gameboy/game/text.asm

228 lines
7.0 KiB
NASM

SECTION "ram_textwriter", WRAM0
textwriter_curtext: ds 2
textwriter_curletter: ds 1
textwriter_posx: ds 1
textwriter_posy: ds 1
textwriter_curdelay: ds 1
textwriter_active: ds 1
SECTION "rom_textmap", ROM0,ALIGN[8]
textwriter_map:
; 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
db $50,$50,$50,$50,$50,$50,$50,$50,$50,$50,$50,$50,$50,$50,$50,$50 ; 0
; 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F
db $50,$50,$50,$50,$50,$50,$50,$50,$50,$50,$50,$50,$50,$50,$50,$50 ; 16
; 20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F
db $50,$41,$50,$50,$50,$50,$50,$43,$50,$50,$50,$50,$42,$50,$3F,$50 ; 32
; 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F
db $35,$36,$37,$38,$39,$3A,$3B,$3C,$3D,$3E,$50,$50,$50,$50,$50,$40 ; 48
; 40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4D 4E 4F
db $50,$01,$02,$03,$04,$05,$06,$07,$08,$09,$0A,$0B,$0C,$0D,$0E,$0F ; 64
; 50 51 52 53 54 55 56 57 58 59 5A 5B 5C 5D 5E 5F
db $10,$11,$12,$13,$14,$15,$16,$17,$18,$19,$1A,$50,$50,$50,$50,$50 ; 80
; 60 61 62 63 64 65 66 67 68 69 6A 6B 6C 6D 6E 6F
db $50,$1B,$1C,$1D,$1E,$1F,$20,$21,$22,$23,$24,$25,$26,$27,$28,$29 ; 96
; 70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D 7E 7F
db $2A,$2B,$2C,$2D,$2E,$2F,$30,$31,$32,$33,$34,$50,$50,$50,$50,$50 ; 112
SECTION "TextWriter", ROM0
InitWindow:
; Fill first line in window with straight line
ld hl, _SCRN1
ld b, $20
ld a, $52
call Memfill
; Fill rest of the area with dark bg
ld b, $40
ld a, $50
call Memfill
; Fill last line in window with straight line
ld b, $20
ld a, $57
call Memfill
; Top left corner
ld hl, _SCRN1
ld [hl], $51
; Top right corner
ld hl, _SCRN1 + 19
ld [hl], $53
; Bottom Left corner
ld hl, _SCRN1 + $60
ld [hl], $56
; Bottom Right corner
ld hl, _SCRN1 + $60 + 19
ld [hl], $58
; Left line
ld hl, _SCRN1 + $20
ld [hl], $54
ld hl, _SCRN1 + $40
ld [hl], $54
; Right line
ld hl, _SCRN1 + $20 + 19
ld [hl], $55
ld hl, _SCRN1 + $40 + 19
ld [hl], $55
ret ; Return
ClearWindow:
ld hl, (_SCRN1 + $21)
ld a, $50
ld b, $1E
call Memfill
ld hl, (_SCRN1 + $41)
ld b, $1E
call Memfill
; Start to print a string on screen
; @param de - Address source string
; @return a - garbage
; @return b - PosX on where to draw text
; @return c - PosY on where to draw text
; @return hl - Workram position for text pointer
; @return de - Memory address to source string
StartText:
ld a, 0
ld [textwriter_curletter], a
ld [textwriter_curdelay], a
ld [textwriter_posx], a
ld [textwriter_posy], a
ld a, 1
ld [textwriter_active], a
ld hl, textwriter_curtext
ld a, d
ld [hli], a
ld a, e
ld [hl], a
dec hl
ret
; Draw text if one is currently active
; @return a - 0 if not active, 1 if active
DrawActiveText:
ld a, [textwriter_active] ; Check if text is currently active
and a
jp z, .exit
; Delay writing a letter by 10 frames
ld a, [textwriter_curdelay]
inc a
ld [textwriter_curdelay], a
cp 10
jr c, .exit
; Reset the curdelay
ld a, 0
ld [textwriter_curdelay], a
.startdrawtext
; Get the memory address pointing to the text currently being
; displayed. This is stored in textwriter_curtext
ld hl, textwriter_curtext ; Get the memory address of the pointer
ld d, [hl] ; Store the first byte address to d
inc hl ; Move to next byte
ld e, [hl] ; Store the next byte address to e
; We now have the current letter being drawn at [de]
ld hl, _SCRN1 ; Load the top-left map position to our map
ld a, [textwriter_posy]
ld c, a
ld a, [textwriter_posx]
ld b, a
.moveyaxis
; Our first objective is to position the text to correct position
; We do so shifting the position by $20 for each y axis
; and position by $01 for each x axis that needs movement
ld a, c ; Load the y position to our accumilator
and a ; Check if it's zero
jr z, .movexaxis ; Jump to x axis if it's zero and no moving necessary
ld a, l ; Load the first half of the destination position
add a, $20 ; Add $20 (one vertical line)
ld l, a ; Store the position back
ld a, h ; Grab the second part of the address
adc a, $00 ; Add only the accumilator
ld h, a ; Store the position back
dec c ; Decrement our y parameter
jr .moveyaxis ; Repeat
.movexaxis
; Now we check and move the position based on the x position
ld a, b ; Load the x position to our accimulator
and a ; Check if it's zero
jr z, .drawletter ; Jump to drawletter if it's zero already
inc hl ; Increment the map position by one since we need to move by x position
dec b ; Decrement our x parameter
jr .movexaxis ; Repeat
.drawletter
ld a, [de] ; Load the first byte in the string
ld bc, textwriter_map ; Get the map for the ASCII->Tile map
ld c, a ; Set the position of C to the ASCII byte of current character
ld a, [bc] ; Get the tile byte for the ASCII from the map
ld [hl], a ; Print the byte to the map
ld a, [de]
and a ; Check if we reached the end
jr nz, .checkNewline
; We have reached the end of the string, disable textwriter
ld b, 0 ; Disable repeater
ld a, 0
ld [textwriter_active], a
jr .continue ; Jump straight to continue. No need to check anything
.checkNewline
ld a, [de] ; Regrab the ascii byte we printed
cp a, $0A ; Check if it was a new line
jr nz, .checkRepeatOnce ; Jump to checkRepeatOnce if it wasn't a new line
; The byte we printed was a new line so we increment Y position
; and reset our X position.
ld a, 0 ; Usually we'd print into first position but since we're jumping
; into continue, continue will automatically increment x for us.
ld [textwriter_posx], a
ld a, [textwriter_posy]
inc a
ld [textwriter_posy], a
; We already know we printed empty character so we can skip checking
; if we need to repeat once again and just set the b flag
ld b, 1
jr .continue
.checkRepeatOnce
ld a, [bc] ; Regrab the tile we printer
ld b, 0 ; Use b as our marker if we should repeat once
; Check if we printed an empty letter
cp a, $50
jr nz, .continue
ld b, 1
.continue
; Time to update our work ram
inc de ; Increment de to next letter
; Load the position pointer of current text and update it to the next letter
ld hl, textwriter_curtext
ld a, d
ld [hli], a
ld a, e
ld [hl], a
; Update the x position in ram
ld a, [textwriter_posx]
inc a
ld [textwriter_posx], a
; Update the current letter being drawn in ram
ld a, [textwriter_curletter]
inc a
; Check if we need to repeat whole thing due to printing empty character
ld a, b
and b
jr nz, .startdrawtext
; We didn't print an empty
ld [textwriter_curletter], a
.exit
ld a, [textwriter_active]
ret