So very jumb

This commit is contained in:
PikalaxALT
2015-10-19 16:49:29 -04:00
parent 0a244e043c
commit 6c25592b8c
19 changed files with 885 additions and 847 deletions

View File

@@ -9,7 +9,7 @@ _TitleScreen: ; 10ed67
ld [hBGMapMode], a
; Reset timing variables
ld hl, wcf63
ld hl, wJumptableEntryIndexBuffer
ld [hli], a ; cf63 ; Scene?
ld [hli], a ; cf64
ld [hli], a ; cf65 ; Timer lo
@@ -130,10 +130,10 @@ _TitleScreen: ; 10ed67
; Initialize running Suicune?
ld d, $0
call Function10eed2
call LoadSuicuneFrame
; Initialize background crystal
call Function10ef06
call InitializeBackground
; Save WRAM bank
ld a, [rSVBK]
@@ -145,12 +145,12 @@ _TitleScreen: ; 10ed67
; Update palette colors
ld hl, TitleScreenPalettes
ld de, Unkn1Pals
ld bc, $0080
ld bc, 4 * 32
call CopyBytes
ld hl, TitleScreenPalettes
ld de, BGPals
ld bc, $0080
ld bc, 4 * 32
call CopyBytes
; Restore WRAM bank
@@ -220,7 +220,7 @@ _TitleScreen: ; 10ed67
ld [hBGMapMode], a
xor a
ld [DefaultFlypoint], a
ld [UnknPals1 + 2], a
; Play starting sound effect
call SFXChannelsOff
@@ -230,25 +230,28 @@ _TitleScreen: ; 10ed67
ret
; 10eea7
Function10eea7: ; 10eea7
ld hl, DefaultFlypoint
SuicuneFrameIterator: ; 10eea7
ld hl, UnknPals1 + 2
ld a, [hl]
ld c, a
inc [hl]
and $7
; Only do this once every eight frames
and (1 << 3) - 1
ret nz
ld a, c
and $18
and 3 << 3
sla a
swap a
ld e, a
ld d, $0
ld hl, Unknown_10eece
ld hl, .Frames
add hl, de
ld d, [hl]
xor a
ld [hBGMapMode], a
call Function10eed2
call LoadSuicuneFrame
ld a, $1
ld [hBGMapMode], a
ld a, $3
@@ -256,33 +259,36 @@ Function10eea7: ; 10eea7
ret
; 10eece
Unknown_10eece: ; 10eece
db $80, $88, $00, $08
.Frames: ; 10eece
db $80 ; VTiles4 tile $00
db $88 ; VTiles4 tile $08
db $00 ; VTiles5 tile $00
db $08 ; VTiles5 tile $08
; 10eed2
Function10eed2: ; 10eed2
LoadSuicuneFrame: ; 10eed2
hlcoord 6, 12
ld b, $6
.asm_10eed7
ld c, $8
.asm_10eed9
ld b, 6
.row
ld c, 8
.col
ld a, d
ld [hli], a
inc d
dec c
jr nz, .asm_10eed9
ld a, $c
jr nz, .col
ld a, SCREEN_WIDTH - 8
add l
ld l, a
ld a, $0
ld a, 0
adc h
ld h, a
ld a, $8
ld a, 8
add d
ld d, a
dec b
jr nz, .asm_10eed7
jr nz, .row
ret
; 10eeef
@@ -293,18 +299,18 @@ DrawTitleGraphic: ; 10eeef
; c: width
; d: tile to start drawing from
; e: number of tiles to advance for each row
.asm_10eeef
.row
push de
push bc
push hl
.asm_10eef2
.col
ld a, d
ld [hli], a
inc d
dec c
jr nz, .asm_10eef2
jr nz, .col
pop hl
ld bc, $0014
ld bc, SCREEN_WIDTH
add hl, bc
pop bc
pop de
@@ -312,31 +318,31 @@ DrawTitleGraphic: ; 10eeef
add d
ld d, a
dec b
jr nz, .asm_10eeef
jr nz, .row
ret
; 10ef06
Function10ef06: ; 10ef06
InitializeBackground: ; 10ef06
ld hl, Sprites
ld d, $de
ld d, -$22
ld e, $0
ld c, $5
.asm_10ef0f
ld c, 5
.loop
push bc
call Function10ef1c
call .InitColumn
pop bc
ld a, $10
add d
ld d, a
dec c
jr nz, .asm_10ef0f
jr nz, .loop
ret
; 10ef1c
Function10ef1c: ; 10ef1c
.InitColumn: ; 10ef1c
ld c, $6
ld b, $40
.asm_10ef20
.loop
ld a, d
ld [hli], a
ld a, b
@@ -351,7 +357,7 @@ endr
ld a, $80
ld [hli], a
dec c
jr nz, .asm_10ef20
jr nz, .loop
ret
; 10ef32
@@ -363,7 +369,7 @@ AnimateTitleCrystal: ; 10ef32
; y is really from the bottom of the sprite, which is two tiles high
ld hl, Sprites
ld a, [hl]
cp 6 + 16
cp 6 + $10
ret z
; Move all 30 parts of the crystal down by 2