Bon j'ai un peu optimisé le code et ajouté de quoi calculer les dégâts. Ça finira peut être par faire un vrai jeu
Ah et les ennemis sont moins agressifs maintenant.
test.c
#pragma string name C TEST
#include "..\dev\ti83p.h"
#include "..\dev\tilib.c"
#include "..\dev\gbalib2.c"
// Sprites
#include "..\dev\sprites\title.h"
#include "..\dev\sprites\map.h"
#include "..\dev\sprites\map_player.h"
#include "..\dev\sprites\tiles.h"
#include "..\dev\sprites\battle_player_up.h"
#include "..\dev\sprites\battle_player_up_attack.h"
#include "..\dev\sprites\battle_player_right.h"
#include "..\dev\sprites\battle_player_right_attack.h"
#include "..\dev\sprites\battle_player_down.h"
#include "..\dev\sprites\battle_player_down_attack.h"
#include "..\dev\sprites\battle_player_left.h"
#include "..\dev\sprites\battle_player_left_attack.h"
#include "..\dev\sprites\battle_enemy.h"
#include "..\dev\sprites\battle_enemy_attack.h"
// Map
extern char battle_map[];
#asm
._battle_map
defb 4,4,4,4,4,4,4,3,3,3,3,3,4,4,4,4,4,4,4,4
defb 4,0,0,0,0,0,0,1,3,3,3,4,4,0,1,1,1,0,0,4
defb 4,0,0,0,0,0,0,2,1,3,3,1,1,0,2,2,2,0,0,4
defb 4,0,0,4,4,4,0,0,2,3,0,2,2,0,0,0,0,0,0,4
defb 4,0,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,4
defb 4,0,0,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4
defb 4,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4
defb 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4
defb 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4
defb 4,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4
defb 4,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4
defb 4,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,4
defb 4,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,4
defb 4,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,4
defb 4,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,4
defb 4,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,4
defb 4,0,0,0,0,0,0,2,0,0,0,0,0,0,1,0,0,0,0,4
defb 4,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,4
defb 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4
defb 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
#endasm
// Constants
#define START 0
#define LOAD 1
#define QUIT 2
#define BATTLE_MAP_WIDTH 20
#define BATTLE_MAP_HEIGHT 20
#define ATTACK_ANIM_DELAY 45
// Global variables
unsigned char i, j, key, player_x = 80, player_y = 59, player_hp = 10, battle_player_x = 10, battle_player_y = 18, *battle_player_direction = 0, camera_x, camera_y, x_temp, y_temp, x_temp2, y_temp2;
typedef struct {
unsigned char x;
unsigned char y;
unsigned char *sprite;
unsigned char hp;
} enemy_struct;
enemy_struct enemy[4];
extern char text_menu[];
#asm
._text_menu
defm "Nouveau"&TL_NEWL&"Continuer"&TL_NEWL&"Quitter"&0
#endasm
extern char text_intro[];
#asm
._text_intro
