cleaned up animation code + fixed frame 0 bug

This commit is contained in:
Thorn Avery 2020-05-28 15:12:01 +12:00
parent fa65a2b0b2
commit 88ad5534c3
2 changed files with 59 additions and 71 deletions

View File

@ -7,8 +7,8 @@
bytes 1, XPos
bytes 1, GFXCounter
bytes 1, GFXState
words 1, GFXData
bytes 1, TileData
words 1, GFXData
end_struct
SECTION "Actor STructs", WRAM0
@ -28,7 +28,6 @@ hWorkingState: db
hWorkingCounter: db
hWorkingData: dw
hWorkingTile: db
hWorkingEnd:
SECTION "Animations Subs", ROM0
@ -47,82 +46,74 @@ SECTION "Animations Subs", ROM0
RenderActor::
; @input: hl <- Player
; @input: de <- ShadowOAM place
; clobbers af, bc, de, hl
ld a, [hli] ; a <- YPos
ldh [hWorkingScreenY], a
ld a, [hli] ; a <- XPos
ldh [hWorkingScreenX], a
push hl
push hl ; save counter pointer on stack
ld a, [hli] ; a <- GFXCounter
ldh [hWorkingCounter], a
ld a, [hli] ; a <- GFXState
ldh [hWorkingState], a
ld a, [hli] ; a <- GFXData(Low)
ldh [hWorkingData+1], a
ld a, [hli] ; a <- GFXData (High)
ldh [hWorkingData], a
ld a, [hl] ; a <- TileData
ld a, [hli] ; a <- TileData
ldh [hWorkingTile], a
; fin loading data
ld a, [hWorkingData]
ld a, [hli] ; a <- GFXData(Low)
ld h, [hl] ; a <- GFXData (High)
ld l, a
ld a, [hWorkingData+1]
ld h, a
; add actor struct offset saved in wWorkingState
ld a, [hWorkingState]
ld a, [hWorkingState] ; add actor struct offset saved in 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, [hli] ;
ld h, [hl] ; derefence [hl]
ld l, a ;
ld a, [hWorkingCounter]
inc a
ld c, a
ld a, b
ld b, c
ld b, a
ld a, [hli] ; a <- state frame limit
cp b
ld a, b
jr nc, .continueAnimation
xor a
.continueAnimation
; TODO: make counter 0 indexed so doesnt skip first frame
ldh [hWorkingCounter], 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
ld b, h ;
ld c, l ; save current hl
pop hl ; restore counter wram pointer
ld [hl], a ;
ld h, b ; restore hl
ld l, c ;
ld c, a ; save current frame in c
xor a ; set a = 0
.loopFrameFind ;
ld b, a ; b <- current total
ld a, [hli] ; a <- next frame tick limit
add b ; add to limit
cp c ; compare to limit
jr nc, .foundFrame ; if no carry, cum total > current frame
inc hl
inc hl
jr .loopFrameFind
.foundFrame
ld a, [hli]
ld b, a
ld a, [hl]
ld h, a
ld l, b ; hl <- pointer to frame data
ld h, [hl]
ld l, a ; hl <- pointer to frame data
ld a, [hli]
ld b, a ; b <- sprite counter
.spriteLoop
; load Y position, then offset by -16
ld a, [hli]
ld a, [hli] ; load Y position, then offset by -16
ld c, a
ld a, [hWorkingScreenY]
add c
@ -130,34 +121,30 @@ RenderActor::
add c
ld [de], a ; store YPos in shadowOAM
inc de
; load X position, then offset by -8
ld a, [hli]
ld a, [hli] ; load X position, then offset by -8
ld c, a
ld a, [hWorkingScreenX]
add c
ld c, 8
add c
ld [de], a ; store YPos in shadowOAM
ld [de], a ; store XPos in shadowOAM
inc de
; load tile offset, and add to base tile pointer
ld a, [hli]
ld a, [hli] ; load tile offset, and add to base tile pointer
ld c, a
ld a, [hWorkingTile]
add c
ld [de], a
inc de
; load attributes and xor them
ld a, [hli]
ld a, [hli] ; load attributes and xor them
ld c, a
ld a, 0 ; TO DO: set base attributes
xor c
ld [de], a
inc de
; end of single sprite
dec b
dec b ; end of single sprite
jr nz, .spriteLoop
ret
BUFFER EQU 160
TRUE EQU $42
FALSE EQU $69

View File

@ -33,14 +33,15 @@ Start:
ld [Player_YPos], a
ld a, 80
ld [Player_XPos], a
xor a
ld a, $FF
ld [Player_GFXCounter], a
xor a
ld [Player_GFXState], a
ld [Player_TileData], a
ld a, HIGH(ActorROM)
ld [Player_GFXData], a
ld [Player_GFXData+1], a
ld a, LOW(ActorROM)
ld [Player_GFXData + 1], a
ld [Player_GFXData], a
ld a, LCDCF_ON | LCDCF_OBJON | LCDCF_BGON
ld [rLCDC], a