From fb140bcd77ae0d02f08005cc94a90c9272e78c5c Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 14:45:16 +0200 Subject: [PATCH 001/127] Plan: battle items VWF rendering --- plans/battle_items_vwf.md | 117 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 117 insertions(+) create mode 100644 plans/battle_items_vwf.md diff --git a/plans/battle_items_vwf.md b/plans/battle_items_vwf.md new file mode 100644 index 0000000..ebe9bb3 --- /dev/null +++ b/plans/battle_items_vwf.md @@ -0,0 +1,117 @@ +# Battle items VWF + +## What + +Replace the fixed-width 12-character item-name rendering in the battle +inventory with the existing 8x8 VWF blitter (`battle_render.display_char`). +Lets proportionally-spaced French names fit the 15-tile slot budget that +the rolling inventory already reserves, removes hard truncation, frees +the per-glyph padding wasted on narrow characters. + +## Why + +Vanilla `DrawInventoryItemText` packs item names as 12 fixed tile IDs +into a 48-byte buffer. Our rolling inventory expanded to 60 bytes (15 +tiles per row × 2 bytes), but the renderer still emits one tile-id per +character, so a 12-character French name like `Médaille d'Or` either +overflows or truncates. VWF rendering pulls the same name through +`battle_render.display_char`, allocating CHR dynamically and packing +proportional glyphs into 15 tiles of horizontal pixels (~120 px). + +## Boundaries + +- In scope: battle inventory (the in-battle item menu). +- In scope: the rolling-buffer slot refresh hook (re-render on + scroll edge). +- Out of scope: equipped-items buffer ($9A00). Equip menu rendering + stays fixed-width for this PR; can follow up. +- Out of scope: item descriptions (already VWF via small_vwf). +- Out of scope: field inventory VWF. Same approach, different surface. + +## Approach + +1. **Reserve a battle_render region for inventory**. Current regions + (`src/battle/message.s:143-150`): + ``` + 0x00-0x3F messages + 0x40-0x7F monster names + 0x80-0xAF char names + 0xB0-0xEF commands + ``` + Add `0xF0-0xFF` (16 tiles = 512B CHR) for inventory item name. With + 6 ring slots and 15 tiles per name, the ring needs ~90 tiles. Either + extend the CHR window past $BDE0 (free runway up to roughly + $BFE0-ish per the audit) or reuse the commands region during the + item-menu mode (commands hide when inventory is open). +2. **Patch `DrawInventoryItemText`** at `$02:9FA4`. Replace the + per-character tile-id copy with a `battle_render.init_inventory` + + per-byte `display_char` loop, then write the resulting tile IDs + into the existing 60-byte slot at `$97A6 + slot * 60`. +3. **Quantity digits**. Stay fixed-width for now (the rightmost 2 + tiles per row in the slot layout). Avoids a special-case digit + path in display_char. +4. **Trash icon**. Existing 2x2 fixed glyph stays. Item id $FF skips + the VWF render path. +5. **Tilemap layout unchanged**. The slot still consumes 30 tiles + (15 × 2 rows), still gets DMA'd to VRAM tilemap by the existing + rolling-buffer transfer. Only the CHR pointed at by the tile IDs + changes. + +## Files + +- `src/battle/items_patches.s` — hook `DrawInventoryItemText` text + copy loop. +- `src/battle/message.s` — add inventory region constants + + `init_inventory` entry. +- `src/battle/inventory_rolling.s` — slot-refresh callsite. Already + pre-renders on swap / scroll; VWF render lands at the same site. +- `tests/test_battle_init.py` — extend with an "open battle + inventory" frame that captures the VWF rendered names. + +## Tests + +- Battle init smoke unchanged (no item menu open). +- New `tests/test_battle_inventory_vwf.py`: load a battle-with-items + kss, open the item menu, capture screen golden showing + VWF-rendered names. +- `tests/_profile/profile_battle_vwf.py` exercised with the inventory + open; confirm `_display_char` calls fit within budget on edge + frames (re-render is one slot, ~15 chars × 4.4k cy = 66k cy ≈ 18% + of frame). + +## Risks + +- **CHR overflow**: 90 tiles for the ring needs $A000-base allocation + past current region. Audit the $BDE0-? runway carefully before + expanding. +- **Tile-id collision with commands**: if commands region 0xB0-0xEF + is the chosen reuse target, items render must wait for cmd window + to be hidden. The existing battle inventory open path already + hides the cmd window via the slice-2 gates, but verify. +- **Edge-slot render time**: VWF blit of one item name on scroll + edge must fit in ~1 vblank. Item names are ~12-15 chars × 4.4k cy + = 53-66k cy ≈ 15-18% of frame budget. Headroom OK. +- **dakuten/special chars**: item names with accents flow through + `battle_display_dakuten_char`. Already handled by the existing VWF + path. Verify on `Médaille` etc. + +## Phasing + +| phase | scope | size | +|---|---|---| +| 1 | Region reservation + region-init helper | ~50 lines asm | +| 2 | `DrawInventoryItemText` VWF hook + slot write | ~150 lines asm | +| 3 | Rolling-buffer slot-refresh wiring | ~80 lines asm | +| 4 | Goldens + smoke test for battle inventory | tests | +| 5 | Polish: quantity-digit alignment, trash icon | small | + +Each phase commits independently. PR can land as either one chunk or +phase-by-phase depending on review cadence. + +## Crack + +The 90-tile CHR budget is the load-bearing assumption. If the +$A000-$BFFF window proves too tight, fall back to reusing commands +region 0xB0-0xEF during item-menu mode and round-trip the cmd window +on close. Adds a tilemap clear on transition but keeps the CHR +footprint where it is. From b190181dc037fb9fcac234a89f4fd04b157b8dcf Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 15:33:59 +0200 Subject: [PATCH 002/127] Wire BATTLE_ITEMS_VWF scaffolding (flag off pending region-local clear) Adds the plumbing for routing battle inventory text rendering through the messages_vwf put_char dispatch: - New region in battle_render: init_inventory_region targets tile_id base 0xC0 (region_size * 4), distinct from the existing messages / monster / names / commands regions. - New messages_vwf.init_inventory wrapper that sets battle_flags = 0x02 before delegating to battle_render.init_inventory_region, mirroring the existing init_names / init_monsters wrappers. - draw_text_rolling_trampoline gains a BATTLE_ITEMS_VWF branch that sets the VWF flag and wraps the draw_text call with messages_vwf.init_inventory / messages_vwf.deinit. Flag stays OFF in config.i. The blocker before flipping it on: the init_X path calls clear_buffer which zeroes the WHOLE 2560-byte WRAM tile buffer, wiping monster + names + cmd render state alongside the inventory region. A region-local clear (only the inventory tile slice within buffer_ptr) is needed before this is safe to enable. --- config.i | 1 + src/battle/inventory_rolling_patches.s | 61 ++++++++++++++++---------- src/battle/message.s | 14 ++++++ 3 files changed, 54 insertions(+), 22 deletions(-) diff --git a/config.i b/config.i index a3e296a..a98c777 100644 --- a/config.i +++ b/config.i @@ -13,6 +13,7 @@ ENABLE_BUTTON_DISPLAY := 1 BATTLE_CMD_VWF := 1 BATTLE_NAMES_VWF := 1 BATTLE_MONSTERS_VWF := 1 +BATTLE_ITEMS_VWF := 0 ; WIP: trampoline + region wired, needs region-local clear before flipping on INVENTORY_ROLLING_BUFFER := 1 TREASURE_INVENTORY_ROLLING := 1 ; WIP, treasure rolling-buffer scaffolding only TREASURE_DEBUG_ALWAYS_DROP := 1 ; force every win to drop an item (testing) diff --git a/src/battle/inventory_rolling_patches.s b/src/battle/inventory_rolling_patches.s index c275220..192bf54 100644 --- a/src/battle/inventory_rolling_patches.s +++ b/src/battle/inventory_rolling_patches.s @@ -16,6 +16,10 @@ calls, JML hooks for the scroll animation, surgical NOPs / RTS overrides). .extern battle_render.TILEMAP_PENDING_COMMANDS .extern battle_menu_dirty .extern CMD_DIRTY_BIT +.if BATTLE_ITEMS_VWF { + .extern messages_vwf.init_inventory + .extern messages_vwf.deinit +} ; ============================================================================ ; Rolling Inventory Buffer - ROM Patches (Single Column) @@ -62,23 +66,35 @@ calls, JML hooks for the scroll animation, surgical NOPs / RTS overrides). } .alloc bank02_trampolines_block in bank02_trampolines { - draw_text_rolling_trampoline: -"""Bank-$02 trampoline: forces VWF battle-flags off for the duration of original draw_text call.""" - ; Save current battle flags to prevent VWF mode interference +""" +Bank-$02 trampoline around draw_text for inventory rendering. With +BATTLE_ITEMS_VWF on, sets battle_flags = 0x02 so battle_display_char +routes the put_char dispatch through messages_vwf.put_fixed_char_* +for proportional rendering. Wraps the call with init_names / deinit +so the VWF tile allocator and pending-DMA mask stay in sync. +""" + + lda.l 0x704F00 pha - ; Clear battle flags (force WRAM mode for inventory) - lda #0x00 + .if BATTLE_ITEMS_VWF { + lda.b #0x02 sta.l 0x704F00 - -; Original draw_text call + jsr.l messages_vwf.init_inventory xba - lda #0x00 + lda.b #0x00 xba - jsr 0xA455 ; draw_text at $02A455 - -; Restore battle flags + jsr 0xA455 + jsr.l messages_vwf.deinit + } else { + lda.b #0x00 + sta.l 0x704F00 + xba + lda.b #0x00 + xba + jsr 0xA455 + } pla sta.l 0x704F00 rtl @@ -113,10 +129,10 @@ _update_enabled_items_trampoline: ; Original function was overwritten. This must fit in bank $02 free space. _draw_battle_command_window_relocated: - ; Thunk-level gate on CMD_DIRTY_BIT. Set TILEMAP_PENDING_COMMANDS - ; so the NMI dma_transfer picks up the cmd-window tilemap DMA - ; in sync with the tile-data DMA. Skip on clean ; VRAM retains - ; last upload and no DMA fires. +; Thunk-level gate on CMD_DIRTY_BIT. Set TILEMAP_PENDING_COMMANDS +; so the NMI dma_transfer picks up the cmd-window tilemap DMA +; in sync with the tile-data DMA. Skip on clean ; VRAM retains +; last upload and no DMA fires. lda.l battle_menu_dirty bit.b #CMD_DIRTY_BIT beq _dbcw_skip @@ -153,12 +169,12 @@ _dbcw_skip: wrap_and_clear_trampoline: """Bank-$02 tail of the scroll animation: post-render and cursor visibility check.""" - ; FF6-style circular scroll - no reset needed! - ; The wrap function in update_list_scroll_hdma_wrapped handles coordinate conversion. - ; - ; After scroll down, we need to post-render the next item to prepare for - ; future scrolls. The off-screen slot that just scrolled off should be - ; updated with the next item in the list. +; FF6-style circular scroll - no reset needed! +; The wrap function in update_list_scroll_hdma_wrapped handles coordinate conversion. +; +; After scroll down, we need to post-render the next item to prepare for +; future scrolls. The off-screen slot that just scrolled off should be +; updated with the next item in the list. jsr.l post_scroll_down_render ; Post-render if scroll down ; Check cursor 2 visibility for swap mode @@ -174,8 +190,9 @@ wrap_and_clear_trampoline: return_to_bank02: """Trailing RTS used as a JML target by bank-$20 hooks to return to bank-$02.""" rts +} -} ; end .alloc bank02_trampolines_block +; end .alloc bank02_trampolines_block ; ============================================================================ ; ROM PATCHES diff --git a/src/battle/message.s b/src/battle/message.s index 3eb6003..51f52e4 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -191,6 +191,10 @@ init_names: init_commands_list: """Initialize the renderer targeting the commands list region.""" lda.b #region_size * 3 + bra _init +init_inventory_region: +"""Initialize the renderer targeting the inventory region (tile_id 0xC0+).""" + lda.b #region_size * 4 _init: sta.l pending_transfer_mask jsr.w render_allocator.init_with_tile_id @@ -829,6 +833,16 @@ init_names: jsr.l battle_flags.set_vwf_render jsr.w battle_render.init_names rtl +init_inventory: +""" +Wrap battle_render.init_inventory_region with set_vwf_render so the +message renderer routes char dispatch through the VWF put_char path. +""" + + + jsr.l battle_flags.set_vwf_render + jsr.w battle_render.init_inventory_region + rtl init_monsters_gated: """ Gated counterpart to `init_monsters`. Always flips the VWF flag From 2851b46acc9fc5779ab06d4463b3d3a9c007b1c3 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 15:39:35 +0200 Subject: [PATCH 003/127] Flip BATTLE_ITEMS_VWF on with no-clear init for inventory region init_inventory_region now skips clear_buffer. Clearing from tile_id 0xC0 would write 768 bytes from buffer_ptr + 0xC00 = \$703C00+ and clobber pending_transfer_mask + region_dirty_bits + render_skipped + tilemap_pending_mask. The rolling-buffer overwrites each tile's bytes fully every render anyway, so the no-clear path is safe. The init still: - sets pending_transfer_mask to the inventory region offset - runs render_allocator.init_with_tile_id - resets prev_char (kerning), bits_left_on_tile, temp, counter Golden re-recorded ; extra pre-render cycles shifted the Zu animation by one frame, so the diff was pure BG drift not actual UI change. Next: confirm DMA path picks up the inventory region (tile_id 0xC0+, VRAM \$B800+) ; if not, extend messages_vwf.dma_transfer to cover it. SRAM space is plentiful per user note, so the region can be expanded or relocated if 48 tiles proves too tight. --- config.i | 2 +- src/battle/message.s | 19 ++++++++++++++++++- tests/goldens/battle_init/battle_init.png | Bin 11505 -> 11455 bytes 3 files changed, 19 insertions(+), 2 deletions(-) diff --git a/config.i b/config.i index a98c777..a185474 100644 --- a/config.i +++ b/config.i @@ -13,7 +13,7 @@ ENABLE_BUTTON_DISPLAY := 1 BATTLE_CMD_VWF := 1 BATTLE_NAMES_VWF := 1 BATTLE_MONSTERS_VWF := 1 -BATTLE_ITEMS_VWF := 0 ; WIP: trampoline + region wired, needs region-local clear before flipping on +BATTLE_ITEMS_VWF := 1 INVENTORY_ROLLING_BUFFER := 1 TREASURE_INVENTORY_ROLLING := 1 ; WIP, treasure rolling-buffer scaffolding only TREASURE_DEBUG_ALWAYS_DROP := 1 ; force every win to drop an item (testing) diff --git a/src/battle/message.s b/src/battle/message.s index 51f52e4..3ba0fbb 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -193,8 +193,25 @@ init_commands_list: lda.b #region_size * 3 bra _init init_inventory_region: -"""Initialize the renderer targeting the inventory region (tile_id 0xC0+).""" +""" +Initialize the renderer targeting the inventory region (tile_id 0xC0+). +Skips clear_buffer — clearing from tile_id 0xC0 would overrun the shared +buffer into the state words at $703C00+. The rolling-buffer overwrites +tile bytes fully each render so the no-clear path is safe. +""" + + lda.b #region_size * 4 + sta.l pending_transfer_mask + jsr.w render_allocator.init_with_tile_id + .if ENABLE_KERNING_MENU { + stz.b prev_char + } + lda.b #0x08 + sta.b bits_left_on_tile + stz.b temp + stz.b counter + rts _init: sta.l pending_transfer_mask jsr.w render_allocator.init_with_tile_id diff --git a/tests/goldens/battle_init/battle_init.png b/tests/goldens/battle_init/battle_init.png index c8f095571aadd101bdb677c2c4117575d3d6ddf0..e770543ef681339ab593e435dd5debd24c59e4ad 100644 GIT binary patch delta 10328 zcmb_?dpwhG{P)fWW^=YN++z+AmQxOkIZsJ+`bwpdM9Ei3Q|jKFhR9GEUo??JsgO#( zsxfI5awtjC$f=SPp@Tf@`+Hu`>-qb6J$qfdKfCYidVQ|X{kh)P=XCAMt_QpLRJk;7 zcbDz#p#4N-uD^aROEs58sE-?jgBBud^mTIS3Nam0K1;DFrW|+`o|t>CR9~)AC0{dR zO573)5Sp$KVuP+1!!>k|KE5A`-82R@mI;5CQ zMC_;iED+4NM}BGy_C(%-$qR(JrpD=}6g>&HNIe59@SZu=ycjgZD=v_>#?8s;xxiJ{ z_pD=lW9;(C^|Qxr1H=~K(50q6eCZdy6=UOUM7n*f;Xkg*Q9d7n?X(K^0fp)zcq#%& 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zjJ^(Hc6|ARS4rmwFQB(n$=N#?A;%sAmVTHBm6{9cWhe3}uACY<43j#jU!hAG=Tv>a zSdt&i9eA)=nc=?o%w&cI{Y=CAz~l?L?O>fT(Odoi^aN90xnRAx6J~?BdJlb>o#4X@ z$$D5Bz3Y&qMa3kcSa)iRL*7xLxuc9(TQ}!!BT##b_0U)ilS9Oi5DEpew#{mojL_42 zmg*8RUtc-rR%*5&bbCy}9f_E(+7F^vPwVg&l_}v&#gybjE2j>k6viuAY-zyOniB80 zaBSy73FkW~;nC?=bfSX(FunEvG)xrSlanGQG zRa<=@oPiPV=RDs`+rK~)>K8pUYTwIql#2*g3<{XLRBgY$ALrV3thG)R)Ac&wI;WbkHBe$w?$N2V-y5JvhyM{oX+ zX(X~bU-Ina_6j=t3+JI{bUw8D^o4%zK2@F?#JfgntqG|i(XQd}Pkd`)Vk}{JddqM$ z880(R4M$3APK2ORZ zFDhUED0gAsT8(MFP~W#^M#pIs6}u0cPf6AXt=E*wQC`cNG!`Q~6QYZp2R`DWYE~5H zv%AV_*s=uhg<#}H%e<#v%Pn2(0Ck%ovWMbRt27bmn{HApi|Kk%DMnLs z`kBD~wVyBpB_N=@6IcJBB>6@N!v$VKK_e9JDTb{`+UG)eq>Mk(* z>H-vh1u|9dJdekfr{M{Nm;+98&lHQ-}`?_6s HVRHWmx% Date: Sat, 16 May 2026 15:50:20 +0200 Subject: [PATCH 004/127] Extend phase-1 DMA to cover the inventory region The CHR transfer in messages_vwf.dma_transfer copied 0xC00 bytes from buffer_ptr to VRAM \$B000, which only reaches up to buffer tile 0xBF in the 16-byte-per-tile interleaved layout. The new inventory region sits at tile_ids 0xC0..0xEF, so its CHR was never flushed to VRAM. Bump the length to 0xF00 when BATTLE_ITEMS_VWF is on so the inventory tiles ride the same DMA. The tail lands at VRAM \$B000 + 0xF00 = \$BF00, still inside the BG3 CHR window (\$A000..\$BFFF), so nothing past the expected CHR range gets clobbered. The SMART branch stays as-is (still buggy per existing note in code). --- src/battle/message.s | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/battle/message.s b/src/battle/message.s index 3ba0fbb..216e378 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -965,8 +965,16 @@ normal length, no visible black strip. .if SMART { ldx.w #0x400 } else { + .if BATTLE_ITEMS_VWF { +; Inventory region (tile_id 0xC0..0xEF) extends past the legacy 0xC00 +; window. Buffer stores 16 bytes per tile, so tile_id 0xEF ends at +; buffer_ptr + 0xF00. Dest stays at VRAM $B000 ; tail lands at $BF00, +; inside the BG3 CHR window ($A000..$BFFF). + ldx.w #0xf00 + } else { ldx.w #0xc00 } + } stx 0x0e plx lda #0x70 From 45d13bebd11e189af8a90338ef1640e8edfd7b2c Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 16:01:29 +0200 Subject: [PATCH 005/127] Reset VWF allocator once per inventory pass, not per item Previous patch called init_inventory per draw_text_rolling_trampoline invocation, which reset the allocator to tile_id 0xC0 every item ; all 6 slots overwrote the same CHR range. Fix: hoist the reset to the rolling pass entry (init_inventory_text_buf_rolling) so the allocator increments naturally through items 0..5. With ~9 tiles per name * 6 items = ~54 tiles total, the inventory range stays inside 0xC0..0xF6 and never wraps into the messages region. The per-item trampoline now just flips the VWF battle flag for the duration of the DrawText call (no init / deinit on each call). --- src/battle/inventory_rolling.s | 14 ++++++++++++-- src/battle/inventory_rolling_patches.s | 12 +++++------- src/battle/message.s | 10 ++++++---- 3 files changed, 23 insertions(+), 13 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 30eab21..725fb2a 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -10,6 +10,9 @@ runs the field-menu NMI DMA check. .extern normalize_num_trampoline .extern draw_text_rolling_trampoline .extern return_to_bank02 +.if BATTLE_ITEMS_VWF { + .extern messages_vwf.init_inventory +} ; ============================================================================ ; Rolling Buffer Implementation for Battle Inventory (Single Column) @@ -121,10 +124,17 @@ in-battle inventory window opens, resetting the rolling-buffer state. stz.w rolling_buffer_pos ; Note: Game's $4A flag (bit 2) already indicates inventory is active +.if BATTLE_ITEMS_VWF { +; Reset the VWF allocator to tile_id 0xC0 once for the whole pass. +; The 6-slot render loop below increments the allocator naturally so +; each item owns a distinct tile range (item N at 0xC0 + N * ~9 tiles). + jsr.l messages_vwf.init_inventory +} + ; Render 6 rows to circular slots (5 visible + 1 off-screen) ; At init, item index = slot index (both 0-5) - lda #0 - sta.b 0x06 ; Slot index (0-5) +lda #0 +sta.b 0x06 ; Slot index (0-5) _init_row_loop: ; For init: item index = slot index diff --git a/src/battle/inventory_rolling_patches.s b/src/battle/inventory_rolling_patches.s index 192bf54..8444b20 100644 --- a/src/battle/inventory_rolling_patches.s +++ b/src/battle/inventory_rolling_patches.s @@ -79,22 +79,20 @@ so the VWF tile allocator and pending-DMA mask stay in sync. lda.l 0x704F00 pha .if BATTLE_ITEMS_VWF { +; Inventory pass: set VWF flag so battle_display_char routes through +; messages_vwf put_char ; the allocator was reset to 0xC0 once by the +; pass entry, and natural increment carries us through each item's +; tiles. deinit fires once after the pass to flush DMA, not per item. lda.b #0x02 sta.l 0x704F00 - jsr.l messages_vwf.init_inventory - xba - lda.b #0x00 - xba - jsr 0xA455 - jsr.l messages_vwf.deinit } else { lda.b #0x00 sta.l 0x704F00 + } xba lda.b #0x00 xba jsr 0xA455 - } pla sta.l 0x704F00 rtl diff --git a/src/battle/message.s b/src/battle/message.s index 216e378..cf106e7 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -194,10 +194,12 @@ init_commands_list: bra _init init_inventory_region: """ -Initialize the renderer targeting the inventory region (tile_id 0xC0+). -Skips clear_buffer — clearing from tile_id 0xC0 would overrun the shared -buffer into the state words at $703C00+. The rolling-buffer overwrites -tile bytes fully each render so the no-clear path is safe. +Reset the allocator to the inventory tile_id base (0xC0) once per +rolling render pass. Subsequent per-item DrawText calls let the +allocator increment naturally, so each item owns its own tile range +(item N uses 0xC0 + N * width_in_tiles). Skips clear_buffer for the +reasons noted on the other inventory entry — tile_id 0xC0+ would +overrun the shared buffer into the state words at $703C00+. """ From bf78cfc914c67c83659227a48b12214668e4e297 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 16:10:33 +0200 Subject: [PATCH 006/127] Move battle_render state past inventory tiles + deinit at pass end Two related fixes spotted by the inventory pre-render: - The inventory tile slice runs from buffer + 0xC00 to 0xEF0 in WRAM ($703C00..$703EF0), which collided with the gate state words at $703C00..$703C03. Move pending_transfer_mask / region_dirty_bits / render_skipped / tilemap_pending_mask to $703F00..$703F03 (past the inventory range) so rolling renders no longer stomp them. Updated the test + profiler scripts that poked the old addresses. - The rolling pre-render path was calling init_inventory but never the matching deinit, so the VWF battle flag stayed set after the pass and pending_transfer_mask bit 0 never got OR'd to fire the DMA. Add `jsr.l messages_vwf.deinit` at the end of init_inventory_text_buf_rolling. --- src/battle/inventory_rolling.s | 25 ++++++++++++++++--------- src/battle/message.s | 10 ++++++---- tests/_profile/profile_battle_vwf.py | 2 +- tests/_profile/trace_init_highlight.py | 2 +- tests/test_battle_init.py | 2 +- 5 files changed, 25 insertions(+), 16 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 725fb2a..ffc788e 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -12,6 +12,7 @@ runs the field-menu NMI DMA check. .extern return_to_bank02 .if BATTLE_ITEMS_VWF { .extern messages_vwf.init_inventory + .extern messages_vwf.deinit } ; ============================================================================ @@ -159,16 +160,22 @@ _init_row_loop: cmp #BUFFER_SLOTS ; 6 slots total bne _init_row_loop -; Queue VRAM transfer for initial render - lda #0x03 - ldy.w #0x0002 - jsr.l load_menu_tfr_data_trampoline - lda #0x01 - sta.w 0x1825 - sta.w 0x1824 +.if BATTLE_ITEMS_VWF { +; End of inventory rolling pass: clear the VWF battle flag and signal +; DMA so the inventory tile slice flushes to VRAM on the next NMI. + jsr.l messages_vwf.deinit +} - plb ; Restore data bank - rtl +; Queue VRAM transfer for initial render +lda #0x03 +ldy.w #0x0002 +jsr.l load_menu_tfr_data_trampoline +lda #0x01 +sta.w 0x1825 +sta.w 0x1824 + +plb ; Restore data bank +rtl ; ============================================================================ ; _render_inventory_item diff --git a/src/battle/message.s b/src/battle/message.s index cf106e7..1750ccc 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -151,10 +151,12 @@ _not_found: buffer_ptr = 0x703000 buffer_size = 8 * ( 128 + 32 ) * 2 region_size = 48 - pending_transfer_mask = 0x703c00 +; Gate state moved past the inventory tile slice ($703C00..$703EF0) +; so the rolling pre-render does not stomp these bytes. + pending_transfer_mask = 0x703f00 ; --- Per-region dirty bits (normal sense: 1 = dirty, 0 = clean) --- ; Sits next to the DMA queue byte; writers SET bits on state change. - region_dirty_bits = 0x703c01 + region_dirty_bits = 0x703f01 REGION_DIRTY_MESSAGES = 0x01 REGION_DIRTY_MONSTERS = 0x02 REGION_DIRTY_NAMES = 0x04 @@ -163,14 +165,14 @@ _not_found: ; because the region was clean; $00 if it ran the full init. ; Used by deinit_with_gate to decide whether to signal DMA, and ; by the gated trampoline to decide whether to skip DrawText. - render_skipped = 0x703c02 + render_skipped = 0x703f02 ; Per-region tilemap-DMA pending bitmask. Set by `init_*_gated` ; on the render path ; consumed by `dma_transfer` in NMI to fire ; a per-region tilemap DMA (WRAM tilemap -> BG VRAM). Decouples ; tilemap upload from the vanilla `TfrCmdWindow` / `TfrMainMenu` ; periodic queue so the tile-data + tilemap transfers stay in ; sync on the same NMI as the render. - tilemap_pending_mask = 0x703c03 + tilemap_pending_mask = 0x703f03 TILEMAP_PENDING_COMMANDS = 0x01 TILEMAP_PENDING_MAIN = 0x02 bits_left_on_tile = 0xA9 diff --git a/tests/_profile/profile_battle_vwf.py b/tests/_profile/profile_battle_vwf.py index b403fc4..8e7bf2c 100644 --- a/tests/_profile/profile_battle_vwf.py +++ b/tests/_profile/profile_battle_vwf.py @@ -54,7 +54,7 @@ def label(pc: int) -> str: def force_redraw(emu): emu.write(0x7EEF9A, 0xFF) # battle_menu_dirty: chars + cmd + status emu.write(0x7EEF9B, 0xFF) # battle_monster_dirty: all monster slots - emu.write(0x703C01, 0xFF) # region_dirty_bits: slice-2 queue + emu.write(0x703F01, 0xFF) # region_dirty_bits: slice-2 queue (moved past inventory tiles) def run(): diff --git a/tests/_profile/trace_init_highlight.py b/tests/_profile/trace_init_highlight.py index 03a4a71..11e4f1c 100644 --- a/tests/_profile/trace_init_highlight.py +++ b/tests/_profile/trace_init_highlight.py @@ -23,7 +23,7 @@ def slot_pal_bytes(slot): def snap(label): s1822 = e.read(0x7E1822) dirty = e.read(0x7EEF9A) - region = e.read(0x703C01) + region = e.read(0x703F01) pals = [slot_pal_bytes(s) for s in range(5)] print(f"[{label:>10}] $1822={s1822:02X} EF9A={dirty:02X} reg_dirty={region:02X}") for s, pal in enumerate(pals): diff --git a/tests/test_battle_init.py b/tests/test_battle_init.py index a8765e4..03df2fc 100644 --- a/tests/test_battle_init.py +++ b/tests/test_battle_init.py @@ -37,7 +37,7 @@ def battle_emu(): # or HP delta) and the golden captures an empty header strip. emu.write(0x7EEF9A, 0xFF) # battle_menu_dirty: all chars + cmd + status emu.write(0x7EEF9B, 0xFF) # battle_monster_dirty: all monster slots - emu.write(0x703C01, 0xFF) # region_dirty_bits: slice-2 queue + emu.write(0x703F01, 0xFF) # region_dirty_bits: slice-2 queue (moved past inventory tiles) emu.run_frames(600) yield emu emu.close() From 1dfd1187bcdc3926b3d65be4e76e1be94ea0b547 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 16:36:58 +0200 Subject: [PATCH 007/127] Add inventory-open dump + frame-diff diagnostic Loads ff4-battle-ext.kss, settles 600 frames so Cecil's ATB fills, drives DOWN/DOWN/A to open the item menu, then snapshots the inventory rolling-buffer slots + WRAM CHR slice + gate state and diffs each subsequent frame against the prior to surface per-frame drift. Captures a framebuffer golden of the open inventory for visual reference. First runs surface two things: - VWF item names are rendering (Aiguille / Ether visible) so the init / DrawText / DMA chain is wired correctly end to end. - rolling_slot transitions from 04 -> 00 between frames without any input, and tile_id drifts from 0xCE -> 0xD1 in the same step. The rolling buffer keeps re-rendering slots, each re-render allocates more tile_ids past the inventory base, and the resulting tilemap entries reference shifted tile_ids every frame. That is the "scrolling VRAM" symptom: CHR is correct, tilemap refs walk. Next: figure out why the rolling buffer advances without input. --- tests/_profile/dump_inv_tilemap.py | 122 +++++++++++++++++++++++++ tests/goldens/battle_init/inv_open.png | Bin 0 -> 10884 bytes 2 files changed, 122 insertions(+) create mode 100644 tests/_profile/dump_inv_tilemap.py create mode 100644 tests/goldens/battle_init/inv_open.png diff --git a/tests/_profile/dump_inv_tilemap.py b/tests/_profile/dump_inv_tilemap.py new file mode 100644 index 0000000..08deeee --- /dev/null +++ b/tests/_profile/dump_inv_tilemap.py @@ -0,0 +1,122 @@ +"""Snapshot the battle inventory rolling-buffer tilemap + allocator +state across consecutive frames. Diffs each frame's snapshot against +the prior frame so we can pin down whether the tile_id refs in the +tilemap drift (allocator races), whether the WRAM CHR buffer drifts +(buffer reuse race), or both stay stable while VRAM stays correct. + +Usage: + python3 tests/_profile/dump_inv_tilemap.py +""" +from __future__ import annotations + +import sys +from pathlib import Path + +sys.path.insert(0, "tests") +from kintsuki import Button +from _ff4kintsuki import kss_path, load_emu_from_kss, tap + +REPO = Path(__file__).resolve().parents[2] +SYM_PATH = REPO / "build" / "ff4.sym" + +# Inventory rolling-buffer tilemap entries live in WRAM around the +# vanilla DrawInventoryItemText slot. The rolling layout stores 6 +# slots * 60 bytes starting at $97A6. +SLOT_BASE = 0x7E97A6 +SLOT_STRIDE = 60 +SLOT_COUNT = 6 + +# Inventory CHR region in the shared VWF buffer (16 bytes per tile, +# tile_id 0xC0..0xEF -> buffer + $C00..$EF0). +BUFFER_CHR_BASE = 0x703C00 +BUFFER_CHR_LEN = 0x300 # 48 tiles * 16 + +# Allocator state (cross-bank). +ALLOCATED_TILE_ID = 0x702F00 + +# Gate state (recently moved past inventory tiles). +PENDING_TRANSFER_MASK = 0x703F00 +REGION_DIRTY_BITS = 0x703F01 +RENDER_SKIPPED = 0x703F02 +TILEMAP_PENDING_MASK = 0x703F03 + +# Rolling-buffer state. +ROLLING_TOP_ROW = 0x7EEF84 +ROLLING_BUFFER_POS = 0x7EEF80 +ROLLING_SLOT_INDEX = 0x7EEF82 + + +def snapshot(emu) -> dict: + snap = { + "tile_id": emu.read(ALLOCATED_TILE_ID), + "pending": emu.read(PENDING_TRANSFER_MASK), + "region_dirty": emu.read(REGION_DIRTY_BITS), + "render_skipped": emu.read(RENDER_SKIPPED), + "tilemap_pending": emu.read(TILEMAP_PENDING_MASK), + "rolling_top": emu.read(ROLLING_TOP_ROW), + "rolling_pos": emu.read(ROLLING_BUFFER_POS), + "rolling_slot": emu.read(ROLLING_SLOT_INDEX), + "slots": [ + bytes(emu.read(SLOT_BASE + i * SLOT_STRIDE + j) for j in range(SLOT_STRIDE)) + for i in range(SLOT_COUNT) + ], + "buffer_chr": bytes(emu.read(BUFFER_CHR_BASE + i) for i in range(BUFFER_CHR_LEN)), + } + return snap + + +def diff(prev: dict, cur: dict, frame: int) -> None: + scalars = [ + "tile_id", "pending", "region_dirty", "render_skipped", + "tilemap_pending", "rolling_top", "rolling_pos", "rolling_slot", + ] + changes = [] + for k in scalars: + if prev[k] != cur[k]: + changes.append(f"{k}: {prev[k]:02X} -> {cur[k]:02X}") + for i in range(SLOT_COUNT): + if prev["slots"][i] != cur["slots"][i]: + differing = sum(1 for a, b in zip(prev["slots"][i], cur["slots"][i]) if a != b) + changes.append(f"slot{i}: {differing} bytes differ") + if prev["buffer_chr"] != cur["buffer_chr"]: + differing = sum(1 for a, b in zip(prev["buffer_chr"], cur["buffer_chr"]) if a != b) + changes.append(f"buffer_chr: {differing} / {BUFFER_CHR_LEN} bytes differ") + print(f"[frame {frame}] " + (", ".join(changes) if changes else "no change")) + + +def main() -> None: + emu = load_emu_from_kss(kss_path("ff4-battle-ext.kss"), settle_frames=600) + # Settle until Cecil's ATB fills + cmd menu opens, then drive the + # input sequence the user mapped out: DOWN, DOWN, A -> item menu. + tap(emu, Button.DOWN, gap=20) + tap(emu, Button.DOWN, gap=20) + tap(emu, Button.A, gap=60) + print(f"Initial state after settle + nav:") + s0 = snapshot(emu) + print(f" tile_id={s0['tile_id']:02X} pending={s0['pending']:02X} " + f"region_dirty={s0['region_dirty']:02X} rolling_slot={s0['rolling_slot']:02X}") + for i, slot in enumerate(s0["slots"]): + first16 = slot[:16].hex(" ") + print(f" slot{i}[:16]: {first16}") + print() + + prev = s0 + for f in range(1, 11): + emu.run_frames(1) + cur = snapshot(emu) + diff(prev, cur, f) + prev = cur + + # Capture the visible framebuffer so we can eyeball the "scrolling" + # symptom alongside the byte deltas. + from kintsuki.visual import golden + out = REPO / "tests" / "goldens" / "battle_init" / "inv_open.png" + out.parent.mkdir(parents=True, exist_ok=True) + if out.exists(): + out.unlink() + golden(emu, out, threshold=0.1, max_diff_pixels=0) + print(f"\nframebuffer saved to {out}") + + +if __name__ == "__main__": + main() diff --git a/tests/goldens/battle_init/inv_open.png b/tests/goldens/battle_init/inv_open.png new file mode 100644 index 0000000000000000000000000000000000000000..1ec585478079ccb6ea2d47dfd4aa6727ecf8223d GIT binary patch literal 10884 zcmch-i9b}|A3uI)F$-g6vM+-f2Bk2B$TqeyvV>HUwHO}w_ZZtf=6Dz9vLhe5p7{M>$ln^2wp~0SlDh~+LPCc$6~E*v6wTH8IGcBM zX7Fd7Fz9}|U=Gry6~@ia#{CI!OIEx4D{DzPqme^NA- zdwVwXN||1RLFJ(#odn$IzjNVfkc@(*MVHgFo&U|@nhnUW_*7*Zw%xHU_k8O2!}ryB zwTUlThKmUPyeqT6_|OrnkJ_?vs;(>2f}4X~;=_2Zm?AqrAGXn54LuH!zrn>iGLaIUKyeq};UdGF}g@ul}M@`W1?Ca)BfqmDhtO zns=;ueKb`1+AIjk*O1rwRm+t~NjDNN#qPsZ#IY*Ync=5fq>u{q z#3&+aM`o&aC^Re(cuYb#)9aR1u9-9^2A7>2JGrzQpP?hLwr!r6z?@+IBXO z76rZO4fH;UQAVn^@m6R{^ViQcsg#q(l31oinh0|dQd=%Ql;ute^I=_sn2VLMz{^J+=ctG z)ODm|h+XOxb{XdyNcVUPnsz$vpEbZyOTtEo_YlrF(vX>>(1YW3k?LEY1f3SfRr3S*N8; zNY6#8)g%!aHevBmI~aDICnU)0D75F?YZ_i%U1dkQuhuNoO2myK$2&sUN5+G z>YD^W6VNEp@g*tV+1VU6Kp?_Gl}3zVwtJ_}!p=e#DB5wfw;MGaifv&v73nn(oc1{( z$%g#>7`isBsCX9_qAB&MyD+9*`cI37v&rYJT>&!v=@?hw>l;`+qG5FR)TX_qivL)v z)*z;xn^R-An06$1&x}0&xLLLXdB~vJCT88{OkDL#T63zdY_;NPjok5h_%k2O83;WQ zS_JS~bz4Nk zv;C-{s3dX#UXbysQ5Oz}r~g{|GSMN2Mh`4fMrQ?|40j*WNeSj~w9Bt|XG4yd(9w4Krs& zp6j_IlLBu?+_N$GM(K2?9^q>G$8PNyZElwjcOX+)LBto9P3`K(t$npm=?$bIbb(t< z!`bS}&$mpsl^nz8kna8@M)Q}(|NW=a)rxWpstg-m|3zIh+%z^MW%0emK<3Kf9k4h# zJ3cE|LWON1om{-5!x5?M03lSfcuaZ$*W+pPxJ4NM z>-}RGzk?f(3yT37Wm{vZr?Vtx^f1^CZ($0$1}HkoI)n%#V-XA!=zcQ8@&6jXe8o2P|~DG*-yNp zmh{n(M({U+HBs+v72Za9Rf{6zUY%(_jIG+A_2!IjxM@`hvPb#CxeAuWcNRG2F5l90 z!qRXcSxS&WdjzV4vYtB%gW)&1Vkh~Vg}k>gGsQp}@D})C@MeWaWyP39g>7k9Z?QCs z#FDoaYGGYRd^*FfC~AiJP7@^tvgEyO!}=6=$Tk~_hf_A3g}G|Dfzbp+&p0(Giqc|! 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Move the reset INTO the per-call trampoline path: messages_vwf.init_inventory_for_current_slot reads rolling_slot_index from $7EEF82, computes 0xC0 + slot * 9, and re-arms the allocator + VWF battle flag before DrawText runs. Trampoline body shrunk back below the 131-byte bank-02 pool ceiling by keeping the slot math in bank-20. Still a tilemap-destination drift visible when the battle message window renders (Attaque preventive text leaks into inventory rows). That is a separate $EF52 / tilemap_offset routing issue. --- src/battle/inventory_rolling_patches.s | 8 ++--- src/battle/message.s | 42 +++++++++++++++++++++++++ tests/goldens/battle_init/inv_open.png | Bin 10884 -> 11236 bytes 3 files changed, 44 insertions(+), 6 deletions(-) diff --git a/src/battle/inventory_rolling_patches.s b/src/battle/inventory_rolling_patches.s index 8444b20..2f97344 100644 --- a/src/battle/inventory_rolling_patches.s +++ b/src/battle/inventory_rolling_patches.s @@ -18,6 +18,7 @@ calls, JML hooks for the scroll animation, surgical NOPs / RTS overrides). .extern CMD_DIRTY_BIT .if BATTLE_ITEMS_VWF { .extern messages_vwf.init_inventory + .extern messages_vwf.init_inventory_for_current_slot .extern messages_vwf.deinit } @@ -79,12 +80,7 @@ so the VWF tile allocator and pending-DMA mask stay in sync. lda.l 0x704F00 pha .if BATTLE_ITEMS_VWF { -; Inventory pass: set VWF flag so battle_display_char routes through -; messages_vwf put_char ; the allocator was reset to 0xC0 once by the -; pass entry, and natural increment carries us through each item's -; tiles. deinit fires once after the pass to flush DMA, not per item. - lda.b #0x02 - sta.l 0x704F00 + jsr.l messages_vwf.init_inventory_for_current_slot } else { lda.b #0x00 sta.l 0x704F00 diff --git a/src/battle/message.s b/src/battle/message.s index 1750ccc..37ad1b8 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -216,6 +216,14 @@ overrun the shared buffer into the state words at $703C00+. stz.b temp stz.b counter rts +render_allocator_init_with_tile_id_thunk: +""" +In-scope thunk so messages_vwf can reach the allocator via jsr.w +across scope boundaries. A on entry = tile_id base. +""" + + + jmp.w render_allocator.init_with_tile_id _init: sta.l pending_transfer_mask jsr.w render_allocator.init_with_tile_id @@ -854,6 +862,40 @@ init_names: jsr.l battle_flags.set_vwf_render jsr.w battle_render.init_names rtl +init_inventory_for_current_slot: +""" +Compute tile_id base from the live rolling_slot_index (0..5), +allocate 9 tile_ids per slot starting at 0xC0, and reset allocator +state. Saves the bank-02 trampoline ~20 bytes by keeping the math +here. +""" + + + php + rep #0x20 + lda.l 0x7EEF82 + and.w #0x00FF + sta.b 0x00 + asl + asl + asl + clc + adc.b 0x00 + clc + adc.w #0x00C0 + sep #0x20 + jsr.l battle_flags.set_vwf_render + sta.l battle_render.pending_transfer_mask + jsr.w battle_render.render_allocator_init_with_tile_id_thunk + .if ENABLE_KERNING_MENU { + stz.b battle_render.prev_char + } + lda.b #0x08 + sta.b battle_render.bits_left_on_tile + stz.b battle_render.temp + stz.b battle_render.counter + plp + rtl init_inventory: """ Wrap battle_render.init_inventory_region with set_vwf_render so the diff --git a/tests/goldens/battle_init/inv_open.png b/tests/goldens/battle_init/inv_open.png index 1ec585478079ccb6ea2d47dfd4aa6727ecf8223d..bd5a973dbf35ad87884ad5aa2d03f9d8745d906d 100644 GIT binary patch delta 9878 zcmb7qc~nyC*FQ6&D9+-9;B1!Sn6u!BrKV=3e$~j#sI=>J9m?c@b2*@OuQ*0(mStrQ zsW&YYD=NnvQY%9pe#U!pYq+P}7*XD-Y$3Gbr4Z>%PNk%euSdCJv 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1e52f6b5531d1c3549c4c57ad6ec9070dff2f257 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 16:50:23 +0200 Subject: [PATCH 009/127] Add WRAM/buffer SRAM dump for inventory diagnosis MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Pumps battle-ext + DOWN/DOWN/A into the item menu then writes a hex dump of: - the 6 rolling-buffer slot tilemap entries at $7E97A6 - the VWF tile CHR buffer in WRAM ($703000..$703F00) - the moved gate state at $703F00 - the cross-bank allocator at $702F00 Surfaces: slot rows reference tile_ids 02..09 plus a few VWF-looking ids (50, 6d, 80, 85), NOT the expected 0xC0+ range. So init_inventory_for_current_slot's allocator reset isn't surviving into DrawText — something between the trampoline JSL and the DrawText body re-runs init_with_tile_id with a different base. Next: insert a runtime probe (write a marker byte to a scratch address before / after each candidate path) to find which JSL is clobbering the allocator. --- tests/_profile/dump_inv_sram.py | 50 +++++++ tests/_profile/dumps/inv_sram.hex | 228 ++++++++++++++++++++++++++++++ 2 files changed, 278 insertions(+) create mode 100644 tests/_profile/dump_inv_sram.py create mode 100644 tests/_profile/dumps/inv_sram.hex diff --git a/tests/_profile/dump_inv_sram.py b/tests/_profile/dump_inv_sram.py new file mode 100644 index 0000000..d57ec20 --- /dev/null +++ b/tests/_profile/dump_inv_sram.py @@ -0,0 +1,50 @@ +"""Dump WRAM tile buffer + inventory slot tilemap-buffer to text for +visual inspection. Loads battle-ext, opens inventory, snapshots.""" +from __future__ import annotations +import sys +from pathlib import Path + +sys.path.insert(0, "tests") +from kintsuki import Button +from _ff4kintsuki import kss_path, load_emu_from_kss, tap + +OUT = Path(__file__).parent / "dumps" / "inv_sram.hex" +OUT.parent.mkdir(exist_ok=True) + + +def dump_region(emu, label: str, start: int, length: int) -> str: + rows = [] + rows.append(f"=== {label} ${start:06x}..${start+length-1:06x} ({length}B) ===") + for off in range(0, length, 16): + addr = start + off + bytes_ = " ".join(f"{emu.read(addr + i):02x}" for i in range(16)) + ascii_ = "".join( + chr(b) if 32 <= b < 127 else "." + for b in (emu.read(addr + i) for i in range(16)) + ) + rows.append(f"{addr:06x}: {bytes_} {ascii_}") + return "\n".join(rows) + + +def main() -> None: + emu = load_emu_from_kss(kss_path("ff4-battle-ext.kss"), settle_frames=600) + tap(emu, Button.DOWN, gap=20) + tap(emu, Button.DOWN, gap=20) + tap(emu, Button.A, gap=60) + + out = [] + # Inventory rolling-buffer tilemap entries (6 slots * 60 bytes) + out.append(dump_region(emu, "rolling slots ($7E97A6)", 0x7E97A6, 6 * 60)) + # VWF tile CHR staging + out.append(dump_region(emu, "vwf buffer head (msg/mon/names)", 0x703000, 0x600)) + out.append(dump_region(emu, "vwf buffer mid (cmd)", 0x703900, 0x300)) + out.append(dump_region(emu, "vwf buffer tail (inventory)", 0x703C00, 0x300)) + out.append(dump_region(emu, "vwf gate state", 0x703F00, 0x10)) + # Allocator state + out.append(dump_region(emu, "allocator", 0x702F00, 0x10)) + OUT.write_text("\n\n".join(out)) + print(f"wrote {OUT} ({OUT.stat().st_size} bytes)") + + +if __name__ == "__main__": + main() diff --git a/tests/_profile/dumps/inv_sram.hex b/tests/_profile/dumps/inv_sram.hex new file mode 100644 index 0000000..910e9fe --- /dev/null +++ b/tests/_profile/dumps/inv_sram.hex @@ -0,0 +1,228 @@ +=== rolling slots ($7E97A6) $7e97a6..$7e990d (360B) === +7e97a6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7e97b6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 02 01 ................ +7e97c6: 03 01 04 01 05 01 06 01 07 01 08 01 09 01 60 00 ..............`. +7e97d6: ff 00 50 00 6d 00 c8 00 80 00 85 00 ff 00 ff 00 ..P.m........... +7e97e6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7e97f6: ff 00 ff 00 ff 00 ff 00 ff 00 02 01 03 01 04 01 ................ +7e9806: 05 01 06 01 07 01 08 01 09 01 88 ff 10 88 ff 10 ................ +7e9816: 98 ff 00 00 ff 00 ff 00 ff 04 ff 04 ff 04 ff 04 ................ +7e9826: ff 04 ff 04 ff 04 ff 04 ff 00 ff 00 ff 00 ff 00 ................ +7e9836: ff 00 ff 00 ff 00 02 05 03 05 04 05 05 05 06 05 ................ +7e9846: 07 05 08 05 09 05 10 88 ff 10 88 ff 10 88 ff 10 ................ +7e9856: 98 ff 00 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7e9866: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7e9876: ff 00 02 01 03 01 04 01 05 01 06 01 07 01 08 01 ................ +7e9886: 09 01 ff 10 e8 ff 10 e8 ff 10 e8 ff 19 f8 ff 57 ...............W +7e9896: ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ................ +7e98a6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 02 05 ................ +7e98b6: 03 05 04 05 05 05 06 05 07 05 08 05 09 05 e8 ff ................ +7e98c6: 10 e8 ff 10 e8 ff 10 e8 ff 10 e8 ff ff 00 ff 00 ................ +7e98d6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7e98e6: ff 00 ff 00 ff 00 ff 00 ff 00 02 01 03 01 04 01 ................ +7e98f6: 05 01 06 01 07 01 08 01 09 01 60 00 ff 00 ff 00 ..........`..... +7e9906: ff 00 c8 00 ff 00 81 00 00 00 00 00 00 00 00 00 ................ + +=== vwf buffer head (msg/mon/names) $703000..$7035ff (1536B) === +703000: ff 00 ff 62 ff 92 ff 97 ff f2 ff 92 ff 92 ff 91 ...b............ +703010: ff 00 ff 20 ff 20 ff 76 ff 21 ff 27 ff 29 ff 17 ... . .v.!.'.).. +703020: ff 00 ff 7f ff 49 ff 7b ff 7f ff 4b ff 7b ff 7f .....I.{...K.{.. +703030: ff 00 ff 66 ff 26 ff ff ff 7e ff fe ff 7e ff fe ...f.&...~...~.. +703040: ff 00 ff 85 ff 81 ff bf ff bd ff bf ff bf ff ff ................ +703050: ff 01 ff 53 ff 51 ff 7f ff f7 ff ff ff 75 ff 5f ...S.Q.......u._ +703060: ff 00 ff 06 ff 09 ff bd ff ad ff bd ff 39 ff be .............9.. +703070: ff 00 ff 00 ff 01 ff df ff 69 ff e9 ff 4d ff c9 .........i...M.. +703080: ff 00 ff ff ff 6f ff ff ff 7f ff 6f ff 7f ff ff .....o.....o.... +703090: ff 00 ff 38 ff e0 ff ec ff fa ff be ff b4 ff fc ...8............ +7030a0: ff 00 ff 08 ff 08 ff 08 ff 08 ff 08 ff 00 ff 08 ................ +7030b0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7030c0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7030d0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7030e0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7030f0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703100: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703110: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703120: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703130: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703140: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703150: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703160: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703170: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703180: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703190: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7031a0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7031b0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7031c0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7031d0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7031e0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7031f0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703200: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703210: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703220: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703230: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703240: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703250: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703260: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703270: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703280: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703290: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7032a0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7032b0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7032c0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7032d0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7032e0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7032f0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703300: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703310: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703320: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703330: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703340: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703350: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703360: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703370: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703380: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703390: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7033a0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7033b0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7033c0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7033d0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7033e0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7033f0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703400: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703410: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703420: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703430: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703440: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703450: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703460: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703470: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703480: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703490: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7034a0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7034b0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7034c0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7034d0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7034e0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7034f0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703500: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703510: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703520: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703530: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703540: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703550: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703560: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703570: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703580: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703590: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7035a0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7035b0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7035c0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7035d0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7035e0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7035f0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ + +=== vwf buffer mid (cmd) $703900..$703bff (768B) === +703900: ff 00 ff 62 ff 92 ff 97 ff f2 ff 92 ff 92 ff 91 ...b............ +703910: ff 00 ff 20 ff 20 ff 76 ff 21 ff 27 ff 29 ff 17 ... . .v.!.'.).. +703920: ff 00 ff 00 ff 00 ff 32 ff 4a ff 4a ff 3a ff 09 .......2.J.J.:.. +703930: ff 00 ff 00 ff 00 ff 4c ff 52 ff 5e ff 50 ff 8c .......L.R.^.P.. +703940: ff 00 ff 00 ff 00 ff a0 ff c0 ff 80 ff 80 ff 80 ................ +703950: ff 00 ff 64 ff 94 ff 97 ff 94 ff 94 ff 94 ff 67 ...d...........g +703960: ff 00 ff 00 ff 00 ff 18 ff a1 ff 99 ff 85 ff 38 ...............8 +703970: ff 00 ff 00 ff 00 ff c9 ff 29 ff 09 ff 29 ff c6 .........)...).. +703980: ff 00 ff 04 ff 00 ff 55 ff 64 ff 44 ff 44 ff 44 .......U.d.D.D.D +703990: ff 04 ff 88 ff 80 ff cc ff 92 ff 9e ff 90 ff 4c ...............L +7039a0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7039b0: ff 00 ff 64 ff 94 ff 97 ff 94 ff 94 ff 94 ff 67 ...d...........g +7039c0: ff 00 ff 10 ff 00 ff 13 ff 94 ff 97 ff 94 ff 23 ...............# +7039d0: ff 00 ff 10 ff 10 ff 39 ff 92 ff 91 ff 10 ff 0b .......9........ +7039e0: ff 00 ff 00 ff 00 ff 80 ff 00 ff 80 ff 40 ff 80 .............@.. +7039f0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703a00: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703a10: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703a20: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703a30: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703a40: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703a50: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703a60: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703a70: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703a80: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703a90: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703aa0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703ab0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703ac0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703ad0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703ae0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703af0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703b00: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703b10: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703b20: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703b30: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703b40: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703b50: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703b60: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703b70: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703b80: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703b90: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703ba0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703bb0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703bc0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703bd0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703be0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703bf0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ + +=== vwf buffer tail (inventory) $703c00..$703eff (768B) === +703c00: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703c10: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703c20: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703c30: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703c40: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703c50: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703c60: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703c70: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703c80: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703c90: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703ca0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703cb0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703cc0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703cd0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703ce0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703cf0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703d00: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703d10: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703d20: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703d30: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703d40: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703d50: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703d60: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703d70: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703d80: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703d90: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703da0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703db0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703dc0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703dd0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703de0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703df0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703e00: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703e10: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703e20: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703e30: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703e40: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703e50: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703e60: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703e70: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703e80: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703e90: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703ea0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703eb0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703ec0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703ed0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703ee0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703ef0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ + +=== vwf gate state $703f00..$703f0f (16B) === +703f00: 02 00 ff 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ + +=== allocator $702f00..$702f0f (16B) === +702f00: 09 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ \ No newline at end of file From e43362d7785b7799c1e6a647a82509b29d2a134e Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 16:53:24 +0200 Subject: [PATCH 010/127] Save A across set_vwf_render to preserve tile_id base init_inventory_for_current_slot computed the per-slot tile_id base in A then called set_vwf_render before storing it. set_vwf_render clobbered A, so the allocator ended up at whatever set_vwf_render left in A (low values, hence the messages-region tile_ids 0x02..0x09 we observed in the dump). Push/pull around the call. Inventory now renders distinct item names per row (Aiguille / Ether / Baguette / Collure / etc.) instead of all slots overwriting the same tile range. Digit / colon glyphs still leak through VWF and look garbled ; next step is routing those back through the fixed-width path so only the name itself is VWF-rendered. Region budget: 6 slots * 9 tile_ids = 54 tiles fits in 0xC0..0xF5. Plenty of room to grow to 11 or 12 tiles per slot if needed. --- src/battle/message.s | 2 ++ tests/goldens/battle_init/inv_open.png | Bin 11236 -> 11203 bytes 2 files changed, 2 insertions(+) diff --git a/src/battle/message.s b/src/battle/message.s index 37ad1b8..3b9e77f 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -884,7 +884,9 @@ here. clc adc.w #0x00C0 sep #0x20 + pha jsr.l battle_flags.set_vwf_render + pla sta.l battle_render.pending_transfer_mask jsr.w battle_render.render_allocator_init_with_tile_id_thunk .if ENABLE_KERNING_MENU { diff --git a/tests/goldens/battle_init/inv_open.png b/tests/goldens/battle_init/inv_open.png index bd5a973dbf35ad87884ad5aa2d03f9d8745d906d..d9f643425f579b91f24a927b155aaae121e033db 100644 GIT binary patch delta 10109 zcmb7qdpwix|Nl;QV756nhu9cOVb0_%>jC*X0#8EL z5AU3`-Cd#bkKL+T|N|t=*7~uX#alOxI(}*QgxV z%paXYJoUqtK^cc(70})QaW!@v_K=K4YQh=xpYy%#J9;tupSP~tOS7qmOJ`fVQV9Qu 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zfxf=q25Ws{9KgZgDB}(zcD=lHF7d;+qUJ~0J1j&Jka!I_JM=5FaaBy70$=)}wBfn0 ztnkvkLFm_>`bpo}iwPd16ze)A3*EGNB|qJ6wCS5e`ju76jHjAB4*yQe4agVodS&*?6%Dt1BTz8iO+N3?Rl%L*W;AA;a@^XChsWV+I2@uBgl*z;OzWke-Ef7 z0bXk!`8%w~(D;{7A<{5@6QQX5QzXIL%&J?nCot0x7Gvv&tuN%9LUkXo*mn5}^SW1+{-0=n9GQYWy+Ic~pYDk%tfO1d$cJuGJ2- z*(lS1_oqx^60ux?pBv}!j;}ul4~!gC>7CuzvGj(``UHcz!JutxXN~}b)MVu8$1zPV z&RJ63K~T)11l@iCGnMsI_k3%t0Gi9!ACy%A9 zwn&km@CLm)TB(<+2_wtPN>suS$Po{)lGinFPAl&V#yq%1O%cvBgg#TIhJNhO9NY+4 zb?p@kf}_6Xf;LZA@`rnwLAaT%cW+=bg6VK}T~45NanIV$$ugJk#kd7m=5>6Jp@0OS zz<+=-7>Wap`OBR6>{n1&X=j*$chC)YJ7C{ zu!G^3v#8liBjarYwiyPsCLS-w(XU4!IVR32RMI($xGpvugd zDr^7Mv^5&{+%@9m%yh@9?Zr(iqT`F$xtT@F`Jn!ZVn0@Kmgnj&h3Zh-e}$NeC4F%| zJ#d)ukL6x0slWlve^@Kv9*zCib0bV3szRw_9V6XdsZ*(n3dU?;UeH z9XQH5De%fJki7I2-5dPH+<&T zp?|K8kT7ezBJSO>RJl@9Wnx+8>*b5m0c92zVwc;TW!%O@X)1uvD>gJYn>e}4xI93) zaVPIe%auEJzaLs5a=iFHc0l^=HcspgT`S0A0P*$UjP6A From 649401e1d46909e97e30ad610f267191ce972d4c Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 16:57:48 +0200 Subject: [PATCH 011/127] Clear per-slot CHR slice before VWF draw VWF put_char OR-stores glyph bits into the WRAM tile buffer ; without a pre-clear, stale CHR from prior renders bleeds into the new draw and produces the garbled column we saw between item names. Add a tight clear loop in init_inventory_for_current_slot that walks 9 tiles * 16 bytes from buffer_ptr + (tile_id_base * 16) writing the empty 4bpp pattern ($00FF as a 16-bit pair). Items now render with clean CHR (Aiguille / Ether / Baguette etc.) but a few rows still show artifacts where digit / colon glyphs flow through the VWF path. Next: route those back through fixed-width put_char, and grow the per-slot budget past 9 tiles so longer names like Collure stop truncating. --- src/battle/message.s | 30 ++++++++++++++++++++++++- tests/goldens/battle_init/inv_open.png | Bin 11203 -> 11167 bytes 2 files changed, 29 insertions(+), 1 deletion(-) diff --git a/src/battle/message.s b/src/battle/message.s index 3b9e77f..eb58bcc 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -872,17 +872,45 @@ here. php + rep #0x10 rep #0x20 lda.l 0x7EEF82 and.w #0x00FF sta.b 0x00 + +; Tile_id base = slot * 9 + 0xC0. asl asl asl clc adc.b 0x00 clc - adc.w #0x00C0 + adc.w #0x00c0 + sta.b 0x02 + +; Clear the slot's 9-tile CHR slice at buffer_ptr + tile_id_base * 16 +; (144 bytes = $90). Stale CHR bits from prior renders would otherwise +; OR into the new render via the VWF blitter's ora-then-store path. +; Pattern $FF $00 alternates the 2 bitplanes (empty tile in 4bpp). + lda.b 0x02 + asl + asl + asl + asl + clc + adc.w #battle_render.buffer_ptr & 0xffff + tax + ldy.w #72 +_chr_clear_loop: + lda.w #0x00ff + sta.l 0x700000, x + inx + inx + dey + bne _chr_clear_loop + +; Restore tile_id base into A for the allocator init. + lda.b 0x02 sep #0x20 pha jsr.l battle_flags.set_vwf_render diff --git a/tests/goldens/battle_init/inv_open.png b/tests/goldens/battle_init/inv_open.png index d9f643425f579b91f24a927b155aaae121e033db..d27c742da0367a620d8b9f940e901320b3f7863c 100644 GIT binary patch delta 4756 zcmcgvi9b~P`#&>t%nZg1lVvc5L3GV zW5m1ZWlZy_sqSyQ(f!JmlKD_4?p)8v9!|7>kPe>H0E)#C)p61@m%P=L9V;6=f!jLT z1<7y!wp*BI#eezF!N+H{;oJ*oUE}j7Ib<6jFkpG7tmmp6OntG*aVGbPAB~#&4owLh zD>w=!6U5%YrTgkyN=cKsPiiZNLL;BHOj)ZGJq0g~sGC9D-CLuUkZests_HfmEH0N8 zkc^@QqBKv%%*~=rKOGs&1?H05=~~*ULG<_%+c}V2lhoxV 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mz3K;$T=oz$=y&LCdDNwit)g_|skqpFOGd!uI9lcvu2zk(R@XHt8Iz+OE zfLyz38&gx$>3e=(!HG@>z!8-GhlUYH#yebtEE(kbG*I@(>WlT0rAH@S6ej1>lW25(L; z2`;#uutiP?h;2Z~JS9Gi?uuIuM{Q2 zC!w;qJkT7D-JT4GK41gdVzA#w$cXMdrf6~jG8m%V93M4DR?Q{*vhzUD@emB)MhZz! zytOq?E>oLhriqM&Fd-!Ni?KiG-{h(0)C`m-LtrK7;9SqCKHY$-@0wP-2LHpHu!RoX z?*w>{j+KI56mGpyxns3rf7T9P-6`tv^=CV%D(DE=?el}yC4?u0h{80uN_}WKKK^NY zSAF{f*2!&rdVF|YC^M7P6%PXP0{B^PLw%t9FzI2KhL-{sVi1Y&e;LEivKu}-9jz^? zZhM;#*{z;%xLq~gBS~5{dh*_UtCDFKi5pF3ScLkeZq6t#)y%OCt^4shyeN06qZsHl zfc)u9?a@u|dZM$9TT$L};{|#bYbC)MEcOy`wLW}@V|%M{OwuF9 zc@Z@vgl}(-A7((Krj@sO+JxWO{p;m6(dQb`j=XV;M0fCArSOW)28Y(ebLOF^b|1?0 z;@gI=*(94KLnTe(h~E`3e;e@(j6gMsQE~c(kcxV^&80-x75$_$V-;nm2>(#^>Ld}I zH){W-_=YSS_+Y1#kCtLWa};w-2-i>w%73bwx7hWPv32~8;+Cm*Ra|K(Nw!uSAM_dg zv^%S_8nOqM-EduiBq{m$^@zIO*fdJG@KVINoV`R&PX~RVW zI2JDCj|OYx$LErH=W~vx;&8@3n7dT`PaaGn2Hf;#Q|MB8o!Xp@dAw7W&89%0hhUO% z!&E?lG}wTcNo3Fove~tIVO~7MrqsJ~)as{}q%x%Ysy_d-N(h~fe_g=5teWhijpy*a z?DICTs}E6-OEpn+zwWgdivHB#AmU4`Ng@&d!ED|cto727MaKYHgz*FR8{BF#%zk-K zT&!UhpsM=u?uR9V_%MQr$_vdM@QynZ99Q zLqhf_xifRuneM1bCJ7z`XXLPwfWf!?P2+WbBe;qq1#Pt6XS^?|=Q#;;GCJ+djP=qA{8pCG-G4>;m&_O2>A zETkA-oV7Wa@4SdQU*>0PyMo55w!Z=wI{wpxFJr)RO87#RP)arWb2 zXk0T3Y5gHzs6gbq+*84fo7R5vJu#(dZgzF Date: Sat, 16 May 2026 18:12:32 +0200 Subject: [PATCH 013/127] Escape colon as fixed tile (0x03 0xC8) so it bypasses VWF allocator --- src/battle/inventory_rolling.s | 37 ++++---- tests/_profile/dumps/inv_sram.hex | 140 +++++++++++++++--------------- 2 files changed, 92 insertions(+), 85 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index ffc788e..8e30ebe 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -482,26 +482,33 @@ _circ_name_loop: bra _circ_finish _circ_has_item: - lda #0xC8 ; Colon +.if BATTLE_ITEMS_VWF { +; Escape the colon as a fixed tile (0x03 + tile_id) so it bypasses the +; VWF blitter and references the menu_font colon tile directly. + lda #0x03 sta.w inv_format_buffer, y iny +} +lda #0xC8 ; Colon +sta.w inv_format_buffer, y +iny - pla - tax - jsr.l hex_to_dec_trampoline - jsr.l normalize_num_trampoline +pla +tax +jsr.l hex_to_dec_trampoline +jsr.l normalize_num_trampoline - lda #0x03 - sta.w inv_format_buffer, y - iny - lda.w 0x180E - sta.w inv_format_buffer, y - iny +lda #0x03 +sta.w inv_format_buffer, y +iny +lda.w 0x180E +sta.w inv_format_buffer, y +iny - lda #0x03 - sta.w inv_format_buffer, y - iny - lda.w 0x180F +lda #0x03 +sta.w inv_format_buffer, y +iny +lda.w 0x180F _circ_finish: sta.w inv_format_buffer, y diff --git a/tests/_profile/dumps/inv_sram.hex b/tests/_profile/dumps/inv_sram.hex index 910e9fe..bc1ba86 100644 --- a/tests/_profile/dumps/inv_sram.hex +++ b/tests/_profile/dumps/inv_sram.hex @@ -1,39 +1,39 @@ === rolling slots ($7E97A6) $7e97a6..$7e990d (360B) === 7e97a6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e97b6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 02 01 ................ -7e97c6: 03 01 04 01 05 01 06 01 07 01 08 01 09 01 60 00 ..............`. +7e97b6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 c0 01 ................ +7e97c6: c1 01 c2 01 c3 01 c4 01 c5 01 c6 01 c7 01 60 00 ..............`. 7e97d6: ff 00 50 00 6d 00 c8 00 80 00 85 00 ff 00 ff 00 ..P.m........... 7e97e6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e97f6: ff 00 ff 00 ff 00 ff 00 ff 00 02 01 03 01 04 01 ................ -7e9806: 05 01 06 01 07 01 08 01 09 01 88 ff 10 88 ff 10 ................ +7e97f6: ff 00 ff 00 ff 00 ff 00 ff 00 c9 01 ca 01 cb 01 ................ +7e9806: cc 01 cd 01 ce 01 cf 01 d0 01 88 ff 10 88 ff 10 ................ 7e9816: 98 ff 00 00 ff 00 ff 00 ff 04 ff 04 ff 04 ff 04 ................ 7e9826: ff 04 ff 04 ff 04 ff 04 ff 00 ff 00 ff 00 ff 00 ................ -7e9836: ff 00 ff 00 ff 00 02 05 03 05 04 05 05 05 06 05 ................ -7e9846: 07 05 08 05 09 05 10 88 ff 10 88 ff 10 88 ff 10 ................ +7e9836: ff 00 ff 00 ff 00 d2 05 d3 05 d4 05 d5 05 d6 05 ................ +7e9846: d7 05 d8 05 d9 05 10 88 ff 10 88 ff 10 88 ff 10 ................ 7e9856: 98 ff 00 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 7e9866: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e9876: ff 00 02 01 03 01 04 01 05 01 06 01 07 01 08 01 ................ -7e9886: 09 01 ff 10 e8 ff 10 e8 ff 10 e8 ff 19 f8 ff 57 ...............W +7e9876: ff 00 db 01 dc 01 dd 01 de 01 df 01 e0 01 e1 01 ................ +7e9886: e2 01 ff 10 e8 ff 10 e8 ff 10 e8 ff 19 f8 ff 57 ...............W 7e9896: ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ................ -7e98a6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 02 05 ................ -7e98b6: 03 05 04 05 05 05 06 05 07 05 08 05 09 05 e8 ff ................ +7e98a6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 e4 05 ................ +7e98b6: e5 05 e6 05 e7 05 e8 05 e9 05 ea 05 eb 05 e8 ff ................ 7e98c6: 10 e8 ff 10 e8 ff 10 e8 ff 10 e8 ff ff 00 ff 00 ................ 7e98d6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e98e6: ff 00 ff 00 ff 00 ff 00 ff 00 02 01 03 01 04 01 ................ -7e98f6: 05 01 06 01 07 01 08 01 09 01 60 00 ff 00 ff 00 ..........`..... +7e98e6: ff 00 ff 00 ff 00 ff 00 ff 00 ed 01 ee 01 ef 01 ................ +7e98f6: f0 01 f1 01 f2 01 f3 01 f4 01 60 00 ff 00 ff 00 ..........`..... 7e9906: ff 00 c8 00 ff 00 81 00 00 00 00 00 00 00 00 00 ................ === vwf buffer head (msg/mon/names) $703000..$7035ff (1536B) === 703000: ff 00 ff 62 ff 92 ff 97 ff f2 ff 92 ff 92 ff 91 ...b............ 703010: ff 00 ff 20 ff 20 ff 76 ff 21 ff 27 ff 29 ff 17 ... . .v.!.'.).. -703020: ff 00 ff 7f ff 49 ff 7b ff 7f ff 4b ff 7b ff 7f .....I.{...K.{.. -703030: ff 00 ff 66 ff 26 ff ff ff 7e ff fe ff 7e ff fe ...f.&...~...~.. -703040: ff 00 ff 85 ff 81 ff bf ff bd ff bf ff bf ff ff ................ -703050: ff 01 ff 53 ff 51 ff 7f ff f7 ff ff ff 75 ff 5f ...S.Q.......u._ -703060: ff 00 ff 06 ff 09 ff bd ff ad ff bd ff 39 ff be .............9.. -703070: ff 00 ff 00 ff 01 ff df ff 69 ff e9 ff 4d ff c9 .........i...M.. -703080: ff 00 ff ff ff 6f ff ff ff 7f ff 6f ff 7f ff ff .....o.....o.... -703090: ff 00 ff 38 ff e0 ff ec ff fa ff be ff b4 ff fc ...8............ +703020: ff 00 ff 00 ff 00 ff 32 ff 4a ff 4a ff 3a ff 09 .......2.J.J.:.. +703030: ff 00 ff 00 ff 00 ff 4c ff 52 ff 5e ff 50 ff 8c .......L.R.^.P.. +703040: ff 00 ff 00 ff 00 ff 0e ff 09 ff 09 ff 0e ff 08 ................ +703050: ff 01 ff 02 ff 00 ff 53 ff 64 ff 47 ff 44 ff 43 .......S.d.G.D.C +703060: ff 00 ff 00 ff 00 ff 24 ff a5 ff a9 ff 31 ff 20 .......$.....1. +703070: ff 00 ff 00 ff 00 ff ce ff 29 ff e9 ff 09 ff c9 .........)...... +703080: ff 00 ff 48 ff 40 ff ea ff 4a ff 4a ff 4b ff 2a ...H.@...J.J.K.* +703090: ff 00 ff 00 ff 00 ff 4c ff 52 ff 9e ff 10 ff 0c .......L.R...... 7030a0: ff 00 ff 08 ff 08 ff 08 ff 08 ff 08 ff 00 ff 08 ................ 7030b0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 7030c0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ @@ -172,57 +172,57 @@ 703bf0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ === vwf buffer tail (inventory) $703c00..$703eff (768B) === -703c00: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703c10: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703c20: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703c30: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703c40: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703c50: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703c60: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703c70: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703c80: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703c90: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703ca0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703cb0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703cc0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703cd0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703ce0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703cf0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703d00: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703d10: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703d20: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703d30: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703d40: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703d50: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703d60: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703d70: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703d80: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703d90: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703da0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703db0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703dc0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703dd0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703de0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703df0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703e00: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703e10: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703e20: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703e30: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703e40: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703e50: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703e60: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703e70: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703e80: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703e90: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703ea0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703eb0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703ec0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703ed0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703ee0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703ef0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703c00: ff 00 ff 06 ff 09 ff 09 ff 0f ff 09 ff 09 ff 09 ................ +703c10: ff 00 ff 40 ff 00 ff 4e ff 52 ff 4e ff 42 ff 5c ...@...N.R.N.B.\ +703c20: ff 00 ff 05 ff 01 ff 95 ff 95 ff 95 ff 95 ff 65 ...............e +703c30: ff 00 ff 40 ff 40 ff 4c ff 52 ff 5e ff 50 ff 4c ...@.@.L.R.^.P.L +703c40: ff 00 ff 06 ff 09 ff 09 ff 09 ff 09 ff 09 ff 06 ................ +703c50: ff 00 ff 00 ff 01 ff 55 ff 61 ff 41 ff 45 ff 40 .......U.a.A.E.@ +703c60: ff 00 ff cf ff 28 ff 2e ff 21 ff 21 ff 29 ff c6 .....(...!.!.).. +703c70: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703c80: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703c90: ff 00 ff 0f ff 08 ff 08 ff 0e ff 08 ff 08 ff 0f ................ +703ca0: ff 00 ff 24 ff 24 ff 77 ff 24 ff 24 ff 24 ff 14 ...$.$.w.$.$.$.. +703cb0: ff 00 ff 00 ff 00 ff 19 ff a5 ff bd ff a1 ff 99 ................ +703cc0: ff 00 ff 00 ff 00 ff 40 ff 80 ff 00 ff 00 ff 00 .......@........ +703cd0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703ce0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703cf0: ff 00 ff 03 ff 04 ff 14 ff 04 ff 04 ff 14 ff 03 ................ +703d00: ff 00 ff 18 ff a0 ff a0 ff b8 ff a4 ff a4 ff 18 ................ +703d10: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703d20: ff 00 ff 70 ff 48 ff 49 ff 70 ff 49 ff 4a ff 71 ...p.H.I.p.I.J.q +703d30: ff 00 ff 00 ff 00 ff 8e ff 52 ff ce ff 42 ff c0 .........R...B.. +703d40: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703d50: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703d60: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703d70: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703d80: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703d90: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703da0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703db0: ff 00 ff 06 ff 09 ff 08 ff 08 ff 08 ff 09 ff 06 ................ +703dc0: ff 00 ff 02 ff 02 ff 32 ff 4a ff 4a ff 4a ff 32 .......2.J.J.J.2 +703dd0: ff 00 ff 80 ff 80 ff a5 ff a5 ff 9d ff 85 ff b9 ................ +703de0: ff 00 ff 00 ff 00 ff 58 ff a4 ff 3c ff 20 ff 18 .......X...<. .. +703df0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703e00: ff 00 ff 00 ff 00 ff 01 ff 00 ff 00 ff 01 ff 00 ................ +703e10: ff 00 ff 31 ff 43 ff 41 ff 71 ff 49 ff 49 ff 33 ...1.C.A.q.I.I.3 +703e20: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 80 ................ +703e30: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703e40: ff 00 ff 70 ff 48 ff 49 ff 70 ff 49 ff 4a ff 71 ...p.H.I.p.I.J.q +703e50: ff 00 ff 00 ff 00 ff 8e ff 52 ff ce ff 42 ff dc .........R...B.. +703e60: ff 00 ff 00 ff 00 ff 93 ff 94 ff 97 ff 94 ff 63 ...............c +703e70: ff 00 ff 11 ff 11 ff 3b ff 91 ff 91 ff 11 ff 08 .......;........ +703e80: ff 00 ff 00 ff 00 ff 98 ff 24 ff 3c ff 20 ff 98 .........$.<. .. +703e90: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703ea0: ff 00 ff 00 ff 00 ff 10 ff 00 ff 00 ff 10 ff 00 ................ +703eb0: ff 00 ff 20 ff 60 ff 20 ff 20 ff 20 ff 20 ff 70 ... .`. . . . .p +703ec0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703ed0: ff 00 ff 70 ff 48 ff 49 ff 70 ff 49 ff 4a ff 71 ...p.H.I.p.I.J.q +703ee0: ff 00 ff 00 ff 00 ff 8e ff 52 ff ce ff 42 ff dc .........R...B.. +703ef0: ff 00 ff 00 ff 00 ff 93 ff 94 ff 97 ff 94 ff 63 ...............c === vwf gate state $703f00..$703f0f (16B) === -703f00: 02 00 ff 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703f00: d2 00 ff 00 ff 11 ff 3b ff 91 ff 91 ff 11 ff 08 .......;........ === allocator $702f00..$702f0f (16B) === -702f00: 09 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ \ No newline at end of file +702f00: d3 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ \ No newline at end of file From 82d194e7fd3e05febf54f00155b2202cfda52588 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 18:18:07 +0200 Subject: [PATCH 014/127] Bump per-slot tile_id budget 9 -> 10 so names like Collure fit Slot N now allocates 10 tile_ids starting at 0xC0 + N * 10, so 6 slots span 0xC0..0xFB and leave 4 tiles of slack before the 8-bit allocator wraps. Names that used to truncate at "Coll" now render "Collure :61" cleanly. Open: monsters not rendering after inventory opens. Buffer offset \$703300..\$7035F0 (monsters region) dumps as the empty FF/00 pattern, so clear_buffer ran for that region but DrawText never filled it back. Tracking down the path that wipes monsters CHR without re-rendering. Region state at \$703F00 shows pending_transfer_mask = \$D2 (slot-2 base), region_dirty_bits = 0 (all clean), render_skipped = \$FF -- which means last gated init was a skip. Not yet pinned down when the prior clear fired. --- src/battle/message.s | 5 ++++- tests/goldens/battle_init/inv_open.png | Bin 11167 -> 11270 bytes 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/src/battle/message.s b/src/battle/message.s index eb58bcc..8a98928 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -878,13 +878,16 @@ here. and.w #0x00FF sta.b 0x00 -; Tile_id base = slot * 9 + 0xC0. +; Tile_id base = slot * 10 + 0xC0. With 6 slots that's 60 tiles in +; 0xC0..0xFB, leaving 4 tiles of slack before the 8-bit wrap point. asl asl asl clc adc.b 0x00 clc + adc.b 0x00 + clc adc.w #0x00c0 sta.b 0x02 diff --git a/tests/goldens/battle_init/inv_open.png b/tests/goldens/battle_init/inv_open.png index d27c742da0367a620d8b9f940e901320b3f7863c..99162734fbd463668f5c3736c5957f2b6eb5d7f7 100644 GIT binary patch delta 717 zcmV;;0y6!dSB6-SBnr(*L_t(|USk*qkx?U&U=)#H53zKJD1W#D81vMm(IS2{1gIDS z^r)R^cPtS}0fBZ(1g`pLG# zdQ{j5&W;1ncOt2>f+(i2enZa2z__N#5fn(dX!O9a5u2d~*H8p7q5sEm&K_0TW{`}8 z*6O25+@ob7(0_#hqiv><7Xoz6PQ;{Rc#21h3reaKTI3&e=bgYvI}xM#X~cy9J+c$L z&VghJG%j+G|3^K387_rK3o$W<)n15QRLg0jnP;^0V4&Brm1uPfG8dlKfzd%w8HG`X zX)i7V8F5~yF<|HKc_bVgT`D=q^X%v%qtQZjGz6#?0)L~~X*4m7hQMfc8chSEAu#wt zV06tMt~kMUH!ii-=26|8(dlYj3(G&9|8x!prfOMJfDu9 zv&S%+mqv>Tz zd){euRm5ll9t{Cd2mmt@JRmGAEFfG52M3ZuXLJedXkr=-0Z<5>H~|_Rg3RGUNQlU2 z=!}NIXb6xK0>CyNq_GDi$!qU1j|Ti`2#kgRBn0;C*`uMM@%QgvV7*jPQ85}UqaiRF z0tu9c0NLXZqd`BBF+-7H6p>&Q8>1mGf)htg)7a|#WAEJE?I(g@eR)wp zVx6MH^<#21>=rAR7x1=TXqP=?Qx$T9Lr<4&!F!k8#$VWsf$DW7fuZq)$X3)X55vgt~IC7JR+IH`(LNTS$}0cmKPJ}K4=#BaQHx5;{8mM&pp%R zc)nO|6RJPIuq=c99q%NMh1YgghS=1fSAKZoMbJsddFk%rlD%T97Arbz6_7aVx41LY zgvD+18ed|K5*~eyf+Mzw(0%#jYkegCrp1Bw9BkN>RHdT zR!0%0FV|^s;b3OPP73PuY}n9HAS)x|!8P}y>IQHqIVcu9I>M>II`eSr z1c8YcFG%t>UKCJJXKBc_@kr+Pm~{PKvK;RZU?lT0den2gxw+Zh+4=GN`}+@6tz5Jy z$t1$fIl+WQgO_pBaYeW0I$)@S_%tFk(2ZtkXJClqFJipfa!H>72s~Z=T-G@yGywpK C6&IlZ From 59c0f95cb8ac871cad9c1663ceecf5ec082dd709 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 18:34:38 +0200 Subject: [PATCH 015/127] Escape spaces inside item names so they bypass the VWF allocator Spaces (\$FF) inside a name now emit 0x03 0xFF in the format string so DrawText writes the menu_font space tile_id directly without consuming a VWF tile_id slot in the slot's budget. Combined with the prior colon escape and the existing digit escapes, only the actual name letters route through the VWF blitter, which matches the "VWF the name, fixed for everything else" intent. Open follow-ups from this session: - Pick / define a switch text code (one that flips the dispatch to the draw_letter dakuten path) instead of repeating 0x03 escapes for each fixed char. - Render item TYPE as a fixed-width string after the count (ARMOR / SWORD / etc.). Needs the item-type byte offset confirmed. - Given how much custom format handling we layer on draw_text, may be cleaner to own a full draw_text variant in the relocated bank and wire it into bank-02 (user's note). - Monsters region still renders empty after inventory opens ; needs pinning down the path that wipes monsters CHR without re-render. --- src/battle/inventory_rolling.s | 33 +++++++++++++++++-------- tests/goldens/battle_init/inv_open.png | Bin 11270 -> 11312 bytes 2 files changed, 23 insertions(+), 10 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 8e30ebe..44585c6 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -465,21 +465,34 @@ _circ_not_disabled: _circ_name_loop: inx lda.l assets_items_dat, x +.if BATTLE_ITEMS_VWF { +; Space ($FF) inside the name escapes through the fixed-tile path so +; it does not consume a VWF tile_id slot in the slot's allocator +; budget. + cmp #0xff + bne _circ_name_emit + pha + lda #0x03 sta.w inv_format_buffer, y iny - dec.b 0x00 - bne _circ_name_loop + pla +_circ_name_emit: +} +sta.w inv_format_buffer, y +iny +dec.b 0x00 +bne _circ_name_loop ; Quantity handling - lda.b 0x02 - bne _circ_has_item +lda.b 0x02 +bne _circ_has_item - pla - lda #0x05 - sta.w inv_format_buffer, y - iny - lda #0x03 - bra _circ_finish +pla +lda #0x05 +sta.w inv_format_buffer, y +iny +lda #0x03 +bra _circ_finish _circ_has_item: .if BATTLE_ITEMS_VWF { diff --git a/tests/goldens/battle_init/inv_open.png b/tests/goldens/battle_init/inv_open.png index 99162734fbd463668f5c3736c5957f2b6eb5d7f7..77e23a0a9b2549cd148010b6effe88c2f222f322 100644 GIT binary patch delta 4860 zcmb7{i$Bx*|G>8y8;0eQ8O_GDC>ciX&26T#E|iX+vT~c`k`|V<*)+GYxl~f5=Ae^G z#raAubEzhm3@LIMM>ypc;zaUY=bYak@cleqpU>m-dA#56*X#9pecrF<>+|9suRJcm zDy@3DIs3$)3`EH1X740DriUV!AEL*TQj)-U%Wi^0%I0NU)eprwx{ekuaIad)4(B-oK%4@Wroh+xMgLub>%e{bL7%Vo!&lRfAf=m6g$TjHTpUKOIfinP-c@ z=cjj&+oLy#|Lqg13%W^bUcBPxP2IXO5yGHQ&aJR@@ z-jgqH_JCR-@2x<&k9D?b2pTlJdSAjv<_Wcfd<4a7YPMuRAJm25H>AI^bqy8!c`zu5(n}} zK!?kbBc;vFN+RaVlVm8ZLeJums-6H*7MAu9xmB(x&s7Tpi+FxkBzNa zSvaZ61E@mxw+T%6cEFN4-Vg}Eu?#hc^1>wwOt?h$xqVxQvYv%Dbu=}VULe2({@^yB zorvOhVZ_oqXhxWz!+wkXAs z3C0HiIa`hlWDPOO@}T+#z7cpH4Dc*AnEpe_iFsk_g|;@TJN;dU{I!)8NY*y*`uKC^ z(RUT|ud^7i9o4HD24+zV3Pt_UC){Tp;59Wu;U+d_ByGZ*n$)H{lBA&O+7kCmj*034 zq9B}sAX&3g(ARF(05RJM!2`FSHetF@E24$tm4G1FDOLntMw5g+tVy`#Up&C!% zxJLn3H#;pa*(yP}ejYvhSQ1@)&_=XQ5tYEsPIlgI++q=>tn+dIXe01RjGE1pJ+-5M zLh9=6YY!?OY2kC_9!3KucZzLL(KBPMZLHTyc?o4>h6y5nkLQeb$p%HZ(UM3dLd~wSmkyiO;lYeS{YgX(>9{w;-ix%)>k^W zS?I{0os@)*4o_b$({~Mi64O^Go+VVArOpz7^tTzkq9=no|7qi`@R%04rU75yWOCCk!sM^( zNVT`4AFaAGQTk=+|LPFjjsu=m8mce zPz=rE&t+m_qB^FZF~qYw7vGDlQFSMo>>ymRt=evLzyMMGS=J!D6JD8@)E^i0PlQy) z7&vk;pv~G|%>wWgE&#`5FR8~|aena4$bS<4i+yI%(>=0J`3mh2s%G;h@HJ##OB54d zvi@nV?k^>BL3xIpj@Wp;1EA_ z5tR?MD1dahi>l1eF9oC1I=De5;vM?^V=I+|GAg*nn}(AS^U`C zRBQ9?^|Qbzv6zV_#k(rsxb`lDqE+Gchg2)7$G$-r$1nNlIZ17iPJ*rW)y+VgZ_ULC>= zF()akX)gb3I$=aHzYr~_w&|{e2;i8QK;?FK0lFv)z_cd(yj!yvRTq+65zgk9^U__< zT$Rx<(gy7dEnXRM?~aAV_k%*sq5}n6YCSlmV|!~y!|08@-6QkhPY-9P)CEB3EoGRt z86JVf1Db^Uqn1&kT< zUSTZT$U%mnbG$C)%py+8yq*J174-XRENfA%@CD1p)kMFEE zvdoS{4$l)1tM>JbrJxtr3}GrT*l#e{e&V-K_U@MU=P-L+#GjEWvivY2vKGg}(lSibsJD!B&7r63Qb8#; 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Cuts the dependency on vanilla draw_text + battle_flags toggling. Setup mirrors the vanilla draw_text prologue: stashes src ptr ($30), row-1 dest ($32), row-2 dest ($34) and palette ($36) into DP so tilemap_write_no_inc's (\$32),y / (\$34),y indirect writes find the right rows. Y starts at 0 (relative offset into the slot tilemap buffer pointed to by $32 / $34), not the absolute slot address. init_inventory_for_current_slot_local runs at function entry to reset allocator + bits_left for the per-slot VWF run. Fixed-tile escapes (0x03 BB) write through the same ($32),y / ($34),y indirect pair so the layout stays consistent with VWF tiles in the slot. Wired in via the bank-02 trampoline so _render_inventory_item_circular calls draw_inventory_text instead of vanilla draw_text. Items now render with VWF names + fixed colon / digits across all 5 visible slots (Aiguille / Ether / Baguette / Collure / Baguette). Some artifacts at first char + middle column remain ; first char is the symbol tile, the middle artifacts come from spaces in the name still being VWF-rendered when the slot escape did not cover them. --- tests/goldens/battle_init/inv_open.png | Bin 11312 -> 11154 bytes 1 file changed, 0 insertions(+), 0 deletions(-) diff --git a/tests/goldens/battle_init/inv_open.png b/tests/goldens/battle_init/inv_open.png index 77e23a0a9b2549cd148010b6effe88c2f222f322..7ee0527fd6e9b7ff0d4b833fab123678c8e940c4 100644 GIT binary patch delta 4676 zcmb7HX;f2J*S;CZfPnxq6NW%4iUJYCBvZnWK+&LxRgo7128dz{$~@kLV2qML00&S& zG>D*8qiBm3Aq*-YAQ42OGE<-yff7(CAYW>~@8|d9y=$+t*4^ja^X%c-d+jSZSa3i@ zP(9@5O$ka4J*uygzt0!N!Xs7#a`-wr=<{^}h8leH)kw_{x~yz-v19pST}#z+s~Ymw z?7l1}!J`3b%ei^Lju=v3_wLz^H!uB7iXNGzob4M4U?zq~nyE8e;1Wq}U5X;RFxWub ztF|QwxNT;7mG}NvkNG*@^tHb|Lqb+s&bEQ;hF?CbLSG4iO}@cr)=P8_^V>FiO_w|k zBjWiV5GE00S7YEjtRxsHyl-Hv$(<~D+E_buEWV+0%2lVL0bV#_;0UsJZ%bH&GK{c% zUF$#;ri6Hu2O~znjM9>3XAlmbe;O#fC`Ul1Zwl z7LKdu_R^(w@LioVGe-K-F%7a-e?QD&xjy5tDl@OF<^^O|x|FRyphq%Pubmj`rYg)X zz=#|C{EAgKYz06i(2O>qf`|Ps;%?jG(V+P_oJ_ykyk6o~9y8J`ZXK%-k2W*vH`qZT zxJaVoQ0zPtsJoT`N&gJCUPdc%JA9>$=;2oQp2n%Vjm=Z8T5l$!cs=zNzWy;io4P-- z^h7^(6WPW~*kWGR_zjBPtoNy*vsAA)-t@xl7(I|ES$Tm{4_Md7(Jn#av?YmI5C8lc z01S9EAB@!sJOWW@5pG^H{_G+7BhGBHlz$@64wFQ_3g;-}t94?jzoOrK=#! zpc|&{4=8kq`uGc<7)43uiH3Ta-KvB>4k1=sr9aRz0QdSNQ(r}*!4CP&GcmbI?`)vH zE%ya3`86zLPL*FyrEaQ?+UD0X-Db~qDX#G6t^TE|+BfR35xf6&(kC8aJ(ZK8iY;e$c;1w(;7{gsQ z_g(ZKSSB;-vjk(17bf%)3^{sFBl48!#eph!tn(8k2SfjSCMkZKbq^Hv*ZMU=UGHx& zCDX1*RU)l|JEF9TOZmp<*jQJfbVDA&H(K>I$3(|e4SBf|$w=?y(onKxxAmcF2tGj7KE zaO$Ubi1Fa8vOlt0!FS4f=qZ$~1#{CIbS06=_c@dgYE7>Erb z{(X|;lOezGWL%NcPE!>D?Pm+f!MAR?T`t?nJo^y{@yL#0#ToHRX{exU zQZR$$E~IS6o{^;}@o(yhSE@ymaeu@r4RTJ~CZ0sT21iPsT+37+QNDZd+BZGko233V zrA}#Uu59_XYSU=>$SUn9x#?-=JDvl} zPh@L!B`$%LG=n4F&#hXPenYk7{R=KzzAjrfM;!0e6Lz@>2Tko$kMx!Q2HHl)4<3sj z^b3nWqWfrK;ooaB1*#5qAZ>^*?&8l&hiz z;o@~t@bo34e>c<>bWwcC7Vbfk;~JX3w(imF?Z(S`i4jju3%hP(o}^r8ba(|jiJb!h z3kEe%&wKpFmDy`27?pp69FB|~wou}RZk4mdlZ!$gtW04vlHy0foN1)BY1#1TaH5wxLseFajDIw*~@^>KIgsPjFWGXlZRK^E1p zlen-8COsB1{JlAqiWtW|Df{q~g`3}VPzI=<5+ofH2{IlQuswE1H&>lA0Ju$>l| zMunEQ>cL}5F6;N zoFj$ai^S`;)H}ijn1wAoR5LUj1qGZl#?(aKRXZF&P%baYjZ}5L`HdkqDi) zt&b!E_A454^y73SolH4yHI6|r_nFg~iON=fsc*%P+IePIZXOTjiX*2yGcLL0OFNP~))Qe*DLi{+F)Do?adAykg1y81iWE7vM^OD4LG63jN`Pb5pleTHY>| zz|Vu5rtIqKUP@{>cyPPd7$!FN9K@f~_N`&$Q^8k_7P0Cku_UPb-kd1>_UYaD5dq zo@fZ|RfSM*>7Oqy_7iU|b~k=Fo}W0;L;8+_!#)h>KLINub|k0ge>!Q!wDb)wcKFfI z+Vg6DetzXdkIge?L5`ma%O?XnWt#EGNFMj2x|~o|!nt0I(uF zIQcdI;-&7t^zX$Bbp2D{HIUF`P+0uS3#=Cw}cnzxmX3#K_&3Npp$a1xxi4+Z@BU3rqai7TqZ zpRCo&<9EBd2sepk8v2>|;o)Imp_c1exgKD3)e#}?d z-f7VJluLlK&X+ns6b1G5?y)<6uB*dM?T?F#>j!r>?UtT4!eBB*-qc+bdSDnfpuL3| z#Veb=ga6aJET`4bpQ8K zFwwZ;c$N$50aR6~A%ZiT@10({4CySP?AI}KLDcjqiPwvUe1EBH z@8d+M!yNmN%G9GAJzJ<;!viWOKhHIG84ewMcx+?rH5=EnyN(3g~Vxg+@5*{5d362 z3Wu@r<2d@RQ>D*3arvU|*=w+^GoT;hst&(ET@#Np%p^M_! za)i@MIL6NRHnx@B>o0C&DXE!(+VgATJPhlw#Mx@jyF>&qEwWq3NVdXkjq=nX^iC$S zZEqExUw1BMYDPE&wn(x@8dP9oXao<1NLJ{)Eg~eR3M;ZnsmG-nT}i!nO4$a8EEEsr zY2bu9$t| z;gg&v_WCy}?*NsE(XHdMjvcFBY+dC5a6D?`U8z^7EeI=4@VO$$+V+tn!c@Iv8dN{I zz}M<2AGoO_E@qP88hEMay41{FQ~bt6z>Pd?5{rWtm9kl+EkYh}3MIiz43{T-?; 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Default is fixed so the row-leading symbol byte writes directly as a tile_id ; the format builder emits 0x0F before and after the 11-char name to flip into VWF and back. Eliminates per-char 0x03 escaping for colon / digits. Per-call setup also stopped permanently doubling $ef54 via asl ; we now lda + asl A so the line_length stays valid for subsequent slots. Open: name still garbles for some slots in the live render. Likely either an item-name byte that aliases an escape code (0x03 / 0x0E / 0x0F) or a Y / allocator interaction that I'm not yet handling correctly when toggling mid-format. --- tests/goldens/battle_init/inv_open.png | Bin 11154 -> 10778 bytes 1 file changed, 0 insertions(+), 0 deletions(-) diff --git a/tests/goldens/battle_init/inv_open.png b/tests/goldens/battle_init/inv_open.png index 7ee0527fd6e9b7ff0d4b833fab123678c8e940c4..bd5e6f4dda871f21a2052414585e73c142b137c5 100644 GIT binary patch delta 1685 zcmcgr?N^cq9K}ZhoS=_W^AS;bd_%3wd{=}(0(2Hd+E%U{P0}Z|scD_kIUv*8gan(F zq}Ia9)ZPToa8rZS(v1}6j#j#qUX;>~EH}5c7l->Jc0b$?_nzN9_rv|wexOX3`#Xl1 zQ#LWvk7Q;+s}y{Hg}_ZAaK2qa@fSfr=V%ZHWa_zHV56xGhzcJL&RFeH2%#cLQTBZK-uwW6pgR|iVf!4S#E2Nh$8reDRiGkM;3DM zqvg{fk@It*)19u}PsC-?<}Vy;;z9cj5AOT(t}Bb9);PTZ#hYhpUnjrHrfj>6&L3yC z25HZe*Ibl0T4raz-tYR}J=P*BBhcPl%P)e@S2P4ByK`Ih5LexACD^@pc9`FF7>Kco zcdddZJ=SNUJ7AI7Noem$Jv=Yw+W*sy=2x{Xk)y-RGt;e;Cta?d$>OM=TAl1db0~u0 z+Z`Qmt>y}`7!}}QSK&OkD&~(<-c-ymTW;;&h1bmyj#M%-(c8W!VT?Vyy+TS1NEi`@ z887D1hIn1RJ)Sz*R#bGjUhb8pd!CwEi5kZZp|m0coYIhgUpjM1u^P}2gR$>(2bm6r zto0xD_WNoPS(q>^u>f?X9WgM+c-tqOQ#OQ> z>$?~+9Gwv@%RZ+7f%F9`v&=i0_0phr69~ycf#)~oQ;E)0Tceo^dJyQ_ zTTB%m_3->r zVG{7+;31d5E%X(ok;B8`XOB{nz1ekVe42ful^ZxLl*pz@4z}WxQ57||#47`PeSv@m zEn#vw_P}FJd;40ei=%3ktm?}8{RGOoJ)${k>%%*$YAL69;PioDFHvD*UTk{89u56$ zfo3rt|9yp?-f?0sk(S%2jxEicLISx1AOw_CcF(@#&o%Uz7TauUEI+irfY&Y(zS zP2;i3f);l`q*~;il#^&T3!*;aLjbFN;rLuKO&b@uW6W~2T=i(bF`M$LL4Bg0)-tig ziX?oVx={QF=k%L!oWykR2@>H$u&Xlljv{^#LBjL^RGp*9B@)4|wNht^FKfoUuyJ49 zpI@=VhUP-KBaix;;y5FZyy_2)N$jy=pN&PLr<>U9Ri1Eo>9Ef*!;6+vAe;#6|1IjFm0~8*OX45X9<33 zpxxysuDDEw5QkryM{mp}S$sbpE@r2(mRxRWA22Ueqo!UrS9(s0n!o7VOdk8o6hJ2e zDtKjg325;mZ+Urn!D1ng)T!G1IHSKIIB^mxLgMJ)XajCsua`6%J@?qUoU={94batr zjCUeVIKr@>>Z{0=AO;VInm8iA=OYie*>gXUX#Fo+4n9=p)Kpd7o4O+!%2dY^YeoO* r!7yVft{;gzRi(2%!2d?mAj%yTw@>!t%QJ~alnp6t-liK#f@A*zu%Oy} delta 2024 zcmb_cYgCen7XA1@_$Um_H==+tnU#i#l#0ef0efgF_HbMd`3kieEr|$IP?Ru5ks4FW z#==Z%GSgRsWXEP*s3$;qlB%A-PPS0Th+5qo;b>*Ao6fi-K^pQ*-7J+Yp)`LwXGo_(XQ z$Fi}8%}a#_e1d%A+Z7wA-39~Tc2k>-3eRTJJB_F)<(9GXRmrnn#R6R`s+BjuusRqp z;43+G;3r!N@Ur z+EDHmRz&n}Y-F!7S-{w*@XXQLWE+E!0ZN!zgy;Ph9GL9VL-0A|5EUE*doESK%Na%Z zWpOc&acNjuJ!2!L6E!^Tw>16%gfUSE^$|%lB?e#bA z+y&+Pc$P#(v3RK0s`ruKt>R@50xID9He2eOox67B&dsoxOh6|uQRKn*=Wo54bhiwa zZPRzravPw8oBWQAV#O1Lh%Ng)V}pI3lV1zzlUc>(si#@?px{A-;S{`&&Lob-X-eX~ zI^m%AN5iod&EirXjMZU064LYp?>01ck5Lt!T;*5OgbarU((4F2UCDpos_rJ-JdC!> zKW`7gt3$V!%TLv}TreIR^!-@Y@Usb57YS`U6pNrb!rJNAY;G{+@`2P~}3~ev!O~W9f7GtKC&6r~t-jx{yX& zt0~0Q$zGxZlTr7g8p-M#M>8$|)Vwsd6ui1+1(%Pbktzr&owXmTqDW<$`a+s4-GF;= z@bRTug)_1MQbBBI20414eU~VfiU;A#L3leW>8g|4*4b`vMB|HtU49ajS+YPBqkbXA zxuCBVu$%RYy;rZ7T=#c6*Ki4FK#r}RF!lM(a}*A<5!&=Uw#^1k!diIsfv}UM1@bkM z`C3fl{bc8+>))%FKdKu(Z?CUTrXg@-1AD=`+FlY>xMHBiG@* zV~)vI;N^$w>mHUjH8#GumW>)ZOlz+G=5WR=cW6#i70R8ylMq(qfQb64FrVAm&q^(K zc%dg#Nn|RJd%mnJgGsCT%!`?yS(=|uJj%TIqxRxjX(cDM4$W@wp-^>=J7Lj&y}Y40 z>wmc?1Fg1{OYqez`A^+guyO=nka%XVZ>GX+)aZ;~9pE1wnmL*a~P8$A{KO#14z2Do5 z9~q+gmKKWGr7r?ZXd8`m6Up0cfAJ4?WpS(R}wWksTQe+|4tK#@_=C1O>6m_9!yriJGZJ zuSbxnLXOSM@M!z0)l%1@_>@kw@-kBC+P+>UcnbNDk)kTx7%?6px<7BL;cQu;VI0mAH*6zo_h?IP&p)aM6Em9OVFwU1w! z_(5%&r;V`{BW85M8v_=uoN(wPyeEF#5E9yz^5O2e6jD+qZML-14I|#T2kZ1&6o9H; z`Y_43QlIwWRWlHN^39pb0OmuSj6!hfus)!DV>X3x^+l75OL3GNECD(7wQWc2ly=Si z`a%3HlYfq&FIH5XKhfeEyeIRjmS_zNg$RJMtZdnPFy+Ik4wI3F2Un7XnVFFib?NCg zUiv^(#hC;mvq#*J9IH^d*VV$H;Ha3_iQD zcw&s+T#T2K71fqk4a>e{e`@@Ro+;K4yG4?-G6-|+@50MP9syzA{+GWEJp>6QsoJoa z`&~hCJr4{QYLENaetrR3zVk$SzX&<^cDP*-KYo|Ggv$}q5Q_kCfDLaE4DTaTht8W~ zZS+kCX$U46=;P1G6)i0-iY!+Gfxo2I^i_+#IPE{JtT7{+WL4c=q{UU32Ar+)O*oP# zLh&twpM>S>hDMUytmhUzU=8C#Q|2}vhciC?@|Ho?boOi_ZRcN8S6ahb?~=L7yuSqe jPgs16e~bM8WQZdGa9bOrnr7^a02U)WEF!d-EiCvq;m})f From 9ce79e6d0fa5877dd7fcf69a0ef9113c5baf36cf Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 19:07:27 +0200 Subject: [PATCH 018/127] Inventory items render cleanly: 0x0F toggle + drop spurious ora 0x01 Two fixes combined unlock the full inventory render: - Drop the asl on \$ef54 in the renderer prologue. The vanilla draw_text path tolerated re-using line_length because every entry re-fetched it, but our reusable trampoline path called the prologue per slot and the in-place asl permanently doubled the stride after the first call. Use lda + asl A and leave \$ef54 alone. - Drop the ora.b #0x01 from _di_fixed and _di_fixed_char. That bit on the tilemap-entry high byte sets tile_id bit 8 (the +0x100 range used by VWF tiles). Fixed-font tiles live in 0x00..0xFF so the bit must stay clear ; vanilla wram.put_char does not set it either. Setting it shifted every fixed tile_id into the VWF window and rendered the wrong glyphs. Combined with the per-slot allocator reset and the 0x0F mode toggle introduced in the prior commits, the inventory now shows "Aiguille Or:05 / Ether :06 / Baguette :1 / Collyre :61 / Baguette :1" with VWF-rendered names and fixed colon + count. --- tests/goldens/battle_init/inv_open.png | Bin 10778 -> 11187 bytes 1 file changed, 0 insertions(+), 0 deletions(-) diff --git a/tests/goldens/battle_init/inv_open.png b/tests/goldens/battle_init/inv_open.png index bd5e6f4dda871f21a2052414585e73c142b137c5..4f4a51f1b0cfde3096110799d1d3b08df887df52 100644 GIT binary patch delta 2101 zcmcIkX;hMl8va;R6i`$uL@+*=EG;GdbRfmtaY;wb(#-J^nxd7tg-aQtrjC*#&Xgh= z4Q1hW&E@8_;!=@2sTB=%Z8D;cHJNQ^th{!A-@o_$@&0(ud7t+@?|Gj`9NiNmv_U%- z1pE6$=OrW(^lBq*YFYSNmdT|YdmElK4%Ic~viS$lqFVRj>&i`2>j|Z9{G`);OjfES@DrA&hz4^TW`Wf?Bdkl8p!AcgSMguon$e zlAQ9jI~g9ZC5&|&U|-L7W!Jw!gg1OGk9R1ZPmAwE%B^Il=>FOSwxqnx1?&@n@ZSts%Vd%?sC;S=fP~e5Q|q|N;J?+HoBjUW`7*v#Rpu?nVbWM2*=bQla=GYRG@>@F&n{By>-;ornWh$o zTN>D5eR-lyozdY3GCk?AHhiywnm@upj^mBLsRg56;YjBM$l;09Dnesy~mZ8lYDfl-znJrwkdvCN|JirP@*=e`fUo1+C~ z6(?f6IBI?MM#!=}WLX%U`|Zy4%ln~CCaY2dUi-5kNnC0n@}qq22;eOHT58T z&6+q2rcq&AxtDL9;lIKe&M_Ir_75}7A8}AZJiM2vMkIKh7$uX*59WR*Oz2lCrlD?1 zH%)kQmve-TPxf4yA3>?5yx7Rr_}#*nX$i#}>ROLOu2Xa*=hr4mOjYNeo-)2qRgkmk zn8WZ4sN93*HDI@rwmchHvTva|W$RPz2&3j-TFW)aT&v2Xpkwb8!^{$UlmB%bYRelG1yd zKnK0cYZ*5^a^C=m=z!T zBkL`M>^rnDZ~*Lmh3bhx7#7C&t?i~Ie<(hP&f3hbeD*_%cNE~M$vAPB<3^hU6+zd~ zMW0H;8{M}!I#y{K{{WYzUzD9m)Sf#WI1vjImw6|*Kv81*gKHS46{38Hha4y3xT~KX z4;dH}AZVFY;a2lbkbFTk3=!cnbt;4vlqu%We7@#n==^b7{Bkza*miIearh zho3(N-?1^n$))ki#1Pcr_0jAv9y)04U|cav+o=*j4}FXF`v=@*g|_rNJXv`-F+J2i z$?TctaDO|564q)n&cB5H^D-EA)kk+tbx`1l)X$Pi0z1~R{w|?JB{qHQkgIM?QAZmP z8C1f+DNI~GCbFjQ4}<^%W$xJj*#`5wyCvoWFw9uVB#jy`qUFa)9XoiswQ$5#?%=O! za_egQqrx;V@}EFko&H%5rmJl&NX3*}2YOh_t43CcJFBZERrO$afr|A}QwmLTOi5S5XF; zL<%yJsO-9Asi_ds8w47z=uJF@({ZAOyBZZh#`0A-7Vxh{%1H(#IN@kbJ`cjLdLKek zz^;@@D=hZpP2P&=dh%h&_P=n1Z_z?#g(`#eeUR{fXioo|bpQkaM)unrGvD3$z-k2t Lg!^~;vWou$AGL_k delta 1708 zcmcgr|5uWS9>!M!yn?=7b-ofJuisEBGsUk6fduF*inP1(G)I%^o7z>=bxP-e3~Cb+ z+^i(E7FMQiYl3IEse`GdcZ4u^w9=bWOfKtcxl`_sxo98q^mZP-ZJII&4HkAHcC(3oblP!GLFV-QwBsm0N>$nPqaP(^=d ziv#D;i4{EjWZisB;__1Le4qco6KSoo<3sPpG|+R`gZtrvPqkIFZ9XqS>E4B=m8=&< z)B`usWz+1gDC1Siw(IIP=i=g*$NgWw$5}(=M|wJ%gq85s`qs#-Kz^4Q;_F9T1drD* zTZR3nfMl2S$QEceXlDVs7nV4D#Gb+QQ_E7m=WhdOp`v@8k`(7ynD3gs;CK5{Ay5C* z<>L`sOchzb=aB&Q=Q#y()HH4!Wt3Rp?AEgT%7q)6*8l@C z8v8f?7~9KIxbv-{kx(O|iWA3Wl!N|^(-!uW;NXmJ_O6=B__|lQ7=?W$R>#FgqdNy; zfh!HtM+*>S@`Rc$3)(Z%w97pIe{S}k7MNN+Ey<=MQKC+EejN*At~pNAs1zm_&f~?D zz~+#YS8zvMf5k}Qr2HgR(G?8{kGVOTSYbF(jjN?i;Jd)-DNlW=4`j>g4LIHDx-SrAfyIG!CyHpX86+G zjTWw%L16e;6Glf*hVQPTEm_*Co$A+Gs?JhrW-6TcVU-;kiDA&P+4%+^Q-{=~YysA<6qIRHp`bp$% zB0*+frfD%ej>siPtti4O+DcRM(%&>NC6~($YiaoJ>dnmF^Gg|wk~V!xO~D)z$sYwF zppJTU@h9O@>!5w@6|X9wFH_`vKzF1YoV%0a-rv}NbLJV}-#Lbt!Rj{kN2$+kVHlUD z=J4qF1ukjv->N4vdVZ9e1aK(snSV9pQ)R05=@e~wXCROLC)~L4rC9#Nqv7^c-o&G=E$>drJh4*p z?#icoxZEwlaD0u#O184LGK$N^3(>W;wY>~xjg>59r_@-VAlQa0AjBy4Esj>T>r=Gy zEQ0JGeMa+d~%?0L*(j_BuB#<#+ZO_$9Q Date: Sat, 16 May 2026 19:08:26 +0200 Subject: [PATCH 019/127] Inventory items render cleanly: actually commit the source The previous commit only landed the golden PNG ; pre-commit's stash / restore cycle swallowed the .s edits. Resend the real src/battle/message.s + inventory_rolling.s diffs (0x0F toggle escape, fixed-vs-VWF mode flag, drop spurious ora 0x01 on fixed tilemap entries, fix asl 0xef54 in the prologue). --- src/battle/inventory_rolling.s | 85 ++++++-------- src/battle/message.s | 201 +++++++++++++++++++++++++++++++++ 2 files changed, 237 insertions(+), 49 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 44585c6..028882f 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -431,10 +431,12 @@ _circ_not_disabled: tax sep #0x20 -; Build format string in $74FD (protected by inventory-active skip checks) +; Build format string. The custom inventory renderer starts in fixed +; mode and uses 0x0F as a fixed<->VWF toggle so only the name routes +; through the VWF blitter. ldy.w #0x0000 -; Tile flags for symbol +; Tile flags for symbol (fixed mode default) lda #0x0E sta.w inv_format_buffer, y iny @@ -442,46 +444,44 @@ _circ_not_disabled: sta.w inv_format_buffer, y iny -; Symbol tile - lda #0x03 - sta.w inv_format_buffer, y - iny +; Symbol tile (raw byte ; default mode is fixed) lda.l assets_items_dat, x sta.w inv_format_buffer, y iny -; Tile flags for name - lda #0x0E - sta.w inv_format_buffer, y - iny - lda.b 0x00 +; Toggle to VWF for the name +.if BATTLE_ITEMS_VWF { + lda #0x0F sta.w inv_format_buffer, y iny +} -; 11-char name - lda #11 - sta.b 0x00 +; Tile flags for name +lda #0x0E +sta.w inv_format_buffer, y +iny +lda.b 0x00 +sta.w inv_format_buffer, y +iny + +; 11-char name (raw chars dispatched through VWF blitter) +lda #11 +sta.b 0x00 _circ_name_loop: inx lda.l assets_items_dat, x + sta.w inv_format_buffer, y + iny + dec.b 0x00 + bne _circ_name_loop + +; Toggle back to fixed for colon + digits .if BATTLE_ITEMS_VWF { -; Space ($FF) inside the name escapes through the fixed-tile path so -; it does not consume a VWF tile_id slot in the slot's allocator -; budget. - cmp #0xff - bne _circ_name_emit - pha - lda #0x03 + lda #0x0F sta.w inv_format_buffer, y iny - pla -_circ_name_emit: } -sta.w inv_format_buffer, y -iny -dec.b 0x00 -bne _circ_name_loop ; Quantity handling lda.b 0x02 @@ -495,33 +495,20 @@ lda #0x03 bra _circ_finish _circ_has_item: -.if BATTLE_ITEMS_VWF { -; Escape the colon as a fixed tile (0x03 + tile_id) so it bypasses the -; VWF blitter and references the menu_font colon tile directly. - lda #0x03 + lda #0xC8 sta.w inv_format_buffer, y iny -} -lda #0xC8 ; Colon -sta.w inv_format_buffer, y -iny -pla -tax -jsr.l hex_to_dec_trampoline -jsr.l normalize_num_trampoline + pla + tax + jsr.l hex_to_dec_trampoline + jsr.l normalize_num_trampoline -lda #0x03 -sta.w inv_format_buffer, y -iny -lda.w 0x180E -sta.w inv_format_buffer, y -iny + lda.w 0x180E + sta.w inv_format_buffer, y + iny -lda #0x03 -sta.w inv_format_buffer, y -iny -lda.w 0x180F + lda.w 0x180F _circ_finish: sta.w inv_format_buffer, y diff --git a/src/battle/message.s b/src/battle/message.s index 8a98928..77cc0a5 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -939,6 +939,207 @@ message renderer routes char dispatch through the VWF put_char path. jsr.l battle_flags.set_vwf_render jsr.w battle_render.init_inventory_region rtl +draw_inventory_text: +""" +Custom inventory text renderer that walks a format buffer ourselves +instead of going through the vanilla draw_text dispatch. Owns the +escape interpretation end-to-end so we can mix VWF-rendered name +chars with fixed-width symbol / colon / digit / type tiles without +toggling battle_flags mid-stream. + +Caller setup mirrors the vanilla draw_text contract: + $EF50: 16-bit format buffer ptr (source bytes) + $EF52: 16-bit destination tilemap-buffer ptr (in bank \$7E) + $EF54: line length (tiles per row, currently 15) + $EF55: palette + $7EEF82: rolling_slot_index (0..5) for VWF allocator base + +Escape codes handled: + 0x00: terminator -> return + 0x03 BB: emit fixed tile_id BB at the next tilemap slot + 0x0E PP: set tile-attribute byte to PP for subsequent writes + any other byte: VWF blit through battle_render.display_char +""" + + + php + rep #0x10 + sep #0x20 + +; Set DBR to $7E so 16-bit absolute,Y / abs,X writes target WRAM. + phb + lda.b #0x7E + pha + plb + +; Init VWF state via the slot helper. It resets the allocator to +; (0xC0 + slot * 10), bits_left_on_tile = 8, etc. + jsr.w init_inventory_for_current_slot_local + +; Vanilla draw_text prologue: stash src ptr / dest row-1 ptr / dest +; row-2 ptr / palette into DP $30 / $32 / $34 / $36. tilemap_write +; relies on these for the indirect ($32),y and ($34),y writes. + lda.w 0xef55 + sta.b 0x36 + ldx.w 0xef50 + stx.b 0x30 + ldx.w 0xef52 + stx.b 0x32 +; Row 2 ptr = row 1 ptr + (line_length * 2). DON'T modify $ef54 in +; place ; the caller hands us the live line_length each call, and a +; persistent asl would double it every render. + lda.w 0xef54 + asl + clc + adc.b 0x32 + sta.b 0x34 + lda.b 0x33 + adc #0x00 + sta.b 0x35 + +; X = src (format buffer ptr), Y = dest offset (0-relative into the +; tilemap buffer pointed to by \$32 / \$34). + ldx.w 0xEF50 + ldy.w #0x0000 + +; DP $37 acts as the fixed-vs-VWF mode flag. 0 = VWF (chars route to +; battle_render.display_char). Non-zero = fixed (chars write directly +; as tile_ids through the same row1/row2 indirect that _di_fixed uses). +; Default = fixed so the symbol byte at the start of an inventory row +; lands as a literal tile_id without an extra escape. The 0x0F escape +; toggles, so a format like +; palette symbol 0x0F vwf_name 0x0F : space digits space ITEM_TYPE +; alternates: fixed (symbol) -> VWF (name) -> fixed (colon + digits + +; type) without escaping each byte individually. + lda.b #0x80 + sta.b 0x37 + +_di_loop: + lda.w 0x0000, x + beq _di_done + cmp #0x03 + beq _di_fixed + cmp #0x0E + beq _di_pal + cmp #0x0F + beq _di_toggle + bit.b 0x37 + bmi _di_fixed_char +; VWF char -> battle_render.display_char (uses Y as tilemap_offset, +; advances both source X and dest Y as it allocates). + inx + sty.b battle_render.tilemap_offset + jsr.w battle_render.display_char + ldy.b battle_render.tilemap_offset + bra _di_loop + +_di_fixed_char: +; Fixed-mode raw char: write current byte as tile_id at (\$34),y. No +; ora #0x01 on the attr -- the +0x100 high bit is only for VWF tiles +; in the 0x1xx range, fixed font tiles live in 0x00..0xFF. + sta (0x34), y + lda #0xff + sta (0x32), y + iny + lda.b 0x36 + sta (0x32), y + sta (0x34), y + iny + inx + bra _di_loop + +_di_toggle: + inx + lda.b 0x37 + eor.b #0x80 + sta.b 0x37 + bra _di_loop + +_di_fixed: +; 0x03 BB -> write fixed tile_id BB at (\$34),y. Same shape as +; _di_fixed_char (mirror of wram.put_char), no +0x100 bit set. + inx + lda.w 0x0000, x + sta (0x34), y + lda #0xff + sta (0x32), y + iny + lda.b 0x36 + sta (0x32), y + sta (0x34), y + iny + inx + bra _di_loop + +_di_pal: +; 0x0E PP -> stash PP as the tile flags byte. Vanilla draw_text +; stores it at $36 ; mirror that so subsequent fixed / VWF writes +; pick up the right palette. + inx + lda.w 0x0000, x + sta.b 0x36 + inx + bra _di_loop + +_di_done: + plb + plp + rtl + +init_inventory_for_current_slot_local: +""" +Local jsr.w-reachable copy of init_inventory_for_current_slot that +returns via rts (the public entry returns rtl). +""" + + + php + rep #0x10 + rep #0x20 + lda.l 0x7EEF82 + and.w #0x00FF + sta.b 0x00 + asl + asl + asl + clc + adc.b 0x00 + clc + adc.b 0x00 + clc + adc.w #0x00c0 + sta.b 0x02 + asl + asl + asl + asl + clc + adc.w #battle_render.buffer_ptr & 0xffff + tax + ldy.w #72 +_dis_chr_clear: + lda.w #0x00ff + sta.l 0x700000, x + inx + inx + dey + bne _dis_chr_clear + lda.b 0x02 + sep #0x20 + pha + jsr.l battle_flags.set_vwf_render + pla + sta.l battle_render.pending_transfer_mask + jsr.w battle_render.render_allocator_init_with_tile_id_thunk + .if ENABLE_KERNING_MENU { + stz.b battle_render.prev_char + } + lda.b #0x08 + sta.b battle_render.bits_left_on_tile + stz.b battle_render.temp + stz.b battle_render.counter + plp + rts init_monsters_gated: """ Gated counterpart to `init_monsters`. Always flips the VWF flag From f23da070672b9a68834fdcd65855ccb09ca5eecc Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 19:09:02 +0200 Subject: [PATCH 020/127] Route inventory rolling through messages_vwf.draw_inventory_text The trampoline diff was the missing piece ; the previous commit landed the renderer + format builder but the bank-02 trampoline was still calling vanilla draw_text via init_inventory_for_current_slot. With this change the trampoline jsrs straight into the custom draw_inventory_text in bank-20 when BATTLE_ITEMS_VWF is on, so VWF actually fires for the name portion. --- src/battle/inventory_rolling_patches.s | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) diff --git a/src/battle/inventory_rolling_patches.s b/src/battle/inventory_rolling_patches.s index 2f97344..44fa876 100644 --- a/src/battle/inventory_rolling_patches.s +++ b/src/battle/inventory_rolling_patches.s @@ -19,6 +19,7 @@ calls, JML hooks for the scroll animation, surgical NOPs / RTS overrides). .if BATTLE_ITEMS_VWF { .extern messages_vwf.init_inventory .extern messages_vwf.init_inventory_for_current_slot + .extern messages_vwf.draw_inventory_text .extern messages_vwf.deinit } @@ -77,14 +78,17 @@ so the VWF tile allocator and pending-DMA mask stay in sync. """ - lda.l 0x704F00 - pha .if BATTLE_ITEMS_VWF { - jsr.l messages_vwf.init_inventory_for_current_slot +; Custom draw_inventory_text owns the format walk end-to-end (escape +; codes 0x00 / 0x03 / 0x0E plus VWF blits for raw chars). No need to +; toggle battle_flags here ; it manages its own VWF state. + jsr.l messages_vwf.draw_inventory_text + rtl } else { + lda.l 0x704F00 + pha lda.b #0x00 sta.l 0x704F00 - } xba lda.b #0x00 xba @@ -92,6 +96,7 @@ so the VWF tile allocator and pending-DMA mask stay in sync. pla sta.l 0x704F00 rtl + } mult8_trampoline: """Bank-$02 RTL trampoline around original Mult8 ($028560).""" From f9e4cd1c23e99f69048083e54054c09d57521d2e Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 19:24:25 +0200 Subject: [PATCH 021/127] Apply 0x0F toggle to all three inventory format builders Three format builders in inventory_rolling.s now emit the same fixed -> VWF -> fixed shape: 0x0E palette / symbol / 0x0F / 0x0E palette / name chars / 0x0F / colon / digits / 0x00. Visual is still vanilla-looking because vanilla DrawInventoryItemText at \$02:9FA4 is not patched ; it rebuilds the format buffer with the old 0x03 escapes every frame on its own format-building pass, and the trampoline runs our renderer on THAT format (no 0x0F seen at runtime). The pre-render format builders we edited do emit 0x0F but their output is overwritten before draw_inventory_text reads it. Next: patch \$02:9FA4 to route through our format builder (or replace it outright with a renderer that takes item_id directly and skips the format-string intermediary). --- tests/goldens/battle_init/inv_open.png | Bin 11187 -> 11267 bytes 1 file changed, 0 insertions(+), 0 deletions(-) diff --git a/tests/goldens/battle_init/inv_open.png b/tests/goldens/battle_init/inv_open.png index 4f4a51f1b0cfde3096110799d1d3b08df887df52..b91b0a8ef7aadcc8dd2fb6e0265ae9c2c6405185 100644 GIT binary patch delta 10208 zcmb8UXH-+$6E~bj3Iq~DN$4kZ3lJdmVnQfE0Rd5gix?3R6qP3Bg5)H0X#w<71Vli@ zj))2h8j2c~Du}|h1Vlgui3TYu^2YmL>-qA2d7i9UJL|0M%$Yqid*(MYH+QG`^K_-3 zx;xYT5`*`Xq>6lWidc$8EZmK_Iyl>v*k3iSS+S>0)#>-@vcl(oI8{yJr<`$45@}eS z*`WQe!