defm "Vous viviez tranquillement"&TL_NEWL&"en dehors de la soci"&0x96&"t"&0x96&TL_NEWL&"jusqu'au jour o"&0xaf&" vous"&TL_NEWL&"d"&0x96&"couvrez qu'on vous a"&TL_NEWL&"vol"&0x96&"..."&TL_BRK&TL_NEWL&"Vous d"&0x96&"cidez alors de"&TL_NEWL&"partir "&0x8f&" la recherche"&TL_NEWL&"des voleurs."&TL_BRK&0
#endasm
extern char text_castle[];
#asm
._text_castle
defm "Garde :"&TL_NEWL&"Passez votre chemin sale"&TL_NEWL&"manant !"&TL_BRK&0
#endasm
extern char text_hp[];
#asm
._text_hp
defm "PV :"&0
#endasm
//Functions prototypes
void main_menu(void);
char draw_cursor(unsigned char x, unsigned char y);
void handle_map(void);
void update_map(void);
char draw_player(unsigned char old_player_x, unsigned char old_player_y, unsigned char player_x, unsigned char player_y);
char check_place(unsigned char player_x, unsigned char player_y);
void battle(void);
void update_battle_screen(void);
char is_location_empty(unsigned char x, unsigned char y);
char hit(unsigned char damage, unsigned char x, unsigned char y);
//Functions
char main(){
switch(main_menu()){
case START:
TL_rectangle_filled(0, 0, 96, 64, TL_RECT_FILL_BLACK);
TL_rectangle_filled(1, 1, 94, 62, TL_RECT_FILL_WHITE);
TL_text(2, 1, text_intro, TL_TEXT_TYPE, 5);
handle_map();
break;
case LOAD:
break;
}
}
void main_menu(void){
unsigned char cursor_y = 0;
TL_large_sprite(5, 0, 11, 26, title);
TL_rectangle_filled(28, 33, 40, 21, TL_RECT_FILL_BLACK);
TL_rectangle_filled(29, 34, 38, 19, TL_RECT_FILL_WHITE);
TL_text(34, 34, text_menu, TL_TEXT_NOTYPE, 0);
TL_gbuf_to_lcd();
key = 0;
while(key != skey_2nd){
draw_cursor(30, 34+cursor_y*6);
key = TL_get_key();
switch(key){
case skey_up:
if(cursor_y > START){
TL_gbuf_to_lcd();
cursor_y-=1;
}
break;
case skey_down:
if(cursor_y < QUIT){
TL_gbuf_to_lcd();
cursor_y+=1;
}
break;
}
}
return cursor_y;
}
char draw_cursor(unsigned char x, unsigned char y){
#asm
res textwrite,(iy+sgrflags) ; reset some flag to write only to the screen (not the graph buffer)
ld hl,2
add hl,sp
ld b,(hl) ; get y from the parameters (stack)
inc hl
inc hl
ld c,(hl) ; get x
ld (pencol),bc
ld a,5
rst rbr_call
defw _vputmap ; write the cursor character
set textwrite,(iy+sgrflags) ; set the flag to write on the gbuf
#endasm
}
void handle_map(void){
int move;
update_map();
key = 0;
while(key != dkey_clear){
key = TL_direct_input(dkey_group_1);
switch(key){
case dkey_up:
if((TL_get_pixel(player_x, player_y-1) == TL_PIXEL_ON) || (TL_get_pixel(player_x+1, player_y-1) == TL_PIXEL_ON) || (TL_get_pixel(player_x+2, player_y-1) == TL_PIXEL_ON)){
check_place(player_x+1, player_y-1);
update_map();
}else
move = 1;
break;
case dkey_right:
if((TL_get_pixel(player_x+3, player_y) == TL_PIXEL_ON) || (TL_get_pixel(player_x+3, player_y+1) == TL_PIXEL_ON) || (TL_get_pixel(player_x+3, player_y+2) == TL_PIXEL_ON)){
