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Begin adding scroll-down support

master
Forest Belton 2 years ago
parent
commit
f497fecbc9
2 changed files with 79 additions and 37 deletions
  1. +1
    -13
      src/main.s
  2. +78
    -24
      src/map.s

+ 1
- 13
src/main.s View File

@ -153,21 +153,9 @@ start:
.vbl:
halt
; BC = *PENDING_ROW_PTR
ld a, [PENDING_ROW_PTR]
ld c, a
ld a, [PENDING_ROW_PTR + 1]
ld b, a
; Write pending row if enqueued
or c
jr z, .dma_oam
ld hl, PENDING_ROW_DATA
ld d, SCRN_VX_B
MEMCPY bc, hl, d
call Map_Update
; ~160 cycles
.dma_oam:
ld a, HIGH(_OAM)
call DMA_Start

+ 78
- 24
src/map.s View File

@ -3,26 +3,26 @@ INCLUDE "util.inc"
SECTION "Map Data", WRAM0
PAGEX:: DB
PAGEY:: DB
PAGEX:: DB ; X coordinate to enqueue map column at
PAGEY:: DB ; Y coordinate to enqueue map row at
LAST_SCX:: DB
LAST_SCY:: DB
LAST_SCX:: DB ; Value of SCX last frame
LAST_SCY:: DB ; Value of SCY last frame
PENDING_ROW_PTR:: DW
PENDING_ROW_DATA:: DS SCRN_VX_B
PENDING_ROW_PTR:: DW ; Where to write pending row data (0 = no write)
PENDING_ROW_DATA:: DS SCRN_VX_B ; Row to be written
CURRENT_DATA_START::
CURRENT_TILE_PTR:: DW
CURRENT_TILE_SIZE:: DB
CURRENT_MAP_PTR:: DW
CURRENT_MAP_COLLISION:: DW
CURRENT_MAP_WIDTH:: DB
CURRENT_MAP_HEIGHT:: DB
CURRENT_SPAWN_X:: DB
CURRENT_SPAWN_Y:: DB
CURRENT_CAMERA_X:: DB
CURRENT_CAMERA_Y:: DB
CURRENT_TILE_PTR:: DW ; Location of tile data
CURRENT_TILE_SIZE:: DB ; Length of tile data (num_tiles * 8)
CURRENT_MAP_PTR:: DW ; Location of map data
CURRENT_MAP_COLLISION:: DW ; Location of map collision data
CURRENT_MAP_WIDTH:: DB ; Width of map in tiles
CURRENT_MAP_HEIGHT:: DB ; Height of map in tiles
CURRENT_SPAWN_X:: DB ; X coordinate to spawn player at
CURRENT_SPAWN_Y:: DB ; Y coordinate to spawn player at
CURRENT_CAMERA_X:: DB ; X coordinate of camera (top left of viewport)
CURRENT_CAMERA_Y:: DB ; Y coordinate of camera (top left of viewport)
CURRENT_DATA_END::
SECTION "Map Code", ROM0
@ -118,14 +118,14 @@ Map_Load::
; Update map state based on SCX/SCY
Map_Scroll::
; If SCY = PAGEY, write map row
; map coords = CURRENT_CAMERA_X, CURRENT_CAMERA_Y - 2
; HL = _SCRN0 + 32 * (32 - page_y/8 - 2)
; TODO: WTF does this shit even do...
ld hl, PAGEY
ld a, [rSCY]
cp [hl]
jr nz, .scroll_down_check
; map coords = CURRENT_CAMERA_X, CURRENT_CAMERA_Y - 2
; HL = _SCRN0 + 32 * (32 - page_y/8 - 2)
; TODO: WTF does this shit even do...
ld a, [rSCX]
ld b, a
ld a, [CURRENT_CAMERA_X]
@ -180,10 +180,28 @@ Map_Scroll::
jr .done
.scroll_down_check:
; If SCY = SCRN_Y - PAGEY, write map row
; map coords = CURRENT_CAMERA_X, CURRENT_CAMERA_Y + 21
; HL = _SCRN0 + 32 * ((32 - page_y) - 1)
; TODO: Check math on these
; Check SCY + SCRN_Y = PAGEY
ld a, [PAGEY]
sub SCRN_Y
ld hl, rSCY
cp [hl]
jr nz, .done
ld a, [CURRENT_CAMERA_X]
ld b, a
ld a, [CURRENT_CAMERA_Y]
add SCRN_X_B + 1
ld c, a
call compute_vram_ptr
call enqueue_row_write
ld a, [PAGEY]
add 8
ld [PAGEY], a
jr .done
; If SCX = PAGEX, write map col
; If SCX = SCRN_X - PAGEX, write map col
@ -195,10 +213,45 @@ Map_Scroll::
ret
Map_Update::
; Skip update if PENDING_ROW_PTR is 0
ld a, [PENDING_ROW_PTR]
ld c, a
ld a, [PENDING_ROW_PTR + 1]
ld b, a
or c
ret z
ld hl, PENDING_ROW_DATA
ld d, SCRN_VX_B
MEMCPY bc, hl, d
ret
; Computes the offset into map RAM
; @param e The map RAM y-coordinate
; @return hl Pointer into map RAM
compute_vram_ptr:
push bc
ld hl, _SCRN0
ld b, 0
ld c, SCRN_VX_B
ld a, e
.loop:
or a
jr z, .done
add hl, bc
dec a
jr .loop
.done:
pop bc
ret
; Write a row of map data into row buffer
; @param b Map X coordinate (signed)
; @param c Map Y coordinate (signed)
; @param hl Where to write the row in map VRAM
; @destroy All registers
enqueue_row_write:
; PENDING_ROW_PTR = HL
ld a, l
@ -306,7 +359,8 @@ enqueue_row_write:
ret
; TODO: Deduplicate with enqueue_row_write? This version is needed when
; loading a map, which happens synchronously while LCD is disabled
; loading a map, which happens synchronously while LCD is disabled. One trick to
; achieve this would be to call enqueue_row_write then Map_Update
;
; Write a row of map data into map RAM
; @param b Map X coordinate (signed)

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