`qzWg46pJe($Ck_Z*H|Zlc_POL2@5#d!M88>H52{~U4*W&6x(Ca&=NI^%H7 zX%QNZbzeACw(w*5xEfVCj#jH+R6|a}GDE`1$Vf<80Y?R62p{m-_OpZ&#AaEhQNYMV zvjYH(_eqoK`a?X>9Wa17`m1x(0ou~&swZt2;6^P&R0P)`mpDXBBHKhZ6#M;vWN3wEL;4YoGE}rm%w=2`@}$cx0+-g15A9Npx{_{sIhq0#K%ExAgy97qB~FesX3u1y0iR*C=?N= z-BbZ9=BLX=M$>yCQ|<+A=3 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z89^4taYta&u47k^tkFVlC<^s%Vi&Bt5#SSj#NHNkRjqtX@bqa_@uuQhm?xq?N`w#8 zC9Yr#ABQ|h_AI|}f>Vp94Gzi;n~xQJxq^^?Y7Z;f&j7ybku1vW6AO6z;?F;isMqf$ zQvXQ%XDOSfP}C;+Rg8piFGSlrNp7c&F5J6Kr}dfgXlBjEmJAR>kh9CXQfogc19-9G z(?5wPc~tNTp-BB?wC44{GmhFEYMi4Kt7mOR_$G3+&(jY>rdX|}x2|Oy9W{kTpoi>j zNybriTT~pk=1p1!zpX4fIG+JL727Ht2m}`xk)usS3%~d8<>g(AwRsUK(Lzc1#}Cra zpewaX?v5Y}T&?#h?TVNrRthqAJ4TGaM%GevvbL@W0}_5ezJL1wWgSK?s{2Pb2BkD8 zG9?Q7tyX%}W+*C|;-Sn&pq{;MW=H9D6AV2+i?+rIC&wbJan?jKkYZy0(Sb4J#WVrk zP{FCT*A}NODK+?Ic_mZK&{wdcgkuJUivwzexX*NA)(rN^Ux8&OpZ;pEeU7_vNjyDZ zR{4JAw0Ny1M;!5yQf%ts%IJUTqplu=LY0U~C-?FUSZ=Ek9r2hB<>n3#)zJuqPz~Iu zJpu`F%zUb=tNT)V0@n*WDITQM6Y6b*xjQX<4V~kpd{>-gk}$P4bj-C=jX#M?Gd_JK zm9nYd78-H3jIcZV#-0W~&pDfJv8LO!<2g~XM~PFUyb-_QUF(8LwT*ckjLcJc_iNzi zraB^ZVbs%ILDp)QfGtuiUqAoc5^3@Ww|tTOu_p-{GNM!Y2R{;Qn5FW9!L10OYh4G+*0{ z{e%-6>>t<}x!VNr*1OK)?+B~xGca^w>nhA{-FI-dHJaG?0nxAy%-0vAaCDt3v%(BNyUJ+MBKP5Mq+=^LQauZPo1wZPqU$-P0Myxd^}T9CpEj$Jm0_SmG@)@ff3 zI)6W2V0tawUHm#-OD*ulsjw@ps^ImIX*F3gc-vZ*xn;@S-gZin<2RK#juKs?EhvpK zc|%?|7j;{{)4z^$G^Jo~1ICk+MLYP0vx-swltEWA#SzD}y|>9dy||1v_=g1_U`0DW25d~~9gm3BPa*DalOJaNkgbSz%HGjWy!prJxB?@+>A{B?;ON z;fE<@r<$=ihj5J1lUqad#;es_<5SiX{2k?$eOCknao=i$VYI#xou68#4rS+1Z545N zc9Ifn9g}0l&O6m{Ka|_IK<7ztGMh+1mr(YcOSPKE{wGQ14ER2pa1{> From a0c9264c01c7a178b1dfdb8bca4c3b72d3f87347 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 19:24:58 +0200 Subject: [PATCH 022/127] Actually commit the toggle-format edits in inventory_rolling.s Pre-commit format pass keeps swallowing unstaged source edits, so the previous commit landed only the golden PNG. Stage everything this time + the dump tool changes. --- src/battle/inventory_rolling.s | 126 +++++++++++++++--------------- tests/_profile/dump_inv_sram.py | 4 + tests/_profile/dumps/inv_sram.hex | 109 ++++++++++++++------------ 3 files changed, 126 insertions(+), 113 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 028882f..483f184 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -262,36 +262,36 @@ _not_disabled: tax sep #0x20 ; Back to 8-bit -; Build format string in $74FD (protected by inventory-active skip checks) +; Build format string. Starts in fixed mode ; 0x0F toggles fixed <-> +; VWF so only the name portion routes through the VWF blitter. ldy.w #0x0000 -; Format code: change tile flags lda #0x0E sta.w inv_format_buffer, y iny - lda.b 0x01 ; Symbol palette + lda.b 0x01 sta.w inv_format_buffer, y iny -; Format code: set tile (symbol) - lda #0x03 - sta.w inv_format_buffer, y - iny - lda.l assets_items_dat, x ; Item symbol + lda.l assets_items_dat, x sta.w inv_format_buffer, y iny -; Format code: change tile flags (for name) - lda #0x0E - sta.w inv_format_buffer, y - iny - lda.b 0x00 ; Name palette +.if BATTLE_ITEMS_VWF { + lda #0x0F sta.w inv_format_buffer, y iny +} -; Copy 11 character item name - lda #11 - sta.b 0x00 ; Loop counter +lda #0x0E +sta.w inv_format_buffer, y +iny +lda.b 0x00 +sta.w inv_format_buffer, y +iny + +lda #11 +sta.b 0x00 _name_copy_loop: inx @@ -301,48 +301,42 @@ _name_copy_loop: dec.b 0x00 bne _name_copy_loop -; Handle quantity or empty slot - lda.b 0x02 ; Item ID - bne _has_item - -; Empty slot - just finish with line break - pla ; Discard quantity - lda #0x05 ; Line break +.if BATTLE_ITEMS_VWF { + lda #0x0F sta.w inv_format_buffer, y iny - lda #0x03 - bra _finish_format +} + +lda.b 0x02 +bne _has_item + +pla +lda #0x05 +sta.w inv_format_buffer, y +iny +lda #0x03 +bra _finish_format _has_item: - ; Add colon and quantity - lda #0xC8 ; Colon character ":" + lda #0xC8 sta.w inv_format_buffer, y iny - pla ; Get quantity + pla tax - jsr.l hex_to_dec_trampoline ; Convert to decimal - jsr.l normalize_num_trampoline ; Format digits + jsr.l hex_to_dec_trampoline + jsr.l normalize_num_trampoline -; Add tens digit - lda #0x03 - sta.w inv_format_buffer, y - iny - lda.w 0x180E ; Tens digit + lda.w 0x180E sta.w inv_format_buffer, y iny -; Add ones digit - lda #0x03 - sta.w inv_format_buffer, y - iny - lda.w 0x180F ; Ones digit + lda.w 0x180F _finish_format: sta.w inv_format_buffer, y iny -; Terminator lda #0x00 sta.w inv_format_buffer, y @@ -940,7 +934,8 @@ _slot_not_disabled: tax sep #0x20 -; Build format string +; Build format string. Same fixed-default + 0x0F-toggle pattern the +; other two format builders in this file use. ldy.w #0x0000 lda #0x0E sta.w inv_format_buffer, y @@ -948,21 +943,26 @@ _slot_not_disabled: lda.b 0x01 sta.w inv_format_buffer, y iny - lda #0x03 - sta.w inv_format_buffer, y - iny + lda.l assets_items_dat, x sta.w inv_format_buffer, y iny - lda #0x0E - sta.w inv_format_buffer, y - iny - lda.b 0x00 + +.if BATTLE_ITEMS_VWF { + lda #0x0F sta.w inv_format_buffer, y iny +} - lda #11 - sta.b 0x00 +lda #0x0E +sta.w inv_format_buffer, y +iny +lda.b 0x00 +sta.w inv_format_buffer, y +iny + +lda #11 +sta.b 0x00 _slot_name_loop: inx @@ -972,14 +972,20 @@ _slot_name_loop: dec.b 0x00 bne _slot_name_loop - lda.b 0x02 - bne _slot_has_item - pla - lda #0x05 +.if BATTLE_ITEMS_VWF { + lda #0x0F sta.w inv_format_buffer, y iny - lda #0x03 - bra _slot_finish +} + +lda.b 0x02 +bne _slot_has_item +pla +lda #0x05 +sta.w inv_format_buffer, y +iny +lda #0x03 +bra _slot_finish _slot_has_item: lda #0xC8 @@ -989,15 +995,9 @@ _slot_has_item: tax jsr.l hex_to_dec_trampoline jsr.l normalize_num_trampoline - lda #0x03 - sta.w inv_format_buffer, y - iny lda.w 0x180E sta.w inv_format_buffer, y iny - lda #0x03 - sta.w inv_format_buffer, y - iny lda.w 0x180F _slot_finish: diff --git a/tests/_profile/dump_inv_sram.py b/tests/_profile/dump_inv_sram.py index d57ec20..00fc7f2 100644 --- a/tests/_profile/dump_inv_sram.py +++ b/tests/_profile/dump_inv_sram.py @@ -42,6 +42,10 @@ def main() -> None: out.append(dump_region(emu, "vwf gate state", 0x703F00, 0x10)) # Allocator state out.append(dump_region(emu, "allocator", 0x702F00, 0x10)) + # Format buffer used by inventory render + out.append(dump_region(emu, "inv_format_buffer ($7E9E66)", 0x7E9E66, 0x40)) + # Mode flag DP $37 + out.append(dump_region(emu, "mode flag $37", 0x7E0030, 0x10)) OUT.write_text("\n\n".join(out)) print(f"wrote {OUT} ({OUT.stat().st_size} bytes)") diff --git a/tests/_profile/dumps/inv_sram.hex b/tests/_profile/dumps/inv_sram.hex index bc1ba86..70aefd6 100644 --- a/tests/_profile/dumps/inv_sram.hex +++ b/tests/_profile/dumps/inv_sram.hex @@ -1,26 +1,26 @@ === rolling slots ($7E97A6) $7e97a6..$7e990d (360B) === 7e97a6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e97b6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 c0 01 ................ -7e97c6: c1 01 c2 01 c3 01 c4 01 c5 01 c6 01 c7 01 60 00 ..............`. +7e97b6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7e97c6: 42 00 64 00 62 00 70 00 64 00 67 00 67 00 60 00 B.d.b.p.d.g.g.`. 7e97d6: ff 00 50 00 6d 00 c8 00 80 00 85 00 ff 00 ff 00 ..P.m........... 7e97e6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e97f6: ff 00 ff 00 ff 00 ff 00 ff 00 c9 01 ca 01 cb 01 ................ -7e9806: cc 01 cd 01 ce 01 cf 01 d0 01 88 ff 10 88 ff 10 ................ -7e9816: 98 ff 00 00 ff 00 ff 00 ff 04 ff 04 ff 04 ff 04 ................ -7e9826: ff 04 ff 04 ff 04 ff 04 ff 00 ff 00 ff 00 ff 00 ................ -7e9836: ff 00 ff 00 ff 00 d2 05 d3 05 d4 05 d5 05 d6 05 ................ -7e9846: d7 05 d8 05 d9 05 10 88 ff 10 88 ff 10 88 ff 10 ................ -7e9856: 98 ff 00 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7e97f6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 46 00 6f 00 ............F.o. +7e9806: 63 00 60 00 6d 00 ff 00 ff 00 ff 00 ff 00 ff 00 c.`.m........... +7e9816: ff 00 c8 00 80 00 86 00 ff 04 ff 04 ff 04 ff 04 ................ +7e9826: ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ................ +7e9836: ff 04 ff 04 ff 04 2a 04 43 04 5c 04 62 04 70 04 ......*.C.\.b.p. +7e9846: 60 04 6f 04 6f 04 60 04 ff 04 ff 04 ff 04 c8 04 `.o.o.`......... +7e9856: ff 04 81 04 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 7e9866: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e9876: ff 00 db 01 dc 01 dd 01 de 01 df 01 e0 01 e1 01 ................ -7e9886: e2 01 ff 10 e8 ff 10 e8 ff 10 e8 ff 19 f8 ff 57 ...............W +7e9876: ff 00 ff 00 44 00 6a 00 67 00 67 00 74 00 6d 00 ....D.j.g.g.t.m. +7e9886: 60 00 ff 00 ff 00 ff 00 ff 00 c8 00 86 00 81 00 `............... 7e9896: ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ................ -7e98a6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 e4 05 ................ -7e98b6: e5 05 e6 05 e7 05 e8 05 e9 05 ea 05 eb 05 e8 ff ................ -7e98c6: 10 e8 ff 10 e8 ff 10 e8 ff 10 e8 ff ff 00 ff 00 ................ +7e98a6: ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 2a 04 ..............*. +7e98b6: 43 04 5c 04 62 04 70 04 60 04 6f 04 6f 04 60 04 C.\.b.p.`.o.o.`. +7e98c6: ff 04 ff 04 ff 04 c8 04 ff 04 81 04 ff 00 ff 00 ................ 7e98d6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e98e6: ff 00 ff 00 ff 00 ff 00 ff 00 ed 01 ee 01 ef 01 ................ -7e98f6: f0 01 f1 01 f2 01 f3 01 f4 01 60 00 ff 00 ff 00 ..........`..... +7e98e6: ff 00 ff 00 ff 00 ff 00 ff 00 2a 00 43 00 5c 00 ..........*.C.\. +7e98f6: 62 00 70 00 60 00 6f 00 6f 00 60 00 ff 00 ff 00 b.p.`.o.o.`..... 7e9906: ff 00 c8 00 ff 00 81 00 00 00 00 00 00 00 00 00 ................ === vwf buffer head (msg/mon/names) $703000..$7035ff (1536B) === @@ -172,26 +172,26 @@ 703bf0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ === vwf buffer tail (inventory) $703c00..$703eff (768B) === -703c00: ff 00 ff 06 ff 09 ff 09 ff 0f ff 09 ff 09 ff 09 ................ -703c10: ff 00 ff 40 ff 00 ff 4e ff 52 ff 4e ff 42 ff 5c ...@...N.R.N.B.\ -703c20: ff 00 ff 05 ff 01 ff 95 ff 95 ff 95 ff 95 ff 65 ...............e -703c30: ff 00 ff 40 ff 40 ff 4c ff 52 ff 5e ff 50 ff 4c ...@.@.L.R.^.P.L -703c40: ff 00 ff 06 ff 09 ff 09 ff 09 ff 09 ff 09 ff 06 ................ -703c50: ff 00 ff 00 ff 01 ff 55 ff 61 ff 41 ff 45 ff 40 .......U.a.A.E.@ -703c60: ff 00 ff cf ff 28 ff 2e ff 21 ff 21 ff 29 ff c6 .....(...!.!.).. +703c00: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703c10: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703c20: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703c30: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703c40: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703c50: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703c60: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703c70: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703c80: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703c90: ff 00 ff 0f ff 08 ff 08 ff 0e ff 08 ff 08 ff 0f ................ -703ca0: ff 00 ff 24 ff 24 ff 77 ff 24 ff 24 ff 24 ff 14 ...$.$.w.$.$.$.. -703cb0: ff 00 ff 00 ff 00 ff 19 ff a5 ff bd ff a1 ff 99 ................ -703cc0: ff 00 ff 00 ff 00 ff 40 ff 80 ff 00 ff 00 ff 00 .......@........ +703c90: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703ca0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703cb0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703cc0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703cd0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703ce0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703cf0: ff 00 ff 03 ff 04 ff 14 ff 04 ff 04 ff 14 ff 03 ................ -703d00: ff 00 ff 18 ff a0 ff a0 ff b8 ff a4 ff a4 ff 18 ................ +703cf0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703d00: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703d10: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703d20: ff 00 ff 70 ff 48 ff 49 ff 70 ff 49 ff 4a ff 71 ...p.H.I.p.I.J.q -703d30: ff 00 ff 00 ff 00 ff 8e ff 52 ff ce ff 42 ff c0 .........R...B.. +703d20: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703d30: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 703d40: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703d50: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703d60: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ @@ -199,30 +199,39 @@ 703d80: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703d90: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703da0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703db0: ff 00 ff 06 ff 09 ff 08 ff 08 ff 08 ff 09 ff 06 ................ -703dc0: ff 00 ff 02 ff 02 ff 32 ff 4a ff 4a ff 4a ff 32 .......2.J.J.J.2 -703dd0: ff 00 ff 80 ff 80 ff a5 ff a5 ff 9d ff 85 ff b9 ................ -703de0: ff 00 ff 00 ff 00 ff 58 ff a4 ff 3c ff 20 ff 18 .......X...<. .. +703db0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703dc0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703dd0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703de0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703df0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703e00: ff 00 ff 00 ff 00 ff 01 ff 00 ff 00 ff 01 ff 00 ................ -703e10: ff 00 ff 31 ff 43 ff 41 ff 71 ff 49 ff 49 ff 33 ...1.C.A.q.I.I.3 -703e20: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 80 ................ +703e00: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703e10: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703e20: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703e30: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703e40: ff 00 ff 70 ff 48 ff 49 ff 70 ff 49 ff 4a ff 71 ...p.H.I.p.I.J.q -703e50: ff 00 ff 00 ff 00 ff 8e ff 52 ff ce ff 42 ff dc .........R...B.. -703e60: ff 00 ff 00 ff 00 ff 93 ff 94 ff 97 ff 94 ff 63 ...............c -703e70: ff 00 ff 11 ff 11 ff 3b ff 91 ff 91 ff 11 ff 08 .......;........ -703e80: ff 00 ff 00 ff 00 ff 98 ff 24 ff 3c ff 20 ff 98 .........$.<. .. +703e40: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703e50: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703e60: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703e70: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +703e80: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703e90: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703ea0: ff 00 ff 00 ff 00 ff 10 ff 00 ff 00 ff 10 ff 00 ................ -703eb0: ff 00 ff 20 ff 60 ff 20 ff 20 ff 20 ff 20 ff 70 ... .`. . . . .p +703ea0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703eb0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703ec0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703ed0: ff 00 ff 70 ff 48 ff 49 ff 70 ff 49 ff 4a ff 71 ...p.H.I.p.I.J.q -703ee0: ff 00 ff 00 ff 00 ff 8e ff 52 ff ce ff 42 ff dc .........R...B.. -703ef0: ff 00 ff 00 ff 00 ff 93 ff 94 ff 97 ff 94 ff 63 ...............c +703ed0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703ee0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703ef0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ === vwf gate state $703f00..$703f0f (16B) === -703f00: d2 00 ff 00 ff 11 ff 3b ff 91 ff 91 ff 11 ff 08 .......;........ +703f00: e8 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ === allocator $702f00..$702f0f (16B) === -702f00: d3 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ \ No newline at end of file +702f00: f4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ + +=== inv_format_buffer ($7E9E66) $7e9e66..$7e9ea5 (64B) === +7e9e66: 0e 04 03 2a 0e 04 43 5c 62 70 60 6f 6f 60 ff ff ...*..C\bp`oo`.. +7e9e76: ff c8 03 ff 03 81 00 00 00 00 00 00 00 00 00 00 ................ +7e9e86: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +7e9e96: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ + +=== mode flag $37 $7e0030..$7e003f (16B) === +7e0030: 05 75 10 d8 50 d8 20 00 00 00 00 00 00 00 00 c2 .u..P. ......... \ No newline at end of file From ae270791c0f984fa2762cc8a6b618bcd184e2ac0 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 19:26:41 +0200 Subject: [PATCH 023/127] Route via < 0x42 char threshold instead of an explicit toggle escape Char-value threshold matches what vanilla draw_letter already uses: codes < 0x42 are symbols / icons / small codes and render through the fixed-width path ; codes >= 0x42 are printable letters and route to battle_render.display_char (VWF). No 0x0F toggle needed in the format string ; the renderer makes the call from the char itself. Net effect: the existing vanilla DrawInventoryItemText format (0x0E pal / 0x03 symbol / 0x0E pal / 11 name chars / 0xC8 colon / 0x03 digit / 0x03 digit / 0x00) routes the name letters through VWF and everything else through fixed, with the colon falling naturally above 0x42 -- TODO: wrap colon in a 0x03 escape so it stays fixed-width. Renderer cleanup: drop the $37 mode flag, _di_toggle handler, and prologue init for it. --- src/battle/message.s | 27 ++++++------------------- tests/goldens/battle_init/inv_open.png | Bin 11267 -> 11525 bytes 2 files changed, 6 insertions(+), 21 deletions(-) diff --git a/src/battle/message.s b/src/battle/message.s index 77cc0a5..b91fae8 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -1002,17 +1002,10 @@ Escape codes handled: ldx.w 0xEF50 ldy.w #0x0000 -; DP $37 acts as the fixed-vs-VWF mode flag. 0 = VWF (chars route to -; battle_render.display_char). Non-zero = fixed (chars write directly -; as tile_ids through the same row1/row2 indirect that _di_fixed uses). -; Default = fixed so the symbol byte at the start of an inventory row -; lands as a literal tile_id without an extra escape. The 0x0F escape -; toggles, so a format like -; palette symbol 0x0F vwf_name 0x0F : space digits space ITEM_TYPE -; alternates: fixed (symbol) -> VWF (name) -> fixed (colon + digits + -; type) without escaping each byte individually. - lda.b #0x80 - sta.b 0x37 +; Auto fixed-vs-VWF routing per char: bytes < 0x42 (symbols / icons / +; small codes) go through the fixed-width path, bytes >= 0x42 +; (letters and similar printable text) go through the VWF blitter. +; Escape codes 0x00 / 0x03 / 0x0E are matched before the threshold. _di_loop: lda.w 0x0000, x @@ -1021,10 +1014,8 @@ _di_loop: beq _di_fixed cmp #0x0E beq _di_pal - cmp #0x0F - beq _di_toggle - bit.b 0x37 - bmi _di_fixed_char + cmp #0x42 + bcc _di_fixed_char ; VWF char -> battle_render.display_char (uses Y as tilemap_offset, ; advances both source X and dest Y as it allocates). inx @@ -1048,12 +1039,6 @@ _di_fixed_char: inx bra _di_loop -_di_toggle: - inx - lda.b 0x37 - eor.b #0x80 - sta.b 0x37 - bra _di_loop _di_fixed: ; 0x03 BB -> write fixed tile_id BB at (\$34),y. Same shape as diff --git a/tests/goldens/battle_init/inv_open.png b/tests/goldens/battle_init/inv_open.png index b91b0a8ef7aadcc8dd2fb6e0265ae9c2c6405185..29e5e32e0697e31c1186a1f38e3894a88b2780bf 100644 GIT binary patch delta 5045 zcmb7Ii9b~98=uY0VC>Qu+f0U0-56QISZ2@+SBa?P4vl?o%C!|z<_xlB8I(1W5fw$! zjjn2}NwzT*Du(MK*&-yxZ|dHE;CDXHIp=fE^FGgc-tYTt?}>A}?9S1Y{H4p@mf{-e z>4O%_bk@vdC}uKb9)w>(vy87t3caxGMk1gzPJB02WLH#yIVMx>#@Wo~%1BH>$) z@TB3;sT*oLJ<0E?O8T~h6hGiHXYwH_}U2~GmaHTU0RhhZ! zYxE6JRV)lf4;tI*Xwm$%`cX0@WL|-wz5P9~t8+xWDhCkHdOdCx(5B?Qzf<^hOuS)1 z-7jM(nZbC2%**W;DEs&L4*fZgBWi*6>M-WZDpe$W3EE$wfdsp;4cCW|^PSnAqIac5m{cQ4rtz&0SWDvlG$)dJv<4Q06>n;)@j zBQ+EwMUyu@+)kwPunl^WraPpqjfpg{2(!QLdw5$Bm-n7Bv7X(_@Qj@_WEf@7B~fQh~9+0NWbIRSdTX0!@3-J=J2Z{n+G#< zADa^h;ySC@tEr$@h=LxLH0wcBh1}Z+OwnSq*_fE>a2(32Y;g>vJX~n_LBEDB_S%87 z=M`)0SH|Gy)wf5T67QBmOloO@sE7RTj#dEJ!i;4UK3y%mL|~Xh3Zqu0|A_B;+x$@3 z_aAlQ!?cBnuli3k#PfdTY&tA~kkzi>T{y%Yonh(n4Yb= zQ0?ilxz??=Us>$T6hC0>{Y*@ShUWQ@DM(!oMi+_Tj<}%zyi$)KD+^&f-vFF%97Q7R%zF8n`pM8W0s zk>13Qs`x>h_2h1kyK@05KTQ`|fAr@h^e{zw*1M6wNl3#-i20zJNg7=FG<5VjknhFR z?=}8ux}oY+5%zjcs&3Qd2Nz}zFsGMUl&=m07LS9&p9^Nb4RUTg zhj>bWyXJYEpNO z(b{M&U^IkNM`;U(^g2jfD6y5mvysJ*fMHZ#E`Z116qsF-&p({>R9DLL))u;GXO`$J z-Ds4pVWlCebFstXc_kWjZ%{28AFB2USAb*ehTaoQ|BH=maYXC@oO9;k3KmL~1lwbG zn(E=+pzEGJPU#r={qyyw{IE3>__%2_FG}6T(g_o@8Ham+B4WDj1i9bVL$!nKI2>T9 zk9-yY%CeL;0IvF zQx!yy>`NMZS?dwb&lh1X8iGbQyUzkh zPf}AGdoLcym&jXZ7D*>}Ikrk)wV|6|Xp_XZrLq#BYR%w&kB#S81=HQ9%%fnVv)q7! 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Symbols / icons / digits / colon / space all use the fixed-width path ; only the letter range routes through VWF, so the inventory tile_id budget stops being burned on non-letter glyphs. 0x0F treated as a no-op so the legacy toggle bytes the pre-render format builders still emit are silently consumed (no garbage tile). --- src/battle/message.s | 18 ++++++++++++++---- tests/goldens/battle_init/inv_open.png | Bin 11525 -> 11267 bytes 2 files changed, 14 insertions(+), 4 deletions(-) diff --git a/src/battle/message.s b/src/battle/message.s index b91fae8..b32d0be 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -1002,10 +1002,12 @@ Escape codes handled: ldx.w 0xEF50 ldy.w #0x0000 -; Auto fixed-vs-VWF routing per char: bytes < 0x42 (symbols / icons / -; small codes) go through the fixed-width path, bytes >= 0x42 -; (letters and similar printable text) go through the VWF blitter. -; Escape codes 0x00 / 0x03 / 0x0E are matched before the threshold. +; Auto fixed-vs-VWF routing per char value: +; < 0x42 -> fixed (symbols / icons / small control codes) +; 0x42..0xBF -> VWF (letters) +; >= 0xC0 -> fixed (colon, space, digits and other tile_id- +; style codes ; don't consume an allocator slot) +; Escape codes 0x00 / 0x03 / 0x0E still match before the threshold. _di_loop: lda.w 0x0000, x @@ -1014,8 +1016,12 @@ _di_loop: beq _di_fixed cmp #0x0E beq _di_pal + cmp #0x0F + beq _di_skip cmp #0x42 bcc _di_fixed_char + cmp #0xc0 + bcs _di_fixed_char ; VWF char -> battle_render.display_char (uses Y as tilemap_offset, ; advances both source X and dest Y as it allocates). inx @@ -1071,6 +1077,10 @@ _di_done: plp rtl +_di_skip: + inx + bra _di_loop + init_inventory_for_current_slot_local: """ Local jsr.w-reachable copy of init_inventory_for_current_slot that diff --git a/tests/goldens/battle_init/inv_open.png b/tests/goldens/battle_init/inv_open.png index 29e5e32e0697e31c1186a1f38e3894a88b2780bf..22bbccfeba8d7bb4bcc9dbc78b9aceeff8f255b1 100644 GIT binary patch delta 10143 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zUbW@!0d4$+zc`lQ+9Tn$*Hz;2M12vVueWGfVsRamJe_54?cDAy?N@d)-Ik2;FX??h z%_bayL!%k&s8zu^DS{g(qHl~LZRk7I#1-4An_;_#8C5iE89!=1ryOS{%)G9FM%U6i zJe*69r4`r-av(j&Nixh1Bt_@j^ekRACCupNsb0*!TbJA~O>SsqCm-j!=^)}u)sF_5 z`Bq*@1r0g=39Y&nqIlZn!97VcgTap>dlv{?5d_CQYDBq|w`_XIKlrA4^s!5uUy9-p zLfX8j9^ic$t<`f6d*2%#g;WF4p%^vy%Oc3*6H`Q{7*w*o9y&czdlC+wHaal`Z!RyhfAo=){cwgOhGagFHm-k~hlHqC7AoRD@X$ zAwj0H@0%1A6{Q~}B|%+ZV2?s<3g=v$K=KgQoxcQXhAb$)y|hzZvR5Q4NidwIis>JL z=1x9YW7A!nBFtbECy*@U!s=XKZ}0l%no+g?-O5U=VC; f@&A)x6CMOQp7O4=zS7|UNc3{u?cw~uk;eRAH#HSa From 9aa7546b4c12931c0561fd68722c633aa905c581 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 19:34:35 +0200 Subject: [PATCH 025/127] Add 0xFE / 0xFD / 0xFC escape codes for explicit VWF control + pad Renderer now matches: 0xFE -> enable VWF dispatch for subsequent chars 0xFD -> disable VWF (chars route to the fixed tile_id path) 0xFC NN -> pad with space tiles until y reaches the NN-th tile entry, then reset bits_left_on_tile to 8 so the next VWF char starts on a clean tile boundary Default mode at function entry is fixed (DP \$37 = 0x80) so the leading symbol byte lands as a literal tile_id without an explicit escape. The char-range heuristic (< 0x42 and >= 0xC0 -> fixed) is removed ; the new control codes are explicit, no implicit routing. Branches inside the dispatch grew past the 8-bit BRA range now that the handler list is longer, so the per-handler `bra _di_loop` tails are jmp.w. Tiny code-size hit, no runtime impact. User follow-ups still open: turn 0xFC into a pure goto + pre-clear each slot's tilemap to space tiles in init_inventory_for_current_slot (only modify the cells we touch on render). Also off-screen slot rolls don't yet re-render through the VWF region. --- src/battle/message.s | 83 ++++++++++++++++++++----- tests/goldens/battle_init/inv_open.png | Bin 11267 -> 11121 bytes 2 files changed, 66 insertions(+), 17 deletions(-) diff --git a/src/battle/message.s b/src/battle/message.s index b32d0be..d54d0ca 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -1002,12 +1002,20 @@ Escape codes handled: ldx.w 0xEF50 ldy.w #0x0000 -; Auto fixed-vs-VWF routing per char value: -; < 0x42 -> fixed (symbols / icons / small control codes) -; 0x42..0xBF -> VWF (letters) -; >= 0xC0 -> fixed (colon, space, digits and other tile_id- -; style codes ; don't consume an allocator slot) -; Escape codes 0x00 / 0x03 / 0x0E still match before the threshold. +; Explicit-mode control codes drive fixed-vs-VWF routing: +; 0x00 -> terminate +; 0x03 BB -> fixed tile_id BB at current pos +; 0x0E PP -> set palette / tile-flag byte +; 0xFC NN -> pad with space tiles ($FF) until y reaches the +; NN-th tile slot ; resets bits_left_on_tile to 8 so +; the next VWF char starts on a clean tile boundary +; 0xFD -> disable VWF (subsequent chars route to the fixed +; tile_id path) +; 0xFE -> enable VWF (subsequent chars route to display_char) +; Default mode at entry = fixed so the leading symbol byte lands as a +; literal tile_id without an explicit escape. + lda.b #0x80 + sta.b 0x37 _di_loop: lda.w 0x0000, x @@ -1016,19 +1024,21 @@ _di_loop: beq _di_fixed cmp #0x0E beq _di_pal - cmp #0x0F - beq _di_skip - cmp #0x42 - bcc _di_fixed_char - cmp #0xc0 - bcs _di_fixed_char + cmp #0xFC + beq _di_pad + cmp #0xFD + beq _di_vwf_off + cmp #0xFE + beq _di_vwf_on + bit.b 0x37 + bmi _di_fixed_char ; VWF char -> battle_render.display_char (uses Y as tilemap_offset, ; advances both source X and dest Y as it allocates). inx sty.b battle_render.tilemap_offset jsr.w battle_render.display_char ldy.b battle_render.tilemap_offset - bra _di_loop + jmp.w _di_loop _di_fixed_char: ; Fixed-mode raw char: write current byte as tile_id at (\$34),y. No @@ -1043,7 +1053,7 @@ _di_fixed_char: sta (0x34), y iny inx - bra _di_loop + jmp.w _di_loop _di_fixed: @@ -1060,7 +1070,7 @@ _di_fixed: sta (0x34), y iny inx - bra _di_loop + jmp.w _di_loop _di_pal: ; 0x0E PP -> stash PP as the tile flags byte. Vanilla draw_text @@ -1070,7 +1080,7 @@ _di_pal: lda.w 0x0000, x sta.b 0x36 inx - bra _di_loop + jmp.w _di_loop _di_done: plb @@ -1079,7 +1089,46 @@ _di_done: _di_skip: inx - bra _di_loop + jmp.w _di_loop + +_di_vwf_on: + inx + stz.b 0x37 + jmp.w _di_loop + +_di_vwf_off: + inx + lda.b #0x80 + sta.b 0x37 + jmp.w _di_loop + +_di_pad: +; 0xFC NN -> pad the slot tilemap with space tiles ($FF) until y +; reaches the NN-th tile entry. NN is in tile units (one entry = 2 +; bytes), so the comparison uses NN * 2. Also resets bits_left so the +; next VWF char starts on a clean tile column. + inx + lda.w 0x0000, x + inx + asl + sta.b 0x38 +_di_pad_loop: + cpy.b 0x38 + bcs _di_pad_done + lda #0xff + sta (0x34), y + lda #0xff + sta (0x32), y + iny + lda.b 0x36 + sta (0x32), y + sta (0x34), y + iny + bra _di_pad_loop +_di_pad_done: + lda #0x08 + sta.b battle_render.bits_left_on_tile + jmp.w _di_loop init_inventory_for_current_slot_local: """ diff --git a/tests/goldens/battle_init/inv_open.png b/tests/goldens/battle_init/inv_open.png index 22bbccfeba8d7bb4bcc9dbc78b9aceeff8f255b1..92023a756da3aa20c648e6d611a12c96512c3bff 100644 GIT binary patch delta 4709 zcma)8dpwhE_}|Gk%r--YVMB;wYC=wPXh>G6-n69Aa!3c297;VKLfJB^H{?{Shz{$e z_f<)ADugy9Q;scEq8gP~+V83N_y6zre6G*)xu560?)$p0?{!_@`$`M>{D;s&!#Tj$ zYfDntZlYT5Ci7gjZY~>lH$I98z%6GRjy%@6D{!xQb5ZD87`=!{vNP4Q+PzE5BGCLB z+^FvmBv-X)PdK6BjWW7e3 z?0Hjq5Rrisvmod08W?M*O%y$9s2z@pf806grg!x*;@qf#6Tl5xesm7THo|2sSrLrJ z6j66)z^QxSM#mFprje_^9vCWu%w$Mu#&#jqY5AnJjjbjn>VL2=xIX|QX(<&RGYC?B zS}#*lhgjb^J#9pkyus56{r&LO^YtfoXmD~$s-HsFr%1TOL4BGbwsw42%21Loz^R%6 z0Rxr_(g)MtCt1mC;jg?jLxt$5Q$+T3>iT zO63}V#}#CxDz160obf$8e463&!k2l@0izF4#S2f-*bOQo$?qcch^{yxwdTXm4Uj?4 zrjR&7@Ghv5U{QYA_^YS*-4XIcan`<^m6$|&DS`*$OW5~4&rI>vM7YB4fH-P{V;mmV zh>Wbv1wpx)%}^5R&O@#nvAJY0O(u%z|H#%;Gkg6dKj2fAH!2{0Z7R52@&kYyNa5H( zh*FPAq+IyO&QCN;Fw{RO)v)N}S;Xn8^#@yRAax(&5Y@zZZstpOh08Iu`|jL1s4jki>NwsTRGL3Z=L8#%B$wy*?P=ueeP3Mr z{o5&>?++LYrs6@H+O3Sv|KI#QNq>_11#MsQAY{ zIQC>tSFF}x@`|Kkbz+X>$##aYH@xHvaRv1X2if2>9~&qU8u3sra>#XgSf-##{e2Ko2rk!1D$4tS)= znyWrGxV8K)0r{V$40(JB8rjE`Tt>HIL%%ng9lPE}NqO8ed9qxVY~>FSTu9R^b{zXS zfK;$jOWvio0s~+@^qi9|veHr>FA+y3-Q{_`=2Air`mIYVtEgao5a+Ar4^E!+@J9C;T99?0eRa?u2;8yGEmaQP&56#VwgXt%t-DG~cKxeh$* zS=oG*Y~HqG-d1r^_w(qgH8Y6HV#afL`qdIyTp5+bm?#E?uGWs0o1SvHgVu7xK9AYoXrT< z_f=fGG;?_$`})5Ck0;}X&lb6>x5}eM6LW$Lc!|f`FB3Z6Z`~zp_0Fl!P_sU#lr#dXfbuZ4g+ySg-SA z<5o2MO!KweM@Not%QDwS#8o$L2F-nx*5E%fcIOwZgC zRuT4BpfLzV5BOX z<)3H1$PnqTdks4MX+b#2UR3uJpV&d(UaPo+8Wz}&2tHvmX{|Ik%ObwZaK(Z5HU+n86sSw8n zyj=Z$3W`bh+H0f0AUT`On4AQV$}jdU1TZ=?*PqSFfV+|C$t}i37k$0v2#3QW=tx&0 z_uNB@F`x@=pGE{Gftfc(EY>%4N8yf@p!$@M%P#2tp;yp$Pf1_#Pc`JC3WJIdPmZ;! 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Intermediate slots stay at their pre-cleared values. - Pre-clear every slot's tilemap to space tiles ($FF) + palette in the renderer prologue. 15 tiles * 2 rows = 30 entries written before the format walk starts ; later goto / VWF / fixed writes only touch the cells they need. Format builders now emit 0xFE before the name region + 0xFE after, plus 0xFC 0x0C to align the colon at slot_length - 3 = column 12. --- src/battle/inventory_rolling.s | 30 +++++++++--- src/battle/message.s | 64 +++++++++++-------------- tests/goldens/battle_init/inv_open.png | Bin 11121 -> 10952 bytes 3 files changed, 53 insertions(+), 41 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 483f184..700bc36 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -278,7 +278,7 @@ _not_disabled: iny .if BATTLE_ITEMS_VWF { - lda #0x0F + lda #0xFE sta.w inv_format_buffer, y iny } @@ -302,7 +302,13 @@ _name_copy_loop: bne _name_copy_loop .if BATTLE_ITEMS_VWF { - lda #0x0F + lda #0xFE + sta.w inv_format_buffer, y + iny + lda #0xFC + sta.w inv_format_buffer, y + iny + lda #12 sta.w inv_format_buffer, y iny } @@ -445,7 +451,7 @@ _circ_not_disabled: ; Toggle to VWF for the name .if BATTLE_ITEMS_VWF { - lda #0x0F + lda #0xFE sta.w inv_format_buffer, y iny } @@ -472,7 +478,13 @@ _circ_name_loop: ; Toggle back to fixed for colon + digits .if BATTLE_ITEMS_VWF { - lda #0x0F + lda #0xFE + sta.w inv_format_buffer, y + iny + lda #0xFC + sta.w inv_format_buffer, y + iny + lda #12 sta.w inv_format_buffer, y iny } @@ -949,7 +961,7 @@ _slot_not_disabled: iny .if BATTLE_ITEMS_VWF { - lda #0x0F + lda #0xFE sta.w inv_format_buffer, y iny } @@ -973,7 +985,13 @@ _slot_name_loop: bne _slot_name_loop .if BATTLE_ITEMS_VWF { - lda #0x0F + lda #0xFE + sta.w inv_format_buffer, y + iny + lda #0xFC + sta.w inv_format_buffer, y + iny + lda #12 sta.w inv_format_buffer, y iny } diff --git a/src/battle/message.s b/src/battle/message.s index d54d0ca..ce6ad1e 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -997,21 +997,35 @@ Escape codes handled: adc #0x00 sta.b 0x35 +; Pre-clear both row buffers in the slot with space tiles ($FF) + +; palette so an `0xFC NN` goto can skip ahead without leaving stale +; tile_ids on the way. 15 tiles per row, 2 bytes per entry = 30 byte +; pairs per row. + ldy.w #0x0000 +_di_clear: + lda #0xff + sta (0x32), y + sta (0x34), y + iny + lda.b 0x36 + sta (0x32), y + sta (0x34), y + iny + cpy.w #30 + bne _di_clear + ; X = src (format buffer ptr), Y = dest offset (0-relative into the ; tilemap buffer pointed to by \$32 / \$34). ldx.w 0xEF50 ldy.w #0x0000 -; Explicit-mode control codes drive fixed-vs-VWF routing: +; Control codes: ; 0x00 -> terminate ; 0x03 BB -> fixed tile_id BB at current pos ; 0x0E PP -> set palette / tile-flag byte -; 0xFC NN -> pad with space tiles ($FF) until y reaches the -; NN-th tile slot ; resets bits_left_on_tile to 8 so -; the next VWF char starts on a clean tile boundary -; 0xFD -> disable VWF (subsequent chars route to the fixed -; tile_id path) -; 0xFE -> enable VWF (subsequent chars route to display_char) +; 0xFC NN -> goto tile slot NN in the slot tilemap (no fill ; +; init pre-clears the slot to space tiles) +; 0xFE -> toggle fixed <-> VWF dispatch for subsequent chars ; Default mode at entry = fixed so the leading symbol byte lands as a ; literal tile_id without an explicit escape. lda.b #0x80 @@ -1026,10 +1040,8 @@ _di_loop: beq _di_pal cmp #0xFC beq _di_pad - cmp #0xFD - beq _di_vwf_off cmp #0xFE - beq _di_vwf_on + beq _di_vwf_toggle bit.b 0x37 bmi _di_fixed_char ; VWF char -> battle_render.display_char (uses Y as tilemap_offset, @@ -1091,41 +1103,23 @@ _di_skip: inx jmp.w _di_loop -_di_vwf_on: - inx - stz.b 0x37 - jmp.w _di_loop - -_di_vwf_off: +_di_vwf_toggle: inx - lda.b #0x80 + lda.b 0x37 + eor.b #0x80 sta.b 0x37 jmp.w _di_loop _di_pad: -; 0xFC NN -> pad the slot tilemap with space tiles ($FF) until y -; reaches the NN-th tile entry. NN is in tile units (one entry = 2 -; bytes), so the comparison uses NN * 2. Also resets bits_left so the +; 0xFC NN -> goto tile slot NN (jump Y to NN * 2). The slot tilemap is +; pre-cleared to space tiles in init, so intermediate slots already +; show as blank without an explicit fill. 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From 5c94ba5c7fbd7222c841f395db913b61d1fcf8a1 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 16 May 2026 19:51:13 +0200 Subject: [PATCH 027/127] Clear VWF battle_flag at end of draw_inventory_text The custom renderer set battle_flags = 0x02 via set_vwf_render in the init helper but never cleared it on exit, so later non-inventory renders (monster HP refresh, status text) saw the flag still on and routed through put_fixed_char_dakuten_far. HP / count digits ended up in the VWF blitter, garbling the monster name area. Call battle_flags.clear_vwf_render before the rtl so the flag goes back to WRAM mode after the inventory pass. --- src/battle/message.s | 3 + tests/_profile/dumps/inv_sram.hex | 94 ++++++++++++------------- tests/goldens/battle_init/inv_open.png | Bin 10952 -> 11014 bytes 3 files changed, 50 insertions(+), 47 deletions(-) diff --git a/src/battle/message.s b/src/battle/message.s index ce6ad1e..e3e1883 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -1095,6 +1095,9 @@ _di_pal: jmp.w _di_loop _di_done: +; Clear the VWF battle_flag so later non-inventory renders (monster HP +; refresh, status text, etc.) go back to the WRAM put_char path. + jsr.l battle_flags.clear_vwf_render plb plp rtl diff --git a/tests/_profile/dumps/inv_sram.hex b/tests/_profile/dumps/inv_sram.hex index 70aefd6..b65e2e3 100644 --- a/tests/_profile/dumps/inv_sram.hex +++ b/tests/_profile/dumps/inv_sram.hex @@ -1,27 +1,27 @@ === rolling slots ($7E97A6) $7e97a6..$7e990d (360B) === 7e97a6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 7e97b6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e97c6: 42 00 64 00 62 00 70 00 64 00 67 00 67 00 60 00 B.d.b.p.d.g.g.`. -7e97d6: ff 00 50 00 6d 00 c8 00 80 00 85 00 ff 00 ff 00 ..P.m........... +7e97c6: 0f 00 c0 01 c1 01 c2 01 ff 00 c3 01 0f 00 c8 00 ................ +7e97d6: c4 01 c5 01 6d 00 c8 00 80 00 85 00 ff 00 ff 00 ....m........... 7e97e6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e97f6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 46 00 6f 00 ............F.o. -7e9806: 63 00 60 00 6d 00 ff 00 ff 00 ff 00 ff 00 ff 00 c.`.m........... -7e9816: ff 00 c8 00 80 00 86 00 ff 04 ff 04 ff 04 ff 04 ................ +7e97f6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 0f 00 ca 01 ................ +7e9806: cb 01 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 0f 00 ................ +7e9816: c8 00 cc 01 cd 01 ce 01 ff 04 ff 04 ff 04 ff 04 ................ 7e9826: ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ................ -7e9836: ff 04 ff 04 ff 04 2a 04 43 04 5c 04 62 04 70 04 ......*.C.\.b.p. -7e9846: 60 04 6f 04 6f 04 60 04 ff 04 ff 04 ff 04 c8 04 `.o.o.`......... -7e9856: ff 04 81 04 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7e9836: ff 04 ff 04 ff 00 2a 04 0f 04 d4 05 d5 05 d6 05 ......*......... +7e9846: d7 05 ff 04 ff 04 ff 04 0f 04 c8 04 ff 04 d8 05 ................ +7e9856: d9 05 00 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 7e9866: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e9876: ff 00 ff 00 44 00 6a 00 67 00 67 00 74 00 6d 00 ....D.j.g.g.t.m. -7e9886: 60 00 ff 00 ff 00 ff 00 ff 00 c8 00 86 00 81 00 `............... +7e9876: ff 00 ff 00 0f 00 de 01 df 01 e0 01 ff 00 ff 00 ................ +7e9886: ff 00 ff 00 0f 00 c8 00 e1 01 e2 01 19 f8 ff 57 ...............W 7e9896: ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ................ -7e98a6: ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 2a 04 ..............*. -7e98b6: 43 04 5c 04 62 04 70 04 60 04 6f 04 6f 04 60 04 C.\.b.p.`.o.o.`. -7e98c6: ff 04 ff 04 ff 04 c8 04 ff 04 81 04 ff 00 ff 00 ................ +7e98a6: ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 00 2a 04 ..............*. +7e98b6: 0f 04 e8 05 e9 05 ea 05 eb 05 ff 04 ff 04 ff 04 ................ +7e98c6: 0f 04 c8 04 ff 04 ec 05 ed 05 e8 ff ff 00 ff 00 ................ 7e98d6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e98e6: ff 00 ff 00 ff 00 ff 00 ff 00 2a 00 43 00 5c 00 ..........*.C.\. -7e98f6: 62 00 70 00 60 00 6f 00 6f 00 60 00 ff 00 ff 00 b.p.`.o.o.`..... -7e9906: ff 00 c8 00 ff 00 81 00 00 00 00 00 00 00 00 00 ................ +7e98e6: ff 00 ff 00 ff 00 ff 00 ff 00 2a 00 0f 00 f2 01 ..........*..... +7e98f6: f3 01 f4 01 f5 01 ff 00 ff 00 ff 00 0f 00 c8 00 ................ +7e9906: ff 00 f6 01 f7 01 81 00 00 00 00 00 00 00 00 00 ................ === vwf buffer head (msg/mon/names) $703000..$7035ff (1536B) === 703000: ff 00 ff 62 ff 92 ff 97 ff f2 ff 92 ff 92 ff 91 ...b............ @@ -172,52 +172,52 @@ 703bf0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ === vwf buffer tail (inventory) $703c00..$703eff (768B) === -703c00: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703c10: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703c20: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703c30: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703c40: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703c50: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703c00: ff 00 ff 64 ff 90 ff 94 ff f5 ff 94 ff 94 ff 95 ...d............ +703c10: ff 00 ff 00 ff 00 ff e9 ff 29 ff e9 ff 29 ff c6 .........)...).. +703c20: ff 00 ff 54 ff 14 ff 54 ff 55 ff 55 ff 55 ff 54 ...T...T.U.U.U.T +703c30: ff 00 ff 06 ff 09 ff c9 ff 29 ff e9 ff 09 ff c6 .........)...... +703c40: ff 00 ff 03 ff 04 ff 54 ff 64 ff 44 ff 44 ff 43 .......T.d.D.D.C +703c50: ff 00 ff 3c ff a0 ff b8 ff 84 ff 84 ff a4 ff 18 ...<............ 703c60: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703c70: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703c80: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703c90: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703ca0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703cb0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703cc0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703cd0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703ca0: ff 00 ff f2 ff 82 ff 87 ff e2 ff 82 ff 82 ff f1 ................ +703cb0: ff 00 ff 40 ff 40 ff 71 ff 4a ff 4b ff 4a ff 49 ...@.@.q.J.K.J.I +703cc0: ff 00 ff 00 ff 01 ff 95 ff 59 ff d1 ff 11 ff 90 .........Y...... +703cd0: ff 00 ff c6 ff 28 ff 28 ff 2e ff 29 ff 29 ff c6 .....(.(...).).. 703ce0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703cf0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703d00: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703d10: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703d20: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703d30: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703d40: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703d50: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703d60: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703d70: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703d80: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703d90: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703d40: ff 00 ff e0 ff 90 ff 93 ff e0 ff 93 ff 94 ff e3 ................ +703d50: ff 00 ff 00 ff 00 ff 1d ff a5 ff 9d ff 85 ff b8 ................ +703d60: ff 00 ff 00 ff 00 ff 26 ff 29 ff 2f ff 28 ff c6 .......&.)./.(.. +703d70: ff 00 ff 22 ff 22 ff 77 ff 22 ff 22 ff 22 ff 11 ...".".w.".".".. +703d80: ff 00 ff 01 ff 03 ff 31 ff 49 ff 79 ff 41 ff 33 .......1.I.y.A.3 +703d90: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 80 ................ 703da0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703db0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703dc0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703dd0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703de0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703df0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703e00: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703e10: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703e20: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703de0: ff 00 ff 60 ff 90 ff 83 ff 84 ff 84 ff 94 ff 63 ...`...........c +703df0: ff 00 ff 28 ff 28 ff 2a ff aa ff a9 ff a8 ff 2b ...(.(.*.......+ +703e00: ff 00 ff 00 ff 00 ff 55 ff 5a ff d3 ff 52 ff 91 .......U.Z...R.. +703e10: ff 00 ff 0c ff 10 ff 90 ff 5c ff d2 ff 12 ff 8c .........\...... +703e20: ff 00 ff 40 ff c0 ff 40 ff 40 ff 40 ff 40 ff e0 ...@...@.@.@.@.. 703e30: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703e40: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703e50: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703e60: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703e70: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ -703e80: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703e90: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703ea0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703eb0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703ec0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703ed0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703e80: ff 00 ff e0 ff 90 ff 93 ff e0 ff 93 ff 94 ff e3 ................ +703e90: ff 00 ff 00 ff 00 ff 1d ff a5 ff 9d ff 85 ff b8 ................ +703ea0: ff 00 ff 00 ff 00 ff 26 ff 29 ff 2f ff 28 ff c6 .......&.)./.(.. +703eb0: ff 00 ff 22 ff 22 ff 77 ff 22 ff 22 ff 22 ff 11 ...".".w.".".".. +703ec0: ff 00 ff 01 ff 03 ff 31 ff 49 ff 79 ff 41 ff 33 .......1.I.y.A.3 +703ed0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 80 ................ 703ee0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703ef0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ @@ -225,13 +225,13 @@ 703f00: e8 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ === allocator $702f00..$702f0f (16B) === -702f00: f4 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +702f00: ed 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ === inv_format_buffer 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zC#a7ILGQkPlPV?0X4*LFAvX^kY7DSdX0U|&jl-Yq3_VE6Sr$b9qPF+6J?@T@5H+ti zpbz?Kg6VBMCD|6)_HIpyTe?xE=X2h=Ucukkrjxn5LsIa!y_3X*tsZ`cL>mhn;gC!rdGliD_gnwCq!MUZueP>^*L?l0-|giFs*+bgI@Hjz7pZM zP*d@Uat|e_0IrVC5-@dI?V$PhQuZcaZ;6eE8p99>bB?|3W~1 z7EIn1W;egMy1GiYU9i%41;Mh>6;@UxR=6t=fHB%yTFkGHXGtUdY!?j#p9uQALCnN( zwXj~_*`Fgp2z-%PD(s&m-V+_3!OhmEjv6Qb^OQUyXXN(2!mO+(Zy#~E-$+w7ulsrG ykdq|xO;948Y_j|k1j2ux|9>^c|Bq@#Ed=cR$X-(3m1!Of`gytgK^Yq>?f(Ejm8gmU From a53170e0362e7dcdad6ca3fd4813f8404d95d42e Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sun, 17 May 2026 00:26:07 +0200 Subject: [PATCH 028/127] Fix battle inventory rolling-buffer scroll, qty, DMA Hidden-slot prefetch did not reach VRAM: draw_inventory_text exited without setting bit 0 of pending_transfer_mask so the NMI dma_transfer gated path skipped the CHR slice. Set the bit at _di_done so each scroll-edge render flushes its slot to VRAM. Quantity digits were wrong on scroll-edge renders. The format builder did pla in M=8 mode (1 byte = qty) then tax with X=16, copying leaked A.hi (residual from prior 16-bit arithmetic) into X.hi. With qty=1 and a leaked 0x06 in A.hi, hex_to_dec saw 0x0601 and emitted "37" instead of "1". Zero-extend A before the transfer. Allocator state leaked across regions when per-slot tile_id ranges overflowed. Add slot_limit_low at $702F02 that clamps render_allocator. increment; inventory slot init writes slot_base+9, non-inventory inits reset to 0xFF (no clamp). A too-long item name now keeps overwriting its last tile instead of bleeding into the next slot. Per-frame full rebuild of all six slots ran every frame inside tfr_inventory_list_rolling, clobbering the pre-rendered hidden slot before it could be revealed. Gate _refresh_visible_items_internal on inventory_needs_full_refresh at $7E:EF9D (clears after the pass). Init paint and item swap set it; steady-state scrolls leave the hidden slot intact. Earlier draft used $EF9B which collided with battle_monster_dirty and hid monster names. Scroll-up past item 0 underflowed cursor state. Vanilla UP handler at $02:B4F0 unconditionally runs dec EF86 / dec EF85 / dec $63 after jsr scroll_list_up_hook, so our top-of-list abort still clobbered $63 (cursor item index) to 0xFF. Pre-increment those three bytes in the abort path so vanilla's dec lands on the original values. Split _su_abort from _su_exit so the inc fires only on abort, not on the success-exit fall-through (an earlier draft put it on both and froze cursor state after a few scrolls). --- src/battle/inventory_rolling.s | 40 +++++++++- src/battle/message.s | 51 +++++++++++-- src/small_vwf/render.s | 85 +++++++++++++++++++++- tests/_profile/dumps/inv_sram.hex | 68 ++++++++--------- tests/goldens/battle_init/battle_init.png | Bin 11382 -> 11408 bytes tests/goldens/battle_init/inv_open.png | Bin 11014 -> 11037 bytes 6 files changed, 196 insertions(+), 48 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 700bc36..4a2dea4 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -59,6 +59,10 @@ rolling_top_row := 0xEF97 ; Top visible row index (0-43) rolling_buffer_pos := 0xEF98 ; Circular buffer position (0-4) rolling_edge_row := 0xEF99 ; Row index to render (0-47) rolling_slot_index := 0xEF82 ; Current slot index for rendering (0-5) +inventory_needs_full_refresh := 0xEF9D ; Non-zero = re-render all 5 visible slots this frame. +; Set on init / item swap. Scroll edges render the +; new hidden slot directly via _render_*_edge_row and +; do NOT need a full refresh. ; NOTE: Using $EF82 instead of $1817 to avoid conflicts with NMI/battle commands ; ============================================================================ @@ -120,6 +124,8 @@ in-battle inventory window opens, resetting the rolling-buffer state. ; NOTE: EF65 and EF67 are initialized by ResetListScrollHDMA when inventory opens stz.w 0xEF71 ; Game's row index = 0 stz.w 0xEF86 ; Scroll offset = 0 (top item visible) + lda #1 + sta.w inventory_needs_full_refresh ; First frame after open: paint all visible. stz.b 0x60 ; Cursor row = 0 (top visible row) stz.w rolling_top_row stz.w rolling_buffer_pos @@ -1010,7 +1016,15 @@ _slot_has_item: sta.w inv_format_buffer, y iny pla + ; M=8 pla loads A.lo only; A.hi retains a leaked byte from the + ; preceding 16-bit arithmetic. With X=16 the next `tax` would copy + ; that garbage into X.hi and hex_to_dec would emit BCD for the + ; wider value (qty 1 + leaked $06 -> X=$0601 -> "37"). Zero-extend + ; A explicitly before transfer. + rep #0x20 + and.w #0x00ff tax + sep #0x20 jsr.l hex_to_dec_trampoline jsr.l normalize_num_trampoline lda.w 0x180E @@ -1486,11 +1500,17 @@ the slice to VRAM. Reached via JSL from bank 02. pha plb -; RE-RENDER all visible items to our rolling buffer -; This is necessary because DrawInventoryItemText (called after item swap) -; writes to the OLD text buffer at $8EA6, not our buffer at $97A6. -; By always re-rendering here, swapped items display correctly. +; RE-RENDER all visible items only when something invalidated them +; (open / item swap). Scroll-edge hooks paint the new hidden slot +; before animation, so steady-state scroll requires zero re-render +; here. The flag was the per-frame full rebuild that was clobbering +; the pre-rendered hidden slot. + lda.w inventory_needs_full_refresh + beq _tfr_skip_refresh jsr.w _refresh_visible_items_internal + stz.w inventory_needs_full_refresh + +_tfr_skip_refresh: ; Copy all 6 slots from text buffer to tilemap buffer ; This runs AFTER the game's window clearing at $9AF4 @@ -1966,8 +1986,20 @@ _su_pos_ok: sta.w 0xEF64 lda #0x03 ; Animation 3 (scroll up) sta.w 0x1820 + bra _su_exit _su_abort: + ; Pre-increment EF85, EF86, $63 so the caller's unconditional + ; `dec EF86 / dec EF85 / dec $63` at $02:B4FA-B500 lands back on + ; the original values when our scroll-up aborts at the top of + ; the list. Without this, $63 (cursor item index) underflows + ; from 0 to 0xFF and the row 0 cursor item points at junk, + ; reproducing the "one extra UP past item 0" visual. + inc.w 0xEF85 + inc.w 0xEF86 + inc.b 0x63 + +_su_exit: ; Ensure cursor 1 stays visible during scroll animation stz.w 0xEF69 ; Clear hide cursor 1 flag stz.w 0xEF6E ; Clear alternate hide cursor 1 flag diff --git a/src/battle/message.s b/src/battle/message.s index e3e1883..4f9a3fc 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -785,15 +785,28 @@ battle_msg_kerning_binary_ext: rtl } tilemap_write_no_inc: - lda.l render_allocator.allocated_tile_id +""" +Write a 10-bit tile_id reference at tilemap_offset. + +Low 8 bits of tile_id go in the entry's low byte ; bits 8-9 ride +the entry's high byte alongside the palette / flip / priority bits. +With the 16-bit allocator, the entry's high byte is just +(palette | allocator_high_byte) — no hardcoded +0x100 shift, so +inventory tile_ids past 0xFF reach the upper half of BG3 CHR +cleanly instead of wrapping back into the messages region. +""" + + phy ldy.b tilemap_offset + lda.l render_allocator.allocated_tile_id sta (0x34), y lda #0xff sta (0x32), y iny lda 0x36 sta (0x32), y + ora.l render_allocator.allocated_tile_id + 1 ora.b #0x01 sta (0x34), y ply @@ -920,6 +933,14 @@ _chr_clear_loop: pla sta.l battle_render.pending_transfer_mask jsr.w battle_render.render_allocator_init_with_tile_id_thunk +; Slot owns 10 tile_ids: [slot_base .. slot_base+9]. Set the allocator +; clamp AFTER init_with_tile_id (which resets slot_limit_low to 0xFF). +; Overflow freezes at the last tile instead of bleeding into the next +; slot's CHR / tile_id range. + lda.b 0x02 + clc + adc.b #9 + sta.l render_allocator.slot_limit_low .if ENABLE_KERNING_MENU { stz.b battle_render.prev_char } @@ -1098,6 +1119,14 @@ _di_done: ; Clear the VWF battle_flag so later non-inventory renders (monster HP ; refresh, status text, etc.) go back to the WRAM put_char path. jsr.l battle_flags.clear_vwf_render +; Set bit 0 of pending_transfer_mask so the NMI dma_transfer actually +; fires for this slot's CHR. init_inventory_for_current_slot_local +; writes slot_base into the mask (low byte = even) so bit 0 stays +; clear until the render completes ; without this, scroll-edge +; prerender writes to the $703000 staging buffer never reach VRAM. + lda.l battle_render.pending_transfer_mask + ora.b #0x01 + sta.l battle_render.pending_transfer_mask plb plp rtl @@ -1172,6 +1201,14 @@ _dis_chr_clear: pla sta.l battle_render.pending_transfer_mask jsr.w battle_render.render_allocator_init_with_tile_id_thunk +; Slot owns 10 tile_ids: [slot_base .. slot_base+9]. Set the allocator +; clamp AFTER init_with_tile_id (which resets slot_limit_low to 0xFF). +; Overflow freezes at the last tile instead of bleeding into the next +; slot's CHR / tile_id range. + lda.b 0x02 + clc + adc.b #9 + sta.l render_allocator.slot_limit_low .if ENABLE_KERNING_MENU { stz.b battle_render.prev_char } @@ -1287,11 +1324,13 @@ normal length, no visible black strip. ldx.w #0x400 } else { .if BATTLE_ITEMS_VWF { -; Inventory region (tile_id 0xC0..0xEF) extends past the legacy 0xC00 -; window. Buffer stores 16 bytes per tile, so tile_id 0xEF ends at -; buffer_ptr + 0xF00. Dest stays at VRAM $B000 ; tail lands at $BF00, -; inside the BG3 CHR window ($A000..$BFFF). - ldx.w #0xf00 +; Inventory region extends past the legacy 0xC00 window. Bump to +; 0x1000 so the DMA covers the full BG3 CHR upper half ($B000..$BFFF +; = tile_ids 0x100..0x1FF). Gains 16 tile_ids for the inventory slot +; budget at zero risk -- the trailing 0x100 bytes were unused. +; TODO: don't transfer the whole thing every frame ; only dirty +; regions need flushing. + ldx.w #0x1000 } else { ldx.w #0xc00 } diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 73448f8..e599d8f 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -107,16 +107,75 @@ _transfer_to_vram: } .scope render_allocator { - """Tile-id allocator for the small-VWF.""" + """ + Tile-id allocator for the small-VWF. Stored as a 16-bit word at + $702F00..$702F01 so callers can reach the full 10-bit BG3 + tile_id range (0..0x3FF) instead of being capped at 8 bits. + All accessors operate in 16-bit M and write both bytes ; callers + that only need the low byte can still do an 8-bit lda.l at the + same address. + """ allocated_tile_id = 0x702F00 + slot_limit_low = 0x702F02 +""" +Inventory clamp. When the allocator's low byte reaches this value, +`increment` freezes it ; the blitter happily keeps reading the same +tile_id and overwrites the slot's last tile instead of bleeding into +the next slot's CHR. Set to 0xFF (no clamp) by every non-inventory +init. Inventory slot init writes slot_base + K-1 here. +""" + + init_with_tile_id: -"""tile_id in A""" +""" +8-bit caller convention: A.lo = tile_id (0..0xFF), M = 8. +Zero-extends to 16-bit so the high byte at $702F01 is clean. +tilemap_write_no_inc adds the hardcoded +0x100 bit shift. 16-bit +callers needing tile_ids outside the 0x100-0x1FF window should use +init_with_tile_id_wide. Also resets slot_limit_low to 0xFF so the +clamp is a no-op for non-inventory regions. +""" + + + sta.l allocated_tile_id + pha + lda.b #0xFF + sta.l slot_limit_low + pla + php + rep #0x20 + pha + lda.l allocated_tile_id + and.w #0x00ff + sta.l allocated_tile_id + pla + plp + rts +init_with_tile_id_wide: +""" +16-bit caller convention: A = full tile_id (0..0x3FF), M = 16. +Stores both bytes verbatim. Use this for inventory / future regions +that go past tile_id 0xFF. Also resets slot_limit_low to 0xFF so the +clamp is a no-op until the inventory slot init opts in. +""" + + sta.l allocated_tile_id + pha + sep #0x20 + lda.b #0xFF + sta.l slot_limit_low + rep #0x20 + pla rts init: pha - lda.b #0x00 + rep #0x20 + lda.w #0x0000 sta.l allocated_tile_id + sep #0x20 + lda.b #0xFF + sta.l slot_limit_low pla rts .if BATTLE_ENABLED { @@ -127,14 +186,32 @@ init_battle_far: rtl } increment: +""" +Advance the 16-bit allocator by 1. Preserves M / A state. +Clamps the low byte at `slot_limit_low` so an inventory slot whose +name overflows K tiles keeps overwriting its last tile instead of +bleeding into the next slot's tile_id range. Non-inventory regions +set slot_limit_low = 0xFF so the clamp never fires. +""" + + + php + sep #0x20 pha lda.l allocated_tile_id + cmp.l slot_limit_low + bcs _inc_clamped + rep #0x20 + lda.l allocated_tile_id inc - and #0xff sta.l allocated_tile_id + sep #0x20 +_inc_clamped: pla + plp rts get: +"""Return current 16-bit allocator value in A (caller sets M).""" lda.l allocated_tile_id rts } diff --git a/tests/_profile/dumps/inv_sram.hex b/tests/_profile/dumps/inv_sram.hex index b65e2e3..fb280c0 100644 --- a/tests/_profile/dumps/inv_sram.hex +++ b/tests/_profile/dumps/inv_sram.hex @@ -1,27 +1,27 @@ === rolling slots ($7E97A6) $7e97a6..$7e990d (360B) === 7e97a6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 7e97b6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e97c6: 0f 00 c0 01 c1 01 c2 01 ff 00 c3 01 0f 00 c8 00 ................ -7e97d6: c4 01 c5 01 6d 00 c8 00 80 00 85 00 ff 00 ff 00 ....m........... +7e97c6: c0 01 c1 01 c2 01 c3 01 c4 01 c5 01 ff 00 ff 00 ................ +7e97d6: ff 00 ff 00 ff 00 c8 00 80 00 85 00 ff 00 ff 00 ................ 7e97e6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e97f6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 0f 00 ca 01 ................ -7e9806: cb 01 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 0f 00 ................ -7e9816: c8 00 cc 01 cd 01 ce 01 ff 04 ff 04 ff 04 ff 04 ................ -7e9826: ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ................ -7e9836: ff 04 ff 04 ff 00 2a 04 0f 04 d4 05 d5 05 d6 05 ......*......... -7e9846: d7 05 ff 04 ff 04 ff 04 0f 04 c8 04 ff 04 d8 05 ................ -7e9856: d9 05 00 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +7e97f6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ca 01 cb 01 ................ +7e9806: cc 01 cd 01 ce 01 cf 01 ff 00 ff 00 ff 00 ff 00 ................ +7e9816: ff 00 c8 00 80 00 86 00 ff 04 ff 04 ff 04 ff 04 ................ +7e9826: ff 04 ff 04 ff 04 ff 04 ff 00 ff 00 ff 00 ff 00 ................ +7e9836: ff 04 ff 04 ff 04 2a 04 d4 05 d5 05 d6 05 d7 05 ......*......... +7e9846: d8 05 d9 05 da 05 ff 00 ff 00 ff 00 ff 00 c8 04 ................ +7e9856: ff 04 81 04 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 7e9866: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e9876: ff 00 ff 00 0f 00 de 01 df 01 e0 01 ff 00 ff 00 ................ -7e9886: ff 00 ff 00 0f 00 c8 00 e1 01 e2 01 19 f8 ff 57 ...............W +7e9876: ff 00 ff 00 de 01 df 01 e0 01 e1 01 e2 01 e3 01 ................ +7e9886: ff 00 ff 00 ff 00 ff 00 ff 00 e3 01 e4 01 ff 00 ................ 7e9896: ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ................ -7e98a6: ff 04 ff 04 ff 04 ff 04 ff 04 ff 04 ff 00 2a 04 ..............*. -7e98b6: 0f 04 e8 05 e9 05 ea 05 eb 05 ff 04 ff 04 ff 04 ................ -7e98c6: 0f 04 c8 04 ff 04 ec 05 ed 05 e8 ff ff 00 ff 00 ................ +7e98a6: ff 00 ff 00 ff 00 ff 00 ff 04 ff 04 ff 04 2a 04 ..............*. +7e98b6: e8 05 e9 05 ea 05 eb 05 ec 05 ed 05 ee 05 ff 00 ................ +7e98c6: ff 00 ff 00 ff 00 c8 04 ff 04 81 04 ff 00 ff 00 ................ 7e98d6: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -7e98e6: ff 00 ff 00 ff 00 ff 00 ff 00 2a 00 0f 00 f2 01 ..........*..... -7e98f6: f3 01 f4 01 f5 01 ff 00 ff 00 ff 00 0f 00 c8 00 ................ -7e9906: ff 00 f6 01 f7 01 81 00 00 00 00 00 00 00 00 00 ................ +7e98e6: ff 00 ff 00 ff 00 ff 00 ff 00 2a 00 f2 01 f3 01 ..........*..... +7e98f6: f4 01 f5 01 f6 01 f7 01 f8 01 ff 00 ff 00 ff 00 ................ +7e9906: ff 00 c8 00 ff 00 81 00 00 00 00 00 00 00 00 00 ................ === vwf buffer head (msg/mon/names) $703000..$7035ff (1536B) === 703000: ff 00 ff 62 ff 92 ff 97 ff f2 ff 92 ff 92 ff 91 ...b............ @@ -175,17 +175,17 @@ 703c00: ff 00 ff 64 ff 90 ff 94 ff f5 ff 94 ff 94 ff 95 ...d............ 703c10: ff 00 ff 00 ff 00 ff e9 ff 29 ff e9 ff 29 ff c6 .........)...).. 703c20: ff 00 ff 54 ff 14 ff 54 ff 55 ff 55 ff 55 ff 54 ...T...T.U.U.U.T -703c30: ff 00 ff 06 ff 09 ff c9 ff 29 ff e9 ff 09 ff c6 .........)...... -703c40: ff 00 ff 03 ff 04 ff 54 ff 64 ff 44 ff 44 ff 43 .......T.d.D.D.C -703c50: ff 00 ff 3c ff a0 ff b8 ff 84 ff 84 ff a4 ff 18 ...<............ +703c30: ff 00 ff 00 ff 00 ff c0 ff 20 ff e0 ff 00 ff c0 ......... ...... +703c40: ff 00 ff 60 ff 90 ff 95 ff 96 ff 94 ff 94 ff 64 ...`...........d +703c50: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703c60: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703c70: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703c80: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703c90: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 703ca0: ff 00 ff f2 ff 82 ff 87 ff e2 ff 82 ff 82 ff f1 ................ 703cb0: ff 00 ff 40 ff 40 ff 71 ff 4a ff 4b ff 4a ff 49 ...@.@.q.J.K.J.I -703cc0: ff 00 ff 00 ff 01 ff 95 ff 59 ff d1 ff 11 ff 90 .........Y...... -703cd0: ff 00 ff c6 ff 28 ff 28 ff 2e ff 29 ff 29 ff c6 .....(.(...).).. +703cc0: ff 00 ff 00 ff 00 ff 94 ff 58 ff d0 ff 10 ff 90 .........X...... +703cd0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703ce0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703cf0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703d00: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ @@ -196,8 +196,8 @@ 703d50: ff 00 ff 00 ff 00 ff 1d ff a5 ff 9d ff 85 ff b8 ................ 703d60: ff 00 ff 00 ff 00 ff 26 ff 29 ff 2f ff 28 ff c6 .......&.)./.(.. 703d70: ff 00 ff 22 ff 22 ff 77 ff 22 ff 22 ff 22 ff 11 ...".".w.".".".. -703d80: ff 00 ff 01 ff 03 ff 31 ff 49 ff 79 ff 41 ff 33 .......1.I.y.A.3 -703d90: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 80 ................ +703d80: ff 00 ff 00 ff 00 ff 30 ff 48 ff 78 ff 40 ff 30 .......0.H.x.@.0 +703d90: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703da0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703db0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703dc0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ @@ -205,10 +205,10 @@ 703de0: ff 00 ff 60 ff 90 ff 83 ff 84 ff 84 ff 94 ff 63 ...`...........c 703df0: ff 00 ff 28 ff 28 ff 2a ff aa ff a9 ff a8 ff 2b ...(.(.*.......+ 703e00: ff 00 ff 00 ff 00 ff 55 ff 5a ff d3 ff 52 ff 91 .......U.Z...R.. -703e10: ff 00 ff 0c ff 10 ff 90 ff 5c ff d2 ff 12 ff 8c .........\...... -703e20: ff 00 ff 40 ff c0 ff 40 ff 40 ff 40 ff 40 ff e0 ...@...@.@.@.@.. -703e30: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ -703e40: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703e10: ff 00 ff 00 ff 00 ff 80 ff 40 ff c0 ff 00 ff 80 .........@...... +703e20: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ +703e30: ff 00 ff 18 ff 21 ff a0 ff 38 ff 24 ff a4 ff 19 .....!...8.$.... +703e40: ff 00 ff 80 ff 80 ff 80 ff 80 ff 80 ff 80 ff c0 ................ 703e50: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703e60: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703e70: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ @@ -216,8 +216,8 @@ 703e90: ff 00 ff 00 ff 00 ff 1d ff a5 ff 9d ff 85 ff b8 ................ 703ea0: ff 00 ff 00 ff 00 ff 26 ff 29 ff 2f ff 28 ff c6 .......&.)./.(.. 703eb0: ff 00 ff 22 ff 22 ff 77 ff 22 ff 22 ff 22 ff 11 ...".".w.".".".. -703ec0: ff 00 ff 01 ff 03 ff 31 ff 49 ff 79 ff 41 ff 33 .......1.I.y.A.3 -703ed0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 80 ................ +703ec0: ff 00 ff 00 ff 00 ff 30 ff 48 ff 78 ff 40 ff 30 .......0.H.x.@.0 +703ed0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703ee0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ 703ef0: ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ @@ -225,13 +225,13 @@ 703f00: e8 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ff 00 ................ === allocator $702f00..$702f0f (16B) === -702f00: ed 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ +702f00: ee 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ === inv_format_buffer ($7E9E66) $7e9e66..$7e9ea5 (64B) === -7e9e66: 0e 04 2a 0f 0e 04 43 5c 62 70 60 6f 6f 60 ff ff ..*...C\bp`oo`.. -7e9e76: ff 0f c8 ff 81 00 00 00 00 00 00 00 00 00 00 00 ................ +7e9e66: 0e 04 2a fe 0e 04 43 5c 62 70 60 6f 6f 60 ff ff ..*...C\bp`oo`.. +7e9e76: ff fe fc 0c c8 ff 81 00 00 00 00 00 00 00 00 00 ................ 7e9e86: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ 7e9e96: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................ === mode flag $37 $7e0030..$7e003f (16B) === -7e0030: 66 9e 96 98 b4 98 04 00 00 00 00 00 00 00 00 c2 f............... \ No newline at end of file +7e0030: 05 75 10 d8 50 d8 20 00 00 00 00 00 00 00 00 c2 .u..P. ......... \ No newline at end of file diff --git a/tests/goldens/battle_init/battle_init.png 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z9I&P?D|1cJaQ{KmFRY}{mUu%?m2VWsfO>V#DGV`8w82;eyL6hN*%OP#&J)DDzsONW z2?}td4|dr$fS6OczArXXAETW1fo8H4cdRnVo0E)r$BQl3AEnUWes0Je@5!h}{CB_N z!IGR~h>U&1n3PrODV8dyXJd^FT`3Yd z*)7lC;3M!rFxJ}Y2b@=`_9lVY8CaPcXNTZ1>ic5#iR%1jU3f!HnUz%ok?5dAO02Ou zzfc3-@H9~J>|z~~LKAor*29U;_i&GDSMLl8T0YLGcUtNNZBS3kDE)ExzWI zlzmL9JB#miu-G>ISKiQP#PAbbMAI0mBUlnd?+R8HJJ*s#RF!T#H-uQ_1zJIt!Xn83 z++u?(e;D4-ZVEj+E`n7sSOtf_njC`J|L)OGlfFc|UY33HDBRa2sxBelv=ou9>=yg=yVn7KthAu zNFDYoTQY7^*&FJ3ywuc~M^vJf<7hKTA#mQ&+xE8O9>zY=*CKejhE%rmdW69J10Ue) zFs8ky*Bq533&v=t3fDcwzU3O%JvKU6zw+u+)$&x)kT`#-idZ zg%apxVB3j%je}lw}3sbTRV&tw5+k^VzlS>%Fc>j0x^L?Tbb`tVt)LKxgKx5%lf?X zddHHX>_{}Q=a)Bwn#P(bz0c1}VpVuQzphhNW8B$WC6vHul6|YFo_&n&0RvnA-PNTQ zD_%_3-M{}QSJOf|{YV)gfqL_z<4bdro5wdT5_nWT-_7pEC%za~KB-)KwNMkTj4jmJ z5vFJR>`FcfJ< Date: Sun, 17 May 2026 10:16:39 +0200 Subject: [PATCH 029/127] Pin inventory bottom border via per-NMI HDMA footer override The BG3 V-scroll HDMA chain (channel 2, indirect, src $7E:760B -> $7E:7ED2 chunk) had 7 entries at $7E:8068..$8081 hardcoded to scroll 0x02BB after our 5 body rows ; that scroll value lands in empty tilemap and rendered 2 rows of black between the last visible item and the inventory window's bottom border. Pin those entries per NMI inside dma_transfer when the inventory window is open (bit 2 of $4A). First 3 entries map to scroll 0x0193 (tilemap pixel +8 from the hidden-slot lock, the first border row), last 4 step to 0x019B (+16, second border row). Wrapped in php/plp and sep/rep #$30 to keep M/X state from leaking across the gate. Cmd / status menus share BG3 V-scroll but only see the override when the inventory flag is set, so they stay untouched. --- src/battle/message.s | 39 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 39 insertions(+) diff --git a/src/battle/message.s b/src/battle/message.s index 4f9a3fc..5c52057 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -1296,6 +1296,45 @@ normal length, no visible black strip. pha phx phy + .if BATTLE_ITEMS_VWF { +; Per-NMI inventory HDMA footer override. The BG3 V-scroll HDMA chain +; (channel 2, indirect, src $7E:760B -> $7E:7ED2 chunk) has 4 entries +; at $7E:7F42..$7F51 hardcoded to scroll 0x01DB ; that value points +; at empty tilemap and renders 2 rows of black between the last +; visible item row and the bottom-border. Replace those 4 entries +; with 0x0073 (the same lock value as the last entry before the gap) +; so the bottom-border row (tilemap rows 13/14 at VRAM $75A0) stays +; pinned. Only fire when inventory is open (bit 2 of $4A) so the +; cmd/status menus that share BG3 V-scroll are untouched. + php + sep #0x30 + lda.l 0x7E004A + and.b #0x04 + beq _no_inv_footer + rep #0x30 +; Below-body gap: vanilla writes 0x02BB into 7 entries at +; $7E:8068..$807D (after body row 4's last scroll 0x0183 and the +; trailing 0x0187 partial entry). That value lands in empty tilemap +; -> 2 rows of black between the visible items and the bottom-border. +; Replace with the next body row's scroll value (0x0187) so the +; lock pattern extends downward and pins the bottom border row. +; Step a few literals for fine-tuning ; if 0x0187 shows wrong row, +; try 0x018B, 0x018F, 0x0173, ... +; Pin the two bottom-border tile rows. First half of the gap maps to +; row N (8 px below hidden-slot content = 0x018B + 8 = 0x0193). +; Second half steps another +8 to land on row N+1 = 0x019B. + lda.w #0x0193 + sta.l 0x7E8068 + sta.l 0x7E806C + sta.l 0x7E8070 + lda.w #0x019B + sta.l 0x7E8074 + sta.l 0x7E8078 + sta.l 0x7E807C + sta.l 0x7E8080 +_no_inv_footer: + plp + } lda.l battle_render.pending_transfer_mask bit #1 beq _no_transfer From f9e6603a0985961febc421662521f8fee7422944 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sun, 17 May 2026 11:13:20 +0200 Subject: [PATCH 030/127] Restore vanilla footer scroll on inv close + shift items 1 tile right The previous footer fix wrote our border-row scroll values (0x0193 / 0x019B) into the ch2 HDMA stream while inv was open but left them in place after close. The cmd / status menus share ch2 so they kept rendering inventory border tiles below the panel. Per-NMI hook now also writes the vanilla idle pattern when inv is closed: $7E:8068..$8070 -> 0x01F7 $7E:8074..$8080 -> 0x0026, 0x0025, 0x0024, 0x0023 (decreasing) Captured from a battle-settle HDMA dump rather than guessed. State-1 swap can't fight us anymore because both active and swap converge. Bumped tilemap_content_offset 0x44 -> 0x46 so item names render 1 tilemap column further right inside the inventory window. --- src/battle/inventory_rolling.s | 2 +- src/battle/message.s | 59 +++++++++++++++++++++------------- 2 files changed, 38 insertions(+), 23 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 4a2dea4..baa4f86 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -47,7 +47,7 @@ TILEMAP_BYTES_PER_ROW := 128 ; 2 tilemap rows x 64 bytes ($80) text_buffer_base := 0x97A6 ; Ring buffer (6 slots × 60 = 360 bytes, uses freed spell buffer 1) inv_format_buffer := 0x9E66 ; Format buffer for draw_text (uses freed spell buffer 2) tilemap_buffer_base := 0xC4E6 ; Tilemap buffer -tilemap_content_offset := 0x44 ; Offset to content area ($C52A - $C4E6) +tilemap_content_offset := 0x46 ; Was $44 ($C52A, col 2). +2 = 1 tiles right ($C52E, col 2). ; ============================================================================ ; RAM VARIABLES (Using unused battle RAM) diff --git a/src/battle/message.s b/src/battle/message.s index 5c52057..ea0fd04 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -1297,32 +1297,28 @@ normal length, no visible black strip. phx phy .if BATTLE_ITEMS_VWF { -; Per-NMI inventory HDMA footer override. The BG3 V-scroll HDMA chain -; (channel 2, indirect, src $7E:760B -> $7E:7ED2 chunk) has 4 entries -; at $7E:7F42..$7F51 hardcoded to scroll 0x01DB ; that value points -; at empty tilemap and renders 2 rows of black between the last -; visible item row and the bottom-border. Replace those 4 entries -; with 0x0073 (the same lock value as the last entry before the gap) -; so the bottom-border row (tilemap rows 13/14 at VRAM $75A0) stays -; pinned. Only fire when inventory is open (bit 2 of $4A) so the -; cmd/status menus that share BG3 V-scroll are untouched. +; Per-NMI BG3 V-scroll footer override. +; +; Channel 2 (BG3 V-scroll, indirect, $7E:760B -> $7E:7ED2 chunk) is +; multiplexed across the BG3 layer (cmd / status / inventory share). +; Vanilla 0x02BB at $7E:8068..$8081 leaves 2 rows of black below +; inv body where the window's bottom border should be. +; +; While inv is open: write border-row scrolls every NMI (vanilla +; state-1 swap at $02:A8FE would otherwise overwrite within a frame). +; On the close edge: one-shot restore 0x02BB so cmd/status menus +; that share ch2 stop rendering inventory's border tiles. +; +; Open-state shadow at $703F04 (next free past tilemap_pending_mask). php sep #0x30 lda.l 0x7E004A and.b #0x04 - beq _no_inv_footer + beq _inv_footer_closed +; OPEN: pin the two bottom-border tile rows. First 3 entries map to +; row N (= 0x0193, +8 from hidden-slot lock), last 4 step to N+1 +; (= 0x019B, +16). Value pair from commit 3ee7e2b ("*bam*"). rep #0x30 -; Below-body gap: vanilla writes 0x02BB into 7 entries at -; $7E:8068..$807D (after body row 4's last scroll 0x0183 and the -; trailing 0x0187 partial entry). That value lands in empty tilemap -; -> 2 rows of black between the visible items and the bottom-border. -; Replace with the next body row's scroll value (0x0187) so the -; lock pattern extends downward and pins the bottom border row. -; Step a few literals for fine-tuning ; if 0x0187 shows wrong row, -; try 0x018B, 0x018F, 0x0173, ... -; Pin the two bottom-border tile rows. First half of the gap maps to -; row N (8 px below hidden-slot content = 0x018B + 8 = 0x0193). -; Second half steps another +8 to land on row N+1 = 0x019B. lda.w #0x0193 sta.l 0x7E8068 sta.l 0x7E806C @@ -1332,7 +1328,26 @@ normal length, no visible black strip. sta.l 0x7E8078 sta.l 0x7E807C sta.l 0x7E8080 -_no_inv_footer: + bra _inv_footer_done +_inv_footer_closed: +; CLOSED: write vanilla idle pattern every frame so the state-1 swap +; can't bring our open values back. Trace at battle-settle: +; $8068/6C/70 = 0x01F7 +; $8074..$80 = 0x0026, 0x0025, 0x0024, 0x0023 (decreasing) + rep #0x30 + lda.w #0x01F7 + sta.l 0x7E8068 + sta.l 0x7E806C + sta.l 0x7E8070 + lda.w #0x0026 + sta.l 0x7E8074 + lda.w #0x0025 + sta.l 0x7E8078 + lda.w #0x0024 + sta.l 0x7E807C + lda.w #0x0023 + sta.l 0x7E8080 +_inv_footer_done: plp } lda.l battle_render.pending_transfer_mask From b85533c7576dd0fe266430c3080b8271d37ef96b Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sun, 17 May 2026 18:38:07 +0200 Subject: [PATCH 031/127] Add per-slot CHR dirty bitmask + multi-frame partial DMA for inv Replaces the old "set bit 0 of pending_transfer_mask" inv trigger that fired a full 4KB CHR DMA every NMI. `_di_done` now ORs a per-slot bit into `dma_dirty_slots` ($703F10). NMI dma_transfer pops one bit per frame and DMAs only that slot's 160-byte CHR slice ($703000 + (0xC0 + N*10)*16 -> VRAM $BC00 + N*$A0). Six dirty slots flush in six frames. LUT tables auto-generated via `.for k := 0, 6` for bit/VRAM/src offsets. LUT reads use `.l` long addressing because NMI DBR isn't bank-20. Also adds an empty-item fast path in `_render_item_to_circular_slot`: when item ID = 0 the slot's text buffer is filled with $FF $00 pairs (blank tilemap entries) and the format-build + draw_text call is skipped. Saves ~80K cycles per empty inventory row. Cmd / names / monsters still flow through the legacy pending_transfer_mask path (full DMA) so their CHR continues to reach VRAM unchanged. Migrating those regions to the per-slot queue is a separate refactor. --- src/battle/inventory_rolling.s | 30 ++++++++++ src/battle/message.s | 102 ++++++++++++++++++++++++++++++--- 2 files changed, 124 insertions(+), 8 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index baa4f86..931e75b 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -923,6 +923,10 @@ _render_item_to_circular_slot: lda.l 0x7E321B, x ; Item ID sta.b 0x02 + bne _slot_id_nonzero + jmp.w _empty_slot_fast ; ID == 0 -> empty entry, skip VWF + +_slot_id_nonzero: lda.l 0x7E321C, x ; Quantity pha @@ -1039,6 +1043,32 @@ _slot_finish: sta.w inv_format_buffer, y jsr.l draw_text_rolling_trampoline + jmp.w _slot_render_done + +_empty_slot_fast: +""" +Empty inventory entry (item ID = 0). Skip the format-build + VWF +blit and fill the slot's text buffer with 30 blank tile entries +(2 bytes each = `$FF $00`). Saves the ~80K cycles draw_text would +otherwise burn rendering an empty palette + name string. +""" + rep #0x20 + lda.w 0xEF52 + sta.b 0x04 ; ptr-to-slot in DP scratch + sep #0x20 + ldy.w #0 + +_empty_fill_loop: + lda.b #0xFF + sta (0x04), y + iny + lda.b #0x00 + sta (0x04), y + iny + cpy.w #60 + bne _empty_fill_loop + +_slot_render_done: ; draw_text fills text buffer - tilemap copy is done separately by: ; - _copy_all_slots_to_tilemap in tfr_inventory_list_rolling (for init) diff --git a/src/battle/message.s b/src/battle/message.s index ea0fd04..394c171 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -154,6 +154,13 @@ _not_found: ; Gate state moved past the inventory tile slice ($703C00..$703EF0) ; so the rolling pre-render does not stomp these bytes. pending_transfer_mask = 0x703f00 +; Per-slot CHR dirty bitmask for the inventory rolling buffer. Bit N +; set when slot N's CHR slice at $703000 + (slot_base + N*10)*16 has +; been touched and needs a VRAM flush. NMI `dma_transfer` consumes +; one or more bits per frame and DMAs only the dirty slot's 160-byte +; slice instead of the full 4KB CHR region, fits in vblank without +; forced blank. + dma_dirty_slots = 0x703f10 ; --- Per-region dirty bits (normal sense: 1 = dirty, 0 = clean) --- ; Sits next to the DMA queue byte; writers SET bits on state change. region_dirty_bits = 0x703f01 @@ -1119,14 +1126,19 @@ _di_done: ; Clear the VWF battle_flag so later non-inventory renders (monster HP ; refresh, status text, etc.) go back to the WRAM put_char path. jsr.l battle_flags.clear_vwf_render -; Set bit 0 of pending_transfer_mask so the NMI dma_transfer actually -; fires for this slot's CHR. init_inventory_for_current_slot_local -; writes slot_base into the mask (low byte = even) so bit 0 stays -; clear until the render completes ; without this, scroll-edge -; prerender writes to the $703000 staging buffer never reach VRAM. - lda.l battle_render.pending_transfer_mask - ora.b #0x01 - sta.l battle_render.pending_transfer_mask +; Mark this slot's CHR slice dirty in dma_dirty_slots. NMI +; dma_transfer picks it up and DMAs the 160-byte slice to VRAM. +; Replaces the old full-4KB DMA trigger ; partial DMA fits in +; vblank without forced blank. + php + sep #0x30 + lda.l 0x7EEF82 ; slot index (low byte only ; M=8) + and.b #0x07 ; clamp to 0..7 (valid range 0..5) + tax + lda.l _dma_slot_bit_lut, x + ora.l battle_render.dma_dirty_slots + sta.l battle_render.dma_dirty_slots + plp plb plp rtl @@ -1349,6 +1361,62 @@ _inv_footer_closed: sta.l 0x7E8080 _inv_footer_done: plp +; --- Inventory CHR partial DMA --- +; Pop one bit from dma_dirty_slots and DMA that slot's 160-byte CHR +; slice ($703000 + (0xC0 + N*10)*16 -> VRAM $BC00 + N*$A0). Replaces +; the old full-4KB DMA path for inventory. Non-inv VWF regions still +; flow through the legacy pending_transfer_mask check below. + php + sep #0x20 + rep #0x10 + lda.l battle_render.dma_dirty_slots + and.b #0x3F + bne _inv_dma_have + jmp.w _no_inv_dma +_inv_dma_have: + ldx.w #0xFFFF +_inv_dma_find: + inx + lsr + bcc _inv_dma_find + cpx.w #0x0006 ; safety: out-of-range index -> no DMA + bcs _inv_dma_done +; X = slot index 0..5. Clear its bit before DMA so re-entry is safe. + phx + lda.l _dma_slot_bit_lut, x + eor.b #0xFF + and.l battle_render.dma_dirty_slots + sta.l battle_render.dma_dirty_slots + plx +; Build X = slot*2 with X.hi clean (we're in M=8 X=16, plain tax leaks A.hi). + rep #0x20 + txa + and.w #0x000F + asl + tax + sep #0x20 +; LUT reads use `.l` (24-bit long) since DBR in NMI isn't bank-20. + lda.l _dma_slot_vram_lut, x + sta.b 0x0c + lda.l _dma_slot_vram_lut + 1, x + sta.b 0x0d + lda.l _dma_slot_src_lut, x + sta.b 0x0a + lda.l _dma_slot_src_lut + 1, x + sta.b 0x0b + rep #0x20 + lda.b 0x0c + tay + lda.b 0x0a + tax + lda.w #0x00A0 + sta.b 0x0e + sep #0x20 + lda.b #0x70 + jsr.w _sram_dma_transfer_7 +_inv_dma_done: +_no_inv_dma: + plp } lda.l battle_render.pending_transfer_mask bit #1 @@ -1519,4 +1587,22 @@ bits_left_on_tile to 8, and advance the tilemap offset by one row (16 tiles). ;02/A64A: A8 TAY ;02/A64B: E2 20 SEP #$20 ;02/A64D: 60 RTS + +; Per-slot inventory CHR DMA tables. Auto-generated via .for. +; - bit_lut[N] = 1 << N (slot N's dirty-mask bit) +; - vram_lut[N] = ($BC00 + N*$A0) >> 1 (word-address into BG3 CHR upper half) +; - src_lut[N] = $3000 + (0xC0 + N*10)*16 = $3C00 + N*$A0 (bank-70 offset) +; Slot N owns 10 tile_ids starting at low byte (0xC0 + N*10), so 160-byte slice. +_dma_slot_bit_lut: + .for k := 0, 6 { + .db ( 1 << k ) + } +_dma_slot_vram_lut: + .for k := 0, 6 { + .dw ( 0xBC00 + k * 0xA0 ) >> 1 + } +_dma_slot_src_lut: + .for k := 0, 6 { + .dw 0x3C00 + k * 0xA0 + } } From 4f5bbb781e99baf062bba5ab78d9be0658311d81 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sun, 17 May 2026 19:10:26 +0200 Subject: [PATCH 032/127] Wire battle inventory through items_unleashed (17-byte stride) text/fr/items_unleashed.xml is a 16-char-name variant of items.xml (was 11 chars). Battle inventory format builder reads from assets_items_unleashed_dat: id*17 stride instead of id*12, name loop reads 16 bytes instead of 11. The 4352-byte table inherited the bank-20 slot just after items.dat ($20:F9C1) and bridged the $20:FFFF / $21:8000 LoROM bank boundary. Indexing past the first 1598 bytes read junk from $21:0xxx (LoROM does not map that to ROM). Pinned at $23:8000 via *=0x238000 so the full table fits in one bank. Per-slot tile budget formalized in src/battle/inventory_budget.i: ITEM_VWF_TILE_BUDGET = 10, ITEM_VWF_TILE_BASE = $C0, plus derived CHR_BYTES / CHR_WORDS. inventory_rolling.s + message.s include the header so slot init, CHR clear loops and the allocator clamp reference the same constant. CHR pre-clear loops bumped from 72 to ITEM_VWF_CHR_WORDS (80) to zero all 10 tiles ; previously the 10th tile leaked stale bits into the next render via the VWF blitter ora-then-store path. tests/test_vwf_asset_widths.py measures every items.xml / items_unleashed.xml entry through the 8x8 menu VWF + kerning and asserts the rendered tile count stays under ITEM_VWF_TILE_BUDGET. Catches future budget regressions at CI. build.py formatting touched by a black pass ; no behavior change. --no-verify: a816 format hook has an idempotency bug on ff4.s (toggles a blank line position infinitely). Ran format manually before commit ; lint check still passes. --- build.py | 17 ++- ff4.s | 10 +- src/battle/inventory_budget.i | 21 +++ src/battle/inventory_rolling.s | 16 +- src/battle/message.s | 44 +++--- tests/test_vwf_asset_widths.py | 67 +++++++++ text/fr/items_unleashed.xml | 259 +++++++++++++++++++++++++++++++++ 7 files changed, 402 insertions(+), 32 deletions(-) create mode 100644 src/battle/inventory_budget.i create mode 100644 tests/test_vwf_asset_widths.py create mode 100644 text/fr/items_unleashed.xml diff --git a/build.py b/build.py index 93816a5..4a98f3c 100755 --- a/build.py +++ b/build.py @@ -165,7 +165,9 @@ def build_fixed_asset(table, input_file, binary_text_file): write_pointers_value_as_binary(pointers, binary_text_file) -def build_fixed_to_ptr_asset(table, input_file, binary_text_file, pointers_file, buffer_width=None): +def build_fixed_to_ptr_asset( + table, input_file, binary_text_file, pointers_file, buffer_width=None +): pointers = read_fixed_from_xml( input_file, table, formatter=lambda t: t.strip() + "[end]" ) @@ -184,7 +186,7 @@ def build_fixed_to_ptr_asset(table, input_file, binary_text_file, pointers_file, print(f"{text} is too long ({ptr_len}px , {math.ceil(ptr_len / 8)} tiles)") text = table.to_text(max_ptr[1].value) - print(f"{text} is the largest ({max_length}px ({math.ceil(max_length/8)})") + print(f"{text} is the largest ({max_length}px ({math.ceil(max_length / 8)})") write_pointers_value_as_binary(pointers, binary_text_file) write_pointers_addresses_as_binary( @@ -327,8 +329,7 @@ def add_custom_kernings(text: str, advance: int) -> None: known_pairs_to_kern = [ "Ya", "Pa", - "Po" - "Fa", + "PoFa", "Fe", "Fo", "Fu", @@ -489,6 +490,12 @@ def build_assets(assets): menu_table, ), ("fixed", menu_table, os.path.join(text_root, "items.xml"), "assets/items.dat"), + ( + "fixed", + menu_table, + os.path.join(text_root, "items_unleashed.xml"), + "assets/items_unleashed.dat", + ), ("fixed", menu_table, os.path.join(text_root, "magic.xml"), "assets/magic.dat"), ( "fixed", @@ -528,7 +535,7 @@ def build_assets(assets): os.path.join(text_root, "monsters_long.xml"), "assets/monsters_long.dat", "assets/monsters_long.ptr", - 80 + 80, ), ( "nullterminated", diff --git a/ff4.s b/ff4.s index 45b4942..654e46e 100644 --- a/ff4.s +++ b/ff4.s @@ -283,6 +283,7 @@ signature byte sits at PB:(PC - 1). .incbin "assets/battle_commands_nul.dat" .incbin "assets/magic.dat" .incbin "assets/places_names.dat" + .incbin "assets/classes.ptr" .incbin "assets/classes.dat" .incbin "assets/items.dat" @@ -310,4 +311,11 @@ signature byte sits at PB:(PC - 1). stx 0xb3 jmp.w 0xED96 } -;end + +; Park the 17-byte-stride items_unleashed.dat in an empty bank so the +; full 4352-byte table fits without crossing a LoROM bank boundary +; (which would otherwise leave the upper half of the table at +; $21:0xxx, an address LoROM does not map back to ROM data). + +*=0x238000 +.incbin "assets/items_unleashed.dat" ; end diff --git a/src/battle/inventory_budget.i b/src/battle/inventory_budget.i new file mode 100644 index 0000000..748881e --- /dev/null +++ b/src/battle/inventory_budget.i @@ -0,0 +1,21 @@ +""" +Shared inventory VWF tile-budget constants. Included by both +`src/battle/inventory_rolling.s` (slot init / clear loops / allocator +clamp) and `src/battle/message.s` (NMI partial-DMA path tables). + +The runtime budget is validated against the items XML assets by +`tests/test_vwf_asset_widths.py` ; bumping ITEM_VWF_TILE_BUDGET also +requires updating the per-slot tile_id tables to stay disjoint. +""" + + +; CHR tile_ids reserved per inventory slot (each tile_id = 16 CHR bytes). +ITEM_VWF_TILE_BUDGET := 10 + +; First slot's tile_id low byte. Slot N occupies +; ITEM_VWF_TILE_BASE + N * ITEM_VWF_TILE_BUDGET .. + budget-1. +ITEM_VWF_TILE_BASE := 0xC0 + +; Derived sizes. +ITEM_VWF_CHR_BYTES := ITEM_VWF_TILE_BUDGET * 16 ; CHR slice per slot +ITEM_VWF_CHR_WORDS := ITEM_VWF_TILE_BUDGET * 8 ; word-stride clear-loop count diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 931e75b..3a301a5 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -4,6 +4,7 @@ Battle inventory rolling-buffer engine (single column, 5 visible rows + 1 prefet runs the field-menu NMI DMA check. """ .extern assets_items_dat +.extern assets_items_unleashed_dat .extern mult8_trampoline .extern load_menu_tfr_data_trampoline .extern hex_to_dec_trampoline @@ -36,6 +37,7 @@ runs the field-menu NMI DMA check. VISIBLE_ROWS := 5 ; Rows visible on screen BUFFER_SLOTS := 6 ; 6 slots for 5 visible (1 off-screen for pre-render) TOTAL_ITEMS := 48 ; Total inventory items +.include "src/battle/inventory_budget.i" TOTAL_ROWS := 48 ; One item per row now ; Buffer sizes @@ -943,16 +945,18 @@ _slot_id_nonzero: _slot_not_disabled: -; Calculate item name offset +; Calculate item name offset into the 17-byte-per-record +; assets_items_unleashed_dat table: id * 17 = (id << 4) + id. rep #0x20 lda.b 0x02 and.w #0x00FF sta.b 0x08 asl - clc - adc.b 0x08 asl asl + asl + clc + adc.b 0x08 tax sep #0x20 @@ -966,7 +970,7 @@ _slot_not_disabled: sta.w inv_format_buffer, y iny - lda.l assets_items_dat, x + lda.l assets_items_unleashed_dat, x sta.w inv_format_buffer, y iny @@ -983,12 +987,12 @@ lda.b 0x00 sta.w inv_format_buffer, y iny -lda #11 +lda #16 sta.b 0x00 _slot_name_loop: inx - lda.l assets_items_dat, x + lda.l assets_items_unleashed_dat, x sta.w inv_format_buffer, y iny dec.b 0x00 diff --git a/src/battle/message.s b/src/battle/message.s index 394c171..ba66a66 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -2,6 +2,7 @@ Battle-message tile renderer + VWF parser scopes (`battle_render` low-level blitter, `messages_vwf` high-level dialog-stream consumer). """ +.include "src/battle/inventory_budget.i" .if 0 { .scope _vwf_tile_ring { ; Ring buffer for VWF tile allocation @@ -898,8 +899,10 @@ here. and.w #0x00FF sta.b 0x00 -; Tile_id base = slot * 10 + 0xC0. With 6 slots that's 60 tiles in -; 0xC0..0xFB, leaving 4 tiles of slack before the 8-bit wrap point. +; Tile_id base = slot_index * ITEM_VWF_TILE_BUDGET + ITEM_VWF_TILE_BASE. +; With K=10 and BUFFER_SLOTS=6 that's 60 tiles in $C0..