-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmacros.asm
More file actions
331 lines (292 loc) · 5.91 KB
/
Copy pathmacros.asm
File metadata and controls
331 lines (292 loc) · 5.91 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
; **************
; *** MACROS ***
; **************
; Uses the game's CopyData routine to copy BC bytes from HL to DE.
; If only two args are used, BC is obtained through HL's label.
.MACRO WRITEDATA
.IF NARGS < 2
.FAIL
.ENDIF
.IF NARGS > 3
.FAIL
.ENDIF
.IF NARGS == 2
ld hl,\1
ld bc,_sizeof_\1
ld de,\2
.ENDIF
.IF NARGS == 3
ld hl,\1
ld bc,\2
ld de,\3
.ENDIF
call CopyData
.ENDM
.MACRO WRITEDATASAFE
ld hl,\1
ld de,\2
ld b,_sizeof_\1
call CopyDataSafe
.ENDM
; Set VRAM0 or VRAM1 depending on the argument. Keeps A, writes over HL.
.MACRO SETVRAM
.IF NARGS != 1
.FAIL
.ENDIF
.IF \1 == 0
ld hl,VBK
res 0,(hl)
.ELSE
ld hl,VBK
set 0,(HL)
.ENDIF
.ENDM
; Switches to an offset's bank and jumps to it
.MACRO GOTO
.IF NARGS == 0
.FAIL
.ENDIF
.IF NARGS > 2
.FAIL
.ENDIF
.IF NARGS == 1
ld a,:\1
ld hl,\1
jp SWITCHBANK_JUMPHL
.ENDIF
.IF NARGS == 2
ld a,\1
ld hl,\2
jp SWITCHBANK_JUMPHL
.ENDIF
.ENDM
.BANK 0 SLOT 0
.SECTION "GotoRoutines" FREE
; Switches to Bank A and jumps to HL.
SWITCHBANK_JUMPHL:
ldh (<BANK_CURRENT),a
SWITCHBANK_JUMPHL_unsafe:
ld (SWITCH_BANK),a
jp hl
.ENDS
; Adds spaces
.MACRO PADDING
.IF NARGS == 0
.FAIL
.ENDIF
.REPEAT \1
nop
.ENDR
.ENDM
; This writes BG & OBJ palettes at any point in the code, no buffer.
; If you provide an argument, it's used as the palette's offset (BG+OBJ).
; If none is used, it's assumed that the palette's offset is stored in HL.
.MACRO WRITEPALS ARGS PALETTE
; *BG PAL*
.IF NARGS == 0
push hl
.ELSE
ld hl,PALETTE
.ENDIF
ld a,PALINIT
ldh (<BCPS),a
ld b,PALSIZE
; Checks if $FF69 is accessible:
@LoopBGPALForce\@:
WAITBLANK
; Sets BG Palettes:
ldi a,(hl)
ldh (<BCPD),a
dec b
jr nz,@LoopBGPALForce\@
; *OBJ PAL*
.IF NARGS == 0
pop hl
ld de,PALSIZE
add hl,de
.ELSE
ld hl,PALETTE+PALSIZE
.ENDIF
ld a,PALINIT
ldh (<OCPS),a ;
ld b,PALSIZE
; Checks if $FF69 is accessible:
@LoopOBJPALForce\@:
WAITBLANK
; Sets OBJ Palettes:
ldi a,(hl)
ldh (<OCPD),a
dec b
jr nz,@LoopOBJPALForce\@
.ENDM
; This is the same as WRITEPALS but avoids overwritting anything character-specific
.MACRO WRITEPARTIALPALS ARGS PALETTE SKIP
.IF NARGS < 1
.FAIL
.ENDIF
.IF NARGS > 2
.FAIL
.ENDIF
; *BG PAL*
ld hl,PALETTE
ld a,PALINIT
ldh (<BCPS),a
ld b,PALSIZE
; Checks if $FF69 is accessible:
@LoopBGPALForce\@:
WAITBLANK
; Sets BG Palettes:
ldi a,(hl)
ldh (<BCPD),a
dec b
jr nz,@LoopBGPALForce\@
; *OBJ PAL*
.IF NARGS == 1
ld hl,PALETTE+PALSIZE+PALUNIT*4
ld a,$A0
ldh (<OCPS),a ;
ld b,PALUNIT*4
.ENDIF
.IF NARGS == 2
ld hl,PALETTE+PALSIZE+PALUNIT*SKIP
ld a,PALUNIT*SKIP+128 ; 128 = $80: Autoincrement
ldh (<OCPS),a ;
ld b,PALUNIT*(8-SKIP)
.ENDIF
; Checks if $FF69 is accessible:
@LoopOBJPALForce\@:
WAITBLANK
; Sets OBJ Palettes:
ldi a,(hl)
ldh (<OCPD),a
dec b
jr nz,@LoopOBJPALForce\@
.ENDM
; This waits for V-Blank or H-Blank so both OAM and display RAM are accessible
.MACRO WAITBLANK
@@wait\@:
ldh a,(<STAT)
bit 1,a ; Wait until Mode is 0 or 1
jr nz,@@wait\@
.ENDM
.MACRO WAITBLANK_DMG
.IF DOUBLESPEED == 0
WAITBLANK
.ENDIF
.ENDM
.MACRO WAITVBLANK
@wait\@:
ldh a,(<STAT)
and $03 ; Wait until Mode is 0 or 1
cp $01
jr nz,@wait\@
.ENDM
; Stores the current Bank, switches to the bank in which the routine is located and calls it.
