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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 uses 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
.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
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