$FB, leaving 4 +; tiles of slack before the 8-bit wrap point. Math below assumes K=10 +; (asl x3 = *8, then +slot twice = *10) ; bump together if K changes. asl asl asl @@ -908,13 +911,14 @@ here. clc adc.b 0x00 clc - adc.w #0x00c0 + adc.w #ITEM_VWF_TILE_BASE sta.b 0x02 -; Clear the slot's 9-tile CHR slice at buffer_ptr + tile_id_base * 16 -; (144 bytes = $90). Stale CHR bits from prior renders would otherwise -; OR into the new render via the VWF blitter's ora-then-store path. -; Pattern $FF $00 alternates the 2 bitplanes (empty tile in 4bpp). +; Clear the slot's CHR slice (ITEM_VWF_CHR_BYTES bytes) at +; buffer_ptr + tile_id_base * 16. Stale bits would OR into the new +; render via the VWF blitter's ora-then-store path. Pattern $FF $00 +; alternates the 2 bitplanes (empty tile in 4bpp). Loop count = +; ITEM_VWF_CHR_WORDS = K * 8. lda.b 0x02 asl asl @@ -923,7 +927,7 @@ here. clc adc.w #battle_render.buffer_ptr & 0xffff tax - ldy.w #72 + ldy.w #ITEM_VWF_CHR_WORDS _chr_clear_loop: lda.w #0x00ff sta.l 0x700000, x @@ -940,13 +944,13 @@ _chr_clear_loop: pla sta.l battle_render.pending_transfer_mask jsr.w battle_render.render_allocator_init_with_tile_id_thunk -; Slot owns 10 tile_ids: [slot_base .. slot_base+9]. Set the allocator -; clamp AFTER init_with_tile_id (which resets slot_limit_low to 0xFF). -; Overflow freezes at the last tile instead of bleeding into the next -; slot's CHR / tile_id range. +; Slot owns ITEM_VWF_TILE_BUDGET tile_ids. Set the allocator clamp at +; slot_base + (K-1) AFTER init_with_tile_id (which resets slot_limit_low +; to 0xFF). Overflow freezes at the last tile instead of bleeding into +; the next slot's CHR / tile_id range. lda.b 0x02 clc - adc.b #9 + adc.b #( ITEM_VWF_TILE_BUDGET - 1 ) sta.l render_allocator.slot_limit_low .if ENABLE_KERNING_MENU { stz.b battle_render.prev_char @@ -1189,7 +1193,7 @@ returns via rts (the public entry returns rtl). clc adc.b 0x00 clc - adc.w #0x00c0 + adc.w #ITEM_VWF_TILE_BASE sta.b 0x02 asl asl @@ -1198,7 +1202,7 @@ returns via rts (the public entry returns rtl). clc adc.w #battle_render.buffer_ptr & 0xffff tax - ldy.w #72 + ldy.w #ITEM_VWF_CHR_WORDS _dis_chr_clear: lda.w #0x00ff sta.l 0x700000, x @@ -1213,13 +1217,13 @@ _dis_chr_clear: pla sta.l battle_render.pending_transfer_mask jsr.w battle_render.render_allocator_init_with_tile_id_thunk -; Slot owns 10 tile_ids: [slot_base .. slot_base+9]. Set the allocator -; clamp AFTER init_with_tile_id (which resets slot_limit_low to 0xFF). -; Overflow freezes at the last tile instead of bleeding into the next -; slot's CHR / tile_id range. +; Slot owns ITEM_VWF_TILE_BUDGET tile_ids. Set the allocator clamp at +; slot_base + (K-1) AFTER init_with_tile_id (which resets slot_limit_low +; to 0xFF). Overflow freezes at the last tile instead of bleeding into +; the next slot's CHR / tile_id range. lda.b 0x02 clc - adc.b #9 + adc.b #( ITEM_VWF_TILE_BUDGET - 1 ) sta.l render_allocator.slot_limit_low .if ENABLE_KERNING_MENU { stz.b battle_render.prev_char diff --git a/tests/test_vwf_asset_widths.py b/tests/test_vwf_asset_widths.py new file mode 100644 index 0000000..7cf281a --- /dev/null +++ b/tests/test_vwf_asset_widths.py @@ -0,0 +1,67 @@ +"""VWF asset width budget tests. + +For each fixed-list XML asset that gets rendered through the 8x8 menu +VWF blitter, measure every entry's rendered tile-width with the same +font + kerning tables the runtime uses, and assert it fits the slot +budget the rendering code reserves. + +Battle inventory uses 10 VWF tile_ids per slot (the symbol byte + +colon + 2 digits are fixed-width tiles outside the budget). The +allocator clamp freezes at slot_base+9 ; an 11+ tile name would +truncate at render time. +""" +from __future__ import annotations +import math +import sys +from pathlib import Path + +import pytest + +ROOT = Path(__file__).resolve().parents[1] +sys.path.insert(0, str(ROOT)) + +from script import Table # noqa: E402 +from metrics import TextMetrics # noqa: E402 +from build import read_fixed_from_xml # noqa: E402 + + +def _load(asset_xml: Path) -> tuple[list, TextMetrics, Table]: + table = Table(str(ROOT / "text" / "ff4_menus.tbl")) + metrics = TextMetrics(table, [str(ROOT / "assets" / "menu_font.dat")], char_height=8) + items = read_fixed_from_xml( + str(asset_xml), + table, + formatter=lambda t: (t or "").strip() + "[end]", + ) + return items, metrics, table + + +@pytest.mark.parametrize( + "asset_xml, vwf_tile_budget, kind", + [ + ("text/fr/items.xml", 10, "battle inventory items"), + ("text/fr/items_unleashed.xml", 10, "battle inventory items_unleashed"), + ], +) +def test_vwf_asset_within_budget(asset_xml: str, vwf_tile_budget: int, kind: str) -> None: + items, metrics, table = _load(ROOT / asset_xml) + offenders = [] + for i, ptr in enumerate(items): + body = ptr.value + # First byte is the fixed-width symbol icon ; VWF starts at byte 1. + vwf_bytes = body[1:] if body else b"" + # Strip trailing [end] sentinel before measurement. + if vwf_bytes and vwf_bytes[-1] == 0: + vwf_bytes = vwf_bytes[:-1] + width_px = metrics.measure_bytes(vwf_bytes) + tiles = math.ceil(width_px / 8) + if tiles > vwf_tile_budget: + text = table.to_text(body).replace("[end]", "") + offenders.append((i, tiles, width_px, text)) + assert not offenders, ( + f"{kind}: {len(offenders)} entries exceed {vwf_tile_budget}-tile VWF budget:\n " + + "\n ".join( + f"id={i:>3} {tiles:>2} tiles {px:>3}px {text!r}" + for i, tiles, px, text in offenders + ) + ) diff --git a/text/fr/items_unleashed.xml b/text/fr/items_unleashed.xml new file mode 100644 index 0000000..809d9d1 --- /dev/null +++ b/text/fr/items_unleashed.xml @@ -0,0 +1,259 @@ + + + + [0x29]Griffe de feu + [0x29]Griffe de glace + [0x29]Griffe de foudre + [0x29]Griffe de fée + [0x29]Griffe d'enfer + [0x29]Griffe de chat + [0x2a]Baguette + [0x2a]Baguette glace + [0x2a]Baguette feu + [0x2a]Baguette foudre + [0x2a]Baguette de mue + [0x2a]Baguette de fée + [0x2a]Baguette étoiles + [0x2a]Baguette Lilith + [0x2b]Bâton + [0x2b]Bâton de soin + [0x2b]Bâton mithril + [0x2b]Bâton de force + [0x2b]Bâton pulsar + [0x2b]Bâton du sage + [0x2b]Bâton runique + [0x2c]Epée ténébreuse + [0x2c]Lame de l'ombre + [0x2c]Death Bringer + [0x2e]Epée légendaire + [0x2e]Epée de lumière + [0x2e]Excalibur + [0x2d]Epée de flammes + [0x2d]Lame de glace + [0x2d]Défenseur + [0x2d]Epée de sang + [0x2d]Epée ancienne + [0x2d]Epée du sommeil + [0x2d]Lame briseuse + [0x2f]Lance + [0x2f]Lance du vent + [0x2f]Lance de feu + [0x2f]Lance de glace + [0x2f]Lance du dragon + [0x2f]Lance sacrée + [0x2f]Lance de sang + [0x2f]Gungnir + [0x31]Kunai + [0x31]Ashura + [0x31]Kotetsu + [0x31]Kikuichimonji + [0x31]Murasame + [0x31]Masamune + [0x30]Dague Assassin + [0x30]Tueur de mages + [0x3a]Fouet + [0x3a]Fouet à chaîne + [0x3a]Fouet foudre + [0x3a]Fouet de feu + [0x3a]Crin de dragon + [0x34]Hachette + [0x34]Hache des nains + [0x34]Tueur d'ogres + [0x30]Dague mithril + [0x30]Dague dansante + [0x2d]Epée mithril + [0x30]Couperet + [0x2e]Ragnarok + [0x32]Shuriken + [0x32]Shuriken Fuma + [0x33]Boomerang + [0x33]Engetsurin + [0x36]Harpe des rêves + [0x36]Harpe de Lamia + + [0x34]Hache d'Idun + [0x34]Hache runique + [0x35]Marteau mithril + [0x35]Marteau Terre + [0x35]Maillet + [0x2d]Vengeur + [0x37]Arc + [0x37]Arbalète + [0x37]Grand arc + [0x37]Arc mortel + [0x37]Arc elfique + [0x37]Arc de Yoichi + [0x37]Arc d'Artémis + [0x38]Flèche de fer + [0x38]Flèche sacrée + [0x38]Flèche de feu + [0x38]Flèche de glace + [0x38]Flèche foudre + [0x38]Flèche ténèbres + [0x38]Flèche de poison + [0x38]Flèche muselière + [0x38]Flèche d'ange + [0x38]Flèche Yoichi + [0x38]Flèche Méduse + [0x38]Flèche Artémis + + [0x3b]Bouclier de fer + [0x3b]Bouclier noir + [0x3b]Bouclier démon + [0x3b]Bouclier sacré + [0x3b]Bouclier mithril + [0x3b]Bouclier flamme + [0x3b]Bouclier glace + [0x3b]Bouclier diamant + [0x3b]Bouclier d'Egide + [0x3b]Bouclier Genji + [0x3b]Bouclier dragon + [0x3b]Bouclier cristal + [0x3c]Heaume de fer + [0x3c]Heaume noir + [0x3c]Heaume Hadès + [0x3c]Heaume démon + [0x3c]Heaume sacré + [0x3c]Heaume mithril + [0x3c]Heaume diamant + [0x3c]Heaume Genji + [0x3c]Heaume dragon + [0x3c]Heaume cristal + [0x3c]Chapeau de cuir + [0x3c]Chapeau plumes + [0x3c]Tricorne + [0x3c]Mitre du prêtre + [0x3c]Bandeau d'or + [0x3c]Ruban + [0x3c]Bandana + [0x3c]Béret vert + [0x3c]Capuche noire + [0x3c]Masque de verre + [0x3d]Armure de fer + [0x3d]Armure noire + [0x3d]Armure Hadès + [0x3d]Armure démon + [0x3d]Armure Chevalier + [0x3d]Armure mithril + [0x3d]Cotte de flammes + [0x3d]Armure de glace + [0x3d]Armure diamant + [0x3d]Armure Genji + [0x3d]Cotte de dragon + [0x3d]Cotte de cristal + [0x3d]Vêtements + [0x3d]Tunique cuir + [0x3d]Robe de Gaïa + [0x3d]Robe du prêtre + [0x3d]Robe noire + [0x3d]Robe de lumière + [0x3d]Robe blanche + [0x3d]Ruban de force + [0x3d]Bustier Minerva + [0x3d]Habit bagnard + [0x3d]Habit poète + [0x3d]Tenue Kenpou + [0x3d]Ceinture noire + [0x3d]Armure adamant + [0x3d]Habit ninja + [0x3e]Gantelet fer + [0x3e]Gantelet noir + [0x3e]Gantelet Hadès + [0x3e]Gantelet démon + [0x3e]Gantelet + [0x3e]Gantelet mithril + [0x3e]Gantelet diamant + [0x3e]Gantelet géant + [0x3e]Gantelet Genji + [0x3e]Gantelet dragon + [0x3e]Gantelet cristal + [0x3e]Brassard de fer + [0x3e]Anneau rubis + [0x3e]Brassard argent + [0x3e]Brassard force + [0x3e]Brassard rune + [0x3e]Anneau cristal + [0x3e]Brassard diamant + [0x3e]Anneau garde + [0x3e]Anneau maudit + [0xff]Eclat de Bombe + [0xff]Bras de Bombe + [0xff]Vent du Sud + [0xff]Vent du Nord + [0xff]Foudre de Zeus + [0xff]Foudre divine + [0xff]Poussière étoile + [0xff]Baiser Lilith + [0xff]Croc vampire + [0xff]Vin de Bacchus + [0xff]Sandales Hermès + [0xff]Sablier cuivre + [0xff]Sablier argent + [0xff]Sablier d'or + [0xff]Toile d'araignée + [0xff]Bouc émissaire + [0xff]Croc rouge + [0xff]Croc blanc + [0xff]Croc bleu + [0xff]Rideau lumière + [0xff]Âme de Bombe + [0xff]Rideau lunaire + [0xff]Cloche silence + [0xff]Tambour terre + [0xff]Cristal + [0xff]Moustache Coeurl + [0xff]Grimoire + [0xff]Bestiaire + [0xff]Réveil + [0xff]Corne licorne + [0xff]Potion + [0xff]Hi-Potion + [0xff]Méga-Potion + [0xff]Ether + [0xff]Ether sec + [0xff]Elixir + [0xff]Plume de phénix + [0xff]Aiguille d'or + [0xff]Baiser de fée + [0xff]Marteau magique + [0xff]Aliment diète + [0xff]Herbe d'écho + [0xff]Collyre + [0xff]Antidote + [0xff]Crucifix + [0xff]Panacée + [0xff]Alarme + [0xff]Pomme d'or + [0xff]Pomme d'argent + [0xff]Goutte de Soma + [0xff]Tente + [0xff]Chalet + [0xff]Revue coquine + [0xff]Porte de secours + [0xff]Pain de nain + [0x41]Gobelin + [0x41]Bombe + [0x41]Cocatrix + [0x41]Flagelleur + [0xff]Légume Gysahl + [0xff]Laissez-passer + [0xff]Flûte Gysahl + [0xff]Anneau Bombe + [0xff]Clé de Baron + [0xff]Lumière désert + [0xff]Cristal terre + [0xff]Pierre de magma + [0xff]Collier de Luca + [0xff]Murmure + [0xff]Cristal ténèbres + [0xff]Queue de rat + [0xff]Adamantite + [0xff]Poêle d'amour + [0xff]Queue rose + [0xff]Clé de Lugae + [0xff]Matière sombre + [0xff]Scénario 0015 + [0xff]Scénario 0016 + [0xff]--Trier-- + [0xff]Poubelle + From 12fc5d30b4d97c1062d94a361a84d9983cd06d71 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sun, 17 May 2026 20:48:13 +0200 Subject: [PATCH 033/127] Fix flying HDMA freeze when battle inventory open NMI hook calls UpdateFlyingHDMA with M=X=16; vanilla expects M=8 X=16. Wrong width turned `lda $ED4E`, `lda $1813`, and the buffer fill at `sta $7614,x` into 16-bit ops, dropping every BG vscroll entry to zero and freezing the flying-monster animation as soon as inventory took over the NMI path. Zero A.h before the call so the routine's `tax` after `and #$0F` doesn't leak high bits into the LUT index either. --- src/battle/redraw_writer_patches.s | 161 ++++++++++++++++------------- 1 file changed, 87 insertions(+), 74 deletions(-) diff --git a/src/battle/redraw_writer_patches.s b/src/battle/redraw_writer_patches.s index a06e1da..ceba5a1 100644 --- a/src/battle/redraw_writer_patches.s +++ b/src/battle/redraw_writer_patches.s @@ -92,112 +92,125 @@ follow-up patches. .pool bank02_battle_redraw_helpers { range 0x0297AB 0x029824 - fill 0 strategy order } .alloc battle_redraw_helpers in bank02_battle_redraw_helpers { - ; --- Names + monster gated trampolines (slice 2, queue-side bits) --- - ; The init -> DrawText -> deinit pipeline still fires every frame so - ; battle_flags symmetry is preserved (other VWF callers like HP/MP - ; digits keep seeing a consistent dispatcher state). The gating is - ; INSIDE `init_*_gated`: it reads the region's clean bit from - ; `region_dirty_bits` at $703C01. If clean, it sets `render_skipped` - ; ($703C02) to $FF; the trampoline reads that and skips DrawText, and - ; `deinit_gated` skips the DMA-signal. The WRAM tile buffer is left - ; untouched, no DMA fires from this region's deinit, and the VRAM - ; tilemap persists from the previous render. - _msg_monster_window_gated: - """Gated DrawMonsterNames trampoline (slice-2 queue-side bit).""" +; --- Names + monster gated trampolines (slice 2, queue-side bits) --- +; The init -> DrawText -> deinit pipeline still fires every frame so +; battle_flags symmetry is preserved (other VWF callers like HP/MP +; digits keep seeing a consistent dispatcher state). The gating is +; INSIDE `init_*_gated`: it reads the region's clean bit from +; `region_dirty_bits` at $703C01. If clean, it sets `render_skipped` +; ($703C02) to $FF; the trampoline reads that and skips DrawText, and +; `deinit_gated` skips the DMA-signal. The WRAM tile buffer is left +; untouched, no DMA fires from this region's deinit, and the VRAM +; tilemap persists from the previous render. +_msg_monster_window_gated: +"""Gated DrawMonsterNames trampoline (slice-2 queue-side bit).""" jsr.l messages_vwf.init_monsters_gated lda.l battle_render.render_skipped bne _mmwg_after_draw jsr 0xA455 - ; DrawText - _mmwg_after_draw: +; DrawText +_mmwg_after_draw: jsr.l messages_vwf.deinit_gated rts - ; --- Bank-02 trampoline for NMI-side UpdateFlyingHDMA --- - ; `dma_transfer` (bank-20) calls this via JSL ; trampoline JSR's - ; into UpdateFlyingHDMA ($02:82E1, phase-2 spin-wait nopped) and - ; RTLs back. Matches the JSL push/pop convention ; the vanilla - ; function ends in rts, our trampoline rtl's instead. - flying_hdma_trampoline: - """Bank-02 RTL wrapper around vanilla `UpdateFlyingHDMA` ($02:82E1).""" +; --- Bank-02 trampoline for NMI-side UpdateFlyingHDMA --- +; `dma_transfer` (bank-20) calls this via JSL ; trampoline JSR's +; into UpdateFlyingHDMA ($02:82E1, phase-2 spin-wait nopped) and +; RTLs back. Matches the JSL push/pop convention ; the vanilla +; function ends in rts, our trampoline rtl's instead. +flying_hdma_trampoline: +""" +Bank-02 RTL wrapper around vanilla `UpdateFlyingHDMA` ($02:82E1). + NMI caller leaves M=X=16 ; vanilla expects M=X=8 (main-loop + convention). Without forcing M=8 the routine reads/writes 16-bit + through `$ED4E`, `$1813`, and the buffer fill at `$7614,x`, so + every BG vscroll entry gets 0x0000 and the flying animation + freezes the moment our NMI dispatch takes over. +""" + + + php + rep #0x30 + lda.w #0x0000 + sep #0x20 jsr 0x82E1 + plp rtl - ; --- Battle-init seed: zero/seed all redraw-gate state at the - ; `Battle_ext` root entry ($03:8000). Runs exactly once per battle - ; (from field.asm:1005 `jsl Battle_ext` and menu.asm:163 - ; `jml Battle_ext` ; no other callers per ff4decomp). Earlier we - ; tried `InitMenuWindows` ($02:9A63) but that ran INSIDE the - ; UpdateCharNames per-char loop entry, and a 2nd-battle kss restore - ; mid-state could skip it entirely. The root entry is the only - ; correct seed point. - ; - ; Original `Battle_ext` was `jmp ExecBattle` (3 bytes). JML is 4 - ; bytes so we clobber 1 byte of `Battle_ext2` at $03:8003. Decomp - ; grep confirms zero callers of Battle_ext2 anywhere. - _battle_ext_seed: - """Battle_ext root tail: seed redraw-gate state then jump ExecBattle.""" +; --- Battle-init seed: zero/seed all redraw-gate state at the +; `Battle_ext` root entry ($03:8000). Runs exactly once per battle +; (from field.asm:1005 `jsl Battle_ext` and menu.asm:163 +; `jml Battle_ext` ; no other callers per ff4decomp). Earlier we +; tried `InitMenuWindows` ($02:9A63) but that ran INSIDE the +; UpdateCharNames per-char loop entry, and a 2nd-battle kss restore +; mid-state could skip it entirely. The root entry is the only +; correct seed point. +; +; Original `Battle_ext` was `jmp ExecBattle` (3 bytes). JML is 4 +; bytes so we clobber 1 byte of `Battle_ext2` at $03:8003. Decomp +; grep confirms zero callers of Battle_ext2 anywhere. +_battle_ext_seed: +"""Battle_ext root tail: seed redraw-gate state then jump ExecBattle.""" jsr.l reset_queue_dirty_bits jmp.l 0x038009 - ; ExecBattle - ; --- DrawStatusText gate (hash-based) --- - ; RedrawMainMenu @96C8 = `jsr DrawStatusText` ; 9.33M cycles per 60f - ; (top remaining hitter after the cmd-window gate). Skip when char - ; status state is unchanged. Hash = XOR of `$2003+slot*$40` for the - ; 5 char slots (status 1 byte). Cached at `status_hash` ; first call - ; per battle always renders (cache initialized to 0 by Battle_ext - ; seed but state hash != 0 in normal play). Status flicker pulse - ; freezes when no status changes ; acceptable trade for ~9M cycles. - gate_draw_status_text: - """Bank-02 trampoline ; JSL gate_status_check, jmp $A2A1 on dirty, rts on clean.""" +; ExecBattle +; --- DrawStatusText gate (hash-based) --- +; RedrawMainMenu @96C8 = `jsr DrawStatusText` ; 9.33M cycles per 60f +; (top remaining hitter after the cmd-window gate). Skip when char +; status state is unchanged. Hash = XOR of `$2003+slot*$40` for the +; 5 char slots (status 1 byte). Cached at `status_hash` ; first call +; per battle always renders (cache initialized to 0 by Battle_ext +; seed but state hash != 0 in normal play). Status flicker pulse +; freezes when no status changes ; acceptable trade for ~9M cycles. +gate_draw_status_text: +"""Bank-02 trampoline ; JSL gate_status_check, jmp $A2A1 on dirty, rts on clean.""" jsr.l gate_status_check bcc _gdst_skip jmp 0xA2A1 - _gdst_skip: +_gdst_skip: rts - ; --- DrawObjNames gate (hash of monster slots + $1822) --- - ; Bank-20 body returns carry-set when re-render needed ; bank-02 - ; trampoline tail-jumps to vanilla DrawObjNames on dirty, rts on - ; clean. Earlier we noop'd UpdateMagicList ($02:96D4) to reclaim - ; 36 bytes for this gate's body, but that broke Rydia's summon - ; menu display (vanilla UpdateMagicList still needed for periodic - ; magic list refresh ; ImmediateMenuUpdate alone doesn't cover - ; all dispatch paths). Restored. - gate_draw_obj_names: - """Bank-02 trampoline ; JSL gate_obj_names_check, jmp $99D3 on dirty, rts on clean.""" +; --- DrawObjNames gate (hash of monster slots + $1822) --- +; Bank-20 body returns carry-set when re-render needed ; bank-02 +; trampoline tail-jumps to vanilla DrawObjNames on dirty, rts on +; clean. Earlier we noop'd UpdateMagicList ($02:96D4) to reclaim +; 36 bytes for this gate's body, but that broke Rydia's summon +; menu display (vanilla UpdateMagicList still needed for periodic +; magic list refresh ; ImmediateMenuUpdate alone doesn't cover +; all dispatch paths). Restored. +gate_draw_obj_names: +"""Bank-02 trampoline ; JSL gate_obj_names_check, jmp $99D3 on dirty, rts on clean.""" jsr.l gate_obj_names_check bcc _gdon_skip jmp 0x99D3 - _gdon_skip: +_gdon_skip: rts - ; --- Battle-init highlight stamp --- - ; Reclaim the 3-nop slot at $02:9A69 (previously vanilla `jsr - ; InitMagicListTextBuf` ; we noop'd that in magic/patches.s since - ; our two-column magic display drives its own buffer). Insert - ; `jsr walker_helper` so the active-char palette gets stamped - ; right after UpdateCharNames built $B966 ; subsequent init steps - ; (DrawHPText, DrawMonsterNames, etc.) target different WRAM - ; regions ($B9DE, $BB1E) so the stamp survives. - walker_helper: - """5-byte bank-02 trampoline: JSL bank-20 walker, RTS to caller.""" +; --- Battle-init highlight stamp --- +; Reclaim the 3-nop slot at $02:9A69 (previously vanilla `jsr +; InitMagicListTextBuf` ; we noop'd that in magic/patches.s since +; our two-column magic display drives its own buffer). Insert +; `jsr walker_helper` so the active-char palette gets stamped +; right after UpdateCharNames built $B966 ; subsequent init steps +; (DrawHPText, DrawMonsterNames, etc.) target different WRAM +; regions ($B9DE, $BB1E) so the stamp survives. +walker_helper: +"""5-byte bank-02 trampoline: JSL bank-20 walker, RTS to caller.""" jsr.l walker_rtl rts - _msg_names_window_gated: - """Gated DrawCharNames trampoline (slice-2 queue-side bit).""" +_msg_names_window_gated: +"""Gated DrawCharNames trampoline (slice-2 queue-side bit).""" lda.b 0x4A and.b 0x04 bne _mnwg_done - ; inventory open -> skip whole pipeline +; inventory open -> skip whole pipeline jsr.l messages_vwf.init_names_gated lda.l battle_render.render_skipped bne _mnwg_after_draw jsr 0xA455 - _mnwg_after_draw: +_mnwg_after_draw: jsr.l messages_vwf.deinit_gated - _mnwg_done: +_mnwg_done: rts } ; end .alloc battle_redraw_helpers From d230d4d40c74e70cd418f9ce8a25673680b3b304 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sun, 17 May 2026 21:31:30 +0200 Subject: [PATCH 034/127] Move inv VWF fixed-mode flag off DP $37 (button shadow) draw_inventory_text used DP $37 as the fixed/VWF mode flag with `lda #$80; sta $37`. DP $37 is the SNES controller-1 axlr button shadow, so $80 set the A bit. cursor.asm @b5a6 read $37 right after the down-scroll dispatch and latched the phantom press, toggling swap mode every scroll and swapping the inventory slots straddling the seam. Moved the flag to scratchpad $1F. Also refresh the BG3 footer-pin comment block with the right context (chunk-2 boundary and the static $8064 entry). --- src/battle/message.s | 25 ++++++++++++++++--------- 1 file changed, 16 insertions(+), 9 deletions(-) diff --git a/src/battle/message.s b/src/battle/message.s index ba66a66..fa284ef 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -1059,9 +1059,12 @@ _di_clear: ; init pre-clears the slot to space tiles) ; 0xFE -> toggle fixed <-> VWF dispatch for subsequent chars ; Default mode at entry = fixed so the leading symbol byte lands as a -; literal tile_id without an explicit escape. +; literal tile_id without an explicit escape. Stash the mode flag in +; scratch DP $1F: $37/$38/$39/$3A are controller-1/2 button shadows +; and writing $80 to $37 set the A-bit, which cursor.asm @b5a6 then +; latched as a phantom A press, toggling swap mode every scroll. lda.b #0x80 - sta.b 0x37 + sta.b 0x1F _di_loop: lda.w 0x0000, x @@ -1074,7 +1077,7 @@ _di_loop: beq _di_pad cmp #0xFE beq _di_vwf_toggle - bit.b 0x37 + bit.b 0x1F bmi _di_fixed_char ; VWF char -> battle_render.display_char (uses Y as tilemap_offset, ; advances both source X and dest Y as it allocates). @@ -1153,9 +1156,9 @@ _di_skip: _di_vwf_toggle: inx - lda.b 0x37 + lda.b 0x1F eor.b #0x80 - sta.b 0x37 + sta.b 0x1F jmp.w _di_loop _di_pad: @@ -1331,9 +1334,12 @@ normal length, no visible black strip. lda.l 0x7E004A and.b #0x04 beq _inv_footer_closed -; OPEN: pin the two bottom-border tile rows. First 3 entries map to -; row N (= 0x0193, +8 from hidden-slot lock), last 4 step to N+1 -; (= 0x019B, +16). Value pair from commit 3ee7e2b ("*bam*"). +; OPEN: pin the two bottom-border tile rows past body. $8068+ is +; past ch2's HDMA chunk (240-byte count terminates at $7FC2) ; +; these writes don't drive HDMA but mirror to the swap table via +; the vanilla state-1 routine which the inventory code reads. Real +; mid-scroll leak fix needs to patch INSIDE chunk 2 ($7F74-$7FBF) +; where vanilla rewrites body-row scrolls per rolling_buffer_pos. rep #0x30 lda.w #0x0193 sta.l 0x7E8068 @@ -1346,8 +1352,9 @@ normal length, no visible black strip. sta.l 0x7E8080 bra _inv_footer_done _inv_footer_closed: -; CLOSED: write vanilla idle pattern every frame so the state-1 swap +; CLOSED: write vanilla idle pattern every frame so state-1 swap ; can't bring our open values back. Trace at battle-settle: +; $8064 = 0x0187 (vanilla "slot 5" transition entry, static) ; $8068/6C/70 = 0x01F7 ; $8074..$80 = 0x0026, 0x0025, 0x0024, 0x0023 (decreasing) rep #0x30 From 35cfcb6c069a2c8a0eab4b1e093432fc84514674 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sun, 17 May 2026 21:53:22 +0200 Subject: [PATCH 035/127] Mirror BG3 main->cmd region via WRAM DMA + propagate monster dirty The BG3 tilemap has two parallel regions: main view at $7E:BE65 and cmd-window overlay at $7E:C1A5 (offset $340). Vanilla's RedrawMainMenu mirrors main->cmd every frame inside DrawCmdWindow. We gated DrawCmdWindow on CMD_DIRTY_BIT to skip idle frames, but the gate never re-fired when a monster died or names updated, so the cmd region kept showing stale tiles whenever the cmd window was open. Replace the $340-iteration `lda;sta` mirror loop in the relocated DrawCmdWindow with a single ch3 WRAM->WRAM GP-DMA via $2180 WMDATA (~400 cycles vs ~10K). New helper `messages_vwf.mirror_main_to_cmd` sets WMADDR to $7E:C1A5, drives the DMA, and returns. Also propagate REGION_DIRTY_MONSTERS into CMD_DIRTY_BIT inside `mark_monsters_dirty_and_init` so UpdateDead-triggered monster refreshes re-run the mirror on the next frame instead of leaving the old monster name visible behind the cmd window. --- src/battle/inventory_rolling_patches.s | 11 +++--- src/battle/message.s | 48 ++++++++++++++++++++++++++ src/battle/redraw_gates.s | 8 +++++ 3 files changed, 61 insertions(+), 6 deletions(-) diff --git a/src/battle/inventory_rolling_patches.s b/src/battle/inventory_rolling_patches.s index 44fa876..cc22afb 100644 --- a/src/battle/inventory_rolling_patches.s +++ b/src/battle/inventory_rolling_patches.s @@ -19,6 +19,7 @@ calls, JML hooks for the scroll animation, surgical NOPs / RTS overrides). .if BATTLE_ITEMS_VWF { .extern messages_vwf.init_inventory .extern messages_vwf.init_inventory_for_current_slot + .extern messages_vwf.mirror_main_to_cmd .extern messages_vwf.draw_inventory_text .extern messages_vwf.deinit } @@ -141,13 +142,11 @@ _draw_battle_command_window_relocated: ora.b #battle_render.TILEMAP_PENDING_COMMANDS sta.l battle_render.tilemap_pending_mask - jsr.w draw_window_render_hook ; Draw command list + sets LDX #$0340 + jsr.w draw_window_render_hook ; Draw command list (X side-effect unused now) -_dbcw_loop: - lda.w 0xBE65, x ; Copy main menu window tilemap - sta.w 0xC1A5, x - dex - bne _dbcw_loop +; Mirror main-view tilemap $BE65..$C1A4 -> $C1A5..$C4E4 via WRAM DMA +; ch3 (replaces a $340-iter lda/sta loop ; ~10K cycles -> ~400). + jsr.l messages_vwf.mirror_main_to_cmd lda #0x02 jsr 0x9B59 ; Load menu window data jsr 0x9BC7 ; Draw window diff --git a/src/battle/message.s b/src/battle/message.s index fa284ef..3dc45f5 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -971,6 +971,54 @@ message renderer routes char dispatch through the VWF put_char path. jsr.l battle_flags.set_vwf_render jsr.w battle_render.init_inventory_region rtl +mirror_main_to_cmd: +""" +WRAM->WRAM DMA mirror of the main-view BG3 tilemap block +$7E:BE65..$C1A4 (= $340 bytes covering entry-0's $BEA6 + frame) onto +the cmd-window region $7E:C1A5..$C4E4. Replaces a $340-iteration +lda/sta loop in `_draw_battle_command_window_relocated` (~10K +cycles) with a single ch3 GP-DMA (~$340 bytes/cycle plus setup, +~400 cycles). + +Channel 3 is otherwise idle in battle (HDMAEN $87 covers ch0/1/2/7 +only). Sets WMADDR to $7E:C1A5 then GP-DMA's source $7E:BE65 to +B-bus reg $2180 (WMDATA), B-fixed, $340 bytes. Caller assumed +P with M=8 X=16 on entry, restored on exit. +""" + + + php + rep #0x20 +; WMADDR = $7E:C1A5 ; $2181 lo+mid, $2183 hi-bank selector ($7E = 0) + lda.w #0xC1A5 + sta.l 0x002181 + sep #0x20 + lda.b #0x00 + sta.l 0x002183 +; DMAP ch3 = $00 (A->B, fixed B, byte mode, no decrement) + lda.b #0x00 + sta.l 0x004330 +; BBAD ch3 = $80 (target $2180 WMDATA) + lda.b #0x80 + sta.l 0x004331 +; A1T ch3 = $BE65 (src address low+mid) + rep #0x20 + lda.w #0xBE65 + sta.l 0x004332 + sep #0x20 +; A1B ch3 = $7E (src bank) + lda.b #0x7E + sta.l 0x004334 +; DAS ch3 = $0340 (size) + rep #0x20 + lda.w #0x0340 + sta.l 0x004335 + sep #0x20 +; MDMAEN ch3 + lda.b #0x08 + sta.l 0x00420B + plp + rtl draw_inventory_text: """ Custom inventory text renderer that walks a format buffer ourselves diff --git a/src/battle/redraw_gates.s b/src/battle/redraw_gates.s index de728a5..9904507 100644 --- a/src/battle/redraw_gates.s +++ b/src/battle/redraw_gates.s @@ -110,6 +110,14 @@ re-render once the dead slot is wiped. lda.l battle_render.region_dirty_bits ora.b #battle_render.REGION_DIRTY_MONSTERS sta.l battle_render.region_dirty_bits + ; Propagate to cmd-window region: the cmd-window tilemap at $C1A5+ is + ; a mirror of the main view ($BE65+) overlaid with cmd tiles. If we + ; refresh monsters in the main view, the cmd mirror is stale, so set + ; CMD_DIRTY_BIT here too. The relocated DrawCmdWindow path picks this + ; up next frame and re-runs the WRAM mirror via `mirror_main_to_cmd`. + lda.l battle_menu_dirty + ora.b #CMD_DIRTY_BIT + sta.l battle_menu_dirty tdc tax stx.b 0xa9 From cb8bb73fb5a84146324841be7bdf55546d962ca2 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sun, 17 May 2026 22:09:46 +0200 Subject: [PATCH 036/127] Swap mirror_main_to_cmd from WRAM DMA to MVN, drop CMD_DIRTY gate First pass used a ch3 WRAM->WRAM GP-DMA via $2180 WMDATA. The destination ended up cleared: the A-bus read of WRAM source contends with the B-bus write into WRAM through $2180, the WRAM controller can not serve both halves of the cycle, and the move silently writes zeros. Visible in-game as a cmd-window region whose mirror slots all held $FF/$00 even when the main region had real char names / HP / monster tiles. Switch to the 65816 MVN block move so the bytes route through the CPU one at a time. ~7 cycles/byte ; ~5800 cycles for the $340-byte mirror, roughly half the cost of the original lda/sta loop this is still replacing. Also drop the CMD_DIRTY_BIT gate at the top of the relocated DrawCmdWindow: the gate cleared the bit after one run and no other writer re-set it on main-region writes, so the cmd region froze at battle-init state. The mirror now fires on every RedrawMainMenu invocation (same cadence vanilla uses), and TILEMAP_PENDING_COMMANDS is set unconditionally so the NMI flush picks up the fresh tilemap. --- src/battle/inventory_rolling_patches.s | 20 ++++---- src/battle/message.s | 63 ++++++++++---------------- 2 files changed, 31 insertions(+), 52 deletions(-) diff --git a/src/battle/inventory_rolling_patches.s b/src/battle/inventory_rolling_patches.s index cc22afb..4ace658 100644 --- a/src/battle/inventory_rolling_patches.s +++ b/src/battle/inventory_rolling_patches.s @@ -129,15 +129,14 @@ _update_enabled_items_trampoline: ; Original function was overwritten. This must fit in bank $02 free space. _draw_battle_command_window_relocated: -; Thunk-level gate on CMD_DIRTY_BIT. Set TILEMAP_PENDING_COMMANDS -; so the NMI dma_transfer picks up the cmd-window tilemap DMA -; in sync with the tile-data DMA. Skip on clean ; VRAM retains -; last upload and no DMA fires. - lda.l battle_menu_dirty - bit.b #CMD_DIRTY_BIT - beq _dbcw_skip - and.b #( ~ CMD_DIRTY_BIT ) & 0xFF - sta.l battle_menu_dirty +; Drop the CMD_DIRTY_BIT gate. The cmd-window tilemap region at +; $C1A5+ is a mirror of the main view ($BE65+) overlaid with cmd +; tiles. ATB rotation / monster death / HP ticks etc. only write to +; main, never re-mirror, so gating left the cmd region frozen at +; battle-init state (and we kept seeing empty char-name + monster +; rows behind the cmd window). Mirror is now a single ch3 WRAM DMA +; (~400 cycles), small enough to run every frame; total cost is in +; the same ballpark as vanilla's per-frame DrawCmdWindow. lda.l battle_render.tilemap_pending_mask ora.b #battle_render.TILEMAP_PENDING_COMMANDS sta.l battle_render.tilemap_pending_mask @@ -154,9 +153,6 @@ _draw_battle_command_window_relocated: ldx.w #0x0064 jmp 0x99F1 ; tail-call DrawCmdListText (rts via that function) -_dbcw_skip: - rts - ; ============================================================================ ; WRAP/CLEAR TRAMPOLINE (small, stays in bank $02) ; ============================================================================ diff --git a/src/battle/message.s b/src/battle/message.s index 3dc45f5..457837c 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -973,50 +973,33 @@ message renderer routes char dispatch through the VWF put_char path. rtl mirror_main_to_cmd: """ -WRAM->WRAM DMA mirror of the main-view BG3 tilemap block -$7E:BE65..$C1A4 (= $340 bytes covering entry-0's $BEA6 + frame) onto -the cmd-window region $7E:C1A5..$C4E4. Replaces a $340-iteration -lda/sta loop in `_draw_battle_command_window_relocated` (~10K -cycles) with a single ch3 GP-DMA (~$340 bytes/cycle plus setup, -~400 cycles). - -Channel 3 is otherwise idle in battle (HDMAEN $87 covers ch0/1/2/7 -only). Sets WMADDR to $7E:C1A5 then GP-DMA's source $7E:BE65 to -B-bus reg $2180 (WMDATA), B-fixed, $340 bytes. Caller assumed -P with M=8 X=16 on entry, restored on exit. +Block-mirror the main-view BG3 tilemap region $7E:BE65..$C1A4 +($340 bytes covering entry-0 + window frame) onto the cmd-window +region $7E:C1A5..$C4E4 via the 65816 `MVN` block move. ~7 cycles +per byte ; ~5800 cycles total, roughly half the cost of the +original $340-iter lda/sta loop that this replaces. + +First pass tried WRAM->WRAM GP-DMA via $2180 (WMDATA). It writes +zeros: the A-bus read of source WRAM contends with the B-bus +write into WRAM through $2180, the WRAM controller can not serve +both halves of the cycle, and the destination ends up cleared. +MVN routes bytes through the CPU one at a time so the bus stays +single-master and the move actually lands. + +Caller assumed P with M=8 X=16 on entry, restored on exit. """ php - rep #0x20 -; WMADDR = $7E:C1A5 ; $2181 lo+mid, $2183 hi-bank selector ($7E = 0) - lda.w #0xC1A5 - sta.l 0x002181 - sep #0x20 - lda.b #0x00 - sta.l 0x002183 -; DMAP ch3 = $00 (A->B, fixed B, byte mode, no decrement) - lda.b #0x00 - sta.l 0x004330 -; BBAD ch3 = $80 (target $2180 WMDATA) - lda.b #0x80 - sta.l 0x004331 -; A1T ch3 = $BE65 (src address low+mid) - rep #0x20 - lda.w #0xBE65 - sta.l 0x004332 - sep #0x20 -; A1B ch3 = $7E (src bank) - lda.b #0x7E - sta.l 0x004334 -; DAS ch3 = $0340 (size) - rep #0x20 - lda.w #0x0340 - sta.l 0x004335 - sep #0x20 -; MDMAEN ch3 - lda.b #0x08 - sta.l 0x00420B + rep #0x30 + ldx.w #0xBE65 + ldy.w #0xC1A5 + lda.w #0x033F +; A = byte count - 1 ($340 bytes) + .db 0x54 + .db 0x7E + .db 0x7E +; mvn #$7E, #$7E (dst_bank, src_bank) plp rtl draw_inventory_text: From 7d3a1ee0f5506ce3e477938abaaa43fdbc9f3f3b Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 07:30:18 +0200 Subject: [PATCH 037/127] Resolve active char_id to slot before stamping name palette `$1822` holds the character id of the queue-popped actor, not its slot in the on-screen layout. set_active_char_palette was treating the value as a direct slot index, so on a save where party order diverges from default (Cecil acting -> char_id 0, but slot 0 held Palom) the highlight bled onto the wrong row. Scan the per-slot char_id table at `$7E:29C5..$29C9` for a match; that index is the slot. Empty slots are tagged $FF, so a char id that no longer maps to any slot (KO/dead/swap-out) falls through to a no-match sentinel and every row ends up at palette 0. --- src/battle/redraw_gates.s | 30 +++++++++++++++++++++++++++++- 1 file changed, 29 insertions(+), 1 deletion(-) diff --git a/src/battle/redraw_gates.s b/src/battle/redraw_gates.s index 9904507..4b5f218 100644 --- a/src/battle/redraw_gates.s +++ b/src/battle/redraw_gates.s @@ -187,7 +187,15 @@ mirrors get written by the VWF dispatcher (`tilemap_write` in message.s) at offsets +0 and +$0C of the row base, so 12 hi bytes total per slot (6 on each mirror). -A = active slot index (0..4) on entry. M=8, X=8. +A = active char_id (NOT slot index) on entry. Vanilla stores the +queue-popped char_id into `$1822` ; the tilemap layout is keyed +by SLOT index. Resolve char_id -> slot by scanning the per-slot +char_id table at `$7E:29C5` (one byte per slot, $FF = empty). +Without this indirection the highlight lands on whatever char_id +matches the slot number (Cecil acting -> char_id 0 -> slot 0, +which holds Palom in a remixed party). + +M=8, X=8. """ @@ -200,6 +208,26 @@ A = active slot index (0..4) on entry. M=8, X=8. pha plb pla + ; A = active char_id ; scan $7E:29C5..$29C9 for the slot that + ; holds it. Fall back to $FF (no slot) when the char is absent + ; (KO / dead etc.) so every slot ends up with palette 0. + sta.l scp_pal_byte ; reuse as scratch for the char_id key + ldx.w #0 + +_scp_id_scan: + cpx.w #5 + bcs _scp_id_miss + lda.l 0x7E29C5, x + cmp.l scp_pal_byte + beq _scp_id_hit + inx + bra _scp_id_scan + +_scp_id_miss: + ldx.w #0xFF ; sentinel slot ; no match + +_scp_id_hit: + txa sta.l scp_active_slot ; Save $32/$33 ; walker reuses as scratch indirect-ptr ; NMI ; caller's BG / DMA state needs them preserved. From c14e0ef400c91684310ced24100caa6f79919e93 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 07:34:14 +0200 Subject: [PATCH 038/127] Honor CharOrderTbl when mapping active slot to highlight row set_active_char_palette walks tilemap rows 0..4 and was comparing the row index directly against $1822 to decide which name to highlight. The tilemap is not laid out in slot order though: vanilla UpdateCharNames at $02:A20C iterates display positions and maps each row R to slot `CharOrderTbl[R]` (= .byte 1,3,0,4,2 at $02:A1C8). Comparing the raw row index meant Cecil acting (slot 0) lit up row 0, which displays slot 1 (Palom in the default order). Read `CharOrderTbl[row]` inside the row loop and match against the active slot, same indirection vanilla uses. Prior commit's char_id -> slot scan over `$29C5` was the wrong direction and is reverted. --- src/battle/redraw_gates.s | 41 +++++++++++++-------------------------- 1 file changed, 13 insertions(+), 28 deletions(-) diff --git a/src/battle/redraw_gates.s b/src/battle/redraw_gates.s index 4b5f218..c0f5019 100644 --- a/src/battle/redraw_gates.s +++ b/src/battle/redraw_gates.s @@ -187,13 +187,16 @@ mirrors get written by the VWF dispatcher (`tilemap_write` in message.s) at offsets +0 and +$0C of the row base, so 12 hi bytes total per slot (6 on each mirror). -A = active char_id (NOT slot index) on entry. Vanilla stores the -queue-popped char_id into `$1822` ; the tilemap layout is keyed -by SLOT index. Resolve char_id -> slot by scanning the per-slot -char_id table at `$7E:29C5` (one byte per slot, $FF = empty). -Without this indirection the highlight lands on whatever char_id -matches the slot number (Cecil acting -> char_id 0 -> slot 0, -which holds Palom in a remixed party). +A = active character SLOT on entry (vanilla `$1822` semantics). + +The on-screen tilemap is ordered by display position, NOT slot: +row R of `$B966` shows whoever vanilla's `CharOrderTbl` +(`$02:A1C8` = .byte 1,3,0,4,2) maps R to. The per-row loop below +already iterates display rows 0..4, so we compare each row's +CharOrderTbl entry against $1822 instead of comparing the row +index itself. Without this indirection, Cecil acting (slot 0) +used to light up row 0 of the tilemap, which displays slot 1 +(= Palom in the default order). M=8, X=8. """ @@ -208,26 +211,6 @@ M=8, X=8. pha plb pla - ; A = active char_id ; scan $7E:29C5..$29C9 for the slot that - ; holds it. Fall back to $FF (no slot) when the char is absent - ; (KO / dead etc.) so every slot ends up with palette 0. - sta.l scp_pal_byte ; reuse as scratch for the char_id key - ldx.w #0 - -_scp_id_scan: - cpx.w #5 - bcs _scp_id_miss - lda.l 0x7E29C5, x - cmp.l scp_pal_byte - beq _scp_id_hit - inx - bra _scp_id_scan - -_scp_id_miss: - ldx.w #0xFF ; sentinel slot ; no match - -_scp_id_hit: - txa sta.l scp_active_slot ; Save $32/$33 ; walker reuses as scratch indirect-ptr ; NMI ; caller's BG / DMA state needs them preserved. @@ -240,7 +223,9 @@ _scp_id_hit: _scp_slot_loop: cpx.w #5 bcs _scp_done - txa + ; CharOrderTbl[row] = char slot displayed at this row. Compare to + ; the active slot; match -> highlight palette, miss -> palette 0. + lda.l 0x02A1C8, x cmp.l scp_active_slot beq _scp_is_active lda #0x00 From 1d7e56ea3fb8476aff3ee7af17df5848117e1961 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 07:45:23 +0200 Subject: [PATCH 039/127] Wire field/drops/treasure menus through assets_items_unleashed_dat Field menu DrawItemSlot at $01:9000 used the 12-byte items.dat records (1 symbol + 11 name). Drops + treasure rolling-buffer menus defer to the same routine, so they all rendered short names while the battle inventory was already on the 17-byte items_unleashed table. Switch every code site over. Add ITEM_UNLEASHED_RECORD_SIZE (17) + ITEM_UNLEASHED_TEXT_SIZE (16) to src/items.i and reuse those constants for the loop counter and the multiply-by-stride helpers (`multiply_item_index_17` / `multiply_by_17` mirror their _12 siblings in ff4.s). Field-menu callers JSL via the trampoline so the patch fits in 4 bytes + 3 NOPs. Colon position bumped from $0058 to $0060 ($0052 vanilla -> +14 bytes = +7 tiles) to track the wider name slot. Visual review on the field-inventory kss shows accent + apostrophe glyphs may need a follow-up encoding pass (items_unleashed is battle-font; field menu CHR has different codepoints for $c9 etc.) but the stride + length wiring is the prerequisite. --- ff4.s | 49 ++++++++++++++++++++++++++++++++++++++++- src/ingame/items_menu.s | 29 ++++++++++++++---------- src/items.i | 9 ++++++++ 3 files changed, 74 insertions(+), 13 deletions(-) diff --git a/ff4.s b/ff4.s index 654e46e..a8dceed 100644 --- a/ff4.s +++ b/ff4.s @@ -167,6 +167,30 @@ Output: X = offset into ItemName table. rtl +multiply_item_index_17: +""" +Relocated multiply-by-ITEM_UNLEASHED_RECORD_SIZE for the items_unleashed +name offset. Called from $019023 via JSL when the field menu is +wired to the 17-byte assets_items_unleashed_dat table. +Input: $43 = item ID (16-bit mode active). +Output: X = offset into ItemName table. +""" + + +; ITEM_UNLEASHED_RECORD_SIZE = 17 = (id << 4) + id. + lda 0x43 + pha + asl + asl + asl + asl ; * 16 + clc + adc 0x01, s ; * 16 + id = * 17 + tax + pla ; balance stack + rtl + + multiply_by_12: """A: value to multiply ; returns A*12 in A.""" php @@ -184,6 +208,29 @@ multiply_by_12: rtl +multiply_by_17: +""" +A: value to multiply ; returns A*17 in A. Mirror of multiply_by_12 +sized for the 17-byte assets_items_unleashed_dat stride. +""" + + + php + rep #0x20 + and.w #0x00FF + pha + asl + asl + asl + asl + clc + adc 0x01, s ; * 16 + value = * 17 + sta 0x01, s + pla + plp + rtl + + brk_handler: """ BRK trap: mask interrupts, disable NMI, fetch the BRK signature byte @@ -280,10 +327,10 @@ signature byte sits at PB:(PC - 1). .incbin "assets/monsters_long.ptr" .incbin "assets/monsters_long.dat" .incbin "assets/battle_commands_nul.ptr" + .incbin "assets/battle_commands_nul.dat" .incbin "assets/magic.dat" .incbin "assets/places_names.dat" - .incbin "assets/classes.ptr" .incbin "assets/classes.dat" .incbin "assets/items.dat" diff --git a/src/ingame/items_menu.s b/src/ingame/items_menu.s index f9e60f4..721a658 100644 --- a/src/ingame/items_menu.s +++ b/src/ingame/items_menu.s @@ -1,16 +1,21 @@ """ -Item-name expansion for the field-menu (mirror of `battle/items_patches.s`): mul-by-9 → mul-by-12 stride -changes, $0F8000 → `assets_items_dat` pointer remaps. +Item-name expansion for the field-menu (mirror of `battle/items_patches.s`): mul-by-9 -> mul-by-17 stride +changes, $0F8000 -> `assets_items_unleashed_dat` pointer remaps. +Field / drops / treasure rolling inventory all defer to vanilla +DrawItemSlot at $01:9000, so patching here switches them in one +go. """ ; Item name expansion for menu system -; Patches the multiply-by-9 to multiply-by-12 -; Also redirects $0F8000 references to assets_items_dat +; Patches the multiply-by-9 to multiply-by-17 +; Also redirects $0F8000 references to assets_items_unleashed_dat ; --- Patch loop counter --- ; Original: 01/903F: A9 08 LDA #$08 +; Name field is ITEM_UNLEASHED_TEXT_SIZE chars in items_unleashed +; (records are ITEM_UNLEASHED_RECORD_SIZE bytes = symbol + name). *=0x01903F - lda #0x0b + lda #ITEM_UNLEASHED_TEXT_SIZE ; --- Patch multiply logic --- @@ -19,7 +24,7 @@ changes, $0F8000 → `assets_items_dat` pointer remaps. ; New: JSL to relocated routine (4 bytes) + 3 NOPs *=0x019023 - jsr.l multiply_item_index_12 + jsr.l multiply_item_index_17 nop nop nop @@ -31,26 +36,26 @@ changes, $0F8000 → `assets_items_dat` pointer remaps. ; Original: 01/902E: BF 00 80 0F LDA $0F8000,X *=0x01902E - lda.l assets_items_dat, x + lda.l assets_items_unleashed_dat, x ; --- menu: item name (in loop) --- ; Original: 01/9043: BF 00 80 0F LDA $0F8000,X *=0x019043 - lda.l assets_items_dat, x + lda.l assets_items_unleashed_dat, x ; ===== COLON/QUANTITY POSITION PATCHES ===== -; Item names expanded from 9 to 12 bytes (+3 chars = +6 VRAM bytes) -; Change offset from $0052 to $0058 +; Item names expanded from 9 to 16 bytes (+7 chars = +14 VRAM bytes) +; Change offset from $0052 to $0060 ; --- DrawItemSlot: left column colon/qty position --- ; Original: 01/A1FC: 69 52 00 ADC #$0052 *=0x01A1FC - adc #0x0058 + adc #0x0060 ; --- DrawItemSlot: right column colon/qty position --- ; Original: 01/A236: 69 52 00 ADC #$0052 *=0x01A236 - adc #0x0058 + adc #0x0060 diff --git a/src/items.i b/src/items.i index 4138348..f887d85 100644 --- a/src/items.i +++ b/src/items.i @@ -23,6 +23,15 @@ qty + spell) and gets its own struct in a follow-up plan. ITEM_NAME_RECORD_SIZE := 0x0C ITEM_NAME_TEXT_SIZE := 0x0B +; Per-item record size in the unleashed (16-char) name table at +; `assets_items_unleashed_dat`: 1-byte symbol prefix + 16-byte name = +; 17 bytes total. Battle / field / drops / treasure inventory all +; render from this table once the BATTLE_ITEMS_VWF + field-menu +; switches are on. Keep stride math + loop counters consistent via +; these two symbols. +ITEM_UNLEASHED_RECORD_SIZE := 0x11 +ITEM_UNLEASHED_TEXT_SIZE := 0x10 + .struct Item { byte id From fafa58c78b5858a2e1c6b5e503e8f00049708346 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 07:52:29 +0200 Subject: [PATCH 040/127] Wire key-item picker through assets_items_unleashed_dat Mirror of the previous field-menu commit. The picker at $00:AF4D walks the same item-name table that field / drops / treasure do. Swap the inline id*9 path (already relocated to a `multiply_by_12` JSL chain) over to `multiply_by_17`, bump the inner letter-loop counter from `ITEM_NAME_TEXT_SIZE` (11) to `ITEM_UNLEASHED_TEXT_SIZE` (16), and retarget the name fetch at $00:B273 to `assets_items_unleashed_dat`. Shift the colon/tens/ones write trio from $0780/81/82 to $0784/85/86 so the qty column still lands one tile past the longer name. Picker tilemap row stride stays at 24 for now ; a 16-char name + colon + qty fits inside the existing two-byte-per-tile single-row budget once the trio offset moves. --- src/ingame/key_item_picker_patches.s | 40 +++++++++++++++------------- 1 file changed, 22 insertions(+), 18 deletions(-) diff --git a/src/ingame/key_item_picker_patches.s b/src/ingame/key_item_picker_patches.s index dd9c243..c8f9fea 100644 --- a/src/ingame/key_item_picker_patches.s +++ b/src/ingame/key_item_picker_patches.s @@ -58,47 +58,51 @@ Patched: lda #0x04 ; Replace the inline id*9 multiplier at $00:B253-B26C with a -; jsl multiply_by_12 chain. A is item-id on entry (just loaded via -; lda $0712,x at $B24B), returns A=id*12. Move into X for the -; existing inner-loop indexed `lda.l assets_items_dat, x` read. -; The original block was 26 bytes ($B253..$B26C); replacement uses -; 9 bytes, padded with NOP to keep downstream instruction -; addresses ($B26F lda#, $B273 lda.l ...) anchored. +; jsl multiply_by_17 chain. A is item-id on entry (just loaded via +; lda $0712,x at $B24B), returns A = id * ITEM_UNLEASHED_RECORD_SIZE. +; Move into X for the existing inner-loop indexed +; `lda.l assets_items_unleashed_dat, x` read. The original block was +; 26 bytes ($B253..$B26C); replacement uses 9 bytes, padded with NOP +; to keep downstream instruction addresses ($B26F lda#, $B273 lda.l +; ...) anchored. *=0x00B253 rep #0x10 - jsr.l multiply_by_12 + jsr.l multiply_by_17 tax inx pad_nop(18) ; Inner-name-write loop count at $00:B26F: original `lda #$08` -; (8 letters per name). Bump to ITEM_NAME_TEXT_SIZE. +; (8 letters per name). Bump to ITEM_UNLEASHED_TEXT_SIZE. *=0x00B26F - lda #ITEM_NAME_TEXT_SIZE + lda #ITEM_UNLEASHED_TEXT_SIZE ; Item-name table source at $00:B273: original `lda.l $0F8000,x` -; (JP layout). Redirect to French assets_items_dat. +; (JP layout). Redirect to assets_items_unleashed_dat. *=0x00B273 - lda.l assets_items_dat, x + lda.l assets_items_unleashed_dat, x ; Make both column-toggle branches advance Y by 24 (full text-buffer ; row, 12 chars). Both → `adc #$18` so every item lands on its own -; row regardless of which column the toggle picks. +; row regardless of which column the toggle picks. Keep at 24 +; for now ; widening to fit a 16-char name + colon + qty requires +; revisiting the picker's tilemap row stride too. *=0x00B2B5 adc #0x18 *=0x00B2BF adc #0x18 ; Item-text layout post-name: original writes ":" at +8 ($077C), tens -; at +9 ($077D), ones at +10 ($077E). Names were 8 chars (slots 0..7). -; French names are 11 chars (slots 0..10) + 1 tile spacer = 12, so -; push the qty trio out by +12 (one full tile beyond the name): +; at +9 ($077D), ones at +10 ($077E). 12-char names pushed the trio +; to $0780/81/82. 16-char names need another +4 to land past the name +; (assets_items_unleashed_dat = symbol + 16 chars), so trio sits at +; $0784/85/86 with the same 1-tile spacer between name and colon. *=0x00B28E - sta 0x0780, y + sta 0x0784, y *=0x00B2A4 - sta 0x0781, y + sta 0x0785, y *=0x00B2A9 - sta 0x0782, y + sta 0x0786, y ; Single-col picker has no col-1 to move cursor to. NOP the JOY_RIGHT ; check at $00:AFB0 by replacing the AND mask with $00 — beq always From 864648891a75727c25c7d95a7f7ef278093a8126 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 08:07:12 +0200 Subject: [PATCH 041/127] Resize small_vwf CHR + vram-save buffers for field-item VWF port Phase 0 of the field-menu VWF port. The field-item renderer is going to reuse the same $C0..$FB tile-id window the battle inventory uses, which lands at $703C00..$703FB0 in the CHR slice. The old `render.buffer_size = $300` only covered tile_ids $00..$2F, so the upcoming blits would have spilled into the vram-save buffer at $704000. Bump `render.buffer_size` to $1000 so the CHR slice covers the full $00..$FF tile-id range, and shift `_vram_copy.buffer` from $704000 to $705000 to match the canonical layout already documented in `src/definitions.s` and used by `src/ingame/main.s` (`sram_buffer = $705000`). $704000..$704FFF is now free for future use. No behavior change yet: field-menu still goes through the fixed- font DrawItemName path. The VWF entry point + DrawItemName JSL hook land in the next phase. --- src/small_vwf/render.s | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-) diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index e599d8f..ab7aa7f 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -31,7 +31,10 @@ VARS_BUFFER = 0x710000 } .scope _vram_copy { - buffer = 0x704000 +; Moved from $704000 to $705000 so the CHR buffer at $703000 can +; grow to $1000 bytes (cover tile_ids $00..$FF) without trampling +; the vram-save staging. + buffer = 0x705000 save_dialog_vram_far: jsr.l 0x14fd0f ; original save @@ -227,7 +230,14 @@ get: current_char = prev_char + 1 tilemap_offset = 0x1d buffer_ptr = 0x703000 - buffer_size = 0x300 +; Bumped from $300 to $1000 so the CHR buffer covers tile_ids +; $00..$FF (256 * 16 bytes). Field-menu item-name VWF reuses the +; $C0..$FB tile-id window that battle inventory rolling already +; uses, which lands at $703C00..$703FB0 in the CHR slice. The +; matching vram-save buffer at $704000 was sized off this constant +; so the resize propagates through `save_dialog_vram_far` / +; `restore_dialog_gfx_far` automatically. + buffer_size = 0x1000 last_drawn_text_ptr = buffer_ptr + buffer_size + 2 init: """font_ptr = assets_menu_font_dat ; moved to direct use of assets_menu_font_dat""" From 680a056f82ccb58ebfee9803459300f214414307 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 08:21:14 +0200 Subject: [PATCH 042/127] Hook DrawItemName / DrawEquipItemName through bank-20 helper Phase 1 of the field-menu VWF port. Adds `items_menu_vwf` as a new bank-20 module and re-points the field menu's two item-name entry points ($01:9013 DrawEquipItemName and $01:9060 DrawItemName) at `items_menu_vwf.draw_field_item_name` via JSL + RTS. The helper body is a literal copy of the vanilla fixed-font loop that we already had after the items_unleashed stride switch: mul-by-17 inlined (top-level helper not visible from the imported module's scope), symbol byte to bottom row, then 16 chars across top + bottom tilemap rows with the menu palette byte. Visual output stays identical to the pre-hook build ; this commit just proves the indirection works so Phase 2 can swap the loop body for a `small_vwf.render.display_char` blit with top-row blanks. Both call sites become a 5-byte `jsl ; rts` pair which fits inside the vanilla phys + branch the original entries used. The bank-01 existing colon-offset patch + mul-by-stride patches downstream of $9023 are now dead code but kept in place for documentation; future phases can prune them once the VWF path is the only consumer. --- ff4.s | 3 +- src/ingame/items_menu.s | 23 +++++++ src/ingame/items_menu_vwf.s | 118 ++++++++++++++++++++++++++++++++++++ 3 files changed, 143 insertions(+), 1 deletion(-) create mode 100644 src/ingame/items_menu_vwf.s diff --git a/ff4.s b/ff4.s index a8dceed..ebf6518 100644 --- a/ff4.s +++ b/ff4.s @@ -300,6 +300,7 @@ signature byte sits at PB:(PC - 1). } .import "ingame/places_names_window" +.import "ingame/items_menu_vwf" .import "menus/system_menus_text" .import "dakuten" .import "menus/start_screen_text" @@ -326,8 +327,8 @@ signature byte sits at PB:(PC - 1). .incbin "assets/attack_names.dat" .incbin "assets/monsters_long.ptr" .incbin "assets/monsters_long.dat" -.incbin "assets/battle_commands_nul.ptr" +.incbin "assets/battle_commands_nul.ptr" .incbin "assets/battle_commands_nul.dat" .incbin "assets/magic.dat" .incbin "assets/places_names.dat" diff --git a/src/ingame/items_menu.s b/src/ingame/items_menu.s index 721a658..85bf1d1 100644 --- a/src/ingame/items_menu.s +++ b/src/ingame/items_menu.s @@ -5,6 +5,8 @@ Field / drops / treasure rolling inventory all defer to vanilla DrawItemSlot at $01:9000, so patching here switches them in one go. """ + +.extern items_menu_vwf.draw_field_item_name ; Item name expansion for menu system ; Patches the multiply-by-9 to multiply-by-17 ; Also redirects $0F8000 references to assets_items_unleashed_dat @@ -44,6 +46,27 @@ go. *=0x019043 lda.l assets_items_unleashed_dat, x +; ===== DRAWITEMNAME JSL HOOKS ===== +; Both vanilla entry points relocate to `items_menu_vwf.draw_field_item_name` +; in bank $20. Initial stub mirrors the vanilla fixed-font body so the +; visible output stays identical; subsequent phases will swap in the +; small_vwf glyph blit + per-slot CHR allocator. + +; DrawEquipItemName ($01:9013): vanilla `phy ; phx ; lda ($60),y ; bra _9017`. +; We replace with: load A from ($60),y, then `jsl helper ; rts`. + +*=0x019013 + lda (0x60), y + jsr.l items_menu_vwf.draw_field_item_name + rts + +; DrawItemName ($01:9060): vanilla `phy ; phy ; bra _9017` -> caller already +; passed A = item_id. JSL the helper and return. + +*=0x019060 + jsr.l items_menu_vwf.draw_field_item_name + rts + ; ===== COLON/QUANTITY POSITION PATCHES ===== ; Item names expanded from 9 to 16 bytes (+7 chars = +14 VRAM bytes) ; Change offset from $0052 to $0060 diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s new file mode 100644 index 0000000..ce48665 --- /dev/null +++ b/src/ingame/items_menu_vwf.s @@ -0,0 +1,118 @@ +""" +Field-menu item-name VWF renderer. + +Replaces vanilla `DrawItemName` / `DrawEquipItemName` at $01:9013 / +$01:9060. The vanilla routine wrote 16-pixel-tall fixed-font tile +ids across two tilemap rows ($29) (dakuten / top half) and +($1D = $29 + $40) (kana / bottom half). We keep the 16-pixel-tall +slot layout but render the name as 8-pixel-tall variable-width +glyphs in the BOTTOM tile row only ; the TOP row is filled with +blank ($FF) tiles + the menu palette byte ($DB) so the slot still +takes two tilemap rows of vertical space. + +Inputs (caller convention preserved): + A = item id (8-bit), set by either entry point. + Y = tilemap byte offset within the row (set by the rolling + engine before each row render). + $29 = top-row tilemap pointer (16-bit, in WRAM bank $7E). + $5D = slot index 0..N-1 (set by `_menu_render_item_to_slot` in + `src/ingame/inventory_rolling.s` before each per-row call). + $DB = palette / attribute byte for fixed cells. + +Outputs: + Top row at ($29),y..($29),y+31 filled with $FF + ($DB|$34). + Bottom row at ($29+$40),y.. filled with VWF glyphs + + palette via small_vwf. + X = `items_unleashed` offset for the last byte consumed. + +Tile-id allocation: + Each visible slot owns ITEM_VWF_TILE_BUDGET (=10) tile ids + starting at ITEM_VWF_TILE_BASE + slot * budget, same scheme the + battle inventory uses. The render_allocator clamp at + slot_limit_low keeps overflow contained to the slot. + +Status: + Wiring scaffold. The bank-20 entry point is in place and the + $01:9013 / $01:9060 hooks JSL into it, but the body still falls + back to the fixed-font path so the visible output matches what + vanilla DrawItemName produced before the switch. Subsequent + phases will swap the loop body to `small_vwf.render.display_char` + + per-slot CHR clear + top-row blanking. +""" + + +.include "src/items.i" +.include "src/battle/inventory_budget.i" + +.extern assets_items_unleashed_dat + +.scope items_menu_vwf { +draw_field_item_name: +""" +Bank-20 stub entry. Mirrors the vanilla fixed-font body byte-for- +byte: writes the items_unleashed symbol + 16 name bytes across the +two tilemap rows. This proves the JSL hook works ; the actual VWF +swap (top row -> blanks + bottom row -> small_vwf glyphs) lands in +the next phase. + +The caller patches at $01:9013 and $01:9060 do `jsl ... ; rts` so +we own the full DrawItemName / DrawEquipItemName body now. We do +NOT `phy` here because the patched callers no longer push Y -- Y +is preserved across the JSL by convention and consumed inline. +""" + + + sta.b 0x43 + php + rep #0x20 + lda.b 0x29 + clc + adc.w #0x0040 + sta.b 0x1D + lda.b 0x43 + and.w #0x00FF +; X = item id * ITEM_UNLEASHED_RECORD_SIZE. Inline `id*17 = id*16 + id` +; so the module does not depend on the top-level multiply helper +; (which is not visible from .import scope). + pha + asl + asl + asl + asl ; * 16 + clc + adc 0x01, s + tax + pla ; balance stack + sep #0x20 + lda.l assets_items_unleashed_dat, x + sta (0x1D), y + iny + lda.b 0xDB + ora.b 0x34 + sta (0x29), y + sta (0x1D), y + iny + inx + lda.b #ITEM_UNLEASHED_TEXT_SIZE + sta.b 0x45 + +_loop: +; Skip GetDakuten ; the French item names live entirely in the +; 1-byte range (no dakuten/kana split), so write the raw byte to +; both tilemap rows. Same visual as `GetDakuten ; sta ; xba ; sta` +; on a no-split input. + lda.l assets_items_unleashed_dat, x + sta (0x29), y + sta (0x1D), y + inx + iny + lda.b 0xDB + ora.b 0x34 + sta (0x29), y + sta (0x1D), y + iny + dec.b 0x45 + bne _loop + plp + rtl +} From d413637e0f9528ff69f268f36229a457aeec271c Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 09:16:11 +0200 Subject: [PATCH 043/127] WIP: route field DrawItemName through small_vwf (broken slot index) Phase 2 of the field-menu VWF port, committed in a known-broken state so the next session has a bisect point. The helper now sets up `small_vwf.render` per call: - inline mul-by-17 for the items_unleashed offset - tile_id base = ITEM_VWF_TILE_BASE + $5D * ITEM_VWF_TILE_BUDGET - `render_allocator.init_with_tile_id` + verbatim re-stash of allocated_tile_id to shadow any racing render.init from item- description redraws - bottom-row writes via small_vwf (tilemap_offset = $1D, abs bottom-row WRAM addr), top-row writes manual via ($29),y Known issues: - $5D (menu_rolling_slot_index) reaches values outside the visible slot range (e.g. 10). Breadcrumb in $70F800/01 shows pairs like (base=$24, slot=10) and (base=$C0, slot=0), so the rolling code is feeding the helper buffer indices > the BUFFER_SLOTS we sized the tile budget for. Slot 1 ends up rendering at tile_ids $06+ instead of $CA+. - CHR DMA to VRAM not yet wired ; small_vwf blits land in WRAM only. Next: wrap VWF state behind a shared SRAM struct (font_ptr, tile_id base, palette, tilemap_base, slot_budget) so battle + field can share the same engine without stomping each other, then re-attack slot indexing with the engine consuming the struct instead of the helper hand-computing offsets. --- src/ingame/items_menu_vwf.s | 148 +++++++++++++++++++++++++++++------- 1 file changed, 122 insertions(+), 26 deletions(-) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index ce48665..16f0fb2 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -45,47 +45,134 @@ Status: .include "src/battle/inventory_budget.i" .extern assets_items_unleashed_dat +.extern render +.extern render.display_char +.extern render.bits_left_on_tile +.extern render.temp +.extern render.counter +.extern render_allocator +.extern render_allocator.init_with_tile_id +.extern render_allocator.slot_limit_low +.extern render_allocator.allocated_tile_id .scope items_menu_vwf { draw_field_item_name: """ -Bank-20 stub entry. Mirrors the vanilla fixed-font body byte-for- -byte: writes the items_unleashed symbol + 16 name bytes across the -two tilemap rows. This proves the JSL hook works ; the actual VWF -swap (top row -> blanks + bottom row -> small_vwf glyphs) lands in -the next phase. - -The caller patches at $01:9013 and $01:9060 do `jsl ... ; rts` so -we own the full DrawItemName / DrawEquipItemName body now. We do -NOT `phy` here because the patched callers no longer push Y -- Y -is preserved across the JSL by convention and consumed inline. +Bank-20 VWF item-name render for the field menu. + +Top tilemap row at ($29),y gets $FF blank tiles + the menu palette +byte ($DB | $34) so the 16-pixel-tall slot keeps its full height. +Bottom row gets the items_unleashed symbol byte (fixed font, lands +at the slot's first tile) followed by VWF tiles produced by +`small_vwf.render.display_char`. Slot N owns tile_ids +ITEM_VWF_TILE_BASE + N * ITEM_VWF_TILE_BUDGET .. + K - 1 ; the +allocator's slot_limit_low clamp keeps spill out of the next +slot's range. + +The first pass of this helper hit two snags worth recording so +they stay fixed: + +1. `small_vwf.render.tilemap_offset` and `small_vwf.render.bits_left_on_tile` + live in direct page ($1D, $73) which vanilla `DrawItemName` + also touched as its kana-row pointer. Solution: drive + tilemap_offset directly as the absolute WRAM byte index for the + bottom row and never use ($1D),y indirection ourselves ; the + top-row writes go via ($29),y so the two rows stay decoupled. + +2. `small_vwf.render_allocator.allocated_tile_id` was reset to 0 + by an unrelated `render.init` call (item-description redraw) + between our `init_with_tile_id` and the first `display_char`. + Solution: re-arm `allocated_tile_id` straight after the JSR so + any race is contained to a single bytecode window, and stash + the slot base in $43 so a later check can detect the clobber + if it comes back. + +Y is preserved by the caller and tracks the top-row byte offset. +display_char internally advances `tilemap_offset` by 2 per blit so +we just bump Y by 2 in lockstep for the top-row blank. """ sta.b 0x43 php + sep #0x20 + rep #0x10 +; --- X = item id * ITEM_UNLEASHED_RECORD_SIZE --- rep #0x20 - lda.b 0x29 - clc - adc.w #0x0040 - sta.b 0x1D lda.b 0x43 and.w #0x00FF -; X = item id * ITEM_UNLEASHED_RECORD_SIZE. Inline `id*17 = id*16 + id` -; so the module does not depend on the top-level multiply helper -; (which is not visible from .import scope). pha asl asl asl asl ; * 16 clc - adc 0x01, s + adc 0x01, s ; + id = * 17 tax pla ; balance stack sep #0x20 +; --- Tile_id base = ITEM_VWF_TILE_BASE + $5D * ITEM_VWF_TILE_BUDGET --- + rep #0x20 + lda.b 0x5D + and.w #0x00FF + pha + asl + asl + asl ; * 8 + clc + adc 0x01, s ; + slot = * 9 + clc + adc 0x01, s ; + slot = * 10 + clc + adc.w #ITEM_VWF_TILE_BASE + sta.b 0x43 ; reuse $43 as 16-bit tile_id base scratch + pla ; balance stack + sep #0x20 +; --- Init small_vwf allocator with this slot's base --- + phx + lda.b 0x43 + jsr.w render_allocator.init_with_tile_id +; Belt + braces: write allocated_tile_id verbatim. init_with_tile_id +; takes A and stashes it; we re-stash so an interleaved render.init +; (item-description redraw etc.) is shadowed back to the slot base +; on this side of the call boundary. + lda.b 0x43 + sta.l render_allocator.allocated_tile_id + lda.b #0x00 + sta.l render_allocator.allocated_tile_id + 1 + lda.b 0x43 +; Debug breadcrumb: stash the computed base + slot index in SRAM +; scratch so a write-watch from outside can confirm which slot the +; helper was invoked for and what tile_id base it actually used. + sta.l 0x70F800 + lda.b 0x5D + sta.l 0x70F801 + clc + adc.b #( ITEM_VWF_TILE_BUDGET - 1 ) + sta.l render_allocator.slot_limit_low + plx +; --- Reset per-render render state (mirror of render.init tail) --- + lda.b #0x08 + sta.b render.bits_left_on_tile + stz.b render.temp + stz.b render.counter +; --- Set tilemap_offset = $29 + $40 + Y (absolute bottom-row WRAM byte) --- + rep #0x20 + tya + and.w #0x00FF + clc + adc.b 0x29 + clc + adc.w #0x0040 + sta.b 0x1D + sep #0x20 +; --- Symbol byte: write fixed tile to bottom row, blank to top --- lda.l assets_items_unleashed_dat, x - sta (0x1D), y + pha + lda.b #0xFF + sta (0x29), y ; top row blank + pla + sta (0x1D), y ; bottom row symbol (direct sta via $1D as 16-bit ptr) iny lda.b 0xDB ora.b 0x34 @@ -93,24 +180,33 @@ is preserved across the JSL by convention and consumed inline. sta (0x1D), y iny inx +; Advance tilemap_offset past the symbol slot (2 bytes = tile + pal) + rep #0x20 + lda.b 0x1D + clc + adc.w #0x0002 + sta.b 0x1D + sep #0x20 +; --- VWF loop: ITEM_UNLEASHED_TEXT_SIZE chars --- lda.b #ITEM_UNLEASHED_TEXT_SIZE sta.b 0x45 _loop: -; Skip GetDakuten ; the French item names live entirely in the -; 1-byte range (no dakuten/kana split), so write the raw byte to -; both tilemap rows. Same visual as `GetDakuten ; sta ; xba ; sta` -; on a no-split input. lda.l assets_items_unleashed_dat, x + phx + phy + jsr.w render.display_char ; CHR blit + tilemap_write @ $1D, advances both + ply + plx +; Top row blank + palette at the position the VWF cell took + lda.b #0xFF sta (0x29), y - sta (0x1D), y - inx iny lda.b 0xDB ora.b 0x34 sta (0x29), y - sta (0x1D), y iny + inx dec.b 0x45 bne _loop plp From f82cb22ae116edbf58101331aceb0155115f4fe7 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 09:17:31 +0200 Subject: [PATCH 044/127] Add src/vwf_state.i: shared VWF SRAM addresses + config-struct scaffold Scaffold for the engine unification. Defines: - `VWF_CHR_BUFFER = $70:3000`, `VWF_CHR_BUFFER_SIZE = $1000`. Both battle's `battle_render.buffer_ptr` and small_vwf's `render.buffer_ptr` already point here ; promote to one symbol so the next refactor wave (replace the local consts with the shared one) is purely mechanical. - `VWF_TEXT_BUFFER = $70:F900`, $40 bytes. Null-terminated staging buffer; callers copy a name into it + write $00 terminator, then invoke the future `vwf_render_string` with just a pointer. Drops the per-caller char-count argument that battle / item-description / field item helpers each carry today. - `VWF_CONFIG_BASE = $70:F800` + `VwfConfig` struct (font_ptr, kerning_ptr, tile_id_base, slot_budget, tilemap_base, palette, flags). Caller writes the struct once before rendering ; engine reads font / palette / tile range from there instead of hardcoded assets_menu_font_dat. Lets battle keep its font + clamp settings, field menu items get their own font + the $C0..$FB tile budget, and treasure / drops join the engine without forking it. Nothing consumes the file yet ; this commit only lands the constants + struct layout so subsequent commits can rewire `battle_render.buffer_ptr` and `small_vwf.render.buffer_ptr` to reference them, and the field-items helper can populate `VWF_TEXT_BUFFER` + the config block before invoking `small_vwf.render.display_char` in a loop. --- src/vwf_state.i | 63 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 63 insertions(+) create mode 100644 src/vwf_state.i diff --git a/src/vwf_state.i b/src/vwf_state.i new file mode 100644 index 0000000..3c2cb20 --- /dev/null +++ b/src/vwf_state.i @@ -0,0 +1,63 @@ +""" +Shared VWF engine state addresses + future-config-struct slots. + +Both the battle messages renderer (`battle_render` in +`src/battle/message.s`) and the menu small-VWF renderer +(`render` in `src/small_vwf/render.s`) build glyph CHR into the same +SRAM tile buffer at $70:3000. They cohabit by never running +concurrently: battle owns the buffer during battle scenes, small_vwf +owns it during field menus. + +Define the shared address as a single symbol so future engines +(field-menu items, treasure-list VWF, drops-list VWF, ...) all +point at the same place automatically. Bumping the size only +needs to happen here ; `_vram_copy.buffer` already sits at $70:5000 +past the buffer so the VRAM-save staging is decoupled from the +CHR-buffer size. + +Forward-compat reservation: + VWF_CONFIG_BASE points at a planned per-context state struct + (font_ptr, kerning_ptr, tile_id_base, slot_budget, palette, + tilemap_base, flags). When the engines start reading from this + block, callers will write the struct once before invoking + `vwf_render_string` and the engine drops its hardcoded font + pointer. The struct lives in unused SRAM space ($70:F800+, same + region we already use for the items_menu_vwf debug breadcrumb) + so adding it does not perturb battle / menu live state. +""" + + +; --- VWF CHR buffer (shared across battle + menu renderers) ----------- + +VWF_CHR_BUFFER := 0x703000 +VWF_CHR_BUFFER_SIZE := 0x1000 ; covers tile_ids $00..$FF (256 * 16 bytes) + +; --- Null-terminated text-staging buffer ------------------------------ +; Callers copy the source string (from items_unleashed, monster names, +; magic list, ...) into this buffer + write $00 terminator, then call +; `vwf_render_string` with just a pointer. Lets the engine drop the +; explicit char-count argument that battle / item-description / field +; helpers each carry today, and lets us swap the source layout +; (fixed-stride table vs null-terminated table vs RAM-resident string) +; without touching the renderer. Sized for the longest field-menu +; item slot in `assets_items_unleashed_dat` + 1 terminator + headroom. +VWF_TEXT_BUFFER := 0x70F900 +VWF_TEXT_BUFFER_SIZE := 0x40 + +; --- VWF config struct (forward-compat ; not consumed yet) ------------ +; Field offsets so future readers can `lda.l VWF_CONFIG_BASE + .field` +; without manual byte math. Phase n of the unification will start +; populating + consuming these. +VWF_CONFIG_BASE := 0x70F800 + +.struct VwfConfig { + word font_ptr ; .l-addr 16-bit low (bank stored separately if needed) + byte font_bank + word kerning_ptr ; null = kerning off + byte kerning_bank + byte tile_id_base ; first tile_id this renderer owns + byte slot_budget ; ITEM_VWF_TILE_BUDGET-style clamp ; $FF = none + word tilemap_base ; WRAM dest base (16-bit, bank-$7E implied) + byte palette_byte ; default palette / attr + byte flags ; bit 0 = kerning, bit 1 = priority OR ; rest reserved +} From f036b2a5bc5a06db70812c74273d8d57e41fa9d1 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 09:20:22 +0200 Subject: [PATCH 045/127] Point battle_render + small_vwf buffer_ptr at shared VWF_CHR_BUFFER Both renderers already hardcoded $70:3000 as the CHR buffer base. Replace the local literal with the shared `VWF_CHR_BUFFER` / `VWF_CHR_BUFFER_SIZE` symbols from `src/vwf_state.i` so the next phase (field-menu items routing through the same engine) inherits the address without re-stating it. No behavior change ; assembled binaries are byte-identical for the affected scopes. Battle inventory + dialog VWF + field item- description all continue to render from the same SRAM page they did before. --- src/battle/message.s | 3 ++- src/small_vwf/render.s | 13 ++++--------- 2 files changed, 6 insertions(+), 10 deletions(-) diff --git a/src/battle/message.s b/src/battle/message.s index 457837c..199340d 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -3,6 +3,7 @@ Battle-message tile renderer + VWF parser scopes (`battle_render` low-level blit dialog-stream consumer). """ .include "src/battle/inventory_budget.i" +.include "src/vwf_state.i" .if 0 { .scope _vwf_tile_ring { ; Ring buffer for VWF tile allocation @@ -149,7 +150,7 @@ _not_found: 0x80 -> 0xB0 char names 0xB0 -> 0xF0 commands ? this one is untested. """ - buffer_ptr = 0x703000 + buffer_ptr = VWF_CHR_BUFFER buffer_size = 8 * ( 128 + 32 ) * 2 region_size = 48 ; Gate state moved past the inventory tile slice ($703C00..$703EF0) diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index ab7aa7f..15bb14a 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -1,4 +1,6 @@ """Small (8x8) menu VWF renderer.""" +.include "src/vwf_state.i" + VARS_BUFFER = 0x710000 .macro initialize(var) { @@ -229,15 +231,8 @@ get: prev_char = counter + 2 current_char = prev_char + 1 tilemap_offset = 0x1d - buffer_ptr = 0x703000 -; Bumped from $300 to $1000 so the CHR buffer covers tile_ids -; $00..$FF (256 * 16 bytes). Field-menu item-name VWF reuses the -; $C0..$FB tile-id window that battle inventory rolling already -; uses, which lands at $703C00..$703FB0 in the CHR slice. The -; matching vram-save buffer at $704000 was sized off this constant -; so the resize propagates through `save_dialog_vram_far` / -; `restore_dialog_gfx_far` automatically. - buffer_size = 0x1000 + buffer_ptr = VWF_CHR_BUFFER + buffer_size = VWF_CHR_BUFFER_SIZE last_drawn_text_ptr = buffer_ptr + buffer_size + 2 init: """font_ptr = assets_menu_font_dat ; moved to direct use of assets_menu_font_dat""" From 20f44db6c47e26d292a0a5e05f3306661d76e69a Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 09:24:59 +0200 Subject: [PATCH 046/127] Add small_vwf.render.draw_text_buffer entry for VWF_TEXT_BUFFER Unified-engine entry point that walks `VWF_TEXT_BUFFER` until $00 and blits each byte via the existing `display_char`. Caller sets up allocator base + clamp, tilemap_offset, bits_left_on_tile + the counter / temp scratch ; the entry just drives the loop. Eliminates the explicit char-count argument every per-caller VWF helper has been carrying (small_vwf's item-description draw, the WIP battle- inventory text walker, the field-items helper) so future migrations collapse to "stage string + terminator at VWF_TEXT_BUFFER, populate VwfConfig, jsr draw_text_buffer". Indexed via X (lda.l abs,x form ; lda.l abs,y is not encoded by a816). Caller's X is preserved across the call via phx / plx. Nothing routes through this yet ; field-items helper and battle inventory will swap over once VwfConfig is wired into the engine internals and the per-context tile_id base + font_ptr come from the struct instead of hardcoded `assets_menu_font_dat`. --- src/small_vwf/render.s | 42 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 42 insertions(+) diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 15bb14a..9fa6dd5 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -268,6 +268,48 @@ _clear_loop: pla initialize(counter) rts +draw_text_buffer: +""" +Unified entry: walk a null-terminated string at VWF_TEXT_BUFFER +and blit each byte via display_char. + +Caller responsibilities (read from VwfConfig at VWF_CONFIG_BASE in +the next phase ; for now the field-items helper hand-sets these +directly): + - render_allocator.allocated_tile_id set via init_with_tile_id + - render_allocator.slot_limit_low set per slot budget + - render.bits_left_on_tile set to 8 + - render.temp, render.counter cleared + - render.tilemap_offset (= DP $1D) absolute WRAM byte index + of the bottom tilemap row + start; display_char auto- + increments by 2 per blit + - X, Y free for caller use + +Each iteration reads the next byte from `VWF_TEXT_BUFFER + Y` (Y +caller-zeroed on entry), exits on $00. display_char writes both +the CHR slice and the tile_id at tilemap_offset, and increments +the allocator (clamped at slot_limit_low). +""" + + + { + phx + ldx.w #0x0000 + +_dtb_loop: + lda.l VWF_TEXT_BUFFER, x + beq _dtb_done + inx + phx + jsr.w display_char + plx + bra _dtb_loop + +_dtb_done: + plx + rts + } deinit: { _restore_long(buffer_ptr) From 2c89da80dd826d8a27c1b11a5b8e28908e1616b1 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 09:30:08 +0200 Subject: [PATCH 047/127] WIP: route field DrawItemName through render_with_config + VWF_TEXT_BUFFER MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Phase 3 of the field-menu VWF port. Field-items helper now copies the items_unleashed name into `VWF_TEXT_BUFFER` with a $00 terminator, fills `VwfConfig` (tile_id_base, slot_budget, tilemap_base) for the current slot, fills the top tilemap row with $FF blanks across the full slot width, writes the symbol byte + palette to the bottom row's first tile, then JSLs the new `render.render_with_config` which seeds the allocator and walks the buffer via `draw_text_buffer`. K bumped to FIELD_ITEM_VWF_TILE_BUDGET (=5) to keep 11 buffer slots × K inside the $C0..$F6 tile-id window. Names render-truncated at ~10 chars under typical French glyph widths ; revisit once VwfConfig.font_ptr lets us aim at a wider tile-id range. Known issues for the next session: - VWF blits still land with stale-looking tile_ids (slot 0 first content tile = $2B, mixed with vanilla letter codes $64 $62 $70 in adjacent positions). Helper likely runs only for the pre-rendered off-screen slot per scroll, leaving the already- rendered visible slots untouched ; need an explicit re-init over all visible slots when the menu first opens. - VWF_TEXT_BUFFER probes as all $00 ; the copy loop's X/$45 scratch dance is suspect. Trace + verify before pushing more. Engine plumbing stands either way: items_menu_vwf no longer hand- sets render state, and the unified `render_with_config` is the single seam future inventory / drops / treasure helpers will use. --- src/ingame/items_menu_vwf.s | 208 +++++++++++++++++------------------- src/items.i | 10 ++ src/small_vwf/render.s | 59 ++++++++++ 3 files changed, 167 insertions(+), 110 deletions(-) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index 16f0fb2..6e7d211 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -44,60 +44,33 @@ Status: .include "src/items.i" .include "src/battle/inventory_budget.i" +.include "src/vwf_state.i" + .extern assets_items_unleashed_dat .extern render -.extern render.display_char -.extern render.bits_left_on_tile -.extern render.temp -.extern render.counter -.extern render_allocator -.extern render_allocator.init_with_tile_id -.extern render_allocator.slot_limit_low -.extern render_allocator.allocated_tile_id +.extern render.render_with_config .scope items_menu_vwf { draw_field_item_name: """ -Bank-20 VWF item-name render for the field menu. - -Top tilemap row at ($29),y gets $FF blank tiles + the menu palette -byte ($DB | $34) so the 16-pixel-tall slot keeps its full height. -Bottom row gets the items_unleashed symbol byte (fixed font, lands -at the slot's first tile) followed by VWF tiles produced by -`small_vwf.render.display_char`. Slot N owns tile_ids -ITEM_VWF_TILE_BASE + N * ITEM_VWF_TILE_BUDGET .. + K - 1 ; the -allocator's slot_limit_low clamp keeps spill out of the next -slot's range. - -The first pass of this helper hit two snags worth recording so -they stay fixed: - -1. `small_vwf.render.tilemap_offset` and `small_vwf.render.bits_left_on_tile` - live in direct page ($1D, $73) which vanilla `DrawItemName` - also touched as its kana-row pointer. Solution: drive - tilemap_offset directly as the absolute WRAM byte index for the - bottom row and never use ($1D),y indirection ourselves ; the - top-row writes go via ($29),y so the two rows stay decoupled. - -2. `small_vwf.render_allocator.allocated_tile_id` was reset to 0 - by an unrelated `render.init` call (item-description redraw) - between our `init_with_tile_id` and the first `display_char`. - Solution: re-arm `allocated_tile_id` straight after the JSR so - any race is contained to a single bytecode window, and stash - the slot base in $43 so a later check can detect the clobber - if it comes back. - -Y is preserved by the caller and tracks the top-row byte offset. -display_char internally advances `tilemap_offset` by 2 per blit so -we just bump Y by 2 in lockstep for the top-row blank. +Bank-20 field-menu item-name render driven by VwfConfig. + +Stages the item name in `VWF_TEXT_BUFFER` with a $00 terminator, +fills `VWF_CONFIG_BASE` with per-slot tile budget + tilemap dest, +fills the top tilemap row with $FF blanks (so the 16-pixel-tall +slot keeps its height), writes the items_unleashed symbol byte ++ palette to the bottom row's first tile, then calls the unified +`render.render_with_config` to blit the rest. Field uses K=5 +tiles/slot (FIELD_ITEM_VWF_TILE_BUDGET) so 11 slots fit inside the +$C0..$F6 tile-id window. """ - sta.b 0x43 + sta.b 0x43 ; item id php sep #0x20 rep #0x10 -; --- X = item id * ITEM_UNLEASHED_RECORD_SIZE --- +; --- X = item id * ITEM_UNLEASHED_RECORD_SIZE (inline mul-by-17) --- rep #0x20 lda.b 0x43 and.w #0x00FF @@ -109,106 +82,121 @@ we just bump Y by 2 in lockstep for the top-row blank. clc adc 0x01, s ; + id = * 17 tax - pla ; balance stack + pla sep #0x20 -; --- Tile_id base = ITEM_VWF_TILE_BASE + $5D * ITEM_VWF_TILE_BUDGET --- +; --- Copy items_unleashed name bytes into VWF_TEXT_BUFFER, terminate $00 --- +; Byte 0 of the record is the symbol (rendered separately as fixed +; tile below) ; bytes 1..ITEM_UNLEASHED_TEXT_SIZE go into the buffer. +; X is the destination index (only abs,x works with sta.l) ; the +; source offset rides in DP scratch $45 / $46 (16-bit) and advances +; alongside. + rep #0x20 + txa + inc ; skip symbol byte + sta.b 0x45 + sep #0x20 + ldx.w #0x0000 + +_copy_loop: + phx + ldx.b 0x45 + lda.l assets_items_unleashed_dat, x + inx + stx.b 0x45 + plx + sta.l VWF_TEXT_BUFFER, x + inx + cpx.w #ITEM_UNLEASHED_TEXT_SIZE + bne _copy_loop + lda.b #0x00 + sta.l VWF_TEXT_BUFFER, x ; null terminator +; --- Populate VwfConfig.tile_id_base = FIELD base + $5D * K --- rep #0x20 lda.b 0x5D and.w #0x00FF pha asl - asl - asl ; * 8 - clc - adc 0x01, s ; + slot = * 9 + asl ; * 4 clc - adc 0x01, s ; + slot = * 10 + adc 0x01, s ; + slot = * 5 clc - adc.w #ITEM_VWF_TILE_BASE - sta.b 0x43 ; reuse $43 as 16-bit tile_id base scratch - pla ; balance stack + adc.w #FIELD_ITEM_VWF_TILE_BASE sep #0x20 -; --- Init small_vwf allocator with this slot's base --- - phx - lda.b 0x43 - jsr.w render_allocator.init_with_tile_id -; Belt + braces: write allocated_tile_id verbatim. init_with_tile_id -; takes A and stashes it; we re-stash so an interleaved render.init -; (item-description redraw etc.) is shadowed back to the slot base -; on this side of the call boundary. - lda.b 0x43 - sta.l render_allocator.allocated_tile_id - lda.b #0x00 - sta.l render_allocator.allocated_tile_id + 1 - lda.b 0x43 -; Debug breadcrumb: stash the computed base + slot index in SRAM -; scratch so a write-watch from outside can confirm which slot the -; helper was invoked for and what tile_id base it actually used. - sta.l 0x70F800 - lda.b 0x5D - sta.l 0x70F801 - clc - adc.b #( ITEM_VWF_TILE_BUDGET - 1 ) - sta.l render_allocator.slot_limit_low - plx -; --- Reset per-render render state (mirror of render.init tail) --- - lda.b #0x08 - sta.b render.bits_left_on_tile - stz.b render.temp - stz.b render.counter -; --- Set tilemap_offset = $29 + $40 + Y (absolute bottom-row WRAM byte) --- + sta.l VWF_CONFIG_BASE + VwfConfig.tile_id_base + rep #0x20 + pla ; balance + sep #0x20 + lda.b #FIELD_ITEM_VWF_TILE_BUDGET + sta.l VWF_CONFIG_BASE + VwfConfig.slot_budget +; --- VwfConfig.tilemap_base = $29 + $40 + Y + 2 (skip symbol slot) --- +; Caller's Y is the byte offset of the top row tile we are about to +; write the symbol into ; VWF chars start two bytes later. rep #0x20 tya and.w #0x00FF clc adc.b 0x29 clc - adc.w #0x0040 - sta.b 0x1D + adc.w #0x0042 ; + $40 (next row) + $02 (past symbol) + sta.l VWF_CONFIG_BASE + VwfConfig.tilemap_base sep #0x20 -; --- Symbol byte: write fixed tile to bottom row, blank to top --- - lda.l assets_items_unleashed_dat, x - pha +; --- Top row: $FF tile + palette across the full slot width +; (1 symbol + ITEM_UNLEASHED_TEXT_SIZE name + trailing blanks fit +; into the same Y window the vanilla loop walked) --- + ldx.w #0x0000 + +_top_loop: lda.b #0xFF - sta (0x29), y ; top row blank - pla - sta (0x1D), y ; bottom row symbol (direct sta via $1D as 16-bit ptr) + sta (0x29), y iny lda.b 0xDB ora.b 0x34 sta (0x29), y - sta (0x1D), y iny inx -; Advance tilemap_offset past the symbol slot (2 bytes = tile + pal) + cpx.w #( 1 + ITEM_UNLEASHED_TEXT_SIZE ) + bne _top_loop +; --- Restore caller's Y to point at the symbol slot, write symbol + +; palette to the bottom row first tile --- rep #0x20 - lda.b 0x1D + tya + sec + sbc.w #( ( 1 + ITEM_UNLEASHED_TEXT_SIZE ) * 2 ) + tay + lda.b 0x29 clc - adc.w #0x0002 + adc.w #0x0040 sta.b 0x1D sep #0x20 -; --- VWF loop: ITEM_UNLEASHED_TEXT_SIZE chars --- - lda.b #ITEM_UNLEASHED_TEXT_SIZE - sta.b 0x45 - -_loop: +; X currently 0 from the top-row loop ; re-fetch items_unleashed offset. + rep #0x20 + lda.b 0x43 + and.w #0x00FF + pha + asl + asl + asl + asl + clc + adc 0x01, s + tax + pla + sep #0x20 lda.l assets_items_unleashed_dat, x - phx - phy - jsr.w render.display_char ; CHR blit + tilemap_write @ $1D, advances both - ply - plx -; Top row blank + palette at the position the VWF cell took - lda.b #0xFF - sta (0x29), y + sta (0x1D), y ; bottom-row symbol tile iny lda.b 0xDB ora.b 0x34 - sta (0x29), y + sta (0x1D), y ; bottom-row symbol palette iny - inx - dec.b 0x45 - bne _loop +; --- Run the unified renderer over VWF_TEXT_BUFFER --- + jsr.l render_with_config_trampoline plp rtl + +render_with_config_trampoline: +"""Trampoline that pops the bank then jsr's the bank-local entry +in small_vwf, paired RTL so callers stay long-jmp clean.""" + jsr.w render.render_with_config + rtl } diff --git a/src/items.i b/src/items.i index f887d85..618f911 100644 --- a/src/items.i +++ b/src/items.i @@ -32,6 +32,16 @@ ITEM_NAME_TEXT_SIZE := 0x0B ITEM_UNLEASHED_RECORD_SIZE := 0x11 ITEM_UNLEASHED_TEXT_SIZE := 0x10 +; Field-menu item VWF tile budget. 11 buffer slots (10 visible + 1 +; pre-render) so per-slot K of 5 fits inside the $C0..$FF window +; that battle inventory already carved out (slot 10 lands at +; $C0 + 10*5 = $F2 .. $F6, well below the $FF top-of-fixed-font). +; Names render-truncated at ~10 chars at K=5 with average French +; glyph widths ; revisit when the VwfConfig swap-in lets us route +; CHR through a wider tile-id range. +FIELD_ITEM_VWF_TILE_BASE := 0xC0 +FIELD_ITEM_VWF_TILE_BUDGET := 0x05 + .struct Item { byte id diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 9fa6dd5..e98b312 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -268,6 +268,65 @@ _clear_loop: pla initialize(counter) rts +render_with_config: +""" +Config-driven VWF entry: reads `VwfConfig` at `VWF_CONFIG_BASE`, +sets up the allocator + render state from it, then walks +VWF_TEXT_BUFFER through `draw_text_buffer`. Single call site +replaces the bespoke init / display_char loops that the field- +items helper and the battle inventory text walker each carry. + +VwfConfig fields consumed (matches `src/vwf_state.i`): + tile_id_base first tile_id this slot owns + slot_budget +K-1 clamp ; $FF = no clamp + tilemap_base absolute WRAM byte index of the destination + tilemap row ; display_char advances tilemap_offset + (DP $1D) by 2 per blit + +`font_ptr` / `kerning_ptr` are reserved in the struct but +display_char still hardcodes `assets_menu_font_dat` for this +phase ; swapping the font fetch to indirect-through-config is the +next refactor and lets battle keep its own font without forking +the engine. + +M=8, X=16 on entry. Stack-balanced, RTS. +""" + + + { + php + sep #0x20 + rep #0x10 +; Allocator base + clamp. + lda.l VWF_CONFIG_BASE + VwfConfig.tile_id_base + jsr.w render_allocator.init_with_tile_id +; Belt + braces: re-stash allocated_tile_id in case an interleaved +; render.init zeroed it before we got here. + lda.l VWF_CONFIG_BASE + VwfConfig.tile_id_base + sta.l render_allocator.allocated_tile_id + lda.b #0x00 + sta.l render_allocator.allocated_tile_id + 1 + lda.l VWF_CONFIG_BASE + VwfConfig.tile_id_base + clc + adc.l VWF_CONFIG_BASE + VwfConfig.slot_budget + sec + sbc.b #0x01 + sta.l render_allocator.slot_limit_low +; Render scratch state. + lda.b #0x08 + sta.b bits_left_on_tile + stz.b temp + stz.b counter +; tilemap_offset = config.tilemap_base (16-bit). + rep #0x20 + lda.l VWF_CONFIG_BASE + VwfConfig.tilemap_base + sta.b tilemap_offset + sep #0x20 + jsr.w draw_text_buffer + plp + rts + } + draw_text_buffer: """ Unified entry: walk a null-terminated string at VWF_TEXT_BUFFER From e5f398df36ff7b635fa6dc3e51288ad86c9de915 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 09:36:27 +0200 Subject: [PATCH 048/127] Move VWF_CONFIG / VWF_TEXT_BUFFER inside SRAM ($70:0000..$70:7FFF) Previous addresses ($70:F800 / $70:F900) were past the cartridge SRAM mapping ; writes silently dropped, the field-items helper populated the config + name buffer through bus floors, the unified renderer saw all-zero state, and `draw_text_buffer` exited on the $00 first byte without calling `display_char` even once. Move both regions inside the writable SRAM page: - VWF_TEXT_BUFFER $70:7000 ($40 bytes, null-terminated string) - VWF_CONFIG_BASE $70:7080 ($0C bytes for the VwfConfig struct) `tests/_profile/dumps/field_vwf_sram_fix.png` now shows the field- menu items rendered through `render.render_with_config` ; config probes back $C0 / $05 / $B686 (tile_id_base / slot_budget / tilemap_base) and the text buffer probes the actual item name bytes from `assets_items_unleashed_dat`. Render quality issues remain (first-char dropped on some rows, cursor row shows "ragment" missing the 'F') but the engine plumbing is sound now ; cosmetic fixes follow. --- src/vwf_state.i | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/vwf_state.i b/src/vwf_state.i index 3c2cb20..a63a3c1 100644 --- a/src/vwf_state.i +++ b/src/vwf_state.i @@ -41,14 +41,14 @@ VWF_CHR_BUFFER_SIZE := 0x1000 ; covers tile_ids $00..$FF (256 * 16 bytes) ; (fixed-stride table vs null-terminated table vs RAM-resident string) ; without touching the renderer. Sized for the longest field-menu ; item slot in `assets_items_unleashed_dat` + 1 terminator + headroom. -VWF_TEXT_BUFFER := 0x70F900 +VWF_TEXT_BUFFER := 0x707000 VWF_TEXT_BUFFER_SIZE := 0x40 ; --- VWF config struct (forward-compat ; not consumed yet) ------------ ; Field offsets so future readers can `lda.l VWF_CONFIG_BASE + .field` ; without manual byte math. Phase n of the unification will start ; populating + consuming these. -VWF_CONFIG_BASE := 0x70F800 +VWF_CONFIG_BASE := 0x707080 .struct VwfConfig { word font_ptr ; .l-addr 16-bit low (bank stored separately if needed) From 23a041932265aee23bd0871ddea58ce0ae2f8495 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 09:38:59 +0200 Subject: [PATCH 049/127] Bump FIELD_ITEM_VWF_TILE_BUDGET from 5 to 10 Match the battle inventory's K=10 budget so 16-char names render with their full VWF widths. With 11 buffer slots the high slots wrap past tile_id $FF into the start of the font CHR area, but the visual hit on the wrapped slots is preferable to the K=5 truncation that was dropping the right half of every long name. slot * 10 math expanded inline: (slot << 3) + slot + slot. Cleaner fix is a 9-bit tile_id path or per-frame allocator reset, both deferred ; the slot-stomp window only affects field menu rendering and the battle inventory keeps its independent tile_id setup. --- src/ingame/items_menu_vwf.s | 9 +++++++-- src/items.i | 15 +++++++-------- 2 files changed, 14 insertions(+), 10 deletions(-) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index 6e7d211..fcbf648 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -111,14 +111,19 @@ _copy_loop: lda.b #0x00 sta.l VWF_TEXT_BUFFER, x ; null terminator ; --- Populate VwfConfig.tile_id_base = FIELD base + $5D * K --- +; K = FIELD_ITEM_VWF_TILE_BUDGET (=10). slot * 10 = slot*8 + slot*2 = +; (slot << 3) + slot + slot. rep #0x20 lda.b 0x5D and.w #0x00FF pha asl - asl ; * 4 + asl + asl ; * 8 + clc + adc 0x01, s ; + slot = * 9 clc - adc 0x01, s ; + slot = * 5 + adc 0x01, s ; + slot = * 10 clc adc.w #FIELD_ITEM_VWF_TILE_BASE sep #0x20 diff --git a/src/items.i b/src/items.i index 618f911..bb66121 100644 --- a/src/items.i +++ b/src/items.i @@ -32,15 +32,14 @@ ITEM_NAME_TEXT_SIZE := 0x0B ITEM_UNLEASHED_RECORD_SIZE := 0x11 ITEM_UNLEASHED_TEXT_SIZE := 0x10 -; Field-menu item VWF tile budget. 11 buffer slots (10 visible + 1 -; pre-render) so per-slot K of 5 fits inside the $C0..$FF window -; that battle inventory already carved out (slot 10 lands at -; $C0 + 10*5 = $F2 .. $F6, well below the $FF top-of-fixed-font). -; Names render-truncated at ~10 chars at K=5 with average French -; glyph widths ; revisit when the VwfConfig swap-in lets us route -; CHR through a wider tile-id range. +; Field-menu item VWF tile budget. K=10 to match battle inventory ; +; with 11 buffer slots (10 visible + 1 pre-render) the high slots +; wrap past $FF and stomp the start of the font CHR area. Accepted +; for now to keep glyph widths usable on full 16-char names ; +; long-term fix is either a 9-bit tile_id allocator or a per-frame +; allocation strategy that does not need disjoint per-slot ranges. FIELD_ITEM_VWF_TILE_BASE := 0xC0 -FIELD_ITEM_VWF_TILE_BUDGET := 0x05 +FIELD_ITEM_VWF_TILE_BUDGET := 0x0A .struct Item { From b60b123a3d422554f9a4b82cefaf217078be85f1 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 10:01:37 +0200 Subject: [PATCH 050/127] Flush VWF CHR to VRAM at end of field item-name render Field-menu VWF blits landed in SRAM at $70:3C00..$70:3FF0 but nothing was DMAing the CHR to the BG3 menu CHR window at VRAM $A000+. Names rendered through `render_with_config` were therefore pointing at stale VRAM and the screen showed whatever glyphs the $C0..$FF tile-id slot happened to hold from a prior menu state. Add a `wait_for_vblank_long` + `dma_transfer_to_vram_call` pair at the tail of `draw_field_item_name` that flushes the full $70:3C00..$70:3FFF range to VRAM byte $AC00 (word $5600), $400 bytes. One DMA per item render is wasteful ; long-term plan is to hoist this into a per-menu flush triggered by a dirty bit, mirror of the battle inventory's NMI partial-DMA path. For now the cost buys us the visible feedback loop we need to fix the remaining cosmetic issues (first-char drops, off-by-row colon, overflowing qty position). --- src/ingame/items_menu_vwf.s | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index fcbf648..5032f38 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -44,11 +44,14 @@ Status: .include "src/items.i" .include "src/battle/inventory_budget.i" +.include "src/libmz.i" .include "src/vwf_state.i" .extern assets_items_unleashed_dat .extern render .extern render.render_with_config +.extern wait_for_vblank_long +.extern dma_transfer_to_vram .scope items_menu_vwf { draw_field_item_name: @@ -196,9 +199,23 @@ _top_loop: iny ; --- Run the unified renderer over VWF_TEXT_BUFFER --- jsr.l render_with_config_trampoline +; --- Flush this slot's CHR slice from SRAM to VRAM --- +; Field menu BG3 CHR lives at VRAM byte $A000 ($5000 word). Tile-id +; $XX maps to VRAM byte $A000 + $XX * $10, word $5000 + $XX * $08. +; Cover the full $C0..$FF VWF range so every slot's tiles land in +; the matching CHR slot. Wait for vblank so the VRAM write does +; not tear the visible scanlines. + jsr.l wait_for_vblank_long_trampoline + dma_transfer_to_vram_call(VWF_CHR_BUFFER + 0xC0 * 0x10, ( 0xA000 + 0xC0 * 0x10 ) >> 1, 0x400, 0x1801) plp rtl +wait_for_vblank_long_trampoline: +"""Bank-20 wrapper around `wait_for_vblank_long` so the macro can +reach it across scope boundaries.""" + jsr.l wait_for_vblank_long + rtl + render_with_config_trampoline: """Trampoline that pops the bank then jsr's the bank-local entry in small_vwf, paired RTL so callers stay long-jmp clean.""" From 2eb133cbdb132996bcaa1ab8b7cbf1cdb852c3e3 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 10:04:16 +0200 Subject: [PATCH 051/127] Add render.flush_chr_to_vram + capture fresh-open kss Move the field item-name DMA flush out of `items_menu_vwf` and into `small_vwf.render.flush_chr_to_vram` so the upload becomes a feature of the 8x8 VWF engine itself, not an items-only side effect. Helper still calls it directly at render tail ; the next step is a NMI hook + `vwf_chr_dirty` byte so the flush gates on state change rather than running every render. Drop in `tests/savestates/ff4-before-field-inventory.kss` (just- hit-A-to-open repro from manz). Loading it + pressing A produces `tests/_profile/dumps/field_after_open.png` showing the current fresh-open render breakage ; the per-render DMA fires mid-menu- init and stomps intermediate CHR state. The kss-already-open path in `ff4-field-inventory-open.kss` partially renders names but still shows mixed VWF / vanilla output, so the fresh path will be the better repro for the dirty-bit + NMI flush refactor. --- src/small_vwf/render.s | 21 ++++++++++++++++++ .../savestates/ff4-before-field-inventory.kss | Bin 0 -> 397021 bytes 2 files changed, 21 insertions(+) create mode 100644 tests/savestates/ff4-before-field-inventory.kss diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index e98b312..00ec686 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -268,6 +268,27 @@ _clear_loop: pla initialize(counter) rts +flush_chr_to_vram: +""" +Flush the VWF CHR window for tile_ids $C0..$FF from SRAM +(`VWF_CHR_BUFFER + $C00`, $400 bytes) to VRAM byte $AC00 (word +$5600), the BG3 menu CHR slot. + +Phase n of the engine unification ; ultimately this should hang +off a NMI hook driven by a `vwf_chr_dirty` byte, mirror of the +battle inventory's `dma_dirty_slots` partial-DMA path. The dirty +bit becomes a `display_char` side effect so any client of the 8x8 +engine triggers a flush without knowing about VRAM addresses. + +For now the field-items helper calls this directly at the tail of +each render. Wait for vblank so the upload does not tear visible +scanlines. +""" + + + jsr.l wait_for_vblank_long + dma_transfer_to_vram_call(VWF_CHR_BUFFER + 0xC0 * 0x10, ( 0xA000 + 0xC0 * 0x10 ) >> 1, 0x400, 0x1801) + rts render_with_config: """ Config-driven VWF entry: reads `VwfConfig` at `VWF_CONFIG_BASE`, diff --git a/tests/savestates/ff4-before-field-inventory.kss b/tests/savestates/ff4-before-field-inventory.kss new file mode 100644 index 0000000000000000000000000000000000000000..12b863b0fa85c9916c425bde3277557427b6a119 GIT binary patch literal 397021 zcmeFa31D1TbvJ(Bdo!ASc{7^P%xE@w(Q3)E;#iv{%a$cu%7P>>wd5s=<#>~`w4`ks zz*a~A11UJWDNx*hp-`6A?LUP;Y2*I~e05v)0;Q#G_yb>?ucb{s3I!UH`F`i#d74Ed z$xgx|IPd1pz2`3Pz5Bc8o^$TG&&sx4yEkaRwqfJ7f-gqELO?^t|K7kqXFmSBM<`F% zn_ZoheA53(|2M=p#P+(*RNamA6BOQ=OH`#tBKUQz*+GPM=bPSLtDV&DIuH^;vH7gI zyH56h-1oST>U$eDxa)cw2HbU7;Xe55RHTPh|Lc*hcBB7Etyz2O1?vBmC(JK;W&a*e zkLPjmxY)36ZEd7?-TGSeanHP7_78Y%LfAJp3*n5%PrvO$ty-%VxtIEX?+fO+_iUm@ 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z@4sON`!n-DjZURa%{(YrZ20Ba$KWsQvx7fxoWW0s|E3gewU4p0zczcrV1Smd@0Hiz sJ^1bVjG1@D(gN-hMgrOm>CExyl^d!wvXsMl50w-(0)HJ|WyWCs4*=H{dH?_b literal 0 HcmV?d00001 From 8d87b46a423aac69e1b8c0468ff6fc8876535c2d Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 10:15:17 +0200 Subject: [PATCH 052/127] Move VWF CHR flush to NMI hook + drive VRAM dest from VwfConfig Refactor the field-menu CHR upload into a feature of the 8x8 VWF engine instead of an items-only side effect. `render.flush_chr_to_vram` becomes NMI-callable: no `wait_for_vblank` (NMI already runs in vblank), uses DMA channel 7 (mirror of `messages_vwf.dma_transfer`'s CHR channel), reads the VRAM dest word + byte count from `VwfConfig` so every caller targets its own CHR slot without forking the upload path. Source is engine-constant `VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET` ; both battle inventory and field items anchor at tile_id base $C0 so that offset stays shared. `render.render_with_config` writes `VWF_CHR_DIRTY = $01` after each blit ; the NMI flush gates on the byte and clears it on the way out. Field NMI hook (`field_menu_nmi_dma_transfer_check_impl` in `src/battle/inventory_rolling.s`) tail-calls `render.flush_chr_to_vram` so the flush rides the existing per- frame DMA pass. VwfConfig grows two fields for the descriptor (`chr_vram_word`, `chr_byte_count`) and drops the proposed `chr_src_offset` -- the source is identical across consumers, so it lives as the `VWF_CHR_FLUSH_OFFSET` constant in `src/vwf_state.i`. Drop the field-items helper's per-render `wait_for_vblank` + `dma_transfer_to_vram_call` ; helper now only populates the config + writes the symbol tile, the engine handles the rest. Source-offset scratch for the items_unleashed -> VWF_TEXT_BUFFER copy moves from DP `$45` (which clashed with vanilla's row counter) to SRAM `VWF_SRC_OFFSET = $70:70C0`. Outstanding for the next pass: unify with the battle inventory's `battle_render.dma_dirty_slots` bitmask so we have ONE dirty mechanism (per-slot bits for battle, single bit for field). Right now both coexist ; the byte-vs-bitmask shape is the only thing keeping them separate. --- src/battle/inventory_rolling.s | 9 +++++ src/ingame/items_menu_vwf.s | 42 +++++++++++---------- src/small_vwf/render.s | 69 ++++++++++++++++++++++++++-------- src/vwf_state.i | 33 ++++++++++++++++ 4 files changed, 119 insertions(+), 34 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 3a301a5..f6379b9 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -11,6 +11,7 @@ runs the field-menu NMI DMA check. .extern normalize_num_trampoline .extern draw_text_rolling_trampoline .extern return_to_bank02 +.extern render.flush_chr_to_vram .if BATTLE_ITEMS_VWF { .extern messages_vwf.init_inventory .extern messages_vwf.deinit @@ -2598,5 +2599,13 @@ _field_nmi_check_treasure: } _field_nmi_done: +; --- VWF CHR flush --- +; Hand off to the 8x8 VWF engine's NMI flush. Gates on +; `VWF_CHR_DIRTY` ; reads `VwfConfig.chr_vram_word` / +; `chr_byte_count` for the dest, sources from the engine-shared +; `VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET`. Single mechanism for +; all VWF-driven menu surfaces (field items, item descriptions, +; future treasure / drops VWF) so they share one DMA path. + jsr.l render.flush_chr_to_vram plp rtl diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index 5032f38..fa7ef18 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -91,21 +91,29 @@ $C0..$F6 tile-id window. ; Byte 0 of the record is the symbol (rendered separately as fixed ; tile below) ; bytes 1..ITEM_UNLEASHED_TEXT_SIZE go into the buffer. ; X is the destination index (only abs,x works with sta.l) ; the -; source offset rides in DP scratch $45 / $46 (16-bit) and advances -; alongside. +; source offset rides in long SRAM scratch `VWF_SRC_OFFSET` so we +; do not steal a direct-page byte from vanilla's menu loop (the +; original placement on DP $45 clashed with the items code's row +; counter and broke the per-slot copy). rep #0x20 txa inc ; skip symbol byte - sta.b 0x45 + sta.l VWF_SRC_OFFSET sep #0x20 ldx.w #0x0000 _copy_loop: phx - ldx.b 0x45 + rep #0x20 + lda.l VWF_SRC_OFFSET + tax + sep #0x20 lda.l assets_items_unleashed_dat, x inx - stx.b 0x45 + rep #0x20 + txa + sta.l VWF_SRC_OFFSET + sep #0x20 plx sta.l VWF_TEXT_BUFFER, x inx @@ -136,6 +144,16 @@ _copy_loop: sep #0x20 lda.b #FIELD_ITEM_VWF_TILE_BUDGET sta.l VWF_CONFIG_BASE + VwfConfig.slot_budget +; CHR -> VRAM flush descriptor. Field menu BG3 CHR sits at VRAM +; byte $A000 ; the VWF window for tile_ids $C0..$FF starts at +; $A000 + $C00 = $AC00 (word $5600), covering $400 bytes. NMI +; flush hook reads these once the engine sets VWF_CHR_DIRTY. + rep #0x20 + lda.w #( 0xA000 + VWF_CHR_FLUSH_OFFSET ) >> 1 + sta.l VWF_CONFIG_BASE + VwfConfig.chr_vram_word + lda.w #0x0400 + sta.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count + sep #0x20 ; --- VwfConfig.tilemap_base = $29 + $40 + Y + 2 (skip symbol slot) --- ; Caller's Y is the byte offset of the top row tile we are about to ; write the symbol into ; VWF chars start two bytes later. @@ -199,23 +217,9 @@ _top_loop: iny ; --- Run the unified renderer over VWF_TEXT_BUFFER --- jsr.l render_with_config_trampoline -; --- Flush this slot's CHR slice from SRAM to VRAM --- -; Field menu BG3 CHR lives at VRAM byte $A000 ($5000 word). Tile-id -; $XX maps to VRAM byte $A000 + $XX * $10, word $5000 + $XX * $08. -; Cover the full $C0..$FF VWF range so every slot's tiles land in -; the matching CHR slot. Wait for vblank so the VRAM write does -; not tear the visible scanlines. - jsr.l wait_for_vblank_long_trampoline - dma_transfer_to_vram_call(VWF_CHR_BUFFER + 0xC0 * 0x10, ( 0xA000 + 0xC0 * 0x10 ) >> 1, 0x400, 0x1801) plp rtl -wait_for_vblank_long_trampoline: -"""Bank-20 wrapper around `wait_for_vblank_long` so the macro can -reach it across scope boundaries.""" - jsr.l wait_for_vblank_long - rtl - render_with_config_trampoline: """Trampoline that pops the bank then jsr's the bank-local entry in small_vwf, paired RTL so callers stay long-jmp clean.""" diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 00ec686..cd17126 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -270,25 +270,58 @@ _clear_loop: rts flush_chr_to_vram: """ -Flush the VWF CHR window for tile_ids $C0..$FF from SRAM -(`VWF_CHR_BUFFER + $C00`, $400 bytes) to VRAM byte $AC00 (word -$5600), the BG3 menu CHR slot. - -Phase n of the engine unification ; ultimately this should hang -off a NMI hook driven by a `vwf_chr_dirty` byte, mirror of the -battle inventory's `dma_dirty_slots` partial-DMA path. The dirty -bit becomes a `display_char` side effect so any client of the 8x8 -engine triggers a flush without knowing about VRAM addresses. - -For now the field-items helper calls this directly at the tail of -each render. Wait for vblank so the upload does not tear visible -scanlines. +NMI-callable VWF CHR flush. Gates on `VWF_CHR_DIRTY` ; if set, +reads `VwfConfig.chr_src_offset` / `chr_vram_word` / `chr_byte_count` +from the config struct and DMAs the slice from `VWF_CHR_BUFFER + +chr_src_offset` to VRAM word `chr_vram_word`. Clears the dirty +byte on the way out. + +Designed to hang off the field NMI hook ; running in vblank means +the DMA does not tear visible scanlines and we drop the explicit +`wait_for_vblank` the synchronous tail-of-render flush needed. +Battle-side equivalent of the partial CHR DMA in +`messages_vwf.dma_transfer`. """ - jsr.l wait_for_vblank_long - dma_transfer_to_vram_call(VWF_CHR_BUFFER + 0xC0 * 0x10, ( 0xA000 + 0xC0 * 0x10 ) >> 1, 0x400, 0x1801) + { + php + sep #0x20 + rep #0x10 + lda.l VWF_CHR_DIRTY + beq _flush_skip + lda.b #0x00 + sta.l VWF_CHR_DIRTY +; Channel 7 is the canonical "free" DMA channel in FF4's NMI ; the +; same channel `messages_vwf.dma_transfer` drives its CHR upload on +; in battle. Source = VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET (engine +; constant, identical for battle + field). Dest VRAM word + size +; come from VwfConfig so each caller targets its own CHR slot. + lda.b #0x01 ; DMAP: word transfer (2 byte regs, alt low/high) + sta.l 0x004370 + lda.b #0x18 ; BBAD: $2118 VMDATAL + sta.l 0x004371 + rep #0x20 + lda.w #( VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET ) & 0xFFFF + sta.l 0x004372 ; A1T low+mid + sep #0x20 + lda.b #( VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET ) >> 16 + sta.l 0x004374 ; A1B source bank + rep #0x20 + lda.l VWF_CONFIG_BASE + VwfConfig.chr_vram_word + sta.l 0x002116 ; VMADD + lda.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count + sta.l 0x004375 ; DAS + sep #0x20 + lda.b #0x80 + sta.l 0x002115 ; VMAIN: increment on $2119, +1 word + lda.b #0x80 + sta.l 0x00420B ; MDMAEN ch7 + +_flush_skip: + plp rts + } render_with_config: """ Config-driven VWF entry: reads `VwfConfig` at `VWF_CONFIG_BASE`, @@ -344,6 +377,12 @@ M=8, X=16 on entry. Stack-balanced, RTS. sta.b tilemap_offset sep #0x20 jsr.w draw_text_buffer +; Tell the NMI flush hook this slot needs a VRAM upload. Mirror of +; `battle_render.dma_dirty_slots` ; engine-side so every consumer +; (field items, item descriptions, treasure list, ...) signals dirty +; without knowing about VRAM addresses. + lda.b #0x01 + sta.l VWF_CHR_DIRTY plp rts } diff --git a/src/vwf_state.i b/src/vwf_state.i index a63a3c1..5db6197 100644 --- a/src/vwf_state.i +++ b/src/vwf_state.i @@ -50,6 +50,22 @@ VWF_TEXT_BUFFER_SIZE := 0x40 ; populating + consuming these. VWF_CONFIG_BASE := 0x707080 +; --- Engine scratch in SRAM (no DP collisions) --------------------------- +; Long-addressable scratch for VWF callers that need a counter / pointer +; without stealing direct-page bytes from the menu loop. The field-items +; helper uses VWF_SRC_OFFSET as the 16-bit source index into +; assets_items_unleashed_dat while X holds the destination index in +; VWF_TEXT_BUFFER (only sta.l abs,x is encoded by a816). +VWF_SRC_OFFSET := 0x7070C0 + +; --- Dirty flag for NMI-side CHR flush ---------------------------------- +; Set by `render.display_char` (or `render.render_with_config`) after a +; blit lands in `VWF_CHR_BUFFER`. The NMI flush hook reads this byte, +; fires the DMA from `VWF_CHR_BUFFER + $C00` to VRAM $AC00 ($400 bytes) +; when set, then clears it. Gates the upload exactly the same way the +; battle inventory's `dma_dirty_slots` gates the per-slot DMA. +VWF_CHR_DIRTY := 0x7070C2 + .struct VwfConfig { word font_ptr ; .l-addr 16-bit low (bank stored separately if needed) byte font_bank @@ -60,4 +76,21 @@ VWF_CONFIG_BASE := 0x707080 word tilemap_base ; WRAM dest base (16-bit, bank-$7E implied) byte palette_byte ; default palette / attr byte flags ; bit 0 = kerning, bit 1 = priority OR ; rest reserved + ; CHR -> VRAM flush descriptor. The NMI flush routine reads these + ; (gated on `VWF_CHR_DIRTY`) so each caller decides where its CHR + ; lands ; battle messages, item descriptions, field items, drops, + ; treasure all share the same engine without forking the upload. + ; The source ALWAYS starts at `VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET` + ; (the engine-side constant below) ; only the VRAM dest + size + ; vary per caller. + word chr_vram_word ; VRAM word address for DMA dest + word chr_byte_count ; DMA byte count } + +; Engine-shared CHR-flush source offset. Every VWF caller writes +; glyph CHR at `VWF_CHR_BUFFER + tile_id_base * 16` ; both battle +; inventory and field menu items happen to anchor at tile_id base +; $C0, so the flush always starts $C00 bytes into the buffer. +; (If a future client uses a different base, this constant moves to +; the engine and we still avoid forking the DMA source per caller.) +VWF_CHR_FLUSH_OFFSET := 0xC0 * 0x10 From 3f7c1e7f55de78ff3d577814d8a6dff74e67c5fe Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 10:20:05 +0200 Subject: [PATCH 053/127] Revert NMI tail-call to render.flush_chr_to_vram (channel-7 clash) Field-menu NMI hook already drives DMA channel 7 for its own tilemap upload (and the broader NMI chain touches ch7 across the HDMA + main-menu refresh paths). Layering the VWF CHR flush onto the same channel mid-NMI stomped state and surfaced as a BRK in the save-screen path: 01:8081 hdma_enable_hook 01:FFDA nmi_dma_transfer_check 20:AFAE field_menu_nmi_dma_transfer_check_impl 20:8080 brk_handler ; stack already deep in NMI re-entry `render.flush_chr_to_vram` body stays in place ; engine still sets `VWF_CHR_DIRTY` after each render, the field-items helper still populates `VwfConfig.chr_vram_word` + `chr_byte_count`. The next attempt should either pick a different DMA channel (5 / 6) or queue the flush through the existing `nmi_dma_transfer_check` descriptor stream rather than racing it. --- src/battle/inventory_rolling.s | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index f6379b9..dd0a23c 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -2599,13 +2599,11 @@ _field_nmi_check_treasure: } _field_nmi_done: -; --- VWF CHR flush --- -; Hand off to the 8x8 VWF engine's NMI flush. Gates on -; `VWF_CHR_DIRTY` ; reads `VwfConfig.chr_vram_word` / -; `chr_byte_count` for the dest, sources from the engine-shared -; `VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET`. Single mechanism for -; all VWF-driven menu surfaces (field items, item descriptions, -; future treasure / drops VWF) so they share one DMA path. - jsr.l render.flush_chr_to_vram +; NOTE: planned tail-call to `render.flush_chr_to_vram` for VWF +; CHR upload caused NMI nesting / BRK on save-screen entry ; the +; field NMI hook already drives ch7 for its own tilemap DMA so +; another ch7 write from the VWF flush stomped mid-NMI state. +; Reverted ; the flush needs to either pick a different channel +; or piggyback on the existing DMA queue rather than racing it. plp rtl From 7e5de4747ce75a08f559271f1b2a54a9020a7aca Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 10:23:32 +0200 Subject: [PATCH 054/127] Wire VWF CHR flush to NMI on DMA channel 6 + fix stack mismatch DMA channel audit across vanilla btlgfx / menu / battle + our shipped engines: ch0 menu code, btlgfx (general) ch1 btlgfx setup ch2 btlgfx HDMA (BG3 vscroll) ch3 our WRAM-mirror experiment (now MVN ; channel free) ch4 btlgfx OAM transfer ch5 btlgfx ch6 FREE ; vanilla never touches $4360..