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fx3.asm
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fx3.asm
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section "fx3", ROM0
include "registers.asm"
include "memory.asm"
include "common.asm"
include "assets/matapaco.inc"
include "assets/chars.inc"
fx3_COUNTER1 equ $FF
fx3_COUNTER2 equ $FF
fx4_SCROLL_DELAY equ 3
fx3::
ld a, [LCDC]
res 5, a
res 1, a
ld [LCDC], a
mResetFadeVariables
mResetLoader
mResetVars
mSetStates STATE_WAIT_LOAD, STATE_WAIT_LOAD
mEnableLoading
; clear bottom
mSafeVRAMMemset 0, $9A40, 441
ld a, $80
ld [SCY], a
mLoadIn4SongUpdatesBANK chars_data, $8B30, chars_data_size, 0
; mUpdateMusic
mSetROMBank 3
mSafeVRAMMemcpy matapaco_map, $9800, matapaco_map_size
call fx_write_text
call dma_transfer
xor a
ld [start_scroll], a
ld [stall_scroll], a
ld [ease_offset], a
ld [start_ease], a
ld [tmp], a
ld [$9A40], a
ld a, 1
ld [scroll_delay], a
call fx3_loop
ret
fx3_loop:
ld a, [tmp]
inc a
inc a
inc a
ld [tmp], a
mUpdateMusicWaitVBlank
mDefineFadeLogicWithTables fx3_fade_in_table, fx3_fade_in_table_end, fx3_fade_out_table, fx3_fade_out_table_end
mUpdateBackground
ld a, %00110100
ld [OBJP0], a
mSetROMBank 3
mLoadDataIn32Frames matapaco_data, $8000, matapaco_data_size, on_load_complete
ld a, [fx_counter]
inc a
cp fx3_COUNTER1
jr nz, .end_scene
ld a, [fx_counter+1]
inc a
cp fx3_COUNTER2
jr nz, .end_scene1
mSetStates STATE_END_FX, STATE_END_FX
.end_scene1:
ld [fx_counter+1], a
jr .cont
.end_scene:
ld [fx_counter], a
.cont:
ld a, [start_ease]
cp $00
jr z, .check_scroll
ld a, [wait_ease]
cp $30
jr nz, .inc_wait_ease
ld a, [LCDC]
set 1, a
ld [LCDC], a
ld h, HIGH(ease_out_elastic)
ld a, [ease_offset]
cp $FF
jr z, .check_scroll
ld l, a
inc a
ld [ease_offset], a
ld a, [hl]
ld [SCY], a
jr .check_scroll
.inc_wait_ease:
inc a
ld [wait_ease], a
.check_scroll:
ld a, [start_scroll]
cp $00
jr z, .end
ld a, [stall_scroll]
inc a
ld [stall_scroll], a
cp $2
jr nz, .end
ld a, [SCY]
cp $00
jr z, .scroll_complete
inc a
ld [SCY], a
xor a
ld [stall_scroll], a
jr .end
.scroll_complete:
ld a, 1
ld [start_fadein], a
xor a
ld [start_scroll], a
mSetStates STATE_FADE_IN, STATE_RUN_FX
ld a, 1
ld [start_ease], a
ld a, 0
ld [wait_ease], a
ld a, fx3_COUNTER1
ld [fx_counter], a
ld a, fx3_COUNTER2
ld [fx_counter+1], a
.end:
call fx_animate_text
call dma_transfer
ld a, [tmp]
ld h, HIGH(sine_wave_table8)
ld l, a
ld a, [hl]
ld [SCX], a
ld a, [current_state]
cp STATE_END_FX
ret z
jp fx3_loop
on_load_complete:
mDisableLoading
mSetStates STATE_FADE_OUT, STATE_RUN_FX
ld a, 1
ld [start_scroll], a
ret
fx_animate_text:
xor a
ld [text_anim], a
ld hl, SPRITE0_Y
ld a, [text_wave]
ld b, a
ld d, 35 ; origin y pos
ld e, (matapacos_str_end-matapacos_str-1); <- char count
ld a, [text_wave]
add a, 5
ld [text_wave], a
ld a, [scroll_delay]
dec a
ld [scroll_delay], a
jr z, .loop_move
.loop_no_move:
push hl
ld a, b
ld h, HIGH(ease_out_bounce)
ld l, a
ld a, [hl]
pop hl
ld c, a
ld a, d
add a, c
ld [hl+], a
ld a, [hl]
;dec a
ld [hl+], a
ld a, [hl]
cp $D0
jr nz, .cont_loop
dec hl
dec hl
xor a
ld [hl+], a
ld [hl+], a
.cont_loop:
inc hl
inc hl
ld a, b
add a, 10
ld b, a
dec e
ret z
jr .loop_no_move
.loop_move:
ld a, fx4_SCROLL_DELAY
ld [scroll_delay], a
.loop_move2:
push hl
ld a, b
ld h, HIGH(ease_out_bounce)
ld l, a
ld a, [hl]
pop hl
ld c, a
ld a, d
add a, c
ld [hl+], a
ld a, [hl]
dec a
ld [hl+], a
ld a, [hl]
cp $D0
jr nz, .cont_loop2
dec hl
dec hl
xor a
ld [hl+], a
ld [hl+], a
.cont_loop2:
inc hl
inc hl
ld a, b
add a, 10
ld b, a
dec e
ret z
jr .loop_move2
; Don't call this every frame!
