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https://github.com/pret/pokepinball.git
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172 lines
3.0 KiB
NASM
172 lines
3.0 KiB
NASM
INCLUDE "macros/sound.asm"
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AdvanceFrame EQUS "$10"
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JumpTable EQUS "$18"
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ReadHalfword EQUS "$20"
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dex_text EQUS "db " ; Start beginning of pokedex description
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dex_line EQUS "db $0d," ; Start new line in pokedex description
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dex_end EQUS "db $00" ; Terminate the pokedex description
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dbw: MACRO
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db \1
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dw \2
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ENDM
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dwb: MACRO
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dw \1
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db \2
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ENDM
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dba: MACRO
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dbw BANK(\1), \1
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ENDM
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dab: MACRO
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dwb \1, BANK(\1)
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ENDM
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lb: MACRO
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ld \1, (\2 << 8) | \3
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ENDM
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padded_dab: MACRO
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dab \1
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db $00
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ENDM
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dn: MACRO
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rept _NARG / 2
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db (\1) << 4 + (\2)
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shift
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shift
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endr
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ENDM
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dx: MACRO
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x = 8 * ((\1) - 1)
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rept \1
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db ((\2) >> x) & $ff
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x = x + -8
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endr
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ENDM
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bigdw: MACRO ; big-endian word
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dx 2, \1
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ENDM
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callba: MACRO
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ld [hFarCallTempA], a
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IF _NARG > 1
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ld a, BANK(\2)
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ld hl, \2
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call \1, BankSwitch
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ELSE
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ld a, BANK(\1)
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ld hl, \1
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call BankSwitch
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ENDC
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ENDM
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bigBCD6: MACRO
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; There is probably a better name for this macro.
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; It write a BCD in big-endian form.
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dn ((\1) / 10) % 10, (\1) % 10
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dn ((\1) / 1000) % 10, ((\1) / 100) % 10
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dn ((\1) / 100000) % 10, ((\1) / 10000) % 10
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dn ((\1) / 10000000) % 10, ((\1) / 1000000) % 10
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dn ((\1) / 1000000000) % 10, ((\1) / 100000000) % 10
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dn ((\1) / 100000000000) % 10, ((\1) / 10000000000) % 10
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ENDM
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; Constant enumeration is useful for mons, maps, etc.
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const_def: MACRO
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const_value = 0
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ENDM
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const: MACRO
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\1 EQU const_value
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const_value = const_value + 1
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ENDM
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;\1 = X
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;\2 = Y
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;\3 = Reference Background Map (e.g. vBGMap or vBGWin)
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coord: MACRO
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ld \1, \4 + $20 * \3 + \2
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ENDM
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hlCoord EQUS "coord hl,"
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deCoord EQUS "coord de,"
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bcCoord EQUS "coord bc,"
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tile EQUS "+ $10 *"
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;\1 = 5-bit Blue value
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;\2 = 5-bit Green value
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;\3 = 5-bit Red value
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RGB: MACRO
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dw (\3 << 10 | \2 << 5 | \1)
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ENDM
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;\1 = pointer to 2bpp tile data
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;\2 = destination for tile data in VRAM
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;\3 = size of 2bpp tile data to copy
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VIDEO_DATA_TILES: MACRO
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dw \1
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db Bank(\1)
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dw \2
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dw (\3 << 2)
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ENDM
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;\1 = pointer to 2bpp tile data
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;\2 = bank of data
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;\3 = destination for tile data in VRAM
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;\4 = size of 2bpp tile data to copy
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VIDEO_DATA_TILES_BANK: MACRO
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dw \1
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db \2
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dw \3
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dw (\4 << 2)
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ENDM
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;\1 = pointer to 2bpp tile data
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;\2 = destination for tile data in VRAM
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;\3 = size of 2bpp tile data to copy
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VIDEO_DATA_TILES_BANK2: MACRO
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dw \1
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db Bank(\1)
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dw \2
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dw (\3 << 2) | $2
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ENDM
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;\1 = pointer to tilemap data
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;\2 = destination for tilemap data in VRAM
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;\3 = size of tilemap to copy
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VIDEO_DATA_TILEMAP: MACRO
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VIDEO_DATA_TILES \1, \2, \3
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ENDM
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;\1 = pointer to tilemap data
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;\2 = destination for tilemap data in VRAM
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;\3 = size of tilemap to copy
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VIDEO_DATA_TILEMAP_BANK2: MACRO
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VIDEO_DATA_TILES_BANK2 \1, \2, \3
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ENDM
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;\1 = pointer to background attribute data
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;\2 = destination for background attribute data in VRAM
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;\3 = size of background attribute data to copy
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VIDEO_DATA_BGATTR: MACRO
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VIDEO_DATA_TILES_BANK2 \1, \2, \3
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ENDM
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;\1 = pointer to palette data
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;\2 = size of palette data
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VIDEO_DATA_PALETTES: MACRO
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dw \1
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db Bank(\1)
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dw $0000
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dw (\2 << 1) | $1
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ENDM
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