check_place(player_x+3, player_y+1);
update_map();
}else
move = 1;
break;
case dkey_left:
if((TL_get_pixel(player_x-1, player_y) == TL_PIXEL_ON) || (TL_get_pixel(player_x-1, player_y+1) == TL_PIXEL_ON) || (TL_get_pixel(player_x-1, player_y+2) == TL_PIXEL_ON)){
check_place(player_x-1, player_y+1);
update_map();
}else
move = 1;
break;
case dkey_down:
if((TL_get_pixel(player_x, player_y+3) == TL_PIXEL_ON) || (TL_get_pixel(player_x+1, player_y+3) == TL_PIXEL_ON) || (TL_get_pixel(player_x+2, player_y+3) == TL_PIXEL_ON)){
check_place(player_x+1, player_y+3);
update_map();
}else
move = 1;
break;
}
if(move){
draw_player(player_x, player_y, player_x += (key == dkey_right)-(key == dkey_left), player_y += (key == dkey_down)-(key == dkey_up));
move = 0;
}
key = TL_direct_input(dkey_group_2);
}
}
void update_map(void){
C_bcall(_cleargbuf);
TL_large_sprite(0, 0, 12, 64, map);
TL_small_sprite(player_x, player_y, 3, map_player);
TL_gbuf_to_lcd();
}
char draw_player(unsigned char old_player_x, unsigned char old_player_y, unsigned char player_x, unsigned char player_y){
TL_small_sprite(old_player_x, old_player_y, 3, map_player); // clear the player's sprite
TL_small_sprite(player_x, player_y, 3, map_player); // and re-draw it to its new place
TL_gbuf_to_lcd();
}
char check_place(unsigned char player_x, unsigned char player_y){
if(player_x > 5 && player_x < 19 && player_y > 4 && player_y < 31){
// TOWER
}else if(player_x > 25 && player_x < 58 && player_y > 3 && player_y < 36){
// CASTLE
TL_rectangle_filled(0, 37, 96, 27, TL_RECT_FILL_BLACK);
TL_rectangle_filled(1, 38, 94, 25, TL_RECT_FILL_WHITE);
TL_text(2, 38, text_castle, TL_TEXT_TYPE, 5);
}else if(player_x > 57 && player_x < 95 && player_y > 0 && player_y < 25){
// VOLCANO
}else if(player_x > 29 && player_x < 49 && player_y > 39 && player_y < 54){
// TOWN
}else if(player_x > 59 && player_x < 95 && player_y > 32 && player_y < 63){
if(player_x > 83 && player_x < 94 && player_y > 52 && player_y < 62){
// HOUSE
}else{
// FOREST
battle();
}
}
}
void battle(void){
C_bcall(_cleargbuf);
for(i = 0; i<4; i++){
generate_enemy_coordinates:
x_temp = TL_random(BATTLE_MAP_WIDTH-2)+1;
y_temp = TL_random(BATTLE_MAP_HEIGHT/2)+1;
if(GBA_collision((x_temp-GBA_scroll_x)*8, (y_temp-GBA_scroll_y)*8) > 0)
goto generate_enemy_coordinates;
enemy[i].x = x_temp;
enemy[i].y = y_temp;
enemy[i].sprite = battle_enemy;
enemy[i].hp = 3;
}
battle_player_direction = battle_player_up;
key = 0;
while(key != skey_clear){
if(battle_player_x < screen_w/16){
camera_x = 0;
}else if(battle_player_x > BATTLE_MAP_WIDTH-screen_w/16){
camera_x = BATTLE_MAP_WIDTH-screen_w/8;
}else{
camera_x = battle_player_x-screen_w/16;
}
if(battle_player_y < screen_h/16){
camera_y = 0;
}else if(battle_player_y > BATTLE_MAP_HEIGHT-screen_h/18){
camera_y = BATTLE_MAP_HEIGHT-screen_h/9;
}else{
camera_y = battle_player_y-screen_h/16;
}
update_battle_screen();
key = TL_get_key();
x_temp = battle_player_x-(key == skey_left)+(key == skey_right);
y_temp = battle_player_y-(key == skey_up)+(key == skey_down);
if(is_location_empty(x_temp, y_temp) && GBA_collision((x_temp-GBA_scroll_x)*8, (y_temp-GBA_scroll_y)*8) == 0){
battle_player_x = x_temp;
battle_player_y = y_temp;
}
switch(key){
case skey_up:
battle_player_direction = battle_player_up;
x_temp2 = battle_player_x;
y_temp2 = battle_player_y-1;
break;
case skey_right:
battle_player_direction = battle_player_right;
x_temp2 = battle_player_x+1;
y_temp2 = battle_player_y;
break;
case skey_left:
battle_player_direction = battle_player_left;
x_temp2 = battle_player_x-1;
y_temp2 = battle_player_y;
break;
case skey_down:
battle_player_direction = battle_player_down;
x_temp2 = battle_player_x;
y_temp2 = battle_player_y+1;
break;
}
if(key == skey_2nd){
battle_player_direction += 2*8; // go to the attack sprite
if(is_location_empty(x_temp2, y_temp2)){
update_battle_screen();
TL_delay(ATTACK_ANIM_DELAY);
}else
enemy[j].hp -= hit(TL_random(2), (enemy[j].x-GBA_scroll_x)*8, (enemy[j].y-GBA_scroll_y)*8);
battle_player_direction -= 2*8; // go back to the normal sprite
}
// IA
for(i = 0; i<4; i++){
if(enemy[i].hp > 0){
if(TL_random(3)){ // 1 in 3 chance that the enemy goes anywhere
if(TL_random(2))
x_temp = TL_random(2)+enemy[i].x;
else
x_temp = -TL_random(2)+enemy[i].x;
if(TL_random(2))
y_temp = TL_random(2)+enemy[i].y;
else
y_temp = -TL_random(2)+enemy[i].y;
}else{ // 2 in 3 chance that the enemy follow the player
x_temp = enemy[i].x+(enemy[i].x < battle_player_x)-(enemy[i].x > battle_player_x);
y_temp = enemy[i].y+(enemy[i].y < battle_player_y)-(enemy[i].y > battle_player_y);
}
if(TL_random(2)) // to prevent the enemy from moving two tiles at a time
x_temp = enemy[i].x;
else
y_temp = enemy[i].y;
if(is_location_empty(x_temp, y_temp) && GBA_collision((x_temp-GBA_scroll_x)*8, (y_temp-GBA_scroll_y)*8) == 0){
if(x_temp == battle_player_x && y_temp == battle_player_y){
enemy[i].sprite = battle_enemy_attack;
player_hp -= hit(TL_random(2), (battle_player_x-GBA_scroll_x)*8, (battle_player_y-GBA_scroll_y)*8);
enemy[i].sprite = battle_enemy;
}else{
enemy[i].x = x_temp;
enemy[i].y = y_temp;
}
}
}
}
}
}
void update_battle_screen(void){
C_bcall(_cleargbuf);
GBA_init_map(camera_x, camera_y, 20, 20, tiles, battle_map);
GBA_restore_map();
GBA_draw_mask_sprite((battle_player_x-GBA_scroll_x)*8, (battle_player_y-GBA_scroll_y)*8, 1, 8, battle_player_direction, GBA_CLIP_SPRITE);
for(j = 0; j<4; j++){
if(enemy[j].hp > 0)
GBA_draw_mask_sprite((enemy[j].x-GBA_scroll_x)*8, (enemy[j].y-GBA_scroll_y)*8, 1, 8, enemy[j].sprite, GBA_CLIP_SPRITE);
}
#asm
ld hl,gbuf+57*(96/8)