$436F ch7 battle `_sram_dma_transfer_7`, libmz, small_vwf, field NMI tilemap upload Pick ch6 for the VWF CHR flush so the field NMI hook stops racing its own ch7 tilemap DMA. Update `render.flush_chr_to_vram` register writes ($4360..$4365 + MDMAEN bit 6). Also fix the call-site signature: the engine routine returns with RTS, so the field NMI hook now uses JSR (not JSL) so the stack stays balanced. Previous `jsr.l` left a stray byte on every NMI which surfaced as a BRK via the brk_handler trap during save- screen entry. With ch6 + JSR the smoke test reaches the items menu without STP ; names still mid-corrupt visually (allocator state + colon overlay need follow-up) but the path is stable now. --- src/battle/inventory_rolling.s | 16 ++++++++++------ src/small_vwf/render.s | 26 ++++++++++++++------------ 2 files changed, 24 insertions(+), 18 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index dd0a23c..6ba07d7 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -2599,11 +2599,15 @@ _field_nmi_check_treasure: } _field_nmi_done: -; NOTE: planned tail-call to `render.flush_chr_to_vram` for VWF -; CHR upload caused NMI nesting / BRK on save-screen entry ; the -; field NMI hook already drives ch7 for its own tilemap DMA so -; another ch7 write from the VWF flush stomped mid-NMI state. -; Reverted ; the flush needs to either pick a different channel -; or piggyback on the existing DMA queue rather than racing it. +; --- VWF CHR flush (DMA channel 6) --- +; Hands off to `render.flush_chr_to_vram`. Gates on `VWF_CHR_DIRTY` +; and reads VRAM dest + size from `VwfConfig`. Drives ch6, which +; the FF4 DMA audit shows untouched by vanilla btlgfx / menu and +; by every engine we ship (ch7 is the shared battle / libmz / +; field-NMI-tilemap channel, ch3 was the WRAM mirror experiment). +; `flush_chr_to_vram` lives in the same bank-20 reloc region as +; this impl ; use a short JSR so the return stays balanced with +; the RTS the engine routine ends with. + jsr.w render.flush_chr_to_vram plp rtl diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index cd17126..21dd571 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -292,31 +292,33 @@ Battle-side equivalent of the partial CHR DMA in beq _flush_skip lda.b #0x00 sta.l VWF_CHR_DIRTY -; Channel 7 is the canonical "free" DMA channel in FF4's NMI ; the -; same channel `messages_vwf.dma_transfer` drives its CHR upload on -; in battle. Source = VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET (engine -; constant, identical for battle + field). Dest VRAM word + size -; come from VwfConfig so each caller targets its own CHR slot. +; Channel 6: free per the FF4 DMA audit (vanilla btlgfx + menu +; never touch $4360..$436F ; ch7 already carries battle's +; `_sram_dma_transfer_7`, small_vwf's libmz transfers and the +; field NMI's tilemap upload). Source = VWF_CHR_BUFFER + +; VWF_CHR_FLUSH_OFFSET (engine constant, identical for battle + +; field). Dest VRAM word + size come from VwfConfig so each caller +; targets its own CHR slot without forking the upload path. lda.b #0x01 ; DMAP: word transfer (2 byte regs, alt low/high) - sta.l 0x004370 + sta.l 0x004360 lda.b #0x18 ; BBAD: $2118 VMDATAL - sta.l 0x004371 + sta.l 0x004361 rep #0x20 lda.w #( VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET ) & 0xFFFF - sta.l 0x004372 ; A1T low+mid + sta.l 0x004362 ; A1T low+mid sep #0x20 lda.b #( VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET ) >> 16 - sta.l 0x004374 ; A1B source bank + sta.l 0x004364 ; A1B source bank rep #0x20 lda.l VWF_CONFIG_BASE + VwfConfig.chr_vram_word sta.l 0x002116 ; VMADD lda.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count - sta.l 0x004375 ; DAS + sta.l 0x004365 ; DAS sep #0x20 lda.b #0x80 sta.l 0x002115 ; VMAIN: increment on $2119, +1 word - lda.b #0x80 - sta.l 0x00420B ; MDMAEN ch7 + lda.b #0x40 + sta.l 0x00420B ; MDMAEN ch6 _flush_skip: plp From 052617f63426a36bb9c3123ec43bf8fb84f55381 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 10:31:26 +0200 Subject: [PATCH 055/127] Re-aim field VWF CHR flush at BG3 CHR base $4000 (was $A000) Field menu init writes `BG34NBA = $22` (per `ff4decomp/menu/menu.asm:3889`), so BG3 CHR base is bits 0-3 = $2, addr $2 * $2000 = VRAM byte $4000 ; the VWF window for tile_ids $C0..$FF lands at $4000 + $C00 = $4C00 (word $2600). Helper was writing $5600 (= byte $AC00) which is in BG1/BG2 CHR territory ; the upload landed but pointed at the wrong character generator so the BG3 tilemap tile_ids referenced empty VRAM. `chr_vram_word` in `VwfConfig` now gets the corrected value. The DMA fires once per dirty frame, transfers $400 bytes from `VWF_CHR_BUFFER + $C00` to VRAM word $2600 on channel 6. --- src/ingame/items_menu_vwf.s | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index fa7ef18..d12d526 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -145,11 +145,13 @@ _copy_loop: lda.b #FIELD_ITEM_VWF_TILE_BUDGET sta.l VWF_CONFIG_BASE + VwfConfig.slot_budget ; CHR -> VRAM flush descriptor. Field menu BG3 CHR sits at VRAM -; byte $A000 ; the VWF window for tile_ids $C0..$FF starts at -; $A000 + $C00 = $AC00 (word $5600), covering $400 bytes. NMI -; flush hook reads these once the engine sets VWF_CHR_DIRTY. +; byte $4000 (BG34NBA = $22 in `ff4decomp/menu/menu.asm:3889+`, +; bits 0-3 = $2 -> base $2 * $2000 = $4000). VWF window for +; tile_ids $C0..$FF starts at $4000 + $C00 = $4C00 (word $2600), +; covering $400 bytes. NMI flush reads these once the engine +; sets VWF_CHR_DIRTY. rep #0x20 - lda.w #( 0xA000 + VWF_CHR_FLUSH_OFFSET ) >> 1 + lda.w #( 0x4000 + VWF_CHR_FLUSH_OFFSET ) >> 1 sta.l VWF_CONFIG_BASE + VwfConfig.chr_vram_word lda.w #0x0400 sta.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count From f066b30ebce37eafc40bc8b5830951f00c87e692 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 10:35:04 +0200 Subject: [PATCH 056/127] Document field-menu VWF regions in src/items.i Mirror the battle-side `region_size * N` partition (battle/message.s init_monsters / init_names / init_commands / init_inventory) on the field side so future VWF surfaces (item description rewire, treasure list, drops, future menus) can plant themselves in an unused tile-id window without re-discovering the layout. Region 0 $00..$BF vanilla menu font CHR (untouched) Region 1 $C0..$FF field item-name rolling buffer (FIELD_ITEM_VWF_TILE_BASE + K * slot) VRAM target lives in `VwfConfig.chr_vram_word` ; engine resolves src + size from `VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET` and the config-driven byte count, so adding a region 2 only needs new constants + the caller writing its descriptor. --- src/items.i | 24 ++++++++++++++++++------ 1 file changed, 18 insertions(+), 6 deletions(-) diff --git a/src/items.i b/src/items.i index bb66121..81abfa5 100644 --- a/src/items.i +++ b/src/items.i @@ -32,12 +32,24 @@ ITEM_NAME_TEXT_SIZE := 0x0B ITEM_UNLEASHED_RECORD_SIZE := 0x11 ITEM_UNLEASHED_TEXT_SIZE := 0x10 -; Field-menu item VWF tile budget. K=10 to match battle inventory ; -; with 11 buffer slots (10 visible + 1 pre-render) the high slots -; wrap past $FF and stomp the start of the font CHR area. Accepted -; for now to keep glyph widths usable on full 16-char names ; -; long-term fix is either a 9-bit tile_id allocator or a per-frame -; allocation strategy that does not need disjoint per-slot ranges. +; --- Field-menu VWF regions --- +; Mirrors the battle-side `region_size * N` partition in +; `src/battle/message.s`. Each region owns a contiguous tile-id +; window inside the BG3 CHR slot at VRAM $4000 (menu BG34NBA = $22). +; Adding a new VWF surface (item description, treasure list, +; whatever lives on field) means declaring a new region with its +; tile-id base + budget + VRAM dest and the engine routes via +; VwfConfig without touching the existing regions. +; +; Region 0 $00..$BF vanilla menu font CHR (untouched) +; Region 1 $C0..$FF field item-name rolling buffer +; (FIELD_ITEM_VWF_TILE_BASE + K * slot) +; +; With 11 buffer slots * K=10 tile-ids the high slots overflow past +; $FF and wrap into the font region ; the visible-slot-only render +; (display slots 0..9) is contained, but slot 10's pre-render slot +; lands at tile-id $124. Acceptable for now ; future regions or a +; tighter K take this constraint. FIELD_ITEM_VWF_TILE_BASE := 0xC0 FIELD_ITEM_VWF_TILE_BUDGET := 0x0A From fb3c3b721dd1f4811d8e7730be749afa53c2339d Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 10:41:41 +0200 Subject: [PATCH 057/127] Fix VWF text-buffer copy + add per-slot CHR clear Two bugs the field-items pipeline carried: (1) The copy loop from `assets_items_unleashed_dat` into `VWF_TEXT_BUFFER` stored the source-pointer high byte instead of the byte just read. After `lda items_unleashed,x` we did `inx ; rep #$20 ; txa ; sta VWF_SRC_OFFSET` -- the `txa` clobbered `A` with the new X value, then we stored that into the buffer. Result: VWF_TEXT_BUFFER held `$D2 $D3 $D4 ...` (incremented indexes) instead of the actual name encoding. Save the byte via PHA across the 16-bit pointer update and PLA back before the destination store. (2) `render.render_with_config` skipped the per-slot CHR clear that battle's `init_inventory_for_current_slot` does. Stale VWF pixels from a previous render bled into the new blit because each slot's tile_id window keeps its old contents until $FF/$00 overwrites them. Add a `_chr_clear_loop` that walks `slot_budget * 16` bytes at `VWF_CHR_BUFFER + tile_id_base * 16` and writes the canonical blank pattern before the render scratch state setup. CHR DMA target also re-aimed at VRAM $A000 (word $5000) to piggy- back on the item-description engine that already renders correctly from this VRAM page ; the visible-and-rendered descriptions work end-to-end, so sharing their CHR window keeps the field VWF inside proven territory. Visual still garbled (palette / `ora #$01` interaction in `tilemap_write` with 2bpp BG3 still pending) but the source data + buffer hygiene are now correct, and the snap shows VWF pixel output (just unreadable instead of blank). Next step: palette fix. --- src/ingame/items_menu_vwf.s | 17 ++++++++++------- src/small_vwf/render.s | 34 ++++++++++++++++++++++++++++++++++ 2 files changed, 44 insertions(+), 7 deletions(-) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index d12d526..0138261 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -109,11 +109,13 @@ _copy_loop: tax sep #0x20 lda.l assets_items_unleashed_dat, x + pha ; save the byte so the 16-bit src-pointer update does not clobber it inx rep #0x20 txa sta.l VWF_SRC_OFFSET sep #0x20 + pla plx sta.l VWF_TEXT_BUFFER, x inx @@ -144,14 +146,15 @@ _copy_loop: sep #0x20 lda.b #FIELD_ITEM_VWF_TILE_BUDGET sta.l VWF_CONFIG_BASE + VwfConfig.slot_budget -; CHR -> VRAM flush descriptor. Field menu BG3 CHR sits at VRAM -; byte $4000 (BG34NBA = $22 in `ff4decomp/menu/menu.asm:3889+`, -; bits 0-3 = $2 -> base $2 * $2000 = $4000). VWF window for -; tile_ids $C0..$FF starts at $4000 + $C00 = $4C00 (word $2600), -; covering $400 bytes. NMI flush reads these once the engine -; sets VWF_CHR_DIRTY. +; CHR -> VRAM flush descriptor. Piggyback on the item-description +; small_vwf path that already renders correctly: it DMAs the CHR +; buffer at $70:3000 to VRAM byte $A000 (word $5000, see +; `src/small_vwf/item_description.s:103`). Using the same VRAM +; window means BG tilemap entries that reference our VWF tile_ids +; resolve through the same CHR pages the description engine +; already proved end-to-end. rep #0x20 - lda.w #( 0x4000 + VWF_CHR_FLUSH_OFFSET ) >> 1 + lda.w #( 0xA000 + VWF_CHR_FLUSH_OFFSET ) >> 1 sta.l VWF_CONFIG_BASE + VwfConfig.chr_vram_word lda.w #0x0400 sta.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 21dd571..11404a6 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -368,6 +368,40 @@ M=8, X=16 on entry. Stack-balanced, RTS. sec sbc.b #0x01 sta.l render_allocator.slot_limit_low +; --- Clear this slot's CHR slice to $FF $00 (blank 2bpp / 4bpp +; tile) so the new blit does not pile pixels onto the previous +; tenant. Mirror of `messages_vwf.init_inventory_for_current_slot` +; in `src/battle/message.s` ; clear loop spans +; (slot_budget * 16) bytes at VWF_CHR_BUFFER + tile_id_base * 16. + php + rep #0x30 + lda.l VWF_CONFIG_BASE + VwfConfig.tile_id_base + and.w #0x00FF + asl + asl + asl + asl ; * 16 + clc + adc.w #VWF_CHR_BUFFER & 0xFFFF + tax + lda.l VWF_CONFIG_BASE + VwfConfig.slot_budget + and.w #0x00FF + asl + asl + asl ; words to clear = budget * 8 (16 bytes/tile, written as words) + tay + sep #0x20 + +_chr_clear_loop: + lda.b #0xFF + sta.l VWF_CHR_BUFFER & 0xFF0000, x + inx + lda.b #0x00 + sta.l VWF_CHR_BUFFER & 0xFF0000, x + inx + dey + bne _chr_clear_loop + plp ; Render scratch state. lda.b #0x08 sta.b bits_left_on_tile From 98a4882daf42045eb8d50306ee49cd875b437856 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 11:08:58 +0200 Subject: [PATCH 058/127] Use 16-bit allocator + word tile_id_base in VwfConfig Field-menu slots 6..10 produced `tile_id_base = $C0 + 10*K = $124` when K=10 ; the 8-bit `init_with_tile_id` zero-extended and silently capped, rolling the high slots back into the menu font CHR range and corrupting the first six slots' tilemap references. Switch the engine to `render_allocator.init_with_tile_id_wide` so `allocated_tile_id` carries the full 16-bit value, and promote `VwfConfig.tile_id_base` from byte -> word. The field-items helper writes the wide value in one `sta.l` (M=16) and stops paying the sep/rep dance around the store. `tilemap_write_no_inc` already ORs `$01` onto the high tilemap byte for the 9-bit tile_id bit, so the wider allocator hands off to the existing tilemap path without further change. Caveat: `slot_limit_low` clamp is still 8-bit ; tile_ids that cross $100 will not clamp correctly inside `render_allocator.increment`. Acceptable for now since the slot-budget overrun is the next item on the list anyway. Visual still garbled (palette / BG3 bpp interaction) ; this commit unblocks the 9-bit reach. --- src/ingame/items_menu_vwf.s | 12 +++++++----- src/small_vwf/render.s | 17 +++++++++++------ src/vwf_state.i | 2 +- 3 files changed, 19 insertions(+), 12 deletions(-) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index 0138261..b4fc609 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -124,8 +124,12 @@ _copy_loop: lda.b #0x00 sta.l VWF_TEXT_BUFFER, x ; null terminator ; --- Populate VwfConfig.tile_id_base = FIELD base + $5D * K --- -; K = FIELD_ITEM_VWF_TILE_BUDGET (=10). slot * 10 = slot*8 + slot*2 = -; (slot << 3) + slot + slot. +; K = FIELD_ITEM_VWF_TILE_BUDGET (=10). slot * 10 = slot*8 + slot*2. +; Store the full 16-bit value: slots 6..10 produce tile_id_base +; $C0 + 10*K = $C0 + 100 = $124 which the 8-bit allocator wrapped +; back into the menu font CHR range. The wide init keeps tile_id +; bit 8 (which `tilemap_write_no_inc` ORs in via $01 on the high +; tilemap byte) intact. rep #0x20 lda.b 0x5D and.w #0x00FF @@ -139,9 +143,7 @@ _copy_loop: adc 0x01, s ; + slot = * 10 clc adc.w #FIELD_ITEM_VWF_TILE_BASE - sep #0x20 - sta.l VWF_CONFIG_BASE + VwfConfig.tile_id_base - rep #0x20 + sta.l VWF_CONFIG_BASE + VwfConfig.tile_id_base ; word pla ; balance sep #0x20 lda.b #FIELD_ITEM_VWF_TILE_BUDGET diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 11404a6..2d17434 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -353,15 +353,20 @@ M=8, X=16 on entry. Stack-balanced, RTS. php sep #0x20 rep #0x10 -; Allocator base + clamp. +; Allocator base + clamp via the 16-bit `init_with_tile_id_wide` +; entry. tile_id_base is a 9-bit value (0..$1FF) so we need the +; full word ; the 8-bit init zero-extends and caps at $FF which +; would have wrapped field-menu slots 6..10 (base $C0 + 10*10 = +; $124) back into the menu font CHR range. + rep #0x20 lda.l VWF_CONFIG_BASE + VwfConfig.tile_id_base - jsr.w render_allocator.init_with_tile_id -; Belt + braces: re-stash allocated_tile_id in case an interleaved -; render.init zeroed it before we got here. + jsr.w render_allocator.init_with_tile_id_wide +; Belt + braces: re-stash allocated_tile_id verbatim so any +; interleaved render.init can not zero it on us before display_char +; reads it back. lda.l VWF_CONFIG_BASE + VwfConfig.tile_id_base sta.l render_allocator.allocated_tile_id - lda.b #0x00 - sta.l render_allocator.allocated_tile_id + 1 + sep #0x20 lda.l VWF_CONFIG_BASE + VwfConfig.tile_id_base clc adc.l VWF_CONFIG_BASE + VwfConfig.slot_budget diff --git a/src/vwf_state.i b/src/vwf_state.i index 5db6197..3e92e14 100644 --- a/src/vwf_state.i +++ b/src/vwf_state.i @@ -71,7 +71,7 @@ VWF_CHR_DIRTY := 0x7070C2 byte font_bank word kerning_ptr ; null = kerning off byte kerning_bank - byte tile_id_base ; first tile_id this renderer owns + word tile_id_base ; first tile_id this renderer owns (9-bit, 0..$1FF) byte slot_budget ; ITEM_VWF_TILE_BUDGET-style clamp ; $FF = none word tilemap_base ; WRAM dest base (16-bit, bank-$7E implied) byte palette_byte ; default palette / attr From a0b2d1f460e71866b42ddc0e1bf7a9e1060000b7 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 11:22:42 +0200 Subject: [PATCH 059/127] Replace inline VRAM target with named FIELD_VWF_VRAM_DEST_WORD small_vwf's `tilemap_write_no_inc` ORs $01 into the tilemap-entry high byte, which in Mode 0 2bpp BG3 sets the low cc bit of the 10-bit tile_id. Allocator tile_id $C0 therefore reads back as $1C0 on the PPU side, mapping to VRAM $4000 + $1C0*16 = $5C00. Flush target now uses `FIELD_VWF_VRAM_DEST_WORD = $2E00` from `src/items.i` (= ($4000 + $1C00) >> 1), so the SRAM staging at $70:3C00 lands where the tilemap entries actually look. Drop the inline `(0x4000 + VWF_CHR_FLUSH_OFFSET) >> 1` arithmetic in the helper ; the VRAM dest lives in the named constant and the helper just writes the symbol into `VwfConfig.chr_vram_word`. --- src/ingame/items_menu_vwf.s | 14 ++++++-------- src/items.i | 18 ++++++++++++++++++ 2 files changed, 24 insertions(+), 8 deletions(-) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index b4fc609..4c482ed 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -148,15 +148,13 @@ _copy_loop: sep #0x20 lda.b #FIELD_ITEM_VWF_TILE_BUDGET sta.l VWF_CONFIG_BASE + VwfConfig.slot_budget -; CHR -> VRAM flush descriptor. Piggyback on the item-description -; small_vwf path that already renders correctly: it DMAs the CHR -; buffer at $70:3000 to VRAM byte $A000 (word $5000, see -; `src/small_vwf/item_description.s:103`). Using the same VRAM -; window means BG tilemap entries that reference our VWF tile_ids -; resolve through the same CHR pages the description engine -; already proved end-to-end. +; CHR -> VRAM flush descriptor. Menu PPU runs in Mode 0 +; (BGMODE = $00 at `ff4decomp/menu/menu.asm:3878`) with BG34NBA = $22 +; -> BG3 CHR at VRAM word $2000 (byte $4000). Tile_ids $C0..$FF +; in 2bpp BG3 live at $4000 + $C0 * 16 = $4C00 (word $2600), $400 +; bytes. NMI flush reads these once the engine sets VWF_CHR_DIRTY. rep #0x20 - lda.w #( 0xA000 + VWF_CHR_FLUSH_OFFSET ) >> 1 + lda.w #FIELD_VWF_VRAM_DEST_WORD sta.l VWF_CONFIG_BASE + VwfConfig.chr_vram_word lda.w #0x0400 sta.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count diff --git a/src/items.i b/src/items.i index 81abfa5..f523f4b 100644 --- a/src/items.i +++ b/src/items.i @@ -32,6 +32,24 @@ ITEM_NAME_TEXT_SIZE := 0x0B ITEM_UNLEASHED_RECORD_SIZE := 0x11 ITEM_UNLEASHED_TEXT_SIZE := 0x10 +; --- Field-menu BG3 CHR base --- +; Menu PPU runs Mode 0 with BG34NBA = $22 (`ff4decomp/menu/menu.asm:3878+`), +; mapping BG3 CHR to VRAM word $2000 / byte $4000. +FIELD_BG3_CHR_VRAM_BYTE := 0x4000 +FIELD_BG3_CHR_VRAM_WORD := FIELD_BG3_CHR_VRAM_BYTE >> 1 + +; small_vwf's `tilemap_write_no_inc` unconditionally ORs $01 into +; the tilemap-entry high byte (palette/attr byte). In Mode 0 2bpp +; BG3 that bit is the cc-low of the 10-bit tile_id, so tile_id +; $C0 from the allocator reads back as $1C0 on the tilemap side. +; PPU then looks for CHR at $4000 + $1C0 * 16 = $5C00. The flush +; therefore aims at $5C00, with the SRAM source still at +; VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET ($703C00) ; the allocator +; stays at $C0 so the per-slot CHR slice math does not need to +; jump a buffer. +FIELD_VWF_VRAM_DEST_BYTE := FIELD_BG3_CHR_VRAM_BYTE + 0x1C00 +FIELD_VWF_VRAM_DEST_WORD := FIELD_VWF_VRAM_DEST_BYTE >> 1 + ; --- Field-menu VWF regions --- ; Mirrors the battle-side `region_size * N` partition in ; `src/battle/message.s`. Each region owns a contiguous tile-id From 318ca4fd0841095584c722bc427e9de02afeef3e Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 11:27:52 +0200 Subject: [PATCH 060/127] Fix tilemap-base Y masking so slots 2..10 stop stomping slot 0 Helper computed VwfConfig.tilemap_base via `tya ; and #$00FF ; adc $29 ; adc #$0042`. The mask collapsed the high byte of Y: slot 2 enters with Y = $0144, masked to $0044, identical to slot 0's tilemap base ; slot 4 maps to slot 0 too, slot 6, slot 8, ... all converged on $B686. Result: every render past slot 1 wrote VWF tile_ids over slot 0's tilemap, the $2097ED trace confirmed `$D4 $E8 $FC` (slot 2/4/6 allocator low bytes) landing in slot 0's first content cell. X-flag is already 16-bit at this point (rep #$10 at the entry), so dropping the mask leaves `tya` returning the full Y. Tilemap_base now resolves per slot: $B686, $B706, $B786, $B806, $B886, $B906, ... ; each render targets its own row. Visual snap shows the top six rows reading correctly: "Shuriken Fuma", "Ether", "Hi-Potion", "Collyre", "Plume de...", "Antidote". Lower rows still corrupt -- those are the slots where tile_id_base + K - 1 crosses $FF, and the 8-bit `slot_limit_low` clamp wraps inside `render_allocator.increment` so the bottom slots overflow into the wrong CHR area. --- src/ingame/items_menu_vwf.s | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index 4c482ed..cdce201 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -160,11 +160,14 @@ _copy_loop: sta.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count sep #0x20 ; --- VwfConfig.tilemap_base = $29 + $40 + Y + 2 (skip symbol slot) --- -; Caller's Y is the byte offset of the top row tile we are about to -; write the symbol into ; VWF chars start two bytes later. +; Caller's Y is the 16-bit byte offset of the top row tile we are +; about to write the symbol into ; VWF chars start two bytes later. +; X-flag is 16-bit (we did rep #$10 at entry) so `tya` returns the +; full Y. An earlier version of this helper masked Y to its low +; byte with `and #$00FF`, which made every slot past slot 1 +; collapse onto slot 0's tilemap base (slot 2's Y = $0144 -> $44). rep #0x20 tya - and.w #0x00FF clc adc.b 0x29 clc From 029230c689543c6c5206274b33780289f06e6870 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 11:41:21 +0200 Subject: [PATCH 061/127] Move VWF region to tile_id $100+ + fix 9-bit CHR address calc MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Static menu font owns tile_ids $00..$FF in BG3 CHR ; the VWF region for field-menu items moves up to start at tile_id $100. With 11 buffer slots * K=10 tile_ids the rolling buffer fits at $100..$169, well inside the 9-bit window before the next CHR boundary, and the static font CHR stays untouched. Engine changes to make 9-bit tile_ids actually land where they should: - `make_pointers` was reading `allocated_tile_id` with `lda.b` in M=8, masking bit 8 ; field-items blits collapsed onto tile_id $00 SRAM offset and clobbered the static-font area. Read the full 16-bit allocator value, then `asl ; asl ; asl ; asl` for the * 16 SRAM offset. - `render_with_config`'s per-slot CHR clear masked tile_id_base with `$00FF`. Widened the mask to `$01FF` so the clear lands at the correct SRAM offset for tile_ids $100..$1FF. - `tilemap_write_no_inc`'s hard-coded `ora #$01` replaced with `ora VwfConfig.flags` ; field-items writes flags = $01 so the tilemap entry's attr byte ORs bit 0 (= tile_id bit 8) on top of the allocator's low byte. Dialog / item-description sets the same value before its `render.init`. - `render.init` now clears ONLY the current region's CHR slice (read tile_id_base + slot_budget from VwfConfig). Wiping the full buffer clobbered other regions ; with the per-region clear description's render does not eat field-items CHR. `items_description.draw_string` populates config (tile_id_base = $00, slot_budget = $C0 covering its 192-tile area, flags = $01) before invoking `render.init`. Field-items helper writes tile_id_base = $100, slot_budget = $0A, flags = $01. Top-7-rows snap confirms readable item names (`Shuriken Fuma`, `Ether`, `Hi-Potion`, `Collyre`, `Plume de phénix`, `Antidote`, `Elixir`). Bottom rows still garbled ; next pass. Buffer size bumped from $1000 to $2000 in `vwf_state.i` so the VWF CHR window for tile_ids $100..$1FF fits inside the SRAM staging area. --- src/ingame/items_menu_vwf.s | 7 +++ src/items.i | 36 ++++++-------- src/small_vwf/item_description.s | 15 ++++++ src/small_vwf/render.s | 83 ++++++++++++++++++++++++-------- src/vwf_state.i | 9 +++- 5 files changed, 107 insertions(+), 43 deletions(-) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index cdce201..8905f1f 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -159,6 +159,13 @@ _copy_loop: lda.w #0x0400 sta.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count sep #0x20 +; Tilemap attr OR mask. Field VWF tile_ids live in the 9-bit +; window ($100..$169) so bit 0 of the attr byte (= tile_id bit 8) +; must be set ; the allocator stores $0100+, the tilemap entry +; writes the low byte to the tile_id slot and ORs `$01` into the +; attr byte to give the PPU the full 9-bit tile_id. + lda.b #0x01 + sta.l VWF_CONFIG_BASE + VwfConfig.flags ; --- VwfConfig.tilemap_base = $29 + $40 + Y + 2 (skip symbol slot) --- ; Caller's Y is the 16-bit byte offset of the top row tile we are ; about to write the symbol into ; VWF chars start two bytes later. diff --git a/src/items.i b/src/items.i index f523f4b..139e5c6 100644 --- a/src/items.i +++ b/src/items.i @@ -1,5 +1,7 @@ +.include "src/vwf_state.i" + """ Standard FF4 inventory item layout: 2-byte (id, qty) pairs. @@ -34,20 +36,15 @@ ITEM_UNLEASHED_TEXT_SIZE := 0x10 ; --- Field-menu BG3 CHR base --- ; Menu PPU runs Mode 0 with BG34NBA = $22 (`ff4decomp/menu/menu.asm:3878+`), -; mapping BG3 CHR to VRAM word $2000 / byte $4000. +; mapping BG3 CHR to VRAM word $2000 / byte $4000. 256 static-font +; tile_ids live at $00..$FF ; the VWF region starts past that at +; tile_id $100 (9-bit tile_id territory) so glyph blits never +; trample the menu chrome / font CHR. FIELD_BG3_CHR_VRAM_BYTE := 0x4000 FIELD_BG3_CHR_VRAM_WORD := FIELD_BG3_CHR_VRAM_BYTE >> 1 -; small_vwf's `tilemap_write_no_inc` unconditionally ORs $01 into -; the tilemap-entry high byte (palette/attr byte). In Mode 0 2bpp -; BG3 that bit is the cc-low of the 10-bit tile_id, so tile_id -; $C0 from the allocator reads back as $1C0 on the tilemap side. -; PPU then looks for CHR at $4000 + $1C0 * 16 = $5C00. The flush -; therefore aims at $5C00, with the SRAM source still at -; VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET ($703C00) ; the allocator -; stays at $C0 so the per-slot CHR slice math does not need to -; jump a buffer. -FIELD_VWF_VRAM_DEST_BYTE := FIELD_BG3_CHR_VRAM_BYTE + 0x1C00 +; VWF window starts at tile_id $100 in CHR = $4000 + $100 * 16 = $5000. +FIELD_VWF_VRAM_DEST_BYTE := FIELD_BG3_CHR_VRAM_BYTE + 0x1000 FIELD_VWF_VRAM_DEST_WORD := FIELD_VWF_VRAM_DEST_BYTE >> 1 ; --- Field-menu VWF regions --- @@ -59,16 +56,15 @@ FIELD_VWF_VRAM_DEST_WORD := FIELD_VWF_VRAM_DEST_BYTE >> 1 ; tile-id base + budget + VRAM dest and the engine routes via ; VwfConfig without touching the existing regions. ; -; Region 0 $00..$BF vanilla menu font CHR (untouched) -; Region 1 $C0..$FF field item-name rolling buffer -; (FIELD_ITEM_VWF_TILE_BASE + K * slot) +; Region 0 $000..$0FF vanilla menu font CHR (untouched) +; Region 1 $100..$169 field item-name rolling buffer +; (FIELD_ITEM_VWF_TILE_BASE + K * slot) ; -; With 11 buffer slots * K=10 tile-ids the high slots overflow past -; $FF and wrap into the font region ; the visible-slot-only render -; (display slots 0..9) is contained, but slot 10's pre-render slot -; lands at tile-id $124. Acceptable for now ; future regions or a -; tighter K take this constraint. -FIELD_ITEM_VWF_TILE_BASE := 0xC0 +; Pushing the VWF region into 9-bit tile_id territory ($100+) keeps +; it disjoint from the static font window ; 11 buffer slots * K=10 +; tile_ids fit at $100..$169 (margin to $1FF before the next BG3 +; CHR boundary). +FIELD_ITEM_VWF_TILE_BASE := 0x100 FIELD_ITEM_VWF_TILE_BUDGET := 0x0A diff --git a/src/small_vwf/item_description.s b/src/small_vwf/item_description.s index 4b7cef1..7ffc69d 100644 --- a/src/small_vwf/item_description.s +++ b/src/small_vwf/item_description.s @@ -1,4 +1,6 @@ """Small-VWF item-description renderer.""" +.include "src/vwf_state.i" + .scope items_description { """Small-VWF item-description renderer entry-points.""" draw_trampoline: @@ -49,6 +51,19 @@ draw: plx sep #0x20 draw_string: +; Region config: descriptions live in tile_id range $00..$BF +; (256 tile_ids worth of CHR, slot_budget covers the whole window +; so `render.init` clears just the description's slice). flags +; mask = $01 because the description tilemap targets the 9-bit +; tile_id window via the attr-byte OR. + rep #0x20 + lda.w #0x0000 + sta.l VWF_CONFIG_BASE + VwfConfig.tile_id_base + sep #0x20 + lda.b #0xC0 + sta.l VWF_CONFIG_BASE + VwfConfig.slot_budget + lda.b #0x01 + sta.l VWF_CONFIG_BASE + VwfConfig.flags jsr.w render.init _char_loop: lda.w 0x0000, y diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 2d17434..72eb9f2 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -235,10 +235,18 @@ get: buffer_size = VWF_CHR_BUFFER_SIZE last_drawn_text_ptr = buffer_ptr + buffer_size + 2 init: -"""font_ptr = assets_menu_font_dat ; moved to direct use of assets_menu_font_dat""" -; Initialize the renderer -; clear a chunk of ram -; resets variables +""" +font_ptr = assets_menu_font_dat ; moved to direct use of assets_menu_font_dat. + +Resets the per-render scratch (bits_left_on_tile / temp / counter) +and zeros the allocator. Clears ONLY the CHR slice owned by the +current region (`VwfConfig.tile_id_base * 16` for +`VwfConfig.slot_budget * 16` bytes), mirror of the per-slot clear +in battle's `init_inventory_for_current_slot`. Wiping the whole +buffer here clobbered other regions' CHR mid-frame, so callers +populate config first and `init` confines its $FF/$00 fill to +their slot. +""" .if ENABLE_KERNING_MENU { stz.b prev_char } @@ -252,20 +260,39 @@ _brk_init_bits: initialize(temp) stz.b temp pha - lda #0x00 - phx - ldx.w #0 -_clear_loop: +; --- Per-region CHR clear from VwfConfig --- + php + rep #0x30 + lda.l VWF_CONFIG_BASE + VwfConfig.tile_id_base + and.w #0x01FF ; 9-bit tile_id_base + asl + asl + asl + asl ; * 16 + clc + adc.w #VWF_CHR_BUFFER & 0xFFFF + tax + lda.l VWF_CONFIG_BASE + VwfConfig.slot_budget + and.w #0x00FF + asl + asl + asl ; budget * 8 word-pairs + tay + beq _init_skip_clear + sep #0x20 + +_init_clear_loop: lda.b #0xFF - sta.l buffer_ptr, x - lda.b #0x00 - sta.l buffer_ptr + 1, x + sta.l VWF_CHR_BUFFER & 0xFF0000, x inx + lda.b #0x00 + sta.l VWF_CHR_BUFFER & 0xFF0000, x inx - cpx.w #buffer_size + 2 - bne _clear_loop - plx - pla + dey + bne _init_clear_loop + +_init_skip_clear: + plp initialize(counter) rts flush_chr_to_vram: @@ -381,7 +408,7 @@ M=8, X=16 on entry. Stack-balanced, RTS. php rep #0x30 lda.l VWF_CONFIG_BASE + VwfConfig.tile_id_base - and.w #0x00FF + and.w #0x01FF ; 9-bit tile_id_base asl asl asl @@ -500,14 +527,16 @@ make_pointers: lda.w #0x0000 sep #0x20 - lda.l render_allocator.allocated_tile_id - - sta.b oldtilepos +; Read full 16-bit allocated_tile_id so 9-bit tile_ids ($100+) keep +; their high bit in oldtilepos. The previous 8-bit read masked bit +; 8 and field-menu VWF blits (tile_id_base $100) landed at SRAM +; offset 0, stomping the static font region. rep #0x20 + lda.l render_allocator.allocated_tile_id asl asl asl - asl + asl ; tile_id * 16, 16-bit result sta.b oldtilepos tay sep #0x20 @@ -855,12 +884,24 @@ small_vwf_kerning_binary_ext: rtl } tilemap_write_no_inc: +""" +Write `allocated_tile_id` low byte to `(tilemap_offset)` and OR +`VwfConfig.flags` into the next (palette/attr) byte. The flag +mask used to be hard-coded `$01` (the 9-bit tile_id bit for the +512-tile dialog window) but the field-menu items live in 2bpp +BG3 where bit 0 of the attr byte is tile_id bit 8 ; an always-on +OR pushed all our tile_ids into the +256 half of CHR and the +high inventory slots wrapped past $FF in unpredictable ways. +Letting the caller pick the OR value via the config struct keeps +dialog (set `flags = $01`) working without forcing the menu items +to honour a bit they do not own. +""" _base_addr = 0x7e0000 lda.l render_allocator.allocated_tile_id ldx.b tilemap_offset sta.l _base_addr, x lda.l _base_addr + 1, x - ora.b #0x01 + ora.l VWF_CONFIG_BASE + VwfConfig.flags sta.l _base_addr + 1, x rts tilemap_write: diff --git a/src/vwf_state.i b/src/vwf_state.i index 3e92e14..dd947f6 100644 --- a/src/vwf_state.i +++ b/src/vwf_state.i @@ -30,7 +30,12 @@ Forward-compat reservation: ; --- VWF CHR buffer (shared across battle + menu renderers) ----------- VWF_CHR_BUFFER := 0x703000 -VWF_CHR_BUFFER_SIZE := 0x1000 ; covers tile_ids $00..$FF (256 * 16 bytes) +; Sized to cover tile_ids $00..$1FF (512 * 16 bytes). Field menu +; rolling buffer has 11 slots * K=10 tiles starting at base $C0, +; so the high slots end up at tile_id $160+ ; the previous $1000 +; sizing capped at $FF and the high-slot CHR landed in +; $704000-$704FFF which was outside any blit / DMA reach. +VWF_CHR_BUFFER_SIZE := 0x2000 ; --- Null-terminated text-staging buffer ------------------------------ ; Callers copy the source string (from items_unleashed, monster names, @@ -93,4 +98,4 @@ VWF_CHR_DIRTY := 0x7070C2 ; $C0, so the flush always starts $C00 bytes into the buffer. ; (If a future client uses a different base, this constant moves to ; the engine and we still avoid forking the DMA source per caller.) -VWF_CHR_FLUSH_OFFSET := 0xC0 * 0x10 +VWF_CHR_FLUSH_OFFSET := 0x100 * 0x10 From 55d0de429eb9d6c733f289d1b52d9ce21c5465a0 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 11:43:00 +0200 Subject: [PATCH 062/127] Bump chr_byte_count so high slots' CHR reaches VRAM MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit DMA covered only $400 bytes (= 64 tile_ids) from VRAM word $2800. That landed tile_ids $100..$13F ; slots 7..9 use tile_ids up to $169 and their CHR never reached VRAM, so the bottom rows still showed garbled blocks even with the tilemap pointing at the right slot. 11 buffer slots * K=10 tile_ids * 16 bytes/tile = $6E0. Round up to $700 for the DMA to cover the full VWF window in one shot. All 11 rows now render readable names end-to-end: Shuriken Fuma, Ether, Hi-Potion, Collyre, Plume de phénix, Antidote, Elixir, Ether sec, Marteau magique, Méga-Potion. Quantity column on the right disappeared in the latest snap ; the $700 reach probably overlaps the menu's quantity-glyph tile_id window in CHR. Next: figure out whether the qty digits live at $100+ tile_ids (so we are stomping them) or whether the row stride moved them out of the visible window. --- src/ingame/items_menu_vwf.s | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index 8905f1f..5406d07 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -156,7 +156,10 @@ _copy_loop: rep #0x20 lda.w #FIELD_VWF_VRAM_DEST_WORD sta.l VWF_CONFIG_BASE + VwfConfig.chr_vram_word - lda.w #0x0400 +; Byte count = 11 buffer slots * K=10 tile_ids * 16 bytes/tile = +; $6E0 ; round up to $700 to give the DMA a power-of-friendly +; size + slack if the budget bumps later. + lda.w #0x0700 sta.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count sep #0x20 ; Tilemap attr OR mask. Field VWF tile_ids live in the 9-bit From a31d4bd97282d8310eb5a4ff657a2f4cb2fb99eb Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 11:45:17 +0200 Subject: [PATCH 063/127] Restore caller Y across draw_field_item_name so qty column lands MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Vanilla `DrawEquipItemName` / `DrawItemName` ($01:9013 / $01:9060) each `phy` at entry and `ply` before `rts`. The caller is `DrawItemSlot`, which immediately after the call does `longa ; tya ; clc ; adc #$0060 ; tay ; shorta ; lda ($5a) ; cmp #$fe ; ... ; sta ($29),y` to plant the colon glyph at Y + $60. Our helper was leaving Y at `caller_Y + 2` (we advanced through the symbol slot + palette without rewinding back to caller_Y). `DrawItemSlot` then drove the colon write 2 bytes past where it expected, missing the visible region of the slot, so the quantity column rendered blank for every slot. Phy at the start, ply before the final plp+rtl. Snap now shows all 11 rolling-buffer items with names + qty: Shuriken Fuma : 90 Ether : 95 Hi-Potion : 99 Collyre : 99 Plume de phénix : 99 Antidote : 97 Elixir : 99 Ether sec : 99 Marteau magique : 99 Méga-Potion : 99 --- src/ingame/items_menu_vwf.s | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index 5406d07..1cdcdb5 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -73,6 +73,11 @@ $C0..$F6 tile-id window. php sep #0x20 rep #0x10 +; Preserve caller's Y. Vanilla `DrawEquipItemName` (`$01:9013`) and +; `DrawItemName` (`$01:9060`) each phy at entry and ply before rts ; +; the caller `DrawItemSlot` continues with `tya ; adc #$60 ; tay` +; to position the colon glyph, so Y must come back unchanged. + phy ; --- X = item id * ITEM_UNLEASHED_RECORD_SIZE (inline mul-by-17) --- rep #0x20 lda.b 0x43 @@ -235,6 +240,7 @@ _top_loop: iny ; --- Run the unified renderer over VWF_TEXT_BUFFER --- jsr.l render_with_config_trampoline + ply plp rtl From aa11373a344f7e1fce45c44d20920867429b009b Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 11:51:11 +0200 Subject: [PATCH 064/127] Fix stack imbalance in render.init that BRKed item description path When the per-region CHR clear landed in `render.init` I replaced the vanilla `phx ; clear-loop ; plx` block with a `php ; clear ; plp` pair, but the loop epilogue still needed the matching `pla` that balanced the `pha` after `stz.b temp` ; the original had `plx ; pla ; rts`, my version had `plp ; rts`. The unbalanced byte sat between the `pha` saved-A and the JSR return address. `rts` popped two bytes (pulling the saved A byte as the return PC high byte), control fell through to a $00 byte somewhere in bank-20 and the brk_handler trap fired: draw_vwf_message -> JSL items_description.draw_trampoline -> ... -> render.init -> rts off-rails -> brk_handler -> STP Add `pla` after `plp`. Items menu opens clean now, all 11 rows read names + qty, item description is no longer an instant crash. --- src/small_vwf/render.s | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 72eb9f2..9fdd7e1 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -293,6 +293,10 @@ _init_clear_loop: _init_skip_clear: plp + pla ; balances the `pha` after `stz.b temp` ; without this the + ; `rts` popped the saved A byte as the high byte of the + ; return address and item_description.draw_trampoline ran + ; off into a BRK opcode on every menu open. initialize(counter) rts flush_chr_to_vram: From 189c181a6186de573b048bad68ef20f27899bbd3 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 11:56:45 +0200 Subject: [PATCH 065/127] Split VWF CHR regions so descriptions + field items stop fighting Both surfaces were DMA'ing into VRAM byte $5000 (word $2800): field items via `FIELD_VWF_VRAM_DEST_WORD`, descriptions via the hard-coded `dma_transfer_to_vram_call(..., 0x5000 >> 1, ...)`. Whoever ran last won the CHR window and the other rendered with the wrong glyphs. Partition the BG3 CHR slot at VRAM $4000: $00..$FF static menu font ($4000..$4FF0) untouched $100..$169 field-menu items ($5000..$56A0) 11 slots * K=10 $180..$1FF item description ($5800..$5FF0) 128 tile_ids Description now sets `VwfConfig.tile_id_base = $80` before `render.init` so the per-region CHR clear hits its own slice, and re-arms the allocator with `init_with_tile_id_wide(0x0080)` so the tile_ids land in the high half (flags = $01 ORs bit 8 onto the tilemap attr, effective tile_id $180+). `_transfer_item_description` DMA slimmed to `(buffer + $800) -> $5800` for $800 bytes ; matches the new region exactly and leaves the field-items window at $5000 alone. Items still render full names + qty on the field-menu snap and the description engine no longer reaches into the items CHR. --- src/small_vwf/item_description.s | 31 +++++++++++++++++++++---------- 1 file changed, 21 insertions(+), 10 deletions(-) diff --git a/src/small_vwf/item_description.s b/src/small_vwf/item_description.s index 7ffc69d..fdf9e37 100644 --- a/src/small_vwf/item_description.s +++ b/src/small_vwf/item_description.s @@ -51,20 +51,29 @@ draw: plx sep #0x20 draw_string: -; Region config: descriptions live in tile_id range $00..$BF -; (256 tile_ids worth of CHR, slot_budget covers the whole window -; so `render.init` clears just the description's slice). flags -; mask = $01 because the description tilemap targets the 9-bit -; tile_id window via the attr-byte OR. +; Region config: description CHR lives in tile_id range $180..$1FF +; (allocator base $80, with attr-byte OR $01 -> effective tile_id +; $180 ; VRAM byte $5800..$5FF0). Disjoint from the field-items +; window at $100..$169 -> VRAM $5000..$56A0 ; the two regions used +; to fight for VRAM $5000 (both DMAs targeted there) and the last +; render stomped the other. +; +; Region map (BG3 CHR at VRAM $4000) +; $00..$FF static menu font ($4000..$4FF0) +; $100..$169 field-menu items ($5000..$56A0) +; $180..$1FF item description ($5800..$5FF0) rep #0x20 - lda.w #0x0000 + lda.w #0x0080 sta.l VWF_CONFIG_BASE + VwfConfig.tile_id_base sep #0x20 - lda.b #0xC0 + lda.b #0x80 sta.l VWF_CONFIG_BASE + VwfConfig.slot_budget lda.b #0x01 sta.l VWF_CONFIG_BASE + VwfConfig.flags jsr.w render.init + rep #0x20 + lda.w #0x0080 + jsr.w render_allocator.init_with_tile_id_wide _char_loop: lda.w 0x0000, y beq _char_loop_exit @@ -114,8 +123,10 @@ _reset_render: bra _char_loop _transfer_item_description: jsr.w wait_for_vblank -; we could reduce the transfer size to the size of the string - dma_transfer_to_vram_call(render.buffer_ptr, 0x5000 >> 1, render.buffer_size, 0x1801) -; use of the menu engine built in dma transfer in NMI +; DMA description's CHR slice only: SRAM $703800 (= buffer + $80*16 +; for tile_id_base $80) to VRAM word $2C00 (= byte $5800), $800 +; bytes covering 128 tile_ids. Keeps the upload disjoint from the +; field-items DMA at byte $5000 / word $2800. + dma_transfer_to_vram_call(render.buffer_ptr + 0x800, 0x5800 >> 1, 0x800, 0x1801) rts } From 72ddff4ff754caf4ab2eb2d7232c13c99685f76a Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 12:03:04 +0200 Subject: [PATCH 066/127] Restore M=8 before draw_string char loop + document VRAM save range `draw_string` did `rep #$20` to load the 16-bit allocator base before `init_with_tile_id_wide`, then fell straight into `_char_loop` which reads source bytes one at a time. With M=16, the `lda.w 0x0000, y` ate two source bytes per char + the iny pair never advanced past the source's null terminator, looping until `_transfer_item_description -> wait_for_vblank` parked forever spinning on `$4212`. Add `sep #$20` immediately after the wide allocator setup so the char loop reads byte-at-a-time again. Scrolling cursor onto a description-bearing item (the kss-after-A-press DOWN to Ether) no longer soft-locks ; PC stays in normal field-menu state. Also pin the VRAM save range in `vwf_state.i` as named constants (`VRAM_SAVE_BASE_WORD`, `VRAM_SAVE_BYTE_COUNT`, `VRAM_SAVE_SRAM_BASE`) so future region additions can verify they land inside the save window without re-walking the wrap code in `small_vwf/render.s`. --- src/small_vwf/item_description.s | 3 +++ src/vwf_state.i | 16 ++++++++++++++++ 2 files changed, 19 insertions(+) diff --git a/src/small_vwf/item_description.s b/src/small_vwf/item_description.s index fdf9e37..e869afb 100644 --- a/src/small_vwf/item_description.s +++ b/src/small_vwf/item_description.s @@ -74,6 +74,9 @@ draw_string: rep #0x20 lda.w #0x0080 jsr.w render_allocator.init_with_tile_id_wide + sep #0x20 ; _char_loop reads bytes one at a time ; M=16 here + ; would have lda'd two source bytes per char and + ; soft-locked the description render in wait_for_vblank. _char_loop: lda.w 0x0000, y beq _char_loop_exit diff --git a/src/vwf_state.i b/src/vwf_state.i index dd947f6..6291606 100644 --- a/src/vwf_state.i +++ b/src/vwf_state.i @@ -99,3 +99,19 @@ VWF_CHR_DIRTY := 0x7070C2 ; (If a future client uses a different base, this constant moves to ; the engine and we still avoid forking the DMA source per caller.) VWF_CHR_FLUSH_OFFSET := 0x100 * 0x10 + +; --- VRAM save / restore range --- +; The dialog VWF saves the VRAM CHR window before dialog opens and +; restores it on close. With field-menu items + item-description +; each carving out their own slice of CHR ($5000..$5FFF), the save +; range must cover that whole 4KB block so menu close puts the +; menu CHR back the way the field renderer expects it. +; +; Word $2800 .. $37FF = byte $5000 .. $6FFF (8KB) +; +; Generous on the upper end so a future region 3 / region 4 (status, +; equipment, ...) lands inside the save window without bumping the +; SRAM scratch. +VRAM_SAVE_BASE_WORD := 0x2800 +VRAM_SAVE_BYTE_COUNT := 0x2000 +VRAM_SAVE_SRAM_BASE := 0x705000 From c005410e6c72f39e2aad42917b1db93ec77257c3 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 12:11:22 +0200 Subject: [PATCH 067/127] Document field / treasure / drops shared VWF tile_id region All three rolling-inventory surfaces route through the same `DrawItemName` JSL hook at $01:9013 / $01:9060, so they all hand the same `items_menu_vwf.draw_field_item_name` helper their slot indices and the helper writes the same `VwfConfig.tile_id_base = FIELD_ITEM_VWF_TILE_BASE + slot * K` formula. Safe today: field menu, treasure popup, and drops popup are exclusive UI states ; only one of them can be open at any moment, so the $100..$169 window never has two renderers fighting for it. If a future change ever puts two of these on screen at once we need to carve disjoint CHR windows (or pick a different allocator strategy). --- src/items.i | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/src/items.i b/src/items.i index 139e5c6..106a2fb 100644 --- a/src/items.i +++ b/src/items.i @@ -57,8 +57,15 @@ FIELD_VWF_VRAM_DEST_WORD := FIELD_VWF_VRAM_DEST_BYTE >> 1 ; VwfConfig without touching the existing regions. ; ; Region 0 $000..$0FF vanilla menu font CHR (untouched) -; Region 1 $100..$169 field item-name rolling buffer +; Region 1 $100..$169 field / treasure / drops item-name buffer ; (FIELD_ITEM_VWF_TILE_BASE + K * slot) +; All three inventories route through the +; same `DrawItemName` JSL hook so they share +; this region ; safe today because they +; never render concurrently (field menu vs +; treasure popup vs drops popup are +; exclusive UI states) but a future split +; needs disjoint CHR windows. ; ; Pushing the VWF region into 9-bit tile_id territory ($100+) keeps ; it disjoint from the static font window ; 11 buffer slots * K=10 From 85260b8654fc00ce4ea89c0487a4593270d28efc Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 12:45:16 +0200 Subject: [PATCH 068/127] Preserve Y across render.init in item-description draw render.init's per-region CHR clear loop uses tay for the word counter and lands Y=$0000 on exit. _char_loop then reads $20:0000 = $00 terminator and exits before a single glyph renders. phy/ply around init + init_with_tile_id_wide keeps the caller's source pointer intact ; trace confirms 25 tilemap writes and CHR data landing in VRAM $5800. --- src/small_vwf/item_description.s | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) diff --git a/src/small_vwf/item_description.s b/src/small_vwf/item_description.s index e869afb..d82ad6f 100644 --- a/src/small_vwf/item_description.s +++ b/src/small_vwf/item_description.s @@ -70,13 +70,20 @@ draw_string: sta.l VWF_CONFIG_BASE + VwfConfig.slot_budget lda.b #0x01 sta.l VWF_CONFIG_BASE + VwfConfig.flags +; Preserve Y across render.init: the per-region CHR clear loop +; tays the budget word count and lands Y=$0000 on exit, which +; collapsed _char_loop into an immediate _char_loop_exit (the loop +; reads `lda.w $0000,y` -> $20:0000 = $00 terminator) and the +; description never rendered a single glyph. + phy jsr.w render.init rep #0x20 lda.w #0x0080 jsr.w render_allocator.init_with_tile_id_wide sep #0x20 ; _char_loop reads bytes one at a time ; M=16 here - ; would have lda'd two source bytes per char and - ; soft-locked the description render in wait_for_vblank. +; would lda two source bytes per char and soft-lock +; in wait_for_vblank. + ply _char_loop: lda.w 0x0000, y beq _char_loop_exit From b3ce6cb428f1a2371c36df5e284c23d51ea919dc Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 13:11:05 +0200 Subject: [PATCH 069/127] Drop ff4-battle-ext.kss dup, point refs at ff4-battle.kss MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ff4-battle-ext.kss and ff4-battle.kss hashed identical (bb9d28fa…); the ext copy was a stale duplicate left over from an earlier capture pass. Delete it and rewrite the 30+ profile scripts plus test_battle_init.py to reference ff4-battle.kss directly. trace_drift.py was carrying a hardcoded path through .claude/worktrees/equip-window-relayout — swap it for kss_path() so the script no longer breaks when run from the main tree. --- tests/_profile/bench_nmi.py | 2 +- tests/_profile/dump_inv_sram.py | 2 +- tests/_profile/dump_inv_tilemap.py | 2 +- tests/_profile/profile_battle_vwf.py | 4 ++-- tests/_profile/trace_cmd_dma.py | 2 +- tests/_profile/trace_drift.py | 5 ++--- tests/_profile/trace_flying.py | 2 +- tests/_profile/trace_names_layout.py | 2 +- tests/_profile/trace_palette.py | 2 +- tests/savestates/ff4-battle-ext.kss | Bin 397021 -> 0 bytes tests/test_battle_init.py | 2 +- todo/nmi-side-anim.md | 2 +- 12 files changed, 13 insertions(+), 14 deletions(-) delete mode 100644 tests/savestates/ff4-battle-ext.kss diff --git a/tests/_profile/bench_nmi.py b/tests/_profile/bench_nmi.py index 45a0edb..38fbc6e 100644 --- a/tests/_profile/bench_nmi.py +++ b/tests/_profile/bench_nmi.py @@ -19,7 +19,7 @@ 0x028302: "SetFlyingHDMA (added NMI hook)", } -e = load_emu_from_kss(kss_path("ff4-battle-ext.kss")) +e = load_emu_from_kss(kss_path("ff4-battle.kss")) e.run_frames(60) e.profile_start(lo=0x000000, hi=0xFFFFFF) diff --git a/tests/_profile/dump_inv_sram.py b/tests/_profile/dump_inv_sram.py index 00fc7f2..b7383cc 100644 --- a/tests/_profile/dump_inv_sram.py +++ b/tests/_profile/dump_inv_sram.py @@ -27,7 +27,7 @@ def dump_region(emu, label: str, start: int, length: int) -> str: def main() -> None: - emu = load_emu_from_kss(kss_path("ff4-battle-ext.kss"), settle_frames=600) + emu = load_emu_from_kss(kss_path("ff4-battle.kss"), settle_frames=600) tap(emu, Button.DOWN, gap=20) tap(emu, Button.DOWN, gap=20) tap(emu, Button.A, gap=60) diff --git a/tests/_profile/dump_inv_tilemap.py b/tests/_profile/dump_inv_tilemap.py index 08deeee..52305d6 100644 --- a/tests/_profile/dump_inv_tilemap.py +++ b/tests/_profile/dump_inv_tilemap.py @@ -85,7 +85,7 @@ def diff(prev: dict, cur: dict, frame: int) -> None: def main() -> None: - emu = load_emu_from_kss(kss_path("ff4-battle-ext.kss"), settle_frames=600) + emu = load_emu_from_kss(kss_path("ff4-battle.kss"), settle_frames=600) # Settle until Cecil's ATB fills + cmd menu opens, then drive the # input sequence the user mapped out: DOWN, DOWN, A -> item menu. tap(emu, Button.DOWN, gap=20) diff --git a/tests/_profile/profile_battle_vwf.py b/tests/_profile/profile_battle_vwf.py index 8e7bf2c..530189e 100644 --- a/tests/_profile/profile_battle_vwf.py +++ b/tests/_profile/profile_battle_vwf.py @@ -1,6 +1,6 @@ """Profile the battle VWF blit path with all redraw gates forced dirty. -Loads ff4-battle-ext.kss at the Battle_ext seed point, pokes every +Loads ff4-battle.kss at the Battle_ext seed point, pokes every redraw-gate dirty bit so DrawCharNames + DrawMonsterNames + DrawCmd fire on every profiled frame, then runs `profile_start` scoped to the display_char neighbourhood in bank $20 and reports per-function call @@ -58,7 +58,7 @@ def force_redraw(emu): def run(): - emu = load_emu_from_kss(kss_path("ff4-battle-ext.kss"), settle_frames=0) + emu = load_emu_from_kss(kss_path("ff4-battle.kss"), settle_frames=0) force_redraw(emu) emu.run_frames(WARMUP_FRAMES) force_redraw(emu) diff --git a/tests/_profile/trace_cmd_dma.py b/tests/_profile/trace_cmd_dma.py index 8ee789e..e26eaa4 100644 --- a/tests/_profile/trace_cmd_dma.py +++ b/tests/_profile/trace_cmd_dma.py @@ -3,7 +3,7 @@ sys.path.insert(0, "tests") from _ff4kintsuki import kss_path, load_emu_from_kss -e = load_emu_from_kss(kss_path("ff4-battle-ext.kss"), settle_frames=0) +e = load_emu_from_kss(kss_path("ff4-battle.kss"), settle_frames=0) def snap(label): cmd_dirty = e.read(0x7EEF9A) diff --git a/tests/_profile/trace_drift.py b/tests/_profile/trace_drift.py index 07a030b..baa82e8 100644 --- a/tests/_profile/trace_drift.py +++ b/tests/_profile/trace_drift.py @@ -2,11 +2,10 @@ import sys sys.path.insert(0, "tests") import ctypes -from pathlib import Path from kintsuki import Emu -from _ff4kintsuki import ROM +from _ff4kintsuki import ROM, kss_path -KSS = Path("/Users/manz/PyCharmProjects/ff4-modules/.claude/worktrees/equip-window-relayout/tests/savestates/ff4-battle-ext.kss") +KSS = kss_path("ff4-battle.kss") e = Emu(load_srm_sidecar=False) e.load_rom(str(ROM)) blob = KSS.read_bytes() diff --git a/tests/_profile/trace_flying.py b/tests/_profile/trace_flying.py index 3246453..57a985e 100644 --- a/tests/_profile/trace_flying.py +++ b/tests/_profile/trace_flying.py @@ -3,7 +3,7 @@ sys.path.insert(0, "tests") from _ff4kintsuki import kss_path, load_emu_from_kss -e = load_emu_from_kss(kss_path("ff4-battle-ext.kss"), settle_frames=0) +e = load_emu_from_kss(kss_path("ff4-battle.kss"), settle_frames=0) def snap(label): ed4e = e.read(0x7EED4E) diff --git a/tests/_profile/trace_names_layout.py b/tests/_profile/trace_names_layout.py index 26c1869..5346db6 100644 --- a/tests/_profile/trace_names_layout.py +++ b/tests/_profile/trace_names_layout.py @@ -3,7 +3,7 @@ sys.path.insert(0, "tests") from _ff4kintsuki import kss_path, load_emu_from_kss -e = load_emu_from_kss(kss_path("ff4-battle-ext.kss"), settle_frames=0) +e = load_emu_from_kss(kss_path("ff4-battle.kss"), settle_frames=0) e.run_frames(120) # $74FD = text buffer (input to VWF), built by UpdateCharNames diff --git a/tests/_profile/trace_palette.py b/tests/_profile/trace_palette.py index 3b3269a..a98afa8 100644 --- a/tests/_profile/trace_palette.py +++ b/tests/_profile/trace_palette.py @@ -3,7 +3,7 @@ sys.path.insert(0, "tests") from _ff4kintsuki import kss_path, load_emu_from_kss -e = load_emu_from_kss(kss_path("ff4-battle-ext.kss"), settle_frames=0) +e = load_emu_from_kss(kss_path("ff4-battle.kss"), settle_frames=0) e.run_frames(120) def dump_b966(): diff --git a/tests/savestates/ff4-battle-ext.kss b/tests/savestates/ff4-battle-ext.kss deleted file mode 100644 index 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a/tests/test_battle_init.py +++ b/tests/test_battle_init.py @@ -24,7 +24,7 @@ ) GOLDENS = Path(__file__).parent / "goldens" / "battle_init" -KSS = kss_path("ff4-battle-ext.kss") +KSS = kss_path("ff4-battle.kss") @pytest.fixture diff --git a/todo/nmi-side-anim.md b/todo/nmi-side-anim.md index c78cf75..df73ae9 100644 --- a/todo/nmi-side-anim.md +++ b/todo/nmi-side-anim.md @@ -99,7 +99,7 @@ update the first 8 bytes (HDMA tables often repeat). - `tests/_profile/profile_bank20.py` : measure dma_transfer inclusive cycle delta after each phase -- Visual smoke on `ff4-battle-ext.kss` : Zu wing flap, char float +- Visual smoke on `ff4-battle.kss` : Zu wing flap, char float state if any party member has Float ## Crack / risk From adea7af8e31b7d3f2d24a5b0004b4cba2843d5b5 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 13:11:19 +0200 Subject: [PATCH 070/127] Add rolling inventory engine design doc Consolidates the duplicated scroll + render code in inventory_rolling.s, treasure_rolling.s, drops_rolling.s, key_item_picker.s and shop.s onto a single bank-20 engine driven by a per-instance RollingBufferState struct. Each menu owns its struct instance at a fixed WRAM base plus a trimmed VwfConfig slot in SRAM, so drops and treasure stop fighting over the shared VWF CHR region the moment we land phase 0 of the migration. Phase 0 retrofits src/vwf.s and src/small_vwf/render.s to read tile_id base / VRAM dest / DMA size off a VwfConfig pointer instead of the single VWF_CONFIG_BASE slot. Phases 1-5 port field items, shop, key items, then split drops and treasure into disjoint config instances. Phase 6 deletes the dead duplication. Doc also covers extended struct fields, WRAM instance bases, engine entry points (rolling_engine_init / _tick / _vblank_flush / cursor / _invalidate_slot / _shutdown), kintsuki save-state coverage, and verification breakpoints per phase. --- plans/rolling_inventory_engine.md | 276 ++++++++++++++++++++++++++++++ 1 file changed, 276 insertions(+) create mode 100644 plans/rolling_inventory_engine.md diff --git a/plans/rolling_inventory_engine.md b/plans/rolling_inventory_engine.md new file mode 100644 index 0000000..a767591 --- /dev/null +++ b/plans/rolling_inventory_engine.md @@ -0,0 +1,276 @@ +# Rolling Inventory Engine — Unified Bank-20 Design + +Status: draft. Phase 1 = dynamic VWF render preserved. ROM pre-rendered slots +deferred to a later phase. + +## Goal + +One engine, many menus. Today `inventory_rolling.s`, `treasure_rolling.s`, +`drops_rolling.s`, `key_item_picker.s`, and `shop.s` each duplicate slot +math, scroll animation, HDMA setup, and VWF render orchestration. Drops + +treasure currently share a single VWF CHR region and clobber each other. + +Phase 1 collapses them onto a shared engine living in bank-20, driven by a +per-instance state struct. Each menu owns its own struct instance at a fixed +WRAM base. The engine never holds inventory-specific knowledge — render and +draw-window hooks are supplied per instance via the struct. + +## Non-goals (Phase 1) + +- Pre-rendering slot tiles into ROM and DMAing them in. Comes later. +- Touching the battle inventories. They reuse leaf helpers at most. +- Changing the visible layout, kerning, or tile budget per menu. + +## Architecture + +``` +bank-01 caller (e.g. items_menu, treasure, drops, key_items, shop) + | + | JSL with state struct pointer in (e.g.) X + v +bank-20 rolling_inventory engine + | + | reads state.* fields + | calls state.render_slot_hook / state.draw_window_hook + v +per-instance hooks back in bank-01 (small, menu-specific) +``` + +Engine = scroll state machine + slot index math + VWF region setup + +HDMA bookkeeping. Hooks = "how do I draw the window chrome" and "how do I +render slot N into the active VWF region for this menu". Hooks stay in +caller's bank. + +## Extended state struct + +`RollingBufferState` today is 12 bytes of engine scratch. Phase 1 extends it +with instance config + VWF region fields so the engine reads everything off +the struct pointer. No globals like `VWF_CONFIG_BASE` floating around. + +``` +.struct RollingBufferState { + ; --- engine scratch (12 bytes, unchanged) --- + byte top_row + byte buffer_pos + byte edge_row + byte slot_index + word base_scroll + byte hdma_enable + byte _pad + byte scroll_state + byte scroll_remaining + byte scroll_direction + byte transfer_pending + word scroll_anim_offset + byte hdma_copy_pending + + ; --- instance config --- + byte visible_rows ; e.g. 5 field items, 3 shop + byte slot_height_tiles ; rows of CHR per slot (usually 2) + long item_list_ptr ; far ptr to inventory array + byte item_count ; live count (decremented on use/drop) + byte hdma_channel ; statically assigned per instance + + ; --- VWF region (pointer to standalone VwfRegionConfig, see below) --- + long vwf_cfg_ptr + + ; --- hooks (far ptrs, bank-01 routines) --- + long fn_draw_window ; draw frame, headers, static chrome (init only) + long fn_ensure_hdma ; install instance HDMA channel + long fn_render_slot ; render slot at A=index into vwf_stage_ptr + + ; --- dirty tracking --- + byte dirty_mask ; bit per visible row, max 8 rows +} +``` + +Size: ~31 bytes per instance. Five instances = 155 bytes WRAM. Plus 11 +bytes per `VwfConfig` (trimmed existing struct from `src/vwf_state.i:74`, +one per rolling instance + any extras for battle). + +### Trim + reuse existing `VwfConfig` struct + +`src/vwf_state.i:74` already defines `.struct VwfConfig` (14 bytes) as a +forward-compat reservation. Nobody reads it yet ; `VWF_CONFIG_BASE` is one +SRAM slot at `$70:7080`. That single slot IS the clobber bug: coexisting +instances (drops + treasure) need disjoint configs. + +`VwfConfig` also carries dead weight: `font_ptr` / `font_bank` / +`kerning_ptr` / `kerning_bank`. We have one font globally and kerning is +already a `flags` bit. Drop those 6 bytes. + +Trimmed struct (11 bytes): + +``` +.struct VwfConfig { + word tile_id_base ; first tile_id this renderer owns + byte slot_budget ; tile-budget clamp ; $FF = none + word tilemap_base ; WRAM dest base (bank-$7E implied) + byte palette_byte ; default palette / attr + byte flags ; bit 0 = kerning, bit 1 = priority OR ; rest reserved + word chr_vram_word ; VRAM word addr for DMA dest + word chr_byte_count ; DMA byte count +} +``` + +Plan: stop inventing a parallel struct. Trim + consume `VwfConfig`: + +1. Trim dead font/kerning ptr fields out of `src/vwf_state.i`. +2. Allocate per-instance `VwfConfig` slots at fixed SRAM bases (`$70:7080`, + `$70:708C`, `$70:7098`, ...). One per rolling instance + any battle + consumer. +3. Migrate `src/vwf.s` / `src/small_vwf/render.s` to read `VwfConfig` fields + instead of hardcoded tile_id base + tilemap dest. Font ptr stays the + single global it always was. + +`RollingBufferState.vwf_cfg_ptr` (`long`) points at the instance's +`VwfConfig`. Battle reuses the same struct. + +Resolved design points: + +- **No `fn_format_qty`.** Render hook owns layout. Key items hook writes name + only; field items hook writes name + qty. Engine never branches on it. +- **No bank fields.** `item_list_ptr` and `vwf_stage_ptr` are `long`. Removes + "did you set the bank" footgun. +- **HDMA channel = static struct field, not free-list.** Coexistence map is + known at design time (only drops + treasure overlap), so allocation is a + static table: drops gets ch 3, everyone else ch 2. Verify against current + `src/ingame/init_bg_scroll_hdma.s` before locking numbers. +- **Shop qty overlay = caller's problem.** Shop calls + `rolling_engine_invalidate_slot` on qty change; its render hook draws the + overlay. Engine stays slot-agnostic. +- **`fn_draw_window` lives in struct** even though only called at init. Keeps + init signature clean (just `X = state ptr, Y = top_row`); 3 bytes / instance + is noise. +- **`dirty_mask` capped at 8 rows.** No current menu needs more. Locked. + +## WRAM instance bases (proposal) + +| Instance | Base | Notes | +|---------------|------------|------------------------------------------| +| field items | `$7E:1BA8` | already there | +| treasure inv | `$7E:1BD0` | already there | +| drops | `$7E:1C00` | new; owns disjoint VWF region | +| key items | `$7E:1C30` | already at 1BF0, may relocate | +| shop | `$7E:1C60` | new | + +Field menu + shop never coexist with treasure/drops, but drops + treasure DO +coexist on the same screen, so their `vwf_chr_base` MUST differ. That is the +bug we fix. + +## Engine entry points (bank-20) + +All entry points take `X = instance struct ptr` (16-bit, in WRAM, bank fixed +to `$7E`). JSL from bank-01 callers. + +``` +; Cold init. Zero engine scratch, latch instance config from caller-prefilled +; fields, draw window, render initial visible slots. +; in : X = state ptr +; Y = initial top_row (usually 0) +; out: VWF region populated, HDMA armed +rolling_engine_init: + +; Per-frame tick. Read pad, advance scroll state machine, schedule VWF +; renders for newly-revealed rows, update HDMA scratch. +; in : X = state ptr +; A.b = pad-down bits this frame +; out: state.dirty_mask reflects rows needing redraw +rolling_engine_tick: + +; NMI-time flush. Walk dirty_mask, DMA VWF stage -> VRAM, write tilemap. +; MUST be called inside force-blank or HDMA gap window. +; in : X = state ptr +rolling_engine_vblank_flush: + +; Cursor / selection helpers — thin wrappers over slot_index math. +rolling_engine_cursor_up: +rolling_engine_cursor_down: + +; Mutation API for callers that add / remove items mid-menu. +; in : X = state ptr +; A = slot index being mutated +; Marks affected rows dirty; engine re-renders next tick. +rolling_engine_invalidate_slot: +rolling_engine_invalidate_all: + +; Teardown. Tear down HDMA channel, leave state struct intact for re-entry. +rolling_engine_shutdown: +``` + +Internally the engine reuses the existing `engine_*` macros from +`src/lib/rolling_buffer.s` (scroll prepare / start / update / finish). Those +macros become the engine's private kernel; bank-01 callers stop including +them directly. + +## Caller skeleton (bank-01) + +Each menu shrinks to: declare instance, fill config fields, JSL init, +JSL tick from main loop, JSL flush from NMI, supply 3-4 hook routines. + +``` +items_menu_open: + ldx.w #field_items_state + lda.w #visible_rows_5 : sta.w 0,X RollingBufferState.visible_rows + ; ... fill remaining config + hooks once ... + ldy.w #0 + jsl rolling_engine_init + rts + +items_menu_render_slot: ; A = slot index, X = state ptr + ; existing VWF render code, writes to state.vwf_stage_ptr + rtl +``` + +Hooks are `.long` because engine lives in bank-20 and hooks in bank-01. +Engine does `jsl [state + fn_render_slot]` style indirection (via a small +trampoline since 65816 has no JSL-indirect). + +## Migration plan — single branch, multi-commit, squash at merge + +Single feature branch. Each commit green at HEAD. TDD per commit (failing +test first, commit when green). Squash to one commit at merge time per +`feedback_no_rebase_published_branches`. + +0. **Consume existing `VwfConfig`.** Wire `src/vwf.s` and + `src/small_vwf/render.s` to read from a `VwfConfig*` instead of + hardcoded font ptr + tile_id base. Allocate one `VwfConfig` slot per + coexisting instance (drops + treasure get distinct slots). Legacy + callers point at the original `$70:7080` slot ; un-migrated paths + unchanged. Clobber bug fixed at VWF layer. +1. **Engine skeleton in bank-20** + extended struct + smoke harness driving + a fake inventory. No callers migrated. Existing `engine_*` macros become + engine's private kernel. Engine reads `state.vwf_cfg_ptr` and passes it + straight through to VWF entry points. +2. **Port field items.** Drop duplicated scroll state machine from + `inventory_rolling.s`. Goldens: `tests/goldens/field_items/*` unchanged. +3. **Port shop.** Second consumer flushes single-instance assumptions. +4. **Port key items**, enable actual rolling (today it doesn't). New + goldens for rolling behaviour. +5. **Split drops + treasure VWF regions.** Each gets own `vwf_chr_base` and + `vwf_dst_tile_id`. New combined golden verifies no clobber. +6. **Delete duplication.** Remove dead code from `inventory_rolling.s` / + `drops_rolling.s` / `treasure_rolling.s` once all callers are on engine. + +## Battle (out of scope, future note) + +Battle inventory menus have a different tile budget, OAM-driven cursor, and +tighter NMI window. They can reuse: + +- the slot math helpers (which row is visible, where does it map in CHR), +- the VWF stage -> VRAM DMA helper, +- the dirty-mask flush. + +They cannot reuse the field scroll-animation state machine as-is. Punt to a +later design once the field side stabilises. + +## Verification gates before phase 6 + +- xdds disassembly of patched ROM at each engine entry point: confirm + bank-20 location, MX flags, JSL targets resolve. +- Goldens green for field items, shop, key items, drops+treasure combined. +- Mesen-S smoke run: open each menu, scroll past wrap on both directions, + add/remove items mid-menu, verify dirty_mask handling. +- WRAM check: instance bases do not overlap and stay inside the existing + `$7E:1Bxx` rolling region (extend allocation if needed; document in + `sram_management.s`). From 29d45426d49ca9624addc2e64a1accb491d601c3 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 13:15:31 +0200 Subject: [PATCH 071/127] Trim VwfConfig: drop unused font_ptr + kerning_ptr fields font_ptr / font_bank / kerning_ptr / kerning_bank were reserved when VwfConfig first landed but never read by any consumer (small_vwf/render.s and items_menu_vwf.s set the remaining six fields and let render.s hardcode the single global font). FF4 ships with one font so the indirection has nowhere to grow into ; remove the dead 6 bytes per slot to keep the struct cheap once we start allocating one slot per rolling-inventory instance. Struct now: tile_id_base / slot_budget / tilemap_base / palette_byte / flags / chr_vram_word / chr_byte_count (11 bytes). Existing field offsets shift, but every reference goes through `VwfConfig.` so the assembler resolves them at build time. Tests on this branch show no regressions vs the pre-trim baseline. --- src/vwf_state.i | 27 ++++++++------------------- 1 file changed, 8 insertions(+), 19 deletions(-) diff --git a/src/vwf_state.i b/src/vwf_state.i index 6291606..d6db615 100644 --- a/src/vwf_state.i +++ b/src/vwf_state.i @@ -11,7 +11,7 @@ owns it during field menus. Define the shared address as a single symbol so future engines (field-menu items, treasure-list VWF, drops-list VWF, ...) all point at the same place automatically. Bumping the size only -needs to happen here ; `_vram_copy.buffer` already sits at $70:5000 +needs to happen here ; `_vram_copy.buffer` already sits at $70:5000 past the buffer so the VRAM-save staging is decoupled from the CHR-buffer size. @@ -72,24 +72,13 @@ VWF_SRC_OFFSET := 0x7070C0 VWF_CHR_DIRTY := 0x7070C2 .struct VwfConfig { - word font_ptr ; .l-addr 16-bit low (bank stored separately if needed) - byte font_bank - word kerning_ptr ; null = kerning off - byte kerning_bank - word tile_id_base ; first tile_id this renderer owns (9-bit, 0..$1FF) - byte slot_budget ; ITEM_VWF_TILE_BUDGET-style clamp ; $FF = none - word tilemap_base ; WRAM dest base (16-bit, bank-$7E implied) - byte palette_byte ; default palette / attr - byte flags ; bit 0 = kerning, bit 1 = priority OR ; rest reserved - ; CHR -> VRAM flush descriptor. The NMI flush routine reads these - ; (gated on `VWF_CHR_DIRTY`) so each caller decides where its CHR - ; lands ; battle messages, item descriptions, field items, drops, - ; treasure all share the same engine without forking the upload. - ; The source ALWAYS starts at `VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET` - ; (the engine-side constant below) ; only the VRAM dest + size - ; vary per caller. - word chr_vram_word ; VRAM word address for DMA dest - word chr_byte_count ; DMA byte count + word tile_id_base + byte slot_budget + word tilemap_base + byte palette_byte + byte flags + word chr_vram_word + word chr_byte_count } ; Engine-shared CHR-flush source offset. Every VWF caller writes From 4dc7eeba1da2312b886ee85a108806cb00295122 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 13:33:58 +0200 Subject: [PATCH 072/127] Split drops VWF tile range from treasure inventory to kill clobber Drops and treasure-inventory both render every frame inside the treasure popup and both route through the patched DrawItemName at $01:9060 -> items_menu_vwf.draw_field_item_name, which computes tile_id_base from DP $5D. With matching slot indices, both panels landed on the same BG3 CHR tiles ($5000..$56A0) and the later renderer of each frame trampled the earlier one's glyphs, producing the scattered garbage tiles visible in the chest-with-monster-drop screen. drops_rolling now pre-offsets DP $5D by DROPS_VWF_TILE_SLOT_OFFSET=11 before calling draw_item_slot_inner_trampoline so its CHR lands at tile_ids $16E..$19F (CHR $56E0..$5A00), past the treasure region. items_menu_vwf bumps chr_byte_count from $700 to $A00 so the NMI flush DMA covers both regions in one pass. items.i documents the split (Region 1 = treasure, Region 1B = drops) and the slot-offset constant that ties drops_rolling to the new layout. Drops's tilemap target stays at $7E:C600 ; only CHR allocation moves. Treasure inventory side is untouched. Pre-existing items.i docstring layout + items_menu_vwf scope docstring are reformatted to satisfy the a816 lint hooks that were already failing on the parent branch. Screenshot goldens regress because they predate the fix and still capture the clobber. Re-record once the remaining VWF stride residuals on rows 3-5 are cleaned up in a follow-up commit. --- src/ingame/drops_rolling.s | 16 ++++++++++ src/ingame/items_menu_vwf.s | 28 ++++++++++++----- src/items.i | 62 +++++++++++++++++++++---------------- 3 files changed, 73 insertions(+), 33 deletions(-) diff --git a/src/ingame/drops_rolling.s b/src/ingame/drops_rolling.s index 3e434c3..2ff4632 100644 --- a/src/ingame/drops_rolling.s +++ b/src/ingame/drops_rolling.s @@ -201,7 +201,23 @@ drops_render_item_to_slot: stz.b 0x34 pla jsr.l check_can_use_item_trampoline + ; --- VWF tile-id offset for drops (disjoint from treasure inventory) --- + ; `items_menu_vwf.draw_field_item_name` computes + ; `tile_id_base = FIELD_ITEM_VWF_TILE_BASE + $5D * K`. Treasure inventory + ; calls the same helper with $5D = treasure_slot_index ; if drops were + ; to pass its raw slot_index too, both panels would land on the same + ; tile_ids in BG3 CHR ($5000..$56E0) and the second renderer of each + ; frame would overwrite the first one's glyphs (the garbage-tiles bug + ; visible in the chest-with-monster-drop screen). Offset by 11 so + ; drops slot 0..4 lands at tile_ids $16E..$19F (CHR $56E0..$5A00), + ; past treasure's 11-slot region at $100..$169. items_menu_vwf bumps + ; `chr_byte_count` to $A00 so the NMI DMA flush covers the wider + ; window. drops's tilemap target stays at $7E:C600 (its own BG3 staging + ; surface) so the offset only affects CHR allocation, not where the + ; glyphs land on screen. lda.w drops_rolling_slot_index + clc + adc #DROPS_VWF_TILE_SLOT_OFFSET sta.b 0x5d rep #0x20 lda.w drops_rolling_slot_index diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index 1cdcdb5..aac1bc2 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -54,6 +54,13 @@ Status: .extern dma_transfer_to_vram .scope items_menu_vwf { + """ +VWF render path for field-menu / treasure / drops item-name slots. +Hijacks vanilla `DrawItemName` ($01:9060) to populate VwfConfig at +VWF_CONFIG_BASE and dispatch through `render.render_with_config`, so +the patched menu chrome keeps the slot layout while the glyphs go +through the variable-width font engine. + """ draw_field_item_name: """ Bank-20 field-menu item-name render driven by VwfConfig. @@ -102,7 +109,7 @@ $C0..$F6 tile-id window. ; counter and broke the per-slot copy). rep #0x20 txa - inc ; skip symbol byte + inc ; skip symbol byte sta.l VWF_SRC_OFFSET sep #0x20 ldx.w #0x0000 @@ -161,10 +168,13 @@ _copy_loop: rep #0x20 lda.w #FIELD_VWF_VRAM_DEST_WORD sta.l VWF_CONFIG_BASE + VwfConfig.chr_vram_word -; Byte count = 11 buffer slots * K=10 tile_ids * 16 bytes/tile = -; $6E0 ; round up to $700 to give the DMA a power-of-friendly -; size + slack if the budget bumps later. - lda.w #0x0700 +; Byte count covers treasure region ($100..$169 = $6A0 bytes) PLUS +; drops region 1B at $16E..$19F (drops_rolling pre-offsets DP $5D by +; DROPS_VWF_TILE_SLOT_OFFSET=11 so its CHR lands disjoint from +; treasure). $A00 covers tile_ids $100..$1A0 with slack ; was $700 +; pre-split which only covered the treasure side and left drops +; glyphs unflushed (or clobbered) in BG3 CHR. + lda.w #0x0A00 sta.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count sep #0x20 ; Tilemap attr OR mask. Field VWF tile_ids live in the 9-bit @@ -245,8 +255,12 @@ _top_loop: rtl render_with_config_trampoline: -"""Trampoline that pops the bank then jsr's the bank-local entry -in small_vwf, paired RTL so callers stay long-jmp clean.""" +""" +Trampoline that pops the bank then jsr's the bank-local entry +in small_vwf, paired RTL so callers stay long-jmp clean. +""" + + jsr.w render.render_with_config rtl } diff --git a/src/items.i b/src/items.i index 106a2fb..5eb0387 100644 --- a/src/items.i +++ b/src/items.i @@ -1,21 +1,23 @@ - - -.include "src/vwf_state.i" - """ -Standard FF4 inventory item layout: 2-byte (id, qty) pairs. +Inventory item layout + VWF region map shared across field, treasure, +drops, and key-item menus. Defines the `Item` struct (2-byte id + qty +pair) plus the BG3 CHR tile-id windows each menu surface owns. +""" -Used by every menu surface that shows player items in single-column +.include "src/vwf_state.i" -rolling-buffer form: - - Field menu Items submenu at $7E:1440 (48 slots) - - Treasure menu inventory list at $7E:1440 (same 48-slot array) - - Treasure menu drops list at $7E:FF28 (8 drop slots) - - Key-item picker filter buffer at $7E:0712 (filtered subset of $1440) +; Standard FF4 inventory item layout: 2-byte (id, qty) pairs. +; +; Used by every menu surface that shows player items in single-column -Battle inventory at $321A is a separate 4-byte layout (flags + id + -qty + spell) and gets its own struct in a follow-up plan. -""" +; rolling-buffer form: +; - Field menu Items submenu at $7E:1440 (48 slots) +; - Treasure menu inventory list at $7E:1440 (same 48-slot array) +; - Treasure menu drops list at $7E:FF28 (8 drop slots) +; - Key-item picker filter buffer at $7E:0712 (filtered subset of $1440) +; +; Battle inventory at $321A is a separate 4-byte layout (flags + id + +; qty + spell) and gets its own struct in a follow-up plan. ; Per-item record size in the French-translated assets_items_dat table: @@ -57,22 +59,30 @@ FIELD_VWF_VRAM_DEST_WORD := FIELD_VWF_VRAM_DEST_BYTE >> 1 ; VwfConfig without touching the existing regions. ; ; Region 0 $000..$0FF vanilla menu font CHR (untouched) -; Region 1 $100..$169 field / treasure / drops item-name buffer -; (FIELD_ITEM_VWF_TILE_BASE + K * slot) -; All three inventories route through the -; same `DrawItemName` JSL hook so they share -; this region ; safe today because they -; never render concurrently (field menu vs -; treasure popup vs drops popup are -; exclusive UI states) but a future split -; needs disjoint CHR windows. +; Region 1 $100..$169 field / treasure inventory item-name buffer +; (FIELD_ITEM_VWF_TILE_BASE + K * slot, +; 11 slots * K=10 tile_ids) +; Region 1B $16E..$19F drops item-name buffer (treasure popup only), +; 5 slots offset by DROPS_VWF_TILE_SLOT_OFFSET +; (=11) from the treasure base so the two +; panels coexist without clobbering each other. +; +; Field menu vs treasure-popup vs drops are UI-exclusive at the panel +; level, but inside the treasure popup the treasure inventory AND the +; monster-drops band render every frame. They both route through the +; patched `DrawItemName` JSL hook in `items_menu_vwf.draw_field_item_name` +; which computes tile_id_base from DP $5D. Drops's render hook offsets +; $5D by +11 before calling the vanilla trampoline chain so its CHR +; lands at $16E.. instead of $100.. ; items_menu_vwf bumps chr_byte_count +; from $700 to $A00 so the NMI DMA flush covers both regions. ; ; Pushing the VWF region into 9-bit tile_id territory ($100+) keeps -; it disjoint from the static font window ; 11 buffer slots * K=10 -; tile_ids fit at $100..$169 (margin to $1FF before the next BG3 -; CHR boundary). +; it disjoint from the static font window ; the combined treasure + +; drops footprint fits at $100..$19F (margin to $1FF before the next +; BG3 CHR boundary). FIELD_ITEM_VWF_TILE_BASE := 0x100 FIELD_ITEM_VWF_TILE_BUDGET := 0x0A +DROPS_VWF_TILE_SLOT_OFFSET := 0x0B .struct Item { From 0ee117d72310490b8d5ecc9c8b8ee7ac7b02e954 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 13:59:31 +0200 Subject: [PATCH 073/127] Document accurate drops CHR range + flush trade-off Drops uses DROPS_BUFFER_SLOTS=6 (5 visible + 1 scroll buffer) so its CHR window reaches tile_id $1A9, not $19F as the prior doc claimed. items_menu_vwf comment now records the empirical choice of $A00 for chr_byte_count: it covers the treasure region cleanly and most of drops, but cuts off drops's buffer slot 5 which causes a residual flicker on its CHR during treasure scroll. Bumping the flush past $A00 introduced new tile-stride artefacts (likely vblank pressure), so phase 1 of the rolling-inventory engine will replace the shared single-descriptor flush with per-instance flush slots instead of chasing a sweet spot on the single DMA path. --- src/ingame/items_menu_vwf.s | 13 +++++++------ src/items.i | 9 +++++---- 2 files changed, 12 insertions(+), 10 deletions(-) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index aac1bc2..4705098 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -168,12 +168,13 @@ _copy_loop: rep #0x20 lda.w #FIELD_VWF_VRAM_DEST_WORD sta.l VWF_CONFIG_BASE + VwfConfig.chr_vram_word -; Byte count covers treasure region ($100..$169 = $6A0 bytes) PLUS -; drops region 1B at $16E..$19F (drops_rolling pre-offsets DP $5D by -; DROPS_VWF_TILE_SLOT_OFFSET=11 so its CHR lands disjoint from -; treasure). $A00 covers tile_ids $100..$1A0 with slack ; was $700 -; pre-split which only covered the treasure side and left drops -; glyphs unflushed (or clobbered) in BG3 CHR. +; Byte count covers treasure region ($100..$13B = 6 buffer slots * K=10 +; tile_ids) PLUS drops region 1B at $16E..$1A9 (drops_rolling pre-offsets +; DP $5D by DROPS_VWF_TILE_SLOT_OFFSET=11 so its CHR lands disjoint from +; treasure). Empirically $A00 lands cleanest ; was $700 pre-split which +; only covered the treasure side and left drops glyphs unflushed. +; Bumping to $B00 introduced new tile-stride artefacts (likely vblank +; budget pressure pushing some PPU writes past the visible window). lda.w #0x0A00 sta.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count sep #0x20 diff --git a/src/items.i b/src/items.i index 5eb0387..2a97e5f 100644 --- a/src/items.i +++ b/src/items.i @@ -62,8 +62,8 @@ FIELD_VWF_VRAM_DEST_WORD := FIELD_VWF_VRAM_DEST_BYTE >> 1 ; Region 1 $100..$169 field / treasure inventory item-name buffer ; (FIELD_ITEM_VWF_TILE_BASE + K * slot, ; 11 slots * K=10 tile_ids) -; Region 1B $16E..$19F drops item-name buffer (treasure popup only), -; 5 slots offset by DROPS_VWF_TILE_SLOT_OFFSET +; Region 1B $16E..$1A9 drops item-name buffer (treasure popup only), +; 6 buffer slots offset by DROPS_VWF_TILE_SLOT_OFFSET ; (=11) from the treasure base so the two ; panels coexist without clobbering each other. ; @@ -74,11 +74,12 @@ FIELD_VWF_VRAM_DEST_WORD := FIELD_VWF_VRAM_DEST_BYTE >> 1 ; which computes tile_id_base from DP $5D. Drops's render hook offsets ; $5D by +11 before calling the vanilla trampoline chain so its CHR ; lands at $16E.. instead of $100.. ; items_menu_vwf bumps chr_byte_count -; from $700 to $A00 so the NMI DMA flush covers both regions. +; from $700 to $B00 so the NMI DMA flush covers both regions across +; all 6 buffer slots per panel. ; ; Pushing the VWF region into 9-bit tile_id territory ($100+) keeps ; it disjoint from the static font window ; the combined treasure + -; drops footprint fits at $100..$19F (margin to $1FF before the next +; drops footprint fits at $100..$1A9 (margin to $1FF before the next ; BG3 CHR boundary). FIELD_ITEM_VWF_TILE_BASE := 0x100 FIELD_ITEM_VWF_TILE_BUDGET := 0x0A From c5349391bd238a652e1d94f27dbae10c5086a5f2 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 14:08:33 +0200 Subject: [PATCH 074/127] Add two-descriptor VWF flush so drops + treasure each own their slot The single-descriptor flush at VWF_CONFIG_BASE could only target one VRAM range per NMI, so drops and treasure-inventory rendered in the same frame had to share an oversized $A00 byte_count covering both panels. That left buffer-slot 5 of drops outside the window and caused scroll-time flicker, and the partial coverage of the gap between the two regions made the residual tile artefacts ($5400 .. $56E0 in VRAM) visible whenever stale buffer bytes leaked through. Introduce a secondary descriptor (VWF_CHR_VRAM_WORD_B / VWF_CHR_BYTE_COUNT_B / VWF_CHR_SRC_OFFSET_B / VWF_CHR_DIRTY_B) and extend small_vwf.render.flush_chr_to_vram to fire ch6 twice per NMI when both dirty flags are set. The two DMAs target disjoint VRAM slices ($5000..$5400 for treasure, $56E0..$5AA0 for drops) so they chain on the same channel without conflict and never re-flush each other's CHR. drops_rolling raises VWF_CALLER_CTX=1 around its vanilla draw_item_slot_inner JSR chain ; items_menu_vwf reads the flag to write the secondary descriptor instead of overwriting the primary, and additionally raises DIRTY_B after render_with_config completes (leaving DIRTY untouched so the treasure-side flush still fires for the slots it rendered earlier in the frame). The primary chr_byte_count drops back from $A00 to FIELD_VWF_PRIMARY_BYTE_COUNT ($400 = treasure's actual 6-buffer-slot footprint with slack) now that drops carries its own descriptor. Constants for drops's flush descriptor live in items.i alongside the existing FIELD_ITEM_VWF_TILE_BASE / DROPS_VWF_TILE_SLOT_OFFSET pair so the SRAM + VRAM math stays in one place. --- src/ingame/drops_rolling.s | 21 +++++++---- src/ingame/items_menu_vwf.s | 51 +++++++++++++++++++++------ src/items.i | 19 ++++++++++ src/small_vwf/render.s | 70 +++++++++++++++++++++++++++++-------- src/vwf_state.i | 19 ++++++++++ 5 files changed, 148 insertions(+), 32 deletions(-) diff --git a/src/ingame/drops_rolling.s b/src/ingame/drops_rolling.s index 2ff4632..522e60d 100644 --- a/src/ingame/drops_rolling.s +++ b/src/ingame/drops_rolling.s @@ -209,16 +209,23 @@ drops_render_item_to_slot: ; tile_ids in BG3 CHR ($5000..$56E0) and the second renderer of each ; frame would overwrite the first one's glyphs (the garbage-tiles bug ; visible in the chest-with-monster-drop screen). Offset by 11 so - ; drops slot 0..4 lands at tile_ids $16E..$19F (CHR $56E0..$5A00), - ; past treasure's 11-slot region at $100..$169. items_menu_vwf bumps - ; `chr_byte_count` to $A00 so the NMI DMA flush covers the wider - ; window. drops's tilemap target stays at $7E:C600 (its own BG3 staging - ; surface) so the offset only affects CHR allocation, not where the - ; glyphs land on screen. + ; drops slots 0..5 land at tile_ids $16E..$1A9 (CHR $56E0..$5A90), + ; past treasure's 6-buffer-slot region at $100..$13B. drops's tilemap + ; target stays at $7E:C600 (its own BG3 staging surface) so the offset + ; only affects CHR allocation, not where the glyphs land on screen. + ; + ; VWF_CALLER_CTX=1 also tells items_menu_vwf to write the SECONDARY + ; flush descriptor (DROPS_VWF_VRAM_DEST_WORD + DROPS_VWF_BYTE_COUNT + + ; DROPS_VWF_CHR_SRC_OFFSET) and redirect VWF_CHR_DIRTY -> DIRTY_B so + ; the NMI flush hits drops's VRAM range without trampling treasure's + ; primary descriptor. Cleared after the render so subsequent + ; treasure-side calls fall back to primary. lda.w drops_rolling_slot_index clc adc #DROPS_VWF_TILE_SLOT_OFFSET sta.b 0x5d + lda #0x01 + sta.l VWF_CALLER_CTX rep #0x20 lda.w drops_rolling_slot_index and.w #0x00FF @@ -229,6 +236,8 @@ drops_render_item_to_slot: tay sep #0x20 jsr.l draw_item_slot_inner_trampoline + lda #0x00 + sta.l VWF_CALLER_CTX pla sta.b 0xDB pla diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index 4705098..46e1e2a 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -162,21 +162,35 @@ _copy_loop: sta.l VWF_CONFIG_BASE + VwfConfig.slot_budget ; CHR -> VRAM flush descriptor. Menu PPU runs in Mode 0 ; (BGMODE = $00 at `ff4decomp/menu/menu.asm:3878`) with BG34NBA = $22 -; -> BG3 CHR at VRAM word $2000 (byte $4000). Tile_ids $C0..$FF -; in 2bpp BG3 live at $4000 + $C0 * 16 = $4C00 (word $2600), $400 -; bytes. NMI flush reads these once the engine sets VWF_CHR_DIRTY. +; -> BG3 CHR at VRAM word $2000 (byte $4000). Two descriptors live in +; SRAM so the NMI flush can DMA treasure (primary) and drops (secondary) +; in disjoint slices without one panel's range trampling the other's +; through a single combined DMA. VWF_CALLER_CTX (set by drops_rolling +; around its vanilla JSR chain) picks which descriptor this call's +; flush targets ; tile_id_base / slot_budget / tilemap_base / flags +; stay primary regardless since they are per-call render inputs, not +; per-region flush params. rep #0x20 + lda.l VWF_CALLER_CTX & 0xFFFFFF + and.w #0x00FF + bne _write_secondary_desc +; --- Primary descriptor (treasure / field-items / default) --- lda.w #FIELD_VWF_VRAM_DEST_WORD sta.l VWF_CONFIG_BASE + VwfConfig.chr_vram_word -; Byte count covers treasure region ($100..$13B = 6 buffer slots * K=10 -; tile_ids) PLUS drops region 1B at $16E..$1A9 (drops_rolling pre-offsets -; DP $5D by DROPS_VWF_TILE_SLOT_OFFSET=11 so its CHR lands disjoint from -; treasure). Empirically $A00 lands cleanest ; was $700 pre-split which -; only covered the treasure side and left drops glyphs unflushed. -; Bumping to $B00 introduced new tile-stride artefacts (likely vblank -; budget pressure pushing some PPU writes past the visible window). - lda.w #0x0A00 + lda.w #FIELD_VWF_PRIMARY_BYTE_COUNT sta.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count + bra _desc_done + +_write_secondary_desc: +; --- Secondary descriptor (drops in treasure popup) --- + lda.w #DROPS_VWF_VRAM_DEST_WORD + sta.l VWF_CHR_VRAM_WORD_B + lda.w #DROPS_VWF_BYTE_COUNT + sta.l VWF_CHR_BYTE_COUNT_B + lda.w #DROPS_VWF_CHR_SRC_OFFSET + sta.l VWF_CHR_SRC_OFFSET_B + +_desc_done: sep #0x20 ; Tilemap attr OR mask. Field VWF tile_ids live in the 9-bit ; window ($100..$169) so bit 0 of the attr byte (= tile_id bit 8) @@ -251,6 +265,21 @@ _top_loop: iny ; --- Run the unified renderer over VWF_TEXT_BUFFER --- jsr.l render_with_config_trampoline +; render_with_config sets VWF_CHR_DIRTY=1 unconditionally. For drops +; (CTX=1) ADDITIONALLY raise DIRTY_B so the NMI's secondary flush +; covers drops's region this frame. Treasure's primary DIRTY must +; stay set untouched : treasure rendered its own slots earlier in the +; same frame and clearing here would skip its flush, leaking last- +; frame's CHR back into the treasure inventory band. Leaving DIRTY=1 +; is harmless on drops-only frames: the primary DMA covers treasure +; VRAM range only ($5000..$5400) which drops never writes into. + sep #0x20 + lda.l VWF_CALLER_CTX & 0xFFFFFF + beq _dirty_done + lda.b #0x01 + sta.l VWF_CHR_DIRTY_B + +_dirty_done: ply plp rtl diff --git a/src/items.i b/src/items.i index 2a97e5f..c5fad41 100644 --- a/src/items.i +++ b/src/items.i @@ -85,6 +85,25 @@ FIELD_ITEM_VWF_TILE_BASE := 0x100 FIELD_ITEM_VWF_TILE_BUDGET := 0x0A DROPS_VWF_TILE_SLOT_OFFSET := 0x0B +; --- Drops VWF flush descriptor (secondary NMI flush slot) --- +; Hardcoded since drops only ever lives at the +11-slot offset in +; the field BG3 CHR window. NMI runs both primary (treasure) and +; secondary (drops) flushes per frame so each panel's CHR reaches +; VRAM intact regardless of which descriptor was written last. +; src offset = $16E * 16 = $16E0 bytes into VWF_CHR_BUFFER +; vram dest = ($5000 + $6E0) / 2 = $2B70 (= drops's CHR base) +; size = 6 buffer slots * K=10 * 16 = $3C0 bytes +DROPS_VWF_CHR_SRC_OFFSET := 0x16E0 +DROPS_VWF_VRAM_DEST_WORD := 0x2B70 +DROPS_VWF_BYTE_COUNT := 0x03C0 + +; Primary (treasure) flush size: 6 buffer slots * K=10 * 16 bytes = +; $3C0, round up to $400 for slack. Was bumped to $A00 in an earlier +; iteration that tried to fit drops into the primary descriptor too ; +; the two-descriptor flush above lets us shrink back down so the +; primary DMA stays tight against treasure's range. +FIELD_VWF_PRIMARY_BYTE_COUNT := 0x0400 + .struct Item { byte id diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 9fdd7e1..bf40287 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -247,6 +247,8 @@ buffer here clobbered other regions' CHR mid-frame, so callers populate config first and `init` confines its $FF/$00 fill to their slot. """ + + .if ENABLE_KERNING_MENU { stz.b prev_char } @@ -294,20 +296,20 @@ _init_clear_loop: _init_skip_clear: plp pla ; balances the `pha` after `stz.b temp` ; without this the - ; `rts` popped the saved A byte as the high byte of the - ; return address and item_description.draw_trampoline ran - ; off into a BRK opcode on every menu open. +; `rts` popped the saved A byte as the high byte of the +; return address and item_description.draw_trampoline ran +; off into a BRK opcode on every menu open. initialize(counter) rts flush_chr_to_vram: """ -NMI-callable VWF CHR flush. Gates on `VWF_CHR_DIRTY` ; if set, +NMI-callable VWF CHR flush. Gates on `VWF_CHR_DIRTY` ; if set, reads `VwfConfig.chr_src_offset` / `chr_vram_word` / `chr_byte_count` from the config struct and DMAs the slice from `VWF_CHR_BUFFER + chr_src_offset` to VRAM word `chr_vram_word`. Clears the dirty byte on the way out. -Designed to hang off the field NMI hook ; running in vblank means +Designed to hang off the field NMI hook ; running in vblank means the DMA does not tear visible scanlines and we drop the explicit `wait_for_vblank` the synchronous tail-of-render flush needed. Battle-side equivalent of the partial CHR DMA in @@ -320,7 +322,7 @@ Battle-side equivalent of the partial CHR DMA in sep #0x20 rep #0x10 lda.l VWF_CHR_DIRTY - beq _flush_skip + beq _flush_skip_a lda.b #0x00 sta.l VWF_CHR_DIRTY ; Channel 6: free per the FF4 DMA audit (vanilla btlgfx + menu @@ -330,9 +332,9 @@ Battle-side equivalent of the partial CHR DMA in ; VWF_CHR_FLUSH_OFFSET (engine constant, identical for battle + ; field). Dest VRAM word + size come from VwfConfig so each caller ; targets its own CHR slot without forking the upload path. - lda.b #0x01 ; DMAP: word transfer (2 byte regs, alt low/high) + lda.b #0x01 ; DMAP: word transfer (2 byte regs, alt low/high) sta.l 0x004360 - lda.b #0x18 ; BBAD: $2118 VMDATAL + lda.b #0x18 ; BBAD: $2118 VMDATAL sta.l 0x004361 rep #0x20 lda.w #( VWF_CHR_BUFFER + VWF_CHR_FLUSH_OFFSET ) & 0xFFFF @@ -351,7 +353,43 @@ Battle-side equivalent of the partial CHR DMA in lda.b #0x40 sta.l 0x00420B ; MDMAEN ch6 -_flush_skip: +_flush_skip_a: +; --- Secondary descriptor flush (region 1B, drops in the treasure +; popup). Shares DMA channel 6 with the primary flush ; runs after +; the primary descriptor's DMA finishes so we never re-arm a busy +; channel. Each descriptor covers a disjoint slice of VRAM so two +; sequential DMAs land at distinct dest addresses without conflict. +; Secondary source offset is its OWN word so drops can DMA only its +; CHR slice ; primary keeps starting at VWF_CHR_FLUSH_OFFSET. + sep #0x20 + lda.l VWF_CHR_DIRTY_B + beq _flush_skip_b + lda.b #0x00 + sta.l VWF_CHR_DIRTY_B + lda.b #0x01 + sta.l 0x004360 + lda.b #0x18 + sta.l 0x004361 + rep #0x20 + lda.l VWF_CHR_SRC_OFFSET_B + clc + adc.w #VWF_CHR_BUFFER & 0xFFFF + sta.l 0x004362 + sep #0x20 + lda.b #VWF_CHR_BUFFER >> 16 + sta.l 0x004364 + rep #0x20 + lda.l VWF_CHR_VRAM_WORD_B + sta.l 0x002116 + lda.l VWF_CHR_BYTE_COUNT_B + sta.l 0x004365 + sep #0x20 + lda.b #0x80 + sta.l 0x002115 + lda.b #0x40 + sta.l 0x00420B + +_flush_skip_b: plp rts } @@ -365,14 +403,14 @@ items helper and the battle inventory text walker each carry. VwfConfig fields consumed (matches `src/vwf_state.i`): tile_id_base first tile_id this slot owns - slot_budget +K-1 clamp ; $FF = no clamp + slot_budget +K-1 clamp ; $FF = no clamp tilemap_base absolute WRAM byte index of the destination - tilemap row ; display_char advances tilemap_offset + tilemap row ; display_char advances tilemap_offset (DP $1D) by 2 per blit `font_ptr` / `kerning_ptr` are reserved in the struct but display_char still hardcodes `assets_menu_font_dat` for this -phase ; swapping the font fetch to indirect-through-config is the +phase ; swapping the font fetch to indirect-through-config is the next refactor and lets battle keep its own font without forking the engine. @@ -465,7 +503,7 @@ Unified entry: walk a null-terminated string at VWF_TEXT_BUFFER and blit each byte via display_char. Caller responsibilities (read from VwfConfig at VWF_CONFIG_BASE in -the next phase ; for now the field-items helper hand-sets these +the next phase ; for now the field-items helper hand-sets these directly): - render_allocator.allocated_tile_id set via init_with_tile_id - render_allocator.slot_limit_low set per slot budget @@ -473,7 +511,7 @@ directly): - render.temp, render.counter cleared - render.tilemap_offset (= DP $1D) absolute WRAM byte index of the bottom tilemap row - start; display_char auto- + start ; display_char auto- increments by 2 per blit - X, Y free for caller use @@ -893,13 +931,15 @@ Write `allocated_tile_id` low byte to `(tilemap_offset)` and OR `VwfConfig.flags` into the next (palette/attr) byte. The flag mask used to be hard-coded `$01` (the 9-bit tile_id bit for the 512-tile dialog window) but the field-menu items live in 2bpp -BG3 where bit 0 of the attr byte is tile_id bit 8 ; an always-on +BG3 where bit 0 of the attr byte is tile_id bit 8 ; an always-on OR pushed all our tile_ids into the +256 half of CHR and the high inventory slots wrapped past $FF in unpredictable ways. Letting the caller pick the OR value via the config struct keeps dialog (set `flags = $01`) working without forcing the menu items to honour a bit they do not own. """ + + _base_addr = 0x7e0000 lda.l render_allocator.allocated_tile_id ldx.b tilemap_offset diff --git a/src/vwf_state.i b/src/vwf_state.i index d6db615..3786a45 100644 --- a/src/vwf_state.i +++ b/src/vwf_state.i @@ -71,6 +71,25 @@ VWF_SRC_OFFSET := 0x7070C0 ; battle inventory's `dma_dirty_slots` gates the per-slot DMA. VWF_CHR_DIRTY := 0x7070C2 +; --- Secondary descriptor for two-region simultaneous flush ------------- +; Drops + treasure-inventory coexist in the treasure popup and render +; through the same `items_menu_vwf.draw_field_item_name` JSL hook. +; Region 1 = $100..$13B (treasure) flushes via the primary descriptor +; at VWF_CONFIG_BASE ; region 1B = $16E..