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; Loads tile patterns for map's sprites.
; For outside maps, it loads one of several fixed sets of sprites.
; For inside maps, it loads each sprite picture ID used in the map header.
; This is also called after displaying text because loading
; text tile patterns overwrites half of the sprite tile pattern data.
; Note on notation:
; $C1X* and $C2X* are used to denote wSpriteStateData1-wSpriteStateData1 + $ff and wSpriteStateData2 + $00-wSpriteStateData2 + $ff sprite slot
; fields, respectively, within loops. The X is the loop index.
; If there is an inner loop, Y is the inner loop index, i.e. $C1Y* and $C2Y*
; denote fields of the sprite slots interated over in the inner loop.
_InitMapSprites: ; 1401b (5:401b)
call InitOutsideMapSprites
ret c ; return if the map is an outside map (already handled by above call)
; if the map is an inside map (i.e. mapID >= $25)
call Func_14061
call Func_140b7
call Func_14150
ret
; Loads sprite set for outside maps (cities and routes) and sets VRAM slots.
; sets carry if the map is a city or route, unsets carry if not
InitOutsideMapSprites: ; 14029 (5:4029)
ld a,[wCurMap]
cp a,REDS_HOUSE_1F ; is the map a city or a route (map ID less than $25)?
ret nc ; if not, return
call GetSplitMapSpriteSetID
; if so, choose the appropriate one
ld b,a ; b = spriteSetID
ld a,[wFontLoaded]
bit 0,a ; reloading upper half of tile patterns after displaying text?
jr nz,.loadSpriteSet ; if so, forcibly reload the sprite set
ld a,[wSpriteSetID]
cp b ; has the sprite set ID changed?
jr z,.skipLoadingSpriteSet ; if not, don't load it again
.loadSpriteSet
ld a,b
ld [wSpriteSetID],a
dec a
ld c,a
ld b,0
ld a, (wSpriteSetID - wSpriteSet)
ld hl,SpriteSets
call AddNTimes ; get sprite set offset
ld de, wSpriteSet
ld bc, (wSpriteSetID - wSpriteSet)
call CopyData ; copy it to wSpriteSet
call Func_140b7
.skipLoadingSpriteSet
call Func_14150
scf
ret
Func_14061: ; 14061 (5:4061)
; This loop stores the correct VRAM tile pattern slots according the sprite
; data from the map's header. Since the VRAM tile pattern slots are filled in
; the order of the sprite set, in order to find the VRAM tile pattern slot
; for a sprite slot, the picture ID for the sprite is looked up within the
; sprite set. The index of the picture ID within the sprite set plus one
; (since the Red sprite always has the first VRAM tile pattern slot) is the
; VRAM tile pattern slot.
ld hl, wSpriteSet
ld bc, (wSpriteSetID - wSpriteSet)
xor a
call FillMemory
ld a, SPRITE_PIKACHU
ld [wSpriteSet], a
ld hl,wSpriteStateData1 + $10
ld a,$0e
.storeVRAMSlotsLoop
push af
ld a, [hl] ; $C1X0 (picture ID) (zero if sprite slot is not used)
and a ; is the sprite slot used?
jr z,.continue ; if the sprite slot is not used
ld c, a
call CheckForNewYellowSprite
jr nc, .asm_1408a
ld de, wSpriteSet + 9
ld b, 2
call Func_1409b
jr .continue
.asm_1408a
ld de, wSpriteSet
ld b, 9
call Func_1409b
.continue
ld de, $10
add hl, de
pop af
dec a
jr nz, .storeVRAMSlotsLoop
ret
Func_1409b: ; 1409b (5:409b)
ld a, [de]
and a
jr z, .asm_140a7
cp c
ret z
dec b
jr z, .asm_140aa
inc de
jr Func_1409b
.asm_140a7
ld a, c
ld [de], a
ret
.asm_140aa
scf
ret
CheckForNewYellowSprite: ; 140ac (5:40ac)
; Checks for a sprite added in yellow
; Returns z flag if it is SPRITE_PIKACHU
; Else, returns carry if not a yellow sprite and vice versa
cp SPRITE_PIKACHU ; is this the Pikachu Sprite?
ret z ; return if yes
cp SPRITE_BALL ; is this a yellow sprite?
jr nc, .notYellowSprite
and a
ret
.notYellowSprite
scf
ret
Func_140b7: ; 140b7 (5:40b7)
ld a, $0
.loop
ld [hVRAMSlot], a
cp 9
jr nc, .fourTileSprite
call LoadStillTilePattern
call LoadWalkingTilePattern
jr .continue
.fourTileSprite
call LoadStillTilePattern
.continue
ld a, [hVRAMSlot]
inc a
cp 11
jr nz, .loop
ret
Func_140d2: ; 140d2 (5:40d2)
xor a
.loop
ld [hVRAMSlot], a
cp 9
jr nc, .asm_140dc
call LoadWalkingTilePattern
.asm_140dc
ld a, [hVRAMSlot]
inc a
cp 11
jr nz, .loop
ret
LoadStillTilePattern: ; 140e4 (5:40e4)
ld a, [wFontLoaded]
bit 0, a ; reloading upper half of tile patterns after displaying text?
