File: engine.inc - Tab length: 1 2 4 8 - Lines: on off - No wrap: on off

001: walk_engine:  ; hl:map addr
002:   push hl
003:   call fade_out
004:   bcall _grbufclr
005:   pop hl
006:   ld a,(hl)
007:   ld (mapWidth),a
008:   inc hl
009:   ld a,(hl)
010:   ld (mapHeight),a
011:   inc hl
012:   ld (mapAddr),hl
013:   ld hl,tiles
014:   ld (tileAddr),hl
015:   call gbaInitMap
016:   call draw_map
017:   call fade_in
018: 
019: walk_engine_loop:
020:   ld a,$fe      ;groupe 1
021:   out (1),a     ;-les fleches
022:   in a,(1)
023:   bit 0,a       ;on pourrait aussi utiliser rra et v�rifier nc (rra \ call nc,walk_down)
024:   push af
025:   call z,walk_down
026:   pop af
027:   bit 1,a
028:   push af
029:   call z,walk_left
030:   pop af
031:   bit 2,a
032:   push af
033:   call z,walk_right
034:   pop af
035:   bit 3,a
036:   call z,walk_up
037: 
038:   ld a,$bf      ;groupe 7
039:   out (1),a     ;-[2nd][Mode][Del],[Y=]->[Graph]
040:   in a,(1)
041:   bit 4,a       ;[Y=]?
042:   call z,menu_start
043: 
044:   ld a,$fd      ;groupe 2
045:   out (1),a     ;[Enter]->[Clear]
046:   in a,(1)
047:   bit 6,a       ;[Clear]
048:   jr nz,walk_engine_loop
049:   ret
050: 
051: walk_down:
052:   ld hl,player_down ;l'addresse du sprite du joueur � afficher
053:   ld (player_direction),hl
054: ;;
055: ;pourquoi ne pas faire (7 octets) :
056: ; ld bc,(player_y)
057: ; ld a,8
058: ; add a,c
059: ; ld c,a
060: ;;
061:   ld a,(player_y)
062:   add a,8       ;v�rifier qu'il n'y a rien dessous
063:   ld bc,(player_y)  ;c = player y, b = player x
064:   ld c,a
065: ;;
066:   call gbaCollision ;a = no. de tile
067:   call check_tile
068:   jp nz,draw_map    ;nz = un tile walkable n'a pas �t� rencontr�
069: 
070: walk_down_no_collision:
071:   ld hl,no_scroll
072:   ld (hl),0     ;0 = d�placer la carte
073:   ld a,(player_y)
074:   cp 24
075:   jp p,walk_down2
076:   ld (hl),1     ;!= 0 = il ne faut pas d�placer la carte
077: 
078: walk_down2:
079:   ld hl,gbaScrollDown
080:   ld (scroll_addr),hl ;la routine � �x�cuter
081:   ld hl,inc_walk_y  ;l'adresse d'une routine
082:   ld (no_scroll_addr),hl
083:   jp walk_and_scroll
084: 
085: walk_left:
086: player_left = $+1
087:   ld hl,0
088:   ld (player_direction),hl
089:   ld a,(player_x)
090:   dec a
091:   ld bc,(player_y)
092:   ld b,a
093:   call gbaCollision
094:   call check_tile
095:   jp nz,draw_map
096: 
097: walk_left_no_collision:
098:   ld hl,no_scroll
099:   ld (hl),0
100:   ld a,(player_x)
101:   cp 56
102:   jp m,walk_left2
103:   ld (hl),1
104: 
105: walk_left2:
106:   ld hl,gbaScrollLeft
107:   ld (scroll_addr),hl
108:   ld hl,dec_walk_x
109:   ld (no_scroll_addr),hl
110:   jr walk_and_scroll
111: 
112: walk_right:
113: player_right = $+1
114:   ld hl,0
115:   ld (player_direction),hl
116:   ld a,(player_x)
117:   add a,8
118:   ld bc,(player_y)
119:   ld b,a
120:   call gbaCollision
121:   call check_tile
122:   jp nz,draw_map
123: 
124: walk_right_no_collision:
125:   ld hl,no_scroll
126:   ld (hl),0
127:   ld a,(player_x)
128:   cp 40
129:   jp p,walk_right2
130:   ld (hl),1
131: 
132: walk_right2:
133:   ld hl,gbaScrollRight
134:   ld (scroll_addr),hl
135:   ld hl,inc_walk_x
136:   ld (no_scroll_addr),hl
137:   jr walk_and_scroll
138: 
139: walk_up:
140: player_up = $+1
141:   ld hl,0
142:   ld (player_direction),hl
143:   ld a,(player_y)
144:   dec a
145:   ld bc,(player_y)
146:   ld c,a
147:   call gbaCollision
148:   call check_tile
149:   jr nz,draw_map
150:   ld hl,no_scroll
151:   ld (hl),0
152:   ld a,(player_y)
153:   cp 40
154:   jp m,walk_up2
155:   ld (hl),1
156: 
157: walk_up2:
158:   ld hl,gbaScrollUp
159:   ld (scroll_addr),hl
160:   ld hl,dec_walk_y
161:   ld (no_scroll_addr),hl
162: 
163: walk_and_scroll:
164:   ld b,8
165: 
166: walk_and_scroll_loop:
167:   push bc
168:   call inc_walk_count ;il g�re l'animation du joueur ?