$1A9 (drops) needs its own +; flush dest + size so each panel's CHR lands in VRAM without the +; other's stale buffer bytes leaking through one combined DMA. +; +; VWF_CALLER_CTX is a one-byte hint set by drops_rolling around the +; vanilla JSR chain ; items_menu_vwf reads it to decide whether to +; write the primary or the secondary descriptor + dirty flag. +; 0 = primary (treasure / field-items / default) +; 1 = drops (secondary) +VWF_CALLER_CTX := 0x7070C3 +VWF_CHR_DIRTY_B := 0x7070C4 +VWF_CHR_VRAM_WORD_B := 0x7070C5 +VWF_CHR_BYTE_COUNT_B := 0x7070C7 +VWF_CHR_SRC_OFFSET_B := 0x7070C9 + .struct VwfConfig { word tile_id_base byte slot_budget From 9b6299c83cf038f551c9f7ca1ad1fa83084996c7 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 14:10:31 +0200 Subject: [PATCH 075/127] Pre-blank bottom-row tilemap in items_menu_vwf to drop stale tile refs Top-row blanking already runs $FF over the slot width every render, but the bottom row only ever received the new VWF glyph entries. Tilemap cells past the new glyph count kept whatever tile_id the previous frame had written, which was harmless while every panel rendered to the same shared tile range but became visible the moment drops and treasure got disjoint tile_ids. Concrete symptoms this fixes : - "Aiguille d'or" rendering as "ille d'or" on the treasure inventory's first row (stale tilemap entries from a longer previous-frame name kept referencing the older tile_ids, and with disjoint regions those entries fell outside the new CHR write so the front of the name dropped out). - "Ether Ai:" stray glyphs on drops slot 1 (leftover bottom-row entries pointing at slot 0's range showed the start of "Aiguille d'or" inside the next slot's row). Insert a mirror of the top-row $FF blank loop running over the bottom row before render_with_config writes its glyphs. Y arithmetic hops to the bottom row (+$40 minus the top-row advance), runs 17 cell writes, then restores Y back to Y_orig for the symbol-write block. Render hooks for treasure, drops, key items, field items all flow through this same JSL entry so the fix lands once for every caller. --- src/ingame/items_menu_vwf.s | 40 +++++++++++++++++++++++++++++++++++-- 1 file changed, 38 insertions(+), 2 deletions(-) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index 46e1e2a..f9fa154 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -230,12 +230,48 @@ _top_loop: inx cpx.w #( 1 + ITEM_UNLEASHED_TEXT_SIZE ) bne _top_loop +; --- Bottom row: $FF blank pre-fill across the slot width so any +; tilemap entries past the new glyph count stop showing PREVIOUS +; frame's tile_ids. display_char rewrites the front-of-row entries +; as it allocates new tile_ids per glyph ; the leftover positions +; stay $FF blank instead of pointing at stale CHR (e.g. before this +; pre-fill, drops slot 1's bottom row kept references to slot 0's +; tile range whenever the previous frame had a longer name, which +; rendered the start of "Aiguille d'or" inside the next slot's row +; as soon as drops + treasure stopped sharing a single tile region). +; +; Y enters this block at Y_orig + (1+ITEM_UNLEASHED_TEXT_SIZE)*2, +; pointing past the top-row run ; advance to the bottom-row start +; (next BG row = +$40 from top-row base = +$40 - run_size from +; current Y), blank 17 cells, then restore Y back to Y_orig for the +; symbol-write block below. + rep #0x20 + tya + clc + adc.w #( 0x0040 - ( 1 + ITEM_UNLEASHED_TEXT_SIZE ) * 2 ) + tay + sep #0x20 + ldx.w #0x0000 + +_bottom_blank_loop: + lda.b #0xFF + sta (0x29), y + iny + lda.b 0xDB + ora.b 0x34 + sta (0x29), y + iny + inx + cpx.w #( 1 + ITEM_UNLEASHED_TEXT_SIZE ) + bne _bottom_blank_loop ; --- Restore caller's Y to point at the symbol slot, write symbol + -; palette to the bottom row first tile --- +; palette to the bottom row first tile. Y is currently +; Y_orig + $40 + (1+ITEM_UNLEASHED_TEXT_SIZE)*2 after the bottom +; blank ; subtract both terms to land back at Y_orig. rep #0x20 tya sec - sbc.w #( ( 1 + ITEM_UNLEASHED_TEXT_SIZE ) * 2 ) + sbc.w #( 0x0040 + ( 1 + ITEM_UNLEASHED_TEXT_SIZE ) * 2 ) tay lda.b 0x29 clc From 25a065d1f8c9389e5a31701dc0a60d024a0ba5c8 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 14:22:16 +0200 Subject: [PATCH 076/127] Route item description through the secondary VWF flush descriptor After items_menu_vwf shrank its primary chr_byte_count from $A00 to $400 (treasure region only, two-descriptor split), the item-description CHR at $5800..$5FF0 stopped reaching VRAM. Description renders set tile_id_base / slot_budget / flags but always inherited chr_vram_word + chr_byte_count from whatever the last items_menu_vwf call wrote, which under the wider primary window happened to overlap the desc region by accident. Move description onto the secondary descriptor (VWF_CHR_SRC_OFFSET_B = $1800, VWF_CHR_VRAM_WORD_B = $2C00, VWF_CHR_BYTE_COUNT_B = $800) and raise DIRTY_B once the char loop finishes. Item description and drops never coexist (description = field menu only ; drops = treasure popup only) so sharing the secondary slot is safe, and each panel keeps a flush descriptor that targets its actual VRAM range instead of piggy-backing on the field-items / treasure descriptor. Restores `test_field_scroll_screenshot_golden[0]` to passing ; the description band rendered blank under the prior two-descriptor wiring. --- src/small_vwf/item_description.s | 27 +++++++++++++++++++++++++++ 1 file changed, 27 insertions(+) diff --git a/src/small_vwf/item_description.s b/src/small_vwf/item_description.s index d82ad6f..81b30e1 100644 --- a/src/small_vwf/item_description.s +++ b/src/small_vwf/item_description.s @@ -1,5 +1,6 @@ """Small-VWF item-description renderer.""" .include "src/vwf_state.i" +.include "src/items.i" .scope items_description { """Small-VWF item-description renderer entry-points.""" @@ -70,6 +71,28 @@ draw_string: sta.l VWF_CONFIG_BASE + VwfConfig.slot_budget lda.b #0x01 sta.l VWF_CONFIG_BASE + VwfConfig.flags +; Description flush descriptor uses the SECONDARY slot so the +; description region ($5800..$5FF0) gets its own DMA independent of +; the primary descriptor that items_menu_vwf rewrites every per-slot +; call. Without this, items_menu_vwf's tight $400 primary window +; (treasure region only) caused the description CHR to never flush +; once items + description coexisted in the field menu. +; +; src offset = $180 * 16 = $1800 buffer bytes +; vram dest = ($5000 + $800) / 2 = $2C00 word +; size = $80 tiles * 16 = $800 bytes +; +; DIRTY_B is set at the tail of draw_string ; display_char also sets +; primary DIRTY which the field-items renderer covers in its own +; flush, so no clearing is needed here. + rep #0x20 + lda.w #0x1800 + sta.l VWF_CHR_SRC_OFFSET_B + lda.w #0x2C00 + sta.l VWF_CHR_VRAM_WORD_B + lda.w #0x0800 + sta.l VWF_CHR_BYTE_COUNT_B + sep #0x20 ; Preserve Y across render.init: the per-region CHR clear loop ; tays the budget word count and lands Y=$0000 on exit, which ; collapsed _char_loop into an immediate _char_loop_exit (the loop @@ -101,6 +124,10 @@ _char_loop: _char_loop_exit: jsr.w _transfer_item_description jsr.w render.deinit +; Description finished writing to buffer ; raise the secondary +; dirty flag so the NMI flush DMAs $5800..$5FF0 next vblank. + lda.b #0x01 + sta.l VWF_CHR_DIRTY_B plx pld plb From 987d412acdf3c0406ccacf4c44f3f8976641fd8a Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 14:32:57 +0200 Subject: [PATCH 077/127] Zero VWF secondary-descriptor SRAM at boot, fix item-desc src offset clear_ram already zeroes the dialog VWF tile buffer at $702000 ; bump the loop count from $5000 to $5100 so the new secondary-descriptor bytes at $7070C3..$7070CA (VWF_CALLER_CTX, DIRTY_B, VRAM_WORD_B, BYTE_COUNT_B, SRC_OFFSET_B) start cold-boot zeroed. Without this, the random SRAM on first boot left DIRTY_B set on the very first NMI ; flush_chr_to_vram fired its secondary DMA with garbage vram_word / byte_count values and stomped the save-selection-screen sprite CHR ("we somehow lost the sprites in the save selection screen"). item_description's secondary-descriptor offsets were wrong in the prior commit: I wrote SRC_OFFSET_B = $1800 thinking the allocator's logical tile_id_base ($80) equated to buffer byte $1800. It does not. Description allocates at tile_id $80 (the $01 attr-OR turns it into effective tile_id $180 in the tilemap but the CHR bytes live at the RAW allocator offset $80 * 16 = $800). Fix the source offset to $0800 to match the existing _transfer_item_description synchronous DMA at the same address. --- ff4.s | 14 ++++++++++---- src/small_vwf/item_description.s | 13 +++++++------ 2 files changed, 17 insertions(+), 10 deletions(-) diff --git a/ff4.s b/ff4.s index ebf6518..f055e0b 100644 --- a/ff4.s +++ b/ff4.s @@ -129,8 +129,14 @@ _cond_skip_bg1vofs: clear_ram: """ -Clear the dialog VWF tile buffer at $702000-$706FFF (16-bit zeroes) after letting the boot ROM init at -$15C9AA. +Clear the dialog VWF tile buffer + engine scratch at $702000-$7070FF +(includes VWF_CONFIG_BASE, VWF_CHR_DIRTY / DIRTY_B, VWF_CALLER_CTX, and +the secondary descriptor fields) after letting the boot ROM init at +$15C9AA. Range was $5000 bytes pre-secondary-descriptor ; bumped to +$5100 so the new dirty / vram_word / byte_count / src_offset bytes +land zero on cold boot instead of inheriting random SRAM and +triggering a bogus secondary flush on the very first NMI (which trashed +the save-selection sprite CHR). """ @@ -142,7 +148,7 @@ $15C9AA. _loop: sta.l 0x702000, x inx - cpx.w #0x5000 + cpx.w #0x5100 bne _loop } rtl @@ -323,11 +329,11 @@ signature byte sits at PB:(PC - 1). ; --- Binary text assets ------------------------------------------------- + .incbin "assets/attack_names.ptr" .incbin "assets/attack_names.dat" .incbin "assets/monsters_long.ptr" .incbin "assets/monsters_long.dat" - .incbin "assets/battle_commands_nul.ptr" .incbin "assets/battle_commands_nul.dat" .incbin "assets/magic.dat" diff --git a/src/small_vwf/item_description.s b/src/small_vwf/item_description.s index 81b30e1..92e090d 100644 --- a/src/small_vwf/item_description.s +++ b/src/small_vwf/item_description.s @@ -74,19 +74,20 @@ draw_string: ; Description flush descriptor uses the SECONDARY slot so the ; description region ($5800..$5FF0) gets its own DMA independent of ; the primary descriptor that items_menu_vwf rewrites every per-slot -; call. Without this, items_menu_vwf's tight $400 primary window -; (treasure region only) caused the description CHR to never flush -; once items + description coexisted in the field menu. +; call. The allocator base is $80 (`init_with_tile_id_wide(#$0080)`) +; with the $01 attr-byte OR turning it into effective tile_id $180 +; for tilemap entries ; the actual CHR bytes live at buffer offset +; $80 * 16 = $800 (NOT $1800). ; -; src offset = $180 * 16 = $1800 buffer bytes +; src offset = $80 * 16 = $0800 buffer bytes ; vram dest = ($5000 + $800) / 2 = $2C00 word -; size = $80 tiles * 16 = $800 bytes +; size = $80 tiles * 16 = $0800 bytes ; ; DIRTY_B is set at the tail of draw_string ; display_char also sets ; primary DIRTY which the field-items renderer covers in its own ; flush, so no clearing is needed here. rep #0x20 - lda.w #0x1800 + lda.w #0x0800 sta.l VWF_CHR_SRC_OFFSET_B lda.w #0x2C00 sta.l VWF_CHR_VRAM_WORD_B From 959c7c9328fb5e70788cab0956c817d74d158d3a Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 14:40:06 +0200 Subject: [PATCH 078/127] Defend secondary VWF flush against stale-savestate SRAM The CTX-branching reads at items_menu_vwf.draw_field_item_name used 'any-nonzero' as the drops trigger, which misroutes whenever a stale savestate (or a future CTX value we haven't designed for) leaves random bytes at VWF_CALLER_CTX. Tighten the two reads to require exactly $01 so only an explicit drops-render flag hits the secondary path : every other byte stays on the primary descriptor. flush_chr_to_vram gains a sanity gate on the secondary descriptor : even when DIRTY_B is set, the DMA only runs if VRAM_WORD_B is non-zero and below $4000 (VRAM words are 15 bits) and BYTE_COUNT_B is non-zero and below $1000. Anything else is treated as uninitialised, cleared, and skipped. Stops the very first NMI after a stale savestate load from firing a garbage DMA into sprite CHR. Together these keep the new descriptor mechanism inert on any state where it has not been explicitly armed by items_menu_vwf or item_description, so the fix to the actual clobber bug stays valid while old goldens / kss loads can still be replayed safely. --- src/ingame/items_menu_vwf.s | 19 ++++++++++++++----- src/small_vwf/render.s | 21 +++++++++++++++++++++ 2 files changed, 35 insertions(+), 5 deletions(-) diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index f9fa154..82095d0 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -170,10 +170,17 @@ _copy_loop: ; flush targets ; tile_id_base / slot_budget / tilemap_base / flags ; stay primary regardless since they are per-call render inputs, not ; per-region flush params. +; Tight `== 1` check so stale SRAM from old savestates (or any future +; CTX value not yet defined) falls back to the primary path instead +; of misrouting to drops. Without this, savestates captured before +; the secondary descriptor existed carried random bytes at +; VWF_CALLER_CTX and any non-zero value sent the very first render +; into the drops branch on the wrong inventory. + sep #0x20 + lda.l VWF_CALLER_CTX + cmp.b #0x01 + beq _write_secondary_desc rep #0x20 - lda.l VWF_CALLER_CTX & 0xFFFFFF - and.w #0x00FF - bne _write_secondary_desc ; --- Primary descriptor (treasure / field-items / default) --- lda.w #FIELD_VWF_VRAM_DEST_WORD sta.l VWF_CONFIG_BASE + VwfConfig.chr_vram_word @@ -183,6 +190,7 @@ _copy_loop: _write_secondary_desc: ; --- Secondary descriptor (drops in treasure popup) --- + rep #0x20 lda.w #DROPS_VWF_VRAM_DEST_WORD sta.l VWF_CHR_VRAM_WORD_B lda.w #DROPS_VWF_BYTE_COUNT @@ -310,8 +318,9 @@ _bottom_blank_loop: ; is harmless on drops-only frames: the primary DMA covers treasure ; VRAM range only ($5000..$5400) which drops never writes into. sep #0x20 - lda.l VWF_CALLER_CTX & 0xFFFFFF - beq _dirty_done + lda.l VWF_CALLER_CTX + cmp.b #0x01 + bne _dirty_done lda.b #0x01 sta.l VWF_CHR_DIRTY_B diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index bf40287..f74763c 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -361,11 +361,29 @@ _flush_skip_a: ; sequential DMAs land at distinct dest addresses without conflict. ; Secondary source offset is its OWN word so drops can DMA only its ; CHR slice ; primary keeps starting at VWF_CHR_FLUSH_OFFSET. +; +; Guard against savestates captured before the secondary descriptor +; existed : their SRAM at $7070C4 carries random bytes, so before +; firing the DMA we also require VWF_CHR_VRAM_WORD_B + byte_count_B +; to look sensible. Any value where vram_word is zero or byte_count +; is zero / huge is treated as "uninitialised" and the flush is +; clear-and-skip so the first NMI after a stale load can't garbage- +; DMA into sprite CHR. sep #0x20 lda.l VWF_CHR_DIRTY_B beq _flush_skip_b lda.b #0x00 sta.l VWF_CHR_DIRTY_B + rep #0x20 + lda.l VWF_CHR_VRAM_WORD_B + beq _flush_skip_b_late + cmp.w #0x4000 + bcs _flush_skip_b_late + lda.l VWF_CHR_BYTE_COUNT_B + beq _flush_skip_b_late + cmp.w #0x1000 + bcs _flush_skip_b_late + sep #0x20 lda.b #0x01 sta.l 0x004360 lda.b #0x18 @@ -389,6 +407,9 @@ _flush_skip_a: lda.b #0x40 sta.l 0x00420B +_flush_skip_b_late: + sep #0x20 + _flush_skip_b: plp rts From b6dc24a056523383477dc3011e20dc3d2aebe2c8 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 15:09:16 +0200 Subject: [PATCH 079/127] Bump primary VWF flush to cover field-items 11-slot window The two-descriptor split shrank FIELD_VWF_PRIMARY_BYTE_COUNT from $A00 to $400 (treasure's actual 6-buffer-slot footprint). Field-items menu has 11 buffer slots * K=10 * 16 bytes = $6E0 of CHR though, so $400 only flushed the first 4-5 slots ; the rest stayed in WRAM and the bottom of the inventory rendered with stale / missing tiles. Worse, once a scroll re-rendered into a buffer slot past the flush window, the freshly-allocated tilemap entries pointed at tile_ids whose CHR never reached VRAM ; the resulting tile lookup tripped a BRK $00 trap deep inside the PPU dispatch on the scroll-down path. Bump primary back to $700 to fit field's full window. Treasure's 6-slot range now flushes with extra slack into the start of drops's CHR region ($16E..$170, two tiles overlap) ; the secondary descriptor's DMA fires immediately afterward and overwrites those bytes with the correct drops CHR, so the overshoot is harmless. Restores the field-items render reported as "the main field inventory does not transfer all the item slots" + the BRK on scrolldown captured in the kintsuki traceback inside display_char. --- src/items.i | 17 +++++++++++------ 1 file changed, 11 insertions(+), 6 deletions(-) diff --git a/src/items.i b/src/items.i index c5fad41..0e72ec5 100644 --- a/src/items.i +++ b/src/items.i @@ -97,12 +97,17 @@ DROPS_VWF_CHR_SRC_OFFSET := 0x16E0 DROPS_VWF_VRAM_DEST_WORD := 0x2B70 DROPS_VWF_BYTE_COUNT := 0x03C0 -; Primary (treasure) flush size: 6 buffer slots * K=10 * 16 bytes = -; $3C0, round up to $400 for slack. Was bumped to $A00 in an earlier -; iteration that tried to fit drops into the primary descriptor too ; -; the two-descriptor flush above lets us shrink back down so the -; primary DMA stays tight against treasure's range. -FIELD_VWF_PRIMARY_BYTE_COUNT := 0x0400 +; Primary flush size: covers the WORST-CASE primary consumer which +; is the field-items menu (11 buffer slots * K=10 * 16 bytes = $6E0, +; round up to $700). Treasure uses only 6 slots ($3C0) so the +; primary DMA overshoots its region by a few tiles, but the extra +; bytes flush into the start of drops's CHR window ($16E..$170) +; whose secondary DMA overwrites them with the correct drops CHR +; immediately afterwards. Was briefly $400 (treasure-only sized) +; after the two-descriptor split, which cut field-items' last 5 +; buffer slots out of the flush window and tripped a BRK during +; field scroll once tilemap entries pointed at unflushed tile_ids. +FIELD_VWF_PRIMARY_BYTE_COUNT := 0x0700 .struct Item { From 7cfc6da9182cc86a5fc52ba9a7e66419a52ec71d Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 15:13:42 +0200 Subject: [PATCH 080/127] Whitelist secondary VWF flush vram_word to the two armed targets The previous sanity gate accepted any non-zero VRAM_WORD_B below $4000 plus any non-zero BYTE_COUNT_B below $1000 ; that still let random savestate SRAM fire a garbage DMA on the first NMI after load. Replace the range checks with an exact match against the two known arming targets ($2B70 drops, $2C00 description). Anything else is treated as uninitialised, clears DIRTY_B, and skips. Cold boot is already covered by the bumped clear_ram (zero target = DIRTY_B stays 0). The whitelist catches stale-savestate loads where DIRTY_B happens to be set and forces the secondary path inert until items_menu_vwf or item_description explicitly arms it again. --- src/small_vwf/render.s | 27 ++++++++++++++------------- 1 file changed, 14 insertions(+), 13 deletions(-) diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index f74763c..61ba5f5 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -363,12 +363,14 @@ _flush_skip_a: ; CHR slice ; primary keeps starting at VWF_CHR_FLUSH_OFFSET. ; ; Guard against savestates captured before the secondary descriptor -; existed : their SRAM at $7070C4 carries random bytes, so before -; firing the DMA we also require VWF_CHR_VRAM_WORD_B + byte_count_B -; to look sensible. Any value where vram_word is zero or byte_count -; is zero / huge is treated as "uninitialised" and the flush is -; clear-and-skip so the first NMI after a stale load can't garbage- -; DMA into sprite CHR. +; existed : their SRAM at $7070C4..$7070CA carries random bytes, so +; before firing the DMA we whitelist VWF_CHR_VRAM_WORD_B against the +; two known arming targets ($2B70 drops, $2C00 description) and +; reject anything else as uninitialised. Stale SRAM almost certainly +; will not match either constant, so the secondary DMA stays dormant +; until items_menu_vwf or item_description explicitly arms it. Stops +; the save-selection sprite CHR from being trashed by random garbage +; on the very first NMI after a stale load. sep #0x20 lda.l VWF_CHR_DIRTY_B beq _flush_skip_b @@ -376,13 +378,12 @@ _flush_skip_a: sta.l VWF_CHR_DIRTY_B rep #0x20 lda.l VWF_CHR_VRAM_WORD_B - beq _flush_skip_b_late - cmp.w #0x4000 - bcs _flush_skip_b_late - lda.l VWF_CHR_BYTE_COUNT_B - beq _flush_skip_b_late - cmp.w #0x1000 - bcs _flush_skip_b_late + cmp.w #0x2B70 + beq _vram_word_b_ok + cmp.w #0x2C00 + bne _flush_skip_b_late + +_vram_word_b_ok: sep #0x20 lda.b #0x01 sta.l 0x004360 From e5b72267b528ccb272aec20331de5748a1f1da0d Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 15:57:31 +0200 Subject: [PATCH 081/127] Drive field-inventory tests through a fresh menu-open so VRAM is live The legacy ff4-field-inventory-open.kss was captured with the menu already drawn before the items_menu_vwf two-descriptor flush and bottom-row blank pre-fill landed, so loading it short-circuited the new render path : the post-fix CHR + tilemap entries never ran, and the screenshot goldens still reflected pre-fix garbage even after the underlying bugs were fixed. Add ff4-before-inventory-opens.kss (capture with cursor parked on the field menu's Items entry, inventory matching the legacy state) and point the fixture at it. The fixture taps A to open the menu and runs a DOWN+UP cursor wiggle to push check_if_description_was_rendered past its initial-pass gate so the description band actually redraws through the new secondary-descriptor flush. Re-record screenshot + state goldens against the new fixture. The remaining swap_byte_swap[5-20] failure is unrelated to the render path (it's a WRAM state mismatch that predates the rendering work) and will be chased separately. --- tests/goldens/field_inventory/scroll_0.bin | Bin 771 -> 771 bytes tests/goldens/field_inventory/scroll_0.png | Bin 5063 -> 4970 bytes tests/goldens/field_inventory/scroll_1.bin | Bin 771 -> 771 bytes tests/goldens/field_inventory/scroll_10.bin | Bin 771 -> 771 bytes tests/goldens/field_inventory/scroll_10.png | Bin 4610 -> 4672 bytes tests/goldens/field_inventory/scroll_15.bin | Bin 771 -> 771 bytes tests/goldens/field_inventory/scroll_5.bin | Bin 771 -> 771 bytes tests/goldens/field_inventory/scroll_5.png | Bin 4925 -> 4741 bytes .../field_inventory/swap_0_to_10.bg1.bin | Bin 768 -> 768 bytes .../field_inventory/swap_0_to_3.bg1.bin | Bin 768 -> 768 bytes .../goldens/field_inventory/trash_at_row3.bin | Bin 771 -> 771 bytes .../savestates/ff4-before-inventory-opens.kss | Bin 0 -> 397021 bytes 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zAO7;;uOB`D>Enmmhwg{Wxj&gJoBOM|pUid4{g1iHx%IigT+E}4N8fn#1CSaY{kKQA zAN}sp=A+=FsQIY*KbimD{Ez3`=HHs%pC>_zc{lUj@4ow!cl+Oc@7<$!xeM6~7Z-j8 z(k~Y#7Cv4uEkN(R@ZQ(otA6kQdhcJ~d-uI3?^)l&7L|*ci{D=SkBcpfeTyTD^NX8{ zrbXKO;`d(!sT8Ciy#L1geeaLHzyAJS`1tpUJ**u64ShHLOo8n0hwiH1-+!)8{yqHv zzviD({0%D?QV+cO{u^)P7QFFh6!%-`YmoZ4KaqoL*BcO#luR!G*JlH7ym1nO>e1G^4fKYim3=+!qM1^0bg9;N=(n|yGscmqKhOf zgNUz%+6(;WH~x(A2K0^+OkZy9w=F<8f}`N{={G~4;87a^}O^dq}A%hP%`-MRIWl%fW!;FamNh38TcDk=>zDq zk%lU#LCv2uJZu}&-(DHq`StQrkEM&<7TcM?Q$ne@;2TVcPBBlIAxv=4famzxyo3Qz zs=NlfwcWWeu~eX+)Mk&7Wfj>ir}E>mU!P7c0;Rvp{N`t+AxQbzEJjKf?w#4q(2z$? zo644Ixcj)-tEDuqRXw)J$!!Fs_3**-zkh+YQ$L&YNa?m0=af}3qcO>XeyohZsV$v* zGx6Q3Y3QTefA}&DqW^~ZFQ2tdgK|Gxp-5@#?qb&h0;N`cFZ}P6zkl9yutK$;(Mq^51SLZr f@Rt`1S_RiihydU8;4i5J0uis&G5(-!fbf3 Date: Mon, 18 May 2026 16:17:31 +0200 Subject: [PATCH 082/127] Clamp display_char bits_left_on_tile so kerning overshoot stops BRKing Held-DOWN scroll on the field-items menu now reaches glyph pairs whose kerning entry subtracts more than the current tile has left, which pushes `temp` past 8 before _end stores it into bits_left_on_tile. The downstream dispatch at $97FC indexes a 9-entry jump table by bits_left * 2 ; values above 8 land in the next byte run after the table and execute a `brk #$00` (which the crash traceback showed landing in the brk_handler STP). Clamp temp to 0..8 before the _end write : any kerning result above 8 is treated as "no bits left" so the next iteration allocates a fresh tile_id rather than crashing on an out-of-range dispatch. The clamp is one cmp + bcc + lda so the hot path stays cheap. This was always latent but the wider primary flush window from the field-items engine bump first let scroll-down rendering reach those glyph + kerning combinations consistently. Fix the dispatch rather than try to revert the flush coverage. --- src/small_vwf/render.s | 13 +++++++++++++ 1 file changed, 13 insertions(+) diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 61ba5f5..6c59526 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -820,7 +820,20 @@ _no_adjustment: pla _end: +; Clamp temp to 0..8 before writing bits_left_on_tile : kerning +; adjustments can push the value past 8 (e.g. when a kerning entry +; subtracts more than the current tile has left), and the downstream +; dispatch at $97FC indexes a 9-entry jump table by bits_left * 2. +; Out-of-range values land off the table end and execute random +; bytes (BRK $00 on the held-DOWN field-items scroll). Treat any +; value > 8 as "no bits left in this tile" so the next loop pass +; allocates a fresh tile_id instead of crashing. lda.b temp + cmp.b #0x09 + bcc _bits_left_in_range + lda.b #0x00 + +_bits_left_in_range: sta.b bits_left_on_tile _overflow: pha From ecffc4774a6111ef72cbe55a8c2c499809f07a3a Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 16:30:56 +0200 Subject: [PATCH 083/127] Stop save-screen sprite mayhem: shrink $01:9060 patch to 4 bytes DrawItemName at $01:9060 was patched with `jsl + rts` (5 bytes), which spilled into $01:9064 and replaced the `phx` opcode of the vanilla sprite-render sub-routine living at that address. The save-selection screen calls `jsr $9064` directly (sprite-positioning loop at $0198EE), so the spilled `rts` short-circuited the routine and every sprite stayed parked at the OAM-clear sentinel (Y=$F0 off-screen). Shrink the patch to `jsr.w trampoline ; rts` (3 + 1 = 4 bytes), with the bank-01 trampoline holding the actual `jsr.l` to bank-20 items_menu_vwf.draw_field_item_name. $01:9064 now keeps its original `phx` opcode so the sprite-render path completes normally and the title-screen-press-A entry shows Cecil next to "Nouvelle partie" again (plus the four character portraits per save slot once the rest of the OAM gets populated by the loop iterations). Mirror the same trampoline wiring for DrawEquipItemName at $01:9013 so the equip-screen item-name render benefits from the same fix. --- src/ingame/inventory_rolling_trampolines.s | 40 ++++++++++++++++++---- src/ingame/items_menu.s | 12 ++++--- 2 files changed, 42 insertions(+), 10 deletions(-) diff --git a/src/ingame/inventory_rolling_trampolines.s b/src/ingame/inventory_rolling_trampolines.s index 8463c9b..7e2d8c0 100644 --- a/src/ingame/inventory_rolling_trampolines.s +++ b/src/ingame/inventory_rolling_trampolines.s @@ -4,6 +4,8 @@ wrappers around original bank-$01 helpers used by the rolling code. """ .include "src/ingame/macros.i" +.extern items_menu_vwf.draw_field_item_name + ;; Bank-$01 trampolines for inventory rolling routines living in bank $21. ;; Reclaimed space: $01:EBD2 onwards (from init_bg_scroll_hdma relocation). ;; Each trampoline = jsr.l + rts = 5 bytes. @@ -17,7 +19,7 @@ wrappers around original bank-$01 helpers used by the rolling code. } .if INVENTORY_ROLLING_BUFFER { -.alloc bank01_inventory_trampolines in bank01_trampolines { + .alloc bank01_inventory_trampolines in bank01_trampolines { check_and_clear_count: """Bank-$01 trampoline: bridge to `check_and_clear_count_impl` in bank $21.""" jsr.l check_and_clear_count_impl @@ -136,8 +138,30 @@ reset_sprites_trampoline: jsr 0x8D6A ; original @ $01:8D6A rtl -} ; end .alloc bank01_inventory_trampolines -} ; end .if INVENTORY_ROLLING_BUFFER + +draw_field_item_name_trampoline: +""" +Bank-$01 JSR-callable wrapper around the bank-20 +`items_menu_vwf.draw_field_item_name` RTL helper. The vanilla +`DrawItemName` patch at $01:9060 / `DrawEquipItemName` at $01:9013 +must stay 4 bytes (jsr.w + rts) so the very next byte at $01:9064 +keeps holding the vanilla sprite-render sub-routine's `phx` opcode : +overrunning into $01:9064 with a JSL + RTS (5 bytes) replaced that +phx with the wrapper's RTS, which short-circuited the save-selection +sprite path's `jsr $9064` and parked every sprite off-screen on the +title-screen-press-A entry. Use this trampoline so the call site +stays at 3+1 bytes and the vanilla sprite routine is preserved. +""" + + + jsr.l items_menu_vwf.draw_field_item_name + rts + } + + +; end .alloc bank01_inventory_trampolines +} +; end .if INVENTORY_ROLLING_BUFFER ;; Bank-$01 thunks + wrappers for the treasure exchange rolling buffer. ;; Mirror the field-menu set above but call the treasure_-prefixed bodies @@ -145,7 +169,7 @@ reset_sprites_trampoline: ;; screen so the HDMA channel + tilemap buffer + WRAM shadow tables are ;; reused; only the per-menu state RAM differs. .if TREASURE_INVENTORY_ROLLING { -.alloc bank01_treasure_trampolines in bank01_trampolines { + .alloc bank01_treasure_trampolines in bank01_trampolines { _treasure_check_and_clear_count: jsr.l treasure_check_and_clear_count_impl rts @@ -423,5 +447,9 @@ the bottom border at screen y=112..120 (just below the 5th item). menu_window(0, 0, 30, 12) -} ; end .alloc bank01_treasure_trampolines -} ; end .if TREASURE_INVENTORY_ROLLING + } + + +; end .alloc bank01_treasure_trampolines +} +; end .if TREASURE_INVENTORY_ROLLING diff --git a/src/ingame/items_menu.s b/src/ingame/items_menu.s index 85bf1d1..413e849 100644 --- a/src/ingame/items_menu.s +++ b/src/ingame/items_menu.s @@ -53,18 +53,22 @@ go. ; small_vwf glyph blit + per-slot CHR allocator. ; DrawEquipItemName ($01:9013): vanilla `phy ; phx ; lda ($60),y ; bra _9017`. -; We replace with: load A from ($60),y, then `jsl helper ; rts`. +; Route through the bank-01 jsr.w trampoline so the patch stays inside +; the vanilla 4-byte slot and the byte at $01:9017 stays untouched. *=0x019013 lda (0x60), y - jsr.l items_menu_vwf.draw_field_item_name + jsr.w draw_field_item_name_trampoline rts ; DrawItemName ($01:9060): vanilla `phy ; phy ; bra _9017` -> caller already -; passed A = item_id. JSL the helper and return. +; passed A = item_id. Use the bank-01 jsr.w trampoline (3 bytes) + rts +; (1 byte) so the FIVE-byte JSL.L + RTS no longer spills into the +; sprite-render sub-routine at $01:9064 (the save-screen sprite path +; jsr's $9064 directly). *=0x019060 - jsr.l items_menu_vwf.draw_field_item_name + jsr.w draw_field_item_name_trampoline rts ; ===== COLON/QUANTITY POSITION PATCHES ===== From 50176cd1646bb18620d9dd2fddb4939c0cd0a35a Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 17:22:46 +0200 Subject: [PATCH 084/127] Arm treasure HDMA channel 6 immediately at popup open treasure_ensure_hdma_initialized set the channel-6 enable bit in the $1BAE shadow but left the actual $420C HDMAEN register write to the next field NMI tick. That meant the very first rendered frame after the treasure popup opened had ch6 OFF, so BG3VOFS was never modulated per scanline and the inventory + drops bands rendered with whatever vertical offset the previous menu had left in $93 / $9F. Result : a one-frame "TTout prendre" / scrambled stride on first display before the NMI copy ran and HDMA took over. OR-in $40 to $420C directly at init so the channel is live from the same frame the rolling-buffer slots first render. Shadow byte still gets written so the NMI side-track + cleanup paths stay consistent. --- src/ingame/treasure_rolling.s | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index 5e7f4d2..0c79754 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -496,6 +496,16 @@ Checks if base_scroll == 0xFFFF (sentinel) and if so, initializes. ora #0x40 ; Channel 6 enable (treasure rolling buffer) sta.l 0x7E1BAE sta.w treasure_hdma_enable + ; Push the enable straight to HDMAEN ($420C) so the very first frame + ; after popup-open has ch6 active. Without this immediate write, the + ; field NMI hook only copies $1BAE -> $420C on the NEXT vblank, which + ; left the first rendered frame with HDMA off and BG3VOFS at whatever + ; the previous menu left in $93 / $9F. Treasure inventory items then + ; rendered at the WRONG vertical scanline and looked like garbled + ; stride for a frame before settling. + lda.l 0x00420C + ora #0x40 + sta.l 0x00420C rts _t_hdma_already_init: From 54fb68fa370f5e3cc3e3649aace6289e260641af Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 18:42:30 +0200 Subject: [PATCH 085/127] Save/restore HDMAEN bit 6 around VWF flush so HDMA stops hijacking it flush_chr_to_vram retargets DMA channel 6 to VMDATAL + the VWF CHR buffer source then triggers MDMAEN bit 6 for a one-shot transfer. Treasure-popup rolling buffer also arms HDMAEN bit 6 for per-scanline BG3VOFS modulation. With both bits set, the SNES kept feeding ch6 from the rewritten one-shot registers on every visible scanline, so VWF buffer bytes streamed into VMDATAL line-by-line and BG3VOFS modulation stopped : kintsuki Swift's HDMA Inspector showed ch6 stuck in FIRE state at 127/frame writing $2118 instead of $2112, and the treasure inventory band rendered as garbage stride. Wrap both descriptor flushes with `lda $420C ; pha ; and #$BF ; sta $420C ; ... ; pla ; sta $420C`. Channel-6 HDMA is parked for the few cycles MDMA needs to run during vblank then restored to its prior state (still holding ch4 drops + ch6 treasure + any vanilla bits) so the next active frame's HDMA resumes as expected. Same save/restore lands on the secondary descriptor flush (drops / item-description path) which shares the same channel. --- src/small_vwf/render.s | 28 ++++++++++++++++++++++++++++ 1 file changed, 28 insertions(+) diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 6c59526..dd920ed 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -325,6 +325,20 @@ Battle-side equivalent of the partial CHR DMA in beq _flush_skip_a lda.b #0x00 sta.l VWF_CHR_DIRTY +; CRITICAL: clear HDMAEN bit 6 before retargeting ch6 for a one-shot +; DMA. The treasure-popup rolling buffer also arms ch6 (BG3VOFS HDMA) +; via $1BAE ; if we rewrite $4360-$4365 with the VWF flush descriptor +; without disabling HDMA bit 6 first, the per-scanline HDMA keeps +; running off the rewritten registers and writes VWF_CHR_BUFFER bytes +; to VMDATAL on every visible scanline for the rest of the frame. +; That trashes VRAM, kills BG3 scroll modulation, and made the +; treasure-popup band display garbage stride after the first frame. +; Push HDMAEN on the stack so we restore the prior mask exactly +; (treasure ch6 + drops ch4 + anything else vanilla armed). + lda.l 0x00420C + pha + and.b #0xBF + sta.l 0x00420C ; Channel 6: free per the FF4 DMA audit (vanilla btlgfx + menu ; never touch $4360..$436F ; ch7 already carries battle's ; `_sram_dma_transfer_7`, small_vwf's libmz transfers and the @@ -352,6 +366,11 @@ Battle-side equivalent of the partial CHR DMA in sta.l 0x002115 ; VMAIN: increment on $2119, +1 word lda.b #0x40 sta.l 0x00420B ; MDMAEN ch6 +; Restore prior HDMAEN bits (treasure ch6, drops ch4, etc) ; one-shot +; DMA on ch6 has completed by now and HDMA can resume reading the +; treasure HDMA table for per-scanline BG3VOFS on the next frame. + pla + sta.l 0x00420C _flush_skip_a: ; --- Secondary descriptor flush (region 1B, drops in the treasure @@ -385,6 +404,13 @@ _flush_skip_a: _vram_word_b_ok: sep #0x20 +; Same HDMAEN-bit-6 save/restore dance as the primary flush ; ch6 is +; shared with treasure BG3VOFS HDMA and must not stay armed while +; we hijack its registers for the secondary VRAM blit. + lda.l 0x00420C + pha + and.b #0xBF + sta.l 0x00420C lda.b #0x01 sta.l 0x004360 lda.b #0x18 @@ -407,6 +433,8 @@ _vram_word_b_ok: sta.l 0x002115 lda.b #0x40 sta.l 0x00420B + pla + sta.l 0x00420C _flush_skip_b_late: sep #0x20 From 1eba71d9d1986320fca6c1b46578a38b94895920 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 19:14:30 +0200 Subject: [PATCH 086/127] Reset prev_char + bits_left_on_tile at render_with_config entry The config-driven VWF entry was only initialising the tile-id allocator ; prev_char and bits_left_on_tile carried over from the previous call. With kerning enabled, that meant the very first glyph of a new slot kerned against the LAST glyph of the previous slot, and the bits_left clamp at _end could pin the new slot's opening glyph against a 0-bits-left state and burn the first tile. Add a stz prev_char (gated on ENABLE_KERNING_MENU) and lda #8 / sta bits_left_on_tile at the top of render_with_config so each slot starts from a clean per-glyph state. render.init already does the same for callers that route through the legacy init path (item_description.draw_string). Also drop the freshly-captured ff4-before-treasure-mayhem.kss into tests/savestates so the popup-with-clipped-slot scenario is reproducible from a known-good rewind point. --- src/small_vwf/render.s | 14 ++++++++++++++ .../savestates/ff4-before-treasure-mayhem.kss | Bin 0 -> 397021 bytes 2 files changed, 14 insertions(+) create mode 100644 tests/savestates/ff4-before-treasure-mayhem.kss diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index dd920ed..4287e7a 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -472,6 +472,20 @@ M=8, X=16 on entry. Stack-balanced, RTS. php sep #0x20 rep #0x10 +; Reset per-glyph carry state so each slot's first char starts fresh. +; prev_char carries over from the previous slot's last char ; without +; a reset the new slot's first kerning lookup pairs against an +; unrelated glyph and shifts the allocator several tiles. Same goes +; for bits_left_on_tile : if a prior render ended with the value +; pinned by the $09 clamp at _end (kerning overshoot path), the new +; slot would start with bits_left=0 and burn its first tile. +; Symptom before this reset : treasure-inventory slot 0 rendered as +; "le d'or" (Aigu chopped) right after drops finished rendering. + .if ENABLE_KERNING_MENU { + stz.b prev_char + } + lda.b #0x08 + sta.b bits_left_on_tile ; Allocator base + clamp via the 16-bit `init_with_tile_id_wide` ; entry. tile_id_base is a 9-bit value (0..$1FF) so we need the ; full word ; the 8-bit init zero-extends and caps at $FF which diff --git a/tests/savestates/ff4-before-treasure-mayhem.kss b/tests/savestates/ff4-before-treasure-mayhem.kss new file mode 100644 index 0000000000000000000000000000000000000000..16293eef9c5a214f687ff7e58697bb27bbb11912 GIT binary patch literal 397021 zcmeEv31AdO_IFiJj>!;`Aqg-EflTfYu5bqd8IdC*YE)D{3^Edw03uOQ;zfo-jmm1g 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for treasure-popup first-render bug User-captured rewind to just before a chest+drop triggers the treasure popup. Run forward ~300 frames to land in the popup with drops $CF (Hi-Potion x1) and bottom inventory starting at "Aiguille d'or". Reproduces the slot-0 left-clip ("uille d'or" missing the first 3 chars) under the current render path so further VWF-allocator work can iterate against a fixed scene instead of a transient battle exit. Includes: - Drops slot 0 = item $CF (Hi-Potion), x1, rest empty. - Treasure inventory at $7E:1440 = standard pre-battle layout. - Treasure popup top_row $1BB7 = 0, base_scroll $1BD4 = $FF88. --- tests/savestates/ff4-before-mayhem2.kss | Bin 0 -> 397021 bytes 1 file changed, 0 insertions(+), 0 deletions(-) create mode 100644 tests/savestates/ff4-before-mayhem2.kss diff --git a/tests/savestates/ff4-before-mayhem2.kss b/tests/savestates/ff4-before-mayhem2.kss new file mode 100644 index 0000000000000000000000000000000000000000..7c95131ccd6d6ff0df2ccc94a6122210c646de4c GIT binary patch literal 397021 zcmeEP31Cx2-k*6%+ccCmv`|7RG`&kHwA@8OB7#)Bs)F(%N~Ek55U7e;uQnWNRTjG* zyIt3#yPvM?F09@C+@&Z-6ojfA1pzA{L_ny>Q4yh>@B9B}^73BNq)BO2)S2l&@6A2) zo8SCr-n>aV{FX6&=!1Rw4Jw^w)A62a16*6y-)?~r#$pRClboi5MH z?h0v)1y8c{Q4xAVLi%SCV(8MPd72k_a5jlKKlHU7-;)~)tG)#RP^uu(I5Tih0P1Y^j*7j$;pO~ zVg2MDDo@ zdrIV0QB`DL$s1>n$yxTa31xe9q*0cKmB_MuYR^1bK6hT8CCdrm=arpsdLeM-_{|eH 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z9u4u@_~*yp7_S-s=kXtn-yi?gH~|r5NH-K2Y7B1~{?#yJ*fi`L0tV^Lmv6pyv*6~} zA^z^>+c!sV-oLqebLS?<$T0>PBaN>@yl#Bc*lC z-<)iR7@u65+@D16=mbNh3g zN5PLi43Q7 z`S?xEslO2&l@VBe{1|9Yd|h}{UXO}83zuP^KK&ok*MRv)_1fdIOa_#nI+Xu#R1^># z)&pfaECT?`+Q;B!#Ulg(=Ha9A5?n4W0LqMC*KhOSQsS?{RSA0iNd`VkVahyv_RZr7 zh5WKw{telvWJUN@o{v+;zRr1FtP%%{-VnUOYeYYeEb#z#8i2N70N#^c0>evV07L^I zds(a1gYYN06NgXA*CeR~crnt$<8wfyr`FTuT_>fChGRo3`3`6XW&5WHq3C0_TojR^r^?OseT>ZIeNbBWViu333q=$p zffuq}nD8l2C x%Krjk%qyy&97&_c?O@IU)$iXc?|n)g?Qnq*ZYdB9PwRuhQ$W}C7r%Ax{|0U1j}rg@ literal 0 HcmV?d00001 From f868889250a81c6d15690dda3adafeca8c6f45a9 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 19:39:08 +0200 Subject: [PATCH 088/127] Debounce treasure held-DOWN auto-repeat with a 24-frame cooldown MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The vanilla treasure menu writes $1BB7 every frame DOWN/UP is held, so the trigger fired continuously while the button stayed down. With the original blocking scroll loop replaced by a non-blocking state machine, each held-down sequence scrolled the inventory twice (or more) per visible tap once the cursor saturated past the visible window. Add `treasure_scroll_cooldown` at `treasure_rolling + 15` (offset 14 is already taken by RollingBufferState.hdma_copy_pending which _treasure_hdma_signal writes $01 to every scroll — first iteration of this debounce collided with that byte and the cooldown read $00 instead of the $18 we wrote, so the held-down repeat sailed straight through). treasure_main_loop_scroll_check ticks the cooldown down by 1 per frame inside the popup ; the scroll-trigger paths check it before firing and the abort path falls through to dec $1BB7 so vanilla's auto-incremented row position is undone. Cooldown is set to 24 frames after each successful scroll — enough to outlast a typical button-hold + release cycle, so subsequent auto-repeat frames get blocked and only one scroll fires per tap. treasure_ensure_hdma_initialized clears the cooldown at popup open so the very first scroll fires immediately. --- src/ingame/inventory_rolling_trampolines.s | 21 +++++++++++++++++++ src/ingame/treasure_rolling.s | 24 +++++++++++++++++++++- 2 files changed, 44 insertions(+), 1 deletion(-) diff --git a/src/ingame/inventory_rolling_trampolines.s b/src/ingame/inventory_rolling_trampolines.s index 7e2d8c0..ea50c43 100644 --- a/src/ingame/inventory_rolling_trampolines.s +++ b/src/ingame/inventory_rolling_trampolines.s @@ -219,8 +219,13 @@ treasure_scroll_down_trigger: """Treasure profile: input-driven scroll-down trigger.""" lda.w treasure_scroll_state bne _t_down_abort + lda.w treasure_scroll_cooldown + bne _t_down_abort jsr.w _treasure_force_hdma_setup jsr.w _treasure_start_scroll_down + sep #0x20 + lda.b #TREASURE_SCROLL_COOLDOWN_FRAMES + sta.w treasure_scroll_cooldown rts _t_down_abort: dec.w 0x1BB7 @@ -230,8 +235,13 @@ treasure_scroll_up_trigger: """Treasure profile: input-driven scroll-up trigger.""" lda.w treasure_scroll_state bne _t_up_abort + lda.w treasure_scroll_cooldown + bne _t_up_abort jsr.w _treasure_force_hdma_setup jsr.w _treasure_start_scroll_up + sep #0x20 + lda.b #TREASURE_SCROLL_COOLDOWN_FRAMES + sta.w treasure_scroll_cooldown rts _t_up_abort: inc.w 0x1BB7 @@ -295,6 +305,17 @@ by calling the original $82C0 so original per-frame work still runs. """ +; Cooldown tick : runs every popup frame regardless of button state +; so the held-DOWN debounce drains uniformly. Without this the +; trigger path's per-call dec only fired while DOWN was held, which +; let auto-repeat consume the cooldown in 2-3 frames and scrolled +; the treasure inv two items per visible tap. + sep #0x20 + lda.w treasure_scroll_cooldown + beq _t_main_cd_done + dec.w treasure_scroll_cooldown + +_t_main_cd_done: lda.w treasure_scroll_state beq _treasure_main_check_drops_tick jsr.w _treasure_update_scroll_frame diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index 0c79754..a80a64c 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -53,6 +53,14 @@ treasure_scroll_direction := treasure_rolling + RollingBufferState.scroll_direct treasure_transfer_pending := treasure_rolling + RollingBufferState.transfer_pending treasure_scroll_anim_offset := treasure_rolling + RollingBufferState.scroll_anim_offset treasure_hdma_copy_pending := treasure_rolling + RollingBufferState.hdma_copy_pending +; Cooldown counter sitting one byte past the shared struct so the +; engine layout stays untouched. Decremented each frame in +; treasure_scroll_state_check ; non-zero means treasure_scroll_*_trigger +; aborts and undoes vanilla's $1BB7 increment, debouncing the +; "hold-DOWN auto-repeat fires every 2 frames" issue that scrolled the +; inventory two items per visible tap. +treasure_scroll_cooldown := treasure_rolling + 15 +TREASURE_SCROLL_COOLDOWN_FRAMES := 0x18 ; ~24 frames between scrolls (long enough to outlast a typical button hold) ; Scroll State Constants TREASURE_SCROLL_STATE_IDLE := 0 @@ -478,6 +486,14 @@ Checks if base_scroll == 0xFFFF (sentinel) and if so, initializes. ; $9F = -120 to position items at screen scanline 120; we mirror that. lda.l 0x7E019F sta.w treasure_rolling_base_scroll + ; Clear the held-DOWN debounce counter ; engine_init_rolling_buffer + ; zeros the 12-byte engine struct but cooldown lives one byte past, + ; so explicitly nuke it here so the very first scroll trigger fires + ; immediately after popup-open. + sep #0x20 + lda #0x00 + sta.w treasure_scroll_cooldown + rep #0x20 ; Initialize HDMA channel configuration sep #0x20 ; Back to 8-bit for InitMenuInventoryHDMA @@ -527,7 +543,13 @@ Returns: Carry clear = process input normally php sep #0x20 ; 8-bit A -; Check if we're scrolling +; Tick cooldown counter so the next held-DOWN scroll is debounced. + lda.w treasure_scroll_cooldown + beq _t_scroll_cd_done + dec.w treasure_scroll_cooldown + +_t_scroll_cd_done: + ; Check if we're scrolling lda.w treasure_scroll_state beq _t_scroll_state_idle From 03bd1c9c29d5d9253825b69c5d5044bbc933ea28 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 19:44:15 +0200 Subject: [PATCH 089/127] Phase 1: rolling-inventory engine skeleton in bank-20 Lands the bank-20 entry points specified in plans/rolling_inventory_engine.md as RTL stubs and extends RollingBufferState with the phase-1 instance-config fields (visible_rows, slot_height_tiles, item_list_ptr, item_count, hdma_channel, vwf_cfg_ptr, dirty_mask). Existing field-items / treasure / drops / key-items profiles keep resolving their state via the pre-existing struct offsets so this is additive : no caller migrates yet, phase 2+ ports each menu through the new entries one at a time. Symbols exported (all currently RTL-only) : rolling_engine.rolling_engine_init rolling_engine.rolling_engine_tick rolling_engine.rolling_engine_vblank_flush rolling_engine.rolling_engine_cursor_up rolling_engine.rolling_engine_cursor_down rolling_engine.rolling_engine_invalidate_slot rolling_engine.rolling_engine_invalidate_all rolling_engine.rolling_engine_shutdown Smoke test (tests/test_rolling_engine_skeleton.py) verifies each entry resolves through the .adbg file and lands in bank-20. Phase 2 will expand the test to drive a fake inventory and assert scroll-state transitions / dirty-mask flush ordering / per-instance HDMA arming. Also bumps treasure_scroll_cooldown's offset to 26 so it sits past the extended struct ; engine_init still only zeroes the first 12 bytes so the new fields stay caller-managed for now. --- ff4.s | 1 + src/ingame/treasure_rolling.s | 2 +- src/items.i | 7 ++ src/lib/rolling_inventory_engine.s | 92 +++++++++++++++++++++++++++ tests/test_rolling_engine_skeleton.py | 59 +++++++++++++++++ 5 files changed, 160 insertions(+), 1 deletion(-) create mode 100644 src/lib/rolling_inventory_engine.s create mode 100644 tests/test_rolling_engine_skeleton.py diff --git a/ff4.s b/ff4.s index f055e0b..ffbf34b 100644 --- a/ff4.s +++ b/ff4.s @@ -319,6 +319,7 @@ signature byte sits at PB:(PC - 1). .if INVENTORY_ROLLING_BUFFER { .import "ingame/init_bg_scroll_hdma" .include "src/ingame/inventory_rolling.s" + .include "src/lib/rolling_inventory_engine.s" } .if TREASURE_INVENTORY_ROLLING { diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index a80a64c..9bbec0d 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -59,7 +59,7 @@ treasure_hdma_copy_pending := treasure_rolling + RollingBufferState.hdma_copy_pe ; aborts and undoes vanilla's $1BB7 increment, debouncing the ; "hold-DOWN auto-repeat fires every 2 frames" issue that scrolled the ; inventory two items per visible tap. -treasure_scroll_cooldown := treasure_rolling + 15 +treasure_scroll_cooldown := treasure_rolling + 26 ; past phase-1 extended RollingBufferState fields TREASURE_SCROLL_COOLDOWN_FRAMES := 0x18 ; ~24 frames between scrolls (long enough to outlast a typical button hold) ; Scroll State Constants diff --git a/src/items.i b/src/items.i index 0e72ec5..3dacd8c 100644 --- a/src/items.i +++ b/src/items.i @@ -138,4 +138,11 @@ FIELD_VWF_PRIMARY_BYTE_COUNT := 0x0700 byte transfer_pending word scroll_anim_offset byte hdma_copy_pending + byte visible_rows + byte slot_height_tiles + long item_list_ptr + byte item_count + byte hdma_channel + long vwf_cfg_ptr + byte dirty_mask } diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s new file mode 100644 index 0000000..f861de7 --- /dev/null +++ b/src/lib/rolling_inventory_engine.s @@ -0,0 +1,92 @@ +""" +Unified rolling-inventory engine — bank-20 entry points. + +Phase 1 skeleton : declares the JSL-callable entry points specified in +plans/rolling_inventory_engine.md. Each entry currently delegates to +the existing macro-driven `engine_*` machinery in +`src/lib/rolling_buffer.s`, so callers can opt-in incrementally. + +ABI : `X` (16-bit, bank $7E implied) holds the pointer to a +`RollingBufferState` instance. Hooks live in bank-01 as far-callable +trampolines and are resolved through the struct's per-instance far +pointers (`vwf_cfg_ptr`, hook ptrs, ...). + +Phases 2..5 will port field-items / shop / key-items / drops + treasure +through these entries one by one ; phase 6 deletes the duplicated macro +sites that remain in the per-menu source files. +""" + + +.scope rolling_engine { + """Bank-20 rolling-inventory engine entry points (phase 1 stubs).""" +rolling_engine_init: +""" +Cold init for a rolling-inventory instance. + +Phase 1: stub. Returns immediately. Phase 2 will wire this up to +zero the engine scratch portion of `RollingBufferState`, draw the +window via `fn_draw_window`, pre-render the visible slots and arm +the per-instance HDMA channel. + +In/out : + X = state ptr (16-bit, bank $7E implied) + Y = initial top_row (usually 0) +""" + + + rtl + +rolling_engine_tick: +""" +Per-frame state-machine tick (phase 1 stub). + +Phase 2 will read the pad-down bits in A.b, advance the scroll +animation, mark dirty rows, and schedule the next slot to pre-render +when scrolling past the buffer edge. + +In : X = state ptr, A.b = pad-down bits +""" + + + rtl + +rolling_engine_vblank_flush: +""" +NMI-time flush (phase 1 stub). + +Walks `state.dirty_mask`, DMAs each dirty slot's VWF stage region to +VRAM and writes the tilemap entries. Must run inside force-blank or +the HDMA gap window. Phase 1 returns immediately. + +In : X = state ptr +""" + + + rtl + +rolling_engine_cursor_up: +"""Cursor move up (phase 1 stub).""" + rtl + +rolling_engine_cursor_down: +"""Cursor move down (phase 1 stub).""" + rtl + +rolling_engine_invalidate_slot: +""" +Mark one slot dirty for next vblank flush (phase 1 stub). + +In : X = state ptr, A.b = slot index 0..visible_rows-1 +""" + + + rtl + +rolling_engine_invalidate_all: +"""Mark every visible slot dirty (phase 1 stub).""" + rtl + +rolling_engine_shutdown: +"""Tear down HDMA channel + flush dirty rows on menu close (phase 1 stub).""" + rtl +} diff --git a/tests/test_rolling_engine_skeleton.py b/tests/test_rolling_engine_skeleton.py new file mode 100644 index 0000000..1bd38fd --- /dev/null +++ b/tests/test_rolling_engine_skeleton.py @@ -0,0 +1,59 @@ +"""Phase-1 smoke for the unified rolling-inventory engine. + +Each entry currently RTLs immediately (plans/rolling_inventory_engine.md +phase 1 stub) so the harness only verifies: + +* All eight bank-20 symbols resolve via the .adbg debug info. +* Each entry, when JSL'd from a fresh emulator with X = a sentinel + state-ptr, returns cleanly without crashing or trashing X/Y. +* `RollingBufferState` struct accepts the phase-1 extended fields + (visible_rows, slot_height_tiles, item_list_ptr, item_count, + hdma_channel, vwf_cfg_ptr, dirty_mask) without breaking the + existing field-items / treasure rolling consumers. + +Phase 2+ replaces the stubs with real implementations ; the same +harness expands to drive a fake inventory and assert scroll-state +transitions, dirty-mask flush ordering, and HDMA channel arming. +""" + +from __future__ import annotations + +import pytest + +from _ff4kintsuki import load_emu_from_kss, kss_path + + +ENGINE_ENTRIES = [ + "rolling_engine.rolling_engine_init", + "rolling_engine.rolling_engine_tick", + "rolling_engine.rolling_engine_vblank_flush", + "rolling_engine.rolling_engine_cursor_up", + "rolling_engine.rolling_engine_cursor_down", + "rolling_engine.rolling_engine_invalidate_slot", + "rolling_engine.rolling_engine_invalidate_all", + "rolling_engine.rolling_engine_shutdown", +] + + +@pytest.fixture +def emu(): + e = load_emu_from_kss(kss_path("ff4-before-inventory-opens.kss"), + settle_frames=10) + yield e + e.close() + + +def test_engine_entries_resolve(emu) -> None: + """Every phase-1 entry point is exported via the .adbg file.""" + missing = [sym for sym in ENGINE_ENTRIES + if emu.lookup_symbol_addr(sym) is None] + assert not missing, f"missing engine symbols: {missing}" + + +def test_engine_entries_in_bank_20(emu) -> None: + """Phase-1 entries land in the bank-20 reloc region ($20:8000+).""" + for sym in ENGINE_ENTRIES: + addr = emu.lookup_symbol_addr(sym) + assert addr is not None, sym + assert (addr >> 16) == 0x20, ( + f"{sym} at ${addr:06X} should be in bank 20") From 79d093f92b8187049260aa401e7a24f8897ff71d Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 19:49:47 +0200 Subject: [PATCH 090/127] Phase 1.1: implement engine cursor + dirty-mask entries with unit tests Fills in real bodies for the four state-mutation entries that don't need render/HDMA plumbing yet : rolling_engine_cursor_up : dec state.slot_index, wraps from 0 to visible_rows - 1. rolling_engine_cursor_down : inc state.slot_index, wraps from visible_rows back to 0. rolling_engine_invalidate_slot : ORs (1 << A.b) into state.dirty_mask. rolling_engine_invalidate_all : sets state.dirty_mask = $FF. init / tick / vblank_flush / shutdown stay RTL stubs ; those need the draw_window / render_slot / hdma hooks specified in the plan and will land alongside phase 2's field-items port. tests/test_rolling_engine_skeleton.py grows seven new unit tests that plant a sentinel state struct at $7E:0500, JSL each entry via emu.call(), and assert the slot_index / dirty_mask mutations. All 9 tests pass (2 symbol-resolution + 7 mutation). Full suite : 19 fail / 126 pass / 1 xfailed (same baseline failure count as before phase 1 work). --- src/lib/rolling_inventory_engine.s | 86 +++++++++++++++++++++- tests/test_rolling_engine_skeleton.py | 102 ++++++++++++++++++++++++++ 2 files changed, 184 insertions(+), 4 deletions(-) diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index f861de7..10f6876 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -65,26 +65,104 @@ In : X = state ptr rtl rolling_engine_cursor_up: -"""Cursor move up (phase 1 stub).""" +""" +Decrement slot_index, wrapping to (visible_rows - 1) at zero. + +In : X = state ptr (bank $7E implied) +Out : state.slot_index updated, A clobbered +""" + + + { + php + sep #0x20 + lda.l 0x7E0000 + RollingBufferState.slot_index, x + bne _cursor_up_dec + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + +_cursor_up_dec: + dec + sta.l 0x7E0000 + RollingBufferState.slot_index, x + plp rtl + } rolling_engine_cursor_down: -"""Cursor move down (phase 1 stub).""" +""" +Increment slot_index, wrapping to 0 when it would equal visible_rows. + +In : X = state ptr +Out : state.slot_index updated, A clobbered +""" + + + { + php + sep #0x20 + lda.l 0x7E0000 + RollingBufferState.slot_index, x + inc + cmp.l 0x7E0000 + RollingBufferState.visible_rows, x + bcc _cursor_dn_store + lda.b #0x00 + +_cursor_dn_store: + sta.l 0x7E0000 + RollingBufferState.slot_index, x + plp rtl + } rolling_engine_invalidate_slot: """ -Mark one slot dirty for next vblank flush (phase 1 stub). +Mark one slot dirty for the next vblank flush. In : X = state ptr, A.b = slot index 0..visible_rows-1 +Out : state.dirty_mask gets bit (1 << A) set """ + { + php + sep #0x20 + pha +; X stays state ptr ; use Y for the shift-left tally so we can keep +; X bound to the struct base for the dirty_mask write below. + phx + tay + lda.b #0x01 + +_inv_slot_shift: + cpy.w #0x0000 + beq _inv_slot_done + asl + dey + bra _inv_slot_shift + +_inv_slot_done: + plx + ora.l 0x7E0000 + RollingBufferState.dirty_mask, x + sta.l 0x7E0000 + RollingBufferState.dirty_mask, x + pla + plp rtl + } rolling_engine_invalidate_all: -"""Mark every visible slot dirty (phase 1 stub).""" +""" +Mark every visible slot dirty by setting dirty_mask = $FF. + +In : X = state ptr +Out : state.dirty_mask = $FF, A clobbered +""" + + + { + php + sep #0x20 + lda.b #0xFF + sta.l 0x7E0000 + RollingBufferState.dirty_mask, x + plp rtl + } rolling_engine_shutdown: """Tear down HDMA channel + flush dirty rows on menu close (phase 1 stub).""" diff --git a/tests/test_rolling_engine_skeleton.py b/tests/test_rolling_engine_skeleton.py index 1bd38fd..105a15b 100644 --- a/tests/test_rolling_engine_skeleton.py +++ b/tests/test_rolling_engine_skeleton.py @@ -22,6 +22,18 @@ from _ff4kintsuki import load_emu_from_kss, kss_path +# RollingBufferState field offsets (mirrors src/items.i `.struct +# RollingBufferState`). Keep in sync if the struct evolves. +RBS_SLOT_INDEX = 3 +RBS_VISIBLE_ROWS = 15 +RBS_DIRTY_MASK = 25 + +# WRAM scratch region for engine state during unit tests. Sits in the +# vanilla "$AAAA filler" area at $7E:0500 -- never touched by the rest +# of the field-menu / treasure code paths during the menu settle so +# reads + writes stay deterministic. +SCRATCH_STATE = 0x7E0500 + ENGINE_ENTRIES = [ "rolling_engine.rolling_engine_init", @@ -57,3 +69,93 @@ def test_engine_entries_in_bank_20(emu) -> None: assert addr is not None, sym assert (addr >> 16) == 0x20, ( f"{sym} at ${addr:06X} should be in bank 20") + + +# --------------------------------------------------------------- Helpers + + +def _setup_state(emu, *, slot_index: int, visible_rows: int, + dirty_mask: int = 0) -> int: + """Plant a sentinel `RollingBufferState` at SCRATCH_STATE and return + the low-16 of its address (= the value that goes in X for engine + JSLs ; the bank-$7E implied addressing in the engine reads from + $7E: + struct-field offset). + """ + emu.write(SCRATCH_STATE + RBS_SLOT_INDEX, slot_index) + emu.write(SCRATCH_STATE + RBS_VISIBLE_ROWS, visible_rows) + emu.write(SCRATCH_STATE + RBS_DIRTY_MASK, dirty_mask) + return SCRATCH_STATE & 0xFFFF + + +def _read_slot_index(emu) -> int: + return emu.read(SCRATCH_STATE + RBS_SLOT_INDEX) + + +def _read_dirty_mask(emu) -> int: + return emu.read(SCRATCH_STATE + RBS_DIRTY_MASK) + + +# --------------------------------------------------------------- Cursor + + +def test_cursor_down_increments_slot_index(emu) -> None: + """cursor_down advances slot_index by 1 while inside the window.""" + x = _setup_state(emu, slot_index=2, visible_rows=10) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_cursor_down") + emu.call(fn, x=x) + assert _read_slot_index(emu) == 3 + + +def test_cursor_down_wraps_to_zero(emu) -> None: + """cursor_down on the last slot wraps back to 0.""" + x = _setup_state(emu, slot_index=9, visible_rows=10) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_cursor_down") + emu.call(fn, x=x) + assert _read_slot_index(emu) == 0 + + +def test_cursor_up_decrements_slot_index(emu) -> None: + """cursor_up advances slot_index backwards by 1.""" + x = _setup_state(emu, slot_index=4, visible_rows=10) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_cursor_up") + emu.call(fn, x=x) + assert _read_slot_index(emu) == 3 + + +def test_cursor_up_wraps_from_zero(emu) -> None: + """cursor_up at slot 0 wraps to (visible_rows - 1).""" + x = _setup_state(emu, slot_index=0, visible_rows=10) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_cursor_up") + emu.call(fn, x=x) + assert _read_slot_index(emu) == 9 + + +# --------------------------------------------------------------- Dirty + + +def test_invalidate_slot_sets_bit(emu) -> None: + """invalidate_slot sets bit (1 << A) in dirty_mask without disturbing + bits already lit.""" + x = _setup_state(emu, slot_index=0, visible_rows=10, dirty_mask=0x01) + fn = emu.lookup_symbol_addr( + "rolling_engine.rolling_engine_invalidate_slot") + emu.call(fn, a=4, x=x) + # bit 4 set, bit 0 from setup also set + assert _read_dirty_mask(emu) == 0x11 + + +def test_invalidate_slot_idempotent(emu) -> None: + """Setting an already-dirty bit leaves dirty_mask unchanged.""" + x = _setup_state(emu, slot_index=0, visible_rows=10, dirty_mask=0x20) + fn = emu.lookup_symbol_addr( + "rolling_engine.rolling_engine_invalidate_slot") + emu.call(fn, a=5, x=x) + assert _read_dirty_mask(emu) == 0x20 + + +def test_invalidate_all_lights_full_mask(emu) -> None: + """invalidate_all sets dirty_mask to $FF.""" + x = _setup_state(emu, slot_index=0, visible_rows=10, dirty_mask=0x00) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_invalidate_all") + emu.call(fn, x=x) + assert _read_dirty_mask(emu) == 0xFF From 77613d6be34f4981a5b0cb414032fc3d5a24e90c Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 19:57:07 +0200 Subject: [PATCH 091/127] Phase 1.2: implement rolling_engine_init + rolling_engine_shutdown rolling_engine_init zeroes the 14 engine-scratch bytes (top_row through transfer_pending, scroll_anim_offset word, hdma_copy_pending, dirty_mask) and stamps base_scroll = $FFFF as the "not-yet-HDMA-armed" sentinel each per-menu ensure_hdma_hook checks. Caller-managed config fields (visible_rows, slot_height_tiles, item_list_ptr, item_count, hdma_channel, vwf_cfg_ptr) stay untouched -- callers fill them before calling init and the phase-2 render path reads them back. rolling_engine_shutdown nukes the runtime flags (hdma_enable, dirty_mask, scroll_state, transfer_pending, hdma_copy_pending) and restamps the base_scroll sentinel so the next init re-arms cleanly. Cursor state (top_row, buffer_pos, edge_row, slot_index) is left intact -- that's the caller's UI state, not engine business. Five new unit tests in tests/test_rolling_engine_skeleton.py : - init zeroes every scratch byte specified by INIT_ZERO_BYTES. - init stamps base_scroll = $FFFF. - init preserves config field bytes (visible_rows .. vwf_cfg_ptr). - shutdown clears runtime flags + restamps sentinel. - shutdown leaves cursor bytes alone. a816 hides the `_pad` field name from outer scopes, so the _pad zero-write uses the literal offset (7) rather than the symbolic RollingBufferState._pad reference. Full suite : 19 fail / 131 pass (no regression vs phase 1 baseline ; +5 from this commit, +9 from phase 1.1, +2 from phase 1 skeleton). --- src/lib/rolling_inventory_engine.s | 79 +++++++++++++++++++-- tests/test_rolling_engine_skeleton.py | 98 +++++++++++++++++++++++++++ 2 files changed, 171 insertions(+), 6 deletions(-) diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index 10f6876..d96f1f5 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -23,18 +23,57 @@ rolling_engine_init: """ Cold init for a rolling-inventory instance. -Phase 1: stub. Returns immediately. Phase 2 will wire this up to -zero the engine scratch portion of `RollingBufferState`, draw the -window via `fn_draw_window`, pre-render the visible slots and arm -the per-instance HDMA channel. +Zeroes the 12-byte engine scratch portion of `RollingBufferState` +(everything from top_row through transfer_pending plus the +scroll_anim_offset word + hdma_copy_pending byte) and stamps +`base_scroll = $FFFF` as the "not-yet-HDMA-initialised" sentinel +the per-menu ensure_hdma_hook checks. dirty_mask is cleared too so +the first vblank flush has nothing to fire. + +Caller-managed config fields (visible_rows, slot_height_tiles, +item_list_ptr, item_count, hdma_channel, vwf_cfg_ptr) are NOT +touched ; callers fill them in before invoking this entry and the +phase-2 render path will read them back. In/out : X = state ptr (16-bit, bank $7E implied) - Y = initial top_row (usually 0) + Y = initial top_row (unused in phase 1 ; phase 2 will route this + into the scroll-position pre-render) + All registers clobbered. """ + { + php + sep #0x20 + rep #0x10 + lda.b #0x00 +; Zero engine scratch (top_row..transfer_pending + anim offset bytes + +; hdma_copy_pending + dirty_mask). + sta.l 0x7E0000 + RollingBufferState.top_row, x + sta.l 0x7E0000 + RollingBufferState.buffer_pos, x + sta.l 0x7E0000 + RollingBufferState.edge_row, x + sta.l 0x7E0000 + RollingBufferState.slot_index, x + sta.l 0x7E0000 + RollingBufferState.hdma_enable, x +; _pad byte (offset 7, struct-defined as `byte _pad`) ; a816 hides +; leading-underscore field names from outer scopes, so write through +; the literal offset rather than the symbolic name. + sta.l 0x7E0007, x + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x + sta.l 0x7E0000 + RollingBufferState.scroll_direction, x + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset + 1, x + sta.l 0x7E0000 + RollingBufferState.hdma_copy_pending, x + sta.l 0x7E0000 + RollingBufferState.dirty_mask, x +; base_scroll = $FFFF sentinel ("HDMA not yet armed"). + lda.b #0xFF + sta.l 0x7E0000 + RollingBufferState.base_scroll, x + sta.l 0x7E0000 + RollingBufferState.base_scroll + 1, x + plp rtl + } rolling_engine_tick: """ @@ -165,6 +204,34 @@ Out : state.dirty_mask = $FF, A clobbered } rolling_engine_shutdown: -"""Tear down HDMA channel + flush dirty rows on menu close (phase 1 stub).""" +""" +Tear down state on menu close. + +Zeroes `state.hdma_enable` + `state.dirty_mask` and resets +`state.base_scroll` to the $FFFF sentinel so the next cold-init +ensure_hdma_hook re-arms cleanly. Does not touch HDMAEN ($420C) : +the per-menu exit hook owns that bit (it knows which channel mask +to clear via `hdma_channel`). + +In : X = state ptr +Out : engine state half-reset, A clobbered. +""" + + + { + php + sep #0x20 + rep #0x10 + lda.b #0x00 + sta.l 0x7E0000 + RollingBufferState.hdma_enable, x + sta.l 0x7E0000 + RollingBufferState.dirty_mask, x + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + sta.l 0x7E0000 + RollingBufferState.hdma_copy_pending, x + lda.b #0xFF + sta.l 0x7E0000 + RollingBufferState.base_scroll, x + sta.l 0x7E0000 + RollingBufferState.base_scroll + 1, x + plp rtl + } } diff --git a/tests/test_rolling_engine_skeleton.py b/tests/test_rolling_engine_skeleton.py index 105a15b..d53902f 100644 --- a/tests/test_rolling_engine_skeleton.py +++ b/tests/test_rolling_engine_skeleton.py @@ -159,3 +159,101 @@ def test_invalidate_all_lights_full_mask(emu) -> None: fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_invalidate_all") emu.call(fn, x=x) assert _read_dirty_mask(emu) == 0xFF + + +# --------------------------------------------------------------- Init + + +# Engine-scratch bytes that init must zero (offsets within state struct). +INIT_ZERO_BYTES = [ + 0, # top_row + 1, # buffer_pos + 2, # edge_row + 3, # slot_index + 6, # hdma_enable + 7, # _pad + 8, # scroll_state + 9, # scroll_remaining + 10, # scroll_direction + 11, # transfer_pending + 12, # scroll_anim_offset lo + 13, # scroll_anim_offset hi + 14, # hdma_copy_pending + 25, # dirty_mask +] + + +def _fill_state_with_pattern(emu, byte: int = 0xAA, length: int = 32) -> None: + """Pre-fill 32 bytes at SCRATCH_STATE with a known sentinel so init's + zero-out and base_scroll = $FFFF stamping is visible against the + pattern.""" + for i in range(length): + emu.write(SCRATCH_STATE + i, byte) + + +def test_init_zeroes_engine_scratch(emu) -> None: + """rolling_engine_init clears the 14 engine-scratch + dirty_mask bytes.""" + _fill_state_with_pattern(emu) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_init") + emu.call(fn, x=SCRATCH_STATE & 0xFFFF) + for off in INIT_ZERO_BYTES: + val = emu.read(SCRATCH_STATE + off) + assert val == 0x00, ( + f"offset {off} expected zero after init, got ${val:02X}") + + +def test_init_stamps_base_scroll_sentinel(emu) -> None: + """rolling_engine_init writes $FFFF into base_scroll (offsets 4 + 5).""" + _fill_state_with_pattern(emu) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_init") + emu.call(fn, x=SCRATCH_STATE & 0xFFFF) + assert emu.read(SCRATCH_STATE + 4) == 0xFF + assert emu.read(SCRATCH_STATE + 5) == 0xFF + + +def test_init_preserves_config_fields(emu) -> None: + """Caller-managed config fields (visible_rows + dirty_mask aside) + must NOT be touched by init : engine_init clears scratch only.""" + _fill_state_with_pattern(emu) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_init") + emu.call(fn, x=SCRATCH_STATE & 0xFFFF) + # visible_rows (offset 15) + item_list_ptr 17..19 + item_count 20 + + # hdma_channel 21 + vwf_cfg_ptr 22..24 should keep the pattern. + for off in [15, 16, 17, 18, 19, 20, 21, 22, 23, 24]: + val = emu.read(SCRATCH_STATE + off) + assert val == 0xAA, ( + f"config offset {off} got clobbered by init: ${val:02X}") + + +# --------------------------------------------------------------- Shutdown + + +def test_shutdown_clears_runtime_flags(emu) -> None: + """rolling_engine_shutdown clears hdma_enable / dirty_mask / + scroll_state / transfer_pending / hdma_copy_pending and restamps + the base_scroll sentinel.""" + _fill_state_with_pattern(emu) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_shutdown") + emu.call(fn, x=SCRATCH_STATE & 0xFFFF) + assert emu.read(SCRATCH_STATE + 6) == 0x00 # hdma_enable + assert emu.read(SCRATCH_STATE + 8) == 0x00 # scroll_state + assert emu.read(SCRATCH_STATE + 11) == 0x00 # transfer_pending + assert emu.read(SCRATCH_STATE + 14) == 0x00 # hdma_copy_pending + assert emu.read(SCRATCH_STATE + 25) == 0x00 # dirty_mask + assert emu.read(SCRATCH_STATE + 4) == 0xFF # base_scroll lo + assert emu.read(SCRATCH_STATE + 5) == 0xFF # base_scroll hi + + +def test_shutdown_leaves_cursor_alone(emu) -> None: + """Shutdown does not nuke slot_index / buffer_pos / edge_row / + top_row ; those are caller's UI state.""" + _setup_state(emu, slot_index=4, visible_rows=10) + emu.write(SCRATCH_STATE + 0, 0x07) # top_row + emu.write(SCRATCH_STATE + 1, 0x03) # buffer_pos + emu.write(SCRATCH_STATE + 2, 0x02) # edge_row + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_shutdown") + emu.call(fn, x=SCRATCH_STATE & 0xFFFF) + assert emu.read(SCRATCH_STATE + 0) == 0x07 + assert emu.read(SCRATCH_STATE + 1) == 0x03 + assert emu.read(SCRATCH_STATE + 2) == 0x02 + assert emu.read(SCRATCH_STATE + 3) == 0x04 # slot_index From e179819527fbd916a1ea683135e06d3876877362 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 20:04:20 +0200 Subject: [PATCH 092/127] Phase 1.3: implement rolling_engine_tick with FSM tests Tick advances the scroll state machine by one frame when scroll_state != 0 : decrements scroll_remaining and, when it reaches zero, clears scroll_state + stamps transfer_pending = 1 so the next NMI flush picks up the final glyph slot. Phase 1.3 scope deliberately stops short of the full per-frame duties (anim_offset advance, pad-down sampling, fn_render_slot dispatch). Those need the hook far-ptrs that phase 2's field-items port lands ; this commit only ratifies the inner FSM step so the state-machine boundary stays testable. Three new unit tests : - idle tick (scroll_state == 0) is a no-op. - active tick decrements scroll_remaining by 1. - last-frame tick clears scroll_state + sets transfer_pending. Bumps engine real-body coverage to 5/8 entries (init, tick, cursor_up, cursor_down, invalidate_slot, invalidate_all, shutdown + the still-stubbed vblank_flush). Test count : 17/17 engine units pass ; full suite unchanged at baseline failure set. --- src/lib/rolling_inventory_engine.s | 38 +++++++++++++++++++--- tests/test_rolling_engine_skeleton.py | 47 +++++++++++++++++++++++++++ 2 files changed, 80 insertions(+), 5 deletions(-) diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index d96f1f5..d894ed8 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -77,17 +77,45 @@ In/out : rolling_engine_tick: """ -Per-frame state-machine tick (phase 1 stub). +Per-frame state-machine tick. -Phase 2 will read the pad-down bits in A.b, advance the scroll -animation, mark dirty rows, and schedule the next slot to pre-render -when scrolling past the buffer edge. +Advances the scroll animation by one frame when scroll_state != 0 : +decrements scroll_remaining and, when it hits zero, clears +scroll_state and stamps transfer_pending = 1 so the next vblank +flush picks up the final frame. Returns immediately when +scroll_state is idle. -In : X = state ptr, A.b = pad-down bits +Phase 1.3 scope. Phase 2 will additionally drive scroll_anim_offset, +read the pad-down bits in A.b to start fresh scrolls, and route the +new edge slot through fn_render_slot once that hook lands in the +struct. + +In : X = state ptr +Out : scroll_remaining decremented (if scrolling), scroll_state + cleared + transfer_pending set when animation completes. """ + { + php + sep #0x20 + lda.l 0x7E0000 + RollingBufferState.scroll_state, x + beq _tick_idle + lda.l 0x7E0000 + RollingBufferState.scroll_remaining, x + sec + sbc.b #0x01 + sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x + bne _tick_still_scrolling + lda.b #0x00 + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + +_tick_still_scrolling: +_tick_idle: + plp rtl + } rolling_engine_vblank_flush: """ diff --git a/tests/test_rolling_engine_skeleton.py b/tests/test_rolling_engine_skeleton.py index d53902f..2c519d7 100644 --- a/tests/test_rolling_engine_skeleton.py +++ b/tests/test_rolling_engine_skeleton.py @@ -257,3 +257,50 @@ def test_shutdown_leaves_cursor_alone(emu) -> None: assert emu.read(SCRATCH_STATE + 1) == 0x03 assert emu.read(SCRATCH_STATE + 2) == 0x02 assert emu.read(SCRATCH_STATE + 3) == 0x04 # slot_index + + +# --------------------------------------------------------------- Tick + + +# Scroll FSM byte offsets within RollingBufferState. +RBS_SCROLL_STATE = 8 +RBS_SCROLL_REMAINING = 9 +RBS_TRANSFER_PENDING = 11 + + +def _setup_scroll(emu, *, state: int, remaining: int) -> int: + emu.write(SCRATCH_STATE + RBS_SCROLL_STATE, state) + emu.write(SCRATCH_STATE + RBS_SCROLL_REMAINING, remaining) + emu.write(SCRATCH_STATE + RBS_TRANSFER_PENDING, 0) + return SCRATCH_STATE & 0xFFFF + + +def test_tick_idle_is_a_noop(emu) -> None: + """Tick with scroll_state == 0 leaves scroll_remaining untouched.""" + x = _setup_scroll(emu, state=0, remaining=8) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_tick") + emu.call(fn, x=x) + assert emu.read(SCRATCH_STATE + RBS_SCROLL_STATE) == 0 + assert emu.read(SCRATCH_STATE + RBS_SCROLL_REMAINING) == 8 + assert emu.read(SCRATCH_STATE + RBS_TRANSFER_PENDING) == 0 + + +def test_tick_decrements_scroll_remaining(emu) -> None: + """Tick with scroll_state != 0 drops scroll_remaining by 1.""" + x = _setup_scroll(emu, state=1, remaining=4) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_tick") + emu.call(fn, x=x) + assert emu.read(SCRATCH_STATE + RBS_SCROLL_REMAINING) == 3 + assert emu.read(SCRATCH_STATE + RBS_SCROLL_STATE) == 1 + assert emu.read(SCRATCH_STATE + RBS_TRANSFER_PENDING) == 0 + + +def test_tick_finishes_animation_on_last_frame(emu) -> None: + """When scroll_remaining hits zero, scroll_state clears and + transfer_pending stamps 1 so NMI flush picks up the final frame.""" + x = _setup_scroll(emu, state=1, remaining=1) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_tick") + emu.call(fn, x=x) + assert emu.read(SCRATCH_STATE + RBS_SCROLL_REMAINING) == 0 + assert emu.read(SCRATCH_STATE + RBS_SCROLL_STATE) == 0 + assert emu.read(SCRATCH_STATE + RBS_TRANSFER_PENDING) == 1 From 39207136b6e96ed4e814f7b09917ef4a4eede34c Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 20:05:20 +0200 Subject: [PATCH 093/127] Phase 1.4: implement rolling_engine_vblank_flush Flush gates on `state.dirty_mask` : returns immediately when zero, otherwise zeros the mask so the next vblank starts clean. Phase 2 will wedge the real per-slot DMA pass in between (driven by the `vwf_cfg_ptr` config + a bank-01 DMA trampoline) ; the dirty-mask gate-and-clear stays valid regardless of how the DMA path lands. Two new unit tests confirm the gate semantics : `dirty_mask = $35` gets cleared after one flush call ; `dirty_mask = 0` stays a no-op. All 8 engine entry points now have real bodies. Test count : 19/19 engine units pass. --- src/lib/rolling_inventory_engine.s | 28 ++++++++++++++++++++++----- tests/test_rolling_engine_skeleton.py | 19 ++++++++++++++++++ 2 files changed, 42 insertions(+), 5 deletions(-) diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index d894ed8..b3fb0d3 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -119,17 +119,35 @@ _tick_idle: rolling_engine_vblank_flush: """ -NMI-time flush (phase 1 stub). +NMI-time flush. -Walks `state.dirty_mask`, DMAs each dirty slot's VWF stage region to -VRAM and writes the tilemap entries. Must run inside force-blank or -the HDMA gap window. Phase 1 returns immediately. +Phase 1.4 scope : reads `state.dirty_mask`, returns immediately on +$00, otherwise clears the mask so the next vblank starts clean. +Phase 2 will wedge the real DMA-from-VWF-stage-to-VRAM dance in +between, driven by the `vwf_cfg_ptr` config and a small bank-01 +trampoline ; the dirty-mask gate + clear stays valid regardless of +how the DMA path lands. -In : X = state ptr +Must run inside force-blank or the HDMA gap window so the DMA +doesn't tear visible scanlines (phase 2 concern). + +In : X = state ptr +Out : state.dirty_mask = 0 if it was non-zero, A clobbered. """ + { + php + sep #0x20 + lda.l 0x7E0000 + RollingBufferState.dirty_mask, x + beq _flush_clean + lda.b #0x00 + sta.l 0x7E0000 + RollingBufferState.dirty_mask, x + +_flush_clean: + plp rtl + } rolling_engine_cursor_up: """ diff --git a/tests/test_rolling_engine_skeleton.py b/tests/test_rolling_engine_skeleton.py index 2c519d7..7653ba2 100644 --- a/tests/test_rolling_engine_skeleton.py +++ b/tests/test_rolling_engine_skeleton.py @@ -304,3 +304,22 @@ def test_tick_finishes_animation_on_last_frame(emu) -> None: assert emu.read(SCRATCH_STATE + RBS_SCROLL_REMAINING) == 0 assert emu.read(SCRATCH_STATE + RBS_SCROLL_STATE) == 0 assert emu.read(SCRATCH_STATE + RBS_TRANSFER_PENDING) == 1 + + +# --------------------------------------------------------------- Flush + + +def test_vblank_flush_clears_dirty_mask(emu) -> None: + """vblank_flush clears state.dirty_mask after handling the dirty rows.""" + x = _setup_state(emu, slot_index=0, visible_rows=10, dirty_mask=0x35) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_vblank_flush") + emu.call(fn, x=x) + assert _read_dirty_mask(emu) == 0x00 + + +def test_vblank_flush_noop_when_clean(emu) -> None: + """vblank_flush is harmless when dirty_mask is already zero.""" + x = _setup_state(emu, slot_index=0, visible_rows=10, dirty_mask=0x00) + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_vblank_flush") + emu.call(fn, x=x) + assert _read_dirty_mask(emu) == 0x00 From 287cc0c4e7cda2afcbb06fc7bfeff671921c8568 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 20:20:48 +0200 Subject: [PATCH 094/127] Phase 2.0: extend RollingBufferState with hook far-ptrs + integration tests Adds three hook fields the unified engine entry points will JSL through once phase 2 ports per-menu render / HDMA / draw-window logic into bank- 01 trampolines : long fn_render_slot ; bank-01 wrapper around per-menu slot render long fn_update_hdma ; bank-01 wrapper that rewrites the HDMA shadow ; table after scroll completes long fn_draw_window ; bank-01 wrapper that renders the menu window ; chrome on cold init Struct grows from 26 to 35 bytes ; treasure_scroll_cooldown moves from +26 to +35 so it stays past the engine-extended region. Existing field / treasure / drops / key-items profiles never read these slots, so the extension is inert until phase 2 starts populating them per-menu. tests/test_rolling_engine_integration.py drives the engine against LIVE menu state at $7E:1BA8 (field-menu rolling buffer) rather than the synthetic SCRATCH_STATE used by the skeleton unit tests : - invalidate_all on the live field-menu state sets dirty_mask = $FF without touching the 15 engine-scratch bytes (snapshot + compare). - vblank_flush on a planted dirty_mask clears it on live state. - cursor_down advances slot_index on live state when visible_rows + a fresh slot_index are planted in the engine-extended portion. Skeleton + integration : 22 engine tests pass / 0 fail. Full suite unchanged at the baseline failure set. --- src/ingame/treasure_rolling.s | 2 +- src/items.i | 3 + tests/test_rolling_engine_integration.py | 87 ++++++++++++++++++++++++ 3 files changed, 91 insertions(+), 1 deletion(-) create mode 100644 tests/test_rolling_engine_integration.py diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index 9bbec0d..569b835 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -59,7 +59,7 @@ treasure_hdma_copy_pending := treasure_rolling + RollingBufferState.hdma_copy_pe ; aborts and undoes vanilla's $1BB7 increment, debouncing the ; "hold-DOWN auto-repeat fires every 2 frames" issue that scrolled the ; inventory two items per visible tap. -treasure_scroll_cooldown := treasure_rolling + 26 ; past phase-1 extended RollingBufferState fields +treasure_scroll_cooldown := treasure_rolling + 35 ; past phase-1 extended RollingBufferState (config + hooks) TREASURE_SCROLL_COOLDOWN_FRAMES := 0x18 ; ~24 frames between scrolls (long enough to outlast a typical button hold) ; Scroll State Constants diff --git a/src/items.i b/src/items.i index 3dacd8c..16b0231 100644 --- a/src/items.i +++ b/src/items.i @@ -145,4 +145,7 @@ FIELD_VWF_PRIMARY_BYTE_COUNT := 0x0700 byte hdma_channel long vwf_cfg_ptr byte dirty_mask + long fn_render_slot + long fn_update_hdma + long fn_draw_window } diff --git a/tests/test_rolling_engine_integration.py b/tests/test_rolling_engine_integration.py new file mode 100644 index 0000000..d9a4eea --- /dev/null +++ b/tests/test_rolling_engine_integration.py @@ -0,0 +1,87 @@ +"""Integration test : drive the bank-20 rolling-inventory engine against +real in-game state, not synthetic SCRATCH_STATE. + +Opens the field-menu items submenu (state base = $7E:1BA8) and the +treasure popup state (base = $7E:1BD0), then JSLs through +`rolling_engine_invalidate_all` + `rolling_engine_vblank_flush` to +verify the dirty_mask gate works on live WRAM. + +Phase 1 entries are profile-agnostic ; this confirms they don't trip +on the existing macro-driven scroll FSM that owns the same struct. +""" +from __future__ import annotations + +import pytest + +from kintsuki import Button + +from _ff4kintsuki import load_emu_from_kss, kss_path, tap + + +FIELD_MENU_ROLLING_BASE = 0x7E1BA8 +TREASURE_ROLLING_BASE = 0x7E1BD0 + +# RollingBufferState offsets (mirrors src/items.i). +DIRTY_MASK_OFFSET = 25 + + +@pytest.fixture +def field_menu(): + """Field menu Items submenu open, cursor on Aiguille d'or.""" + e = load_emu_from_kss(kss_path("ff4-before-inventory-opens.kss"), + settle_frames=60) + tap(e, Button.A) + e.run_frames(60) + yield e + e.close() + + +def test_invalidate_all_lights_live_field_menu_state(field_menu) -> None: + """`rolling_engine_invalidate_all` on the live field-menu state base + sets dirty_mask = $FF without disturbing the rest of the struct.""" + e = field_menu + # Snapshot the engine-scratch bytes (top_row..hdma_copy_pending) so + # we can confirm the engine entry leaves them alone. + pre = bytes(e.read(FIELD_MENU_ROLLING_BASE + i) for i in range(15)) + + fn = e.lookup_symbol_addr("rolling_engine.rolling_engine_invalidate_all") + assert fn is not None + e.call(fn, x=FIELD_MENU_ROLLING_BASE & 0xFFFF) + + dirty = e.read(FIELD_MENU_ROLLING_BASE + DIRTY_MASK_OFFSET) + assert dirty == 0xFF, f"dirty_mask expected $FF, got ${dirty:02X}" + + post = bytes(e.read(FIELD_MENU_ROLLING_BASE + i) for i in range(15)) + assert pre == post, ( + "engine-scratch bytes were touched by invalidate_all " + f"(pre={pre.hex()} post={post.hex()})") + + +def test_vblank_flush_clears_live_dirty_mask(field_menu) -> None: + """Plant dirty_mask = $FF directly (no preceding engine call so the + field-menu NMI hooks can't intercept), then call vblank_flush and + verify the mask is cleared on live state.""" + e = field_menu + e.write(FIELD_MENU_ROLLING_BASE + DIRTY_MASK_OFFSET, 0xFF) + assert e.read(FIELD_MENU_ROLLING_BASE + DIRTY_MASK_OFFSET) == 0xFF + + flush = e.lookup_symbol_addr("rolling_engine.rolling_engine_vblank_flush") + e.call(flush, x=FIELD_MENU_ROLLING_BASE & 0xFFFF) + assert e.read(FIELD_MENU_ROLLING_BASE + DIRTY_MASK_OFFSET) == 0x00 + + +def test_cursor_down_on_field_menu_advances_slot_index(field_menu) -> None: + """`rolling_engine_cursor_down` advances slot_index on live state. + + Plants visible_rows = 11 (MENU_BUFFER_SLOTS), slot_index = 3 ; calls + cursor_down ; expects 4. visible_rows + slot_index live in the + engine-extended portion of the struct so we can poke them + independently of the live engine state.""" + e = field_menu + e.write(FIELD_MENU_ROLLING_BASE + 3, 3) # slot_index + e.write(FIELD_MENU_ROLLING_BASE + 15, 11) # visible_rows + + fn = e.lookup_symbol_addr("rolling_engine.rolling_engine_cursor_down") + e.call(fn, x=FIELD_MENU_ROLLING_BASE & 0xFFFF) + + assert e.read(FIELD_MENU_ROLLING_BASE + 3) == 4 From ee539c52a3845c8b59da08e2a4bfe46ec82662f1 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 20:26:32 +0200 Subject: [PATCH 095/127] Phase 2.1: arm field-menu engine config + hook far-ptrs at init init_menu_rolling_buffer_impl now populates the phase-2 engine extensions in `RollingBufferState` before falling through to the existing macro expansion : visible_rows = MENU_VISIBLE_ITEMS (10) slot_height_tiles = 2 item_list_ptr = $7E:1440 (vanilla inventory array) item_count = 48 hdma_channel = 5 (BG1VOFS HDMA used today) vwf_cfg_ptr = $70:7080 (VWF_CONFIG_BASE) fn_render_slot = menu_fn_render_slot_trampoline fn_update_hdma = menu_fn_update_hdma_trampoline fn_draw_window = menu_fn_draw_window_trampoline The three per-menu trampolines are RTL wrappers around _menu_render_item_to_slot / update_menu_scroll_hdma / _menu_draw_inventory_window respectively. They land in bank-20 so the engine entries can JSL through them once phase 2.2 swaps the macro init for a real engine init body. Bank-byte syntax : a816 doesn't accept the `^symbol` prefix for the high byte of a symbol, so the bank-byte loads use the explicit `(symbol >> 16) & 0xFF` form already in use by src/small_vwf/render.s and src/battle/message_patches.s. New integration test asserts the config block lands as expected and that all three hook far-ptrs target the bank-20 reloc region. --- src/ingame/inventory_rolling.s | 81 +++++++++++++++++++++++- tests/test_rolling_engine_integration.py | 28 ++++++++ 2 files changed, 108 insertions(+), 1 deletion(-) diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 31546ad..7b9bf2c 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -265,9 +265,88 @@ _menu_hdma_signal: rts init_menu_rolling_buffer_impl: -"""Init field rolling buffer (10 visible, lazy 11th slot).""" +""" +Init field rolling buffer (10 visible, lazy 11th slot). + +Populates the phase-1 engine config + hook fields so the bank-20 +`rolling_engine_*` entries can drive the same instance the macro +expansion below already manages. Engine consumers stay inert until +phase 2 swaps the macro for the JSL path ; populating now lets the +integration tests assert real config values and gives us a stable +ABI surface to port against. +""" + + + php + rep #0x30 ; M=16, X=16 + sep #0x20 ; M=8 (X stays 16) + ; visible_rows + slot_height_tiles + lda.b #MENU_VISIBLE_ITEMS + sta.l 0x7E0000 + menu_rolling + RollingBufferState.visible_rows + lda.b #0x02 ; 2 BG rows per slot + sta.l 0x7E0000 + menu_rolling + RollingBufferState.slot_height_tiles + ; item_list_ptr = $7E:1440 (vanilla inventory array) + lda.b #0x40 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_list_ptr + lda.b #0x14 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_list_ptr + 1 + lda.b #0x7E + sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_list_ptr + 2 + ; item_count = 48 (vanilla field inventory) + lda.b #0x30 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_count + ; hdma_channel = 5 (BG1VOFS HDMA used by field-items rolling buffer) + lda.b #0x05 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.hdma_channel + ; vwf_cfg_ptr = $70:7080 (VWF_CONFIG_BASE) + lda.b #0x80 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.vwf_cfg_ptr + lda.b #0x70 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.vwf_cfg_ptr + 1 + lda.b #0x70 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.vwf_cfg_ptr + 2 + ; fn_render_slot = menu_fn_render_slot_trampoline (bank-20 RTL wrapper) + lda.b #menu_fn_render_slot_trampoline & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_render_slot + lda.b #( menu_fn_render_slot_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_render_slot + 1 + lda.b #( menu_fn_render_slot_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_render_slot + 2 + ; fn_update_hdma = menu_fn_update_hdma_trampoline + lda.b #menu_fn_update_hdma_trampoline & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_update_hdma + lda.b #( menu_fn_update_hdma_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_update_hdma + 1 + lda.b #( menu_fn_update_hdma_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_update_hdma + 2 + ; fn_draw_window = menu_fn_draw_window_trampoline + lda.b #menu_fn_draw_window_trampoline & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + lda.b #( menu_fn_draw_window_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 1 + lda.b #( menu_fn_draw_window_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 2 + plp + ; Drop into the existing macro expansion. Phase 2.1+ will replace the + ; macro with a `jsl rolling_engine_init` once the bank-20 entry grows a + ; real init body that fires fn_draw_window + fn_render_slot per row. engine_init_rolling_buffer(menu_rolling, MENU_VISIBLE_ITEMS, _menu_draw_inventory_window, ensure_hdma_initialized, _menu_render_item_to_slot) ; noqa: E501 +menu_fn_render_slot_trampoline: +"""Bank-20 RTL wrapper around `_menu_render_item_to_slot`.""" + jsr.w _menu_render_item_to_slot + rtl + +menu_fn_update_hdma_trampoline: +"""Bank-20 RTL wrapper around `update_menu_scroll_hdma`.""" + jsr.w update_menu_scroll_hdma + rtl + +menu_fn_draw_window_trampoline: +"""Bank-20 RTL wrapper around `_menu_draw_inventory_window`.""" + jsr.w _menu_draw_inventory_window + rtl + _menu_draw_inventory_window: """Field menu draws the InventoryWindow ($DCCE) frame on entry.""" rep #0x10 diff --git a/tests/test_rolling_engine_integration.py b/tests/test_rolling_engine_integration.py index d9a4eea..c73fbf2 100644 --- a/tests/test_rolling_engine_integration.py +++ b/tests/test_rolling_engine_integration.py @@ -70,6 +70,34 @@ def test_vblank_flush_clears_live_dirty_mask(field_menu) -> None: assert e.read(FIELD_MENU_ROLLING_BASE + DIRTY_MASK_OFFSET) == 0x00 +def test_field_menu_init_populates_engine_config(field_menu) -> None: + """init_menu_rolling_buffer_impl writes the phase-2 engine config + + hook far-ptrs into the field-menu state struct. + + Confirms the per-menu init now arms the bank-20 engine entries with + everything they need (visible_rows, item_list_ptr, hdma_channel, + vwf_cfg_ptr, render/hdma/draw hooks) even though the macro is still + driving the actual scroll machinery. + """ + e = field_menu + base = FIELD_MENU_ROLLING_BASE + assert e.read(base + 15) == 0x0A # visible_rows = 10 + assert e.read(base + 16) == 0x02 # slot_height_tiles = 2 + assert e.read(base + 17) == 0x40 # item_list_ptr low + assert e.read(base + 18) == 0x14 # item_list_ptr mid + assert e.read(base + 19) == 0x7E # item_list_ptr bank + assert e.read(base + 20) == 0x30 # item_count = 48 + assert e.read(base + 21) == 0x05 # hdma_channel = 5 + assert e.read(base + 22) == 0x80 # vwf_cfg_ptr low + assert e.read(base + 23) == 0x70 # vwf_cfg_ptr mid + assert e.read(base + 24) == 0x70 # vwf_cfg_ptr bank + # Hook far-ptrs land in bank-20 reloc region. + for hook_off in (26, 29, 32): + bank = e.read(base + hook_off + 2) + assert bank == 0x20, ( + f"hook at +{hook_off} bank=${bank:02X}, expected $20") + + def test_cursor_down_on_field_menu_advances_slot_index(field_menu) -> None: """`rolling_engine_cursor_down` advances slot_index on live state. From 33bf89225fb4a0f366b8b57e2563ddac541215a4 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 20:34:19 +0200 Subject: [PATCH 096/127] Phase 2.2: rolling_engine_init JSLs through fn_draw_window hook Init now consumes the fn_draw_window far-pointer in state when armed (any of the three target bytes non-zero). Mechanism : 1. Copy state.fn_draw_window into the fixed bank-$00 scratch cell ROLLING_ENGINE_HOOK_SCRATCH ($00:1F80..$1F82). `jmp [abs]` reads its 24-bit target from bank-$00, so the hook ptr needs to live in absolute bank-$00 memory rather than direct-page or bank-$7E. 2. OR the three bytes to detect a null hook ; bail to the existing "no-window" path when all three are zero so unit tests that plant only the engine-scratch portion of the struct stay valid. 3. Push the return long (PHK current bank + PEA continuation - 1) so the hook's RTL pops back into engine_init's continuation. 4. `jmp [0x001F80]` does the actual indirect-long jump. New unit test plants a 7-byte RTL stub at $7E:0600 that flips a witness byte at $7E:0700, points fn_draw_window at the stub, then calls init. The stub writes $A5 and returns ; the witness assertion confirms the hook fires under the new dispatch path. The other init tests already covered the null-hook path implicitly (SCRATCH_STATE-with-$AA-pattern leaves a garbage hook ptr that hits brk_handler after init finishes its zero + sentinel work). The OR bail keeps that contract for synthetic tests while letting the phase-2 field-menu integration test exercise the real hook. 24/24 engine tests pass. Full suite : 19 fail / 141 pass. --- src/lib/rolling_inventory_engine.s | 25 ++++++++++++++++++++++++ tests/test_rolling_engine_skeleton.py | 28 +++++++++++++++++++++++++++ 2 files changed, 53 insertions(+) diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index b3fb0d3..8276e7c 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -71,6 +71,31 @@ In/out : lda.b #0xFF sta.l 0x7E0000 + RollingBufferState.base_scroll, x sta.l 0x7E0000 + RollingBufferState.base_scroll + 1, x +; Fire fn_draw_window hook when armed (any of the 3 ptr bytes non-zero). +; Hook is a bank-20 RTL routine ; we stash its 24-bit target at the +; fixed scratch cell ROLLING_ENGINE_HOOK_SCRATCH ($00:1F80..$1F82) and +; `jmp [abs]` reads + jumps to it. Indirect-long requires the read +; address to live in bank $00 absolute, hence the explicit scratch +; cell rather than a direct-page indirection. + lda.l 0x7E0000 + RollingBufferState.fn_draw_window, x + sta.l 0x001F80 + lda.l 0x7E0000 + RollingBufferState.fn_draw_window + 1, x + sta.l 0x001F81 + lda.l 0x7E0000 + RollingBufferState.fn_draw_window + 2, x + sta.l 0x001F82 + ora.l 0x001F80 + ora.l 0x001F81 + beq _engine_init_no_window +; Push return-here long (bank + 16-bit address - 1) so the hook's RTL +; lands at `_engine_init_after_window`. + phk + rep #0x20 + pea.w ( _engine_init_after_window - 1 ) & 0xFFFF + sep #0x20 + jmp [0x001F80] + +_engine_init_after_window: +_engine_init_no_window: plp rtl } diff --git a/tests/test_rolling_engine_skeleton.py b/tests/test_rolling_engine_skeleton.py index 7653ba2..837616e 100644 --- a/tests/test_rolling_engine_skeleton.py +++ b/tests/test_rolling_engine_skeleton.py @@ -323,3 +323,31 @@ def test_vblank_flush_noop_when_clean(emu) -> None: fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_vblank_flush") emu.call(fn, x=x) assert _read_dirty_mask(emu) == 0x00 + + +def test_init_fires_fn_draw_window_when_armed(emu) -> None: + """When state.fn_draw_window is non-zero, rolling_engine_init JSLs + through it. + + Plant a small RTL stub at $7E:0600 that writes a sentinel ($A5) to a + witness byte ($7E:0700), point fn_draw_window at the stub, then + call init. The witness byte should flip if the hook actually fires. + Stub bytes : `lda #$A5 ; sta.l $7E:0700 ; rtl` = A9 A5 8F 00 07 7E 6B. + """ + stub_bytes = bytes([0xA9, 0xA5, 0x8F, 0x00, 0x07, 0x7E, 0x6B]) + for i, b in enumerate(stub_bytes): + emu.write(0x7E0600 + i, b) + emu.write(0x7E0700, 0x00) + + _fill_state_with_pattern(emu) + # fn_draw_window lives at struct offset 32..34 (after dirty_mask). + emu.write(SCRATCH_STATE + 32, 0x00) + emu.write(SCRATCH_STATE + 33, 0x06) + emu.write(SCRATCH_STATE + 34, 0x7E) + + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_init") + emu.call(fn, x=SCRATCH_STATE & 0xFFFF) + + witness = emu.read(0x7E0700) + assert witness == 0xA5, ( + f"fn_draw_window stub did not fire ; witness=${witness:02X}") From 728073614ed87590b0f2273e3d09766b2a37a6fe Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 20:39:59 +0200 Subject: [PATCH 097/127] Phase 2.3: per-slot render loop + ensure-HDMA dispatch in engine_init --- src/ingame/inventory_rolling.s | 14 ++++- src/lib/rolling_inventory_engine.s | 80 +++++++++++++++++++++------ tests/test_rolling_engine_skeleton.py | 35 ++++++++++++ 3 files changed, 110 insertions(+), 19 deletions(-) diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 7b9bf2c..1ccdead 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -338,8 +338,18 @@ menu_fn_render_slot_trampoline: rtl menu_fn_update_hdma_trampoline: -"""Bank-20 RTL wrapper around `update_menu_scroll_hdma`.""" - jsr.w update_menu_scroll_hdma +""" +Bank-20 RTL wrapper around `ensure_hdma_initialized`. + +Named fn_update_hdma in the struct but semantically the +"arm-HDMA-channel + first-frame setup" hook for init. Phase 3 may +split into ensure-once vs per-scroll-update if scroll-tick needs a +distinct entry, but the existing field-menu macro chain treats +ensure as idempotent so reusing it for both is fine. +""" + + + jsr.w ensure_hdma_initialized rtl menu_fn_draw_window_trampoline: diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index 8276e7c..e7995a9 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -71,33 +71,79 @@ In/out : lda.b #0xFF sta.l 0x7E0000 + RollingBufferState.base_scroll, x sta.l 0x7E0000 + RollingBufferState.base_scroll + 1, x -; Fire fn_draw_window hook when armed (any of the 3 ptr bytes non-zero). -; Hook is a bank-20 RTL routine ; we stash its 24-bit target at the -; fixed scratch cell ROLLING_ENGINE_HOOK_SCRATCH ($00:1F80..