fx_write_text:
ld de, matapacos_str
ld hl, SPRITE0_Y
ld b, -120 ; X
ld c, 24 ; Y
.loop:
ld a, c
ld [hl+], a ; set Y
ld a, b
ld [hl+], a ; set X
ld a, [de]
cp $00
jr z, .clean_up
ld [hl+], a ; set ID
inc de
inc hl
ld a, b
add a, 13 ; X offset between char
ld b, a
jr .loop
.clean_up:
xor a
dec hl
ld [hl-], a
ld [hl], a
ret
matapacos_str:: incbin "assets/matapacos.str"
matapacos_str_end::
section "fx3Vars", WRAM0
start_scroll: ds $01
stall_scroll: ds $01
start_fadein: ds $01
start_ease: ds $01
ease_offset: ds $01
wait_ease: ds $01
scroll_delay:: ds $01
curr_wave:: ds $01
section "EaseOutElastic", ROM0, ALIGN[8]
ease_out_elastic::
db $00,$00,$00,$00,$FF,$FE,$FE,$FD,$FC,$FB,$FA,$F9,$F8,$F6,$F5,$F4
db $F2,$F1,$F0,$EE,$ED,$EB,$EA,$E8,$E7,$E6,$E4,$E3,$E2,$E1,$E0,$DF
db $DE,$DD,$DC,$DB,$DA,$DA,$D9,$D9,$D8,$D8,$D8,$D7,$D7,$D7,$D7,$D7
db $D7,$D8,$D8,$D8,$D8,$D9,$D9,$DA,$DA,$DA,$DB,$DB,$DC,$DC,$DD,$DD
db $DD,$DE,$DE,$DF,$DF,$DF,$E0,$E0,$E0,$E0,$E0,$E0,$E1,$E1,$E1,$E1
db $E1,$E0,$E0,$E0,$E0,$E0,$E0,$E0,$DF,$DF,$DF,$DF,$DE,$DE,$DE,$DE
db $DE,$DD,$DD,$DD,$DD,$DD,$DC,$DC,$DC,$DC,$DC,$DC,$DC,$DC,$DC,$DC
db $DC,$DC,$DC,$DC,$DC,$DC,$DC,$DC,$DC,$DC,$DD,$DD,$DD,$DD,$DD,$DD
db $DD,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DF,$DF,$DF,$DF,$DF
db $DF,$DF,$DF,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE
db $DE,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD
db $DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD
db $DD,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE
db $DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE,$DE
db $DE,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD
db $DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD,$DD
section "EaseOutBounce", ROM0, ALIGN[8]
ease_out_bounce::
db $01,$00,$00,$00,$00,$00,$FF,$FF,$FE,$FE,$FE,$FD,$FD,$FC,$FC,$FC
db $FB,$FB,$FB,$FA,$FA,$FA,$F9,$F9,$F9,$F8,$F8,$F8,$F7,$F7,$F7,$F6
db $F6,$F6,$F6,$F5,$F5,$F5,$F5,$F4,$F4,$F4,$F4,$F4,$F3,$F3,$F3,$F3
db $F3,$F3,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2
db $F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F3
db $F3,$F3,$F3,$F3,$F3,$F4,$F4,$F4,$F4,$F4,$F5,$F5,$F5,$F5,$F6,$F6
db $F6,$F7,$F7,$F7,$F7,$F8,$F8,$F8,$F9,$F9,$F9,$FA,$FA,$FA,$FB,$FB
db $FC,$FC,$FC,$FD,$FD,$FD,$FE,$FE,$FF,$FF,$FF,$00,$00,$00,$00,$00
db $00,$00,$00,$00,$00,$FF,$FF,$FF,$FE,$FE,$FD,$FD,$FD,$FC,$FC,$FC
db $FB,$FB,$FA,$FA,$FA,$F9,$F9,$F9,$F8,$F8,$F8,$F7,$F7,$F7,$F7,$F6
db $F6,$F6,$F5,$F5,$F5,$F5,$F4,$F4,$F4,$F4,$F4,$F3,$F3,$F3,$F3,$F3
db $F3,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2
db $F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F2,$F3,$F3
db $F3,$F3,$F3,$F3,$F4,$F4,$F4,$F4,$F4,$F5,$F5,$F5,$F5,$F6,$F6,$F6
db $F6,$F7,$F7,$F7,$F8,$F8,$F8,$F9,$F9,$F9,$FA,$FA,$FA,$FB,$FB,$FB
db $FC,$FC,$FC,$FD,$FD,$FE,$FE,$FE,$FF,$FF,$00,$00,$00,$00,$00,$00
section "FadeOutTableFx3", ROM0, ALIGN[8]
fx3_fade_out_table:
db %11111111
db %11111111
db %11111110
db %11111110
db %11111101
db %11111101
db %11111100
db %11111100
db %11111100
db %11111100
db %11111100
db %11111100
fx3_fade_out_table_end:
section "FadeInTableFx3", ROM0, ALIGN[8]
fx3_fade_in_table:
db %11111100
db %11111100
db %11111100
db %11111000
db %11111000
db %11111000
db %11101000
db %11101000
db %11101000
db %11101000
db %11100100
db %11100100
fx3_fade_in_table_end:
section "fx3Data", ROMX,BANK[3]
matapaco_data: incbin "assets/matapaco.td"
matapaco_map: incbin "assets/matapaco.tm"