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home.asm
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home.asm
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SECTION "NULL", ROM0
NULL::
INCLUDE "home/header.asm"
SECTION "High Home", ROM0
INCLUDE "home/lcd.asm"
INCLUDE "home/clear_sprites.asm"
INCLUDE "home/copy.asm"
SECTION "ColorizationHome", ROM0
InitializeColor:
cp $11
jr nz, .IsNotGBC
call _InitGbcMode
jp _Start
.IsNotGBC
jpfar RunDmgError
; Indirect function callers for color code
_InitGbcMode:
jpfar InitGbcMode
; Called once for each sprite. This needs to preserve variables, so it can't use
; BankSwitch.
_ColorOverworldSprite::
ldh [hColorHackTmp], a ; Need to preserve value of 'a'
ldh a, [hLoadedROMBank]
push af
ld a, BANK(ColorOverworldSprite)
call SetRomBank
ldh a, [hColorHackTmp]
call ColorOverworldSprite
ldh [hColorHackTmp], a
pop af
call SetRomBank
ldh a, [hColorHackTmp]
ret
; Soft reset code (clears memory then goes to normal code)
SoftReset::
CALL_INDIRECT ClearGbcMemory
jp SoftReset_orig
SECTION "Home", ROM0
INCLUDE "home/start.asm"
INCLUDE "home/joypad.asm"
INCLUDE "data/maps/map_header_pointers.asm"
INCLUDE "home/overworld.asm"
INCLUDE "home/pokemon.asm"
INCLUDE "home/print_bcd.asm"
INCLUDE "home/pics.asm"
INCLUDE "data/tilesets/collision_tile_ids.asm"
INCLUDE "home/copy2.asm"
INCLUDE "home/text.asm"
INCLUDE "home/vcopy.asm"
INCLUDE "home/init.asm"
INCLUDE "home/vblank.asm"
INCLUDE "home/fade.asm"
INCLUDE "home/serial.asm"
INCLUDE "home/timer.asm"
INCLUDE "home/audio.asm"
INCLUDE "home/update_sprites.asm"
INCLUDE "data/items/marts.asm"
INCLUDE "home/overworld_text.asm"
INCLUDE "home/uncompress.asm"
INCLUDE "home/reset_player_sprite.asm"
INCLUDE "home/text_script.asm"
INCLUDE "home/start_menu.asm"
INCLUDE "home/count_set_bits.asm"
INCLUDE "home/inventory.asm"
INCLUDE "home/list_menu.asm"
INCLUDE "home/names.asm"
INCLUDE "home/reload_tiles.asm"
INCLUDE "home/item.asm"
INCLUDE "home/textbox.asm"
INCLUDE "home/npc_movement.asm"
INCLUDE "home/trainers.asm"
INCLUDE "home/map_objects.asm"
INCLUDE "home/trainers2.asm"
INCLUDE "home/money.asm"
INCLUDE "home/bankswitch.asm"
INCLUDE "home/yes_no.asm"
INCLUDE "home/pathfinding.asm"
INCLUDE "home/load_font.asm"
INCLUDE "home/tilemap.asm"
INCLUDE "home/delay.asm"
INCLUDE "home/names2.asm"
INCLUDE "home/item_price.asm"
INCLUDE "home/copy_string.asm"
INCLUDE "home/joypad2.asm"
INCLUDE "home/math.asm"
INCLUDE "home/print_text.asm"
INCLUDE "home/move_mon.asm"
INCLUDE "home/array.asm"
INCLUDE "home/compare.asm"
INCLUDE "home/oam.asm"
INCLUDE "home/window.asm"
INCLUDE "home/print_num.asm"
INCLUDE "home/array2.asm"
INCLUDE "home/palettes.asm"
INCLUDE "home/reload_sprites.asm"
INCLUDE "home/give.asm"
INCLUDE "home/random.asm"
INCLUDE "home/predef.asm"
INCLUDE "home/hidden_objects.asm"
INCLUDE "home/predef_text.asm"
; Note: this saves rSVBK before calling an interrupt. It would also make sense to save
; rVBK. However, doing that would break the code that fixes the ss anne's palettes on
; departure. Instead, just be careful not to set the vram bank to 1 while interrupts are
; enabled...? (Or better yet do the ss anne fix properly...)
InterruptWrapper:
push af
push bc
push de
ldh a, [rSVBK]
ld b, a
ldh a, [hLoadedROMBank]
ld c, a
; Change ROM bank if an interrupt occurred in the middle of DelayFrameHook
ldh a, [hDelayFrameHookBank]
and a
jr z, .notInDelayFrame
; Change rom bank
dec a
call SetRomBank
.notInDelayFrame
xor a
ldh [rSVBK], a
ld de, .ret
push de
jp hl
.ret
ld a, b
ldh [rSVBK], a
ld a, c
call SetRomBank
pop de
pop bc
pop af
pop hl
reti
; Whenever DelayFrame is called, update the sprites.
; This is done here instead of at vblank to prevent sprite wobbliness when scrolling.
; In some situations, DelayFrame is not called every frame, and this could be problematic.
; But I think when sprites are being animated or moved around, it is always called.
DelayFrameHook:
push bc
push de
push hl
ldh a, [rSVBK]
ld b, a
xor a
ldh [rSVBK], a
push bc ; Save wram bank
; Save the current rom bank to a variable. This is important because the game does
; not expect the "DelayFrame" function to change the rom bank. If an interrupt
; occurs in the middle of this hook, the interrupt wrapper will know to restore
; the rom bank.
; An alternative solution would be to use "di/ei", but that was the cause of
; graphical corruption in the pokemart when getting oak's parcel.
ldh a, [hLoadedROMBank]
inc a
ldh [hDelayFrameHookBank], a
; Calling "PrepareOAMData" here instead of at vblank to prevent sprite wobbliness
CALL_INDIRECT PrepareOAMData
jr z, .spritesDrawn
CALL_INDIRECT ColorNonOverworldSprites
.spritesDrawn
; Clear hDelayFrameHookBank. (No need to reload the bank; that's done
; automatically by CALL_INDIRECT.)
xor a
ldh [hDelayFrameHookBank], a
pop af
ldh [rSVBK], a ; Restore wram bank
ld a, 1
ldh [hVBlankOccurred], a
pop hl
pop de
pop bc
ret