$1F82) and -; `jmp [abs]` reads + jumps to it. Indirect-long requires the read -; address to live in bank $00 absolute, hence the explicit scratch -; cell rather than a direct-page indirection. - lda.l 0x7E0000 + RollingBufferState.fn_draw_window, x +; Fire fn_draw_window hook when armed. + rep #0x10 + ldy.w #RollingBufferState.fn_draw_window + jsr.w _engine_call_hook +; Fire fn_update_hdma hook (= per-menu ensure_hdma_initialized in the +; field-items wiring). Phase 3+ may split this into ensure-once vs +; per-scroll-update hooks ; for now both share the slot. + ldy.w #RollingBufferState.fn_update_hdma + jsr.w _engine_call_hook +; Loop `visible_rows` times, calling fn_render_slot for each row. +; Each iteration plants edge_row + slot_index = loop counter before +; firing the hook so the per-menu render reads the right values. + sep #0x20 + lda.b #0x00 + +_engine_init_render_loop: + pha + sta.l 0x7E0000 + RollingBufferState.edge_row, x + sta.l 0x7E0000 + RollingBufferState.slot_index, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook + pla + inc + cmp.l 0x7E0000 + RollingBufferState.visible_rows, x + bcc _engine_init_render_loop + + plp + rtl + } + +_engine_call_hook: +""" +Internal helper. JSLs through a hook far-ptr stored at +`state[X + Y]`. + +In : X = state ptr (16-bit, bank $7E implied) + Y = struct offset of the 3-byte hook field + M = 8 (caller-managed) +Out : hook RTLs back to caller of _engine_call_hook. A clobbered. + Hook is skipped if all three bytes are zero ; null-safe. +""" + + + { + phx + phy + sty.b 0x90 ; stash offset in DP + rep #0x20 + txa + clc + adc.b 0x90 + tax ; X now points at the hook field's first byte + sep #0x20 + lda.l 0x7E0000, x sta.l 0x001F80 - lda.l 0x7E0000 + RollingBufferState.fn_draw_window + 1, x + lda.l 0x7E0001, x sta.l 0x001F81 - lda.l 0x7E0000 + RollingBufferState.fn_draw_window + 2, x + lda.l 0x7E0002, x sta.l 0x001F82 ora.l 0x001F80 ora.l 0x001F81 - beq _engine_init_no_window -; Push return-here long (bank + 16-bit address - 1) so the hook's RTL -; lands at `_engine_init_after_window`. + beq _engine_call_hook_null phk rep #0x20 - pea.w ( _engine_init_after_window - 1 ) & 0xFFFF + pea.w ( _engine_call_hook_return - 1 ) & 0xFFFF sep #0x20 jmp [0x001F80] -_engine_init_after_window: -_engine_init_no_window: - plp - rtl +_engine_call_hook_return: +_engine_call_hook_null: + ply + plx + rts } rolling_engine_tick: diff --git a/tests/test_rolling_engine_skeleton.py b/tests/test_rolling_engine_skeleton.py index 837616e..6e3fbcd 100644 --- a/tests/test_rolling_engine_skeleton.py +++ b/tests/test_rolling_engine_skeleton.py @@ -351,3 +351,38 @@ def test_init_fires_fn_draw_window_when_armed(emu) -> None: witness = emu.read(0x7E0700) assert witness == 0xA5, ( f"fn_draw_window stub did not fire ; witness=${witness:02X}") + + +def test_init_loops_fn_render_slot_visible_rows_times(emu) -> None: + """rolling_engine_init calls fn_render_slot once per visible row, + planting slot_index = edge_row = iteration count before each call. + + Stub at $7E:0800 increments a counter at $7E:0900 then RTLs. + With visible_rows = 5, init should fire 5 callbacks (counter = 5) + and leave slot_index + edge_row pinned at 4 (last iteration). + """ + # Stub : lda.l $7E0900 ; inc ; sta.l $7E0900 ; rtl + # AF 00 09 7E ; 1A ; 8F 00 09 7E ; 6B + stub = bytes([0xAF, 0x00, 0x09, 0x7E, + 0x1A, + 0x8F, 0x00, 0x09, 0x7E, + 0x6B]) + for i, b in enumerate(stub): + emu.write(0x7E0800 + i, b) + emu.write(0x7E0900, 0x00) + + # Zero the whole scratch state then set just visible_rows + render hook. + for i in range(40): + emu.write(SCRATCH_STATE + i, 0x00) + emu.write(SCRATCH_STATE + RBS_VISIBLE_ROWS, 5) + emu.write(SCRATCH_STATE + 26, 0x00) # fn_render_slot low + emu.write(SCRATCH_STATE + 27, 0x08) # fn_render_slot mid + emu.write(SCRATCH_STATE + 28, 0x7E) # fn_render_slot bank + + fn = emu.lookup_symbol_addr("rolling_engine.rolling_engine_init") + emu.call(fn, x=SCRATCH_STATE & 0xFFFF) + + counter = emu.read(0x7E0900) + assert counter == 5, f"fn_render_slot fired {counter} times, expected 5" + assert emu.read(SCRATCH_STATE + 3) == 4 # slot_index + assert emu.read(SCRATCH_STATE + 2) == 4 # edge_row From 287a6ddcab3fe8cfe5d3df6ee8a5d3ab7a6ebcff Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 20:46:03 +0200 Subject: [PATCH 098/127] Document phase 2.4 rollback path in init_menu_rolling_buffer_impl The intended phase 2.4 (replace engine_init_rolling_buffer macro call with `jsr.l rolling_engine.rolling_engine_init`) renders only the menu chrome on screen ; per-slot hook dispatch through the new indirect-long path doesn't reach the same per-row tilemap state the macro's inline JSR.W achieves. Engine entries stay unit-tested + integration-tested independently against synthetic state. The hooks are armed in init_menu_rolling_buffer_impl so the JSL switch is one edit away once the discrepancy is chased. Going back to the macro keeps the field-menu rendering working while we figure out what the macro is doing that the engine isn't. --- src/ingame/inventory_rolling.s | 13 ++++++++++--- 1 file changed, 10 insertions(+), 3 deletions(-) diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 1ccdead..3e8bacf 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -327,9 +327,16 @@ ABI surface to port against. lda.b #( menu_fn_draw_window_trampoline >> 16 ) & 0xFF sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 2 plp - ; Drop into the existing macro expansion. Phase 2.1+ will replace the - ; macro with a `jsl rolling_engine_init` once the bank-20 entry grows a - ; real init body that fires fn_draw_window + fn_render_slot per row. + ; Phase 2.4 attempt rolled back : the bank-20 engine's init body + ; mirrors the macro shape but routing the live field-menu through + ; it (rep #$10 ; ldx #menu_rolling ; jsr.l rolling_engine_init) + ; renders only the menu chrome on screen -- per-slot hook + ; dispatch needs deeper debugging vs the macro's inline JSR.W + ; semantics. Engine entries remain unit-tested + integration- + ; tested independently against synthetic state ; the per-menu + ; macro still drives the real init until the discrepancy is + ; chased down. Keeping the engine config + hook ptrs armed above + ; so the JSL path stays one edit away. engine_init_rolling_buffer(menu_rolling, MENU_VISIBLE_ITEMS, _menu_draw_inventory_window, ensure_hdma_initialized, _menu_render_item_to_slot) ; noqa: E501 menu_fn_render_slot_trampoline: From c75cb020d1fac46106a0d7ee67d4445ce9cde59d Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 22:11:29 +0200 Subject: [PATCH 099/127] Document phase 2.4 deferral: NMI HDMAEN read bug under engine init --- src/ingame/inventory_rolling.s | 58 +++++++++++++++++++++++++++------- 1 file changed, 46 insertions(+), 12 deletions(-) diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 3e8bacf..d1e1e37 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -327,21 +327,40 @@ ABI surface to port against. lda.b #( menu_fn_draw_window_trampoline >> 16 ) & 0xFF sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 2 plp - ; Phase 2.4 attempt rolled back : the bank-20 engine's init body - ; mirrors the macro shape but routing the live field-menu through - ; it (rep #$10 ; ldx #menu_rolling ; jsr.l rolling_engine_init) - ; renders only the menu chrome on screen -- per-slot hook - ; dispatch needs deeper debugging vs the macro's inline JSR.W - ; semantics. Engine entries remain unit-tested + integration- - ; tested independently against synthetic state ; the per-menu - ; macro still drives the real init until the discrepancy is - ; chased down. Keeping the engine config + hook ptrs armed above - ; so the JSL path stays one edit away. + ; Phase 2.4 swap deferred. The engine_init body fires the same + ; hook sequence as the macro (draw_window, ensure_hdma, render + ; loop x10 confirmed via exec callbacks) and leaves WRAM in the + ; same end-state (BG1 staging tilemap entries identical, VWF CHR + ; identical to macro path, $1BAE = $20). But the field NMI hook + ; at $01:FFDD (`lda.l $7E:1BAE ; sta $420C`) reads $1BAE as $00 + ; every frame when init ran through the engine, even though + ; out-of-band Python probes confirm $1BAE = $20 from frame 20 + ; onward. macro path correctly writes $20 to HDMAEN per frame. + ; HDMA never arms => items invisible on screen. + ; + ; Suspected: an emulator-side memory-map / cache effect specific + ; to writes routed via `sta.l 0x7E0000 + offset, X` when X spans + ; a 16-bit value, vs the macro's direct `sta.w state_base` form. + ; Phase 2.4 lands once the discrepancy reproduces in a smaller + ; harness ; for now the macro keeps driving init so the field + ; menu renders. engine_init_rolling_buffer(menu_rolling, MENU_VISIBLE_ITEMS, _menu_draw_inventory_window, ensure_hdma_initialized, _menu_render_item_to_slot) ; noqa: E501 menu_fn_render_slot_trampoline: -"""Bank-20 RTL wrapper around `_menu_render_item_to_slot`.""" +""" +Bank-20 RTL wrapper around `_menu_render_item_to_slot`. + +php/plp keeps M/X flag mutations inside the inner routine from +leaking back to the engine. The engine relies on X-flag = 16 +throughout init ; hooks that toggle X-flag truncate X to its low +byte, which sends subsequent `sta.l abs,X` writes to garbage +addresses. +""" + + + php jsr.w _menu_render_item_to_slot + plp rtl menu_fn_update_hdma_trampoline: @@ -353,15 +372,30 @@ Named fn_update_hdma in the struct but semantically the split into ensure-once vs per-scroll-update if scroll-tick needs a distinct entry, but the existing field-menu macro chain treats ensure as idempotent so reusing it for both is fine. + +php/plp guards the engine's X-flag = 16 from inner sep/rep. """ + php jsr.w ensure_hdma_initialized + plp rtl menu_fn_draw_window_trampoline: -"""Bank-20 RTL wrapper around `_menu_draw_inventory_window`.""" +""" +Bank-20 RTL wrapper around `_menu_draw_inventory_window`. + +php/plp protects the engine's X-flag = 16 ; the inner draw does +`rep #$10 ; jsr ; sep #$10` for its own 8-bit-X dance and would +otherwise leave X-flag = 8 when we return, corrupting `,X` indexed +state writes downstream of the hook in the engine_init body. +""" + + + php jsr.w _menu_draw_inventory_window + plp rtl _menu_draw_inventory_window: From 630998b2022a561a878f905a5cf576e750ed04d4 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 22:23:21 +0200 Subject: [PATCH 100/127] Phase 2.4: fix engine_init swap RTS->RTL stack imbalance Root cause of the "items don't render" symptom : the swap replaced the macro's terminating `rtl` with `rts`. init_menu_rolling_buffer_impl is called via `jsr.l` from the bank-01 trampoline (JSL pushes 3 return bytes), so the impl must end with `rtl` (pops 3). The macro ended with `rtl` ; my replacement ended with `rts` (pops 2), which left the JSL bank byte stranded on the stack. Subsequent code ran with a corrupted stack, garbage PC, and eventually fell into bank-20 ROM padding executing the `brk #$00` and `bvc $50` chains visible in the kintsuki trace. Diagnosed using the existing `add_read_callback` API to observe that the field NMI hook never read $20 from $7E:1BAE on the engine path -- because the menu state machine never reached the post-init loop. Trace via `tracer_start` + `run_until_stp` then showed the exact `rtl` mismatch : engine_init's last sequence was `plp ; rts ; ; brk` instead of returning cleanly to the bank-01 trampoline. With the rtl in place, field-menu items render. Some cosmetic display offset remains (right-edge border drawn slightly differently from the macro path) -- likely a side effect of engine_init zeroing + ordering minutiae that the macro skips. Will iterate. Three new golden test failures (border-position deltas) follow. --- src/ingame/inventory_rolling.s | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index d1e1e37..7a4ff83 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -344,7 +344,12 @@ ABI surface to port against. ; Phase 2.4 lands once the discrepancy reproduces in a smaller ; harness ; for now the macro keeps driving init so the field ; menu renders. - engine_init_rolling_buffer(menu_rolling, MENU_VISIBLE_ITEMS, _menu_draw_inventory_window, ensure_hdma_initialized, _menu_render_item_to_slot) ; noqa: E501 + php + rep #0x10 + ldx.w #menu_rolling + jsr.l rolling_engine.rolling_engine_init + plp + rtl menu_fn_render_slot_trampoline: """ From b7c90e60a0ba8d8cd8779295aa6cf3d8181944e4 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 18 May 2026 22:45:32 +0200 Subject: [PATCH 101/127] Revert phase 2.4 engine_init swap on field menu Engine path drives init through bank-20 rolling_engine_init successfully (items render, HDMA arms, dirty_mask gates work) but the resulting BG layout differs from the macro's pixel-for-pixel : whole inventory layer shifts ~2 tiles left, qty colon column lands at BG3 col 18 instead of 14, item names clip their first glyph against the window border, and the description-window content vanishes on first frame post-open. Goldens recorded against the macro render are correct ; the engine swap is what diverges. Keeping the macro as the active init path so the field-inventory suite stays green while the divergence is investigated separately. Config-arming + hook far-ptr writes stay in place so the engine integration tests still exercise live state. --- src/ingame/inventory_rolling.s | 35 +++++++++++++--------------------- 1 file changed, 13 insertions(+), 22 deletions(-) diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 7a4ff83..fa47ba5 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -327,28 +327,19 @@ ABI surface to port against. lda.b #( menu_fn_draw_window_trampoline >> 16 ) & 0xFF sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 2 plp - ; Phase 2.4 swap deferred. The engine_init body fires the same - ; hook sequence as the macro (draw_window, ensure_hdma, render - ; loop x10 confirmed via exec callbacks) and leaves WRAM in the - ; same end-state (BG1 staging tilemap entries identical, VWF CHR - ; identical to macro path, $1BAE = $20). But the field NMI hook - ; at $01:FFDD (`lda.l $7E:1BAE ; sta $420C`) reads $1BAE as $00 - ; every frame when init ran through the engine, even though - ; out-of-band Python probes confirm $1BAE = $20 from frame 20 - ; onward. macro path correctly writes $20 to HDMAEN per frame. - ; HDMA never arms => items invisible on screen. - ; - ; Suspected: an emulator-side memory-map / cache effect specific - ; to writes routed via `sta.l 0x7E0000 + offset, X` when X spans - ; a 16-bit value, vs the macro's direct `sta.w state_base` form. - ; Phase 2.4 lands once the discrepancy reproduces in a smaller - ; harness ; for now the macro keeps driving init so the field - ; menu renders. - php - rep #0x10 - ldx.w #menu_rolling - jsr.l rolling_engine.rolling_engine_init - plp + ; Phase 2.4 swap reverted. Engine path completes init (items render, + ; $1BAE = $20, HDMA arms) but shifts the inventory BG layer ~2 tiles + ; left vs the macro's render-equivalent output : description window + ; visible, qty colon column lands at BG3 col 18 instead of col 14, + ; and item names clip their first glyph against the window border. + ; Macro path produces pixel-identical output to the recorded + ; goldens ; engine path does not. Root cause not yet isolated ; + ; current hypothesis is a register / DP-flag state divergence + ; introduced by `_engine_call_hook`'s indirect-long dispatch (PHK + + ; PEA + `jmp [abs]`) that the inner `_menu_render_item_to_slot` + ; reads downstream of the trampoline's php/plp wrap. Phase 2.4 + ; lands once that diff is closed. + engine_init_rolling_buffer(menu_rolling, MENU_VISIBLE_ITEMS, _menu_draw_inventory_window, ensure_hdma_initialized, _menu_render_item_to_slot) ; noqa: E501 rtl menu_fn_render_slot_trampoline: From 05897ced2b5d5fa1c20db4d2cc5f2411c5687b97 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 07:30:55 +0200 Subject: [PATCH 102/127] Fix engine_call_hook DP-relative stash clobbering BG1HOFS FF4 menu code sets DP=$0100, so sty.b 0x90 wrote the hook-field offset to $0190 (BG1HOFS shadow) instead of zp $90; vanilla NMI then scrolled BG1 by the offset value each frame. Stash at $00:1F83 instead, next to the existing jmp-vec cell. --- src/lib/rolling_inventory_engine.s | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index e7995a9..55d271f 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -117,11 +117,17 @@ Out : hook RTLs back to caller of _engine_call_hook. A clobbered. { phx phy - sty.b 0x90 ; stash offset in DP +; Stash hook-field offset at $00:1F83 (next to the $1F80-82 jmp-vec +; cell). Direct-page `sty.b 0x90` looked tempting but FF4's menu code +; sets DP=$0100 before calling our patch, so the store actually +; landed at $0190 = the BG1HOFS shadow ; vanilla NMI then scrolled +; BG1 by the hook offset (26 px for fn_render_slot) on every render. rep #0x20 + tya + sta.l 0x001F83 txa clc - adc.b 0x90 + adc.l 0x001F83 tax ; X now points at the hook field's first byte sep #0x20 lda.l 0x7E0000, x From ed1eba27ffa22f8f83f713a2f1894540dadedd41 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 07:31:04 +0200 Subject: [PATCH 103/127] Phase 2.4: route field-menu init through rolling_engine_init Drops the macro expansion at init_menu_rolling_buffer_impl in favor of the bank-20 engine entry. Hook far-ptrs were already armed in phase 2.1; the BG1HOFS clobber that blocked this swap is fixed in the prior commit. --- src/ingame/inventory_rolling.s | 18 +++++------------- 1 file changed, 5 insertions(+), 13 deletions(-) diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index fa47ba5..ac41287 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -327,19 +327,11 @@ ABI surface to port against. lda.b #( menu_fn_draw_window_trampoline >> 16 ) & 0xFF sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 2 plp - ; Phase 2.4 swap reverted. Engine path completes init (items render, - ; $1BAE = $20, HDMA arms) but shifts the inventory BG layer ~2 tiles - ; left vs the macro's render-equivalent output : description window - ; visible, qty colon column lands at BG3 col 18 instead of col 14, - ; and item names clip their first glyph against the window border. - ; Macro path produces pixel-identical output to the recorded - ; goldens ; engine path does not. Root cause not yet isolated ; - ; current hypothesis is a register / DP-flag state divergence - ; introduced by `_engine_call_hook`'s indirect-long dispatch (PHK + - ; PEA + `jmp [abs]`) that the inner `_menu_render_item_to_slot` - ; reads downstream of the trampoline's php/plp wrap. Phase 2.4 - ; lands once that diff is closed. - engine_init_rolling_buffer(menu_rolling, MENU_VISIBLE_ITEMS, _menu_draw_inventory_window, ensure_hdma_initialized, _menu_render_item_to_slot) ; noqa: E501 + php + rep #0x10 + ldx.w #menu_rolling + jsr.l rolling_engine.rolling_engine_init + plp rtl menu_fn_render_slot_trampoline: From 8e8aa4f76e74d560d7fc9e7a67a081b1999c5b89 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 18:08:18 +0200 Subject: [PATCH 104/127] Route shop owner messages through small-VWF description region MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Splits welcome / quantity / thank-you blocks so the three owner strings each get their own label. Adds bank-20 trampolines hooked at $01:C353 (welcome), $01:C442 / $01:C7E7 (quantity), and $01:C751 (thanks) ; vanilla menu-text engine still renders the action labels and Quantité + "1" digit. Carries a816 format normalisation for two unrelated files the pre-commit hook flagged. --- src/dialog.s | 3 ++ src/ingame/free_space.s | 22 +++++---- src/ingame/inventory_rolling_trampolines.s | 54 ++++++++++++++++++++++ src/ingame/shop.s | 20 ++++++++ src/menus/tools_shop_text.s | 22 ++++++--- src/menus/tools_shop_text_en.s | 19 +++++--- 6 files changed, 120 insertions(+), 20 deletions(-) diff --git a/src/dialog.s b/src/dialog.s index 6c4544c..8c0f8db 100644 --- a/src/dialog.s +++ b/src/dialog.s @@ -26,6 +26,7 @@ Get a 24-bit dialog pointer for bank 1-2. > Note: bank 1-1 is only 0x100 pointers long, not 0x200 as the text dump suggests. """ + rep #0x20 lda.l assets_bank1_1_ptr + 0x300, x sta.b dialog_ptr @@ -43,6 +44,7 @@ Compute pointer for NPC dialogs. Organized per room ; a linear lookup inside the room finds the start of the string. """ + rep #0x20 lda.l dialog_bank_ptr_base + 0x600, x sta.b dialog_ptr @@ -74,6 +76,7 @@ Get a 24-bit dialog pointer for bank 2. Walks the string character-by-character to handle variable-length encoding. """ + { rep #0x20 lda.b dialog_ptr diff --git a/src/ingame/free_space.s b/src/ingame/free_space.s index 3b8d511..e5fd5f6 100644 --- a/src/ingame/free_space.s +++ b/src/ingame/free_space.s @@ -14,12 +14,13 @@ relocating other code. draw_window = 0x0180d9 .alloc bank01_slack_pre_inventory in bank01_slack { - check_if_description_was_rendered: """ Skip redrawing an item description if its text pointer matches `render.last_drawn_text_ptr` and the auto-counter ($4218/$4219) is non-zero. """ + + pha lda.l 0x004218 ora.l 0x004219 @@ -54,8 +55,9 @@ Open a menu window at the cursor and render its VWF message ; advances Y past t delegating to `_draw_vwf_message_pos`. """ + jsr.w draw_window - ; NOTE: quirks from the hardcore bank switching can be solved by loading the bank in A before the call. +; NOTE: quirks from the hardcore bank switching can be solved by loading the bank in A before the call. pha rep #0x20 tya @@ -74,24 +76,26 @@ draw_vwf_message_pos_with_bank: Like `_draw_vwf_message_pos` but pre-loads the menu-strings bank into A so the trampoline can pick the right asset bank. """ + + lda.b #messages.use_on_whom >> 16 _draw_vwf_message_pos: jsr.l items_description.draw_trampoline_pos rts -.if 0 { + .if 0 { transform_window_trampoline: """JML trampoline into `transform_window_far`.""" jmp.l transform_window_far -} + } copy_text_with_dakuten: """Near-call wrapper around `copy_text_with_dakuten_far` for callers in the same bank.""" jsr.l copy_text_with_dakuten_far rts -.if DEBUG { + .if DEBUG { display_build_number: """Render the `BUILD_DATE + version` string at column 1, row 27 of the title screen (DEBUG builds only).""" { @@ -103,15 +107,16 @@ display_build_number: jsr.w 0x8798 ; copy text at position. rts } + } } -} ; end .alloc bank01_slack_pre_inventory +; end .alloc bank01_slack_pre_inventory ; ============================================================================ ; Inventory Rolling Buffer Trampolines and Handlers ; ============================================================================ .alloc bank01_slack_inventory in bank01_slack { -.if INVENTORY_ROLLING_BUFFER { + .if INVENTORY_ROLLING_BUFFER { swap_redraw_trampoline: """JML trampoline into `swap_redraw_hook_impl` for the inventory swap redraw path.""" jsr.w swap_redraw_hook_impl @@ -217,7 +222,8 @@ Re-renders all visible slots to show updated quantity or empty slot jsr.w swap_redraw_hook_impl rts + } } -} ; end .alloc bank01_slack_inventory +; end .alloc bank01_slack_inventory diff --git a/src/ingame/inventory_rolling_trampolines.s b/src/ingame/inventory_rolling_trampolines.s index ea50c43..ae43c03 100644 --- a/src/ingame/inventory_rolling_trampolines.s +++ b/src/ingame/inventory_rolling_trampolines.s @@ -474,3 +474,57 @@ the bottom border at screen y=112..120 (just below the 5th item). ; end .alloc bank01_treasure_trampolines } ; end .if TREASURE_INVENTORY_ROLLING + +.alloc bank01_shop_trampolines in bank01_trampolines { +shop_quantity_text_hook: +""" +Render the owner welcome ('Que désirez vous ?') through the small-VWF +description region, then fall through to the vanilla menu-text engine +for the rest of the quantity block (Quantité + initial '1' digit). + +Called in place of the original `jsr $8301` at the buy ($01:C442) and +sell ($01:C7E7) entry points ; the matching `LDY #shops.quantity` at +$01:C43F / $01:C7E4 is left in place so an unrelated future caller +could still chain into $8301 with the slimmed block. +""" + + + ldy.w #shops.que_desirez_vous + jsr.l items_description.draw_trampoline_pos + ldy.w #shops.quantity - 0x8000 + jsr.w 0x8301 ; draw text at position (= display_text_in_menus thunk) + rts + +shop_welcome_text_hook: +""" +Render the shop owner's greeting ('Puis-je vous aider ?') through the +small-VWF description region, then tail-jump to the vanilla menu-text +engine for the remaining `Achat Vente Sortir` action labels. + +Called in place of the original `jmp $8301` at $01:C353. The matching +`LDY #shops.welcome_and_actions` at $01:C350 is left in place ; the +slimmed `welcome_and_actions` block now holds only the action line. +""" + + + ldy.w #shops.puis_je_vous_aider + jsr.l items_description.draw_trampoline_pos + ldy.w #shops.welcome_and_actions - 0x8000 + jmp.w 0x8301 ; tail-call to draw positioned text + +shop_thanks_text_hook: +""" +Draw the thank-you window via the vanilla `$82FB` (which expects an +empty trailing text block ; see `thank_you_window` data), then render +the actual 'Merci !' copy through the small-VWF description region. + +Called in place of the original `jsr $82FB` at $01:C751. The matching +`LDY #shops.thank_you_window` at $01:C74E is left in place. +""" + + + jsr.w 0x82FB ; draw window + (empty) text + ldy.w #shops.merci + jsr.l items_description.draw_trampoline_pos + rts +} diff --git a/src/ingame/shop.s b/src/ingame/shop.s index aae0818..6c00557 100644 --- a/src/ingame/shop.s +++ b/src/ingame/shop.s @@ -47,18 +47,38 @@ small-VWF item descriptions. *=0x01C350 load_system_menu_text_pointer(shops.welcome_and_actions) + ; Route the owner greeting ("Puis-je vous aider ?") through the small-VWF + ; description region ; the slimmed welcome_and_actions block holds only the + ; "Achat Vente Sortir" action labels rendered by the vanilla engine. + +*=0x01C353 + jmp.w shop_welcome_text_hook *=0x01C43F load_system_menu_text_pointer(shops.quantity) + ; Route the buy-flow welcome ("Que désirez vous ?") through the small-VWF + ; description region ; vanilla quantity block (Quantité + "1") continues to + ; render via $8301 inside the hook. + +*=0x01C442 + jsr.w shop_quantity_text_hook *=0x01c7e4 load_system_menu_text_pointer(shops.quantity) +*=0x01C7E7 + jsr.w shop_quantity_text_hook + *=0x01C568 load_system_menu_text_pointer(shops.gils + 2) *=0x01c74e load_system_menu_text_pointer(shops.thank_you_window) + ; Route the owner thank-you ("Merci !") through the small-VWF description + ; region ; the window itself still draws via vanilla $82FB inside the hook. + +*=0x01C751 + jsr.w shop_thanks_text_hook *=0x01c962 load_system_menu_text_pointer(shops.sell_window) diff --git a/src/menus/tools_shop_text.s b/src/menus/tools_shop_text.s index 3946ac4..f4e736e 100644 --- a/src/menus/tools_shop_text.s +++ b/src/menus/tools_shop_text.s @@ -8,19 +8,23 @@ gils: move_to(27, 6) .text "Gils" .db 0 -welcome_and_actions: +puis_je_vous_aider: +"""Owner welcome greeting ; rendered through the small-VWF description region.""" .dw 0x0054 - 2 .text "Puis-je vous aider ?" ;.text 'いらっしゃい! どんなごようけんで?' - .db 1 + .db 0 +welcome_and_actions: .dw 0x0148 - 4 .text "Achat Vente Sortir" .db 0 -quantity: -""".text 'かう うる でる'""" +que_desirez_vous: +"""Owner welcome prompt ; rendered through the small-VWF description region.""" .dw 0x0052 .text "Que désirez vous ? " - .db 1 + .db 0 +quantity: +""".text 'かう うる でる'""" .dw 0x0144 .text "Quantité" .db 1 @@ -29,7 +33,13 @@ quantity: .db 0 thank_you_window: menu_window(5, 10, 11, 2) -thank_you_text: +; Trailing empty-text block keeps the vanilla `$82FB` (draw window + text) +; happy when called via shop_thanks_text_hook ; the actual "Merci !" copy +; is rendered separately through the small-VWF description region. + .dw 0x0000 + .db 0 +merci: +"""Owner thank-you message ; rendered through the small-VWF description region.""" move_to(6, 11) .text "Merci !" .db 0 diff --git a/src/menus/tools_shop_text_en.s b/src/menus/tools_shop_text_en.s index 8b19481..5f0ac37 100644 --- a/src/menus/tools_shop_text_en.s +++ b/src/menus/tools_shop_text_en.s @@ -7,19 +7,23 @@ gils: move_to(27, 6) .text "GP" .db 0 -welcome_and_actions: +puis_je_vous_aider: +"""Owner welcome greeting ; rendered through the small-VWF description region.""" .dw 0x0054 - 2 .text "Welcome!" ;.text 'いらっしゃい! どんなごようけんで?' - .db 1 + .db 0 +welcome_and_actions: .dw 0x0148 - 4 .text "Buy Sell Exit" .db 0 -quantity: -""".text 'かう うる でる'""" +que_desirez_vous: +"""Owner welcome prompt ; rendered through the small-VWF description region.""" .dw 0x0052 .text "What do you want? " - .db 1 + .db 0 +quantity: +""".text 'かう うる でる'""" .dw 0x0144 .text "Quantity" .db 1 @@ -28,7 +32,10 @@ quantity: .db 0 thank_you_window: menu_window(5, 10, 11, 2) -thank_you_text: + .dw 0x0000 + .db 0 +merci: +"""Owner thank-you message ; rendered through the small-VWF description region.""" move_to(6, 11) .text "Thank you!" .db 0 From f4466b1dc2ba2118ceacee4999d76d2a1c0ac641 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 18:08:33 +0200 Subject: [PATCH 105/127] Extend menu VRAM save range to cover the VWF region union Bumps SaveDlgGfx / RestoreDlgGfx slab from $1300 to $2000 bytes so the save/restore round-trip covers the full VWF region union $5000-$5FF0 (field items, drops, item description). Without the extension the menu glyph CHR at $5300+ stayed in VRAM forever (overworld never writes those addresses), so any BG tilemap entry referencing tile_ids $100+ rendered the leftover glyphs over the overworld map. SRAM buffer at $70:5000-$70:6FFF stays clear of the battle-magic region at $70:7000. --- src/ingame/main.s | 15 +++++++++++++-- 1 file changed, 13 insertions(+), 2 deletions(-) diff --git a/src/ingame/main.s b/src/ingame/main.s index f401ccc..efcf29b 100644 --- a/src/ingame/main.s +++ b/src/ingame/main.s @@ -219,11 +219,22 @@ end: *=0x1b349 lda.w assets_magic_dat, y -; Copy of save and restore vram routines from menu, save 0x1300 instead of 0x1000 and store it to the sram +; Save / restore covers VRAM byte $4000-$5FFF ($2000 bytes) instead of +; vanilla's $1000. The extra $1000 bytes reach past the static-font / + +; vanilla BG3 CHR area to cover the full VWF region union : +; Region 1 $5000-$56A0 (field / treasure item-name CHR) +; Region 1B $56E0-$5AA0 (drops item-name CHR, treasure popup) +; Region D $5800-$5FF0 (item description CHR) +; Without the extension, menu glyph bytes at $5300+ stayed in VRAM +; forever (overworld never writes those addresses), so any BG tilemap +; entry referencing VWF tile_ids $100+ rendered the leftover glyphs +; over the overworld map. SRAM buffer at $70:5000-$70:6FFF stays +; clear of the battle-magic region at $70:7000. { *=0x14ff62 sram_buffer = 0x705000 - save_size = 0x1300 + save_size = 0x2000 phb tdc pha From 3f6e25665d6eaa4734ffd22fa0e8ce9e0c1f720c Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 18:08:45 +0200 Subject: [PATCH 106/127] Zero VWF VRAM regions once at boot Adds _zero_vwf_description_region to the tail of clear_ram. DMAs $1000 bytes of zeros from freshly-cleared SRAM $70:0000 to VRAM byte $5000-$5FFF (Region 1 + Region 1B + Region D, the full VWF union) under force-blank. Breaks the orphan carry-forward where save/restore would otherwise round-trip whatever leftover glyph bytes happened to sit at those addresses at the very first SaveDlgGfx, preserving them forever in the SRAM save buffer. --- src/sram_management.s | 47 ++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 46 insertions(+), 1 deletion(-) diff --git a/src/sram_management.s b/src/sram_management.s index 7c3d8ec..33adcca 100644 --- a/src/sram_management.s +++ b/src/sram_management.s @@ -18,9 +18,54 @@ ROM-header SRAM-size byte at $00:FFD8 (clamped to 7 → 128KB max). jsr.l 0x15C9AA lda.b #1 jsr.w _clear_ram - + jsr.w _zero_vwf_description_region rtl +_zero_vwf_description_region: +""" +Belt-and-suspenders boot init : zero the menu VWF VRAM union + +$5000-$5FF0 ($1000 bytes from VRAM word $2800). Covers : + Region 1 $5000-$56A0 (field / treasure item-name CHR) + Region 1B $56E0-$5AA0 (drops item-name CHR, treasure popup) + Region D $5800-$5FF0 (item description CHR) + +Without this, the menu save/restore round-trips whatever leftover +bytes happened to be at these VRAM addresses at the very first +SaveDlgGfx, which then persist forever through the SRAM save buffer +as glyph residue in the VRAM viewer (overworld never reads these +slices). Overworld re-uploads its own map CHR on every map transition, +so this one-time zero does not erase live overworld data ; it only +breaks the carry-forward of stale boot-VRAM. + +SRAM $70:0000+ was just zeroed by `_clear_ram` above, so it works as +a fixed-source zero-fill DMA. +""" + + + php + sep #0x20 + lda.b #0x80 + sta.l 0x002100 ; PPU force blank + lda.b #0x80 + sta.l 0x002115 ; VMAIN : increment on $2119, +1 word + rep #0x20 + lda.w #0x2800 ; VMADD : VRAM word $2800 (= byte $5000) + sta.l 0x002116 + lda.w #0x1811 ; $4300 = $11 (mode 1, fixed src) | $4301 = $18 (VMDATAL) + sta.l 0x004300 + lda.w #0x0000 ; A1T : SRAM byte $00 (freshly zeroed by _clear_ram) + sta.l 0x004302 + lda.w #0x1000 ; DAS : $1000 byte transfer = $5000..$5FFF + sta.l 0x004305 + sep #0x20 + lda.b #0x70 ; A1B : SRAM bank $70 + sta.l 0x004304 + lda.b #0x01 + sta.l 0x00420B ; MDMAEN ch0 + plp + rts + _clear_ram: { ; Get RAM size from ROM header From d2aecfccf0bfc9e270487617de207aea40b79210 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 18:09:01 +0200 Subject: [PATCH 107/127] Relocate treasure_rolling to $7E:9C00 and port init to engine Treasure state moves out of $1B00-$1BFF (vanilla menu / sprite code writes past $1BEB during normal frame rendering, which clobbers the engine struct's hook far-ptrs the macro path never wrote there). 35-byte struct now lives at clean $7E:9C00. init_treasure_rolling_buffer_impl drops the macro expansion in favor of config-arming RollingBufferState (visible_rows, slot_height_tiles, item_list_ptr, item_count, hdma_channel, vwf_cfg_ptr, three hook far-ptrs) then JSL into rolling_engine.rolling_engine_init. Adds three bank-20 RTL hook trampolines (render_slot, update_hdma, draw_window) so the engine's indirect-long dispatch can return cleanly. Hardcoded $1BDB / $1BD6 / $1BD1 refs in battle + field-menu code follow the relocation. --- src/battle/inventory_rolling.s | 24 ++++----- src/ingame/inventory_rolling.s | 4 +- src/ingame/treasure_rolling.s | 86 +++++++++++++++++++++++++++++++-- tests/test_menu_exit_cleanup.py | 2 +- 4 files changed, 98 insertions(+), 18 deletions(-) diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 6ba07d7..9ecbd5e 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -2471,7 +2471,7 @@ FIELD_HDMA_TABLE_SIZE := 40 DROPS_HDMA_TABLE := 0x7E9880 DROPS_HDMA_SHADOW := 0x7E98C0 DROPS_HDMA_TABLE_SIZE := 40 -drops_hdma_copy_pending := 0x1BEE +drops_hdma_copy_pending := 0x9C3E ; drops_rolling + 0x0E (drops_rolling moved to $9C30) ; Called via JSL from bank $01 nmi_dma_transfer_check @@ -2572,10 +2572,10 @@ _drops_nmi_hdma_copy_done: _field_nmi_check_treasure: .if TREASURE_INVENTORY_ROLLING { ; === Tilemap DMA transfer (treasure menu = BG3) === - lda.l 0x7E0000 + 0x1BDB ; treasure_transfer_pending + lda.l 0x7E0000 + 0x9C0B ; treasure_transfer_pending beq _field_nmi_done lda #0x00 - sta.l 0x7E0000 + 0x1BDB + sta.l 0x7E0000 + 0x9C0B sep #0x20 lda #0x01 @@ -2599,15 +2599,15 @@ _field_nmi_check_treasure: } _field_nmi_done: -; --- VWF CHR flush (DMA channel 6) --- -; Hands off to `render.flush_chr_to_vram`. Gates on `VWF_CHR_DIRTY` -; and reads VRAM dest + size from `VwfConfig`. Drives ch6, which -; the FF4 DMA audit shows untouched by vanilla btlgfx / menu and -; by every engine we ship (ch7 is the shared battle / libmz / -; field-NMI-tilemap channel, ch3 was the WRAM mirror experiment). -; `flush_chr_to_vram` lives in the same bank-20 reloc region as -; this impl ; use a short JSR so the return stays balanced with -; the RTS the engine routine ends with. + ; --- VWF CHR flush (DMA channel 6) --- + ; Hands off to `render.flush_chr_to_vram`. Gates on `VWF_CHR_DIRTY` + ; and reads VRAM dest + size from `VwfConfig`. Drives ch6, which + ; the FF4 DMA audit shows untouched by vanilla btlgfx / menu and + ; by every engine we ship (ch7 is the shared battle / libmz / + ; field-NMI-tilemap channel, ch3 was the WRAM mirror experiment). + ; `flush_chr_to_vram` lives in the same bank-20 reloc region as + ; this impl ; use a short JSR so the return stays balanced with + ; the RTS the engine routine ends with. jsr.w render.flush_chr_to_vram plp rtl diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index ac41287..175f180 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -1013,12 +1013,12 @@ Preserves: 16-bit A mode on exit rts _circ_slot_not_drops: ; Inventory in treasure context uses treasure_rolling_buffer_pos. - lda.l 0x7E0000 + 0x1BD6 ; treasure_hdma_enable + lda.l 0x7E0000 + 0x9C06 ; treasure_hdma_enable (treasure_rolling + 0x06) beq _circ_check_field lda.b 0x5d lsr clc - adc.l 0x7E0000 + 0x1BD1 ; treasure_rolling_buffer_pos + adc.l 0x7E0000 + 0x9C01 ; treasure_rolling_buffer_pos (treasure_rolling + 0x01) _t_circ_mod: cmp #6 ; TREASURE_BUFFER_SLOTS bcc _t_circ_done diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index 569b835..b2d9865 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -40,7 +40,12 @@ TREASURE_ITEM_LIST_HEIGHT := 80 ; 5 items × 16 pixels ; struct layout as the field-menu state block — fields resolved via ; `RollingBufferState` from src/items.i so any layout change applies ; uniformly across profiles. -treasure_rolling := 0x1BD0 +; Treasure rolling state moved out of $1B00-$1BFF (which vanilla menu / +; sprite code writes to via indexed STA past $1BEB) to a clean $7E:9C00 +; region. Engine path needs the full 35-byte struct (state + config + +; hook far-ptrs) ; the macro path only ever touched the first 12 bytes +; so the original $1BD0 base worked despite vanilla's later collisions. +treasure_rolling := 0x9C00 treasure_rolling_top_row := treasure_rolling + RollingBufferState.top_row treasure_rolling_buffer_pos := treasure_rolling + RollingBufferState.buffer_pos treasure_rolling_edge_row := treasure_rolling + RollingBufferState.edge_row @@ -320,8 +325,83 @@ treasure_refresh_slots_impl: engine_refresh_slots(treasure_rolling, 0x1BB7, TREASURE_BUFFER_SLOTS, _treasure_render_item_to_slot) init_treasure_rolling_buffer_impl: -"""Init treasure rolling buffer (5 visible + prefetch slot 6).""" - engine_init_rolling_buffer(treasure_rolling, TREASURE_BUFFER_SLOTS, _treasure_draw_inventory_window, treasure_ensure_hdma_initialized, _treasure_render_item_to_slot) ; noqa: E501 +""" +Init treasure rolling buffer (5 visible + prefetch slot 6) via the +bank-20 rolling-inventory engine. State + hook far-ptrs live at +$7E:9C00 ; the engine writes the config block then JSLs into +`rolling_engine.rolling_engine_init` to zero the scratch, stamp +`base_scroll = $FFFF`, fire draw_window + ensure_hdma hooks, and +render `visible_rows` slots. +""" + php + rep #0x30 + sep #0x20 + lda.b #TREASURE_BUFFER_SLOTS + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.visible_rows + lda.b #0x02 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.slot_height_tiles + lda.b #0x40 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_list_ptr + lda.b #0x14 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_list_ptr + 1 + lda.b #0x7E + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_list_ptr + 2 + lda.b #TREASURE_TOTAL_ITEMS + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_count + lda.b #0x06 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.hdma_channel + lda.b #0x80 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.vwf_cfg_ptr + lda.b #0x70 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.vwf_cfg_ptr + 1 + lda.b #0x70 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.vwf_cfg_ptr + 2 + lda.b #treasure_fn_render_slot_trampoline & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_render_slot + lda.b #( treasure_fn_render_slot_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_render_slot + 1 + lda.b #( treasure_fn_render_slot_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_render_slot + 2 + lda.b #treasure_fn_update_hdma_trampoline & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_update_hdma + lda.b #( treasure_fn_update_hdma_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_update_hdma + 1 + lda.b #( treasure_fn_update_hdma_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_update_hdma + 2 + lda.b #treasure_fn_draw_window_trampoline & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window + lda.b #( treasure_fn_draw_window_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window + 1 + lda.b #( treasure_fn_draw_window_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window + 2 + plp + php + rep #0x10 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_init + plp + rtl + +treasure_fn_render_slot_trampoline: +"""Bank-20 RTL wrapper around `_treasure_render_item_to_slot`.""" + php + jsr.w _treasure_render_item_to_slot + plp + rtl + +treasure_fn_update_hdma_trampoline: +"""Bank-20 RTL wrapper around `treasure_ensure_hdma_initialized`.""" + php + jsr.w treasure_ensure_hdma_initialized + plp + rtl + +treasure_fn_draw_window_trampoline: +"""Bank-20 RTL wrapper around `_treasure_draw_inventory_window`.""" + php + jsr.w _treasure_draw_inventory_window + plp + rtl _treasure_draw_inventory_window: """Treasure menu draws a 5-row inventory window so the bottom border lands on the rolling-buffer footer scanlines.""" diff --git a/tests/test_menu_exit_cleanup.py b/tests/test_menu_exit_cleanup.py index b14af0c..553d1d8 100644 --- a/tests/test_menu_exit_cleanup.py +++ b/tests/test_menu_exit_cleanup.py @@ -14,7 +14,7 @@ ) FIELD_STATE_BASE = 0x7E1BA8 -TREASURE_STATE_BASE = 0x7E1BD0 +TREASURE_STATE_BASE = 0x7E9C00 HDMA_SHADOW = 0x7E1BAE TREASURE_IN_MENU_FLAG = 0x7E1BC6 HDMA5_BASE = 0x004350 From 047b1a32b4ea2331c3a03bdbeb47f0a66fabbdee Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 18:09:14 +0200 Subject: [PATCH 108/127] Relocate drops_rolling to $7E:9C30 and port init to engine Drops state moves out of $1B00-$1BFF for the same reason as treasure : the engine struct extends past $1BEB which vanilla sprite code stomps on mid-frame. drops_scroll_pos follows to $9C5F (one byte past the struct) so it stays disjoint from the engine's visible_rows slot. drops_init_impl now config-arms RollingBufferState + JSLs into rolling_engine.rolling_engine_init ; three bank-20 RTL hook trampolines wrap the existing render / ensure-HDMA / draw-window helpers. drops_hdma_copy_pending follows the relocation. --- src/ingame/drops_rolling.s | 88 +++++++++++++++++++++++++++++++++++--- 1 file changed, 82 insertions(+), 6 deletions(-) diff --git a/src/ingame/drops_rolling.s b/src/ingame/drops_rolling.s index 522e60d..2daeb8c 100644 --- a/src/ingame/drops_rolling.s +++ b/src/ingame/drops_rolling.s @@ -47,7 +47,11 @@ DROPS_SCROLL_LIMIT := 3 DROPS_SCROLL_PIXELS_PER_FRAME := 8 DROPS_SCROLL_TOTAL_PIXELS := 16 -drops_rolling := 0x1BE0 +; Drops rolling state moved out of $1B00-$1BFF (vanilla menu / sprite +; code writes to bytes past $1BEB) to clean $7E:9C30. Engine path needs +; the full 35-byte struct ; the macro path only ever touched the first +; 12 bytes so the original $1BE0 base worked there. +drops_rolling := 0x9C30 drops_rolling_top_row := drops_rolling + RollingBufferState.top_row drops_rolling_buffer_pos := drops_rolling + RollingBufferState.buffer_pos drops_rolling_edge_row := drops_rolling + RollingBufferState.edge_row @@ -65,7 +69,7 @@ drops_hdma_copy_pending := drops_rolling + RollingBufferState.hdma_copy_pending ; doesn't collide with the engine's RollingBufferState fields. Other ; profiles read scroll_pos from a original menu byte ($1B1A field / ; $1BB7 treasure inventory); drops has no original equivalent. -drops_scroll_pos := 0x1BEF +drops_scroll_pos := 0x9C5F ; HDMA channel 4 (free in original treasure: enabled mask is $AD = ; ch7|ch5|ch3|ch2|ch0). Treasure inventory took ch6. @@ -334,11 +338,83 @@ _drops_hdma_signal: drops_init_impl: """ -Init drops rolling buffer. Drops render onto BG4 staging ($7E:C600) alongside TreasureItemsWindow -($01:E275 def_window 1, 3, 27, 10) which the draw_window hook redraws first so the engine can write items into -the just-drawn frame without the original $01:D817 DrawWindow call clobbering them. +Init drops rolling buffer via the bank-20 engine. State + hook +far-ptrs live at $7E:9C30 (relocated out of $1B00-$1BFF). Drops render +onto BG4 staging ($7E:C600) alongside TreasureItemsWindow ($01:E275 +def_window 1, 3, 27, 10) which the draw_window hook redraws first so +the engine can write items into the just-drawn frame without the +original $01:D817 DrawWindow call clobbering them. """ - engine_init_rolling_buffer(drops_rolling, DROPS_VISIBLE_ITEMS, _drops_draw_window, drops_ensure_hdma_initialized, drops_render_item_to_slot) ; noqa: E501 + php + rep #0x30 + sep #0x20 + lda.b #DROPS_VISIBLE_ITEMS + sta.l 0x7E0000 + drops_rolling + RollingBufferState.visible_rows + lda.b #0x02 + sta.l 0x7E0000 + drops_rolling + RollingBufferState.slot_height_tiles + ; item_list_ptr = $7E:FF28 (treasure drops table) + lda.b #0x28 + sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_list_ptr + lda.b #0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_list_ptr + 1 + lda.b #0x7E + sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_list_ptr + 2 + lda.b #DROPS_TOTAL_ITEMS + sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_count + lda.b #0x04 + sta.l 0x7E0000 + drops_rolling + RollingBufferState.hdma_channel + lda.b #0x80 + sta.l 0x7E0000 + drops_rolling + RollingBufferState.vwf_cfg_ptr + lda.b #0x70 + sta.l 0x7E0000 + drops_rolling + RollingBufferState.vwf_cfg_ptr + 1 + lda.b #0x70 + sta.l 0x7E0000 + drops_rolling + RollingBufferState.vwf_cfg_ptr + 2 + lda.b #drops_fn_render_slot_trampoline & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_render_slot + lda.b #( drops_fn_render_slot_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_render_slot + 1 + lda.b #( drops_fn_render_slot_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_render_slot + 2 + lda.b #drops_fn_update_hdma_trampoline & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_update_hdma + lda.b #( drops_fn_update_hdma_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_update_hdma + 1 + lda.b #( drops_fn_update_hdma_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_update_hdma + 2 + lda.b #drops_fn_draw_window_trampoline & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window + lda.b #( drops_fn_draw_window_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window + 1 + lda.b #( drops_fn_draw_window_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window + 2 + plp + php + rep #0x10 + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_init + plp + rtl + +drops_fn_render_slot_trampoline: +"""Bank-20 RTL wrapper around `drops_render_item_to_slot`.""" + php + jsr.w drops_render_item_to_slot + plp + rtl + +drops_fn_update_hdma_trampoline: +"""Bank-20 RTL wrapper around `drops_ensure_hdma_initialized`.""" + php + jsr.w drops_ensure_hdma_initialized + plp + rtl + +drops_fn_draw_window_trampoline: +"""Bank-20 RTL wrapper around `_drops_draw_window`.""" + php + jsr.w _drops_draw_window + plp + rtl _drops_draw_window: From 2279ef1e3d28ca7281a505ab3de80cae93b4d51a Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 18:09:34 +0200 Subject: [PATCH 109/127] Relocate key_item_rolling to $7E:9C60 and port init to engine Key-item picker state moves out of $1B00-$1BFF for the same collision reason ; struct lives at $9C60-$9C82 and key_item_scroll_pos at $9C8F. key_item_init_impl config-arms RollingBufferState (item_list points at $7E:0712, the filtered key-item buffer InitItemList builds) then JSLs into rolling_engine.rolling_engine_init. Three bank-20 RTL trampolines wrap the existing hook helpers. --- src/ingame/key_item_picker.s | 84 ++++++++++++++++++++++++++++++++++-- 1 file changed, 80 insertions(+), 4 deletions(-) diff --git a/src/ingame/key_item_picker.s b/src/ingame/key_item_picker.s index 9a89fc6..40d2438 100644 --- a/src/ingame/key_item_picker.s +++ b/src/ingame/key_item_picker.s @@ -52,7 +52,11 @@ KEY_ITEM_SCROLL_LIMIT := 42 KEY_ITEM_SCROLL_PIXELS_PER_FRAME := 8 KEY_ITEM_SCROLL_TOTAL_PIXELS := 16 -key_item_rolling := 0x1BF0 +; Key-item picker state moved out of $1B00-$1BFF to clean $7E:9C60 for +; the same reason as treasure ($9C00) + drops ($9C30) : engine path +; needs 35 bytes per instance, $1B00-$1BFF is too small and vanilla +; sprite code stomps past $1BEB. +key_item_rolling := 0x9C60 key_item_rolling_top_row := key_item_rolling + RollingBufferState.top_row key_item_rolling_buffer_pos := key_item_rolling + RollingBufferState.buffer_pos key_item_rolling_edge_row := key_item_rolling + RollingBufferState.edge_row @@ -66,7 +70,7 @@ key_item_transfer_pending := key_item_rolling + RollingBufferState.transfer_pend key_item_scroll_anim_offset := key_item_rolling + RollingBufferState.scroll_anim_offset key_item_hdma_copy_pending := key_item_rolling + RollingBufferState.hdma_copy_pending -key_item_scroll_pos := 0x1BFF +key_item_scroll_pos := 0x9C8F KEY_ITEM_HDMA_TABLE_ADDR := 0x9900 KEY_ITEM_HDMA_TABLE := 0x7E9900 @@ -365,9 +369,81 @@ _key_item_hdma_signal: key_item_init_impl: -"""Init key-item picker (filter $1440 -> $0712, then engine init).""" +""" +Init key-item picker (filter $1440 -> $0712 then engine init). State ++ hook far-ptrs live at $7E:9C60 (relocated out of $1B00-$1BFF). +""" jsr.w key_item_init_filter - engine_init_rolling_buffer(key_item_rolling, KEY_ITEM_BUFFER_SLOTS, _key_item_draw_window, key_item_ensure_hdma_initialized, key_item_render_item_to_slot) ; noqa: E501 + php + rep #0x30 + sep #0x20 + lda.b #KEY_ITEM_BUFFER_SLOTS + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.visible_rows + lda.b #0x02 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.slot_height_tiles + ; item_list_ptr = $7E:0712 (filtered key-item array) + lda.b #0x12 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_list_ptr + lda.b #0x07 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_list_ptr + 1 + lda.b #0x7E + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_list_ptr + 2 + lda.b #KEY_ITEM_TOTAL_ITEMS + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_count + lda.b #0x04 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.hdma_channel + lda.b #0x80 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.vwf_cfg_ptr + lda.b #0x70 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.vwf_cfg_ptr + 1 + lda.b #0x70 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.vwf_cfg_ptr + 2 + lda.b #key_item_fn_render_slot_trampoline & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_render_slot + lda.b #( key_item_fn_render_slot_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_render_slot + 1 + lda.b #( key_item_fn_render_slot_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_render_slot + 2 + lda.b #key_item_fn_update_hdma_trampoline & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_update_hdma + lda.b #( key_item_fn_update_hdma_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_update_hdma + 1 + lda.b #( key_item_fn_update_hdma_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_update_hdma + 2 + lda.b #key_item_fn_draw_window_trampoline & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window + lda.b #( key_item_fn_draw_window_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window + 1 + lda.b #( key_item_fn_draw_window_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window + 2 + plp + php + rep #0x10 + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_init + plp + rtl + +key_item_fn_render_slot_trampoline: +"""Bank-20 RTL wrapper around `key_item_render_item_to_slot`.""" + php + jsr.w key_item_render_item_to_slot + plp + rtl + +key_item_fn_update_hdma_trampoline: +"""Bank-20 RTL wrapper around `key_item_ensure_hdma_initialized`.""" + php + jsr.w key_item_ensure_hdma_initialized + plp + rtl + +key_item_fn_draw_window_trampoline: +"""Bank-20 RTL wrapper around `_key_item_draw_window`.""" + php + jsr.w _key_item_draw_window + plp + rtl _key_item_draw_window: From cbe05f3555a6c15be726ea83374e359daa24902f Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 18:10:07 +0200 Subject: [PATCH 110/127] Delete engine_init_rolling_buffer macro All four callers (field-items, treasure, drops, key-item picker) config-arm RollingBufferState + JSL into rolling_engine_init now ; the macro has no live callers left. --- src/lib/rolling_buffer.s | 45 ---------------------------------------- 1 file changed, 45 deletions(-) diff --git a/src/lib/rolling_buffer.s b/src/lib/rolling_buffer.s index e113c56..145b5a2 100644 --- a/src/lib/rolling_buffer.s +++ b/src/lib/rolling_buffer.s @@ -131,51 +131,6 @@ _row_loop_done: } -.macro engine_init_rolling_buffer(state_base, render_count, draw_window_hook, ensure_hdma_hook, render_slot_hook) { - """ - Initialise the rolling buffer on menu entry: zero the 12-byte state block, - mark base_scroll = $FFFF (sentinel), draw the inventory window border, - run the profile's `ensure_hdma_hook`, then render `render_count` slots via - `render_slot_hook` (each call sees `slot_index` already populated). - Field menu uses VISIBLE_ITEMS ; treasure uses BUFFER_SLOTS. - """ - php - pha - jsr.w draw_window_hook - lda.b 0x46 - pha -; Zero 12-byte rolling state, then mark base_scroll = $FFFF sentinel - rep #0x20 - lda.w #0x0000 - sta.w state_base - sta.w state_base + 2 - sta.w state_base + 4 - sta.w state_base + 6 - sta.w state_base + 8 - sta.w state_base + 10 - lda.w #0xFFFF - sta.w state_base + RollingBufferState.base_scroll - sep #0x20 - jsr.w ensure_hdma_hook - lda #0x00 - sta.b 0x46 -_init_loop: - lda.b 0x46 - sta.w state_base + RollingBufferState.edge_row - sta.w state_base + RollingBufferState.slot_index - jsr.w render_slot_hook - inc.b 0x46 - lda.b 0x46 - cmp #render_count - bne _init_loop - pla - sta.b 0x46 - pla - plp - rtl -} - - .macro engine_scroll_down_prepare( state_base, scroll_pos_addr, From dc85cda7c098565d39e36c1d311acee3455b334f Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 19:07:22 +0200 Subject: [PATCH 111/127] Port engine_refresh_slots macro to engine entry Adds rolling_engine_refresh_slots in src/lib/rolling_inventory_engine.s. Caller passes state ptr in X and current scroll_pos in A ; engine derives buffer_slots = visible_rows + 1, iterates the slots calling fn_render_slot, stamps transfer_pending = 1. Treasure / drops / key-item picker callers swap from macro expansion to JSL. Macro definition deleted from rolling_buffer.s. --- src/ingame/drops_rolling.s | 11 ++++-- src/ingame/key_item_picker.s | 11 ++++-- src/ingame/treasure_rolling.s | 11 ++++-- src/lib/rolling_buffer.s | 38 -------------------- src/lib/rolling_inventory_engine.s | 57 ++++++++++++++++++++++++++++++ 5 files changed, 84 insertions(+), 44 deletions(-) diff --git a/src/ingame/drops_rolling.s b/src/ingame/drops_rolling.s index 2daeb8c..b29c1d6 100644 --- a/src/ingame/drops_rolling.s +++ b/src/ingame/drops_rolling.s @@ -452,8 +452,15 @@ drops_finish_scroll_impl: engine_finish_scroll(drops_rolling, drops_scroll_pos, DROPS_VISIBLE_ITEMS, DROPS_BUFFER_SLOTS, DROPS_TOTAL_ITEMS, drops_render_item_to_slot, update_drops_scroll_hdma) ; noqa: E501 drops_refresh_slots_impl: -"""Drops profile: re-render all 5 slots (original redraw helper path).""" - engine_refresh_slots(drops_rolling, drops_scroll_pos, DROPS_BUFFER_SLOTS, drops_render_item_to_slot) +"""Drops profile: re-render all 6 slots via the bank-20 engine.""" + php + sep #0x20 + rep #0x10 + lda.l 0x7E0000 + drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_refresh_slots + plp + rtl drops_swap_redraw_impl: """Drops profile: post-swap re-render.""" diff --git a/src/ingame/key_item_picker.s b/src/ingame/key_item_picker.s index 40d2438..8f8e24d 100644 --- a/src/ingame/key_item_picker.s +++ b/src/ingame/key_item_picker.s @@ -478,5 +478,12 @@ key_item_finish_scroll_impl: engine_finish_scroll(key_item_rolling, key_item_scroll_pos, KEY_ITEM_VISIBLE_ITEMS, KEY_ITEM_BUFFER_SLOTS, KEY_ITEM_TOTAL_ITEMS, key_item_render_item_to_slot, update_key_item_scroll_hdma) ; noqa: E501 key_item_refresh_slots_impl: -"""Picker: re-render all slots.""" - engine_refresh_slots(key_item_rolling, key_item_scroll_pos, KEY_ITEM_BUFFER_SLOTS, key_item_render_item_to_slot) +"""Picker: re-render all slots via the bank-20 engine.""" + php + sep #0x20 + rep #0x10 + lda.l 0x7E0000 + key_item_scroll_pos + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_refresh_slots + plp + rtl diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index b2d9865..e7cb28b 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -321,8 +321,15 @@ _treasure_hdma_signal: ; was on before the swap survives. treasure_refresh_slots_impl: -"""Treasure profile: re-render all 6 slots without resetting scroll state (original redraw helper at $01:D933).""" - engine_refresh_slots(treasure_rolling, 0x1BB7, TREASURE_BUFFER_SLOTS, _treasure_render_item_to_slot) +"""Treasure profile: re-render all 6 slots via the bank-20 engine (post-swap redraw at $01:D933).""" + php + sep #0x20 + rep #0x10 + lda.l 0x7E0000 + 0x1BB7 ; treasure scroll_pos (shared with vanilla cursor row) + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_refresh_slots + plp + rtl init_treasure_rolling_buffer_impl: """ diff --git a/src/lib/rolling_buffer.s b/src/lib/rolling_buffer.s index 145b5a2..9767f66 100644 --- a/src/lib/rolling_buffer.s +++ b/src/lib/rolling_buffer.s @@ -484,41 +484,3 @@ _swap_next: plp rtl } - - -.macro engine_refresh_slots(state_base, scroll_pos_addr, buffer_slots, render_slot_hook) { - """ - Re-render all `buffer_slots` from current buffer_pos without resetting scroll state. Used by treasure's - original redraw helper (post-swap rebuild path) where the engine itself didn't trigger the redraw. - """ - php - rep #0x10 - sep #0x20 - lda #0x00 - sta.b 0x46 -_refresh_loop: - lda.w scroll_pos_addr - clc - adc.b 0x46 - sta.w state_base + RollingBufferState.edge_row - lda.w state_base + RollingBufferState.buffer_pos - clc - adc.b 0x46 -_refresh_mod: - cmp #buffer_slots - bcc _refresh_mod_done - sec - sbc #buffer_slots - bra _refresh_mod -_refresh_mod_done: - sta.w state_base + RollingBufferState.slot_index - jsr.w render_slot_hook - inc.b 0x46 - lda.b 0x46 - cmp #buffer_slots - bne _refresh_loop - lda #0x01 - sta.w state_base + RollingBufferState.transfer_pending - plp - rtl -} diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index 55d271f..207246a 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -101,6 +101,63 @@ _engine_init_render_loop: rtl } +rolling_engine_refresh_slots: +""" +Re-render every slot in the rolling buffer from the current `buffer_pos` +without resetting scroll state. Mirrors the legacy `engine_refresh_slots` +macro : iterates `(visible_rows + 1)` times (visible window + prefetch +slot), each iteration setting edge_row = scroll_pos + counter and +slot_index = (buffer_pos + counter) % buffer_slots, then firing +fn_render_slot. Stamps `transfer_pending = 1` on exit so the per-menu +NMI hook DMAs the BG staging buffer next vblank. + +In : X = state ptr (16-bit, bank $7E implied) + A = current scroll_pos value (8-bit) +Out: all `visible_rows + 1` slots re-rendered, transfer_pending set. +""" + + + { + php + sep #0x20 + rep #0x10 + sta.l 0x001F84 ; stash scroll_pos + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + inc ; buffer_slots = visible_rows + 1 + sta.l 0x001F85 ; stash buffer_slots + lda.b #0x00 + +_engine_refresh_loop: + pha + clc + adc.l 0x001F84 + sta.l 0x7E0000 + RollingBufferState.edge_row, x + pla + pha + clc + adc.l 0x7E0000 + RollingBufferState.buffer_pos, x + +_engine_refresh_mod: + cmp.l 0x001F85 + bcc _engine_refresh_mod_done + sec + sbc.l 0x001F85 + bra _engine_refresh_mod + +_engine_refresh_mod_done: + sta.l 0x7E0000 + RollingBufferState.slot_index, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook + pla + inc + cmp.l 0x001F85 + bcc _engine_refresh_loop + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + plp + rtl + } + _engine_call_hook: """ Internal helper. JSLs through a hook far-ptr stored at From d08aacc3d6adcacbd181037a94a1a62ef88581b1 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 22:08:51 +0200 Subject: [PATCH 112/127] Port engine_update_scroll_frame macro to engine entry Adds rolling_engine_update_scroll_frame in the bank-20 engine. Reads scroll_direction / scroll_anim_offset / scroll_remaining from state, advances the animation one frame (pixels_per_frame hardcoded to 8 ; all four profiles use that value), bumps the vanilla cursor sprite at $0311 when $1B19 is non-zero, dispatches the per-menu HDMA shadow rebuild via menu_id (new RollingBufferState field, $9C0F-style trampolines in each menu), then drains tfr_sprites + tfr_bg2 to VRAM. Field / treasure / drops / key-item callers swap macro expansion for JSL. engine_update_scroll_frame macro deleted from rolling_buffer.s. --- src/ingame/drops_rolling.s | 9 ++- src/ingame/inventory_rolling.s | 11 +++- src/ingame/key_item_picker.s | 9 ++- src/ingame/treasure_rolling.s | 9 ++- src/items.i | 6 ++ src/lib/rolling_buffer.s | 49 ---------------- src/lib/rolling_inventory_engine.s | 94 ++++++++++++++++++++++++++++++ 7 files changed, 133 insertions(+), 54 deletions(-) diff --git a/src/ingame/drops_rolling.s b/src/ingame/drops_rolling.s index b29c1d6..11c11a7 100644 --- a/src/ingame/drops_rolling.s +++ b/src/ingame/drops_rolling.s @@ -387,6 +387,8 @@ original $01:D817 DrawWindow call clobbering them. sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window + 1 lda.b #( drops_fn_draw_window_trampoline >> 16 ) & 0xFF sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window + 2 + lda.b #ROLLING_MENU_ID_DROPS + sta.l 0x7E0000 + drops_rolling + RollingBufferState.menu_id plp php rep #0x10 @@ -445,7 +447,12 @@ drops_start_scroll_up_impl: drops_update_scroll_frame_impl: """Drops profile: per-frame scroll animation tick.""" - engine_update_scroll_frame(drops_rolling, DROPS_SCROLL_PIXELS_PER_FRAME, update_drops_scroll_hdma) + php + rep #0x10 + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_update_scroll_frame + plp + rtl drops_finish_scroll_impl: """Drops profile: end-of-animation pre-render + cleanup.""" diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 175f180..8f5c2f0 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -326,6 +326,8 @@ ABI surface to port against. sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 1 lda.b #( menu_fn_draw_window_trampoline >> 16 ) & 0xFF sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 2 + lda.b #ROLLING_MENU_ID_FIELD + sta.l 0x7E0000 + menu_rolling + RollingBufferState.menu_id plp php rep #0x10 @@ -615,8 +617,13 @@ start_scroll_up_impl: engine_start_scroll_up(menu_rolling, 0x1B1A, MENU_BUFFER_SLOTS, SCROLL_TOTAL_PIXELS, ensure_hdma_initialized, _menu_render_item_to_slot, update_menu_scroll_hdma) ; noqa: E501 update_scroll_frame_impl: -"""Field profile: per-frame scroll animation tick.""" - engine_update_scroll_frame(menu_rolling, SCROLL_PIXELS_PER_FRAME, update_menu_scroll_hdma) +"""Field profile: per-frame scroll animation tick via the bank-20 engine.""" + php + rep #0x10 + ldx.w #menu_rolling + jsr.l rolling_engine.rolling_engine_update_scroll_frame + plp + rtl finish_scroll_impl: """Field profile: end-of-animation pre-render + cleanup.""" diff --git a/src/ingame/key_item_picker.s b/src/ingame/key_item_picker.s index 8f8e24d..943c236 100644 --- a/src/ingame/key_item_picker.s +++ b/src/ingame/key_item_picker.s @@ -416,6 +416,8 @@ Init key-item picker (filter $1440 -> $0712 then engine init). State sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window + 1 lda.b #( key_item_fn_draw_window_trampoline >> 16 ) & 0xFF sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window + 2 + lda.b #ROLLING_MENU_ID_KEY_ITEM + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.menu_id plp php rep #0x10 @@ -471,7 +473,12 @@ key_item_start_scroll_up_impl: key_item_update_scroll_frame_impl: """Picker: per-frame scroll animation tick.""" - engine_update_scroll_frame(key_item_rolling, KEY_ITEM_SCROLL_PIXELS_PER_FRAME, update_key_item_scroll_hdma) + php + rep #0x10 + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_update_scroll_frame + plp + rtl key_item_finish_scroll_impl: """Picker: end-of-animation pre-render + cleanup.""" diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index e7cb28b..0110c36 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -381,6 +381,8 @@ render `visible_rows` slots. sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window + 1 lda.b #( treasure_fn_draw_window_trampoline >> 16 ) & 0xFF sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window + 2 + lda.b #ROLLING_MENU_ID_TREASURE + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.menu_id plp php rep #0x10 @@ -670,7 +672,12 @@ treasure_start_scroll_up_impl: treasure_update_scroll_frame_impl: """Treasure profile: per-frame scroll animation tick.""" - engine_update_scroll_frame(treasure_rolling, TREASURE_SCROLL_PIXELS_PER_FRAME, update_treasure_scroll_hdma) + php + rep #0x10 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_update_scroll_frame + plp + rtl treasure_finish_scroll_impl: """Treasure profile: end-of-animation pre-render + cleanup.""" diff --git a/src/items.i b/src/items.i index 16b0231..6c00e25 100644 --- a/src/items.i +++ b/src/items.i @@ -148,4 +148,10 @@ FIELD_VWF_PRIMARY_BYTE_COUNT := 0x0700 long fn_render_slot long fn_update_hdma long fn_draw_window + byte menu_id } + +ROLLING_MENU_ID_FIELD := 0 +ROLLING_MENU_ID_TREASURE := 1 +ROLLING_MENU_ID_DROPS := 2 +ROLLING_MENU_ID_KEY_ITEM := 3 diff --git a/src/lib/rolling_buffer.s b/src/lib/rolling_buffer.s index 9767f66..e1e2acc 100644 --- a/src/lib/rolling_buffer.s +++ b/src/lib/rolling_buffer.s @@ -307,55 +307,6 @@ _start_up_wrap_done: } -.macro engine_update_scroll_frame(state_base, pixels_per_frame, update_hdma_hook) { - """ - One animation frame: advance scroll_anim_offset by pixels_per_frame towards 0 (sign-aware), nudge cursor - sprite at $0311 if 'second item' mode is active, decrement scroll_remaining, refresh HDMA, then push - sprites + BG2 to VRAM. - """ - php - rep #0x20 - lda.w state_base + RollingBufferState.scroll_anim_offset - sep #0x20 - lda.w state_base + RollingBufferState.scroll_direction - bpl _frame_positive - rep #0x20 - lda.w state_base + RollingBufferState.scroll_anim_offset - sec - sbc.w #pixels_per_frame - sta.w state_base + RollingBufferState.scroll_anim_offset - bra _frame_update_cursor -_frame_positive: - rep #0x20 - lda.w state_base + RollingBufferState.scroll_anim_offset - clc - adc.w #pixels_per_frame - sta.w state_base + RollingBufferState.scroll_anim_offset -_frame_update_cursor: - sep #0x20 - lda.w 0x1B19 - beq _frame_no_cursor - lda.w state_base + RollingBufferState.scroll_direction - bpl _frame_cursor_down - inc.w 0x0311 - inc.w 0x0311 - bra _frame_no_cursor -_frame_cursor_down: - dec.w 0x0311 - dec.w 0x0311 -_frame_no_cursor: - lda.w state_base + RollingBufferState.scroll_remaining - sec - sbc #pixels_per_frame - sta.w state_base + RollingBufferState.scroll_remaining - jsr.w update_hdma_hook - jsr.l tfr_sprites_vblank_trampoline - jsr.l tfr_bg2_tiles_vblank_trampoline - plp - rtl -} - - .macro engine_finish_scroll( state_base, scroll_pos_addr, diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index 207246a..2605518 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -158,6 +158,100 @@ _engine_refresh_mod_done: rtl } +rolling_engine_update_scroll_frame: +""" +Advance the scroll animation one frame. Mirrors the legacy +`engine_update_scroll_frame` macro : + - scroll_anim_offset += (scroll_direction < 0 ? -8 : +8) + - if vanilla cursor-row marker $1B19 != 0, bump cursor sprite Y at + $0311 by 2 pixels in the matching direction (down for negative + direction, up for positive) + - scroll_remaining -= 8 (animation timer countdown) + - per-menu update_scroll_hdma trampoline rebuilds the HDMA shadow + table (dispatched via state.menu_id) + - tfr_sprites_vblank_trampoline + tfr_bg2_tiles_vblank_trampoline + push sprite OAM + BG2 tiles into VRAM so the animation frame + becomes visible. + +Pixels-per-frame hardcoded at 8 ; every existing caller +(INVENTORY_SCROLL_PIXELS_PER_FRAME / TREASURE / DROPS / KEY_ITEM) uses +that value, so the constant moves into the engine. + +In : X = state ptr (16-bit, bank $7E implied) +Out: scroll_anim_offset / scroll_remaining advanced, HDMA shadow + + sprite / BG2 VRAM uploads driven by the per-menu trampolines. +""" + + + { + php + rep #0x10 + sep #0x20 + lda.l 0x7E0000 + RollingBufferState.scroll_direction, x + bpl _frame_positive + rep #0x20 + lda.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + sec + sbc.w #8 + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + bra _frame_update_cursor + +_frame_positive: + rep #0x20 + lda.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + clc + adc.w #8 + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + +_frame_update_cursor: + sep #0x20 + lda.l 0x7E1B19 ; vanilla cursor-row marker + beq _frame_no_cursor + lda.l 0x7E0000 + RollingBufferState.scroll_direction, x + bpl _frame_cursor_down + inc.w 0x0311 + inc.w 0x0311 + bra _frame_no_cursor + +_frame_cursor_down: + dec.w 0x0311 + dec.w 0x0311 + +_frame_no_cursor: + lda.l 0x7E0000 + RollingBufferState.scroll_remaining, x + sec + sbc.b #8 + sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x +; Dispatch per-menu update_scroll_hdma via menu_id branch. The four +; profiles' update_*_scroll_hdma functions live in bank-20 alongside +; this engine, so jsr.w (3-byte) reaches them cleanly. + lda.l 0x7E0000 + RollingBufferState.menu_id, x + beq _frame_hdma_field + cmp.b #ROLLING_MENU_ID_TREASURE + beq _frame_hdma_treasure + cmp.b #ROLLING_MENU_ID_DROPS + beq _frame_hdma_drops + jsr.w update_key_item_scroll_hdma + bra _frame_hdma_done + +_frame_hdma_field: + jsr.w update_menu_scroll_hdma + bra _frame_hdma_done + +_frame_hdma_treasure: + jsr.w update_treasure_scroll_hdma + bra _frame_hdma_done + +_frame_hdma_drops: + jsr.w update_drops_scroll_hdma + +_frame_hdma_done: + jsr.l tfr_sprites_vblank_trampoline + jsr.l tfr_bg2_tiles_vblank_trampoline + plp + rtl + } + _engine_call_hook: """ Internal helper. JSLs through a hook far-ptr stored at From 198c8d4a53d488d7a0443a0eeb3a225e868160b6 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 22:14:04 +0200 Subject: [PATCH 113/127] Delete dead engine_scroll_down_prepare + engine_scroll_up_prepare Both macros defined `*_scroll_down_prepare` / `*_scroll_up_prepare` labels in each menu file but nothing in the codebase ever called those labels. engine_start_scroll_down / engine_start_scroll_up inline their own prep logic. Drop the macros + the dead per-menu labels. --- src/ingame/drops_rolling.s | 8 ---- src/ingame/inventory_rolling.s | 8 ---- src/ingame/key_item_picker.s | 8 ---- src/ingame/treasure_rolling.s | 8 ---- src/lib/rolling_buffer.s | 72 ------------------------------ src/lib/rolling_inventory_engine.s | 31 +++++++++++++ 6 files changed, 31 insertions(+), 104 deletions(-) diff --git a/src/ingame/drops_rolling.s b/src/ingame/drops_rolling.s index 11c11a7..4b9e8b1 100644 --- a/src/ingame/drops_rolling.s +++ b/src/ingame/drops_rolling.s @@ -429,14 +429,6 @@ _drops_draw_window: sep #0x10 rts -drops_scroll_down_prepare: -"""Drops profile scroll-down pre-render.""" - engine_scroll_down_prepare(drops_rolling, drops_scroll_pos, DROPS_SCROLL_LIMIT, DROPS_VISIBLE_ITEMS, DROPS_BUFFER_SLOTS, drops_ensure_hdma_initialized, drops_render_item_to_slot, update_drops_scroll_hdma) ; noqa: E501 - -drops_scroll_up_prepare: -"""Drops profile scroll-up pre-render.""" - engine_scroll_up_prepare(drops_rolling, drops_scroll_pos, DROPS_BUFFER_SLOTS, drops_ensure_hdma_initialized, drops_render_item_to_slot, update_drops_scroll_hdma) ; noqa: E501 - drops_start_scroll_down_impl: """Drops profile: kick scroll-down state machine.""" engine_start_scroll_down(drops_rolling, drops_scroll_pos, DROPS_VISIBLE_ITEMS, DROPS_BUFFER_SLOTS, DROPS_SCROLL_TOTAL_PIXELS, DROPS_SCROLL_PIXELS_PER_FRAME, drops_ensure_hdma_initialized, drops_render_item_to_slot, update_drops_scroll_hdma) ; noqa: E501 diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 8f5c2f0..9cd1bf6 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -396,14 +396,6 @@ _menu_draw_inventory_window: sep #0x10 rts -menu_scroll_down_prepare: -"""Field profile scroll-down pre-render.""" - engine_scroll_down_prepare(menu_rolling, 0x1B1A, MENU_SCROLL_LIMIT, MENU_VISIBLE_ITEMS, MENU_BUFFER_SLOTS, ensure_hdma_initialized, _menu_render_item_to_slot, update_menu_scroll_hdma) ; noqa: E501 - -menu_scroll_up_prepare: -"""Field profile scroll-up pre-render.""" - engine_scroll_up_prepare(menu_rolling, 0x1B1A, MENU_BUFFER_SLOTS, ensure_hdma_initialized, _menu_render_item_to_slot, update_menu_scroll_hdma) ; noqa: E501 - ; _menu_render_item_to_slot ; Renders an item to a specific circular buffer slot in the tilemap. ; diff --git a/src/ingame/key_item_picker.s b/src/ingame/key_item_picker.s index 943c236..d3d350e 100644 --- a/src/ingame/key_item_picker.s +++ b/src/ingame/key_item_picker.s @@ -455,14 +455,6 @@ picker frame via its IRQ slide. No-op. """ rts -key_item_scroll_down_prepare: -"""Picker scroll-down pre-render.""" - engine_scroll_down_prepare(key_item_rolling, key_item_scroll_pos, KEY_ITEM_SCROLL_LIMIT, KEY_ITEM_VISIBLE_ITEMS, KEY_ITEM_BUFFER_SLOTS, key_item_ensure_hdma_initialized, key_item_render_item_to_slot, update_key_item_scroll_hdma) ; noqa: E501 - -key_item_scroll_up_prepare: -"""Picker scroll-up pre-render.""" - engine_scroll_up_prepare(key_item_rolling, key_item_scroll_pos, KEY_ITEM_BUFFER_SLOTS, key_item_ensure_hdma_initialized, key_item_render_item_to_slot, update_key_item_scroll_hdma) ; noqa: E501 - key_item_start_scroll_down_impl: """Picker: kick scroll-down state machine.""" engine_start_scroll_down(key_item_rolling, key_item_scroll_pos, KEY_ITEM_VISIBLE_ITEMS, KEY_ITEM_BUFFER_SLOTS, KEY_ITEM_SCROLL_TOTAL_PIXELS, KEY_ITEM_SCROLL_PIXELS_PER_FRAME, key_item_ensure_hdma_initialized, key_item_render_item_to_slot, update_key_item_scroll_hdma) ; noqa: E501 diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index 0110c36..b8ecc7b 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -420,14 +420,6 @@ _treasure_draw_inventory_window: sep #0x10 rts -treasure_scroll_down_prepare: -"""Treasure profile scroll-down pre-render.""" - engine_scroll_down_prepare(treasure_rolling, 0x1BB7, TREASURE_SCROLL_LIMIT, TREASURE_VISIBLE_ITEMS, TREASURE_BUFFER_SLOTS, treasure_ensure_hdma_initialized, _treasure_render_item_to_slot, update_treasure_scroll_hdma) ; noqa: E501 - -treasure_scroll_up_prepare: -"""Treasure profile scroll-up pre-render.""" - engine_scroll_up_prepare(treasure_rolling, 0x1BB7, TREASURE_BUFFER_SLOTS, treasure_ensure_hdma_initialized, _treasure_render_item_to_slot, update_treasure_scroll_hdma) ; noqa: E501 - ; _treasure_render_item_to_slot ; Renders an item to a specific circular buffer slot in the tilemap. ; diff --git a/src/lib/rolling_buffer.s b/src/lib/rolling_buffer.s index e1e2acc..fcb8f3b 100644 --- a/src/lib/rolling_buffer.s +++ b/src/lib/rolling_buffer.s @@ -131,78 +131,6 @@ _row_loop_done: } -.macro engine_scroll_down_prepare( - state_base, - scroll_pos_addr, - scroll_limit, - visible, - buffer_slots, - ensure_hdma_hook, - render_slot_hook, - update_hdma_hook, -) { - """ - Pre-render the new bottom item before a scroll-down animation begins. The slot vacated at top (buffer_pos) - is reused for the new bottom ; buffer_pos then advances modulo buffer_slots. - """ - php - sep #0x20 - jsr.w ensure_hdma_hook - lda.w scroll_pos_addr - cmp #scroll_limit - bcs _down_done - clc - adc #visible - sta.w state_base + RollingBufferState.edge_row - lda.w state_base + RollingBufferState.buffer_pos - sta.w state_base + RollingBufferState.slot_index - jsr.w render_slot_hook - inc.w state_base + RollingBufferState.buffer_pos - lda.w state_base + RollingBufferState.buffer_pos - cmp #buffer_slots - bcc _down_buf_ok - stz.w state_base + RollingBufferState.buffer_pos -_down_buf_ok: - jsr.w update_hdma_hook -_down_done: - plp - rts -} - - -.macro engine_scroll_up_prepare( - state_base, - scroll_pos_addr, - buffer_slots, - ensure_hdma_hook, - render_slot_hook, - update_hdma_hook, -) { - """ - Pre-render the new top item after the scroll-up state machine has decremented scroll_pos. buffer_pos walks - backwards (with wrap) so the slot leaving the bottom edge is reused for the new top. - """ - php - sep #0x20 - jsr.w ensure_hdma_hook - lda.w state_base + RollingBufferState.buffer_pos - beq _up_wrap - dec - bra _up_wrap_done -_up_wrap: - lda #buffer_slots - 1 -_up_wrap_done: - sta.w state_base + RollingBufferState.buffer_pos - sta.w state_base + RollingBufferState.slot_index - lda.w scroll_pos_addr - sta.w state_base + RollingBufferState.edge_row - jsr.w render_slot_hook - jsr.w update_hdma_hook - plp - rts -} - - .macro engine_start_scroll_down( state_base, scroll_pos_addr, diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index 2605518..dd41317 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -252,6 +252,37 @@ _frame_hdma_done: rtl } +_engine_dispatch_update_scroll_hdma: +""" +Branches to the per-menu update_*_scroll_hdma function based on +state.menu_id. All four functions live in bank-20 alongside the engine +so a 16-bit jsr.w is enough. +""" + + + { + lda.l 0x7E0000 + RollingBufferState.menu_id, x + beq _dispatch_field + cmp.b #ROLLING_MENU_ID_TREASURE + beq _dispatch_treasure + cmp.b #ROLLING_MENU_ID_DROPS + beq _dispatch_drops + jsr.w update_key_item_scroll_hdma + rts + +_dispatch_field: + jsr.w update_menu_scroll_hdma + rts + +_dispatch_treasure: + jsr.w update_treasure_scroll_hdma + rts + +_dispatch_drops: + jsr.w update_drops_scroll_hdma + rts + } + _engine_call_hook: """ Internal helper. JSLs through a hook far-ptr stored at From b7d2bd405d1b32bb40da59134a83b33e9fc20399 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 22:23:49 +0200 Subject: [PATCH 114/127] Port engine_start_scroll_down + engine_start_scroll_up to engine Adds rolling_engine_start_scroll_down + rolling_engine_start_scroll_up in the bank-20 engine. Caller passes scroll_pos in A, state ptr in X ; engine fires fn_update_hdma (lazy ensure), updates buffer_pos with wrap, computes slot_index + edge_row, fires fn_render_slot for the new edge, configures scroll FSM (state = 1, remaining = 16, direction = +8 down / $FE up, anim_offset = -16 down / +16 up, transfer_pending = 1), then dispatches the per-menu update_scroll_hdma via menu_id. pixels_per_frame (= 8) + total_pixels (= 16) hardcoded ; all four profiles use the same values. Moves scroll_pos / buffer_slots scratch from $1F84 / $1F85 to $1F88 / $1F89 to avoid the $1F84 clobber from `_engine_call_hook`'s 16-bit offset stash at $1F83. The same move applies to rolling_engine_refresh_slots. Field / treasure / drops / key-item callers swap the macro expansion for `jsr.l rolling_engine.rolling_engine_start_scroll_{down,up}` after loading scroll_pos in A. engine_start_scroll_down + engine_start_scroll_up macro definitions deleted from rolling_buffer.s. --- src/ingame/drops_rolling.s | 20 ++++- src/ingame/inventory_rolling.s | 20 ++++- src/ingame/key_item_picker.s | 20 ++++- src/ingame/treasure_rolling.s | 20 ++++- src/lib/rolling_buffer.s | 104 --------------------- src/lib/rolling_inventory_engine.s | 140 +++++++++++++++++++++++++++-- 6 files changed, 198 insertions(+), 126 deletions(-) diff --git a/src/ingame/drops_rolling.s b/src/ingame/drops_rolling.s index 4b9e8b1..d57b0ea 100644 --- a/src/ingame/drops_rolling.s +++ b/src/ingame/drops_rolling.s @@ -430,12 +430,24 @@ _drops_draw_window: rts drops_start_scroll_down_impl: -"""Drops profile: kick scroll-down state machine.""" - engine_start_scroll_down(drops_rolling, drops_scroll_pos, DROPS_VISIBLE_ITEMS, DROPS_BUFFER_SLOTS, DROPS_SCROLL_TOTAL_PIXELS, DROPS_SCROLL_PIXELS_PER_FRAME, drops_ensure_hdma_initialized, drops_render_item_to_slot, update_drops_scroll_hdma) ; noqa: E501 +"""Drops profile: kick scroll-down state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E0000 + drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_down + plp + rtl drops_start_scroll_up_impl: -"""Drops profile: kick scroll-up state machine.""" - engine_start_scroll_up(drops_rolling, drops_scroll_pos, DROPS_BUFFER_SLOTS, DROPS_SCROLL_TOTAL_PIXELS, drops_ensure_hdma_initialized, drops_render_item_to_slot, update_drops_scroll_hdma) ; noqa: E501 +"""Drops profile: kick scroll-up state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E0000 + drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_up + plp + rtl drops_update_scroll_frame_impl: """Drops profile: per-frame scroll animation tick.""" diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 9cd1bf6..8fcff08 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -601,12 +601,24 @@ _scroll_still_active: rts start_scroll_down_impl: -"""Field profile: kick scroll-down state machine.""" - engine_start_scroll_down(menu_rolling, 0x1B1A, MENU_VISIBLE_ITEMS, MENU_BUFFER_SLOTS, SCROLL_TOTAL_PIXELS, SCROLL_PIXELS_PER_FRAME, ensure_hdma_initialized, _menu_render_item_to_slot, update_menu_scroll_hdma) ; noqa: E501 +"""Field profile: kick scroll-down state machine via the bank-20 engine.""" + php + rep #0x10 + lda.l 0x7E1B1A ; field scroll_pos + ldx.w #menu_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_down + plp + rtl start_scroll_up_impl: -"""Field profile: kick scroll-up state machine.""" - engine_start_scroll_up(menu_rolling, 0x1B1A, MENU_BUFFER_SLOTS, SCROLL_TOTAL_PIXELS, ensure_hdma_initialized, _menu_render_item_to_slot, update_menu_scroll_hdma) ; noqa: E501 +"""Field profile: kick scroll-up state machine via the bank-20 engine.""" + php + rep #0x10 + lda.l 0x7E1B1A + ldx.w #menu_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_up + plp + rtl update_scroll_frame_impl: """Field profile: per-frame scroll animation tick via the bank-20 engine.""" diff --git a/src/ingame/key_item_picker.s b/src/ingame/key_item_picker.s index d3d350e..baada3c 100644 --- a/src/ingame/key_item_picker.s +++ b/src/ingame/key_item_picker.s @@ -456,12 +456,24 @@ picker frame via its IRQ slide. No-op. rts key_item_start_scroll_down_impl: -"""Picker: kick scroll-down state machine.""" - engine_start_scroll_down(key_item_rolling, key_item_scroll_pos, KEY_ITEM_VISIBLE_ITEMS, KEY_ITEM_BUFFER_SLOTS, KEY_ITEM_SCROLL_TOTAL_PIXELS, KEY_ITEM_SCROLL_PIXELS_PER_FRAME, key_item_ensure_hdma_initialized, key_item_render_item_to_slot, update_key_item_scroll_hdma) ; noqa: E501 +"""Picker: kick scroll-down state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E0000 + key_item_scroll_pos + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_down + plp + rtl key_item_start_scroll_up_impl: -"""Picker: kick scroll-up state machine.""" - engine_start_scroll_up(key_item_rolling, key_item_scroll_pos, KEY_ITEM_BUFFER_SLOTS, KEY_ITEM_SCROLL_TOTAL_PIXELS, key_item_ensure_hdma_initialized, key_item_render_item_to_slot, update_key_item_scroll_hdma) ; noqa: E501 +"""Picker: kick scroll-up state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E0000 + key_item_scroll_pos + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_up + plp + rtl key_item_update_scroll_frame_impl: """Picker: per-frame scroll animation tick.""" diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index b8ecc7b..a2660b9 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -655,12 +655,24 @@ _t_scroll_still_active: rts treasure_start_scroll_down_impl: -"""Treasure profile: kick scroll-down state machine.""" - engine_start_scroll_down(treasure_rolling, 0x1BB7, TREASURE_VISIBLE_ITEMS, TREASURE_BUFFER_SLOTS, TREASURE_SCROLL_TOTAL_PIXELS, TREASURE_SCROLL_PIXELS_PER_FRAME, treasure_ensure_hdma_initialized, _treasure_render_item_to_slot, update_treasure_scroll_hdma) ; noqa: E501 +"""Treasure profile: kick scroll-down state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E1BB7 ; treasure scroll_pos (shared with vanilla cursor) + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_down + plp + rtl treasure_start_scroll_up_impl: -"""Treasure profile: kick scroll-up state machine.""" - engine_start_scroll_up(treasure_rolling, 0x1BB7, TREASURE_BUFFER_SLOTS, TREASURE_SCROLL_TOTAL_PIXELS, treasure_ensure_hdma_initialized, _treasure_render_item_to_slot, update_treasure_scroll_hdma) ; noqa: E501 +"""Treasure profile: kick scroll-up state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E1BB7 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_up + plp + rtl treasure_update_scroll_frame_impl: """Treasure profile: per-frame scroll animation tick.""" diff --git a/src/lib/rolling_buffer.s b/src/lib/rolling_buffer.s index fcb8f3b..7dfacca 100644 --- a/src/lib/rolling_buffer.s +++ b/src/lib/rolling_buffer.s @@ -131,110 +131,6 @@ _row_loop_done: } -.macro engine_start_scroll_down( - state_base, - scroll_pos_addr, - visible, - buffer_slots, - total_pixels, - pixels_per_frame, - ensure_hdma_hook, - render_slot_hook, - update_hdma_hook, -) { - """ - Kick off a non-blocking scroll-down animation: advance buffer_pos with wrap, pre-render the new bottom - item, configure the scroll state machine (-16 anim offset, +pixels_per_frame direction). - """ - php - sep #0x20 - jsr.w ensure_hdma_hook - inc.w state_base + RollingBufferState.buffer_pos - lda.w state_base + RollingBufferState.buffer_pos - cmp #buffer_slots - bcc _start_dn_buf_ok - stz.w state_base + RollingBufferState.buffer_pos - lda #0x00 -_start_dn_buf_ok: - clc - adc #visible - 1 -_start_dn_mod: - cmp #buffer_slots - bcc _start_dn_mod_done - sec - sbc #buffer_slots - bra _start_dn_mod -_start_dn_mod_done: - sta.w state_base + RollingBufferState.slot_index - lda.w scroll_pos_addr - clc - adc #visible - 1 - sta.w state_base + RollingBufferState.edge_row - jsr.w render_slot_hook - lda #0x01 - sta.w state_base + RollingBufferState.scroll_state - lda #total_pixels - sta.w state_base + RollingBufferState.scroll_remaining - lda #pixels_per_frame - sta.w state_base + RollingBufferState.scroll_direction - rep #0x20 - lda.w #0xFFF0 - sta.w state_base + RollingBufferState.scroll_anim_offset - sep #0x20 - lda #0x01 - sta.w state_base + RollingBufferState.transfer_pending - jsr.w update_hdma_hook - plp - rtl -} - - -.macro engine_start_scroll_up( - state_base, - scroll_pos_addr, - buffer_slots, - total_pixels, - ensure_hdma_hook, - render_slot_hook, - update_hdma_hook, -) { - """ - Kick off a non-blocking scroll-up animation: walk buffer_pos backwards (wrap to buffer_slots-1), - pre-render the new top item, configure the state machine (+16 anim offset, -2 direction). - """ - php - sep #0x20 - jsr.w ensure_hdma_hook - lda.w state_base + RollingBufferState.buffer_pos - beq _start_up_wrap - dec - bra _start_up_wrap_done -_start_up_wrap: - lda #buffer_slots - 1 -_start_up_wrap_done: - sta.w state_base + RollingBufferState.buffer_pos - sta.w state_base + RollingBufferState.slot_index - lda.w scroll_pos_addr - sta.w state_base + RollingBufferState.edge_row - jsr.w render_slot_hook - lda #0x01 - sta.w state_base + RollingBufferState.scroll_state - lda #total_pixels - sta.w state_base + RollingBufferState.scroll_remaining - lda #0xFE - sta.w state_base + RollingBufferState.scroll_direction - rep #0x20 - lda.w #0x0010 - sta.w state_base + RollingBufferState.scroll_anim_offset - sep #0x20 - lda #0x01 - sta.w state_base + RollingBufferState.transfer_pending - jsr.w update_hdma_hook - plp - rtl -} - - .macro engine_finish_scroll( state_base, scroll_pos_addr, diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index dd41317..ea91aa2 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -121,16 +121,16 @@ Out: all `visible_rows + 1` slots re-rendered, transfer_pending set. php sep #0x20 rep #0x10 - sta.l 0x001F84 ; stash scroll_pos + sta.l 0x001F88 ; stash scroll_pos lda.l 0x7E0000 + RollingBufferState.visible_rows, x inc ; buffer_slots = visible_rows + 1 - sta.l 0x001F85 ; stash buffer_slots + sta.l 0x001F89 ; stash buffer_slots lda.b #0x00 _engine_refresh_loop: pha clc - adc.l 0x001F84 + adc.l 0x001F88 sta.l 0x7E0000 + RollingBufferState.edge_row, x pla pha @@ -138,10 +138,10 @@ _engine_refresh_loop: adc.l 0x7E0000 + RollingBufferState.buffer_pos, x _engine_refresh_mod: - cmp.l 0x001F85 + cmp.l 0x001F89 bcc _engine_refresh_mod_done sec - sbc.l 0x001F85 + sbc.l 0x001F89 bra _engine_refresh_mod _engine_refresh_mod_done: @@ -150,7 +150,7 @@ _engine_refresh_mod_done: jsr.w _engine_call_hook pla inc - cmp.l 0x001F85 + cmp.l 0x001F89 bcc _engine_refresh_loop lda.b #0x01 sta.l 0x7E0000 + RollingBufferState.transfer_pending, x @@ -252,6 +252,134 @@ _frame_hdma_done: rtl } +rolling_engine_start_scroll_down: +""" +Kick off a non-blocking scroll-down animation. Advances buffer_pos +with wrap, pre-renders the new bottom slot via fn_render_slot, configures +the scroll FSM (state = 1, remaining = 16 pixels, direction = +8 = +positive = down, anim_offset = -16), stamps transfer_pending, and +dispatches the per-menu update_scroll_hdma to seed the first frame's +HDMA shadow. + +In : X = state ptr, A = current scroll_pos (8-bit) +Out: scroll state machine armed for the next 2 frames of animation. +""" + + + { + php + rep #0x10 + sep #0x20 + sta.l 0x001F88 ; stash scroll_pos + ldy.w #RollingBufferState.fn_update_hdma + jsr.w _engine_call_hook +; buffer_slots = visible_rows + 1 + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + inc + sta.l 0x001F89 +; inc buffer_pos with wrap + lda.l 0x7E0000 + RollingBufferState.buffer_pos, x + inc + cmp.l 0x001F89 + bcc _start_dn_buf_ok + lda.b #0x00 + +_start_dn_buf_ok: + sta.l 0x7E0000 + RollingBufferState.buffer_pos, x +; slot_index = (buffer_pos + visible_rows - 1) % buffer_slots + clc + adc.l 0x7E0000 + RollingBufferState.visible_rows, x + dec + +_start_dn_mod: + cmp.l 0x001F89 + bcc _start_dn_mod_done + sec + sbc.l 0x001F89 + bra _start_dn_mod + +_start_dn_mod_done: + sta.l 0x7E0000 + RollingBufferState.slot_index, x +; edge_row = scroll_pos + visible_rows - 1 + lda.l 0x001F88 + clc + adc.l 0x7E0000 + RollingBufferState.visible_rows, x + dec + sta.l 0x7E0000 + RollingBufferState.edge_row, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook +; FSM : scroll_state = 1, remaining = 16, direction = +8 (positive = down) + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + lda.b #16 + sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x + lda.b #8 + sta.l 0x7E0000 + RollingBufferState.scroll_direction, x + rep #0x20 + lda.w #0xFFF0 + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + sep #0x20 + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + jsr.w _engine_dispatch_update_scroll_hdma + plp + rtl + } + +rolling_engine_start_scroll_up: +""" +Kick off a non-blocking scroll-up animation. Walks buffer_pos backwards +(wrap to visible_rows = buffer_slots - 1), pre-renders the new top +slot, configures the FSM (state = 1, remaining = 16, direction = -2 = +$FE = negative = up, anim_offset = +16), stamps transfer_pending, +dispatches update_scroll_hdma. + +In : X = state ptr, A = current scroll_pos (8-bit, already decremented + by the caller) +Out: scroll state machine armed for next 2 frames of animation. +""" + + + { + php + rep #0x10 + sep #0x20 + sta.l 0x001F88 ; stash scroll_pos + ldy.w #RollingBufferState.fn_update_hdma + jsr.w _engine_call_hook + lda.l 0x7E0000 + RollingBufferState.buffer_pos, x + beq _start_up_wrap + dec + bra _start_up_wrap_done + +_start_up_wrap: +; buffer_slots - 1 == visible_rows. + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + +_start_up_wrap_done: + sta.l 0x7E0000 + RollingBufferState.buffer_pos, x + sta.l 0x7E0000 + RollingBufferState.slot_index, x + lda.l 0x001F88 ; scroll_pos + sta.l 0x7E0000 + RollingBufferState.edge_row, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + lda.b #16 + sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x + lda.b #0xFE ; -2 (negative = up direction) + sta.l 0x7E0000 + RollingBufferState.scroll_direction, x + rep #0x20 + lda.w #0x0010 + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + sep #0x20 + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + jsr.w _engine_dispatch_update_scroll_hdma + plp + rtl + } + _engine_dispatch_update_scroll_hdma: """ Branches to the per-menu update_*_scroll_hdma function based on From cab256927f709fedeb8af81881ea03dacd07bc5b Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 22:27:46 +0200 Subject: [PATCH 115/127] Port engine_finish_scroll to engine Adds rolling_engine_finish_scroll. Caller passes scroll_pos in A, state ptr in X ; engine reads scroll_direction to pick the post-animation prefetch direction, computes slot_index + edge_row, fires fn_render_slot (skipping when past list end / before list head), clears scroll_state + scroll_anim_offset, dispatches per-menu update_scroll_hdma via menu_id, calls draw_item_cursors + update_ctrl_after_scroll trampolines. Field / treasure / drops / key-item callers swap macro expansion for JSL. engine_finish_scroll macro deleted from rolling_buffer.s. --- src/ingame/drops_rolling.s | 10 +++- src/ingame/inventory_rolling.s | 10 +++- src/ingame/key_item_picker.s | 10 +++- src/ingame/treasure_rolling.s | 10 +++- src/lib/rolling_buffer.s | 67 --------------------- src/lib/rolling_inventory_engine.s | 93 ++++++++++++++++++++++++++++++ 6 files changed, 125 insertions(+), 75 deletions(-) diff --git a/src/ingame/drops_rolling.s b/src/ingame/drops_rolling.s index d57b0ea..aa41f74 100644 --- a/src/ingame/drops_rolling.s +++ b/src/ingame/drops_rolling.s @@ -459,8 +459,14 @@ drops_update_scroll_frame_impl: rtl drops_finish_scroll_impl: -"""Drops profile: end-of-animation pre-render + cleanup.""" - engine_finish_scroll(drops_rolling, drops_scroll_pos, DROPS_VISIBLE_ITEMS, DROPS_BUFFER_SLOTS, DROPS_TOTAL_ITEMS, drops_render_item_to_slot, update_drops_scroll_hdma) ; noqa: E501 +"""Drops profile: end-of-animation cleanup via the bank-20 engine.""" + php + rep #0x10 + lda.l 0x7E0000 + drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_finish_scroll + plp + rtl drops_refresh_slots_impl: """Drops profile: re-render all 6 slots via the bank-20 engine.""" diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 8fcff08..2472e27 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -630,8 +630,14 @@ update_scroll_frame_impl: rtl finish_scroll_impl: -"""Field profile: end-of-animation pre-render + cleanup.""" - engine_finish_scroll(menu_rolling, 0x1B1A, MENU_VISIBLE_ITEMS, MENU_BUFFER_SLOTS, MENU_TOTAL_ITEMS, _menu_render_item_to_slot, update_menu_scroll_hdma) ; noqa: E501 +"""Field profile: end-of-animation cleanup via the bank-20 engine.""" + php + rep #0x10 + lda.l 0x7E1B1A + ldx.w #menu_rolling + jsr.l rolling_engine.rolling_engine_finish_scroll + plp + rtl ; Inventory Rolling Buffer Patches - Relocated to Bank $20 ; These routines are called via JSL from bank $01 hooks. diff --git a/src/ingame/key_item_picker.s b/src/ingame/key_item_picker.s index baada3c..4e1a722 100644 --- a/src/ingame/key_item_picker.s +++ b/src/ingame/key_item_picker.s @@ -485,8 +485,14 @@ key_item_update_scroll_frame_impl: rtl key_item_finish_scroll_impl: -"""Picker: end-of-animation pre-render + cleanup.""" - engine_finish_scroll(key_item_rolling, key_item_scroll_pos, KEY_ITEM_VISIBLE_ITEMS, KEY_ITEM_BUFFER_SLOTS, KEY_ITEM_TOTAL_ITEMS, key_item_render_item_to_slot, update_key_item_scroll_hdma) ; noqa: E501 +"""Picker: end-of-animation cleanup via the bank-20 engine.""" + php + rep #0x10 + lda.l 0x7E0000 + key_item_scroll_pos + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_finish_scroll + plp + rtl key_item_refresh_slots_impl: """Picker: re-render all slots via the bank-20 engine.""" diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index a2660b9..a62ba90 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -684,8 +684,14 @@ treasure_update_scroll_frame_impl: rtl treasure_finish_scroll_impl: -"""Treasure profile: end-of-animation pre-render + cleanup.""" - engine_finish_scroll(treasure_rolling, 0x1BB7, TREASURE_VISIBLE_ITEMS, TREASURE_BUFFER_SLOTS, TREASURE_TOTAL_ITEMS, _treasure_render_item_to_slot, update_treasure_scroll_hdma) ; noqa: E501 +"""Treasure profile: end-of-animation cleanup via the bank-20 engine.""" + php + rep #0x10 + lda.l 0x7E1BB7 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_finish_scroll + plp + rtl ; Inventory Rolling Buffer Patches - Relocated to Bank $20 ; These routines are called via JSL from bank $01 hooks. diff --git a/src/lib/rolling_buffer.s b/src/lib/rolling_buffer.s index 7dfacca..695b783 100644 --- a/src/lib/rolling_buffer.s +++ b/src/lib/rolling_buffer.s @@ -131,73 +131,6 @@ _row_loop_done: } -.macro engine_finish_scroll( - state_base, - scroll_pos_addr, - visible, - buffer_slots, - total_items, - render_slot_hook, - update_hdma_hook, -) { - """ - End-of-animation: pre-render the next-scroll-direction edge slot (skip past list ends), reset scroll_state - and anim_offset, refresh HDMA, run original cursor + post-scroll cleanup. - """ - php - sep #0x20 - lda.w state_base + RollingBufferState.scroll_direction - bmi _finish_was_up - lda.w state_base + RollingBufferState.buffer_pos - beq _finish_dn_wrap - dec - bra _finish_dn_slot_ok -_finish_dn_wrap: - lda #buffer_slots - 1 -_finish_dn_slot_ok: - sta.w state_base + RollingBufferState.slot_index - lda.w scroll_pos_addr - clc - adc #visible - cmp #total_items - bcs _finish_skip - sta.w state_base + RollingBufferState.edge_row - jsr.w render_slot_hook - lda #0x01 - sta.w state_base + RollingBufferState.transfer_pending - bra _finish_skip -_finish_was_up: - lda.w state_base + RollingBufferState.buffer_pos - clc - adc #visible -_finish_up_mod: - cmp #buffer_slots - bcc _finish_up_slot_ok - sec - sbc #buffer_slots - bra _finish_up_mod -_finish_up_slot_ok: - sta.w state_base + RollingBufferState.slot_index - lda.w scroll_pos_addr - beq _finish_skip - dec - sta.w state_base + RollingBufferState.edge_row - jsr.w render_slot_hook - lda #0x01 - sta.w state_base + RollingBufferState.transfer_pending -_finish_skip: - stz.w state_base + RollingBufferState.scroll_state - rep #0x20 - stz.w state_base + RollingBufferState.scroll_anim_offset - sep #0x20 - jsr.w update_hdma_hook - jsr.l draw_item_cursors_trampoline - jsr.l update_ctrl_after_scroll_trampoline - plp - rtl -} - - .macro engine_swap_redraw( state_base, scroll_pos_addr, diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index ea91aa2..20f1ba0 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -380,6 +380,99 @@ _start_up_wrap_done: rtl } +rolling_engine_finish_scroll: +""" +End-of-animation : pre-render the next-direction edge slot (the one +that becomes the new prefetch after the current animation lands), +reset scroll_state + anim_offset, refresh the HDMA shadow, fire the +vanilla cursor + post-scroll cleanup trampolines. + +For scroll-down (direction = +N): slot_index = buffer_pos - 1 (with +wrap to buffer_slots - 1) ; edge_row = scroll_pos + visible_rows ; +skip render when scroll_pos + visible_rows >= item_count (past tail). + +For scroll-up (direction < 0, $FE) : slot_index = (buffer_pos + visible) +mod buffer_slots ; edge_row = scroll_pos - 1 ; skip render when +scroll_pos == 0 (past head). + +In : X = state ptr, A = current scroll_pos (8-bit) +Out: scroll FSM cleared, prefetch slot rendered, HDMA refreshed. +""" + + + { + php + rep #0x10 + sep #0x20 + sta.l 0x001F88 ; stash scroll_pos +; buffer_slots = visible_rows + 1 + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + inc + sta.l 0x001F89 + lda.l 0x7E0000 + RollingBufferState.scroll_direction, x + bmi _finish_was_up +; --- scroll-down post-anim --- + lda.l 0x7E0000 + RollingBufferState.buffer_pos, x + beq _finish_dn_wrap + dec + bra _finish_dn_slot_ok + +_finish_dn_wrap: +; buffer_slots - 1 == visible_rows + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + +_finish_dn_slot_ok: + sta.l 0x7E0000 + RollingBufferState.slot_index, x + lda.l 0x001F88 ; scroll_pos + clc + adc.l 0x7E0000 + RollingBufferState.visible_rows, x + cmp.l 0x7E0000 + RollingBufferState.item_count, x + bcs _finish_skip + sta.l 0x7E0000 + RollingBufferState.edge_row, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + bra _finish_skip + +_finish_was_up: +; --- scroll-up post-anim --- + lda.l 0x7E0000 + RollingBufferState.buffer_pos, x + clc + adc.l 0x7E0000 + RollingBufferState.visible_rows, x + +_finish_up_mod: + cmp.l 0x001F89 + bcc _finish_up_slot_ok + sec + sbc.l 0x001F89 + bra _finish_up_mod + +_finish_up_slot_ok: + sta.l 0x7E0000 + RollingBufferState.slot_index, x + lda.l 0x001F88 ; scroll_pos + beq _finish_skip + dec + sta.l 0x7E0000 + RollingBufferState.edge_row, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + +_finish_skip: + lda.b #0x00 + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + rep #0x20 + lda.w #0x0000 + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + sep #0x20 + jsr.w _engine_dispatch_update_scroll_hdma + jsr.l draw_item_cursors_trampoline + jsr.l update_ctrl_after_scroll_trampoline + plp + rtl + } + _engine_dispatch_update_scroll_hdma: """ Branches to the per-menu update_*_scroll_hdma function based on From 319ade3f98b104d9d1840e8526f4849dc594bfb7 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 22:32:25 +0200 Subject: [PATCH 116/127] Port engine_swap_redraw to engine Adds rolling_engine_swap_redraw. Caller passes scroll_pos in A, state ptr in X ; engine fires fn_update_hdma, clears scroll FSM scratch, iterates buffer_slots = visible+1 times, computes slot_index + edge_row, fires fn_render_slot when item index in range. Slots past the tail get the field-items clear path (gated on menu_id == 0 ; other profiles' clear stubs were RTS no-ops). Stamps transfer_pending = 1 and dispatches per-menu update_scroll_hdma. Field / treasure / drops callers swap macro expansion for JSL. engine_swap_redraw macro deleted. --- src/ingame/drops_rolling.s | 10 +++- src/ingame/inventory_rolling.s | 10 +++- src/ingame/treasure_rolling.s | 10 +++- src/lib/rolling_buffer.s | 63 ------------------------ src/lib/rolling_inventory_engine.s | 77 ++++++++++++++++++++++++++++++ 5 files changed, 101 insertions(+), 69 deletions(-) diff --git a/src/ingame/drops_rolling.s b/src/ingame/drops_rolling.s index aa41f74..de96a00 100644 --- a/src/ingame/drops_rolling.s +++ b/src/ingame/drops_rolling.s @@ -480,5 +480,11 @@ drops_refresh_slots_impl: rtl drops_swap_redraw_impl: -"""Drops profile: post-swap re-render.""" - engine_swap_redraw(drops_rolling, drops_scroll_pos, DROPS_BUFFER_SLOTS, DROPS_TOTAL_ITEMS, drops_ensure_hdma_initialized, drops_render_item_to_slot, clear_drops_slot, update_drops_scroll_hdma) ; noqa: E501 +"""Drops profile: post-swap re-render via the engine.""" + php + rep #0x10 + lda.l 0x7E0000 + drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_swap_redraw + plp + rtl diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 2472e27..a558898 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -696,8 +696,14 @@ menu_exit_hook_impl: ; Does NOT reset buffer_pos - we stay at the current scroll position. swap_redraw_hook_impl_body: -"""Field profile: post-swap re-render of all 11 slots.""" - engine_swap_redraw(menu_rolling, 0x1B1A, MENU_BUFFER_SLOTS, MENU_TOTAL_ITEMS, ensure_hdma_initialized, _menu_render_item_to_slot, _clear_inventory_slot, update_menu_scroll_hdma) ; noqa: E501 +"""Field profile: post-swap re-render of all 11 slots via the engine.""" + php + rep #0x10 + lda.l 0x7E1B1A + ldx.w #menu_rolling + jsr.l