169: no_scroll = $+1
170:   ld a,0        ;mis dans les routines de mouvement
171:   or a        ;=0 pour scroller la carte, !=0 pour ne pas scroller
172:   jr nz,walk_and_scroll_skip
173: scroll_addr = $+1
174:   ld hl,0       ;l'adresse de la routine pour scroller la carte
175:   call jp_hl
176:   jr nc,walk_and_scroll_loop_2  ;c = routine n'a pas pu scroller la carte
177: 
178: walk_and_scroll_skip:
179: no_scroll_addr = $+1
180:   ld hl,0
181:   call jp_hl
182: 
183: walk_and_scroll_loop_2:
184:   call draw_map
185:   pop bc
186:   djnz walk_and_scroll_loop ;scroller 8 fois
187:   xor a
188:   ld (walk_anim),a
189:   call draw_map
190:   ld bc,(player_y)
191:   call gbaCollision
192:   jr check_event
193: 
194: inc_walk_y:
195:   ld hl,player_y
196:   inc (hl)
197:   ret
198: 
199: dec_walk_x:
200:   ld hl,player_x
201:   dec (hl)
202:   ret
203: 
204: inc_walk_x:
205:   ld hl,player_x
206:   inc (hl)
207:   ret
208: 
209: dec_walk_y:
210:   ld hl,player_y
211:   dec (hl)
212:   ret
213: 
214: draw_map:
215:   call gbaRestoreMap
216: player_direction = $+1
217:   ld hl,0       ;contient l'adresse du sprite selon la direction du joueur
218: ;;
219: ;ou (11 octets) :
220: ; ld a,(walk_anim)
221: ; add a,a
222: ; add a,a
223: ; add a,a
224: ; add a,a
225: ; ld e,a
226: ; ld d,0        ;ou ld d,b, vu que b devrait �tre 0 apr�s gbaRestoreMap
227: ; add hl,de
228: ;;
229:   ld de,16
230:   ld a,(walk_anim)
231:   or a
232:   jr z,draw_map_3
233:   sub 1       ;mieux serait 'dec a'
234:   jr z,draw_map_2
235:   add hl,de
236: draw_map_2:
237:   add hl,de
238: draw_map_3:
239: ;;
240:   ld bc,(player_y)
241:   ld de,$0108
242:   call gbaClipSprite
243:   call gbaDrawMaskSprite
244:   jp ionFastCopy
245: 
246: inc_walk_count:
247: walk_count = $+1
248:   ld a,0
249:   inc a
250:   ld (walk_count),a
251:   cp walk_frequency
252:   ret nz
253:   xor a
254:   ld (walk_count),a
255: walk_anim = $+1
256:   ld a,0
257:   inc a
258:   ld (walk_anim),a
259:   cp 4
260:   ret nz
261:   ld (walk_anim),a
262:   ret
263: 
264: check_tile: ; z if tile is walkable
265:   ld hl,walkable_tiles
266:   ld b,walkable_tiles_end-walkable_tiles
267: 
268: check_tile_loop:
269:   cp (hl)
270:   ret z
271:   inc hl
272:   djnz check_tile_loop
273: 
274: check_event_block_tile:
275:   ld hl,event_block_tiles   ;pour le moment, pas n�cessaire (apr�s check_tile_loop hl pointe sur event_block_tiles)
276:   ld b,(event_block_tiles_end-event_block_tiles)/3
277:   jr check_event_tile_loop
278: 
279: check_event:    ;grass/door
280:   ld hl,event_tiles
281:   ld b,(event_tiles_end-event_tiles)/3  ;chaque �v�nement occupe trois octets
282: 
283: check_event_tile_loop:
284:   cp (hl)
285:    jr nz,$+7  ; jr nz,$+8
286:     inc hl
287:     bcall _ldhlind  ; ld a,(hl) \ inc hl \ ld h,(hl) \ ld l,a
288:     jp (hl)
289:   inc hl
290:   inc hl
291:   inc hl
292:   djnz check_event_tile_loop
293:   ret
294: 
295: walkable_tiles: ; walkable tiles
296:   .db 0,2,3,4,18
297: walkable_tiles_end: