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
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
|
Load_Prepared_Map:
LD A, $mem_viewport_x
SUB $02
LD C, A
ADD $10
LD E, A
LD A, $mem_viewport_y
SUB $02
LD B, A
ADD $10
LD D, A
.For_Y:
.For_X:
LD A, C
CALL =Load_Block
LD A, $mem_prepared_block_position_1
SUB high($VRAM_tilemap_1)
ADD high($mem_map_loading_buffer)
LD $mem_prepared_block_position_1, A
CALL =Display_Main_Prepared_Block
INC C
LD A, C
CP E
JR NZ, =.For_X
INC B
LD A, B
CP D
JR NZ, =.For_Y
RET
Load_Next_Block_Row: ; (+1/-1 direction in B, block number (between 0-f) in C
PUSH AF
PUSH BC
PUSH DE
LD A, B
CP $01
JR NZ, =Load_Next_Block_Row.Up
LD A, $mem_viewport_y
ADD $0C
LD B, A
JR =Load_Next_Block_Row.Set_X_Limits
Load_Next_Block_Row.Up:
LD A, $mem_viewport_y
SUB $02
LD B, A
Load_Next_Block_Row.Set_X_Limits:
LD A, $mem_viewport_x
SUB $03
LD D, A
LD A, C
ADD D
LD D, A
LD A, $mem_viewport_x
ADD $0D
LD E, A
LD A, D
CALL =Load_Block
POP DE
POP BC
POP AF
RET
Load_Next_Block_Column: ; (+1/-1 direction in B), block number (between 0-f) in C
PUSH AF
PUSH BC
PUSH DE
LD A, B
CP $01
JR NZ, =Load_Next_Block_Column.Left
LD A, $mem_viewport_x
ADD $0C
LD D, A
JR =Load_Next_Block_Column.Set_Y_Limits
Load_Next_Block_Column.Left:
LD A, $mem_viewport_x
SUB $02
LD D, A
Load_Next_Block_Column.Set_Y_Limits:
LD A, $mem_viewport_y
SUB $03
LD B, A
LD A, $mem_viewport_y
ADD $0D
LD E, A
LD A, C
ADD B
LD B, A
LD A, D
CALL =Load_Block
POP DE
POP BC
POP AF
RET
Prepare_Scrolling_Map:
LD A, $mem_map_loading_flags
BIT 0, A
JR Z, =Display_Scrolling_Map.End
LD A, $mem_moving_animation_step
LD C, A
LD A, $mem_bunny_direction
AND $07
DEC A
AND $01
SLA A
DEC A
LD B, A
LD A, $mem_bunny_direction
AND $07
DEC A
BIT 1, A
JR NZ, =Display_Scrolling_Map.vertical
Display_Scrolling_Map.horizontal:
CALL =Load_Next_Block_Column
JR =Display_Scrolling_Map.End
Display_Scrolling_Map.vertical:
CALL =Load_Next_Block_Row
Display_Scrolling_Map.End:
RET
Construct_Tile_Address: ; Construct Tile Map address from A and B in DE
PUSH AF
PUSH BC
AND $0f
LD C, A
LD A, B
AND $0f
LD B, A
LD A, C
LD D, $00
LD E, $00
LD E, B
SWAP E
SLA E
RL D
SLA E
RL D
SLA A
OR E
LD E, A
LD A, D
OR high($VRAM_tilemap_1)
LD D, A
POP BC
POP AF
RET
Load_Block: ; X in A, Y in B
PUSH BC
PUSH AF
PUSH DE
CALL =Construct_Tile_Address
PUSH AF
PUSH DE
LD C, $00
LD D, A
; Checking down block
LD A, D
INC B
CALL =Is_Solid
OR C
LD C, A
DEC B
SLA C
; Checking up block
LD A, D
DEC B
CALL =Is_Solid
OR C
LD C, A
INC B
SLA C
; Checking right block
LD A, D
INC A
CALL =Is_Solid
OR C
LD C, A
SLA C
; Checking left block
LD A, D
DEC A
CALL =Is_Solid
OR C
LD C, A
SLA C
SLA C
LD A, C
ADD $20
LD C, A
LD A, $mem_map_loading_flags
SET 2, A
LD $mem_map_loading_flags, A
POP DE
LD A, D
LD $mem_prepared_block_position_1, A
LD A, E
LD $mem_prepared_block_position_2, A
POP AF
CALL =Is_Solid
CP $00
JR Z, =Load_Block.Empty
Load_Block.Solid:
LD A, C
LD $mem_prepared_block_tile, A
JR =Load_Block.End
Load_Block.Empty:
LD A, $00
LD $mem_prepared_block_tile, A
Load_Block.End:
POP DE
POP AF
POP BC
RET
Load_Additional_Block:
LD A, $mem_display_flag
BIT 6, A
RET Z
LD A, $mem_additional_loading_block_y
LD B, A
LD A, $mem_additional_loading_block_x
CALL =Load_Block
LD A, $mem_prepared_block_tile
LD $mem_additional_loading_block_tile, A
LD A, $mem_prepared_block_position_1
LD $mem_additional_loading_block_position_1, A
LD A, $mem_prepared_block_position_2
LD $mem_additional_loading_block_position_2, A
RET
Display_Prepared_Blocks:
LD A, $mem_map_loading_flags
BIT 2, A
JR Z, =.Skip_Main
LD A, $mem_map_loading_flags
RES 2, A
LD $mem_map_loading_flags, A
CALL =Display_Main_Prepared_Block
.Skip_Main:
LD A, $mem_display_flag
BIT 6, A
RET Z
RES 6, A
LD $mem_display_flag, A
LD A, $mem_additional_loading_block_tile
LD $mem_prepared_block_tile, A
LD A, $mem_additional_loading_block_position_1
LD $mem_prepared_block_position_1, A
LD A, $mem_additional_loading_block_position_2
LD $mem_prepared_block_position_2, A
JP =Display_Main_Prepared_Block
Display_Main_Prepared_Block:
PUSH AF
PUSH BC
PUSH DE
LD A, $mem_prepared_block_position_1
LD D, A
LD A, $mem_prepared_block_position_2
LD E, A
LD A, $mem_prepared_block_tile
LD C, A
LD (DE), A
LD A, E
OR $20
LD E, A
LD A, C
OR $02
LD (DE), A
INC E
LD A, C
OR $03
LD (DE), A
LD A, E
AND $DF
LD E, A
LD A, C
OR $01
LD (DE), A
.End:
POP DE
POP BC
POP AF
RET
Is_Solid: ; X in A, Y in B, Result A
PUSH BC
CP $20
JR NC, =Is_Solid.Solid
LD C, A
LD A, B
CP $20
JR NC, =Is_Solid.Solid
LD A, C
LD H, $00
CP $10
RL B
AND $0f
CP $08
RL B
AND $07
LD L, A
LD C, B
LD B, high($mem_dungeon_map)
LD A, (BC)
AND (HL)
CP $01
LD A, $00
RL A
POP BC
RET
Is_Solid.Solid:
LD A, $01
POP BC
RET
|