingCounter], 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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ld b, h ;
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ld c, l ; save current hl
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pop hl ; restore counter wram pointer
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ld [hl], a ;
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ld h, b ; restore hl
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ld l, c ;
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ld c, a ; save current frame in c
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xor a ; set a = 0
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.loopFrameFind ;
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ld b, a ; b <- current total
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ld a, [hli] ; a <- next frame tick limit
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add b ; add to limit
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cp c ; compare to limit
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jr nc, .foundFrame ; if no carry, cum total > current frame
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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 h, [hl]
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ld l, a ; 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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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 a, [hli] ; load Y position, then offset by -16
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ld c, a
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ld a, [hWorkingScreenY]
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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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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 a, [hli] ; load X position, then offset by -8
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ld c, a
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ld a, [hWorkingScreenX]
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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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ld [de], a ; store XPos 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 a, [hli] ; load tile offset, and add to base tile pointer
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ld c, a
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ld a, [hWorkingTile]
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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 a, [hli] ; load attributes and xor them
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ld c, a
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ld a, 0 ; TO DO: set base attributes
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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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dec b ; end of single sprite
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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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@ -33,14 +33,15 @@ Start:
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ld [Player_YPos], a
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ld a, 80
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ld [Player_XPos], a
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xor a
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ld a, $FF
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ld [Player_GFXCounter], a
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xor a
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ld [Player_GFXState], a
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ld [Player_TileData], a
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ld a, HIGH(ActorROM)
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ld [Player_GFXData], a
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ld [Player_GFXData+1], a
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ld a, LOW(ActorROM)
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ld [Player_GFXData + 1], a
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ld [Player_GFXData], a
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ld a, LCDCF_ON | LCDCF_OBJON | LCDCF_BGON
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ld [rLCDC], a
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