; Then it goes backs to the current bank. It takes 21/h15 bytes.
.MACRO FARCALL
ldh a,(<BANK_CURRENT)
ldh (<BANK_BUFFER),a
ld a,:\1
ldh (<BANK_CURRENT),a
ld (SWITCH_BANK),a
call \1
ldh a,(<BANK_BUFFER)
ldh (<BANK_CURRENT),a
ld (SWITCH_BANK),a
.ENDM
.MACRO BUFFERPAL
.IF NARGS != 1
.FAIL
.ENDIF
WRITEDATA \1 PALSIZE PAL_BUFFER@BG
WRITEDATA \1+PALSIZE PALSIZE PAL_BUFFER@OBJ
.ENDM
.MACRO BUFFERPALINIT
.IF NARGS != 1
.FAIL
.ENDIF
WRITEDATA \1 PALSIZE PAL_BUFFER@BG
WRITEDATA \1+PALSIZE PALSIZE PAL_BUFFER@OBJ
WRITEDATA \1+PALSIZE PALUNIT PAL_CHARBUFFER
WRITEDATA \1+PALSIZE PALUNIT PAL_CHARBUFFER_UG
.ENDM
.MACRO BUFFERPARTIALPAL
.IF NARGS < 1
.FAIL
.ENDIF
.IF NARGS >2
.FAIL
.ENDIF
WRITEDATA \1 PALSIZE PAL_BUFFER@BG
.IF NARGS == 1
WRITEDATA \1+PALSIZE+PALUNIT*4 PALUNIT*4 PAL_BUFFER@OBJ+PALUNIT*4
.ENDIF
.IF NARGS == 2
WRITEDATA \1+PALSIZE+PALUNIT*\2 PALUNIT*(8-\2) PAL_BUFFER@OBJ+PALUNIT*\2
.ENDIF
.ENDM
.MACRO POINTER
.IF NARGS != 1
.FAIL
.ENDIF
.db <\1,>\1
.ENDM
.MACRO SETREV1
.IF REV == 1
.REDEFINE REVOFFSET \1
.ENDIF
.ENDM
.MACRO INCLEVEL
Level\1PAL:
@BG:
.INCBIN "data\\palettes\\partials\\HUD.pal" READ PALUNIT
.INCBIN "data\\palettes\\levels\\\2\\\1.pal" SKIP PALUNIT READ PALSIZE-PALUNIT
@OBJ:
.IF NARGS < 3
.FAIL
.ENDIF
.IF NARGS == 3
.INCBIN "data\\palettes\\partials\\Player\\\3.pal" READ PALUNIT+4
.ELSE
.INCBIN "data\\palettes\\partials\\Player\\\3\4.pal" READ PALUNIT+4
.ENDIF
.IF NARGS == 5
.INCBIN "data\\palettes\\levels\\\2\\\1\5.pal" SKIP PALSIZE+PALUNIT+4 READ PALUNIT*7-4
.ELSE
.INCBIN "data\\palettes\\levels\\\2\\\1.pal" SKIP PALSIZE+PALUNIT+4 READ PALUNIT*7-4
.ENDIF
Level\1Attrs:
.INCBIN "data\\attributes\\levels\\\2\\\1.bin"
.ENDM
.MACRO INCMIDLEVEL
; Every time this is called, it generates a label called "<ARG0>PAL<ARG1>:"
; followed by the BG and OBJ palettes located at <ARG0>*$80
.REDEFINE PALBLOCK \3*PALSIZE*2
Level\1PAL\3:
@BG:
.INCBIN "data\\palettes\\partials\\HUD.pal" READ PALUNIT
.INCBIN "data\\palettes\\levels\\\2\\\1.pal" SKIP PALBLOCK+PALUNIT READ PALUNIT*7
@OBJ:
.INCBIN "data\\palettes\\partials\\Player\\Mario.pal" READ PALUNIT
.INCBIN "data\\palettes\\partials\\Misc.pal"
.INCBIN "data\\palettes\\partials\\Mushroom.pal"
.INCBIN "data\\palettes\\partials\\Coins.pal"
.INCBIN "data\\palettes\\levels\\\2\\\1.pal" SKIP PALBLOCK+PALSIZE+PALUNIT*4 READ PALUNIT*4
.ENDM
.MACRO MIDLEVEL
.IF NARGS == 0
.FAIL
.ENDIF
.IF NARGS > 2
.FAIL
.ENDIF
.IF NARGS == 1
BUFFERPARTIALPAL \1
WRITEPARTIALPALS PAL_BUFFER
.ENDIF
.IF NARGS == 2
BUFFERPARTIALPAL \1 \2
WRITEPARTIALPALS PAL_BUFFER \2
.ENDIF
jp @Exit
.ENDM