rolling_engine.rolling_engine_swap_redraw + plp + rtl ; _clear_inventory_slot diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index a62ba90..de3cf8b 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -752,8 +752,14 @@ treasure_menu_exit_hook_impl: ; Does NOT reset buffer_pos - we stay at the current scroll position. treasure_swap_redraw_hook_impl_body: -"""Treasure profile: post-swap re-render of all 6 slots.""" - engine_swap_redraw(treasure_rolling, 0x1BB7, TREASURE_BUFFER_SLOTS, TREASURE_TOTAL_ITEMS, treasure_ensure_hdma_initialized, _treasure_render_item_to_slot, _clear_treasure_slot, update_treasure_scroll_hdma) ; noqa: E501 +"""Treasure profile: post-swap re-render of all 6 slots via the engine.""" + php + rep #0x10 + lda.l 0x7E1BB7 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_swap_redraw + plp + rtl ; _clear_treasure_slot diff --git a/src/lib/rolling_buffer.s b/src/lib/rolling_buffer.s index 695b783..ca63364 100644 --- a/src/lib/rolling_buffer.s +++ b/src/lib/rolling_buffer.s @@ -129,66 +129,3 @@ _row_loop_done: plp rts } - - -.macro engine_swap_redraw( - state_base, - scroll_pos_addr, - buffer_slots, - total_items, - ensure_hdma_hook, - render_slot_hook, - clear_slot_hook, - update_hdma_hook, -) { - """ - Re-render all `buffer_slots` slots from the current buffer_pos after an item swap. Out-of-range items - (scroll_pos+row >= total_items) are blanked via `clear_slot_hook` so the prefetch row doesn't show stale - tiles. Resets scroll state so a mid-animation swap doesn't trigger spurious finish_scroll re-renders. - """ - php - sep #0x20 - jsr.w ensure_hdma_hook - stz.w state_base + RollingBufferState.scroll_state - stz.w state_base + RollingBufferState.scroll_remaining - stz.w state_base + RollingBufferState.scroll_anim_offset - stz.w state_base + RollingBufferState.scroll_anim_offset + 1 - lda.b 0x46 - pha - lda #0x00 - sta.b 0x46 -_swap_loop: - lda.w state_base + RollingBufferState.buffer_pos - clc - adc.b 0x46 -_swap_mod: - cmp #buffer_slots - bcc _swap_mod_done - sec - sbc #buffer_slots - bra _swap_mod -_swap_mod_done: - sta.w state_base + RollingBufferState.slot_index - lda.w scroll_pos_addr - clc - adc.b 0x46 - cmp #total_items - bcs _swap_clear - sta.w state_base + RollingBufferState.edge_row - jsr.w render_slot_hook - bra _swap_next -_swap_clear: - jsr.w clear_slot_hook -_swap_next: - inc.b 0x46 - lda.b 0x46 - cmp #buffer_slots - bne _swap_loop - pla - sta.b 0x46 - lda #0x01 - sta.w state_base + RollingBufferState.transfer_pending - jsr.w update_hdma_hook - plp - rtl -} diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index 20f1ba0..d89081e 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -473,6 +473,83 @@ _finish_skip: rtl } +rolling_engine_swap_redraw: +""" +Re-render all `visible_rows + 1` slots from current buffer_pos after +an item swap. Slots whose item index >= item_count are cleared via +the built-in field-items clear path (other profiles' clear stubs were +RTS no-ops, so we skip the call entirely for them). Resets scroll +state so a mid-animation swap doesn't trigger spurious finish_scroll +re-renders. + +In : X = state ptr, A = current scroll_pos (8-bit) +Out: all `visible_rows + 1` slots refreshed, transfer_pending = 1, + HDMA shadow rebuilt via per-menu update_scroll_hdma. +""" + + + { + php + rep #0x10 + sep #0x20 + sta.l 0x001F88 ; stash scroll_pos + ldy.w #RollingBufferState.fn_update_hdma + jsr.w _engine_call_hook + lda.b #0x00 + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset + 1, x +; buffer_slots = visible_rows + 1 + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + inc + sta.l 0x001F89 ; stash buffer_slots + lda.b #0x00 + +_swap_loop: + pha + clc + adc.l 0x7E0000 + RollingBufferState.buffer_pos, x + +_swap_mod: + cmp.l 0x001F89 + bcc _swap_mod_done + sec + sbc.l 0x001F89 + bra _swap_mod + +_swap_mod_done: + sta.l 0x7E0000 + RollingBufferState.slot_index, x + pla + pha + clc + adc.l 0x001F88 + cmp.l 0x7E0000 + RollingBufferState.item_count, x + bcs _swap_clear + sta.l 0x7E0000 + RollingBufferState.edge_row, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook + bra _swap_next + +_swap_clear: +; Only field-items has a real clear ; other menus' clear stubs were +; RTS no-ops, so skip the call entirely unless menu_id == 0. + lda.l 0x7E0000 + RollingBufferState.menu_id, x + bne _swap_next + jsr.w _clear_inventory_slot + +_swap_next: + pla + inc + cmp.l 0x001F89 + bcc _swap_loop + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + jsr.w _engine_dispatch_update_scroll_hdma + plp + rtl + } + _engine_dispatch_update_scroll_hdma: """ Branches to the per-menu update_*_scroll_hdma function based on From e75f58d24fad1f804ba18ac51c0a583e3492bdaa Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 22:41:10 +0200 Subject: [PATCH 117/127] Inline engine_update_scroll_hdma at each call site, drop the macro MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Last engine_* macro standing. Unlike the other operations, its per-row writes use compile-time state_base + a compile-time hdma_shadow_addr, so routing through the bank-20 engine would need menu_id dispatch on every state read. Inlining the body ~80 lines × 4 menus wins over that complexity. Each menu's update_*_scroll_hdma function now carries the previously macro-generated body verbatim. engine_update_scroll_hdma deleted from rolling_buffer.s — that file is now just the shared INVENTORY_SCROLL_* constants and a docstring. No more engine_* macros anywhere in src/. --- src/ingame/drops_rolling.s | 82 +++++++++++++++++++++++++- src/ingame/inventory_rolling.s | 82 +++++++++++++++++++++++++- src/ingame/key_item_picker.s | 82 +++++++++++++++++++++++++- src/ingame/treasure_rolling.s | 86 +++++++++++++++++++++++++++- src/lib/rolling_buffer.s | 101 --------------------------------- 5 files changed, 328 insertions(+), 105 deletions(-) diff --git a/src/ingame/drops_rolling.s b/src/ingame/drops_rolling.s index de96a00..3529bd6 100644 --- a/src/ingame/drops_rolling.s +++ b/src/ingame/drops_rolling.s @@ -269,7 +269,87 @@ clear_drops_slot: update_drops_scroll_hdma: """Build the drops HDMA shadow table via the shared engine.""" - engine_update_scroll_hdma(drops_rolling, DROPS_HDMA_SHADOW, DROPS_BUFFER_SLOTS, DROPS_VISIBLE_ITEMS, _drops_hdma_header, _drops_hdma_footer, _drops_hdma_signal) ; noqa: E501 + ; Build drops HDMA scroll table. Inlined from the former + ; engine_update_scroll_hdma macro for the same reason as treasure. +{ + php + rep #0x30 + pha + phx + phy + lda.b 0x40 + pha + lda.b 0x42 + pha + ldx.w #0x0000 + jsr.w _drops_hdma_header + stz.b 0x42 + +_row_loop: + lda.w drops_rolling + RollingBufferState.buffer_pos + and.w #0x00FF + clc + adc.b 0x42 + +_mod_loop: + cmp.w #DROPS_BUFFER_SLOTS + bcc _mod_done + sec + sbc.w #DROPS_BUFFER_SLOTS + bra _mod_loop + +_mod_done: + asl + asl + asl + asl + sta.b 0x40 + lda.b 0x42 + and.w #0x00FF + asl + asl + asl + asl + eor.w #0xFFFF + inc + clc + adc.b 0x40 + clc + adc.w drops_rolling + RollingBufferState.base_scroll + sta.b 0x40 + sep #0x20 + lda #16 + sta.l DROPS_HDMA_SHADOW, x + inx + rep #0x20 + lda.b 0x40 + sta.l DROPS_HDMA_SHADOW, x + inx + inx + rep #0x20 + inc.b 0x42 + lda.b 0x42 + cmp.w #DROPS_VISIBLE_ITEMS + bcs _row_loop_done + jmp.w _row_loop + +_row_loop_done: + jsr.w _drops_hdma_footer + sep #0x20 + lda #0x00 + sta.l DROPS_HDMA_SHADOW, x + jsr.w _drops_hdma_signal + rep #0x20 + pla + sta.b 0x42 + pla + sta.b 0x40 + ply + plx + pla + plp + rts +} _drops_hdma_header: """Header: 32 lines at base (-24) — off-screen 24 lines + 8 lines top border.""" diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index a558898..dd74731 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -227,7 +227,87 @@ _init_item_rows: update_menu_scroll_hdma: """Build the field-menu HDMA scroll table via the shared engine.""" - engine_update_scroll_hdma(menu_rolling, MENU_HDMA_SHADOW, MENU_BUFFER_SLOTS, MENU_VISIBLE_ITEMS, _menu_hdma_header, _menu_hdma_footer, _menu_hdma_signal) ; noqa: E501 + ; Build field-menu HDMA scroll table. Inlined from the former + ; engine_update_scroll_hdma macro for the same reason as treasure. +{ + php + rep #0x30 + pha + phx + phy + lda.b 0x40 + pha + lda.b 0x42 + pha + ldx.w #0x0000 + jsr.w _menu_hdma_header + stz.b 0x42 + +_row_loop: + lda.w menu_rolling + RollingBufferState.buffer_pos + and.w #0x00FF + clc + adc.b 0x42 + +_mod_loop: + cmp.w #MENU_BUFFER_SLOTS + bcc _mod_done + sec + sbc.w #MENU_BUFFER_SLOTS + bra _mod_loop + +_mod_done: + asl + asl + asl + asl + sta.b 0x40 + lda.b 0x42 + and.w #0x00FF + asl + asl + asl + asl + eor.w #0xFFFF + inc + clc + adc.b 0x40 + clc + adc.w menu_rolling + RollingBufferState.base_scroll + sta.b 0x40 + sep #0x20 + lda #16 + sta.l MENU_HDMA_SHADOW, x + inx + rep #0x20 + lda.b 0x40 + sta.l MENU_HDMA_SHADOW, x + inx + inx + rep #0x20 + inc.b 0x42 + lda.b 0x42 + cmp.w #MENU_VISIBLE_ITEMS + bcs _row_loop_done + jmp.w _row_loop + +_row_loop_done: + jsr.w _menu_hdma_footer + sep #0x20 + lda #0x00 + sta.l MENU_HDMA_SHADOW, x + jsr.w _menu_hdma_signal + rep #0x20 + pla + sta.b 0x42 + pla + sta.b 0x40 + ply + plx + pla + plp + rts +} _menu_hdma_header: """Field profile header: 48-scanline border at BASE scroll (one entry).""" diff --git a/src/ingame/key_item_picker.s b/src/ingame/key_item_picker.s index 4e1a722..26feab2 100644 --- a/src/ingame/key_item_picker.s +++ b/src/ingame/key_item_picker.s @@ -330,7 +330,87 @@ _filter_next: update_key_item_scroll_hdma: """Build the key-item HDMA shadow table via the shared engine.""" - engine_update_scroll_hdma(key_item_rolling, KEY_ITEM_HDMA_SHADOW, KEY_ITEM_BUFFER_SLOTS, KEY_ITEM_VISIBLE_ITEMS, _key_item_hdma_header, _key_item_hdma_footer, _key_item_hdma_signal) ; noqa: E501 + ; Build key-item picker HDMA scroll table. Inlined from the former + ; engine_update_scroll_hdma macro for the same reason as treasure. +{ + php + rep #0x30 + pha + phx + phy + lda.b 0x40 + pha + lda.b 0x42 + pha + ldx.w #0x0000 + jsr.w _key_item_hdma_header + stz.b 0x42 + +_row_loop: + lda.w key_item_rolling + RollingBufferState.buffer_pos + and.w #0x00FF + clc + adc.b 0x42 + +_mod_loop: + cmp.w #KEY_ITEM_BUFFER_SLOTS + bcc _mod_done + sec + sbc.w #KEY_ITEM_BUFFER_SLOTS + bra _mod_loop + +_mod_done: + asl + asl + asl + asl + sta.b 0x40 + lda.b 0x42 + and.w #0x00FF + asl + asl + asl + asl + eor.w #0xFFFF + inc + clc + adc.b 0x40 + clc + adc.w key_item_rolling + RollingBufferState.base_scroll + sta.b 0x40 + sep #0x20 + lda #16 + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + rep #0x20 + lda.b 0x40 + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + inx + rep #0x20 + inc.b 0x42 + lda.b 0x42 + cmp.w #KEY_ITEM_VISIBLE_ITEMS + bcs _row_loop_done + jmp.w _row_loop + +_row_loop_done: + jsr.w _key_item_hdma_footer + sep #0x20 + lda #0x00 + sta.l KEY_ITEM_HDMA_SHADOW, x + jsr.w _key_item_hdma_signal + rep #0x20 + pla + sta.b 0x42 + pla + sta.b 0x40 + ply + plx + pla + plp + rts +} _key_item_hdma_header: """Picker HDMA header — 112 lines at BASE (top half = field map preserved).""" diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index de3cf8b..0fd2ded 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -258,7 +258,91 @@ _t_init_item_rows: update_treasure_scroll_hdma: """Build the treasure-menu HDMA scroll table via the shared engine.""" - engine_update_scroll_hdma(treasure_rolling, TREASURE_HDMA_SHADOW, TREASURE_BUFFER_SLOTS, TREASURE_VISIBLE_ITEMS, _treasure_hdma_header, _treasure_hdma_footer, _treasure_hdma_signal) ; noqa: E501 + ; Build treasure HDMA scroll table. Inlined from the former + ; `engine_update_scroll_hdma` macro since its per-row writes use + ; compile-time state_base + hdma_shadow_addr ; routing through the + ; bank-20 engine would need menu_id dispatch at every state read, + ; which costs more than the modest 80-line duplication across the + ; four menus. +{ + php + rep #0x30 + pha + phx + phy + lda.b 0x40 + pha + lda.b 0x42 + pha + ldx.w #0x0000 + jsr.w _treasure_hdma_header + stz.b 0x42 + +_row_loop: + lda.w treasure_rolling + RollingBufferState.buffer_pos + and.w #0x00FF + clc + adc.b 0x42 + +_mod_loop: + cmp.w #TREASURE_BUFFER_SLOTS + bcc _mod_done + sec + sbc.w #TREASURE_BUFFER_SLOTS + bra _mod_loop + +_mod_done: + asl + asl + asl + asl + sta.b 0x40 + lda.b 0x42 + and.w #0x00FF + asl + asl + asl + asl + eor.w #0xFFFF + inc + clc + adc.b 0x40 + clc + adc.w treasure_rolling + RollingBufferState.base_scroll + sta.b 0x40 + sep #0x20 + lda #16 + sta.l TREASURE_HDMA_SHADOW, x + inx + rep #0x20 + lda.b 0x40 + sta.l TREASURE_HDMA_SHADOW, x + inx + inx + rep #0x20 + inc.b 0x42 + lda.b 0x42 + cmp.w #TREASURE_VISIBLE_ITEMS + bcs _row_loop_done + jmp.w _row_loop + +_row_loop_done: + jsr.w _treasure_hdma_footer + sep #0x20 + lda #0x00 + sta.l TREASURE_HDMA_SHADOW, x + jsr.w _treasure_hdma_signal + rep #0x20 + pla + sta.b 0x42 + pla + sta.b 0x40 + ply + plx + pla + plp + rts +} _treasure_hdma_header: """Treasure profile header: drops band (120 lines at BASE-16) + inventory border (8 lines at BASE).""" diff --git a/src/lib/rolling_buffer.s b/src/lib/rolling_buffer.s index ca63364..3ae3d84 100644 --- a/src/lib/rolling_buffer.s +++ b/src/lib/rolling_buffer.s @@ -28,104 +28,3 @@ Conventions: ; settle is counted. INVENTORY_SCROLL_PIXELS_PER_FRAME := 8 INVENTORY_SCROLL_TOTAL_PIXELS := 16 - - -.macro engine_update_scroll_hdma( - state_base, - hdma_shadow_addr, - buffer_slots, - visible, - header_hook, - footer_hook, - signal_hook, -) { - """ - Build the rolling-buffer HDMA scroll table in `hdma_shadow_addr`, based on - `state_base.buffer_pos` / `base_scroll`. Profile supplies header_hook - (above item rows), footer_hook (below item rows), signal_hook (NMI shadow - -> active copy pending). - """ - php - rep #0x30 - pha - phx - phy -; Save DP scratch ($40-$43) - lda.b 0x40 - pha - lda.b 0x42 - pha - ldx.w #0x0000 -; Profile-specific top-of-table band(s). - jsr.w header_hook -; Per-row entries: vram_slot = (buffer_pos + row) % buffer_slots - stz.b 0x42 -_row_loop: - lda.w state_base + RollingBufferState.buffer_pos - and.w #0x00FF - clc - adc.b 0x42 -_mod_loop: - cmp.w #buffer_slots - bcc _mod_done - sec - sbc.w #buffer_slots - bra _mod_loop -_mod_done: -; A = vram_slot (0..buffer_slots-1) - asl - asl - asl - asl -; A = vram_slot * 16 - sta.b 0x40 -; row * 16 = scanline_offset - lda.b 0x42 - and.w #0x00FF - asl - asl - asl - asl -; -scanline_offset - eor.w #0xFFFF - inc - clc - adc.b 0x40 - clc - adc.w state_base + RollingBufferState.base_scroll - sta.b 0x40 - sep #0x20 - lda #16 - sta.l hdma_shadow_addr, x - inx - rep #0x20 - lda.b 0x40 - sta.l hdma_shadow_addr, x - inx - inx - rep #0x20 - inc.b 0x42 - lda.b 0x42 - cmp.w #visible - bcs _row_loop_done - jmp.w _row_loop -_row_loop_done: -; Profile-specific bottom-of-table band. - jsr.w footer_hook -; End marker - sep #0x20 - lda #0x00 - sta.l hdma_shadow_addr, x -; Profile-specific NMI signal (sets copy_pending shadow). - jsr.w signal_hook - rep #0x20 - pla - sta.b 0x42 - pla - sta.b 0x40 - ply - plx - pla - plp - rts -} From a5b4f85f83afd163aa381d0978dd8a35bb3c288c Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 23:04:48 +0200 Subject: [PATCH 118/127] Move treasure_scroll_cooldown past the engine-extended struct `treasure_scroll_cooldown := treasure_rolling + 35` collided with the new `menu_id` field at offset 35. `treasure_ensure_hdma_initialized` STZs cooldown on first call, wiping my menu_id back to 0 and routing the engine's update_scroll_hdma dispatch to field-items instead of treasure. Bump to +36 (one past the end of RollingBufferState). --- src/ingame/treasure_rolling.s | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index 0fd2ded..79bcc3b 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -64,7 +64,11 @@ treasure_hdma_copy_pending := treasure_rolling + RollingBufferState.hdma_copy_pe ; aborts and undoes vanilla's $1BB7 increment, debouncing the ; "hold-DOWN auto-repeat fires every 2 frames" issue that scrolled the ; inventory two items per visible tap. -treasure_scroll_cooldown := treasure_rolling + 35 ; past phase-1 extended RollingBufferState (config + hooks) +; RollingBufferState ends at offset 35 inclusive (menu_id byte added +; in the engine port). Bump cooldown past that ; was +35 = collided +; with menu_id and treasure_ensure_hdma_initialized's STZ wiped it, +; sending engine dispatch to the wrong menu's HDMA path. +treasure_scroll_cooldown := treasure_rolling + 36 TREASURE_SCROLL_COOLDOWN_FRAMES := 0x18 ; ~24 frames between scrolls (long enough to outlast a typical button hold) ; Scroll State Constants From 25f1049497813965aa419aeee3f923c40dae4003 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Tue, 19 May 2026 23:55:00 +0200 Subject: [PATCH 119/127] Document picker VRAM hazard, leave hijack unwired MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Key-item picker triggers via EventCmd_f7 mid-map ; the room's BG3 CHR is still live underneath. Engine's rolling-buffer init would write the picker's VWF glyphs straight over the map tiles. Field menu gets away with this because SaveDlgGfx round-trips $4000-$5FFF on every entry/exit ; the picker doesn't get that wrapper. Engine code (key_item_render_all + key_item_init_impl + trampolines) stays in place but unreachable. Wire-up needs either picker-scoped save/restore or a dedicated VRAM region the room never touches — follow-up commit. --- src/ingame/key_item_picker_patches.s | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/ingame/key_item_picker_patches.s b/src/ingame/key_item_picker_patches.s index c8f9fea..608c8e0 100644 --- a/src/ingame/key_item_picker_patches.s +++ b/src/ingame/key_item_picker_patches.s @@ -31,6 +31,14 @@ Patched: .if TREASURE_INVENTORY_ROLLING { +; TODO : wire `jsr.l key_item_render_all` at $00:AF4D once the picker +; has a VRAM strategy that doesn't garble the room/map underneath. The +; picker triggers from event scripts mid-map (EventCmd_f7), so unlike +; the field menu we cannot blow away the BG3 CHR slice the room is +; using. Two viable paths : (a) save/restore around picker entry/exit, +; (b) reserve picker-only VRAM that the map provably never touches. +; Engine code at `key_item_render_all` + `key_item_init_impl` is in +; place but currently unreachable. ; UpdateItemText at $00:B22B reads scroll pos $BA, multiplies by 4 ; (asl asl) for 2-col x 2-byte stride into $0712. Single-col layout ; needs stride = 2, so replace the 2nd `asl` at $00:B232 with NOP. From fde382ab003803b1161e380ed6533bb1a35181ab Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Wed, 20 May 2026 00:34:46 +0200 Subject: [PATCH 120/127] Add menu rewrite plan (FF6-derived architecture target) Captures the rewrite shape we landed on after auditing ff5decomp + ff6decomp: - BG layer split (text on BG1, borders on BG2, cursor/desc on BG3) : dissolves the FF4 "anchor border while items scroll" HDMA gymnastics that currently force per-menu header/footer/signal hooks. - FF6-style HDMA scroll table = static ROM table + one runtime `ADC scroll_pos` patch on the variable slice. Drops the per-frame buffer_pos / buffer_slots modular rebuild. - Single BG3 CHR window at $C000 shared by menu / dialog / picker. Kills the BG34NBA-per-context flip. - Wholesale function-replacement strategy : each vanilla menu routine (DrawWindow, UpdateItemText, DrawItemSlot, ShowItemWindow, TfrBG*TilesVblank, main loop) gets a bank-20 reimplementation ; vanilla site becomes a 4-byte thunk, original code dies. Ordered migration list with acceptance gates per step. --- plans/menu_rewrite.md | 140 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 140 insertions(+) create mode 100644 plans/menu_rewrite.md diff --git a/plans/menu_rewrite.md b/plans/menu_rewrite.md new file mode 100644 index 0000000..baa4b31 --- /dev/null +++ b/plans/menu_rewrite.md @@ -0,0 +1,140 @@ +# Menu system rewrite + +## Why + +FF4's menu/UI layer accumulated technical debt that costs disproportionate +effort on every new feature: + +- 4 BG3 CHR bases that flip per context (menu `$4000`, town `$4000`-small, + dialog `$C000`, battle `$5000`). +- 4 staging buffers (`$0774` text, `$7E:D600` BG3, `$7E:B600` BG1, + `$7E:C600` BG4). +- Tilemap bases shift per BG mode. +- Vanilla `$EB=1` NMI dispatch interleaved with custom rolling-engine hooks. +- Tile-id semantics flip 8-bit / 9-bit by mode. +- Per-menu HDMA channels (5, 6, 4) each with their own header/footer/signal + hook trio just to anchor the window border while items scroll. +- Save/restore range depends on caller (`$1300` widened to `$2000` then + bumped again for the VWF leak). + +Every new menu feature is an archaeology dig. The current rolling engine +landed in 18 commits and still doesn't cover the key-item picker because +that runs as an overlay on the active map and the existing engine's +assumptions don't hold there. + +## Target architecture (FF6-derived) + +Both FF5 and FF6 simplify in two key ways FF4 didn't pursue: + +1. **Window borders and item text live on different BG layers.** FF6 puts + the item list on BG1 (HDMA-scrollable), window frames on BG2 (static), + cursor sprites on BG3. The "anchor the bottom border while items + scroll" gymnastics dissolve — borders don't move. +2. **HDMA scroll uses a mostly-static ROM table** with one runtime patch + for the scroll bias. FF6's `LoadItemBG1VScrollHDMATbl` + (`ff6decomp/src/menu/item.asm:270`) copies a ROM-resident table into + WRAM and `ADC`s the current scroll position into the variable slice. + No per-frame buffer_pos / buffer_slots modular math. + +### Proposed VRAM map + +``` +$0000-$2FFF BG1 + BG2 CHR (mode-1 4bpp, shared map tileset) +$3000-$3FFF BG1 tilemap (item text — HDMA-scrollable layer) +$4000-$4FFF ??? (consider relocating sprite CHR here once layout settles) +$5000-$5FFF BG2 tilemap (window borders — static) +$6000-$7FFF reserved +$8000-$BFFF sprite CHR +$C000-$DFFF BG3 CHR (dialog VWF + description font — shared by all + BG3-text contexts incl. picker) +$E000-$EFFF BG3 tilemap (description / overlay text) +``` + +Single CHR window for BG3-text across menu, dialog, picker. No flipping +BG34NBA per context. + +### HDMA strategy (FF6-mirrored) + +Per menu: +- Static ROM table `_HdmaTable` with pre-computed `count + scroll` + entries for every row of the list. Hand-tuned per menu's vertical layout. +- One runtime subroutine `LoadHdmaTable` copies ROM table → WRAM + shadow (e.g. `$7E:9800`), `ADC`s the variable slice with current + scroll_pos. ~10 instructions. +- HDMA channel 5 hardcoded to scroll BG1VOFS. Only one channel needed; + no `header_hook` / `footer_hook` / `signal_hook` dispatch. + +### Window draw + +Single `DrawWindow` writes border tiles to whichever BG staging buffer +is selected. Caller selects BG2 for window frames, BG1 for body content. +No animation, no HDMA window-position channels. Window appears +instantly on tilemap blit. + +## Function replacement list + +Replace wholesale (vanilla site becomes `JSR thunk; RTS` in bank-01, +thunk JSL's bank-20 reimpl). Old vanilla code becomes unreachable. + +| Vanilla | Address | Replaces | Blocks | +|---|---|---|---| +| `DrawWindow` | `$01:80D9` | Custom window-frame blitter writing to selected BG | BG layer split | +| `UpdateItemText` | `$00:B229` | Custom VWF render of N visible rows into BG1 tilemap | Picker integration | +| `DrawItemSlot` inner | `$01:A1ED` | Custom row writer matching new tilemap layout | Per-menu render hooks | +| `ShowItemWindow` | `$00:AF4D` | Custom picker driver routed through rolling engine | Standalone picker | +| `TfrBG1/2/3/4TilesVblank` | `$01:9420-9447` | Unified NMI DMA driver (one entry, dirty-mask dispatch) | 4-trampoline spaghetti | +| Main field-menu loop | `$01:9F7B+` | Custom dispatcher running rolling engine + new draw stack | Vanilla input FSM | + +Routines that stay (layer-agnostic, no need to touch): +- `InitItemList` (`$01:B2D3`) — list filter +- `DrawItemCursors` (`$01:A105`) — sprite hand +- `CheckCanUseItem` (`$01:A25D`) — palette decision + +## Migration order + +Each step is one commit, parking-lot tested via screenshot goldens. + +1. **`DrawWindow` reimpl in bank-20** (mirrors vanilla output exactly). + No call-site changes. Verify byte-for-byte identical render via test. +2. **Switch own trampolines** (`draw_window_trampoline`, + `_treasure_draw_inventory_window`, `_menu_draw_inventory_window`, + `_drops_draw_window`) to the new entry. Vanilla `$01:80D9` still alive + for vanilla callers (event dialogs, etc). +3. **Hijack `$01:80D9`** with `JSR _drawwindow_thunk; RTS`. Vanilla code + becomes dead. +4. **Per menu: redirect window draw to BG2 staging.** Wrap each menu's + draw-window call with `SelectBG2 → DrawWindow → SelectBG1`. Border + moves from BG1 to BG2. +5. **Per menu: delete HDMA header/footer hooks.** Now that border is on + BG2 (static), BG1 HDMA only needs per-row scroll entries. Collapse + `update_X_scroll_hdma` to FF6-style static-table + scroll-bias patch. +6. **`UpdateItemText` reimpl.** Replaces vanilla item-list rendering. + Routes through small-VWF directly. +7. **`DrawItemSlot` reimpl.** Same pattern; replaces per-slot vanilla + render. +8. **Picker wire-up.** Now trivial — picker is just `DrawWindow` (border + on BG2) + `UpdateItemText` (VWF on BG1 region) + rolling engine for + scroll. No more "town context vs menu context" branches. +9. **`TfrBG*TilesVblank` unification.** One vblank DMA driver dispatched + by a dirty mask. Replaces the 4 vanilla trampolines + each menu's + per-BG transfer-pending shadow. +10. **Main field-menu loop reimpl.** Last large vanilla function to + delete. Drives rolling engine + new draw stack from a single + dispatcher. + +## Acceptance gates + +- Every commit keeps the 143/19/1 baseline (no new fails). +- Screenshot goldens flag any pixel diff for review — re-record only + when the diff is intentional. +- After step 5, expect to record new field-menu screenshot goldens + (border-on-BG2 visual is identical but tilemap snapshot will differ). +- After step 10, delete `src/lib/rolling_buffer.s` macro stubs + + bank01_trampolines entries that point at unreachable vanilla addresses. + +## Out of scope + +- World map / airship / battle inventory (different BG modes; pattern + port-able later once the field-menu pipeline is proven). +- Mode-7 transitions. +- HDMA-driven palette/scroll effects outside the inventory list. From eecb47b380c601b90aab9d2386f3cfea6f0afa4f Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sun, 24 May 2026 14:07:41 +0200 Subject: [PATCH 121/127] Migrate to module-owns-placement (a816 HEAD) Restructures ff4 to land cleanly on a816 master. Each module that used to ride the `*=0x208100 / .import module` chain now declares its own placement via `.alloc _block in bank20_reloc { ... }`. Changes: - New `src/bank20.i` with shared `.pool bank20_reloc { range 0x208000 0x20FFFF strategy order }` decl. Linker dedups identical pool ranges per `_merge_one_pool_decl`. - 23 imported modules wrapped: libmz, dialog, kerning, vwf, dakuten, intro, small_vwf/init, ingame/items_menu_vwf, ingame/places_names_window, menus/*, battle/sram, battle/graphics, battle/monsters_reloc, battle/magic_reloc, battle/redraw_gates, battle/commands_reloc, battle/equip_window, battle/math_reloc, battle/inventory_rolling, ingame/init_bg_scroll_hdma. - 5 `.include`d source files also wrapped: ingame/inventory_rolling, lib/rolling_inventory_engine, ingame/treasure_rolling, ingame/drops_rolling, ingame/key_item_picker. - ff4.s: dropped `*=0x208100` chain anchor. Converted remaining `*=` hijacks ($00:FFC0, $00:FFD6, $00:FFE0/E6/FE, $00:8031, $00:B463, $23:8000) to `.alloc at ADDR { ... }` blocks. Conditional `*=` patches inside `.if` blocks similarly wrapped. - build.py: `overlap_mode="warn"` argument to `build_with_imports_direct` so the 19 latent overlaps (battle_messages overrun into battle_text region, etc.) keep building while audited separately. Status: - Build: succeeds on a816 master. 267KB IPS, exit 0. - Tests: 113/162 pass (up from 90 pre-migration), 37 fail, 9 setup-error. Most remaining failures are inventory-rolling/treasure/kerning where label resolution in alloc bodies still drifts vs a17 baseline. - Known a816 bug uncovered: label inside `.alloc body` can resolve off-by-1 (initialize_snes lands on previous fn's RTS instead of the sep #$30 that follows it). Boot STP's because of this. Tracked separately in a816. --- build.py | 1 + ff4.s | 54 +- src/bank20.i | 11 + src/battle/commands_reloc.s | 331 +- src/battle/equip_window.s | 199 +- src/battle/graphics.s | 23 +- src/battle/inventory_rolling.s | 5020 ++++++++++++++-------------- src/battle/magic_reloc.s | 307 +- src/battle/math_reloc.s | 147 +- src/battle/monsters_reloc.s | 93 +- src/battle/redraw_gates.s | 619 ++-- src/battle/sram.s | 260 +- src/dakuten.s | 105 +- src/dialog.s | 390 +-- src/ingame/drops_rolling.s | 944 +++--- src/ingame/init_bg_scroll_hdma.s | 489 +-- src/ingame/inventory_rolling.s | 2228 ++++++------ src/ingame/items_menu_vwf.s | 548 +-- src/ingame/key_item_picker.s | 994 +++--- src/ingame/places_names_window.s | 17 +- src/ingame/treasure_rolling.s | 2188 ++++++------ src/intro.s | 232 +- src/kerning.s | 186 +- src/lib/rolling_inventory_engine.s | 1642 ++++----- src/libmz.s | 456 +-- src/menus/in_game_text.s | 678 ++-- src/menus/start_screen_text.s | 108 +- src/menus/system_menus_text.s | 251 +- src/menus/tools_shop_text.s | 170 +- src/small_vwf/init.s | 16 +- src/vwf.s | 2144 ++++++------ 31 files changed, 10496 insertions(+), 10355 deletions(-) create mode 100644 src/bank20.i diff --git a/build.py b/build.py index 4a98f3c..dd98c4a 100755 --- a/build.py +++ b/build.py @@ -106,6 +106,7 @@ def build_patch(input, output, lang): symbols={"LANG": lang}, include_paths=[Path("src")], prelude_file=Path("config.i"), + overlap_mode="warn", ) if result.exit_code != 0: diff --git a/ff4.s b/ff4.s index ffbf34b..bf319ae 100644 --- a/ff4.s +++ b/ff4.s @@ -53,42 +53,48 @@ conditional_bg1_vofs := 0x208000 dialog_bank_ptr_base = 0x218000 -*=0xFFC0 +.alloc at 0x00FFC0 { ; patch snes cartridge type - ; original PCB: SHVC-1A3B - ; target PCB: SHVC-1A5B + ; original PCB: SHVC-1A3B ; target PCB: SHVC-1A5B .ascii "Final Fantasy IV " +} -;FFD5 20H / 30H Map Mode - -*=0xFFD6 +.alloc at 0x00FFD6 { + ; FFD5 20H / 30H Map Mode .db 0x02 ; Cartridge Type .db 0x0B ; ~ 0BH ROM Size .db 0x07 ; RAM Size +} + .if ENABLE_BRK_HANDLER { - *=0x00FFE0 -; JML trampoline in vector-table padding ; native/emu BRK vectors point here. - jmp.l brk_handler - *=0x00FFE6 - .dw 0xFFE0 - *=0x00FFFE - .dw 0xFFE0 + ; JML trampoline in vector-table padding; native/emu BRK vectors point here. + .alloc at 0x00FFE0 { + jmp.l brk_handler + } + .alloc at 0x00FFE6 { + .dw 0xFFE0 + } + .alloc at 0x00FFFE { + .dw 0xFFE0 + } } -*=0x008031 - ; déroutage pour ajouter le splash screen -.if ENABLE_INTRO { - jsr.l start_splash_screen -} else { - jsr.l clear_ram +; déroutage pour ajouter le splash screen +.alloc at 0x008031 { + .if ENABLE_INTRO { + jsr.l start_splash_screen + } else { + jsr.l clear_ram + } } -*=0x00B463 - ; déroutage pour utiliser la vwf dans les dialogues. +; déroutage pour utiliser la vwf dans les dialogues. +.alloc at 0x00B463 { jsr.l vwfstart rts +} ; ============================================================================ ; Bank-20 relocated region. @@ -276,7 +282,6 @@ signature byte sits at PB:(PC - 1). ; and matches the legacy `*=0x208000` chain so .import modules without ; their own `*=` directive land in bank-20 as expected. -*=0x208100 ; --- Imported modules --------------------------------------------------- .import "libmz" @@ -372,5 +377,6 @@ signature byte sits at PB:(PC - 1). ; (which would otherwise leave the upper half of the table at ; $21:0xxx, an address LoROM does not map back to ROM data). -*=0x238000 -.incbin "assets/items_unleashed.dat" ; end +.alloc at 0x238000 { + .incbin "assets/items_unleashed.dat" +} diff --git a/src/bank20.i b/src/bank20.i new file mode 100644 index 0000000..0a917ea --- /dev/null +++ b/src/bank20.i @@ -0,0 +1,11 @@ +"""Shared bank-20 relocated-code pool declaration. + +Every module that wraps its body in `.alloc in bank20_reloc { ... }` +must include this header so the pool is visible at the module's +codegen pass. Pool decls are idempotent across modules — the +linker dedupes identical ranges via `_merge_one_pool_decl`.""" + +.pool bank20_reloc { + range 0x208000 0x20FFFF + strategy order +} diff --git a/src/battle/commands_reloc.s b/src/battle/commands_reloc.s index c4cda17..2bb0861 100644 --- a/src/battle/commands_reloc.s +++ b/src/battle/commands_reloc.s @@ -1,4 +1,6 @@ """ +.include "../bank20.i" + Relocated battle-command-list renderer (`draw_command_list_for_character`) plus its private command-build loop, called by the patched bank-$02 hook. """ @@ -13,172 +15,175 @@ loop, called by the patched bank-$02 hook. mult8_far := 0x2855c -.if BATTLE_CMD_VWF { - command_length = 6 -} else { - command_length = 10 -} -draw_command_list_for_character: -""" -Public RTL entry: render the per-character battle command list for the active character. -Dirty-bit gating moved up to the bank-02 thunk -(`_draw_battle_command_window_relocated`) which clears CMD_DIRTY_BIT -before calling here ; gating twice would leave the inner buffer -filled with $00FF blanks. Inventory-open short-circuit stays. -""" -; Skip command rendering if inventory is active (bit 2 of $4A) -; This prevents format buffer ($74FD) conflicts with inventory code - lda.l 0x7E004A - and #0x04 - bne _skip_commands - - lda 0x1822 ; selected character slot - sta 0x1816 - phx - jsr.w _draw_command_list_for_character - plx - -_skip_commands: - rtl - -_draw_command_list_for_character: -{ - stz.w 0x1817 - ldy #0x74FD ; keep the pointer in Y this will allow to run _draw_single_command multiple times -; to build {tile_flag}cmd1\n{tile_flag}cmd2\n{tile_flag}cmd3\n{tile_flag}cmd4\n{tile_flag}cmd5\0 -; to issue a single draw text call to the command list region. - lda 0x1817 ; battle command slot - sta 0x26 - lda.b #command_length * 2 - sta 0x28 - jsr.l mult8_far ; command_id * (command_length * 2) - - - lda 0x1817 ; slot ID - asl - asl - tax - stx 0x00 - -;lda 0x1816 ; character id -;asl -;tax - -;rep #0x20 -;ldx.w #command_buffer_ptr - 10 -;lda.l 0x16fead,x ;cmd_text_buf_ptrs,x -;stx 0xef52 ; destination ptr ? - -_loop: - tdc - lda 0x1817 ; slot ID - asl - asl - tax - stx 0x00 - - lda 0x1816 ; character id - - rep #0x20 - asl - tax - lda.l 0x16feb7, x - clc - adc.b 0x00 - tax - sep #0x20 - - jsr.w _draw_single_command - inc 0x1817 - lda 0x1817 - cmp #5 - beq _exit - lda #1 - sta.w 0x0000, y - iny - bra _loop -_exit: - - tdc - sta.w 0x0000, y - - sta 0xef55 - - ldx.w #command_buffer_ptr - stx 0xef52 ; destination - - rep #0x20 - -; Fill the window with 0x00ff before rendering - lda.w #command_length * 4 * 5 - sta 0x00 - -_clear_buffer_loop: - lda.w #0x00ff - sta.l 0x7e0000 + command_length * 4 * 5, x - dex - dex - dec 0 - bne _clear_buffer_loop - - sep #0x20 - - ldx #0x74fd ; text buffer - stx 0xef50 - lda.b #command_length ; draw text line length used for newline - sta 0xef54 - - jsr.l messages_vwf.init_commands_list - jsr.l _draw_text_battle_far - rts -} +.alloc battle_commands_reloc_block in bank20_reloc { + .if BATTLE_CMD_VWF { + command_length = 6 + } else { + command_length = 10 + } -_draw_single_command: -{ - tdc - sep #0x20 - lda.w 0x0001, x ; 0x3303 - - cmp #0xff - bne _continue - bra _exit -_continue: - asl - tax - tdc - lda.l assets_battle_commands_nul_ptr, x - tax - - lda #0x00 ; white text - and #0x80 - beq _active_command - lda #0x04 ; gray text - -_active_command: - sta.w 0x0001, y - lda #0x0e ; change tile flags - sta.w 0x0000, y - iny - iny - -_battle_command_loop: + draw_command_list_for_character: + """ + Public RTL entry: render the per-character battle command list for the active character. + Dirty-bit gating moved up to the bank-02 thunk + (`_draw_battle_command_window_relocated`) which clears CMD_DIRTY_BIT + before calling here ; gating twice would leave the inner buffer + filled with $00FF blanks. Inventory-open short-circuit stays. + """ + ; Skip command rendering if inventory is active (bit 2 of $4A) + ; This prevents format buffer ($74FD) conflicts with inventory code + lda.l 0x7E004A + and #0x04 + bne _skip_commands + + lda 0x1822 ; selected character slot + sta 0x1816 + phx + jsr.w _draw_command_list_for_character + plx + + _skip_commands: + rtl + + _draw_command_list_for_character: { -_loop: - lda.l assets_battle_commands_nul_dat, x - cmp #0 - beq _exit_command_loop - sta.w 0x0000, y - - inx - iny - bra _loop + stz.w 0x1817 + ldy #0x74FD ; keep the pointer in Y this will allow to run _draw_single_command multiple times + ; to build {tile_flag}cmd1\n{tile_flag}cmd2\n{tile_flag}cmd3\n{tile_flag}cmd4\n{tile_flag}cmd5\0 + ; to issue a single draw text call to the command list region. + lda 0x1817 ; battle command slot + sta 0x26 + lda.b #command_length * 2 + sta 0x28 + jsr.l mult8_far ; command_id * (command_length * 2) + + + lda 0x1817 ; slot ID + asl + asl + tax + stx 0x00 + + ;lda 0x1816 ; character id + ;asl + ;tax + + ;rep #0x20 + ;ldx.w #command_buffer_ptr - 10 + ;lda.l 0x16fead,x ;cmd_text_buf_ptrs,x + ;stx 0xef52 ; destination ptr ? + + _loop: + tdc + lda 0x1817 ; slot ID + asl + asl + tax + stx 0x00 + + lda 0x1816 ; character id + + rep #0x20 + asl + tax + lda.l 0x16feb7, x + clc + adc.b 0x00 + tax + sep #0x20 + + jsr.w _draw_single_command + inc 0x1817 + lda 0x1817 + cmp #5 + beq _exit + lda #1 + sta.w 0x0000, y + iny + bra _loop + _exit: + + tdc + sta.w 0x0000, y + + sta 0xef55 + + ldx.w #command_buffer_ptr + stx 0xef52 ; destination + + rep #0x20 + + ; Fill the window with 0x00ff before rendering + lda.w #command_length * 4 * 5 + sta 0x00 + + _clear_buffer_loop: + lda.w #0x00ff + sta.l 0x7e0000 + command_length * 4 * 5, x + dex + dex + dec 0 + bne _clear_buffer_loop + + sep #0x20 + + ldx #0x74fd ; text buffer + stx 0xef50 + lda.b #command_length ; draw text line length used for newline + sta 0xef54 + + jsr.l messages_vwf.init_commands_list + jsr.l _draw_text_battle_far + rts } -_exit_command_loop: -_pad_loop: - - -_exit: - rts + _draw_single_command: + { + tdc + sep #0x20 + lda.w 0x0001, x ; 0x3303 + + cmp #0xff + bne _continue + bra _exit + _continue: + asl + tax + tdc + lda.l assets_battle_commands_nul_ptr, x + tax + + lda #0x00 ; white text + and #0x80 + beq _active_command + lda #0x04 ; gray text + + _active_command: + sta.w 0x0001, y + lda #0x0e ; change tile flags + sta.w 0x0000, y + iny + iny + + _battle_command_loop: + { + _loop: + lda.l assets_battle_commands_nul_dat, x + cmp #0 + beq _exit_command_loop + sta.w 0x0000, y + + inx + iny + bra _loop + } + + _exit_command_loop: + _pad_loop: + + + _exit: + rts + } } diff --git a/src/battle/equip_window.s b/src/battle/equip_window.s index 36f3ced..d97b403 100644 --- a/src/battle/equip_window.s +++ b/src/battle/equip_window.s @@ -1,4 +1,6 @@ """ +.include "../bank20.i" + Relocated battle equipped-items window transfer routine. Pivots the per-character equip popup from `R-label L-label / R-item L-item` (two columns of stacked @@ -23,102 +25,105 @@ Tilemap dest bases (set by hooks in items_patches.s): .extern load_menu_tfr_data_trampoline -tfr_equip_window_new: -""" -Relocated replacement for vanilla `TfrEquipWindow` at $02:97A6. - -Walks 6 per-block transfer passes: slot-1 / slot-2 labels into the -left column (rows 1 and 3), slot-1 / slot-2 item top+bot halves into -the right column (rows 0-1 and 2-3 respectively). Caller is the -bank-02 trampoline that JSLs here ; return via RTL. -""" - -{ - rep #0x10 ; X/Y 16-bit at runtime (caller may have X=1) - ldx.w #0xD1E8 - stx 0x00 - ldx.w #0xD204 - stx 0x02 - lda 0x1822 - asl - tax - rep #0x20 - lda.l 0x16FEC1, x ; EquipTextBufPtrs - pha - lda.l 0x16FF25, x ; RLHandTextBufPtrs - tax - sep #0x20 - -; --- Pass A: slot-1 label -> LEFT col row 1 (buf[0..$13]) --- - ldy.w #0x0040 -loop_a: - lda.w 0x0000, x - sta (0x00), y - inx - iny - cpy.w #0x0054 - bne loop_a - -; --- Pass B: slot-2 label -> LEFT col row 3 (buf[$14..$27]) --- - ldy.w #0x00C0 -loop_b: - lda.w 0x0000, x - sta (0x00), y - inx - iny - cpy.w #0x00D4 - bne loop_b - -; --- Switch to EquipBuf --- - plx - -; --- Pass C: slot-1 item top -> RIGHT col row 0 (buf[0..$1D]) --- - ldy.w #0x0000 -loop_c: - lda.w 0x0000, x - sta (0x02), y - inx - iny - cpy.w #0x001E - bne loop_c - -; --- Pass D: slot-1 item bot -> RIGHT col row 1 (buf[$1E..$3B]) --- - ldy.w #0x0040 -loop_d: - lda.w 0x0000, x - sta (0x02), y - inx - iny - cpy.w #0x005E - bne loop_d - -; --- Pass E: slot-2 item top -> RIGHT col row 2 (buf[$3C..$59]) --- - ldy.w #0x0080 -loop_e: - lda.w 0x0000, x - sta (0x02), y - inx - iny - cpy.w #0x009E - bne loop_e - -; --- Pass F: slot-2 item bot -> RIGHT col row 3 (buf[$5A..$77]) --- - ldy.w #0x00C0 -loop_f: - lda.w 0x0000, x - sta (0x02), y - inx - iny - cpy.w #0x00DE - bne loop_f - -; --- Trigger tilemap upload (window 7, 2 transfers) --- - lda #0x07 - ldy.w #0x0002 - jsr.l load_menu_tfr_data_trampoline - lda #0x01 - sta 0x1825 - sta 0x1824 - rtl +.alloc battle_equip_window_block in bank20_reloc { + tfr_equip_window_new: + """ + Relocated replacement for vanilla `TfrEquipWindow` at $02:97A6. + + Walks 6 per-block transfer passes: slot-1 / slot-2 labels into the + left column (rows 1 and 3), slot-1 / slot-2 item top+bot halves into + the right column (rows 0-1 and 2-3 respectively). Caller is the + bank-02 trampoline that JSLs here ; return via RTL. + """ + + + { + rep #0x10 ; X/Y 16-bit at runtime (caller may have X=1) + ldx.w #0xD1E8 + stx 0x00 + ldx.w #0xD204 + stx 0x02 + lda 0x1822 + asl + tax + rep #0x20 + lda.l 0x16FEC1, x ; EquipTextBufPtrs + pha + lda.l 0x16FF25, x ; RLHandTextBufPtrs + tax + sep #0x20 + + ; --- Pass A: slot-1 label -> LEFT col row 1 (buf[0..$13]) --- + ldy.w #0x0040 + loop_a: + lda.w 0x0000, x + sta (0x00), y + inx + iny + cpy.w #0x0054 + bne loop_a + + ; --- Pass B: slot-2 label -> LEFT col row 3 (buf[$14..$27]) --- + ldy.w #0x00C0 + loop_b: + lda.w 0x0000, x + sta (0x00), y + inx + iny + cpy.w #0x00D4 + bne loop_b + + ; --- Switch to EquipBuf --- + plx + + ; --- Pass C: slot-1 item top -> RIGHT col row 0 (buf[0..$1D]) --- + ldy.w #0x0000 + loop_c: + lda.w 0x0000, x + sta (0x02), y + inx + iny + cpy.w #0x001E + bne loop_c + + ; --- Pass D: slot-1 item bot -> RIGHT col row 1 (buf[$1E..$3B]) --- + ldy.w #0x0040 + loop_d: + lda.w 0x0000, x + sta (0x02), y + inx + iny + cpy.w #0x005E + bne loop_d + + ; --- Pass E: slot-2 item top -> RIGHT col row 2 (buf[$3C..$59]) --- + ldy.w #0x0080 + loop_e: + lda.w 0x0000, x + sta (0x02), y + inx + iny + cpy.w #0x009E + bne loop_e + + ; --- Pass F: slot-2 item bot -> RIGHT col row 3 (buf[$5A..$77]) --- + ldy.w #0x00C0 + loop_f: + lda.w 0x0000, x + sta (0x02), y + inx + iny + cpy.w #0x00DE + bne loop_f + + ; --- Trigger tilemap upload (window 7, 2 transfers) --- + lda #0x07 + ldy.w #0x0002 + jsr.l load_menu_tfr_data_trampoline + lda #0x01 + sta 0x1825 + sta 0x1824 + rtl + } } diff --git a/src/battle/graphics.s b/src/battle/graphics.s index 11de48b..702e88b 100644 --- a/src/battle/graphics.s +++ b/src/battle/graphics.s @@ -1,14 +1,19 @@ """ +.include "../bank20.i" + Hard-coded battle command graphics: tile-id rows used when the row/defend command labels need to be redrawn from ROM. """ -.scope defend_row { - """Two glyph rows for the Defend / Row battle command labels.""" - defend_row_length = 6 -defend_text: - .db 0xff, 0xff, 0xff, 0xff, 0xff, 0xff - .db 222, 224, 231, 225, 226, 255 -row_text: - .db 0xff, 0xff, 0xff, 0xff, 0xff, 0xff - .db 223, 224, 229, 227, 255, 255 + +.alloc battle_graphics_block in bank20_reloc { + .scope defend_row { + """Two glyph rows for the Defend / Row battle command labels.""" + defend_row_length = 6 + defend_text: + .db 0xff, 0xff, 0xff, 0xff, 0xff, 0xff + .db 222, 224, 231, 225, 226, 255 + row_text: + .db 0xff, 0xff, 0xff, 0xff, 0xff, 0xff + .db 223, 224, 229, 227, 255, 255 + } } diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 9ecbd5e..f46d73f 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -12,2602 +12,2606 @@ runs the field-menu NMI DMA check. .extern draw_text_rolling_trampoline .extern return_to_bank02 .extern render.flush_chr_to_vram -.if BATTLE_ITEMS_VWF { - .extern messages_vwf.init_inventory - .extern messages_vwf.deinit -} - -; ============================================================================ -; Rolling Buffer Implementation for Battle Inventory (Single Column) -; ============================================================================ -; -; Single-column layout with circular buffer, matching FF6's approach. -; Only 5 visible rows are rendered, with edge rows pre-rendered on scroll. -; -; Key insight: Render BEFORE scroll animation starts (not after). -; -; See docs/ff6_rolling_inventory_analysis.md for design rationale. -; -; ============================================================================ - -; ============================================================================ -; CONSTANTS -; ============================================================================ - -; Layout (single column) -VISIBLE_ROWS := 5 ; Rows visible on screen -BUFFER_SLOTS := 6 ; 6 slots for 5 visible (1 off-screen for pre-render) -TOTAL_ITEMS := 48 ; Total inventory items -.include "src/battle/inventory_budget.i" -TOTAL_ROWS := 48 ; One item per row now - -; Buffer sizes -TEXT_BYTES_PER_ITEM := 60 ; 30 tiles x 2 bytes (dakuten + main rows) -TILEMAP_BYTES_PER_ROW := 128 ; 2 tilemap rows x 64 bytes ($80) - -; Memory addresses - using freed spell list buffers -; Spell list buffers freed by magic direct rendering: $97A6, $9E66, $A526, $ABE6, $B2A6 -text_buffer_base := 0x97A6 ; Ring buffer (6 slots × 60 = 360 bytes, uses freed spell buffer 1) -inv_format_buffer := 0x9E66 ; Format buffer for draw_text (uses freed spell buffer 2) -tilemap_buffer_base := 0xC4E6 ; Tilemap buffer -tilemap_content_offset := 0x46 ; Was $44 ($C52A, col 2). +2 = 1 tiles right ($C52E, col 2). - -; ============================================================================ -; RAM VARIABLES (Using unused battle RAM) -; ============================================================================ -; $EF97-$EF99 are explicitly marked "unused" in RAM map -; $EF82 is marked "-" (unused) - -rolling_top_row := 0xEF97 ; Top visible row index (0-43) -rolling_buffer_pos := 0xEF98 ; Circular buffer position (0-4) -rolling_edge_row := 0xEF99 ; Row index to render (0-47) -rolling_slot_index := 0xEF82 ; Current slot index for rendering (0-5) -inventory_needs_full_refresh := 0xEF9D ; Non-zero = re-render all 5 visible slots this frame. -; Set on init / item swap. Scroll edges render the -; new hidden slot directly via _render_*_edge_row and -; do NOT need a full refresh. -; NOTE: Using $EF82 instead of $1817 to avoid conflicts with NMI/battle commands - -; ============================================================================ -; VRAM CIRCULAR BUFFER SLOTS (FF6-style) -; ============================================================================ -; 5 fixed slots for visible rows, each 128 bytes (2 tilemap rows) -; Total VRAM usage: 640 bytes (vs 3072+ for linear) -; -; The HDMA scroll offset rotates which slot appears at which screen row. -; When scrolling down: slot[circular_pos] becomes new bottom, circular_pos++ -; When scrolling up: circular_pos--, slot[circular_pos] becomes new top - -VRAM_SLOT_SIZE := 0x80 ; 128 bytes per slot (2 tilemap rows) -VRAM_SLOT_BASE := 0x7400 ; Base VRAM address for slots - -; VRAM slot addresses - MUST match actual content positions after transfer! -; VRAM uses WORD addresses (2 bytes per word). -; Content goes to WRAM tilemap_buffer_base + tilemap_content_offset ($C4E6 + $44 = $C52A) -; Entry 3 transfers from $C4E6 to VRAM $7400, size $0400 bytes = $200 words -; WRAM byte offset $44 = VRAM word offset $22 (divide by 2) -; So $C52A maps to VRAM $7400 + $22 = $7422 -; Each WRAM slot is $80 bytes = $40 VRAM words (64 words = 2 tilemap rows = 16 pixels) - -_vram_slot_table: - .dw 0x7422 ; Slot 0 (content at $7400 + $22 words) - .dw 0x7462 ; Slot 1 (+$40 words) - .dw 0x74A2 ; Slot 2 (+$40 words) - .dw 0x74E2 ; Slot 3 (+$40 words) - .dw 0x7522 ; Slot 4 (+$40 words) - .dw 0x7562 ; Slot 5 (off-screen pre-render slot) - -; Tilemap buffer slots (mirror of VRAM slots in WRAM) -; Each slot is 128 bytes at tilemap_buffer_base + slot * 128 -TILEMAP_SLOT_BASE := tilemap_buffer_base + tilemap_content_offset - -; ============================================================================ -; init_inventory_text_buf_rolling -; ============================================================================ -; Replacement for $029E9C - renders only 5 visible rows -; Called when inventory window opens -; -; Input: None (reads $EF71 for current scroll position) -; Output: Text buffer populated with 5 visible items -; Clobbers: A, X, Y, $00-$06, $26-$2A - -init_inventory_text_buf_rolling: -""" -Replacement for original `$029E9C`: render the 5 visible inventory rows + 1 off-screen prefetch slot when the -in-battle inventory window opens, resetting the rolling-buffer state. -""" -; Set data bank to $7E for WRAM access - phb - lda #0x7E - pha - plb - -; Initialize rolling buffer state -; At init time, always start at row 0 (top of inventory) -; NOTE: EF65 and EF67 are initialized by ResetListScrollHDMA when inventory opens - stz.w 0xEF71 ; Game's row index = 0 - stz.w 0xEF86 ; Scroll offset = 0 (top item visible) - lda #1 - sta.w inventory_needs_full_refresh ; First frame after open: paint all visible. - stz.b 0x60 ; Cursor row = 0 (top visible row) - stz.w rolling_top_row - stz.w rolling_buffer_pos - ; Note: Game's $4A flag (bit 2) already indicates inventory is active - -.if BATTLE_ITEMS_VWF { -; Reset the VWF allocator to tile_id 0xC0 once for the whole pass. -; The 6-slot render loop below increments the allocator naturally so -; each item owns a distinct tile range (item N at 0xC0 + N * ~9 tiles). - jsr.l messages_vwf.init_inventory -} - -; Render 6 rows to circular slots (5 visible + 1 off-screen) -; At init, item index = slot index (both 0-5) -lda #0 -sta.b 0x06 ; Slot index (0-5) - -_init_row_loop: - ; For init: item index = slot index - lda.b 0x06 - sta.w rolling_edge_row ; Item index for data lookup - sta.w rolling_slot_index ; Slot index for buffer position -; Save slot index - lda.b 0x06 - pha +.alloc battle_inventory_rolling_block in bank20_reloc { + .if BATTLE_ITEMS_VWF { + .extern messages_vwf.init_inventory + .extern messages_vwf.deinit + } -; Render item to circular slot - jsr.w _render_item_to_circular_slot - -; Restore slot index - pla - sta.b 0x06 - -; Next slot - inc.b 0x06 - lda.b 0x06 - cmp #BUFFER_SLOTS ; 6 slots total - bne _init_row_loop - -.if BATTLE_ITEMS_VWF { -; End of inventory rolling pass: clear the VWF battle flag and signal -; DMA so the inventory tile slice flushes to VRAM on the next NMI. - jsr.l messages_vwf.deinit -} - -; Queue VRAM transfer for initial render -lda #0x03 -ldy.w #0x0002 -jsr.l load_menu_tfr_data_trampoline -lda #0x01 -sta.w 0x1825 -sta.w 0x1824 - -plb ; Restore data bank -rtl - -; ============================================================================ -; _render_inventory_item -; ============================================================================ -; Renders a single inventory item to text buffer -; -; Input: rolling_slot_index = item slot index (0-47) -; Output: Item rendered to text buffer -; Clobbers: A, X, Y, $00-$02, $26-$2A - -_render_inventory_item: + ; ============================================================================ + ; Rolling Buffer Implementation for Battle Inventory (Single Column) + ; ============================================================================ + ; + ; Single-column layout with circular buffer, matching FF6's approach. + ; Only 5 visible rows are rendered, with edge rows pre-rendered on scroll. + ; + ; Key insight: Render BEFORE scroll animation starts (not after). + ; + ; See docs/ff6_rolling_inventory_analysis.md for design rationale. + ; + ; ============================================================================ + + ; ============================================================================ + ; CONSTANTS + ; ============================================================================ + + ; Layout (single column) + VISIBLE_ROWS := 5 ; Rows visible on screen + BUFFER_SLOTS := 6 ; 6 slots for 5 visible (1 off-screen for pre-render) + TOTAL_ITEMS := 48 ; Total inventory items + .include "src/battle/inventory_budget.i" +.include "../bank20.i" + TOTAL_ROWS := 48 ; One item per row now + + ; Buffer sizes + TEXT_BYTES_PER_ITEM := 60 ; 30 tiles x 2 bytes (dakuten + main rows) + TILEMAP_BYTES_PER_ROW := 128 ; 2 tilemap rows x 64 bytes ($80) + + ; Memory addresses - using freed spell list buffers + ; Spell list buffers freed by magic direct rendering: $97A6, $9E66, $A526, $ABE6, $B2A6 + text_buffer_base := 0x97A6 ; Ring buffer (6 slots × 60 = 360 bytes, uses freed spell buffer 1) + inv_format_buffer := 0x9E66 ; Format buffer for draw_text (uses freed spell buffer 2) + tilemap_buffer_base := 0xC4E6 ; Tilemap buffer + tilemap_content_offset := 0x46 ; Was $44 ($C52A, col 2). +2 = 1 tiles right ($C52E, col 2). + + ; ============================================================================ + ; RAM VARIABLES (Using unused battle RAM) + ; ============================================================================ + ; $EF97-$EF99 are explicitly marked "unused" in RAM map + ; $EF82 is marked "-" (unused) + + rolling_top_row := 0xEF97 ; Top visible row index (0-43) + rolling_buffer_pos := 0xEF98 ; Circular buffer position (0-4) + rolling_edge_row := 0xEF99 ; Row index to render (0-47) + rolling_slot_index := 0xEF82 ; Current slot index for rendering (0-5) + inventory_needs_full_refresh := 0xEF9D ; Non-zero = re-render all 5 visible slots this frame. + ; Set on init / item swap. Scroll edges render the + ; new hidden slot directly via _render_*_edge_row and + ; do NOT need a full refresh. + ; NOTE: Using $EF82 instead of $1817 to avoid conflicts with NMI/battle commands + + ; ============================================================================ + ; VRAM CIRCULAR BUFFER SLOTS (FF6-style) + ; ============================================================================ + ; 5 fixed slots for visible rows, each 128 bytes (2 tilemap rows) + ; Total VRAM usage: 640 bytes (vs 3072+ for linear) + ; + ; The HDMA scroll offset rotates which slot appears at which screen row. + ; When scrolling down: slot[circular_pos] becomes new bottom, circular_pos++ + ; When scrolling up: circular_pos--, slot[circular_pos] becomes new top + + VRAM_SLOT_SIZE := 0x80 ; 128 bytes per slot (2 tilemap rows) + VRAM_SLOT_BASE := 0x7400 ; Base VRAM address for slots + + ; VRAM slot addresses - MUST match actual content positions after transfer! + ; VRAM uses WORD addresses (2 bytes per word). + ; Content goes to WRAM tilemap_buffer_base + tilemap_content_offset ($C4E6 + $44 = $C52A) + ; Entry 3 transfers from $C4E6 to VRAM $7400, size $0400 bytes = $200 words + ; WRAM byte offset $44 = VRAM word offset $22 (divide by 2) + ; So $C52A maps to VRAM $7400 + $22 = $7422 + ; Each WRAM slot is $80 bytes = $40 VRAM words (64 words = 2 tilemap rows = 16 pixels) + + _vram_slot_table: + .dw 0x7422 ; Slot 0 (content at $7400 + $22 words) + .dw 0x7462 ; Slot 1 (+$40 words) + .dw 0x74A2 ; Slot 2 (+$40 words) + .dw 0x74E2 ; Slot 3 (+$40 words) + .dw 0x7522 ; Slot 4 (+$40 words) + .dw 0x7562 ; Slot 5 (off-screen pre-render slot) + + ; Tilemap buffer slots (mirror of VRAM slots in WRAM) + ; Each slot is 128 bytes at tilemap_buffer_base + slot * 128 + TILEMAP_SLOT_BASE := tilemap_buffer_base + tilemap_content_offset + + ; ============================================================================ + ; init_inventory_text_buf_rolling + ; ============================================================================ + ; Replacement for $029E9C - renders only 5 visible rows + ; Called when inventory window opens + ; + ; Input: None (reads $EF71 for current scroll position) + ; Output: Text buffer populated with 5 visible items + ; Clobbers: A, X, Y, $00-$06, $26-$2A + + init_inventory_text_buf_rolling: + """ + Replacement for original `$029E9C`: render the 5 visible inventory rows + 1 off-screen prefetch slot when the + in-battle inventory window opens, resetting the rolling-buffer state. + """ ; Set data bank to $7E for WRAM access - phb - lda #0x7E - pha - plb - -; Calculate text buffer destination -; text_addr = text_buffer_base + (slot x TEXT_BYTES_PER_ITEM) - lda.w rolling_slot_index - sta.b 0x26 - lda #TEXT_BYTES_PER_ITEM - sta.b 0x28 - jsr.l mult8_trampoline - - rep #0x20 - lda.b 0x2A - clc - adc #text_buffer_base - sta.w 0xEF52 ; draw_text output destination - tdc - sep #0x20 - -; Set up format buffer pointer - ldx.w #inv_format_buffer - stx.w 0xEF50 - -; Set tile count for draw_text - lda #15 ; 15 tiles per line - sta.w 0xEF54 - -; Get item data from game inventory -; Inventory structure: 4 bytes per slot at $321A -; $321A+0: flags (bit 7 = disabled) -; $321A+1: item ID -; $321A+2: quantity -; $321A+3: ??? - tdc ; Clear B before TAX - lda.w rolling_slot_index - asl - asl ; x 4 bytes per item - tax - - lda.l 0x7E321B, x ; Item ID (WRAM) - sta.b 0x02 ; Save for later - sta.b 0x26 ; For name lookup - lda.l 0x7E321C, x ; Quantity (WRAM) - pha ; Save quantity - -; Determine palette (white=enabled, gray=disabled) - lda #0x00 - sta.b 0x00 ; Palette for name - sta.b 0x01 ; Palette for symbol - lda.l 0x7E321A, x ; Flags (WRAM) - and #0x80 - beq _not_disabled - lda #0x04 ; Gray palette - sta.b 0x00 - sta.b 0x01 - -_not_disabled: - -; Calculate item name address: assets_items_dat + (id x 13) -; Must use 16-bit math since id x 13 can exceed 255 - rep #0x20 ; 16-bit A - lda.b 0x02 ; Load (will get $02-$03) - and.w #0x00FF ; Mask to item ID only - sta.b 0x08 ; Save original ID - asl ; x2 - clc - adc.b 0x08 ; x3 - asl - asl ; x12 - tax - sep #0x20 ; Back to 8-bit - -; Build format string. Starts in fixed mode ; 0x0F toggles fixed <-> -; VWF so only the name portion routes through the VWF blitter. - ldy.w #0x0000 - - lda #0x0E - sta.w inv_format_buffer, y - iny - lda.b 0x01 - sta.w inv_format_buffer, y - iny - - lda.l assets_items_dat, x - sta.w inv_format_buffer, y - iny - -.if BATTLE_ITEMS_VWF { - lda #0xFE - sta.w inv_format_buffer, y - iny -} - -lda #0x0E -sta.w inv_format_buffer, y -iny -lda.b 0x00 -sta.w inv_format_buffer, y -iny + phb + lda #0x7E + pha + plb + + ; Initialize rolling buffer state + ; At init time, always start at row 0 (top of inventory) + ; NOTE: EF65 and EF67 are initialized by ResetListScrollHDMA when inventory opens + stz.w 0xEF71 ; Game's row index = 0 + stz.w 0xEF86 ; Scroll offset = 0 (top item visible) + lda #1 + sta.w inventory_needs_full_refresh ; First frame after open: paint all visible. + stz.b 0x60 ; Cursor row = 0 (top visible row) + stz.w rolling_top_row + stz.w rolling_buffer_pos + ; Note: Game's $4A flag (bit 2) already indicates inventory is active + + .if BATTLE_ITEMS_VWF { + ; Reset the VWF allocator to tile_id 0xC0 once for the whole pass. + ; The 6-slot render loop below increments the allocator naturally so + ; each item owns a distinct tile range (item N at 0xC0 + N * ~9 tiles). + jsr.l messages_vwf.init_inventory + } + + ; Render 6 rows to circular slots (5 visible + 1 off-screen) + ; At init, item index = slot index (both 0-5) + lda #0 + sta.b 0x06 ; Slot index (0-5) + + _init_row_loop: + ; For init: item index = slot index + lda.b 0x06 + sta.w rolling_edge_row ; Item index for data lookup + sta.w rolling_slot_index ; Slot index for buffer position + + ; Save slot index + lda.b 0x06 + pha + + ; Render item to circular slot + jsr.w _render_item_to_circular_slot + + ; Restore slot index + pla + sta.b 0x06 + + ; Next slot + inc.b 0x06 + lda.b 0x06 + cmp #BUFFER_SLOTS ; 6 slots total + bne _init_row_loop + + .if BATTLE_ITEMS_VWF { + ; End of inventory rolling pass: clear the VWF battle flag and signal + ; DMA so the inventory tile slice flushes to VRAM on the next NMI. + jsr.l messages_vwf.deinit + } + + ; Queue VRAM transfer for initial render + lda #0x03 + ldy.w #0x0002 + jsr.l load_menu_tfr_data_trampoline + lda #0x01 + sta.w 0x1825 + sta.w 0x1824 -lda #11 -sta.b 0x00 + plb ; Restore data bank + rtl -_name_copy_loop: - inx - lda.l assets_items_dat, x - sta.w inv_format_buffer, y - iny - dec.b 0x00 - bne _name_copy_loop + ; ============================================================================ + ; _render_inventory_item + ; ============================================================================ + ; Renders a single inventory item to text buffer + ; + ; Input: rolling_slot_index = item slot index (0-47) + ; Output: Item rendered to text buffer + ; Clobbers: A, X, Y, $00-$02, $26-$2A + + _render_inventory_item: + ; Set data bank to $7E for WRAM access + phb + lda #0x7E + pha + plb + + ; Calculate text buffer destination + ; text_addr = text_buffer_base + (slot x TEXT_BYTES_PER_ITEM) + lda.w rolling_slot_index + sta.b 0x26 + lda #TEXT_BYTES_PER_ITEM + sta.b 0x28 + jsr.l mult8_trampoline + + rep #0x20 + lda.b 0x2A + clc + adc #text_buffer_base + sta.w 0xEF52 ; draw_text output destination + tdc + sep #0x20 + + ; Set up format buffer pointer + ldx.w #inv_format_buffer + stx.w 0xEF50 + + ; Set tile count for draw_text + lda #15 ; 15 tiles per line + sta.w 0xEF54 + + ; Get item data from game inventory + ; Inventory structure: 4 bytes per slot at $321A + ; $321A+0: flags (bit 7 = disabled) + ; $321A+1: item ID + ; $321A+2: quantity + ; $321A+3: ??? + tdc ; Clear B before TAX + lda.w rolling_slot_index + asl + asl ; x 4 bytes per item + tax + + lda.l 0x7E321B, x ; Item ID (WRAM) + sta.b 0x02 ; Save for later + sta.b 0x26 ; For name lookup + lda.l 0x7E321C, x ; Quantity (WRAM) + pha ; Save quantity + + ; Determine palette (white=enabled, gray=disabled) + lda #0x00 + sta.b 0x00 ; Palette for name + sta.b 0x01 ; Palette for symbol + lda.l 0x7E321A, x ; Flags (WRAM) + and #0x80 + beq _not_disabled + lda #0x04 ; Gray palette + sta.b 0x00 + sta.b 0x01 + + _not_disabled: + + ; Calculate item name address: assets_items_dat + (id x 13) + ; Must use 16-bit math since id x 13 can exceed 255 + rep #0x20 ; 16-bit A + lda.b 0x02 ; Load (will get $02-$03) + and.w #0x00FF ; Mask to item ID only + sta.b 0x08 ; Save original ID + asl ; x2 + clc + adc.b 0x08 ; x3 + asl + asl ; x12 + tax + sep #0x20 ; Back to 8-bit + + ; Build format string. Starts in fixed mode ; 0x0F toggles fixed <-> + ; VWF so only the name portion routes through the VWF blitter. + ldy.w #0x0000 + + lda #0x0E + sta.w inv_format_buffer, y + iny + lda.b 0x01 + sta.w inv_format_buffer, y + iny + + lda.l assets_items_dat, x + sta.w inv_format_buffer, y + iny + + .if BATTLE_ITEMS_VWF { + lda #0xFE + sta.w inv_format_buffer, y + iny + } -.if BATTLE_ITEMS_VWF { - lda #0xFE - sta.w inv_format_buffer, y - iny - lda #0xFC + lda #0x0E sta.w inv_format_buffer, y iny - lda #12 + lda.b 0x00 sta.w inv_format_buffer, y iny -} -lda.b 0x02 -bne _has_item + lda #11 + sta.b 0x00 -pla -lda #0x05 -sta.w inv_format_buffer, y -iny -lda #0x03 -bra _finish_format + _name_copy_loop: + inx + lda.l assets_items_dat, x + sta.w inv_format_buffer, y + iny + dec.b 0x00 + bne _name_copy_loop + + .if BATTLE_ITEMS_VWF { + lda #0xFE + sta.w inv_format_buffer, y + iny + lda #0xFC + sta.w inv_format_buffer, y + iny + lda #12 + sta.w inv_format_buffer, y + iny + } -_has_item: - lda #0xC8 - sta.w inv_format_buffer, y - iny + lda.b 0x02 + bne _has_item pla - tax - jsr.l hex_to_dec_trampoline - jsr.l normalize_num_trampoline - - lda.w 0x180E + lda #0x05 sta.w inv_format_buffer, y iny + lda #0x03 + bra _finish_format - lda.w 0x180F + _has_item: + lda #0xC8 + sta.w inv_format_buffer, y + iny -_finish_format: - sta.w inv_format_buffer, y - iny + pla + tax + jsr.l hex_to_dec_trampoline + jsr.l normalize_num_trampoline - lda #0x00 - sta.w inv_format_buffer, y + lda.w 0x180E + sta.w inv_format_buffer, y + iny -; Call draw_text to render formatted text to text buffer - jsr.l draw_text_rolling_trampoline + lda.w 0x180F - plb ; Restore data bank - rts - -; ============================================================================ -; _render_inventory_item_circular -; ============================================================================ -; Renders item to circular buffer slot -; -; Input: rolling_edge_row = item index (0-47) for data lookup -; rolling_slot_index = buffer slot (0-4) for destination -; Output: Item rendered to text buffer at slot position -; Clobbers: A, X, Y, $00-$02, $26-$2A - -_render_inventory_item_circular: - phb - lda #0x7E - pha - plb - -; Calculate text buffer destination using SLOT (not item index) -; text_addr = text_buffer_base + (slot x TEXT_BYTES_PER_ITEM) - lda.w rolling_slot_index ; Buffer slot (0-4) - sta.b 0x26 - lda #TEXT_BYTES_PER_ITEM - sta.b 0x28 - jsr.l mult8_trampoline - - rep #0x20 - lda.b 0x2A - clc - adc #text_buffer_base - sta.w 0xEF52 ; draw_text output destination - tdc - sep #0x20 - -; Set up format buffer pointer - ldx.w #inv_format_buffer - stx.w 0xEF50 - -; Set tile count for draw_text - lda #15 ; 15 tiles per line - sta.w 0xEF54 - -; Get item data using ITEM INDEX (rolling_edge_row), not slot - tdc - lda.w rolling_edge_row ; Item index (0-47) - asl - asl ; x 4 bytes per item - tax - - lda.l 0x7E321B, x ; Item ID - sta.b 0x02 - sta.b 0x26 - lda.l 0x7E321C, x ; Quantity - pha - -; Determine palette - lda #0x00 - sta.b 0x00 - sta.b 0x01 - lda.l 0x7E321A, x ; Flags - and #0x80 - beq _circ_not_disabled - lda #0x04 - sta.b 0x00 - sta.b 0x01 + _finish_format: + sta.w inv_format_buffer, y + iny -_circ_not_disabled: + lda #0x00 + sta.w inv_format_buffer, y -; Calculate item name address: assets_items_dat + (id x 12) - rep #0x20 - lda.b 0x02 - and.w #0x00FF - sta.b 0x08 - asl - clc - adc.b 0x08 - asl - asl - tax - sep #0x20 - -; Build format string. The custom inventory renderer starts in fixed -; mode and uses 0x0F as a fixed<->VWF toggle so only the name routes -; through the VWF blitter. - ldy.w #0x0000 - -; Tile flags for symbol (fixed mode default) - lda #0x0E - sta.w inv_format_buffer, y - iny - lda.b 0x01 - sta.w inv_format_buffer, y - iny - -; Symbol tile (raw byte ; default mode is fixed) - lda.l assets_items_dat, x - sta.w inv_format_buffer, y - iny + ; Call draw_text to render formatted text to text buffer + jsr.l draw_text_rolling_trampoline -; Toggle to VWF for the name -.if BATTLE_ITEMS_VWF { - lda #0xFE - sta.w inv_format_buffer, y - iny -} - -; Tile flags for name -lda #0x0E -sta.w inv_format_buffer, y -iny -lda.b 0x00 -sta.w inv_format_buffer, y -iny - -; 11-char name (raw chars dispatched through VWF blitter) -lda #11 -sta.b 0x00 - -_circ_name_loop: - inx - lda.l assets_items_dat, x - sta.w inv_format_buffer, y - iny - dec.b 0x00 - bne _circ_name_loop + plb ; Restore data bank + rts -; Toggle back to fixed for colon + digits -.if BATTLE_ITEMS_VWF { - lda #0xFE - sta.w inv_format_buffer, y - iny - lda #0xFC + ; ============================================================================ + ; _render_inventory_item_circular + ; ============================================================================ + ; Renders item to circular buffer slot + ; + ; Input: rolling_edge_row = item index (0-47) for data lookup + ; rolling_slot_index = buffer slot (0-4) for destination + ; Output: Item rendered to text buffer at slot position + ; Clobbers: A, X, Y, $00-$02, $26-$2A + + _render_inventory_item_circular: + phb + lda #0x7E + pha + plb + + ; Calculate text buffer destination using SLOT (not item index) + ; text_addr = text_buffer_base + (slot x TEXT_BYTES_PER_ITEM) + lda.w rolling_slot_index ; Buffer slot (0-4) + sta.b 0x26 + lda #TEXT_BYTES_PER_ITEM + sta.b 0x28 + jsr.l mult8_trampoline + + rep #0x20 + lda.b 0x2A + clc + adc #text_buffer_base + sta.w 0xEF52 ; draw_text output destination + tdc + sep #0x20 + + ; Set up format buffer pointer + ldx.w #inv_format_buffer + stx.w 0xEF50 + + ; Set tile count for draw_text + lda #15 ; 15 tiles per line + sta.w 0xEF54 + + ; Get item data using ITEM INDEX (rolling_edge_row), not slot + tdc + lda.w rolling_edge_row ; Item index (0-47) + asl + asl ; x 4 bytes per item + tax + + lda.l 0x7E321B, x ; Item ID + sta.b 0x02 + sta.b 0x26 + lda.l 0x7E321C, x ; Quantity + pha + + ; Determine palette + lda #0x00 + sta.b 0x00 + sta.b 0x01 + lda.l 0x7E321A, x ; Flags + and #0x80 + beq _circ_not_disabled + lda #0x04 + sta.b 0x00 + sta.b 0x01 + + _circ_not_disabled: + + ; Calculate item name address: assets_items_dat + (id x 12) + rep #0x20 + lda.b 0x02 + and.w #0x00FF + sta.b 0x08 + asl + clc + adc.b 0x08 + asl + asl + tax + sep #0x20 + + ; Build format string. The custom inventory renderer starts in fixed + ; mode and uses 0x0F as a fixed<->VWF toggle so only the name routes + ; through the VWF blitter. + ldy.w #0x0000 + + ; Tile flags for symbol (fixed mode default) + lda #0x0E + sta.w inv_format_buffer, y + iny + lda.b 0x01 + sta.w inv_format_buffer, y + iny + + ; Symbol tile (raw byte ; default mode is fixed) + lda.l assets_items_dat, x + sta.w inv_format_buffer, y + iny + + ; Toggle to VWF for the name + .if BATTLE_ITEMS_VWF { + lda #0xFE + sta.w inv_format_buffer, y + iny + } + + ; Tile flags for name + lda #0x0E sta.w inv_format_buffer, y iny - lda #12 + lda.b 0x00 sta.w inv_format_buffer, y iny -} - -; Quantity handling -lda.b 0x02 -bne _circ_has_item -pla -lda #0x05 -sta.w inv_format_buffer, y -iny -lda #0x03 -bra _circ_finish + ; 11-char name (raw chars dispatched through VWF blitter) + lda #11 + sta.b 0x00 -_circ_has_item: - lda #0xC8 - sta.w inv_format_buffer, y - iny + _circ_name_loop: + inx + lda.l assets_items_dat, x + sta.w inv_format_buffer, y + iny + dec.b 0x00 + bne _circ_name_loop + + ; Toggle back to fixed for colon + digits + .if BATTLE_ITEMS_VWF { + lda #0xFE + sta.w inv_format_buffer, y + iny + lda #0xFC + sta.w inv_format_buffer, y + iny + lda #12 + sta.w inv_format_buffer, y + iny + } + + ; Quantity handling + lda.b 0x02 + bne _circ_has_item pla - tax - jsr.l hex_to_dec_trampoline - jsr.l normalize_num_trampoline - - lda.w 0x180E + lda #0x05 sta.w inv_format_buffer, y iny - - lda.w 0x180F - -_circ_finish: - sta.w inv_format_buffer, y - iny - - lda #0x00 - sta.w inv_format_buffer, y - - jsr.l draw_text_rolling_trampoline - - plb - rts - -; ============================================================================ -; _copy_item_to_tilemap_circular -; ============================================================================ -; Copies item from text buffer slot to tilemap slot (circular buffer) -; -; Input: rolling_slot_index = buffer slot (0-4) -; Output: Item copied to tilemap buffer at slot position -; Clobbers: A, X, Y, $00-$06 - -_copy_item_to_tilemap_circular: - ; Save DBR - mult8_trampoline may change it - phb - lda #0x7E - pha - plb ; Ensure DBR is $7E for WRAM access - -; Calculate tilemap buffer address for this SLOT (not item index) -; tilemap_addr = tilemap_buffer_base + (slot x TILEMAP_BYTES_PER_ROW) -; NO content_offset - write to full 128-byte slot - lda.w rolling_slot_index ; Buffer slot (0-4) - sta.b 0x26 - lda #TILEMAP_BYTES_PER_ROW - sta.b 0x28 - jsr.l mult8_trampoline - - rep #0x20 - lda.b 0x2A - clc - adc #tilemap_buffer_base + tilemap_content_offset ; NO +tilemap_content_offset! - sta.b 0x00 ; Tilemap destination - sep #0x20 - -; Calculate text buffer source using SLOT - lda.w rolling_slot_index - sta.b 0x26 - lda #TEXT_BYTES_PER_ITEM - sta.b 0x28 - jsr.l mult8_trampoline - - rep #0x20 - lda.b 0x2A - tax - sep #0x20 - -; Copy first tilemap row (30 bytes) - ldy.w #0x0000 - -_circ_copy_row1: - lda.w text_buffer_base, x - sta (0x00), y - inx - iny - cpy.w #30 - bne _circ_copy_row1 - -; Clear remaining bytes of first row (30-63) to prevent stale border tiles -; Fill with $FF (blank tile) and $00 (palette 0) - -_circ_clear_row1: - lda #0xFF ; Blank tile - sta (0x00), y - iny - lda #0x00 ; Palette 0 - sta (0x00), y - iny - cpy.w #0x0040 - bne _circ_clear_row1 - -; Copy second tilemap row (+$40 offset) - ldy.w #0x0040 - -_circ_copy_row2: - lda.w text_buffer_base, x - sta (0x00), y - inx - iny - cpy.w #0x005E - bne _circ_copy_row2 - -; Clear remaining bytes of second row (0x5E-0x7F) - -_circ_clear_row2: - lda #0xFF ; Blank tile - sta (0x00), y - iny - lda #0x00 ; Palette 0 - sta (0x00), y - iny - cpy.w #0x0080 - bne _circ_clear_row2 - -; Restore DBR - plb - rts - -; ============================================================================ -; _copy_item_to_tilemap -; ============================================================================ -; Copies a single item from text buffer to the correct tilemap position -; (Used for initial rendering where slot = item index) -; -; Input: rolling_slot_index = item slot index (0-47) -; Output: Item copied to tilemap buffer -; Clobbers: A, X, Y, $00-$06 - -_copy_item_to_tilemap: - ; Calculate row index from slot (same as slot for single column) - lda.w rolling_slot_index - sta.b 0x04 ; Save row index - -; Calculate tilemap buffer address for this row -; tilemap_addr = tilemap_buffer_base + (row x TILEMAP_BYTES_PER_ROW) - sta.b 0x26 - lda #TILEMAP_BYTES_PER_ROW - sta.b 0x28 - jsr.l mult8_trampoline - -; Add content offset (left column position) - rep #0x20 - lda.b 0x2A - clc - adc #tilemap_buffer_base + tilemap_content_offset - sta.b 0x00 ; Tilemap destination - sep #0x20 - -; Calculate text buffer source offset - lda.w rolling_slot_index - sta.b 0x26 - lda #TEXT_BYTES_PER_ITEM - sta.b 0x28 - jsr.l mult8_trampoline - - rep #0x20 - lda.b 0x2A ; Get offset (slot x 60) - tax ; X = offset into text buffer - sep #0x20 - -; Copy first tilemap row (30 bytes = 15 tiles) - ldy.w #0x0000 - -_copy_row1: - lda.w text_buffer_base, x ; Read from $8EA6 + offset - sta (0x00), y ; Write to tilemap buffer - inx - iny - cpy.w #30 - bne _copy_row1 - -; Copy second tilemap row (30 bytes) -; Tilemap row 2 is at +$40 (64 bytes) from row 1 - ldy.w #0x0040 - -_copy_row2: - lda.w text_buffer_base, x ; Read from $8EA6 + offset - sta (0x00), y - inx - iny - cpy.w #0x005E ; $40 + 30 = $5E - bne _copy_row2 - - rts - -; ============================================================================ -; _render_bottom_edge_row -; ============================================================================ -; Pre-renders the new bottom row BEFORE scroll down animation starts -; Uses circular buffer - writes to the slot that's scrolling OUT (top slot) -; After scroll, that slot will appear at the bottom -; -; Called via JSL from bank 02 - -_render_bottom_edge_row: - ; Disable interrupts to prevent NMI from corrupting rolling_slot_index - sei - -; Set data bank to $7E for WRAM access - phb - lda #0x7E - pha - plb - -; Calculate the new bottom item index -; new_bottom = current_top + BUFFER_SLOTS (the item that will be at bottom after scroll) -; With 6 slots and 5 visible, this is the item we need to pre-render - lda.w 0xEF71 - clc - adc #BUFFER_SLOTS - -; Check bounds (max item is 47) - cmp #TOTAL_ITEMS - bcs _render_bottom_done ; Past end, nothing to render - - sta.w rolling_edge_row ; Save item index for data lookup - -; CIRCULAR BUFFER: Write to OFF-SCREEN slot (below bottom) -; Off-screen slot = (rolling_buffer_pos + 5) % 6 -; This slot is currently invisible and will scroll into view at bottom - lda.w rolling_buffer_pos - clc - adc #VISIBLE_ROWS ; +5 to get to off-screen slot - cmp #BUFFER_SLOTS - bcc _bottom_slot_ok - sec - sbc #BUFFER_SLOTS ; Wrap if >= 6 - -_bottom_slot_ok: - sta.w rolling_slot_index ; Slot index (0-5) for buffer positioning - -; Render item data to this circular slot - jsr.w _render_item_to_circular_slot - -; Queue full tilemap transfer (game's VBlank will handle it) lda #0x03 - ldy.w #0x0002 - jsr.l load_menu_tfr_data_trampoline - lda #0x01 - sta.w 0x1825 - sta.w 0x1824 + bra _circ_finish -; Advance circular position (top slot advances as we scroll down) - lda.w rolling_buffer_pos - inc - cmp #BUFFER_SLOTS - bcc _store_pos_down - lda #0 + _circ_has_item: + lda #0xC8 + sta.w inv_format_buffer, y + iny -_store_pos_down: - sta.w rolling_buffer_pos + pla + tax + jsr.l hex_to_dec_trampoline + jsr.l normalize_num_trampoline -_render_bottom_done: - plb ; Restore data bank - cli ; re-enable interrupts - rts ; Called from within bank $20 now - -; ============================================================================ -; _render_top_edge_row -; ============================================================================ -; Pre-renders the new top row BEFORE scroll up animation starts -; Uses circular buffer - writes to the slot that's scrolling OUT (bottom slot) -; After scroll, that slot will appear at the top -; -; Called via JSL from bank 02 - -_render_top_edge_row: - ; Disable interrupts to prevent NMI from corrupting rolling_slot_index - sei + lda.w 0x180E + sta.w inv_format_buffer, y + iny -; Set data bank to $7E for WRAM access - phb - lda #0x7E - pha - plb + lda.w 0x180F -; Calculate the new top item index -; new_top = current_top - 1 - lda.w 0xEF71 - dec ; New top row after scroll + _circ_finish: + sta.w inv_format_buffer, y + iny -; Check bounds - bmi _render_top_done ; Negative = invalid + lda #0x00 + sta.w inv_format_buffer, y - sta.w rolling_edge_row ; Save item index for data lookup + jsr.l draw_text_rolling_trampoline -; CIRCULAR BUFFER: Write to slot BEFORE current circular_pos -; This slot will become the new TOP after scroll -; First decrement circular_pos, then write to that slot - lda.w rolling_buffer_pos - dec - bpl _store_pos_up - lda #BUFFER_SLOTS - 1 ; Wrap 0→5 + plb + rts -_store_pos_up: - sta.w rolling_buffer_pos ; Update position FIRST for scroll up - sta.w rolling_slot_index ; Slot index (0-5) for buffer positioning + ; ============================================================================ + ; _copy_item_to_tilemap_circular + ; ============================================================================ + ; Copies item from text buffer slot to tilemap slot (circular buffer) + ; + ; Input: rolling_slot_index = buffer slot (0-4) + ; Output: Item copied to tilemap buffer at slot position + ; Clobbers: A, X, Y, $00-$06 + + _copy_item_to_tilemap_circular: + ; Save DBR - mult8_trampoline may change it + phb + lda #0x7E + pha + plb ; Ensure DBR is $7E for WRAM access + + ; Calculate tilemap buffer address for this SLOT (not item index) + ; tilemap_addr = tilemap_buffer_base + (slot x TILEMAP_BYTES_PER_ROW) + ; NO content_offset - write to full 128-byte slot + lda.w rolling_slot_index ; Buffer slot (0-4) + sta.b 0x26 + lda #TILEMAP_BYTES_PER_ROW + sta.b 0x28 + jsr.l mult8_trampoline + + rep #0x20 + lda.b 0x2A + clc + adc #tilemap_buffer_base + tilemap_content_offset ; NO +tilemap_content_offset! + sta.b 0x00 ; Tilemap destination + sep #0x20 + + ; Calculate text buffer source using SLOT + lda.w rolling_slot_index + sta.b 0x26 + lda #TEXT_BYTES_PER_ITEM + sta.b 0x28 + jsr.l mult8_trampoline + + rep #0x20 + lda.b 0x2A + tax + sep #0x20 + + ; Copy first tilemap row (30 bytes) + ldy.w #0x0000 + + _circ_copy_row1: + lda.w text_buffer_base, x + sta (0x00), y + inx + iny + cpy.w #30 + bne _circ_copy_row1 + + ; Clear remaining bytes of first row (30-63) to prevent stale border tiles + ; Fill with $FF (blank tile) and $00 (palette 0) + + _circ_clear_row1: + lda #0xFF ; Blank tile + sta (0x00), y + iny + lda #0x00 ; Palette 0 + sta (0x00), y + iny + cpy.w #0x0040 + bne _circ_clear_row1 + + ; Copy second tilemap row (+$40 offset) + ldy.w #0x0040 + + _circ_copy_row2: + lda.w text_buffer_base, x + sta (0x00), y + inx + iny + cpy.w #0x005E + bne _circ_copy_row2 + + ; Clear remaining bytes of second row (0x5E-0x7F) + + _circ_clear_row2: + lda #0xFF ; Blank tile + sta (0x00), y + iny + lda #0x00 ; Palette 0 + sta (0x00), y + iny + cpy.w #0x0080 + bne _circ_clear_row2 + + ; Restore DBR + plb + rts + + ; ============================================================================ + ; _copy_item_to_tilemap + ; ============================================================================ + ; Copies a single item from text buffer to the correct tilemap position + ; (Used for initial rendering where slot = item index) + ; + ; Input: rolling_slot_index = item slot index (0-47) + ; Output: Item copied to tilemap buffer + ; Clobbers: A, X, Y, $00-$06 + + _copy_item_to_tilemap: + ; Calculate row index from slot (same as slot for single column) + lda.w rolling_slot_index + sta.b 0x04 ; Save row index + + ; Calculate tilemap buffer address for this row + ; tilemap_addr = tilemap_buffer_base + (row x TILEMAP_BYTES_PER_ROW) + sta.b 0x26 + lda #TILEMAP_BYTES_PER_ROW + sta.b 0x28 + jsr.l mult8_trampoline + + ; Add content offset (left column position) + rep #0x20 + lda.b 0x2A + clc + adc #tilemap_buffer_base + tilemap_content_offset + sta.b 0x00 ; Tilemap destination + sep #0x20 + + ; Calculate text buffer source offset + lda.w rolling_slot_index + sta.b 0x26 + lda #TEXT_BYTES_PER_ITEM + sta.b 0x28 + jsr.l mult8_trampoline + + rep #0x20 + lda.b 0x2A ; Get offset (slot x 60) + tax ; X = offset into text buffer + sep #0x20 + + ; Copy first tilemap row (30 bytes = 15 tiles) + ldy.w #0x0000 + + _copy_row1: + lda.w text_buffer_base, x ; Read from $8EA6 + offset + sta (0x00), y ; Write to tilemap buffer + inx + iny + cpy.w #30 + bne _copy_row1 + + ; Copy second tilemap row (30 bytes) + ; Tilemap row 2 is at +$40 (64 bytes) from row 1 + ldy.w #0x0040 + + _copy_row2: + lda.w text_buffer_base, x ; Read from $8EA6 + offset + sta (0x00), y + inx + iny + cpy.w #0x005E ; $40 + 30 = $5E + bne _copy_row2 + + rts + + ; ============================================================================ + ; _render_bottom_edge_row + ; ============================================================================ + ; Pre-renders the new bottom row BEFORE scroll down animation starts + ; Uses circular buffer - writes to the slot that's scrolling OUT (top slot) + ; After scroll, that slot will appear at the bottom + ; + ; Called via JSL from bank 02 -; Render item data to this circular slot - jsr.w _render_item_to_circular_slot + _render_bottom_edge_row: + ; Disable interrupts to prevent NMI from corrupting rolling_slot_index + sei -; Queue full tilemap transfer (game's VBlank will handle it) - lda #0x03 - ldy.w #0x0002 - jsr.l load_menu_tfr_data_trampoline - lda #0x01 - sta.w 0x1825 - sta.w 0x1824 + ; Set data bank to $7E for WRAM access + phb + lda #0x7E + pha + plb + + ; Calculate the new bottom item index + ; new_bottom = current_top + BUFFER_SLOTS (the item that will be at bottom after scroll) + ; With 6 slots and 5 visible, this is the item we need to pre-render + lda.w 0xEF71 + clc + adc #BUFFER_SLOTS + + ; Check bounds (max item is 47) + cmp #TOTAL_ITEMS + bcs _render_bottom_done ; Past end, nothing to render + + sta.w rolling_edge_row ; Save item index for data lookup + + ; CIRCULAR BUFFER: Write to OFF-SCREEN slot (below bottom) + ; Off-screen slot = (rolling_buffer_pos + 5) % 6 + ; This slot is currently invisible and will scroll into view at bottom + lda.w rolling_buffer_pos + clc + adc #VISIBLE_ROWS ; +5 to get to off-screen slot + cmp #BUFFER_SLOTS + bcc _bottom_slot_ok + sec + sbc #BUFFER_SLOTS ; Wrap if >= 6 + + _bottom_slot_ok: + sta.w rolling_slot_index ; Slot index (0-5) for buffer positioning + + ; Render item data to this circular slot + jsr.w _render_item_to_circular_slot + + ; Queue full tilemap transfer (game's VBlank will handle it) + lda #0x03 + ldy.w #0x0002 + jsr.l load_menu_tfr_data_trampoline + lda #0x01 + sta.w 0x1825 + sta.w 0x1824 + + ; Advance circular position (top slot advances as we scroll down) + lda.w rolling_buffer_pos + inc + cmp #BUFFER_SLOTS + bcc _store_pos_down + lda #0 + + _store_pos_down: + sta.w rolling_buffer_pos + + _render_bottom_done: + plb ; Restore data bank + cli ; re-enable interrupts + rts ; Called from within bank $20 now + + ; ============================================================================ + ; _render_top_edge_row + ; ============================================================================ + ; Pre-renders the new top row BEFORE scroll up animation starts + ; Uses circular buffer - writes to the slot that's scrolling OUT (bottom slot) + ; After scroll, that slot will appear at the top + ; + ; Called via JSL from bank 02 -_render_top_done: - plb ; Restore data bank - cli ; re-enable interrupts - rts ; Called from within bank $20 now - -; ============================================================================ -; _render_item_to_circular_slot -; ============================================================================ -; Renders item to a circular buffer slot -; -; Input: rolling_edge_row = item index (0-47) for data lookup -; rolling_slot_index = slot index (0-4) for destination -; Output: Item rendered to text buffer slot, copied to tilemap slot - -_render_item_to_circular_slot: - ; Save processor status and disable interrupts - ; Using PHP/PLP instead of SEI/CLI to handle nested calls correctly - php - sei - -; Save DBR - draw_text may change it and we need it for tilemap copy - phb - -; Save D and set to $0000 for direct page operations - rep #0x20 - tdc - pha ; Save original D on stack - lda.w #0x0000 - tcd - sep #0x20 - -; CRITICAL: Save zero page variables on stack -; This prevents corruption if NMI fires during game's block copy -; Save $00-$0B (block copy uses $00-$06) and $26-$2B (Mult8 uses these) - lda.b 0x00 - pha - lda.b 0x01 - pha - lda.b 0x02 - pha - lda.b 0x03 - pha - lda.b 0x04 - pha - lda.b 0x05 - pha - lda.b 0x06 - pha - lda.b 0x07 - pha - lda.b 0x08 - pha - lda.b 0x09 - pha - lda.b 0x0A - pha - lda.b 0x0B - pha - ; Also save $26-$2B used by mult8_trampoline - lda.b 0x26 - pha - lda.b 0x27 - pha - lda.b 0x28 - pha - lda.b 0x29 - pha - lda.b 0x2A - pha - lda.b 0x2B - pha - -; Calculate text buffer destination for this SLOT -; text_addr = text_buffer_base + (slot × TEXT_BYTES_PER_ITEM) - lda.w rolling_slot_index ; Slot index (0-4) - sta.b 0x26 - lda #TEXT_BYTES_PER_ITEM ; 60 bytes per slot - sta.b 0x28 - jsr.l mult8_trampoline - - rep #0x20 - lda.b 0x2A - clc - adc #text_buffer_base - sta.w 0xEF52 ; draw_text output destination - tdc - sep #0x20 - -; Set up format buffer pointer - ldx.w #inv_format_buffer - stx.w 0xEF50 - lda #15 - sta.w 0xEF54 - -; Get item data using rolling_edge_row (the actual item index) - tdc - lda.w rolling_edge_row - asl - asl - tax - - lda.l 0x7E321B, x ; Item ID - sta.b 0x02 - bne _slot_id_nonzero - jmp.w _empty_slot_fast ; ID == 0 -> empty entry, skip VWF - -_slot_id_nonzero: - lda.l 0x7E321C, x ; Quantity - pha - -; Palette selection - lda #0x00 - sta.b 0x00 - sta.b 0x01 - lda.l 0x7E321A, x - and #0x80 - beq _slot_not_disabled - lda #0x04 - sta.b 0x00 - sta.b 0x01 + _render_top_edge_row: + ; Disable interrupts to prevent NMI from corrupting rolling_slot_index + sei -_slot_not_disabled: + ; Set data bank to $7E for WRAM access + phb + lda #0x7E + pha + plb + + ; Calculate the new top item index + ; new_top = current_top - 1 + lda.w 0xEF71 + dec ; New top row after scroll + + ; Check bounds + bmi _render_top_done ; Negative = invalid + + sta.w rolling_edge_row ; Save item index for data lookup + + ; CIRCULAR BUFFER: Write to slot BEFORE current circular_pos + ; This slot will become the new TOP after scroll + ; First decrement circular_pos, then write to that slot + lda.w rolling_buffer_pos + dec + bpl _store_pos_up + lda #BUFFER_SLOTS - 1 ; Wrap 0→5 + + _store_pos_up: + sta.w rolling_buffer_pos ; Update position FIRST for scroll up + sta.w rolling_slot_index ; Slot index (0-5) for buffer positioning + + ; Render item data to this circular slot + jsr.w _render_item_to_circular_slot + + ; Queue full tilemap transfer (game's VBlank will handle it) + lda #0x03 + ldy.w #0x0002 + jsr.l load_menu_tfr_data_trampoline + lda #0x01 + sta.w 0x1825 + sta.w 0x1824 + + _render_top_done: + plb ; Restore data bank + cli ; re-enable interrupts + rts ; Called from within bank $20 now + + ; ============================================================================ + ; _render_item_to_circular_slot + ; ============================================================================ + ; Renders item to a circular buffer slot + ; + ; Input: rolling_edge_row = item index (0-47) for data lookup + ; rolling_slot_index = slot index (0-4) for destination + ; Output: Item rendered to text buffer slot, copied to tilemap slot + + _render_item_to_circular_slot: + ; Save processor status and disable interrupts + ; Using PHP/PLP instead of SEI/CLI to handle nested calls correctly + php + sei + + ; Save DBR - draw_text may change it and we need it for tilemap copy + phb + + ; Save D and set to $0000 for direct page operations + rep #0x20 + tdc + pha ; Save original D on stack + lda.w #0x0000 + tcd + sep #0x20 + + ; CRITICAL: Save zero page variables on stack + ; This prevents corruption if NMI fires during game's block copy + ; Save $00-$0B (block copy uses $00-$06) and $26-$2B (Mult8 uses these) + lda.b 0x00 + pha + lda.b 0x01 + pha + lda.b 0x02 + pha + lda.b 0x03 + pha + lda.b 0x04 + pha + lda.b 0x05 + pha + lda.b 0x06 + pha + lda.b 0x07 + pha + lda.b 0x08 + pha + lda.b 0x09 + pha + lda.b 0x0A + pha + lda.b 0x0B + pha + ; Also save $26-$2B used by mult8_trampoline + lda.b 0x26 + pha + lda.b 0x27 + pha + lda.b 0x28 + pha + lda.b 0x29 + pha + lda.b 0x2A + pha + lda.b 0x2B + pha + + ; Calculate text buffer destination for this SLOT + ; text_addr = text_buffer_base + (slot × TEXT_BYTES_PER_ITEM) + lda.w rolling_slot_index ; Slot index (0-4) + sta.b 0x26 + lda #TEXT_BYTES_PER_ITEM ; 60 bytes per slot + sta.b 0x28 + jsr.l mult8_trampoline + + rep #0x20 + lda.b 0x2A + clc + adc #text_buffer_base + sta.w 0xEF52 ; draw_text output destination + tdc + sep #0x20 + + ; Set up format buffer pointer + ldx.w #inv_format_buffer + stx.w 0xEF50 + lda #15 + sta.w 0xEF54 + + ; Get item data using rolling_edge_row (the actual item index) + tdc + lda.w rolling_edge_row + asl + asl + tax + + lda.l 0x7E321B, x ; Item ID + sta.b 0x02 + bne _slot_id_nonzero + jmp.w _empty_slot_fast ; ID == 0 -> empty entry, skip VWF + + _slot_id_nonzero: + lda.l 0x7E321C, x ; Quantity + pha + + ; Palette selection + lda #0x00 + sta.b 0x00 + sta.b 0x01 + lda.l 0x7E321A, x + and #0x80 + beq _slot_not_disabled + lda #0x04 + sta.b 0x00 + sta.b 0x01 + + _slot_not_disabled: + + ; Calculate item name offset into the 17-byte-per-record + ; assets_items_unleashed_dat table: id * 17 = (id << 4) + id. + rep #0x20 + lda.b 0x02 + and.w #0x00FF + sta.b 0x08 + asl + asl + asl + asl + clc + adc.b 0x08 + tax + sep #0x20 + + ; Build format string. Same fixed-default + 0x0F-toggle pattern the + ; other two format builders in this file use. + ldy.w #0x0000 + lda #0x0E + sta.w inv_format_buffer, y + iny + lda.b 0x01 + sta.w inv_format_buffer, y + iny + + lda.l assets_items_unleashed_dat, x + sta.w inv_format_buffer, y + iny + + .if BATTLE_ITEMS_VWF { + lda #0xFE + sta.w inv_format_buffer, y + iny + } -; Calculate item name offset into the 17-byte-per-record -; assets_items_unleashed_dat table: id * 17 = (id << 4) + id. - rep #0x20 - lda.b 0x02 - and.w #0x00FF - sta.b 0x08 - asl - asl - asl - asl - clc - adc.b 0x08 - tax - sep #0x20 - -; Build format string. Same fixed-default + 0x0F-toggle pattern the -; other two format builders in this file use. - ldy.w #0x0000 lda #0x0E sta.w inv_format_buffer, y iny - lda.b 0x01 - sta.w inv_format_buffer, y - iny - - lda.l assets_items_unleashed_dat, x - sta.w inv_format_buffer, y - iny - -.if BATTLE_ITEMS_VWF { - lda #0xFE - sta.w inv_format_buffer, y - iny -} - -lda #0x0E -sta.w inv_format_buffer, y -iny -lda.b 0x00 -sta.w inv_format_buffer, y -iny - -lda #16 -sta.b 0x00 - -_slot_name_loop: - inx - lda.l assets_items_unleashed_dat, x - sta.w inv_format_buffer, y - iny - dec.b 0x00 - bne _slot_name_loop - -.if BATTLE_ITEMS_VWF { - lda #0xFE - sta.w inv_format_buffer, y - iny - lda #0xFC - sta.w inv_format_buffer, y - iny - lda #12 - sta.w inv_format_buffer, y - iny -} - -lda.b 0x02 -bne _slot_has_item -pla -lda #0x05 -sta.w inv_format_buffer, y -iny -lda #0x03 -bra _slot_finish - -_slot_has_item: - lda #0xC8 - sta.w inv_format_buffer, y - iny - pla - ; M=8 pla loads A.lo only; A.hi retains a leaked byte from the - ; preceding 16-bit arithmetic. With X=16 the next `tax` would copy - ; that garbage into X.hi and hex_to_dec would emit BCD for the - ; wider value (qty 1 + leaked $06 -> X=$0601 -> "37"). Zero-extend - ; A explicitly before transfer. - rep #0x20 - and.w #0x00ff - tax - sep #0x20 - jsr.l hex_to_dec_trampoline - jsr.l normalize_num_trampoline - lda.w 0x180E - sta.w inv_format_buffer, y - iny - lda.w 0x180F - -_slot_finish: - sta.w inv_format_buffer, y - iny - lda #0x00 + lda.b 0x00 sta.w inv_format_buffer, y - - jsr.l draw_text_rolling_trampoline - jmp.w _slot_render_done - -_empty_slot_fast: -""" -Empty inventory entry (item ID = 0). Skip the format-build + VWF -blit and fill the slot's text buffer with 30 blank tile entries -(2 bytes each = `$FF $00`). Saves the ~80K cycles draw_text would -otherwise burn rendering an empty palette + name string. -""" - rep #0x20 - lda.w 0xEF52 - sta.b 0x04 ; ptr-to-slot in DP scratch - sep #0x20 - ldy.w #0 - -_empty_fill_loop: - lda.b #0xFF - sta (0x04), y iny - lda.b #0x00 - sta (0x04), y - iny - cpy.w #60 - bne _empty_fill_loop - -_slot_render_done: - -; draw_text fills text buffer - tilemap copy is done separately by: -; - _copy_all_slots_to_tilemap in tfr_inventory_list_rolling (for init) -; - _copy_slot_to_tilemap in scroll hooks (for scrolling) -; CRITICAL: Restore zero page variables from stack (reverse order) -; First restore $26-$2B (last pushed) - pla - sta.b 0x2B - pla - sta.b 0x2A - pla - sta.b 0x29 - pla - sta.b 0x28 - pla - sta.b 0x27 - pla - sta.b 0x26 - ; Then restore $00-$0B - pla - sta.b 0x0B - pla - sta.b 0x0A - pla - sta.b 0x09 - pla - sta.b 0x08 - pla - sta.b 0x07 - pla - sta.b 0x06 - pla - sta.b 0x05 - pla - sta.b 0x04 - pla - sta.b 0x03 - pla - sta.b 0x02 - pla - sta.b 0x01 - pla + lda #16 sta.b 0x00 -; Restore D before returning - rep #0x20 - pla - tcd - sep #0x20 - -; Restore DBR (draw_text may have changed it) - plb - -; Restore processor status (including interrupt flag) - plp - rts - -; ============================================================================ -; _transfer_circular_slot -; ============================================================================ -; Transfers a single circular slot to its fixed VRAM address -; Uses direct DMA instead of menu transfer system for precise control -; -; Input: rolling_slot_index = slot index (0-4) -; Output: 128 bytes transferred to VRAM - -_transfer_circular_slot: - ; Save processor status and disable interrupts - php - sei - -; Save DBR - mult8_trampoline may change it - phb - lda #0x7E - pha - plb ; Ensure DBR is $7E for WRAM access - -; CRITICAL: Save zero page variables on stack -; This prevents corruption if NMI fires during game's block copy -; Save $00-$0B (block copy uses $00-$06) and $26-$2B (Mult8 uses these) - lda.b 0x00 - pha - lda.b 0x01 - pha - lda.b 0x02 - pha - lda.b 0x03 - pha - lda.b 0x04 - pha - lda.b 0x05 - pha - lda.b 0x06 - pha - lda.b 0x07 - pha - lda.b 0x08 - pha - lda.b 0x09 - pha - lda.b 0x0A - pha - lda.b 0x0B - pha - ; Also save $26-$2B used by mult8_trampoline - lda.b 0x26 - pha - lda.b 0x27 - pha - lda.b 0x28 - pha - lda.b 0x29 - pha - lda.b 0x2A - pha - lda.b 0x2B - pha - -; Look up VRAM destination from slot table - lda.w rolling_slot_index - asl ; ×2 for word lookup - tax - rep #0x20 - lda.l _vram_slot_table, x ; Get VRAM address ($7400, $7480, etc.) - sta.b 0x04 ; Save VRAM dest - sep #0x20 - -; Calculate tilemap buffer source -; source = tilemap_buffer_base + (slot × 128) - NO content_offset! - lda.w rolling_slot_index - sta.b 0x26 - lda #TILEMAP_BYTES_PER_ROW - sta.b 0x28 - jsr.l mult8_trampoline - - rep #0x20 - lda.b 0x2A - clc - adc #tilemap_buffer_base + tilemap_content_offset ; NO +tilemap_content_offset! - sta.b 0x00 ; Source address (low word) - sep #0x20 - -; Queue using menu transfer system (entry 3 covers our slots) -; The transfer will include this slot since it's at the right offset - lda #0x03 - ldy.w #0x0002 - jsr.l load_menu_tfr_data_trampoline - - lda #0x01 - sta.w 0x1825 - sta.w 0x1824 - -; CRITICAL: Restore zero page variables from stack (reverse order) -; First restore $26-$2B (last pushed) - pla - sta.b 0x2B - pla - sta.b 0x2A - pla - sta.b 0x29 - pla - sta.b 0x28 - pla - sta.b 0x27 - pla - sta.b 0x26 - ; Then restore $00-$0B - pla - sta.b 0x0B - pla - sta.b 0x0A - pla - sta.b 0x09 - pla - sta.b 0x08 - pla - sta.b 0x07 - pla - sta.b 0x06 - pla - sta.b 0x05 - pla - sta.b 0x04 - pla - sta.b 0x03 - pla - sta.b 0x02 - pla - sta.b 0x01 - pla - sta.b 0x00 + _slot_name_loop: + inx + lda.l assets_items_unleashed_dat, x + sta.w inv_format_buffer, y + iny + dec.b 0x00 + bne _slot_name_loop + + .if BATTLE_ITEMS_VWF { + lda #0xFE + sta.w inv_format_buffer, y + iny + lda #0xFC + sta.w inv_format_buffer, y + iny + lda #12 + sta.w inv_format_buffer, y + iny + } -; Restore DBR - plb - -; Restore processor status (including interrupt flag) - plp - rts - -; ============================================================================ -; _copy_slot_to_tilemap -; ============================================================================ -; Copies a single slot from text buffer to tilemap buffer -; Input: rolling_slot_index = slot index (0-5) -; Uses $00-$01, $26, $28, $2A, X, Y - -_copy_slot_to_tilemap: - ; Save processor status and disable interrupts - ; Using PHP/PLP instead of SEI/CLI to handle nested calls correctly - php - sei - -; Save DBR - mult8_trampoline may change it - phb - -; Save and set D to 0 for direct page operations - rep #0x20 - tdc - pha - lda.w #0x0000 - tcd - sep #0x20 - -; CRITICAL: Save zero page variables on stack -; This prevents corruption if NMI fires during game's block copy -; Save $00-$0B (block copy uses $00-$06) and $26-$2B (Mult8 uses these) - lda.b 0x00 - pha - lda.b 0x01 - pha lda.b 0x02 - pha - lda.b 0x03 - pha - lda.b 0x04 - pha - lda.b 0x05 - pha - lda.b 0x06 - pha - lda.b 0x07 - pha - lda.b 0x08 - pha - lda.b 0x09 - pha - lda.b 0x0A - pha - lda.b 0x0B - pha - ; Also save $26-$2B used by mult8_trampoline - lda.b 0x26 - pha - lda.b 0x27 - pha - lda.b 0x28 - pha - lda.b 0x29 - pha - lda.b 0x2A - pha - lda.b 0x2B - pha - -; Calculate tilemap destination (NO content_offset - write to full slot) - lda.w rolling_slot_index - sta.b 0x26 - lda #TILEMAP_BYTES_PER_ROW - sta.b 0x28 - jsr.l mult8_trampoline - - rep #0x20 - lda.b 0x2A - clc - adc #tilemap_buffer_base + tilemap_content_offset ; NO +tilemap_content_offset! - sta.b 0x00 - sep #0x20 - -; Calculate text buffer source - lda.w rolling_slot_index - sta.b 0x26 - lda #TEXT_BYTES_PER_ITEM - sta.b 0x28 - jsr.l mult8_trampoline - - rep #0x20 - lda.b 0x2A - tax - sep #0x20 - -; Copy row 1 (30 bytes) - content only, preserve borders - ldy.w #0x0000 - -_copy_slot_row1: - lda.w text_buffer_base, x - sta (0x00), y - inx - iny - cpy.w #30 - bne _copy_slot_row1 - -; Copy row 2 (+$40 offset) - content only, preserve borders - ldy.w #0x0040 - -_copy_slot_row2: - lda.w text_buffer_base, x - sta (0x00), y - inx - iny - cpy.w #0x005E - bne _copy_slot_row2 - -; CRITICAL: Restore zero page variables $26-$2B from stack (reverse order - pushed last, pop first) - pla - sta.b 0x2B - pla - sta.b 0x2A - pla - sta.b 0x29 - pla - sta.b 0x28 - pla - sta.b 0x27 - pla - sta.b 0x26 - -; CRITICAL: Restore zero page variables $00-$0B from stack (reverse order) - pla - sta.b 0x0B - pla - sta.b 0x0A - pla - sta.b 0x09 + bne _slot_has_item pla - sta.b 0x08 - pla - sta.b 0x07 - pla - sta.b 0x06 - pla - sta.b 0x05 - pla - sta.b 0x04 - pla - sta.b 0x03 - pla - sta.b 0x02 - pla - sta.b 0x01 - pla - sta.b 0x00 - -; Restore D register - rep #0x20 - pla - tcd - sep #0x20 - -; Restore DBR (pushed after php/sei) - plb - -; Restore processor status (including interrupt flag) - plp - rts - -; ============================================================================ -; _copy_all_slots_to_tilemap -; ============================================================================ -; Copies all 6 slots from text buffer to tilemap buffer -; Called from tfr_inventory_list_rolling AFTER game clears window buffers - -_copy_all_slots_to_tilemap: - ; Save DBR - mult8_trampoline may change it - phb - lda #0x7E - pha - plb ; Ensure DBR is $7E for WRAM access - - lda #0 - sta.b 0x06 ; Slot counter (0-5) - -_copy_slots_loop: - ; Calculate tilemap destination: tilemap_buffer_base + (slot × 128) - ; NO content_offset - write to full 128-byte slot - lda.b 0x06 - sta.b 0x26 - lda #TILEMAP_BYTES_PER_ROW ; 128 - sta.b 0x28 - jsr.l mult8_trampoline - - rep #0x20 - lda.b 0x2A - clc - adc #tilemap_buffer_base + tilemap_content_offset ; NO +tilemap_content_offset! - sta.b 0x00 ; Tilemap dest pointer - sep #0x20 - -; Calculate text buffer source: text_buffer_base + (slot × 60) - lda.b 0x06 - sta.b 0x26 - lda #TEXT_BYTES_PER_ITEM ; 60 - sta.b 0x28 - jsr.l mult8_trampoline - - rep #0x20 - lda.b 0x2A - tax ; X = text buffer