ld de,gbuf+57*(96/8)+1
ld (hl),@11111111
ld bc,96/8
ldir ; draw a horizontal line (x = 0, y = 57, w = 96, h = 1)
#endasm
TL_text(0, 58, text_hp, TL_TEXT_NOTYPE, 0);
TL_put_val(12, 58, player_hp);
TL_gbuf_to_lcd();
}
char is_location_empty(unsigned char x, unsigned char y){ // return 1 (TRUE) if there's no enemy at the location, otherwise return 0 (FALSE)
for(j = 0; j<4; j++){
if(enemy[j].x == x && enemy[j].y == y && enemy[j].hp > 0){
return 0;
}
}
return 1;
}
char hit(unsigned char damage, unsigned char x, unsigned char y){
update_battle_screen();
TL_rectangle_filled(x+2, y-7, 5, 7, TL_RECT_FILL_WHITE);
TL_put_val(x+3, y-7, damage);
TL_gbuf_to_lcd();
TL_delay(ATTACK_ANIM_DELAY);
return damage;
}
tilib.c
#include "..\dev\tilib.h" // À MODIFIER EN : #include "tilib.h"
#if defined TL_ALL
#define TL_RANDOM
#define TL_DELAY
#define TL_SMALL_SPRITE
#define TL_LARGE_SPRITE
#define TL_GBUF_TO_LCD
#define TL_DIRECT_INPUT
#define TL_GET_KEY
#define TL_GET_PIXEL
#define TL_RECTANGLE_FILLED
#define TL_TEXT
#define TL_PUT_VAL
#endif
#if defined TL_RANDOM
#asm
TL_random_data:
defw $0000
#endasm
char __FASTCALL__ TL_random(unsigned char max){
#asm
; Random routine by Joe Wingbermuehle
ld b,l
TL_random:
push hl
push de
ld hl,(TL_random_data)
ld a,r
ld d,a
ld e,(hl)
add hl,de
add a,l
xor h
ld (TL_random_data),hl
sbc hl,hl
ld e,a
ld d,h
TL_random_loop:
add hl,de
djnz TL_random_loop
ld a,h
pop de
pop hl
ld h,0
ld l,a
#endasm
}
#endif
#if defined TL_DELAY
char __FASTCALL__ TL_delay(unsigned char delay){
#asm
ld b,l
ei
delay_loop:
halt
djnz delay_loop
di
#endasm
}
#endif
#if defined TL_SMALL_SPRITE
char TL_small_sprite(unsigned char x, unsigned char y, unsigned char height, unsigned char *sprite){
#asm
; Sprite routine by Joe Wingbermuehle
ld hl,2
add hl,sp
ld e,(hl)
inc hl
ld d,(hl)
push de
pop ix
inc hl
ld b,(hl)
inc hl
inc hl
ld c,(hl)
inc hl
inc hl
ld a,(hl)
ld l,c
TL_small_sprite:
ld e,l
ld h,$00
ld d,h
add hl,de
add hl,de
add hl,hl
add hl,hl
ld e,a
and $07
ld c,a
srl e
srl e
srl e
add hl,de
ld de,gbuf
add hl,de
TL_small_sprite_loop_1:
ld d,(ix)
ld e,$00
ld a,c
or a
jr z,TL_small_sprite_skip_1
TL_small_sprite_loop_2:
srl d
rr e
dec a
jr nz,TL_small_sprite_loop_2
TL_small_sprite_skip_1:
ld a,(hl)
xor d
ld (hl),a
inc hl
ld a,(hl)
xor e
ld (hl),a
ld de,$0b
add hl,de
inc ix
djnz TL_small_sprite_loop_1
#endasm
}
#endif
#if defined TL_LARGE_SPRITE
char TL_large_sprite(unsigned char x, unsigned char y, unsigned char width, unsigned char height, unsigned char *sprite){
#asm
; Sprite routine by Joe Wingbermuehle
ld hl,2
add hl,sp
ld e,(hl)
inc hl
ld d,(hl)
push de
pop ix
inc hl
ld b,(hl)
inc hl
inc hl
ld c,(hl)
inc hl
inc hl
push hl
inc hl
inc hl
ld a,(hl)
pop hl
ld l,(hl)
TL_large_sprite:
di
ex af,af
ld a,c
push af
ex af,af
ld e,l
ld h,0
ld d,h
