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; Baguette is tasty nomnom 🥖(๑ᵔ⤙ᵔ๑)

memcpy: ; src = DE, dest = HL, n = BC
	.loop:
		LD A, (DE)
		LD (HL+), A
		INC DE
		DEC BC
		XOR A
		CP B
		JR NZ =.loop
		CP C
		JR NZ =.loop
	RET

tilemap_memcpy: ; src = DE, dest = HL, n = C
	.loop:
		LD A, (DE)
		LD (HL), A
		LD A, L

		INC A
		AND $1f
		LD B, A
		LD A, L
		AND $e0
		OR B
		LD L, A

		INC DE
		DEC C
		XOR A
		CP C
		JR NZ =.loop
	RET

bzero: ; dest = HL, n = BC
	LD A, $00
	.loop:
		LD (HL+), A
		INC DE
		DEC BC
		CP B
		JR NZ =.loop
		CP C
		JR NZ =.loop
	RET

bff: ; dest = HL, n = BC
	LD A, $ff
	.loop:
		LD (HL+), A
		INC DE
		DEC BC
		CP B
		JR NZ =.loop
		CP C
		JR NZ =.loop
	RET

.MACRODEF ABS
	BIT 7, A
	JR Z, =$end
	XOR $ff
	INC A
	$end:
.END

.MACRODEF CALL_DE
	LD BC, =$end
	PUSH BC
	PUSH DE
	RET
	$end:
.END

.MACRODEF JUMP_TABLE ; Jump table pointer in BC, index in A, also overwrites DE
	LD E, A
	LD D, $00

	SLA E
	RL D
	SLA E
	RL D

	LD A, E
	ADD C
	LD E, A
	LD A, D
	ADC B
	LD D, A

	.CALL_DE
.END

.MACRODEF ADD_MOVING_ANIMATION_OFFSET ; Add current moving animation offset to BC, also overwrites A
	LD A, $mem_map_loading_flags
	BIT 3, A
	JR Z, =$end
	LD A, $mem_bunny_direction
	BIT 3, A
	JR Z, =$end
	LD A, $mem_bunny_direction
	AND $07
	CP $enum_direction_down
	JR Z, =$down
	CP $enum_direction_right
	JR Z, =$right
	CP $enum_direction_up
	JR Z, =$up

	$left:
		LD A, $mem_prepared_viewport_x
		SUB $09
		AND $0f
		INC A
		XOR $ff
		INC A
		ADD $10
		ADD B

		LD B, A
		JR =$end

	$right:
		LD A, $mem_prepared_viewport_x
		SUB $08
		AND $0f
		XOR $ff
		INC A
		ADD B

		LD B, A

		JR =$end

	$up:
		LD A, $mem_prepared_viewport_y
		SUB $09
		AND $0f
		INC A
		XOR $ff
		INC A
		ADD $10
		ADD C

		LD C, A

		JR =$end

	$down:
		LD A, $mem_prepared_viewport_y
		SUB $08
		AND $0f
		XOR $ff
		INC A
		ADD C

		LD C, A

	$end:
.END

Print_8bit: ; Number in A, Memory Tilemap position in HL
	PUSH AF
	PUSH BC

	LD C, A
	SWAP A 				   ; We start by the highest nibble
	AND $0f
	OR $80
	LD (HL+), A

	LD A, C
	AND $0f 			   ; Then the lowest
	OR $80
	LD (HL+), A

	POP BC
	POP AF
	RET

Print_8bit_Thin: ; Number in A, Memory Tilemap position in HL
	PUSH AF
	PUSH BC

	LD C, A
	SWAP A 				   ; We start by the highest nibble
	AND $0f
	OR $b0
	LD (HL+), A

	LD A, C
	AND $0f 			   ; Then the lowest
	OR $b0
	LD (HL+), A

	POP BC
	POP AF
	RET

Print_str: ; Memory Tilemap position in HL, Text address in BC, FF ended
	PUSH AF
	PUSH BC

	.loop:
		LD A, (BC)
		CP $ff
		JR Z, =.end

		LD (HL+), A
		INC BC
		JR =.loop

	.end:
	POP BC
	POP AF
	RET

strlen: ; Text address in HL, FF ended. Result in A
	PUSH HL
	PUSH BC
	LD B, $00
	.loop:
		LD A, (HL+)
		CP $FF
		JR Z, =.end
		INC B
		JR =.loop
	.end:
	LD A, B
	POP BC
	POP HL
	RET

MUL: ; B x C => EA
	XOR A
	LD E, $00

	BIT 7, B
	JR Z, =.bit7
		ADD C
	.bit7:

	SLA A
	RL E

	BIT 6, B
	JR Z, =.bit6
		ADD C
	.bit6:

	SLA A
	RL E

	BIT 5, B
	JR Z, =.bit5
		ADD C
	.bit5:

	SLA A
	RL E

	BIT 4, B
	JR Z, =.bit4
		ADD C
	.bit4:

	SLA A
	RL E

	BIT 3, B
	JR Z, =.bit3
		ADD C
	.bit3:

	SLA A
	RL E

	BIT 2, B
	JR Z, =.bit2
		ADD C
	.bit2:

	SLA A
	RL E

	BIT 1, B
	JR Z, =.bit1
		ADD C
	.bit1:

	SLA A
	RL E

	BIT 0, B
	JR Z, =.bit0
		ADD C
	.bit0:
	RET

RRx: ; B is the number to rotate, A & 7 is how many bits to rotate it
	AND $07

	CP $04
	CALL NC, =.swap
	CP $00
	RET Z

	RRC B
	DEC A
	RET Z

	RRC B
	DEC A
	RET Z

	RRC B
	DEC A
	RET

	.swap:
		SWAP B
		SUB $04
		RET

VBlank_Wait:
	PUSH AF
	LD A, $reg_lcd_controller
	BIT 7, A
	JR Z, =.End
	.loop:
		LD A, $reg_lcd_status
		AND $03
		CP $01
		JR NZ, =.loop
	.End:
	POP AF
	RET