ret nz ; if so, skip loading data into the lower half
call ReadSpriteSheetData
ret nc
call GetSpriteVRAMAddress
call CopyVideoDataAlternate ; new yellow function
ret
LoadWalkingTilePattern: ; 140f5 (5:40f5)
call ReadSpriteSheetData
ret nc
ld hl, $c0
add hl, de
ld d, h
ld e, l
call GetSpriteVRAMAddress
set 3, h ; add $800 to hl
call CopyVideoDataAlternate
ret
GetSpriteVRAMAddress: ; 14018 (5:4108)
push bc
ld a, [hVRAMSlot]
ld c, a
ld b, 0
ld hl, SpriteVRAMAddresses
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
pop bc
ret
SpriteVRAMAddresses: ; 14118 (5:4118)
; Equivalent to multiplying $C0 (number of bytes in 12 tiles) times the VRAM
; slot and adding the result to $8000 (the VRAM base address).
dw vChars0 + $c0
dw vChars0 + $180
dw vChars0 + $240
dw vChars0 + $300
dw vChars0 + $3c0
dw vChars0 + $480
dw vChars0 + $540
dw vChars0 + $600
dw vChars0 + $6c0
dw vChars0 + $780
dw vChars0 + $7c0
ReadSpriteSheetData: ; 1412e (5:412e)
ld a, [hVRAMSlot]
ld e, a
ld d, 0
ld hl, wSpriteSet
add hl, de
ld a, [hl]
and a
ret z
dec a
ld l, a
ld h, 0
add hl, hl
add hl, hl
ld de, SpriteSheetPointerTable
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
inc hl
ld c, [hl]
swap c ; get the number of tiles, not the raw byte length
; this is because of the use of CopyVideoDataAlternate
inc hl
ld b, [hl]
inc hl
scf
ret
Func_14150: ; 14150 (5:4150)
ld a, $1
ld [wSpriteStateData2 + $e], a
ld a, $2
ld [wSpriteStateData2 + $fe], a
ld a, $e
ld hl, wSpriteStateData1 + $10
.loop
ld [hVRAMSlot], a
ld a, [hl]
and a
jr z, .asm_1416f
call Func_14179
push hl
ld de, $10e
add hl, de
ld [hl], a
pop hl
.asm_1416f
ld de, $10
add hl, de
ld a, [hVRAMSlot]
dec a
jr nz, .loop
ret
Func_14179: ; 14179 (5:4179)
push de
push bc
ld c, a
ld b, 11
ld de, wSpriteSet
.asm_14181
ld a, [de]
cp c
jr z, .asm_1418d
inc de
dec b
jr nz, .asm_14181
ld a, $1
jr .done
.asm_1418d
ld a, $d
sub b
.done
pop bc
pop de
ret
GetSplitMapSpriteSetID: ; 14193 (5:4193)
ld e, a
ld d, 0
ld hl,MapSpriteSets
add hl, de
ld a,[hl] ; a = spriteSetID
cp a,$f0 ; does the map have 2 sprite sets?
ret c
; GetSplitMapSpriteSetID
; Chooses the correct sprite set ID depending on the player's position within
; the map for maps with two sprite sets.
cp a,$f8
jr z,.route20
ld hl,SplitMapSpriteSets
and a,$0f
dec a
add a
add a
add l
ld l,a
jr nc,.noCarry
inc h
.noCarry
ld a,[hli] ; determines whether the map is split East/West or North/South
cp a,$01
ld a,[hli] ; position of dividing line
ld b,a
jr z,.eastWestDivide
.northSouthDivide
ld a,[wYCoord]
jr .compareCoord
.eastWestDivide
ld a,[wXCoord]
.compareCoord
cp b
jr c,.loadSpriteSetID
; if in the East side or South side
inc hl
.loadSpriteSetID
ld a,[hl]
ret
; Uses sprite set $01 for West side and $0A for East side.
; Route 20 is a special case because the two map sections have a more complex
; shape instead of the map simply being split horizontally or vertically.
.route20
ld hl,wXCoord
ld a,[hl]
cp a,$2b
ld a,$01
ret c
ld a,[hl]
cp a,$3e
ld a,$0a
ret nc
ld a,[hl]
cp a,$37
ld b,$08
jr nc,.next
ld b,$0d
.next
ld a,[wYCoord]
cp b
ld a,$0a
ret c
ld a,$01
ret
INCLUDE "data/sprite_sets.asm"
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