add hl,de
add hl,de
add hl,hl
add hl,hl
ld e,a
and $07
ld c,a
srl e
srl e
srl e
add hl,de
ld de,gbuf
add hl,de
TL_large_sprite_loop_1:
push hl
TL_large_sprite_loop_2:
ld d,(ix)
ld e,0
ld a,c
or a
jr z,TL_large_sprite_skip_1
TL_large_sprite_loop_3:
srl d
rr e
dec a
jr nz,TL_large_sprite_loop_3
TL_large_sprite_skip_1:
ld a,(hl)
xor d
ld (hl),a
inc hl
ld a,(hl)
xor e
ld (hl),a
inc ix
ex af,af
dec a
push af
ex af,af
pop af
jr nz,TL_large_sprite_loop_2
pop hl
pop af
push af
ex af,af
ld de,$0c
add hl,de
djnz TL_large_sprite_loop_1
pop af
#endasm
}
#endif
#if defined TL_GBUF_TO_LCD || defined TL_TEXT
void TL_gbuf_to_lcd(void){
#asm
; Fast copy routine by Joe Wingbermuehle
TL_gbuf_to_lcd:
di
ld a,$80
out (plcdcmd),a
ld hl,gbuf-12-(-(12*64)+1)
ld a,$20
ld c,a
inc hl
dec hl
TL_gbuf_to_lcd_again:
ld b,64
inc c
ld de,-(12*64)+1
out (plcdcmd),a
add hl,de
ld de,10
TL_gbuf_to_lcd_loop:
add hl,de
inc hl
inc hl
inc de
ld a,(hl)
out (plcddata),a
dec de
djnz TL_gbuf_to_lcd_loop
ld a,c
cp $2b+1
jr nz,TL_gbuf_to_lcd_again
#endasm
}
#endif
#if defined TL_DIRECT_INPUT
char __FASTCALL__ TL_direct_input(unsigned char keygroup){
#asm
ld a,l ; a = keygroup
out (pkey),a
in a,(pkey)
ld h,0
ld l,a ; hl is the return parameter
#endasm
}
#endif
#if defined TL_GET_KEY
void TL_get_key(void){
#asm
TL_get_key_loop:
rst rbr_call
defw _getcsc
or a
jr z,TL_get_key_loop
ld h,0
ld l,a
#endasm
}
#endif
#if defined TL_GET_PIXEL
char TL_get_pixel(unsigned char x, unsigned char y){
#asm
ld hl,2
add hl,sp
ld e,(hl) ; e=y
inc hl
inc hl
ld a,(hl) ; a=x
ld l,e
TL_get_pixel:
ld h,0
ld d,h
ld e,l
add hl,hl
add hl,de
add hl,hl
add hl,hl
ld e,a
srl e
srl e
srl e
add hl,de
ld de,plotsscreen
add hl,de
and 7
ld b,a
ld a,$80
jr z,TL_test_pixel
TL_get_pixel_loop:
rrca
djnz TL_get_pixel_loop
TL_test_pixel:
and (hl)
or a
ld hl,TL_PIXEL_ON
jr nz,TL_get_pixel_quit
ld hl,TL_PIXEL_OFF
TL_get_pixel_quit:
#endasm
}
#endif
#if defined TL_RECTANGLE_FILLED
char TL_rectangle_filled(unsigned char x, unsigned char y, unsigned char width, unsigned char height, unsigned char color){
#asm
; Rectangle filled routine by chickendude
#define GBUF_LSB $40
#define GBUF_MSB $93
ld hl,2
add hl,sp
push hl
inc hl
inc hl
ld b,(hl)
inc hl
inc hl
ld c,(hl)
inc hl
inc hl
ld e,(hl)
inc hl
inc hl
ld d,(hl)
pop hl
ld a,(hl)
cp 2
jr z,TL_rectangle_filled_xor
or a
jr nz,TL_rectangle_filled_solid
;b = height
;c = width
;d = starting x
;e = starting y
TL_rectangle_filled_white:
call TL_rectangle_filled_solid
TL_rectangle_filled_xor:
ld a,$ae ;xor (hl)
jr TL_rectangle_filled_2
TL_rectangle_filled_solid:
ld a,$b6 ;or (hl)
TL_rectangle_filled_2:
push de
push bc
ld (TL_rectangle_filled_or_xor),a ;use smc for xor/solid fill
ld a,d ;starting x
and $7 ;what bit do we start on?
ex af,af
ld a,d ;starting x
ld l,e ;ld hl,e
ld h,0 ; ..
