Use labels instead of constants for HRAM
Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
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@@ -3,36 +3,36 @@ ClearBGPalettes::
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WaitBGMap::
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; Tell VBlank to update BG Map
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ld a, 1 ; BG Map 0 tiles
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ld [hBGMapMode], a
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ldh [hBGMapMode], a
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; Wait for it to do its magic
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ld c, 4
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call DelayFrames
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ret
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WaitBGMap2::
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ld a, [hCGB]
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ldh a, [hCGB]
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and a
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jr z, .bg0
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ld a, 2
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ld [hBGMapMode], a
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ldh [hBGMapMode], a
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ld c, 4
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call DelayFrames
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.bg0
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ld a, 1
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ld [hBGMapMode], a
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ldh [hBGMapMode], a
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ld c, 4
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call DelayFrames
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ret
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IsCGB::
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ld a, [hCGB]
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ldh a, [hCGB]
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and a
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ret
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ApplyTilemap::
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ld a, [hCGB]
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ldh a, [hCGB]
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and a
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jr z, .dmg
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@@ -41,19 +41,19 @@ ApplyTilemap::
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jr z, .dmg
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ld a, 1
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ld [hBGMapMode], a
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ldh [hBGMapMode], a
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jr CopyTilemapAtOnce
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.dmg
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; WaitBGMap
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ld a, 1
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ld [hBGMapMode], a
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ldh [hBGMapMode], a
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ld c, 4
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call DelayFrames
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ret
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CGBOnly_CopyTilemapAtOnce::
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ld a, [hCGB]
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ldh a, [hCGB]
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and a
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jr z, WaitBGMap
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@@ -65,52 +65,52 @@ CopyTilemapAtOnce::
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ret
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.CopyTilemapAtOnce:
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ld a, [hBGMapMode]
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ldh a, [hBGMapMode]
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push af
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xor a
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ld [hBGMapMode], a
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ldh [hBGMapMode], a
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ld a, [hMapAnims]
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ldh a, [hMapAnims]
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push af
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xor a
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ld [hMapAnims], a
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ldh [hMapAnims], a
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.wait
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ld a, [rLY]
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ldh a, [rLY]
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cp $7f
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jr c, .wait
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di
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ld a, BANK(vTiles3)
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ld [rVBK], a
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ldh [rVBK], a
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hlcoord 0, 0, wAttrMap
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call .StackPointerMagic
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ld a, BANK(vTiles0)
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ld [rVBK], a
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ldh [rVBK], a
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hlcoord 0, 0
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call .StackPointerMagic
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.wait2
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ld a, [rLY]
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ldh a, [rLY]
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cp $7f
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jr c, .wait2
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ei
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pop af
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ld [hMapAnims], a
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ldh [hMapAnims], a
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pop af
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ld [hBGMapMode], a
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ldh [hBGMapMode], a
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ret
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.StackPointerMagic:
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; Copy all tiles to vBGMap
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ld [hSPBuffer], sp
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ld sp, hl
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ld a, [hBGMapAddress + 1]
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ldh a, [hBGMapAddress + 1]
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ld h, a
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ld l, 0
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ld a, SCREEN_HEIGHT
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ld [hTilesPerCycle], a
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ldh [hTilesPerCycle], a
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ld b, 1 << 1 ; not in v/hblank
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ld c, LOW(rSTAT)
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@@ -131,14 +131,14 @@ endr
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ld de, BG_MAP_WIDTH - SCREEN_WIDTH
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add hl, de
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ld a, [hTilesPerCycle]
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ldh a, [hTilesPerCycle]
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dec a
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ld [hTilesPerCycle], a
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ldh [hTilesPerCycle], a
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jr nz, .loop
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ld a, [hSPBuffer]
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ldh a, [hSPBuffer]
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ld l, a
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ld a, [hSPBuffer + 1]
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ldh a, [hSPBuffer + 1]
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ld h, a
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ld sp, hl
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ret
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@@ -146,14 +146,14 @@ endr
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SetPalettes::
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; Inits the Palettes
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; depending on the system the monochromes palettes or color palettes
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ld a, [hCGB]
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ldh a, [hCGB]
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and a
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jr nz, .SetPalettesForGameBoyColor
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ld a, %11100100
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ld [rBGP], a
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ldh [rBGP], a
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ld a, %11010000
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ld [rOBP0], a
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ld [rOBP1], a
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ldh [rOBP0], a
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ldh [rOBP1], a
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ret
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.SetPalettesForGameBoyColor:
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@@ -169,23 +169,23 @@ ClearPalettes::
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; Make all palettes white
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; CGB: make all the palette colors white
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ld a, [hCGB]
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ldh a, [hCGB]
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and a
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jr nz, .cgb
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; DMG: just change palettes to 0 (white)
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xor a
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ld [rBGP], a
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ld [rOBP0], a
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ld [rOBP1], a
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ldh [rBGP], a
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ldh [rOBP0], a
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ldh [rOBP1], a
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ret
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.cgb
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ld a, [rSVBK]
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ldh a, [rSVBK]
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push af
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ld a, BANK(wBGPals2)
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ld [rSVBK], a
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ldh [rSVBK], a
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; Fill wBGPals2 and wOBPals2 with $ffff (white)
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ld hl, wBGPals2
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@@ -194,11 +194,11 @@ ClearPalettes::
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call ByteFill
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pop af
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ld [rSVBK], a
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ldh [rSVBK], a
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; Request palette update
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ld a, 1
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ld [hCGBPalUpdate], a
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ldh [hCGBPalUpdate], a
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ret
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GetMemSGBLayout::
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@@ -206,11 +206,11 @@ GetMemSGBLayout::
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GetSGBLayout::
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; load sgb packets unless dmg
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ld a, [hCGB]
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ldh a, [hCGB]
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and a
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jr nz, .sgb
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ld a, [hSGB]
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ldh a, [hSGB]
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and a
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ret z
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