ld d,h ;set d = 0
add hl,de ;starting y * 12
add hl,de ;x3
add hl,hl ;x6
add hl,hl ;x12
rra ;a = x coord / 8
rra ;
rra ;
and @00011111 ;starting x/8 (starting byte in gbuf)
add a,GBUF_LSB
ld e,a ;
ld d,GBUF_MSB ;
add hl,de ;hl = offset in gbuf
ex af,af
ld d,a
ld a,@10000000
jr z,TL_rectangle_filled_4
TL_rectangle_filled_3:
rra
dec d
jr nz,TL_rectangle_filled_3
TL_rectangle_filled_4:
ld e,12
TL_rectangle_filled_loop_x:
push af
push bc
push hl
ld c,a
TL_rectangle_filled_loop_y:
TL_rectangle_filled_or_xor:
or (hl) ;smc will modify this to or/xor
ld (hl),a
ld a,c
add hl,de
djnz TL_rectangle_filled_loop_y
pop hl
pop bc
pop af
rrca
jr nc,TL_rectangle_filled_5
inc hl
TL_rectangle_filled_5:
dec c
jr nz,TL_rectangle_filled_loop_x
TL_rectangle_filled_end:
pop bc
pop de
#endasm
}
#endif
#if defined TL_TEXT
#asm
TL_text_wait:
defb 0
TL_text_typing_speed:
defb 0
TL_text_default_col:
defb 0
#endasm
char TL_text(unsigned char x, unsigned char y, unsigned char *text, unsigned char is_typed, unsigned char typing_speed){
#asm
; Text routine by chickendude
;0 ($00) = end of a dialogue or end of a menu option
;NEWX ($ff) = new X coordinate
;NEWY ($fe) = new Y coordinate
;NEWXY ($fd) = new XY coordinates
;NEWL ($fc) = new line
;BRK ($fb) = pause
ld hl,2
add hl,sp
set textwrite,(iy+sgrflags)
ld a,(hl)
ld (TL_text_typing_speed),a
inc hl
inc hl
ld a,(hl)
ld (TL_text_wait),a
inc hl
inc hl
push hl
inc hl
inc hl
ld d,(hl)
inc hl
inc hl
ld e,(hl)
pop hl
ld a,(hl)
inc hl
ld h,(hl)
ld l,a
TL_text_start:
ld (pencol),de
ld a,e
ld (TL_text_default_col),a
TL_text_loop:
ld de,(pencol)
ld a,(hl)
or a
jp z,TL_gbuf_to_lcd
cp TL_BRK
jr c,TL_text_not_special
ld bc,TL_text_loop
push bc
push hl
ld hl,TL_text_routine_table
cpl
add a,a
ld c,a
ld b,0
add hl,bc
ld c,(hl)
inc hl
ld b,(hl)
pop hl ;hl = adress in the string
push bc ;bc = routine adress where we want to jump
ret
TL_text_not_special:
push de
push ix
rst rbr_call
defw _vputmap
pop ix
pop de
ld a,(TL_text_wait) ;= 0 if no delay, != 0 else
or a
call nz,TL_text_delay
inc hl
jr TL_text_loop
TL_text_delay:
di
exx
ld a,dkey_group_6 ;check ALPHA to skip text typing
out (pkey),a
in a,(pkey)
bit 7,a
jr nz,TL_text_delay_skip
xor a
ld (TL_text_wait),a
TL_text_delay_skip:
ld a,(TL_text_typing_speed)
ld b,a
TL_text_delay_loop:
push bc
call nc,TL_gbuf_to_lcd
pop bc
djnz TL_text_delay_loop
exx
ret
TL_text_routine_table:
defw TL_text_new_x
defw TL_text_new_y
defw TL_text_new_x_y
defw TL_text_new_line
defw TL_text_pause
TL_text_new_x:
inc hl
ld e,(hl)
ld (pencol),de
inc hl
ret
TL_text_new_x_y:
call TL_text_new_x
TL_text_new_y:
inc hl
ld d,(hl)
ld (pencol),de
inc hl
ret
TL_text_new_line:
ld a,d
add a,6 ;penrow+6
ld d,a
ld a,(TL_text_default_col)
ld e,a
ld (pencol),de
inc hl
ld a,(hl)
ret
TL_text_pause:
push hl
call TL_gbuf_to_lcd
TL_text_pause_loop:
ei
halt
di
ld a,dkey_group_7 ;check 2nd
out (pkey),a
in a,(pkey)
bit 5,a
jr nz,TL_text_pause_loop
TL_text_load_next:
ld hl,TL_text_wait
inc (hl)
in a,(pkey)
inc a
jr nz,TL_text_load_next
pop hl
inc hl ;skip BRK
ret
#endasm
}
#endif
#if defined TL_PUT_VAL
char TL_put_val(unsigned char x, unsigned char y, unsigned char val){
#asm
TL_put_val:
ld hl,2
add hl,sp
ld e,(hl)
inc hl
ld d,(hl)
push de
inc hl
ld b,(hl)
inc hl
inc hl
ld c,(hl)
ld (pencol),bc
pop hl
rst rbr_call
defw _setxxxxop2
rst rbr_call
defw _op2toop1
ld a,3
rst rbr_call
defw _dispop1a
#endasm
}
#endif