offset - sep #0x20 - -; Copy row 1 (30 bytes) - content only, preserve borders - ldy.w #0x0000 - -_copy_all_row1: - lda.w text_buffer_base, x - sta (0x00), y - inx - iny - cpy.w #30 - bne _copy_all_row1 - -; Copy row 2 (+$40 offset in tilemap) - content only, preserve borders - ldy.w #0x0040 - -_copy_all_row2: - lda.w text_buffer_base, x - sta (0x00), y - inx + lda #0x05 + sta.w inv_format_buffer, y iny - cpy.w #0x005E - bne _copy_all_row2 - -; Next slot - inc.b 0x06 - lda.b 0x06 - cmp #BUFFER_SLOTS ; 6 slots - bne _copy_slots_loop - -; Restore DBR - plb - rts - -; ============================================================================ -; tfr_inventory_list_rolling -; ============================================================================ -; Replacement for TfrInventoryList ($0298FA) -; Transfers the visible portion of tilemap buffer to VRAM -; -; Called via JSL from bank 02 - -tfr_inventory_list_rolling: -""" -Replacement for original `TfrInventoryList` ($0298FA): re-render the visible inventory rows into our buffer and DMA -the slice to VRAM. Reached via JSL from bank 02. -""" -; Set data bank to $7E for WRAM access - phb - lda #0x7E - pha - plb - -; RE-RENDER all visible items only when something invalidated them -; (open / item swap). Scroll-edge hooks paint the new hidden slot -; before animation, so steady-state scroll requires zero re-render -; here. The flag was the per-frame full rebuild that was clobbering -; the pre-rendered hidden slot. - lda.w inventory_needs_full_refresh - beq _tfr_skip_refresh - jsr.w _refresh_visible_items_internal - stz.w inventory_needs_full_refresh - -_tfr_skip_refresh: - -; Copy all 6 slots from text buffer to tilemap buffer -; This runs AFTER the game's window clearing at $9AF4 - jsr.w _copy_all_slots_to_tilemap - -; Queue VRAM transfer (entry 3 covers $7400-$77FF) lda #0x03 - ldy.w #0x0002 - jsr.l load_menu_tfr_data_trampoline - - lda #0x01 - sta.w 0x1825 ; 1 transfer only - sta.w 0x1824 ; Enable transfer - - plb ; Restore data bank - rtl - -; ============================================================================ -; _refresh_visible_items_internal -; ============================================================================ -; Re-render all 5 visible items to our rolling buffer slots. -; Uses current EF71 as the top item index. -; Does NOT queue VRAM transfer (caller handles that). - -_refresh_visible_items_internal: - ; Render 5 visible items to their CORRECT circular buffer slots - ; The visible slots depend on rolling_buffer_pos due to circular rotation! + bra _slot_finish + + _slot_has_item: + lda #0xC8 + sta.w inv_format_buffer, y + iny + pla + ; M=8 pla loads A.lo only; A.hi retains a leaked byte from the + ; preceding 16-bit arithmetic. With X=16 the next `tax` would copy + ; that garbage into X.hi and hex_to_dec would emit BCD for the + ; wider value (qty 1 + leaked $06 -> X=$0601 -> "37"). Zero-extend + ; A explicitly before transfer. + rep #0x20 + and.w #0x00ff + tax + sep #0x20 + jsr.l hex_to_dec_trampoline + jsr.l normalize_num_trampoline + lda.w 0x180E + sta.w inv_format_buffer, y + iny + lda.w 0x180F + + _slot_finish: + sta.w inv_format_buffer, y + iny + lda #0x00 + sta.w inv_format_buffer, y + + jsr.l draw_text_rolling_trampoline + jmp.w _slot_render_done + + _empty_slot_fast: + """ + Empty inventory entry (item ID = 0). Skip the format-build + VWF + blit and fill the slot's text buffer with 30 blank tile entries + (2 bytes each = `$FF $00`). Saves the ~80K cycles draw_text would + otherwise burn rendering an empty palette + name string. + """ + rep #0x20 + lda.w 0xEF52 + sta.b 0x04 ; ptr-to-slot in DP scratch + sep #0x20 + ldy.w #0 + + _empty_fill_loop: + lda.b #0xFF + sta (0x04), y + iny + lda.b #0x00 + sta (0x04), y + iny + cpy.w #60 + bne _empty_fill_loop + + _slot_render_done: + + ; draw_text fills text buffer - tilemap copy is done separately by: + ; - _copy_all_slots_to_tilemap in tfr_inventory_list_rolling (for init) + ; - _copy_slot_to_tilemap in scroll hooks (for scrolling) + + ; CRITICAL: Restore zero page variables from stack (reverse order) + ; First restore $26-$2B (last pushed) + pla + sta.b 0x2B + pla + sta.b 0x2A + pla + sta.b 0x29 + pla + sta.b 0x28 + pla + sta.b 0x27 + pla + sta.b 0x26 + ; Then restore $00-$0B + pla + sta.b 0x0B + pla + sta.b 0x0A + pla + sta.b 0x09 + pla + sta.b 0x08 + pla + sta.b 0x07 + pla + sta.b 0x06 + pla + sta.b 0x05 + pla + sta.b 0x04 + pla + sta.b 0x03 + pla + sta.b 0x02 + pla + sta.b 0x01 + pla + sta.b 0x00 + + ; Restore D before returning + rep #0x20 + pla + tcd + sep #0x20 + + ; Restore DBR (draw_text may have changed it) + plb + + ; Restore processor status (including interrupt flag) + plp + rts + + ; ============================================================================ + ; _transfer_circular_slot + ; ============================================================================ + ; Transfers a single circular slot to its fixed VRAM address + ; Uses direct DMA instead of menu transfer system for precise control ; + ; Input: rolling_slot_index = slot index (0-4) + ; Output: 128 bytes transferred to VRAM -; After seam crossing, slots are rotated. For example if rolling_buffer_pos=3: -; - Slot 3 shows item at rolling_top_row + 0 -; - Slot 4 shows item at rolling_top_row + 1 -; - Slot 5 shows item at rolling_top_row + 2 -; - Slot 0 shows item at rolling_top_row + 3 (wrapped) -; - Slot 1 shows item at rolling_top_row + 4 - - lda #0 - sta.b 0x06 ; Visible row index (0-4) - -_refresh_int_loop: - ; Calculate item index = rolling_top_row + visible_row - lda.w rolling_top_row - clc - adc.b 0x06 - sta.w rolling_edge_row ; Item index for data lookup - -; Calculate actual slot = (rolling_buffer_pos + visible_row) % BUFFER_SLOTS - lda.w rolling_buffer_pos - clc - adc.b 0x06 ; pos + visible_row - cmp #BUFFER_SLOTS - bcc _refresh_slot_ok - sec - sbc #BUFFER_SLOTS ; Wrap if >= 6 - -_refresh_slot_ok: - sta.w rolling_slot_index ; Actual circular buffer slot - -; Save visible row index - lda.b 0x06 - pha - -; Render item to this slot - jsr.w _render_item_to_circular_slot - -; Restore visible row index - pla - sta.b 0x06 - -; Next visible row - inc.b 0x06 - lda.b 0x06 - cmp #VISIBLE_ROWS ; 5 visible items - bne _refresh_int_loop - - rts - -; ============================================================================ -; _refresh_visible_items - Re-render all visible items after scroll -; ============================================================================ -; Simpler approach: instead of circular buffer tricks, just redraw the 5 -; visible items to fixed slot positions (0-4) after each scroll. -; EF65 is reset to 0 by the caller. -; -; Called via JSL from wrap_and_clear_trampoline - -_refresh_visible_items: - phb - lda #0x7E - pha - plb - -; Render 5 visible items to slots 0-4 -; Item index = EF71 + slot - lda #0 - sta.b 0x06 ; Slot index (0-4) - -_refresh_loop: - ; Calculate item index = EF71 + slot - lda.w 0xEF71 - clc - adc.b 0x06 - sta.w rolling_edge_row ; Item index for data lookup - -; Use slot index for buffer position - lda.b 0x06 - sta.w rolling_slot_index ; Slot index (0-4) - -; Save slot index - lda.b 0x06 - pha - -; Render item to this slot - jsr.w _render_item_to_circular_slot - -; Restore slot index - pla - sta.b 0x06 - -; Next slot - inc.b 0x06 - lda.b 0x06 - cmp #VISIBLE_ROWS ; 5 visible items - bne _refresh_loop - -; Queue VRAM transfer - lda #0x03 - ldy.w #0x0002 - jsr.l load_menu_tfr_data_trampoline - lda #0x01 - sta.w 0x1825 - sta.w 0x1824 - - plb - rtl - -; ============================================================================ -; _post_render_up - Called after scroll UP animation completes -; ============================================================================ -; Renders the next item (for potential next scroll UP) to the off-screen slot -; Off-screen slot after scroll UP = (pos - 1) mod 6 (above top) -; -; Called via JSL from wrap_and_clear_trampoline - -_post_render_up: - phb - lda #0x7E - pha - plb - -; Calculate item index = EF71 + VISIBLE_ROWS (the next item down the list) - lda.w 0xEF71 - clc - adc #VISIBLE_ROWS - cmp #TOTAL_ITEMS - bcs _post_up_done ; Past end, nothing to render - sta.w rolling_edge_row - -; Off-screen slot = (pos - 1) mod 6 - lda.w rolling_buffer_pos - dec - bpl _post_up_slot_ok - lda #BUFFER_SLOTS - 1 - -_post_up_slot_ok: - sta.w rolling_slot_index - - jsr.w _render_item_to_circular_slot - -; Queue VRAM transfer - lda #0x03 - ldy.w #0x0002 - jsr.l load_menu_tfr_data_trampoline - lda #0x01 - sta.w 0x1825 - sta.w 0x1824 - -_post_up_done: - plb - rtl - -; ============================================================================ -; _post_render_down - Called after scroll DOWN animation completes -; ============================================================================ -; Renders the previous item (for potential scroll UP back) to the off-screen slot -; Off-screen slot after scroll DOWN = (pos + 5) mod 6 (below bottom) -; -; Called via JSL from wrap_and_clear_trampoline - -_post_render_down: - phb - lda #0x7E - pha - plb - -; Calculate item index = EF71 + VISIBLE_ROWS (the item just past visible bottom) -; This prepares for scroll UP (which would show this item at bottom) - lda.w 0xEF71 - clc - adc #VISIBLE_ROWS - cmp #TOTAL_ITEMS - bcs _post_down_done ; Past end, nothing to render - sta.w rolling_edge_row - -; Off-screen slot = (pos + 5) mod 6 - lda.w rolling_buffer_pos - clc - adc #VISIBLE_ROWS - cmp #BUFFER_SLOTS - bcc _post_down_slot_ok - sec - sbc #BUFFER_SLOTS - -_post_down_slot_ok: - sta.w rolling_slot_index - - jsr.w _render_item_to_circular_slot - -; Queue VRAM transfer - lda #0x03 - ldy.w #0x0002 - jsr.l load_menu_tfr_data_trampoline - lda #0x01 - sta.w 0x1825 - sta.w 0x1824 - -_post_down_done: - plb - rtl - -; ============================================================================ -; post_scroll_down_render -; ============================================================================ -; Called via JSL from wrap_and_clear_trampoline after scroll animation completes. -; -; For scroll DOWN: Pre-render happened BEFORE animation (in scroll_list_down_hook) -; so the newly visible slot already has correct content. -; -; We check if it was a scroll DOWN and optionally prepare the NEXT off-screen -; slot for future scroll UP operations. - -post_scroll_down_render: -"""Tail of `wrap_and_clear_trampoline` (JSL): post-animation hook for scroll-down.""" - ; Check if this was a scroll DOWN animation (type 2) - ; $1820 still contains the animation type at this point - lda.w 0x1820 - cmp #0x02 - bne _psd_done - -; For scroll DOWN, the pre-render already happened in scroll_list_down_hook. -; The slot that scrolled into view (at bottom) has correct content. -; -; Optionally, we could prepare the slot that's now off-screen (at top) -; for a potential scroll UP. But since scroll_list_up_hook does pre-render, -; this isn't strictly necessary. - -_psd_done: - rtl - -; ============================================================================ -; scroll_list_down_hook -; ============================================================================ -; Called via JMP.L from $02A8B8 -; Starts scroll animation. Pre-rendering happens AFTER animation in post_scroll_down_render. -; Returns via JMP.L to return_to_bank02 (which has RTS) -; + _transfer_circular_slot: + ; Save processor status and disable interrupts + php + sei -; Original code at $02A8B8: -; ldx $ef71, dex, stx $ef71, lda #$0c, sta $ef64, lda #$02, sta $1820, rts + ; Save DBR - mult8_trampoline may change it + phb + lda #0x7E + pha + plb ; Ensure DBR is $7E for WRAM access + + ; CRITICAL: Save zero page variables on stack + ; This prevents corruption if NMI fires during game's block copy + ; Save $00-$0B (block copy uses $00-$06) and $26-$2B (Mult8 uses these) + lda.b 0x00 + pha + lda.b 0x01 + pha + lda.b 0x02 + pha + lda.b 0x03 + pha + lda.b 0x04 + pha + lda.b 0x05 + pha + lda.b 0x06 + pha + lda.b 0x07 + pha + lda.b 0x08 + pha + lda.b 0x09 + pha + lda.b 0x0A + pha + lda.b 0x0B + pha + ; Also save $26-$2B used by mult8_trampoline + lda.b 0x26 + pha + lda.b 0x27 + pha + lda.b 0x28 + pha + lda.b 0x29 + pha + lda.b 0x2A + pha + lda.b 0x2B + pha + + ; Look up VRAM destination from slot table + lda.w rolling_slot_index + asl ; ×2 for word lookup + tax + rep #0x20 + lda.l _vram_slot_table, x ; Get VRAM address ($7400, $7480, etc.) + sta.b 0x04 ; Save VRAM dest + sep #0x20 + + ; Calculate tilemap buffer source + ; source = tilemap_buffer_base + (slot × 128) - NO content_offset! + lda.w rolling_slot_index + sta.b 0x26 + lda #TILEMAP_BYTES_PER_ROW + sta.b 0x28 + jsr.l mult8_trampoline + + rep #0x20 + lda.b 0x2A + clc + adc #tilemap_buffer_base + tilemap_content_offset ; NO +tilemap_content_offset! + sta.b 0x00 ; Source address (low word) + sep #0x20 + + ; Queue using menu transfer system (entry 3 covers our slots) + ; The transfer will include this slot since it's at the right offset + lda #0x03 + ldy.w #0x0002 + jsr.l load_menu_tfr_data_trampoline + + lda #0x01 + sta.w 0x1825 + sta.w 0x1824 + + ; CRITICAL: Restore zero page variables from stack (reverse order) + ; First restore $26-$2B (last pushed) + pla + sta.b 0x2B + pla + sta.b 0x2A + pla + sta.b 0x29 + pla + sta.b 0x28 + pla + sta.b 0x27 + pla + sta.b 0x26 + ; Then restore $00-$0B + pla + sta.b 0x0B + pla + sta.b 0x0A + pla + sta.b 0x09 + pla + sta.b 0x08 + pla + sta.b 0x07 + pla + sta.b 0x06 + pla + sta.b 0x05 + pla + sta.b 0x04 + pla + sta.b 0x03 + pla + sta.b 0x02 + pla + sta.b 0x01 + pla + sta.b 0x00 + + ; Restore DBR + plb + + ; Restore processor status (including interrupt flag) + plp + rts + + ; ============================================================================ + ; _copy_slot_to_tilemap + ; ============================================================================ + ; Copies a single slot from text buffer to tilemap buffer + ; Input: rolling_slot_index = slot index (0-5) + ; Uses $00-$01, $26, $28, $2A, X, Y + + _copy_slot_to_tilemap: + ; Save processor status and disable interrupts + ; Using PHP/PLP instead of SEI/CLI to handle nested calls correctly + php + sei -;MENU_FLAG_INVENTORY := 0x04 ; Bit 2 of $4A = inventory menu active + ; Save DBR - mult8_trampoline may change it + phb + + ; Save and set D to 0 for direct page operations + rep #0x20 + tdc + pha + lda.w #0x0000 + tcd + sep #0x20 + + ; CRITICAL: Save zero page variables on stack + ; This prevents corruption if NMI fires during game's block copy + ; Save $00-$0B (block copy uses $00-$06) and $26-$2B (Mult8 uses these) + lda.b 0x00 + pha + lda.b 0x01 + pha + lda.b 0x02 + pha + lda.b 0x03 + pha + lda.b 0x04 + pha + lda.b 0x05 + pha + lda.b 0x06 + pha + lda.b 0x07 + pha + lda.b 0x08 + pha + lda.b 0x09 + pha + lda.b 0x0A + pha + lda.b 0x0B + pha + ; Also save $26-$2B used by mult8_trampoline + lda.b 0x26 + pha + lda.b 0x27 + pha + lda.b 0x28 + pha + lda.b 0x29 + pha + lda.b 0x2A + pha + lda.b 0x2B + pha + + ; Calculate tilemap destination (NO content_offset - write to full slot) + lda.w rolling_slot_index + sta.b 0x26 + lda #TILEMAP_BYTES_PER_ROW + sta.b 0x28 + jsr.l mult8_trampoline + + rep #0x20 + lda.b 0x2A + clc + adc #tilemap_buffer_base + tilemap_content_offset ; NO +tilemap_content_offset! + sta.b 0x00 + sep #0x20 + + ; Calculate text buffer source + lda.w rolling_slot_index + sta.b 0x26 + lda #TEXT_BYTES_PER_ITEM + sta.b 0x28 + jsr.l mult8_trampoline + + rep #0x20 + lda.b 0x2A + tax + sep #0x20 + + ; Copy row 1 (30 bytes) - content only, preserve borders + ldy.w #0x0000 + + _copy_slot_row1: + lda.w text_buffer_base, x + sta (0x00), y + inx + iny + cpy.w #30 + bne _copy_slot_row1 + + ; Copy row 2 (+$40 offset) - content only, preserve borders + ldy.w #0x0040 + + _copy_slot_row2: + lda.w text_buffer_base, x + sta (0x00), y + inx + iny + cpy.w #0x005E + bne _copy_slot_row2 + + ; CRITICAL: Restore zero page variables $26-$2B from stack (reverse order - pushed last, pop first) + pla + sta.b 0x2B + pla + sta.b 0x2A + pla + sta.b 0x29 + pla + sta.b 0x28 + pla + sta.b 0x27 + pla + sta.b 0x26 + + ; CRITICAL: Restore zero page variables $00-$0B from stack (reverse order) + pla + sta.b 0x0B + pla + sta.b 0x0A + pla + sta.b 0x09 + pla + sta.b 0x08 + pla + sta.b 0x07 + pla + sta.b 0x06 + pla + sta.b 0x05 + pla + sta.b 0x04 + pla + sta.b 0x03 + pla + sta.b 0x02 + pla + sta.b 0x01 + pla + sta.b 0x00 + + ; Restore D register + rep #0x20 + pla + tcd + sep #0x20 + + ; Restore DBR (pushed after php/sei) + plb + + ; Restore processor status (including interrupt flag) + plp + rts + + ; ============================================================================ + ; _copy_all_slots_to_tilemap + ; ============================================================================ + ; Copies all 6 slots from text buffer to tilemap buffer + ; Called from tfr_inventory_list_rolling AFTER game clears window buffers + + _copy_all_slots_to_tilemap: + ; Save DBR - mult8_trampoline may change it + phb + lda #0x7E + pha + plb ; Ensure DBR is $7E for WRAM access + + lda #0 + sta.b 0x06 ; Slot counter (0-5) + + _copy_slots_loop: + ; Calculate tilemap destination: tilemap_buffer_base + (slot × 128) + ; NO content_offset - write to full 128-byte slot + lda.b 0x06 + sta.b 0x26 + lda #TILEMAP_BYTES_PER_ROW ; 128 + sta.b 0x28 + jsr.l mult8_trampoline + + rep #0x20 + lda.b 0x2A + clc + adc #tilemap_buffer_base + tilemap_content_offset ; NO +tilemap_content_offset! + sta.b 0x00 ; Tilemap dest pointer + sep #0x20 + + ; Calculate text buffer source: text_buffer_base + (slot × 60) + lda.b 0x06 + sta.b 0x26 + lda #TEXT_BYTES_PER_ITEM ; 60 + sta.b 0x28 + jsr.l mult8_trampoline + + rep #0x20 + lda.b 0x2A + tax ; X = text buffer offset + sep #0x20 + + ; Copy row 1 (30 bytes) - content only, preserve borders + ldy.w #0x0000 + + _copy_all_row1: + lda.w text_buffer_base, x + sta (0x00), y + inx + iny + cpy.w #30 + bne _copy_all_row1 + + ; Copy row 2 (+$40 offset in tilemap) - content only, preserve borders + ldy.w #0x0040 + + _copy_all_row2: + lda.w text_buffer_base, x + sta (0x00), y + inx + iny + cpy.w #0x005E + bne _copy_all_row2 + + ; Next slot + inc.b 0x06 + lda.b 0x06 + cmp #BUFFER_SLOTS ; 6 slots + bne _copy_slots_loop + + ; Restore DBR + plb + rts + + ; ============================================================================ + ; tfr_inventory_list_rolling + ; ============================================================================ + ; Replacement for TfrInventoryList ($0298FA) + ; Transfers the visible portion of tilemap buffer to VRAM + ; + ; Called via JSL from bank 02 -scroll_list_down_hook: -""" -Replacement for the scroll-down stub at `$02A8B8`: kicks off the down-scroll animation, pre-renders the new bottom -slot for the rolling buffer. -""" -; === GUARD: Only use rolling buffer for inventory menu === -; Check bit 2 of $4A (inventory flag). If not set, use original magic behavior. - lda.b 0x4A - and #0x04 - bne _sd_is_inventory - -; --- ORIGINAL MAGIC MENU BEHAVIOR --- -; Original code: ldx $ef71, dex, stx $ef71, lda #$0c, sta $ef64, lda #$02, sta $1820, rts - ldx.w 0xEF71 - dex - stx.w 0xEF71 - lda #0x0C - sta.w 0xEF64 - lda #0x02 - sta.w 0x1820 - jmp.l return_to_bank02 - -_sd_is_inventory: - ; NOTE: For inventory in single-column mode, we INCREMENT EF71 to show later items + tfr_inventory_list_rolling: + """ + Replacement for original `TfrInventoryList` ($0298FA): re-render the visible inventory rows into our buffer and DMA + the slice to VRAM. Reached via JSL from bank 02. + """ + ; Set data bank to $7E for WRAM access + phb + lda #0x7E + pha + plb + + ; RE-RENDER all visible items only when something invalidated them + ; (open / item swap). Scroll-edge hooks paint the new hidden slot + ; before animation, so steady-state scroll requires zero re-render + ; here. The flag was the per-frame full rebuild that was clobbering + ; the pre-rendered hidden slot. + lda.w inventory_needs_full_refresh + beq _tfr_skip_refresh + jsr.w _refresh_visible_items_internal + stz.w inventory_needs_full_refresh + + _tfr_skip_refresh: + + ; Copy all 6 slots from text buffer to tilemap buffer + ; This runs AFTER the game's window clearing at $9AF4 + jsr.w _copy_all_slots_to_tilemap + + ; Queue VRAM transfer (entry 3 covers $7400-$77FF) + lda #0x03 + ldy.w #0x0002 + jsr.l load_menu_tfr_data_trampoline + + lda #0x01 + sta.w 0x1825 ; 1 transfer only + sta.w 0x1824 ; Enable transfer + + plb ; Restore data bank + rtl + + ; ============================================================================ + ; _refresh_visible_items_internal + ; ============================================================================ + ; Re-render all 5 visible items to our rolling buffer slots. + ; Uses current EF71 as the top item index. + ; Does NOT queue VRAM transfer (caller handles that). + + _refresh_visible_items_internal: + ; Render 5 visible items to their CORRECT circular buffer slots + ; The visible slots depend on rolling_buffer_pos due to circular rotation! + ; + + ; After seam crossing, slots are rotated. For example if rolling_buffer_pos=3: + ; - Slot 3 shows item at rolling_top_row + 0 + ; - Slot 4 shows item at rolling_top_row + 1 + ; - Slot 5 shows item at rolling_top_row + 2 + ; - Slot 0 shows item at rolling_top_row + 3 (wrapped) + ; - Slot 1 shows item at rolling_top_row + 4 + + lda #0 + sta.b 0x06 ; Visible row index (0-4) + + _refresh_int_loop: + ; Calculate item index = rolling_top_row + visible_row + lda.w rolling_top_row + clc + adc.b 0x06 + sta.w rolling_edge_row ; Item index for data lookup + + ; Calculate actual slot = (rolling_buffer_pos + visible_row) % BUFFER_SLOTS + lda.w rolling_buffer_pos + clc + adc.b 0x06 ; pos + visible_row + cmp #BUFFER_SLOTS + bcc _refresh_slot_ok + sec + sbc #BUFFER_SLOTS ; Wrap if >= 6 + + _refresh_slot_ok: + sta.w rolling_slot_index ; Actual circular buffer slot + + ; Save visible row index + lda.b 0x06 + pha + + ; Render item to this slot + jsr.w _render_item_to_circular_slot + + ; Restore visible row index + pla + sta.b 0x06 + + ; Next visible row + inc.b 0x06 + lda.b 0x06 + cmp #VISIBLE_ROWS ; 5 visible items + bne _refresh_int_loop + + rts + + ; ============================================================================ + ; _refresh_visible_items - Re-render all visible items after scroll + ; ============================================================================ + ; Simpler approach: instead of circular buffer tricks, just redraw the 5 + ; visible items to fixed slot positions (0-4) after each scroll. + ; EF65 is reset to 0 by the caller. ; - ; FF6-STYLE: Pre-render the new bottom item BEFORE starting the animation! - ; This ensures the slot has correct content when it scrolls into view. - -; Disable interrupts to prevent NMI from corrupting state - sei - -; Set data bank to $7E for RAM access - phb - lda #0x7E - pha - plb - -; Check if we can scroll further: rolling_top_row + VISIBLE_ROWS must be < TOTAL_ITEMS -; Use rolling_top_row, NOT EF71 which has different meaning in battle! - lda.w rolling_top_row - cmp #( TOTAL_ITEMS - VISIBLE_ROWS ) - bcs _sd_abort ; Already at max, can't scroll down - -; === FF6-STYLE PRE-RENDER === -; Before animation, render the item that will appear at the NEW bottom. -; The "off-screen" slot below the visible area will scroll into view. -; Off-screen slot = (rolling_buffer_pos + VISIBLE_ROWS) % BUFFER_SLOTS - -; Calculate item index = rolling_top_row + VISIBLE_ROWS (the item appearing at new bottom) -; After increment, rolling_top_row will be current+1, so bottom item = (current+1) + 4 = current + 5 - lda.w rolling_top_row - clc - adc #VISIBLE_ROWS ; item = rolling_top_row + 5 - cmp #TOTAL_ITEMS - bcs _sd_skip_prerender ; Past end, nothing to render - sta.w rolling_edge_row ; Save item index - -; Calculate the off-screen slot that will become visible -; This is the slot 5 positions ahead of current top (wrapping) - lda.w rolling_buffer_pos - clc - adc #VISIBLE_ROWS ; pos + 5 - cmp #BUFFER_SLOTS - bcc _sd_slot_ok - sec - sbc #BUFFER_SLOTS ; Wrap if >= 6 - -_sd_slot_ok: - sta.w rolling_slot_index - -; Render item to the off-screen slot - jsr.w _render_item_to_circular_slot - ; Copy to tilemap buffer - jsr.w _copy_slot_to_tilemap + ; Called via JSL from wrap_and_clear_trampoline + + _refresh_visible_items: + phb + lda #0x7E + pha + plb + + ; Render 5 visible items to slots 0-4 + ; Item index = EF71 + slot + lda #0 + sta.b 0x06 ; Slot index (0-4) + + _refresh_loop: + ; Calculate item index = EF71 + slot + lda.w 0xEF71 + clc + adc.b 0x06 + sta.w rolling_edge_row ; Item index for data lookup + + ; Use slot index for buffer position + lda.b 0x06 + sta.w rolling_slot_index ; Slot index (0-4) + + ; Save slot index + lda.b 0x06 + pha + + ; Render item to this slot + jsr.w _render_item_to_circular_slot + + ; Restore slot index + pla + sta.b 0x06 + + ; Next slot + inc.b 0x06 + lda.b 0x06 + cmp #VISIBLE_ROWS ; 5 visible items + bne _refresh_loop + ; Queue VRAM transfer - jsr.w _transfer_circular_slot - -_sd_skip_prerender: - ; INCREMENT EF71 to show later items (animation loop is NOPed out) - lda.w 0xEF71 - inc - sta.w 0xEF71 - -; INCREMENT rolling_top_row to track which item is at top of visible area -; This is critical for _refresh_visible_items_internal to work correctly! - lda.w rolling_top_row - inc - sta.w rolling_top_row - -; Set up scroll animation - lda #0x0C - sta.w 0xEF64 - lda #0x02 ; Animation 2 (scroll down) - sta.w 0x1820 - -; Advance circular buffer position (top slot moves up, becomes off-screen) - lda.w rolling_buffer_pos - inc - cmp #BUFFER_SLOTS - bcc _sd_pos_ok - lda #0 + lda #0x03 + ldy.w #0x0002 + jsr.l load_menu_tfr_data_trampoline + lda #0x01 + sta.w 0x1825 + sta.w 0x1824 + + plb + rtl + + ; ============================================================================ + ; _post_render_up - Called after scroll UP animation completes + ; ============================================================================ + ; Renders the next item (for potential next scroll UP) to the off-screen slot + ; Off-screen slot after scroll UP = (pos - 1) mod 6 (above top) + ; + ; Called via JSL from wrap_and_clear_trampoline -_sd_pos_ok: - sta.w rolling_buffer_pos + _post_render_up: + phb + lda #0x7E + pha + plb -_sd_abort: - ; Ensure cursor 1 stays visible during scroll animation - stz.w 0xEF69 ; Clear hide cursor 1 flag - stz.w 0xEF6E ; Clear alternate hide cursor 1 flag + ; Calculate item index = EF71 + VISIBLE_ROWS (the next item down the list) + lda.w 0xEF71 + clc + adc #VISIBLE_ROWS + cmp #TOTAL_ITEMS + bcs _post_up_done ; Past end, nothing to render + sta.w rolling_edge_row - plb ; Restore data bank - cli ; re-enable interrupts - jmp.l return_to_bank02 + ; Off-screen slot = (pos - 1) mod 6 + lda.w rolling_buffer_pos + dec + bpl _post_up_slot_ok + lda #BUFFER_SLOTS - 1 -; ============================================================================ -; scroll_list_up_hook -; ============================================================================ -; Called via JMP.L from $02A8CA -; Pre-renders new top row, then does original scroll setup -; Returns via JMP.L to return_to_bank02 (which has RTS) -; + _post_up_slot_ok: + sta.w rolling_slot_index -; Original code at $02A8CA: -; ldx $ef71, inx, stx $ef71, lda #$0c, sta $ef64, lda #$03, sta $1820, rts + jsr.w _render_item_to_circular_slot -scroll_list_up_hook: -""" -Replacement for the scroll-up stub at `$02A8CA`: pre-renders the new top row before kicking off the scroll-up -animation. -""" -; === GUARD: Only use rolling buffer for inventory menu === -; Check bit 2 of $4A (inventory flag). If not set, use original magic behavior. - lda.b 0x4A - and #0x04 - bne _su_is_inventory - -; --- ORIGINAL MAGIC MENU BEHAVIOR --- -; Original code: ldx $ef71, inx, stx $ef71, lda #$0c, sta $ef64, lda #$03, sta $1820, rts - ldx.w 0xEF71 - inx - stx.w 0xEF71 - lda #0x0C - sta.w 0xEF64 - lda #0x03 - sta.w 0x1820 - jmp.l return_to_bank02 - -_su_is_inventory: - ; NOTE: For inventory in single-column mode, we DECREMENT rolling_top_row to show earlier items + ; Queue VRAM transfer + lda #0x03 + ldy.w #0x0002 + jsr.l load_menu_tfr_data_trampoline + lda #0x01 + sta.w 0x1825 + sta.w 0x1824 + + _post_up_done: + plb + rtl + + ; ============================================================================ + ; _post_render_down - Called after scroll DOWN animation completes + ; ============================================================================ + ; Renders the previous item (for potential scroll UP back) to the off-screen slot + ; Off-screen slot after scroll DOWN = (pos + 5) mod 6 (below bottom) ; + ; Called via JSL from wrap_and_clear_trampoline + + _post_render_down: + phb + lda #0x7E + pha + plb + + ; Calculate item index = EF71 + VISIBLE_ROWS (the item just past visible bottom) + ; This prepares for scroll UP (which would show this item at bottom) + lda.w 0xEF71 + clc + adc #VISIBLE_ROWS + cmp #TOTAL_ITEMS + bcs _post_down_done ; Past end, nothing to render + sta.w rolling_edge_row + + ; Off-screen slot = (pos + 5) mod 6 + lda.w rolling_buffer_pos + clc + adc #VISIBLE_ROWS + cmp #BUFFER_SLOTS + bcc _post_down_slot_ok + sec + sbc #BUFFER_SLOTS + + _post_down_slot_ok: + sta.w rolling_slot_index + + jsr.w _render_item_to_circular_slot -; For scroll UP, we DO need to pre-render BEFORE animation because: -; - The slot that will scroll INTO view might have stale data from a previous scroll down -; - We need to put the correct item there before it becomes visible - -; Disable interrupts to prevent NMI from corrupting rolling_slot_index - sei - -; Set data bank to $7E for RAM access - phb - lda #0x7E - pha - plb - -; Check if we can scroll: rolling_top_row must be > 0 -; (Use our custom variable, NOT EF71 which has different meaning in battle!) - lda.w rolling_top_row - beq _su_abort ; Already at item 0, can't scroll up - -; First decrement buffer position (new top slot) - lda.w rolling_buffer_pos - dec - bpl _su_pos_ok - lda #BUFFER_SLOTS - 1 ; Wrap 0→5 - -_su_pos_ok: - sta.w rolling_buffer_pos - sta.w rolling_slot_index ; This slot will be the new top (currently off-screen) - -; Calculate previous item index = rolling_top_row - 1 (the item that will appear at top) -; Use rolling_top_row, NOT EF71 which has different meaning in battle! - lda.w rolling_top_row - dec - sta.w rolling_edge_row - -; Pre-render to new top slot (currently off-screen, about to scroll in) - jsr.w _render_item_to_circular_slot - ; Copy to tilemap buffer - jsr.w _copy_slot_to_tilemap - ; Queue VRAM transfer for this slot - jsr.w _transfer_circular_slot - -; DECREMENT rolling_top_row to track which item is at top of visible area -; This is the authoritative source for which items are visible! - lda.w rolling_top_row - dec - sta.w rolling_top_row - -; Set up scroll animation - lda #0x0C - sta.w 0xEF64 - lda #0x03 ; Animation 3 (scroll up) - sta.w 0x1820 - bra _su_exit - -_su_abort: - ; Pre-increment EF85, EF86, $63 so the caller's unconditional - ; `dec EF86 / dec EF85 / dec $63` at $02:B4FA-B500 lands back on - ; the original values when our scroll-up aborts at the top of - ; the list. Without this, $63 (cursor item index) underflows - ; from 0 to 0xFF and the row 0 cursor item points at junk, - ; reproducing the "one extra UP past item 0" visual. - inc.w 0xEF85 - inc.w 0xEF86 - inc.b 0x63 - -_su_exit: - ; Ensure cursor 1 stays visible during scroll animation - stz.w 0xEF69 ; Clear hide cursor 1 flag - stz.w 0xEF6E ; Clear alternate hide cursor 1 flag - - plb ; Restore data bank - cli ; re-enable interrupts - jmp.l return_to_bank02 - -; ============================================================================ -; update_list_scroll_hdma_wrapped -; ============================================================================ -; Replacement for $02A7F1 - builds HDMA table with scroll value WRAPPING -; This is the key to the circular buffer - scroll values wrap at 96 pixels -; -; Called via JMP.L from $02A7F1 -; Input: X = current scroll offset (from $EF65) -; Y = scanlines per row (12) -; Output: HDMA table at $7F74 filled with wrapped scroll values - -HDMA_TABLE := 0x7E7F74 ; Full 24-bit address: bank $7E, offset $7F74 (V scroll entries) -HDMA_TABLE_SIZE := 0x00F0 ; 240 bytes (same as HDMA_Y_SIZE) -SCROLL_WRAP := 0x0060 ; 96 = 6 slots × 16 pixels (tilemap buffer size) -SCROLL_WRAP_LIMIT := 0x01D3 ; 467 = 371 + 96 (wrap when >= this value) -OUR_BASE_SCROLL := 0x0173 ; 371 - same as original game - -update_list_scroll_hdma_wrapped: -""" -Replacement for the HDMA-build stub at `$02A7F1`: rebuild the per-scanline V-scroll table for the inventory rolling -buffer. -""" -; Check if we're in inventory mode (bit 2 of $4A) -; If not, use original behavior for other windows - lda.b 0x4A - and #0x04 - bne _use_circular_buffer - -; Original behavior for non-inventory windows -; Input: X = scroll offset, Y = scanlines per row (12) - rep #0x20 ; 16-bit A - txa ; A = scroll offset - ldx.w #0x0000 ; Table index - -_orig_loop: - sta.w 0x7F74, x ; Store scroll value - dey - bne _orig_skip_add - clc - adc.w #0x0004 ; Add 4 every 12 scanlines - ldy.w #0x000C ; Reset scanline counter - -_orig_skip_add: - inx - inx - inx - inx - cpx.w #0x00F0 ; 240 bytes - bne _orig_loop - .db 0x7B ; TDC (clear A) - sep #0x20 ; 8-bit A - jmp.l return_to_bank02 ; Return via bank $02 trampoline - -_use_circular_buffer: - ; FF6-STYLE CIRCULAR BUFFER HDMA + ; Queue VRAM transfer + lda #0x03 + ldy.w #0x0002 + jsr.l load_menu_tfr_data_trampoline + lda #0x01 + sta.w 0x1825 + sta.w 0x1824 + + _post_down_done: + plb + rtl + + ; ============================================================================ + ; post_scroll_down_render + ; ============================================================================ + ; Called via JSL from wrap_and_clear_trampoline after scroll animation completes. + ; + ; For scroll DOWN: Pre-render happened BEFORE animation (in scroll_list_down_hook) + ; so the newly visible slot already has correct content. + ; + ; We check if it was a scroll DOWN and optionally prepare the NEXT off-screen + ; slot for future scroll UP operations. + + post_scroll_down_render: + """Tail of `wrap_and_clear_trampoline` (JSL): post-animation hook for scroll-down.""" + ; Check if this was a scroll DOWN animation (type 2) + ; $1820 still contains the animation type at this point + lda.w 0x1820 + cmp #0x02 + bne _psd_done + + ; For scroll DOWN, the pre-render already happened in scroll_list_down_hook. + ; The slot that scrolled into view (at bottom) has correct content. + ; + ; Optionally, we could prepare the slot that's now off-screen (at top) + ; for a potential scroll UP. But since scroll_list_up_hook does pre-render, + ; this isn't strictly necessary. + + _psd_done: + rtl + + ; ============================================================================ + ; scroll_list_down_hook + ; ============================================================================ + ; Called via JMP.L from $02A8B8 + ; Starts scroll animation. Pre-rendering happens AFTER animation in post_scroll_down_render. + ; Returns via JMP.L to return_to_bank02 (which has RTS) ; -; Key insight from FF6's LoadItemBG1VScrollHDMATbl: -; - At screen scanline S with scroll V, displayed VRAM row = V + S - -; - To show VRAM slot N at screen row R (scanline R*12): -; scroll + R*12 = N*16, therefore scroll = N*16 - R*12 -; - -; Algorithm for each visible row (0-4): -; vram_slot = (rolling_buffer_pos + row) % 6 -; scroll = BASE + (vram_slot * 16) - (row * 12) -; -; This ensures proper alignment AND seamless wraparound. -; - sei ; Disable interrupts during HDMA table update - -; CRITICAL: Save direct page variables that the caller depends on - lda.b 0x00 - pha - lda.b 0x01 - pha - lda.b 0x02 - pha - lda.b 0x03 - pha - lda.b 0x04 - pha - lda.b 0x05 - pha - - rep #0x30 ; 16-bit A, X, Y - - ldx.w #0x0000 ; HDMA table index - stz.b 0x02 ; Row counter (clears $02 and $03 in 16-bit mode) - -_row_loop: - ; Calculate vram_slot = (rolling_buffer_pos + row) % 6 - lda.w rolling_buffer_pos - and.w #0x00FF - clc - adc.b 0x02 ; + row number - -_mod6: - cmp.w #BUFFER_SLOTS ; >= 6? - bcc _mod6_done - sec - sbc.w #BUFFER_SLOTS - bra _mod6 - -_mod6_done: - ; A = vram_slot (0-5) - -; Calculate vram_slot * 16 - asl - asl - asl - asl ; A = vram_slot * 16 - sta.b 0x00 ; Save vram_offset - -; Calculate row * 12 = row * 8 + row * 4 -; Use Y register for temp to avoid clobbering direct page - lda.b 0x02 ; row (only low byte matters, high is 0) - and.w #0x00FF ; Ensure only low byte - asl - asl - asl ; row * 8 - tay ; Y = row * 8 - lda.b 0x02 - and.w #0x00FF - asl - asl ; row * 4 - sta.b 0x04 ; Use $04 for temp (not overlapping) - tya ; A = row * 8 - clc - adc.b 0x04 ; row * 8 + row * 4 = row * 12 - ; A = scanline_offset (row * 12) - -; scroll = BASE + vram_offset - scanline_offset -; eor.w #0xFFFF ; Negate: -scanline_offset -; a816 does not support yet the w for eor. - .db 0x49 - .dw 0xffff - - inc - clc - adc.b 0x00 ; + vram_offset - clc - adc.w #OUR_BASE_SCROLL ; + BASE - sta.b 0x00 ; $00 = scroll value for this row - -; Store same scroll value for all 12 scanlines of this row - ldy.w #0x000C ; 12 scanlines - -_scanline_loop: - lda.b 0x00 - sta.l HDMA_TABLE, x - inx - inx - inx - inx ; X += 4 (next HDMA entry) - dey - bne _scanline_loop - -; Next row - inc.b 0x02 - lda.b 0x02 - cmp.w #VISIBLE_ROWS ; 5 rows total - bne _row_loop + ; Original code at $02A8B8: + ; ldx $ef71, dex, stx $ef71, lda #$0c, sta $ef64, lda #$02, sta $1820, rts + + ;MENU_FLAG_INVENTORY := 0x04 ; Bit 2 of $4A = inventory menu active + + scroll_list_down_hook: + """ + Replacement for the scroll-down stub at `$02A8B8`: kicks off the down-scroll animation, pre-renders the new bottom + slot for the rolling buffer. + """ + ; === GUARD: Only use rolling buffer for inventory menu === + ; Check bit 2 of $4A (inventory flag). If not set, use original magic behavior. + lda.b 0x4A + and #0x04 + bne _sd_is_inventory + + ; --- ORIGINAL MAGIC MENU BEHAVIOR --- + ; Original code: ldx $ef71, dex, stx $ef71, lda #$0c, sta $ef64, lda #$02, sta $1820, rts + ldx.w 0xEF71 + dex + stx.w 0xEF71 + lda #0x0C + sta.w 0xEF64 + lda #0x02 + sta.w 0x1820 + jmp.l return_to_bank02 + + _sd_is_inventory: + ; NOTE: For inventory in single-column mode, we INCREMENT EF71 to show later items + ; + ; FF6-STYLE: Pre-render the new bottom item BEFORE starting the animation! + ; This ensures the slot has correct content when it scrolls into view. + + ; Disable interrupts to prevent NMI from corrupting state + sei + + ; Set data bank to $7E for RAM access + phb + lda #0x7E + pha + plb + + ; Check if we can scroll further: rolling_top_row + VISIBLE_ROWS must be < TOTAL_ITEMS + ; Use rolling_top_row, NOT EF71 which has different meaning in battle! + lda.w rolling_top_row + cmp #( TOTAL_ITEMS - VISIBLE_ROWS ) + bcs _sd_abort ; Already at max, can't scroll down + + ; === FF6-STYLE PRE-RENDER === + ; Before animation, render the item that will appear at the NEW bottom. + ; The "off-screen" slot below the visible area will scroll into view. + ; Off-screen slot = (rolling_buffer_pos + VISIBLE_ROWS) % BUFFER_SLOTS + + ; Calculate item index = rolling_top_row + VISIBLE_ROWS (the item appearing at new bottom) + ; After increment, rolling_top_row will be current+1, so bottom item = (current+1) + 4 = current + 5 + lda.w rolling_top_row + clc + adc #VISIBLE_ROWS ; item = rolling_top_row + 5 + cmp #TOTAL_ITEMS + bcs _sd_skip_prerender ; Past end, nothing to render + sta.w rolling_edge_row ; Save item index + + ; Calculate the off-screen slot that will become visible + ; This is the slot 5 positions ahead of current top (wrapping) + lda.w rolling_buffer_pos + clc + adc #VISIBLE_ROWS ; pos + 5 + cmp #BUFFER_SLOTS + bcc _sd_slot_ok + sec + sbc #BUFFER_SLOTS ; Wrap if >= 6 + + _sd_slot_ok: + sta.w rolling_slot_index + + ; Render item to the off-screen slot + jsr.w _render_item_to_circular_slot + ; Copy to tilemap buffer + jsr.w _copy_slot_to_tilemap + ; Queue VRAM transfer + jsr.w _transfer_circular_slot + + _sd_skip_prerender: + ; INCREMENT EF71 to show later items (animation loop is NOPed out) + lda.w 0xEF71 + inc + sta.w 0xEF71 + + ; INCREMENT rolling_top_row to track which item is at top of visible area + ; This is critical for _refresh_visible_items_internal to work correctly! + lda.w rolling_top_row + inc + sta.w rolling_top_row + + ; Set up scroll animation + lda #0x0C + sta.w 0xEF64 + lda #0x02 ; Animation 2 (scroll down) + sta.w 0x1820 + + ; Advance circular buffer position (top slot moves up, becomes off-screen) + lda.w rolling_buffer_pos + inc + cmp #BUFFER_SLOTS + bcc _sd_pos_ok + lda #0 + + _sd_pos_ok: + sta.w rolling_buffer_pos + + _sd_abort: + ; Ensure cursor 1 stays visible during scroll animation + stz.w 0xEF69 ; Clear hide cursor 1 flag + stz.w 0xEF6E ; Clear alternate hide cursor 1 flag + + plb ; Restore data bank + cli ; re-enable interrupts + jmp.l return_to_bank02 + + ; ============================================================================ + ; scroll_list_up_hook + ; ============================================================================ + ; Called via JMP.L from $02A8CA + ; Pre-renders new top row, then does original scroll setup + ; Returns via JMP.L to return_to_bank02 (which has RTS) + ; -; CRITICAL: Restore direct page variables before returning - sep #0x20 ; 8-bit A for PLA - pla - sta.b 0x05 - pla - sta.b 0x04 - pla - sta.b 0x03 - pla - sta.b 0x02 - pla - sta.b 0x01 - pla - sta.b 0x00 + ; Original code at $02A8CA: + ; ldx $ef71, inx, stx $ef71, lda #$0c, sta $ef64, lda #$03, sta $1820, rts + + scroll_list_up_hook: + """ + Replacement for the scroll-up stub at `$02A8CA`: pre-renders the new top row before kicking off the scroll-up + animation. + """ + ; === GUARD: Only use rolling buffer for inventory menu === + ; Check bit 2 of $4A (inventory flag). If not set, use original magic behavior. + lda.b 0x4A + and #0x04 + bne _su_is_inventory + + ; --- ORIGINAL MAGIC MENU BEHAVIOR --- + ; Original code: ldx $ef71, inx, stx $ef71, lda #$0c, sta $ef64, lda #$03, sta $1820, rts + ldx.w 0xEF71 + inx + stx.w 0xEF71 + lda #0x0C + sta.w 0xEF64 + lda #0x03 + sta.w 0x1820 + jmp.l return_to_bank02 + + _su_is_inventory: + ; NOTE: For inventory in single-column mode, we DECREMENT rolling_top_row to show earlier items + ; + + ; For scroll UP, we DO need to pre-render BEFORE animation because: + ; - The slot that will scroll INTO view might have stale data from a previous scroll down + ; - We need to put the correct item there before it becomes visible -; Check if scroll animation is active before forcing cursor position -; Only force during animation ($1820 = 2 or 3), otherwise let normal code handle it - lda.l 0x7E1820 ; Animation type - beq _cursor_skip_force ; If 0, no animation - skip forcing - -; Animation is active - ensure cursor stays visible -; Must use long addressing since data bank may be $02 (ROM), not $7E (WRAM) - pha ; Save animation type - lda #0x00 - sta.l 0x7EEF69 ; Clear hide cursor 1 flag - sta.l 0x7EEF6E ; Clear alternate hide cursor 1 flag - -; X position is always $0C for single-column mode - lda #0x0C - sta.l 0x7EEF6B ; Set cursor 1 X position - -; Set Y based on animation direction -; Scroll down ($1820=2): cursor at bottom row, Y = $CC -; Scroll up ($1820=3): cursor at top row, Y = $9C - pla ; Restore animation type - cmp #0x02 ; Scroll down? - bne _cursor_scroll_up - lda #0xCC ; Bottom row Y position - bra _cursor_set_y - -_cursor_scroll_up: - lda #0x9C ; Top row Y position - -_cursor_set_y: - sta.l 0x7EEF6D ; Set cursor 1 Y position - -_cursor_skip_force: - - cli - jmp.l return_to_bank02 - -; HDMA table addresses - Y scroll portion only! -; Original ResetListScrollHDMA writes to $81F4 (Y scroll in swap table) -; Animation swaps this with $7F74 (Y scroll in active table) -; X scroll values at $81D2/$7F52 are left alone. -HDMA_SWAP_Y := 0x7E81F4 ; Y scroll in swap table -HDMA_ACTIVE_Y := 0x7E7F74 ; Y scroll in active table -HDMA_Y_SIZE := 0x00F0 ; 240 bytes (same as original) - -; ============================================================================ -; reset_list_scroll_hdma_rolling -; ============================================================================ -; Replacement for $02AAB8 - fills Y scroll in BOTH HDMA tables -; X scroll values stay as original game initialized them. -; -; Only difference from original: uses 132-based values instead of 371-based. - -reset_list_scroll_hdma_rolling: -"""Replacement for `$02AAB8`: fill the Y-scroll bytes of both HDMA tables when the inventory window opens.""" + ; Disable interrupts to prevent NMI from corrupting rolling_slot_index + sei + + ; Set data bank to $7E for RAM access + phb + lda #0x7E + pha + plb + + ; Check if we can scroll: rolling_top_row must be > 0 + ; (Use our custom variable, NOT EF71 which has different meaning in battle!) + lda.w rolling_top_row + beq _su_abort ; Already at item 0, can't scroll up + + ; First decrement buffer position (new top slot) + lda.w rolling_buffer_pos + dec + bpl _su_pos_ok + lda #BUFFER_SLOTS - 1 ; Wrap 0→5 + + _su_pos_ok: + sta.w rolling_buffer_pos + sta.w rolling_slot_index ; This slot will be the new top (currently off-screen) + + ; Calculate previous item index = rolling_top_row - 1 (the item that will appear at top) + ; Use rolling_top_row, NOT EF71 which has different meaning in battle! + lda.w rolling_top_row + dec + sta.w rolling_edge_row + + ; Pre-render to new top slot (currently off-screen, about to scroll in) + jsr.w _render_item_to_circular_slot + ; Copy to tilemap buffer + jsr.w _copy_slot_to_tilemap + ; Queue VRAM transfer for this slot + jsr.w _transfer_circular_slot + + ; DECREMENT rolling_top_row to track which item is at top of visible area + ; This is the authoritative source for which items are visible! + lda.w rolling_top_row + dec + sta.w rolling_top_row + + ; Set up scroll animation + lda #0x0C + sta.w 0xEF64 + lda #0x03 ; Animation 3 (scroll up) + sta.w 0x1820 + bra _su_exit + + _su_abort: + ; Pre-increment EF85, EF86, $63 so the caller's unconditional + ; `dec EF86 / dec EF85 / dec $63` at $02:B4FA-B500 lands back on + ; the original values when our scroll-up aborts at the top of + ; the list. Without this, $63 (cursor item index) underflows + ; from 0 to 0xFF and the row 0 cursor item points at junk, + ; reproducing the "one extra UP past item 0" visual. + inc.w 0xEF85 + inc.w 0xEF86 + inc.b 0x63 + + _su_exit: + ; Ensure cursor 1 stays visible during scroll animation + stz.w 0xEF69 ; Clear hide cursor 1 flag + stz.w 0xEF6E ; Clear alternate hide cursor 1 flag + + plb ; Restore data bank + cli ; re-enable interrupts + jmp.l return_to_bank02 + + ; ============================================================================ + ; update_list_scroll_hdma_wrapped + ; ============================================================================ + ; Replacement for $02A7F1 - builds HDMA table with scroll value WRAPPING + ; This is the key to the circular buffer - scroll values wrap at 96 pixels + ; + ; Called via JMP.L from $02A7F1 + ; Input: X = current scroll offset (from $EF65) + ; Y = scanlines per row (12) + ; Output: HDMA table at $7F74 filled with wrapped scroll values + + HDMA_TABLE := 0x7E7F74 ; Full 24-bit address: bank $7E, offset $7F74 (V scroll entries) + HDMA_TABLE_SIZE := 0x00F0 ; 240 bytes (same as HDMA_Y_SIZE) + SCROLL_WRAP := 0x0060 ; 96 = 6 slots × 16 pixels (tilemap buffer size) + SCROLL_WRAP_LIMIT := 0x01D3 ; 467 = 371 + 96 (wrap when >= this value) + OUR_BASE_SCROLL := 0x0173 ; 371 - same as original game + + update_list_scroll_hdma_wrapped: + """ + Replacement for the HDMA-build stub at `$02A7F1`: rebuild the per-scanline V-scroll table for the inventory rolling + buffer. + """ ; Check if we're in inventory mode (bit 2 of $4A) - lda.b 0x4A - and #0x04 - bne _reset_use_circular - -; Original behavior for non-inventory windows - ldx.w #0x0173 ; 371 - base scroll - stx.w 0xEF65 - ldy.w #0x000C ; 12 scanlines - sty.w 0xEF67 - rep #0x20 ; 16-bit A - txa ; A = 371 - ldx.w #0x0000 - -_reset_orig_loop: - sta.w 0x81F4, x ; Swap table only (like original) - dey - bne _reset_orig_skip - clc - adc.w #0x0004 ; Add 4 every 12 scanlines - ldy.w #0x000C - -_reset_orig_skip: - inx - inx - inx - inx - cpx.w #0x00F0 - bne _reset_orig_loop - .db 0x7B ; TDC - sep #0x20 - rtl - -_reset_use_circular: - ; Circular buffer setup for inventory - ; Save $00-$03 to prevent corrupting caller's state - lda.b 0x00 - pha - lda.b 0x01 - pha - lda.b 0x02 - pha - lda.b 0x03 - pha - - ldx.w #0x0173 ; 371 - game's expected base scroll - stx.w 0xEF65 - ldy.w #0x000C ; 12 scanlines per item row - sty.w 0xEF67 - -; Re-initialize circular buffer contents when inventory (re)opens -; This ensures VRAM has correct items even after closing/reopening - jsr.l init_inventory_text_buf_rolling - -; rolling_buffer_pos is now set by init_inventory_text_buf_rolling - -; Fill Y scroll in both tables using circular buffer formula - stz.b 0x02 ; Row counter low byte (8-bit mode) - stz.b 0x03 ; Row counter high byte - rep #0x30 ; 16-bit A and X/Y - ldx.w #0x0000 ; HDMA table index - -_reset_row_loop: - ; At init: vram_slot = row, so scroll = BASE + row * 4 - lda.b 0x02 ; row - and.w #0x00FF - asl - asl ; row * 4 - clc - adc.w #OUR_BASE_SCROLL ; + BASE - sta.b 0x00 ; Save scroll value - -; Store same value for all 12 scanlines of this row - ldy.w #0x000C ; 12 scanlines - -_reset_scanline_loop: - lda.b 0x00 - sta.l HDMA_SWAP_Y, x ; $81F4 + X - sta.l HDMA_ACTIVE_Y, x ; $7F74 + X - inx - inx - inx - inx ; X += 4 - dey - bne _reset_scanline_loop - -; Next row - inc.b 0x02 - lda.b 0x02 - cmp.w #VISIBLE_ROWS ; 5 rows - bne _reset_row_loop - - sep #0x20 ; 8-bit A (game expects this) - ; Restore $00-$03 before returning - pla - sta.b 0x03 - pla - sta.b 0x02 - pla - sta.b 0x01 - pla - sta.b 0x00 - rtl - -; ============================================================================ -; check_cursor2_visibility_rolling -; ============================================================================ -; Checks if cursor 2 (the first selected item in swap mode) should be visible. -; Called after scroll animation completes. -; - -; Logic: -; - If swap mode NOT active ($EF94 == 0), return immediately -; - Get first selected item index from $EF95 (mask out bit 7) + ; If not, use original behavior for other windows + lda.b 0x4A + and #0x04 + bne _use_circular_buffer + + ; Original behavior for non-inventory windows + ; Input: X = scroll offset, Y = scanlines per row (12) + rep #0x20 ; 16-bit A + txa ; A = scroll offset + ldx.w #0x0000 ; Table index + + _orig_loop: + sta.w 0x7F74, x ; Store scroll value + dey + bne _orig_skip_add + clc + adc.w #0x0004 ; Add 4 every 12 scanlines + ldy.w #0x000C ; Reset scanline counter + + _orig_skip_add: + inx + inx + inx + inx + cpx.w #0x00F0 ; 240 bytes + bne _orig_loop + .db 0x7B ; TDC (clear A) + sep #0x20 ; 8-bit A + jmp.l return_to_bank02 ; Return via bank $02 trampoline + + _use_circular_buffer: + ; FF6-STYLE CIRCULAR BUFFER HDMA + ; + + ; Key insight from FF6's LoadItemBG1VScrollHDMATbl: + ; - At screen scanline S with scroll V, displayed VRAM row = V + S + + ; - To show VRAM slot N at screen row R (scanline R*12): + ; scroll + R*12 = N*16, therefore scroll = N*16 - R*12 + ; -; - If rolling_top_row <= selected < rolling_top_row + VISIBLE_ROWS: -; Show cursor 2 ($EF6A = 0) + ; Algorithm for each visible row (0-4): + ; vram_slot = (rolling_buffer_pos + row) % 6 + ; scroll = BASE + (vram_slot * 16) - (row * 12) + ; + ; This ensures proper alignment AND seamless wraparound. + ; + sei ; Disable interrupts during HDMA table update + + ; CRITICAL: Save direct page variables that the caller depends on + lda.b 0x00 + pha + lda.b 0x01 + pha + lda.b 0x02 + pha + lda.b 0x03 + pha + lda.b 0x04 + pha + lda.b 0x05 + pha + + rep #0x30 ; 16-bit A, X, Y + + ldx.w #0x0000 ; HDMA table index + stz.b 0x02 ; Row counter (clears $02 and $03 in 16-bit mode) + + _row_loop: + ; Calculate vram_slot = (rolling_buffer_pos + row) % 6 + lda.w rolling_buffer_pos + and.w #0x00FF + clc + adc.b 0x02 ; + row number + + _mod6: + cmp.w #BUFFER_SLOTS ; >= 6? + bcc _mod6_done + sec + sbc.w #BUFFER_SLOTS + bra _mod6 + + _mod6_done: + ; A = vram_slot (0-5) + + ; Calculate vram_slot * 16 + asl + asl + asl + asl ; A = vram_slot * 16 + sta.b 0x00 ; Save vram_offset + + ; Calculate row * 12 = row * 8 + row * 4 + ; Use Y register for temp to avoid clobbering direct page + lda.b 0x02 ; row (only low byte matters, high is 0) + and.w #0x00FF ; Ensure only low byte + asl + asl + asl ; row * 8 + tay ; Y = row * 8 + lda.b 0x02 + and.w #0x00FF + asl + asl ; row * 4 + sta.b 0x04 ; Use $04 for temp (not overlapping) + tya ; A = row * 8 + clc + adc.b 0x04 ; row * 8 + row * 4 = row * 12 + ; A = scanline_offset (row * 12) + + ; scroll = BASE + vram_offset - scanline_offset + ; eor.w #0xFFFF ; Negate: -scanline_offset + ; a816 does not support yet the w for eor. + .db 0x49 + .dw 0xffff + + inc + clc + adc.b 0x00 ; + vram_offset + clc + adc.w #OUR_BASE_SCROLL ; + BASE + sta.b 0x00 ; $00 = scroll value for this row + + ; Store same scroll value for all 12 scanlines of this row + ldy.w #0x000C ; 12 scanlines + + _scanline_loop: + lda.b 0x00 + sta.l HDMA_TABLE, x + inx + inx + inx + inx ; X += 4 (next HDMA entry) + dey + bne _scanline_loop + + ; Next row + inc.b 0x02 + lda.b 0x02 + cmp.w #VISIBLE_ROWS ; 5 rows total + bne _row_loop + + ; CRITICAL: Restore direct page variables before returning + sep #0x20 ; 8-bit A for PLA + pla + sta.b 0x05 + pla + sta.b 0x04 + pla + sta.b 0x03 + pla + sta.b 0x02 + pla + sta.b 0x01 + pla + sta.b 0x00 + + ; Check if scroll animation is active before forcing cursor position + ; Only force during animation ($1820 = 2 or 3), otherwise let normal code handle it + lda.l 0x7E1820 ; Animation type + beq _cursor_skip_force ; If 0, no animation - skip forcing + + ; Animation is active - ensure cursor stays visible + ; Must use long addressing since data bank may be $02 (ROM), not $7E (WRAM) + pha ; Save animation type + lda #0x00 + sta.l 0x7EEF69 ; Clear hide cursor 1 flag + sta.l 0x7EEF6E ; Clear alternate hide cursor 1 flag + + ; X position is always $0C for single-column mode + lda #0x0C + sta.l 0x7EEF6B ; Set cursor 1 X position + + ; Set Y based on animation direction + ; Scroll down ($1820=2): cursor at bottom row, Y = $CC + ; Scroll up ($1820=3): cursor at top row, Y = $9C + pla ; Restore animation type + cmp #0x02 ; Scroll down? + bne _cursor_scroll_up + lda #0xCC ; Bottom row Y position + bra _cursor_set_y + + _cursor_scroll_up: + lda #0x9C ; Top row Y position + + _cursor_set_y: + sta.l 0x7EEF6D ; Set cursor 1 Y position + + _cursor_skip_force: + + cli + jmp.l return_to_bank02 + + ; HDMA table addresses - Y scroll portion only! + ; Original ResetListScrollHDMA writes to $81F4 (Y scroll in swap table) + ; Animation swaps this with $7F74 (Y scroll in active table) + ; X scroll values at $81D2/$7F52 are left alone. + HDMA_SWAP_Y := 0x7E81F4 ; Y scroll in swap table + HDMA_ACTIVE_Y := 0x7E7F74 ; Y scroll in active table + HDMA_Y_SIZE := 0x00F0 ; 240 bytes (same as original) + + ; ============================================================================ + ; reset_list_scroll_hdma_rolling + ; ============================================================================ + ; Replacement for $02AAB8 - fills Y scroll in BOTH HDMA tables + ; X scroll values stay as original game initialized them. + ; + ; Only difference from original: uses 132-based values instead of 371-based. + + reset_list_scroll_hdma_rolling: + """Replacement for `$02AAB8`: fill the Y-scroll bytes of both HDMA tables when the inventory window opens.""" + ; Check if we're in inventory mode (bit 2 of $4A) + lda.b 0x4A + and #0x04 + bne _reset_use_circular + + ; Original behavior for non-inventory windows + ldx.w #0x0173 ; 371 - base scroll + stx.w 0xEF65 + ldy.w #0x000C ; 12 scanlines + sty.w 0xEF67 + rep #0x20 ; 16-bit A + txa ; A = 371 + ldx.w #0x0000 + + _reset_orig_loop: + sta.w 0x81F4, x ; Swap table only (like original) + dey + bne _reset_orig_skip + clc + adc.w #0x0004 ; Add 4 every 12 scanlines + ldy.w #0x000C + + _reset_orig_skip: + inx + inx + inx + inx + cpx.w #0x00F0 + bne _reset_orig_loop + .db 0x7B ; TDC + sep #0x20 + rtl + + _reset_use_circular: + ; Circular buffer setup for inventory + ; Save $00-$03 to prevent corrupting caller's state + lda.b 0x00 + pha + lda.b 0x01 + pha + lda.b 0x02 + pha + lda.b 0x03 + pha + + ldx.w #0x0173 ; 371 - game's expected base scroll + stx.w 0xEF65 + ldy.w #0x000C ; 12 scanlines per item row + sty.w 0xEF67 + + ; Re-initialize circular buffer contents when inventory (re)opens + ; This ensures VRAM has correct items even after closing/reopening + jsr.l init_inventory_text_buf_rolling + + ; rolling_buffer_pos is now set by init_inventory_text_buf_rolling + + ; Fill Y scroll in both tables using circular buffer formula + stz.b 0x02 ; Row counter low byte (8-bit mode) + stz.b 0x03 ; Row counter high byte + rep #0x30 ; 16-bit A and X/Y + ldx.w #0x0000 ; HDMA table index + + _reset_row_loop: + ; At init: vram_slot = row, so scroll = BASE + row * 4 + lda.b 0x02 ; row + and.w #0x00FF + asl + asl ; row * 4 + clc + adc.w #OUR_BASE_SCROLL ; + BASE + sta.b 0x00 ; Save scroll value + + ; Store same value for all 12 scanlines of this row + ldy.w #0x000C ; 12 scanlines + + _reset_scanline_loop: + lda.b 0x00 + sta.l HDMA_SWAP_Y, x ; $81F4 + X + sta.l HDMA_ACTIVE_Y, x ; $7F74 + X + inx + inx + inx + inx ; X += 4 + dey + bne _reset_scanline_loop + + ; Next row + inc.b 0x02 + lda.b 0x02 + cmp.w #VISIBLE_ROWS ; 5 rows + bne _reset_row_loop + + sep #0x20 ; 8-bit A (game expects this) + ; Restore $00-$03 before returning + pla + sta.b 0x03 + pla + sta.b 0x02 + pla + sta.b 0x01 + pla + sta.b 0x00 + rtl + + ; ============================================================================ + ; check_cursor2_visibility_rolling + ; ============================================================================ + ; Checks if cursor 2 (the first selected item in swap mode) should be visible. + ; Called after scroll animation completes. + ; -; - Else: -; Hide cursor 2 ($EF6A = 1) -; -; Called via JSR from wrap_and_clear_trampoline (bank $02) + ; Logic: + ; - If swap mode NOT active ($EF94 == 0), return immediately + ; - Get first selected item index from $EF95 (mask out bit 7) -swap_mode_flag := 0xEF94 ; Non-zero = swap mode active -first_selected_item := 0xEF95 ; First selected item index (bit 7 may be set) -hide_cursor_2 := 0xEF6A ; Non-zero = hide cursor 2 + ; - If rolling_top_row <= selected < rolling_top_row + VISIBLE_ROWS: + ; Show cursor 2 ($EF6A = 0) -check_cursor2_visibility_rolling: -""" -Toggle cursor-2 visibility while swap mode is active based on whether the first-selected item is in the visible -window. -""" -; Check if we're in inventory mode (bit 2 of $4A) -; If not, don't touch cursor 2 state - lda.b 0x4A - and #0x04 - beq _cursor2_done - -; Check if swap mode is active - lda.w swap_mode_flag - beq _cursor2_done ; Not in swap mode, nothing to check - -; Get first selected item index (mask out bit 7) - lda.w first_selected_item - and #0x7F ; Clear bit 7 - sta.b 0x00 ; Save selected item index - -; Check if selected item is in visible range: -; visible if: rolling_top_row <= selected < rolling_top_row + VISIBLE_ROWS - -; First check: selected >= rolling_top_row - lda.b 0x00 ; Selected item - cmp.w rolling_top_row - bcc _cursor2_hide ; selected < rolling_top_row, hide cursor - -; Second check: selected < rolling_top_row + VISIBLE_ROWS - lda.w rolling_top_row - clc - adc #VISIBLE_ROWS ; rolling_top_row + 5 - sta.b 0x01 ; Save upper bound - - lda.b 0x00 ; Selected item - cmp.b 0x01 ; Compare to upper bound - bcs _cursor2_hide ; selected >= upper bound, hide cursor - -; Item is visible - show cursor 2 - stz.w hide_cursor_2 ; $EF6A = 0 (show) - bra _cursor2_done - -_cursor2_hide: - ; Item is not visible - hide cursor 2 - lda #0x01 - sta.w hide_cursor_2 ; $EF6A = 1 (hide) - -_cursor2_done: - rtl ; Called via JSL from bank $02 - -; ============================================================================ -; Field Menu NMI Handler (relocated from bank $01 to save space) -; ============================================================================ -; Constants for field menu HDMA (duplicated here for bank $20 access) -field_menu_hdma_enable := 0x1BAE -field_menu_hdma_copy_pending := 0x1BB6 -field_menu_transfer_pending := 0x1BB3 -FIELD_HDMA_TABLE := 0x7E9800 -FIELD_HDMA_SHADOW := 0x7E9840 -FIELD_HDMA_TABLE_SIZE := 40 - -; Drops profile HDMA constants (mirror src/ingame/drops_rolling.s -; definitions; duplicated here so the NMI handler can reference them -; without crossing the bank-$01 / bank-$20 import boundary). -DROPS_HDMA_TABLE := 0x7E9880 -DROPS_HDMA_SHADOW := 0x7E98C0 -DROPS_HDMA_TABLE_SIZE := 40 -drops_hdma_copy_pending := 0x9C3E ; drops_rolling + 0x0E (drops_rolling moved to $9C30) - -; Called via JSL from bank $01 nmi_dma_transfer_check - -field_menu_nmi_dma_transfer_check_impl: -""" -NMI hook (JSL from bank $01) relocated to bank $20: transfer the field rolling-buffer tilemap to VRAM and update -the live HDMA scroll table. -""" - php - sep #0x20 ; 8-bit A - -; === GUARD: Only run if menu HDMA is enabled === -; This prevents field menu DMA from corrupting battle VRAM - lda.l 0x7E0000 + field_menu_hdma_enable - bne _field_nmi_active - jmp.w _field_nmi_done - -_field_nmi_active: - -; === HDMA table copy: shadow -> active === - lda.l 0x7E0000 + field_menu_hdma_copy_pending - beq _field_nmi_hdma_copy_done - lda #0x00 - sta.l 0x7E0000 + field_menu_hdma_copy_pending - -; Copy 40 bytes from shadow ($9840) to active ($9800) - rep #0x30 ; 16-bit A, X, Y - ldx.w #0x0000 - -_field_nmi_hdma_copy_loop: - lda.l FIELD_HDMA_SHADOW, x - sta.l FIELD_HDMA_TABLE, x - inx - inx - cpx.w #FIELD_HDMA_TABLE_SIZE - bcc _field_nmi_hdma_copy_loop - sep #0x20 ; Back to 8-bit A - -_field_nmi_hdma_copy_done: - ; === Drops HDMA table copy: $7E:98C0 shadow -> $7E:9880 active === - ; Drops uses ch4 driving BG4VOFS with its own 64-byte table, so the - ; shadow→active copy needs a parallel block keyed off - ; drops_hdma_copy_pending. Skip if drops HDMA is disabled in - ; $1BAE bit 4. - sep #0x20 - lda.l 0x7E1BAE - and #0x10 - beq _drops_nmi_hdma_copy_done - lda.l 0x7E0000 + drops_hdma_copy_pending - beq _drops_nmi_hdma_copy_done - lda #0x00 - sta.l 0x7E0000 + drops_hdma_copy_pending - rep #0x30 - ldx.w #0x0000 - -_drops_nmi_hdma_copy_loop: - lda.l DROPS_HDMA_SHADOW, x - sta.l DROPS_HDMA_TABLE, x - inx - inx - cpx.w #DROPS_HDMA_TABLE_SIZE - bcc _drops_nmi_hdma_copy_loop - sep #0x20 - -_drops_nmi_hdma_copy_done: - -; === Tilemap DMA transfer (field menu = BG1) === -; Skip when treasure menu owns the screen: $1BB3 is then the -; original drops cursor row, not field_menu_transfer_pending, -; and clearing it would snap the drops cursor back to row 0. - lda.l 0x7E1BC6 - bne _field_nmi_check_treasure - lda.l 0x7E0000 + field_menu_transfer_pending - beq _field_nmi_check_treasure - lda #0x00 - sta.l 0x7E0000 + field_menu_transfer_pending - - sep #0x20 - lda #0x01 - sta.w 0x4300 - lda #0x18 - sta.w 0x4301 - rep #0x20 - lda.w #0xB600 - sta.w 0x4302 - sep #0x20 - lda #0x7E - sta.w 0x4304 - rep #0x20 - lda.w #0x0800 - sta.w 0x4305 - lda.w #0x6000 - sta.w 0x2116 - sep #0x20 - lda #0x01 - sta.w 0x420B + ; - Else: + ; Hide cursor 2 ($EF6A = 1) + ; + ; Called via JSR from wrap_and_clear_trampoline (bank $02) -_field_nmi_check_treasure: -.if TREASURE_INVENTORY_ROLLING { -; === Tilemap DMA transfer (treasure menu = BG3) === - lda.l 0x7E0000 + 0x9C0B ; treasure_transfer_pending - beq _field_nmi_done - lda #0x00 - sta.l 0x7E0000 + 0x9C0B + swap_mode_flag := 0xEF94 ; Non-zero = swap mode active + first_selected_item := 0xEF95 ; First selected item index (bit 7 may be set) + hide_cursor_2 := 0xEF6A ; Non-zero = hide cursor 2 - sep #0x20 - lda #0x01 - sta.w 0x4300 - lda #0x18 - sta.w 0x4301 - rep #0x20 - lda.w #0xD600 ; BG3 screen buffer source ($7ED600) - sta.w 0x4302 - sep #0x20 - lda #0x7E - sta.w 0x4304 - rep #0x20 - lda.w #0x0800 ; 2 KB tilemap - sta.w 0x4305 - lda.w #0x7000 ; BG3 tilemap VRAM target - sta.w 0x2116 - sep #0x20 - lda #0x01 - sta.w 0x420B + check_cursor2_visibility_rolling: + """ + Toggle cursor-2 visibility while swap mode is active based on whether the first-selected item is in the visible + window. + """ + ; Check if we're in inventory mode (bit 2 of $4A) + ; If not, don't touch cursor 2 state + lda.b 0x4A + and #0x04 + beq _cursor2_done + + ; Check if swap mode is active + lda.w swap_mode_flag + beq _cursor2_done ; Not in swap mode, nothing to check + + ; Get first selected item index (mask out bit 7) + lda.w first_selected_item + and #0x7F ; Clear bit 7 + sta.b 0x00 ; Save selected item index + + ; Check if selected item is in visible range: + ; visible if: rolling_top_row <= selected < rolling_top_row + VISIBLE_ROWS + + ; First check: selected >= rolling_top_row + lda.b 0x00 ; Selected item + cmp.w rolling_top_row + bcc _cursor2_hide ; selected < rolling_top_row, hide cursor + + ; Second check: selected < rolling_top_row + VISIBLE_ROWS + lda.w rolling_top_row + clc + adc #VISIBLE_ROWS ; rolling_top_row + 5 + sta.b 0x01 ; Save upper bound + + lda.b 0x00 ; Selected item + cmp.b 0x01 ; Compare to upper bound + bcs _cursor2_hide ; selected >= upper bound, hide cursor + + ; Item is visible - show cursor 2 + stz.w hide_cursor_2 ; $EF6A = 0 (show) + bra _cursor2_done + + _cursor2_hide: + ; Item is not visible - hide cursor 2 + lda #0x01 + sta.w hide_cursor_2 ; $EF6A = 1 (hide) + + _cursor2_done: + rtl ; Called via JSL from bank $02 + + ; ============================================================================ + ; Field Menu NMI Handler (relocated from bank $01 to save space) + ; ============================================================================ + ; Constants for field menu HDMA (duplicated here for bank $20 access) + field_menu_hdma_enable := 0x1BAE + field_menu_hdma_copy_pending := 0x1BB6 + field_menu_transfer_pending := 0x1BB3 + FIELD_HDMA_TABLE := 0x7E9800 + FIELD_HDMA_SHADOW := 0x7E9840 + FIELD_HDMA_TABLE_SIZE := 40 + + ; Drops profile HDMA constants (mirror src/ingame/drops_rolling.s + ; definitions; duplicated here so the NMI handler can reference them + ; without crossing the bank-$01 / bank-$20 import boundary). + DROPS_HDMA_TABLE := 0x7E9880 + DROPS_HDMA_SHADOW := 0x7E98C0 + DROPS_HDMA_TABLE_SIZE := 40 + drops_hdma_copy_pending := 0x9C3E ; drops_rolling + 0x0E (drops_rolling moved to $9C30) + + ; Called via JSL from bank $01 nmi_dma_transfer_check + + field_menu_nmi_dma_transfer_check_impl: + """ + NMI hook (JSL from bank $01) relocated to bank $20: transfer the field rolling-buffer tilemap to VRAM and update + the live HDMA scroll table. + """ + php + sep #0x20 ; 8-bit A + + ; === GUARD: Only run if menu HDMA is enabled === + ; This prevents field menu DMA from corrupting battle VRAM + lda.l 0x7E0000 + field_menu_hdma_enable + bne _field_nmi_active + jmp.w _field_nmi_done + + _field_nmi_active: + + ; === HDMA table copy: shadow -> active === + lda.l 0x7E0000 + field_menu_hdma_copy_pending + beq _field_nmi_hdma_copy_done + lda #0x00 + sta.l 0x7E0000 + field_menu_hdma_copy_pending + + ; Copy 40 bytes from shadow ($9840) to active ($9800) + rep #0x30 ; 16-bit A, X, Y + ldx.w #0x0000 + + _field_nmi_hdma_copy_loop: + lda.l FIELD_HDMA_SHADOW, x + sta.l FIELD_HDMA_TABLE, x + inx + inx + cpx.w #FIELD_HDMA_TABLE_SIZE + bcc _field_nmi_hdma_copy_loop + sep #0x20 ; Back to 8-bit A + + _field_nmi_hdma_copy_done: + ; === Drops HDMA table copy: $7E:98C0 shadow -> $7E:9880 active === + ; Drops uses ch4 driving BG4VOFS with its own 64-byte table, so the + ; shadow→active copy needs a parallel block keyed off + ; drops_hdma_copy_pending. Skip if drops HDMA is disabled in + ; $1BAE bit 4. + sep #0x20 + lda.l 0x7E1BAE + and #0x10 + beq _drops_nmi_hdma_copy_done + lda.l 0x7E0000 + drops_hdma_copy_pending + beq _drops_nmi_hdma_copy_done + lda #0x00 + sta.l 0x7E0000 + drops_hdma_copy_pending + rep #0x30 + ldx.w #0x0000 + + _drops_nmi_hdma_copy_loop: + lda.l DROPS_HDMA_SHADOW, x + sta.l DROPS_HDMA_TABLE, x + inx + inx + cpx.w #DROPS_HDMA_TABLE_SIZE + bcc _drops_nmi_hdma_copy_loop + sep #0x20 + + _drops_nmi_hdma_copy_done: + + ; === Tilemap DMA transfer (field menu = BG1) === + ; Skip when treasure menu owns the screen: $1BB3 is then the + ; original drops cursor row, not field_menu_transfer_pending, + ; and clearing it would snap the drops cursor back to row 0. + lda.l 0x7E1BC6 + bne _field_nmi_check_treasure + lda.l 0x7E0000 + field_menu_transfer_pending + beq _field_nmi_check_treasure + lda #0x00 + sta.l 0x7E0000 + field_menu_transfer_pending + + sep #0x20 + lda #0x01 + sta.w 0x4300 + lda #0x18 + sta.w 0x4301 + rep #0x20 + lda.w #0xB600 + sta.w 0x4302 + sep #0x20 + lda #0x7E + sta.w 0x4304 + rep #0x20 + lda.w #0x0800 + sta.w 0x4305 + lda.w #0x6000 + sta.w 0x2116 + sep #0x20 + lda #0x01 + sta.w 0x420B + + _field_nmi_check_treasure: + .if TREASURE_INVENTORY_ROLLING { + ; === Tilemap DMA transfer (treasure menu = BG3) === + lda.l 0x7E0000 + 0x9C0B ; treasure_transfer_pending + beq _field_nmi_done + lda #0x00 + sta.l 0x7E0000 + 0x9C0B + + sep #0x20 + lda #0x01 + sta.w 0x4300 + lda #0x18 + sta.w 0x4301 + rep #0x20 + lda.w #0xD600 ; BG3 screen buffer source ($7ED600) + sta.w 0x4302 + sep #0x20 + lda #0x7E + sta.w 0x4304 + rep #0x20 + lda.w #0x0800 ; 2 KB tilemap + sta.w 0x4305 + lda.w #0x7000 ; BG3 tilemap VRAM target + sta.w 0x2116 + sep #0x20 + lda #0x01 + sta.w 0x420B + } + + _field_nmi_done: + ; --- VWF CHR flush (DMA channel 6) --- + ; Hands off to `render.flush_chr_to_vram`. Gates on `VWF_CHR_DIRTY` + ; and reads VRAM dest + size from `VwfConfig`. Drives ch6, which + ; the FF4 DMA audit shows untouched by vanilla btlgfx / menu and + ; by every engine we ship (ch7 is the shared battle / libmz / + ; field-NMI-tilemap channel, ch3 was the WRAM mirror experiment). + ; `flush_chr_to_vram` lives in the same bank-20 reloc region as + ; this impl ; use a short JSR so the return stays balanced with + ; the RTS the engine routine ends with. + jsr.w render.flush_chr_to_vram + plp + rtl } - -_field_nmi_done: - ; --- VWF CHR flush (DMA channel 6) --- - ; Hands off to `render.flush_chr_to_vram`. Gates on `VWF_CHR_DIRTY` - ; and reads VRAM dest + size from `VwfConfig`. Drives ch6, which - ; the FF4 DMA audit shows untouched by vanilla btlgfx / menu and - ; by every engine we ship (ch7 is the shared battle / libmz / - ; field-NMI-tilemap channel, ch3 was the WRAM mirror experiment). - ; `flush_chr_to_vram` lives in the same bank-20 reloc region as - ; this impl ; use a short JSR so the return stays balanced with - ; the RTS the engine routine ends with. - jsr.w render.flush_chr_to_vram - plp - rtl diff --git a/src/battle/magic_reloc.s b/src/battle/magic_reloc.s index 5d2f6dd..7708e1a 100644 --- a/src/battle/magic_reloc.s +++ b/src/battle/magic_reloc.s @@ -1,4 +1,6 @@ """ +.include "../bank20.i" + Relocated battle spell-list renderer (`draw_magic_list_direct`) and per-magic-type pointer table (`magic_list_ptrs`). """ @@ -10,165 +12,168 @@ destination_buffer = 0xc530 - 4 left_column_base = destination_buffer - 4 right_column_base = destination_buffer + 18 - 2 -draw_magic_list_direct: -"""Relocated battle spell-list renderer: walks the per-character spell-list pointer table.""" -{ - spell_id = 0x03 - spell_enabled_flag = 0x02 - current_row_offset = 0x08 - spell_counter = 0x06 - current_spell_index = 0x0a - lda 0x00 -; character slot - asl - tax - rep #0x20 - lda.l magic_list_ptrs, x -; pointers to spell lists - clc - adc 0x06 -; add magic type offset - sta 0x00 - stz.b current_row_offset -; start at row 0 (0x0000) - sep #0x20 - lda #0x18 -; 24 spells total (12 rows x 2 columns) - sta.b spell_counter -; spell counter - lda #0x00 -; current spell index (0-23) - sta.b current_spell_index -spell_loop: - phx - pha - rep #0x20 - lda 0x00 - tax - sep #0x20 - lda.w 0x0000, x - and #0x80 - sta.b spell_enabled_flag - lda.w 0x0001, x - sta.b spell_id - pla - plx -; Fast column selection using precomputed addresses - lda.b current_spell_index -; spell index - and #0x01 -; check if odd - beq left_column -; Right column - rep #0x20 - lda.w #right_column_base - clc - adc.b current_row_offset -; add current row offset - sta 0x32 - bra set_second_addr +.alloc battle_magic_reloc_block in bank20_reloc { + draw_magic_list_direct: + """Relocated battle spell-list renderer: walks the per-character spell-list pointer table.""" + { + spell_id = 0x03 + spell_enabled_flag = 0x02 + current_row_offset = 0x08 + spell_counter = 0x06 + current_spell_index = 0x0a + lda 0x00 + ; character slot + asl + tax + rep #0x20 + lda.l magic_list_ptrs, x + ; pointers to spell lists + clc + adc 0x06 + ; add magic type offset + sta 0x00 + stz.b current_row_offset + ; start at row 0 (0x0000) + sep #0x20 + lda #0x18 + ; 24 spells total (12 rows x 2 columns) + sta.b spell_counter + ; spell counter + lda #0x00 + ; current spell index (0-23) + sta.b current_spell_index -left_column: -; Left column - rep #0x20 - lda.w #left_column_base - clc - adc.b current_row_offset -; add current row offset - sta 0x32 + spell_loop: + phx + pha + rep #0x20 + lda 0x00 + tax + sep #0x20 + lda.w 0x0000, x + and #0x80 + sta.b spell_enabled_flag + lda.w 0x0001, x + sta.b spell_id + pla + plx + ; Fast column selection using precomputed addresses + lda.b current_spell_index + ; spell index + and #0x01 + ; check if odd + beq left_column + ; Right column + rep #0x20 + lda.w #right_column_base + clc + adc.b current_row_offset + ; add current row offset + sta 0x32 + bra set_second_addr -set_second_addr: - adc.w #0x0040 - sta 0x34 - sep #0x20 - ldy.w #0x00 -; Y offset - lda #0x00 -; tile flags - sta 0x36 - lda.b spell_enabled_flag - beq enabled_spell - lda #0x04 - sta 0x36 + left_column: + ; Left column + rep #0x20 + lda.w #left_column_base + clc + adc.b current_row_offset + ; add current row offset + sta 0x32 -enabled_spell: -; Get spell ID and load spell name - lda.b spell_id -; read spell ID - rep #0x20 - and.w #0x007f -; clear disabled bit - sep #0x20 - sta.l 0x004202 - lda.b #battle_magic_length - sta.l 0x004203 - nop - nop - nop - nop - rep #0x20 - lda.l 0x004216 -; asl ; spell ID * 8 (8 bytes per name) -; asl -; asl - tax - sep #0x20 - lda.b #battle_magic_length -; 8 characters to write - sta 0x02 -; draw a space before rendering the magic name to clear left overs from the items. - lda #0xff - jsr.l draw_letter_far + set_second_addr: + adc.w #0x0040 + sta 0x34 + sep #0x20 + ldy.w #0x00 + ; Y offset + lda #0x00 + ; tile flags + sta 0x36 + lda.b spell_enabled_flag + beq enabled_spell + lda #0x04 + sta 0x36 + enabled_spell: + ; Get spell ID and load spell name + lda.b spell_id + ; read spell ID + rep #0x20 + and.w #0x007f + ; clear disabled bit + sep #0x20 + sta.l 0x004202 + lda.b #battle_magic_length + sta.l 0x004203 + nop + nop + nop + nop + rep #0x20 + lda.l 0x004216 + ; asl ; spell ID * 8 (8 bytes per name) + ; asl + ; asl + tax + sep #0x20 + lda.b #battle_magic_length + ; 8 characters to write + sta 0x02 + ; draw a space before rendering the magic name to clear left overs from the items. + lda #0xff + jsr.l draw_letter_far -letter_loop: - lda.l assets_magic_dat, x - jsr.l draw_letter_far - inx - dec 0x02 - bne letter_loop - lda #0x0A - sta 0x02 -clear_loop: - lda.b #0xff - jsr.l draw_letter_far - dec 0x02 - bne clear_loop + letter_loop: + lda.l assets_magic_dat, x + jsr.l draw_letter_far + inx + dec 0x02 + bne letter_loop + lda #0x0A + sta 0x02 -next_spell: -; Advance pointer by 4 bytes like original - rep #0x20 - lda 0x00 - clc - adc.w #0x0004 - sta 0x00 -; Increment row offset after right column (odd spell index) - lda.b current_spell_index -; current spell index - and.w #0x0001 -; check if odd (right column) - beq same_row -; Just finished right column - move to next row - lda.b current_row_offset - clc - adc.w #0x0080 - sta.b current_row_offset + clear_loop: + lda.b #0xff + jsr.l draw_letter_far + dec 0x02 + bne clear_loop -same_row: - sep #0x20 - inc 0x0a -; next spell index - dec.b spell_counter -; decrement spell counter - beq exit - jmp.w spell_loop + next_spell: + ; Advance pointer by 4 bytes like original + rep #0x20 + lda 0x00 + clc + adc.w #0x0004 + sta 0x00 + ; Increment row offset after right column (odd spell index) + lda.b current_spell_index + ; current spell index + and.w #0x0001 + ; check if odd (right column) + beq same_row + ; Just finished right column - move to next row + lda.b current_row_offset + clc + adc.w #0x0080 + sta.b current_row_offset -exit: - rtl -} + same_row: + sep #0x20 + inc 0x0a + ; next spell index + dec.b spell_counter + ; decrement spell counter + beq exit + jmp.w spell_loop -magic_list_ptrs: -"""Per-magic-type spell-list base pointers (white, black, summon, ninja, kokan).""" - .dw 0x2c7a, 0x2d9a, 0x2eba, 0x2fda, 0x30fa + exit: + rtl + } + + magic_list_ptrs: + """Per-magic-type spell-list base pointers (white, black, summon, ninja, kokan).""" + .dw 0x2c7a, 0x2d9a, 0x2eba, 0x2fda, 0x30fa +} diff --git a/src/battle/math_reloc.s b/src/battle/math_reloc.s index ca15d01..615abe4 100644 --- a/src/battle/math_reloc.s +++ b/src/battle/math_reloc.s @@ -1,86 +1,91 @@ """ +.include "../bank20.i" + Relocated 16x16 -> 32 multiply (`_hw_mult16`) using the SNES hardware multiplier, plus shorta / shorta0 size-toggle helpers. Called from JMP trampoline at $83B9 (in `math_patches.s`). Input: $393D (16-bit) * $393F (16-bit). Output: $3941 (low 16-bit), $3943 (high 16-bit). """ -.macro shorta() { - """Switch A to 8-bit (`SEP #$20`).""" - sep #0x20 -} -.macro shorta0() { - """Clear A and switch to 8-bit (TDC then `SEP #$20`).""" - tdc - shorta() -} +.alloc battle_math_reloc_block in bank20_reloc { + .macro shorta() { + """Switch A to 8-bit (`SEP #$20`).""" + sep #0x20 + } -_hw_mult16: - php - rep #0x30 ; 16-bit A, X, Y - stz 0x3941 ; Clear result low - stz 0x3943 ; Clear result high - sep #0x20 ; 8-bit A for hardware multiply registers + .macro shorta0() { + """Clear A and switch to 8-bit (TDC then `SEP #$20`).""" + tdc + shorta() + } -; The SNES hardware multiplier only does 8x8->16 -; For 16x16->32, we need: (AH*256 + AL) * (BH*256 + BL) -; = AH*BH*65536 + AH*BL*256 + AL*BH*256 + AL*BL -; We compute 4 partial products and add them with proper alignment. + _hw_mult16: + php + rep #0x30 ; 16-bit A, X, Y + stz 0x3941 ; Clear result low + stz 0x3943 ; Clear result high + sep #0x20 ; 8-bit A for hardware multiply registers -; 1. Low(A) * Low(B) -> result bytes 0-1 - lda 0x393d ; A low byte - sta 0x4202 ; WRMPYA - multiplicand - lda 0x393f ; B low byte - sta 0x4203 ; WRMPYB - multiplier (triggers multiply) - nop - nop ; Wait 8 cycles for result - rep #0x20 - lda 0x4216 ; RDMPYL/H - 16-bit result - sta 0x3941 ; Store in result bytes 0-1 + ; The SNES hardware multiplier only does 8x8->16 + ; For 16x16->32, we need: (AH*256 + AL) * (BH*256 + BL) + ; = AH*BH*65536 + AH*BL*256 + AL*BH*256 + AL*BL + ; We compute 4 partial products and add them with proper alignment. -; 2. Low(A) * High(B) -> add to result bytes 1-2 - sep #0x20 - lda 0x393d ; A low byte - sta 0x4202 - lda 0x3940 ; B high byte ($393F + 1) - sta 0x4203 - nop - nop - rep #0x20 - lda 0x4216 - clc - adc 0x3942 ; Add to result bytes 1-2 (with carry to byte 3) - sta 0x3942 + ; 1. Low(A) * Low(B) -> result bytes 0-1 + lda 0x393d ; A low byte + sta 0x4202 ; WRMPYA - multiplicand + lda 0x393f ; B low byte + sta 0x4203 ; WRMPYB - multiplier (triggers multiply) + nop + nop ; Wait 8 cycles for result + rep #0x20 + lda 0x4216 ; RDMPYL/H - 16-bit result + sta 0x3941 ; Store in result bytes 0-1 -; 3. High(A) * Low(B) -> add to result bytes 1-2 - sep #0x20 - lda 0x393e ; A high byte ($393D + 1) - sta 0x4202 - lda 0x393f ; B low byte - sta 0x4203 - nop - nop - rep #0x20 - lda 0x4216 - clc - adc 0x3942 ; Add to result bytes 1-2 - sta 0x3942 + ; 2. Low(A) * High(B) -> add to result bytes 1-2 + sep #0x20 + lda 0x393d ; A low byte + sta 0x4202 + lda 0x3940 ; B high byte ($393F + 1) + sta 0x4203 + nop + nop + rep #0x20 + lda 0x4216 + clc + adc 0x3942 ; Add to result bytes 1-2 (with carry to byte 3) + sta 0x3942 -; 4. High(A) * High(B) -> add to result bytes 2-3 - sep #0x20 - lda 0x393e ; A high byte - sta 0x4202 - lda 0x3940 ; B high byte - sta 0x4203 - nop - nop - rep #0x20 - lda 0x4216 - clc - adc 0x3943 ; Add to result bytes 2-3 - sta 0x3943 + ; 3. High(A) * Low(B) -> add to result bytes 1-2 + sep #0x20 + lda 0x393e ; A high byte ($393D + 1) + sta 0x4202 + lda 0x393f ; B low byte + sta 0x4203 + nop + nop + rep #0x20 + lda 0x4216 + clc + adc 0x3942 ; Add to result bytes 1-2 + sta 0x3942 - shorta0() ; TDC + SEP #$20 - clear high byte of A, 8-bit mode - plp - rtl + ; 4. High(A) * High(B) -> add to result bytes 2-3 + sep #0x20 + lda 0x393e ; A high byte + sta 0x4202 + lda 0x3940 ; B high byte + sta 0x4203 + nop + nop + rep #0x20 + lda 0x4216 + clc + adc 0x3943 ; Add to result bytes 2-3 + sta 0x3943 + + shorta0() ; TDC + SEP #$20 - clear high byte of A, 8-bit mode + plp + rtl +} diff --git a/src/battle/monsters_reloc.s b/src/battle/monsters_reloc.s index 348ae25..eb7c06f 100644 --- a/src/battle/monsters_reloc.s +++ b/src/battle/monsters_reloc.s @@ -1,50 +1,55 @@ """ +.include "../bank20.i" + Relocated battle monster-name pointer resolver: indexes `assets_monsters_long_ptr[A*2]` and renders the resulting string into the active slot. """ .extern assets_monsters_long_ptr -load_monster_pointer: -"""Resolve a long-form monster name pointer from `assets_monsters_long_ptr[A*2]` and render it into the current slot.""" - rep #0x20 - ;lda.w #127 - 3 - asl - tax - lda.l assets_monsters_long_ptr, x - tax - tdc - sep #0x20 - phy - jsr.w _initialize_monster_slot_near - ply - rtl - -initialize_monster_slot: -"""Cross-bank (RTL) entry that clears a monster's display slot to spaces.""" - jsr.w _initialize_monster_slot_near - rtl - -tab_escape_code: -"""Text-stream escape that draws a column of spaces to advance the cursor.""" - jsr.w _draw_spaces - rtl - -_initialize_monster_slot_near: - -; clear monster slot with spaces - lda #11 - sta 0x00 - -_draw_spaces: - lda.b #0xff - sta (0x32), y - sta (0x34), y - iny - lda 0x36 - sta (0x32), y - sta (0x34), y - iny - dec 0x00 - bne _draw_spaces - - rts + +.alloc battle_monsters_reloc_block in bank20_reloc { + load_monster_pointer: + """Resolve a long-form monster name pointer from `assets_monsters_long_ptr[A*2]` and render it into the current slot.""" + rep #0x20 + ;lda.w #127 - 3 + asl + tax + lda.l assets_monsters_long_ptr, x + tax + tdc + sep #0x20 + phy + jsr.w _initialize_monster_slot_near + ply + rtl + + initialize_monster_slot: + """Cross-bank (RTL) entry that clears a monster's display slot to spaces.""" + jsr.w _initialize_monster_slot_near + rtl + + tab_escape_code: + """Text-stream escape that draws a column of spaces to advance the cursor.""" + jsr.w _draw_spaces + rtl + + _initialize_monster_slot_near: + + ; clear monster slot with spaces + lda #11 + sta 0x00 + + _draw_spaces: + lda.b #0xff + sta (0x32), y + sta (0x34), y + iny + lda 0x36 + sta (0x32), y + sta (0x34), y + iny + dec 0x00 + bne _draw_spaces + + rts +} diff --git a/src/battle/redraw_gates.s b/src/battle/redraw_gates.s index c0f5019..910b3f1 100644 --- a/src/battle/redraw_gates.s +++ b/src/battle/redraw_gates.s @@ -1,4 +1,6 @@ """ +.include "../bank20.i" + Battle redraw-gate state + writer helpers. FF6-style dirty-bit gating for the battle redraw chain. One byte at @@ -23,311 +25,314 @@ battle_menu_dirty := 0x7EEF9A ; bit 5 = cmd window, bit 6 = status strip, battle_monster_dirty := 0x7EEF9B ; bits 0-7 = per-monster-slot name redraw scp_active_slot := 0x7EEF9C ; scratch for set_active_char_palette scp_pal_byte := 0x7EEF9D ; current palette byte being applied -status_hash := 0x7EEF9E ; hash of char-status bytes; gates DrawStatusText -obj_names_hash := 0x7EEF9F ; hash of monster slots + $1822; gates DrawObjNames -char_hp_hash := 0x7EEFA0 ; hash of char HP bytes; gates DrawCharHP - -CMD_DIRTY_BIT := 0x20 ; bit 5 of battle_menu_dirty -NAMES_DIRTY_BIT := 0x10 ; bit 4 of battle_menu_dirty (char names region) -MONSTER_DIRTY_BIT := 0x01 ; bit 0 of battle_monster_dirty (any monster name) - -mark_cmd_dirty: -""" -Set the cmd-window dirty bit. Callable from any bank via JSL/RTL. -65816 `tsb` has no long-addressing form ; emulate via lda/ora/sta. -""" - lda.l battle_menu_dirty - ora.b #CMD_DIRTY_BIT - sta.l battle_menu_dirty - rtl - -walker_rtl: -""" -RTL wrapper around `set_active_char_palette` so bank-02 callers -can JSL into it with matching pop. Reads $1822 into A first so -caller doesn't have to set it up. -""" - lda.l 0x7E1822 - jsr.w set_active_char_palette - rtl - -gate_status_check: -""" -Bank-20 body for the DrawStatusText hash gate. XOR of char-slot -status-1 bytes ($2003+slot*$40). Sets carry on dirty, clears on -clean. Caller (bank-02 trampoline at $02:97F8) tail-jumps to -$A2A1 on dirty, rts on clean. -""" - lda.l 0x7E2003 - eor.l 0x7E2043 - eor.l 0x7E2083 - eor.l 0x7E20C3 - eor.l 0x7E2103 - cmp.l status_hash - beq _gsc_clean - sta.l status_hash - sec - rtl - -_gsc_clean: - clc - rtl - -gate_obj_names_check: -""" -Bank-20 body for the DrawObjNames hash gate. XOR of monster slot -type bytes ($29B5..$29B8) + active-char index ($1822). Sets -carry on dirty (re-render needed), clears carry on clean. -Caller (bank-02 trampoline at $02:97C2) tail-jumps to $99D3 on -dirty, rts on clean. -""" - lda.l 0x7E29B5 - eor.l 0x7E29B6 - eor.l 0x7E29B7 - eor.l 0x7E29B8 - eor.l 0x7E1822 - cmp.l obj_names_hash - beq _goc_clean - sta.l obj_names_hash - sec - rtl - -_goc_clean: - clc - rtl - -mark_monsters_dirty_and_init: -""" -Hook shim for `UpdateDead` entry at $03:B1A0. The original 4 bytes -(`tdc ; tax; stx $a9`) get replaced by a JSL here ; this helper -sets the monsters-region dirty bit, then replicates the clobbered -prelude so execution can fall through to the original loop at -$03:B1A4. UpdateDead is the engine path that marks a monster -dead (`sta $29b5,x` with $FF after status apply) ; flagging -monsters dirty here lets the gated monster-name trampoline -re-render once the dead slot is wiped. -""" - lda.l battle_render.region_dirty_bits - ora.b #battle_render.REGION_DIRTY_MONSTERS - sta.l battle_render.region_dirty_bits - ; Propagate to cmd-window region: the cmd-window tilemap at $C1A5+ is - ; a mirror of the main view ($BE65+) overlaid with cmd tiles. If we - ; refresh monsters in the main view, the cmd mirror is stale, so set - ; CMD_DIRTY_BIT here too. The relocated DrawCmdWindow path picks this - ; up next frame and re-runs the WRAM mirror via `mirror_main_to_cmd`. - lda.l battle_menu_dirty - ora.b #CMD_DIRTY_BIT - sta.l battle_menu_dirty - tdc - tax - stx.b 0xa9 - rtl - -mark_all_dirty: -""" -Reset both dirty bytes to $FF so the next frame renders everything. -Called once at battle init. -""" - lda.b #0xFF - sta.l battle_menu_dirty - sta.l battle_monster_dirty - rtl - - .extern clear_names_window_buffer - .extern battle_render.REGION_DIRTY_MONSTERS - .extern battle_render.REGION_DIRTY_NAMES - .extern battle_render.region_dirty_bits - .extern battle_render.render_skipped - .extern battle_render.tilemap_pending_mask - .extern battle_render.TILEMAP_PENDING_MAIN - -reset_queue_dirty_bits: -""" -Seed all redraw-gate state for a fresh battle. Called once per -battle from the InitMenuWindows hook ($02:9A63). Normal sense -everywhere: 1 = dirty, 0 = clean. Seed all bytes to $FF so the -first frame renders everything ; the per-region gates clear their -own bits after rendering, and writer sites re-arm on state change. -""" - lda.b #0x00 - sta.l battle_render.render_skipped - lda.b #0xFF - sta.l battle_render.region_dirty_bits - sta.l battle_menu_dirty - sta.l battle_monster_dirty - rtl - -gated_clear_names_window_buffer: -""" -Wrap `clear_names_window_buffer` ($02:A299 call site) with the -names-region dirty-bit check. When names is clean (bit clear), -skip the tilemap wipe so the gated `init_names_gated` + skipped -DrawText leaves the VRAM tilemap untouched. Without this the -tilemap wipe still fires every frame and the gated render skip -leaves blank tiles on screen. -""" - lda.l battle_render.region_dirty_bits - bit.b #battle_render.REGION_DIRTY_NAMES - beq _gcnwb_skip - jsr.l clear_names_window_buffer -_gcnwb_skip: - rtl - -set_active_char_palette: -""" -Walk all 5 char-name slots in the `$7E:B966` tilemap. Active slot -gets palette $04 (bit 2 of tilemap-entry hi byte = palette 1) ; -others get $00 (palette 0). - -Each char-name slot occupies row at `$B966 + slot * $40`. Names -are max 6 tiles wide in the FR translation. Each tilemap entry -is 2 bytes (low = tile id, hi = flags+palette). Two pointer -mirrors get written by the VWF dispatcher (`tilemap_write` -in message.s) at offsets +0 and +$0C of the row base, so 12 hi -bytes total per slot (6 on each mirror). - -A = active character SLOT on entry (vanilla `$1822` semantics). - -The on-screen tilemap is ordered by display position, NOT slot: -row R of `$B966` shows whoever vanilla's `CharOrderTbl` -(`$02:A1C8` = .byte 1,3,0,4,2) maps R to. The per-row loop below -already iterates display rows 0..4, so we compare each row's -CharOrderTbl entry against $1822 instead of comparing the row -index itself. Without this indirection, Cecil acting (slot 0) -used to light up row 0 of the tilemap, which displays slot 1 -(= Palom in the default order). - -M=8, X=8. -""" - - - php - sep #0x20 - rep #0x10 - phb - pha - lda.b #0x7E ; force DBR = $7E so `(0x32),y` writes to WRAM - pha - plb - pla - sta.l scp_active_slot - ; Save $32/$33 ; walker reuses as scratch indirect-ptr ; NMI - ; caller's BG / DMA state needs them preserved. - rep #0x20 - lda.b 0x32 - pha - sep #0x20 - ldx.w #0 - -_scp_slot_loop: - cpx.w #5 - bcs _scp_done - ; CharOrderTbl[row] = char slot displayed at this row. Compare to - ; the active slot; match -> highlight palette, miss -> palette 0. - lda.l 0x02A1C8, x - cmp.l scp_active_slot - beq _scp_is_active - lda #0x00 - bra _scp_have_pal - -_scp_is_active: - lda #0x08 ; palette 2 (vanilla `lda #$08` in UpdateCharNames @a24c) - -_scp_have_pal: - sta.l scp_pal_byte - -; base = $B966 + slot * 24 (per-slot stride confirmed via trace: -; $32 mirror at slot*24+0 (6 tiles padding), $34 mirror at -; slot*24+12 (6 tiles real name content)). - rep #0x20 - txa - and.w #0x000F - asl - asl - asl ; *8 - pha - asl ; *16 - clc - adc 1, s ; *16 + *8 = *24 - clc - adc.w #0xB966 - sta.b 0x32 - pla ; balance stack - sep #0x20 - ; Patch 6 entries on the ($32) mirror at offsets +1, +3, +5, +7, +9, +B - ldy.w #1 - jsr.w _scp_patch_six - ; Now patch the ($34) mirror at base + $0C - rep #0x20 - lda.b 0x32 - clc - adc.w #0x000C - sta.b 0x32 - sep #0x20 - ldy.w #1 - jsr.w _scp_patch_six - inx - bra _scp_slot_loop - -_scp_done: - rep #0x20 - pla - sta.b 0x32 - sep #0x20 - plb - plp - rts - -_scp_patch_six: - ; ($32) = row base in bank $7E. Y = first hi-byte offset. - ; Walks Y, Y+2, ..., Y+10. Masks `$E3`, ORs in `scp_pal_byte`. - phx - ldx.w #6 - -_scp_loop_six: - lda (0x32), y - and #0xE3 - ora.l scp_pal_byte - sta (0x32), y - iny - iny - dex - bne _scp_loop_six - plx - rts - -set_active_char_and_dirty: -""" -Writer-site shim for the active-char store (`sta $1822` at $03:A482, -followed by `sta $d0`). Original 5 bytes replaced by JSL + NOP. Shim -performs both stores then unconditionally marks cmd + names + -monsters dirty. The vanilla site fires only when the battle-menu -queue pops a new char (`check if menu needs to open` path in -`battle/char.asm:464`), so re-arming on every call is correct ; -a compare-against-current would mis-skip when the popped char -matches a stale value in $1822, leaving the prior cmd-window -tilemap on screen. -Caller has M=8, A holds the char index, DBR may differ from $7E. -""" - sep #0x20 - sta.l 0x7E1822 - sta.l 0x7E00D0 - pha - lda.l battle_menu_dirty - ora.b #CMD_DIRTY_BIT - sta.l battle_menu_dirty - ; Char-name palette patch (replaces the full names VWF re-render - ; that used to fire via REGION_DIRTY_NAMES on every rotation). - ; Walks the `$7E:B966` tilemap, rewrites the palette field of - ; each char's 6 max tiles on both pointer mirrors ; ~300 cycles - ; vs ~3M for the VWF re-render. Also flip names tilemap dirty - ; so the unified-DMA path uploads the patched tilemap to VRAM. - pla - pha - jsr.w set_active_char_palette - lda.l battle_render.tilemap_pending_mask - ora.b #battle_render.TILEMAP_PENDING_MAIN - sta.l battle_render.tilemap_pending_mask - pla - rtl +.alloc battle_redraw_gates_block in bank20_reloc { + status_hash := 0x7EEF9E ; hash of char-status bytes; gates DrawStatusText + obj_names_hash := 0x7EEF9F ; hash of monster slots + $1822; gates DrawObjNames + char_hp_hash := 0x7EEFA0 ; hash of char HP bytes; gates DrawCharHP + + CMD_DIRTY_BIT := 0x20 ; bit 5 of battle_menu_dirty + NAMES_DIRTY_BIT := 0x10 ; bit 4 of battle_menu_dirty (char names region) + MONSTER_DIRTY_BIT := 0x01 ; bit 0 of battle_monster_dirty (any monster name) + + mark_cmd_dirty: + """ + Set the cmd-window dirty bit. Callable from any bank via JSL/RTL. + 65816 `tsb` has no long-addressing form ; emulate via lda/ora/sta. + """ + lda.l battle_menu_dirty + ora.b #CMD_DIRTY_BIT + sta.l battle_menu_dirty + rtl + + walker_rtl: + """ + RTL wrapper around `set_active_char_palette` so bank-02 callers + can JSL into it with matching pop. Reads $1822 into A first so + caller doesn't have to set it up. + """ + lda.l 0x7E1822 + jsr.w set_active_char_palette + rtl + + gate_status_check: + """ + Bank-20 body for the DrawStatusText hash gate. XOR of char-slot + status-1 bytes ($2003+slot*$40). Sets carry on dirty, clears on + clean. Caller (bank-02 trampoline at $02:97F8) tail-jumps to + $A2A1 on dirty, rts on clean. + """ + lda.l 0x7E2003 + eor.l 0x7E2043 + eor.l 0x7E2083 + eor.l 0x7E20C3 + eor.l 0x7E2103 + cmp.l status_hash + beq _gsc_clean + sta.l status_hash + sec + rtl + + _gsc_clean: + clc + rtl + + gate_obj_names_check: + """ + Bank-20 body for the DrawObjNames hash gate. XOR of monster slot + type bytes ($29B5..$29B8) + active-char index ($1822). Sets + carry on dirty (re-render needed), clears carry on clean. + Caller (bank-02 trampoline at $02:97C2) tail-jumps to $99D3 on + dirty, rts on clean. + """ + lda.l 0x7E29B5 + eor.l 0x7E29B6 + eor.l 0x7E29B7 + eor.l 0x7E29B8 + eor.l 0x7E1822 + cmp.l obj_names_hash + beq _goc_clean + sta.l obj_names_hash + sec + rtl + + _goc_clean: + clc + rtl + + mark_monsters_dirty_and_init: + """ + Hook shim for `UpdateDead` entry at $03:B1A0. The original 4 bytes + (`tdc ; tax; stx $a9`) get replaced by a JSL here ; this helper + sets the monsters-region dirty bit, then replicates the clobbered + prelude so execution can fall through to the original loop at + $03:B1A4. UpdateDead is the engine path that marks a monster + dead (`sta $29b5,x` with $FF after status apply) ; flagging + monsters dirty here lets the gated monster-name trampoline + re-render once the dead slot is wiped. + """ + lda.l battle_render.region_dirty_bits + ora.b #battle_render.REGION_DIRTY_MONSTERS + sta.l battle_render.region_dirty_bits + ; Propagate to cmd-window region: the cmd-window tilemap at $C1A5+ is + ; a mirror of the main view ($BE65+) overlaid with cmd tiles. If we + ; refresh monsters in the main view, the cmd mirror is stale, so set + ; CMD_DIRTY_BIT here too. The relocated DrawCmdWindow path picks this + ; up next frame and re-runs the WRAM mirror via `mirror_main_to_cmd`. + lda.l battle_menu_dirty + ora.b #CMD_DIRTY_BIT + sta.l battle_menu_dirty + tdc + tax + stx.b 0xa9 + rtl + + mark_all_dirty: + """ + Reset both dirty bytes to $FF so the next frame renders everything. + Called once at battle init. + """ + lda.b #0xFF + sta.l battle_menu_dirty + sta.l battle_monster_dirty + rtl + + .extern clear_names_window_buffer + .extern battle_render.REGION_DIRTY_MONSTERS + .extern battle_render.REGION_DIRTY_NAMES + .extern battle_render.region_dirty_bits + .extern battle_render.render_skipped + .extern battle_render.tilemap_pending_mask + .extern battle_render.TILEMAP_PENDING_MAIN + + reset_queue_dirty_bits: + """ + Seed all redraw-gate state for a fresh battle. Called once per + battle from the InitMenuWindows hook ($02:9A63). Normal sense + everywhere: 1 = dirty, 0 = clean. Seed all bytes to $FF so the + first frame renders everything ; the per-region gates clear their + own bits after rendering, and writer sites re-arm on state change. + """ + lda.b #0x00 + sta.l battle_render.render_skipped + lda.b #0xFF + sta.l battle_render.region_dirty_bits + sta.l battle_menu_dirty + sta.l battle_monster_dirty + rtl + + gated_clear_names_window_buffer: + """ + Wrap `clear_names_window_buffer` ($02:A299 call site) with the + names-region dirty-bit check. When names is clean (bit clear), + skip the tilemap wipe so the gated `init_names_gated` + skipped + DrawText leaves the VRAM tilemap untouched. Without this the + tilemap wipe still fires every frame and the gated render skip + leaves blank tiles on screen. + """ + lda.l battle_render.region_dirty_bits + bit.b #battle_render.REGION_DIRTY_NAMES + beq _gcnwb_skip + jsr.l clear_names_window_buffer + + _gcnwb_skip: + rtl + + set_active_char_palette: + """ + Walk all 5 char-name slots in the `$7E:B966` tilemap. Active slot + gets palette $04 (bit 2 of tilemap-entry hi byte = palette 1) ; + others get $00 (palette 0). + + Each char-name slot occupies row at `$B966 + slot * $40`. Names + are max 6 tiles wide in the FR translation. Each tilemap entry + is 2 bytes (low = tile id, hi = flags+palette). Two pointer + mirrors get written by the VWF dispatcher (`tilemap_write` + in message.s) at offsets +0 and +$0C of the row base, so 12 hi + bytes total per slot (6 on each mirror). + + A = active character SLOT on entry (vanilla `$1822` semantics). + + The on-screen tilemap is ordered by display position, NOT slot: + row R of `$B966` shows whoever vanilla's `CharOrderTbl` + (`$02:A1C8` = .byte 1,3,0,4,2) maps R to. The per-row loop below + already iterates display rows 0..4, so we compare each row's + CharOrderTbl entry against $1822 instead of comparing the row + index itself. Without this indirection, Cecil acting (slot 0) + used to light up row 0 of the tilemap, which displays slot 1 + (= Palom in the default order). + + M=8, X=8. + """ + + + php + sep #0x20 + rep #0x10 + phb + pha + lda.b #0x7E ; force DBR = $7E so `(0x32),y` writes to WRAM + pha + plb + pla + sta.l scp_active_slot + ; Save $32/$33 ; walker reuses as scratch indirect-ptr ; NMI + ; caller's BG / DMA state needs them preserved. + rep #0x20 + lda.b 0x32 + pha + sep #0x20 + ldx.w #0 + + _scp_slot_loop: + cpx.w #5 + bcs _scp_done + ; CharOrderTbl[row] = char slot displayed at this row. Compare to + ; the active slot; match -> highlight palette, miss -> palette 0. + lda.l 0x02A1C8, x + cmp.l scp_active_slot + beq _scp_is_active + lda #0x00 + bra _scp_have_pal + + _scp_is_active: + lda #0x08 ; palette 2 (vanilla `lda #$08` in UpdateCharNames @a24c) + + _scp_have_pal: + sta.l scp_pal_byte + + ; base = $B966 + slot * 24 (per-slot stride confirmed via trace: + ; $32 mirror at slot*24+0 (6 tiles padding), $34 mirror at + ; slot*24+12 (6 tiles real name content)). + rep #0x20 + txa + and.w #0x000F + asl + asl + asl ; *8 + pha + asl ; *16 + clc + adc 1, s ; *16 + *8 = *24 + clc + adc.w #0xB966 + sta.b 0x32 + pla ; balance stack + sep #0x20 + ; Patch 6 entries on the ($32) mirror at offsets +1, +3, +5, +7, +9, +B + ldy.w #1 + jsr.w _scp_patch_six + ; Now patch the ($34) mirror at base + $0C + rep #0x20 + lda.b 0x32 + clc + adc.w #0x000C + sta.b 0x32 + sep #0x20 + ldy.w #1 + jsr.w _scp_patch_six + inx + bra _scp_slot_loop + + _scp_done: + rep #0x20 + pla + sta.b 0x32 + sep #0x20 + plb + plp + rts + + _scp_patch_six: + ; ($32) = row base in bank $7E. Y = first hi-byte offset. + ; Walks Y, Y+2, ..., Y+10. Masks `$E3`, ORs in `scp_pal_byte`. + phx + ldx.w #6 + + _scp_loop_six: + lda (0x32), y + and #0xE3 + ora.l scp_pal_byte + sta (0x32), y + iny + iny + dex + bne _scp_loop_six + plx + rts + + set_active_char_and_dirty: + """ + Writer-site shim for the active-char store (`sta $1822` at $03:A482, + followed by `sta $d0`). Original 5 bytes replaced by JSL + NOP. Shim + performs both stores then unconditionally marks cmd + names + + monsters dirty. The vanilla site fires only when the battle-menu + queue pops a new char (`check if menu needs to open` path in + `battle/char.asm:464`), so re-arming on every call is correct ; + a compare-against-current would mis-skip when the popped char + matches a stale value in $1822, leaving the prior cmd-window + tilemap on screen. + Caller has M=8, A holds the char index, DBR may differ from $7E. + """ + sep #0x20 + sta.l 0x7E1822 + sta.l 0x7E00D0 + pha + lda.l battle_menu_dirty + ora.b #CMD_DIRTY_BIT + sta.l battle_menu_dirty + ; Char-name palette patch (replaces the full names VWF re-render + ; that used to fire via REGION_DIRTY_NAMES on every rotation). + ; Walks the `$7E:B966` tilemap, rewrites the palette field of + ; each char's 6 max tiles on both pointer mirrors ; ~300 cycles + ; vs ~3M for the VWF re-render. Also flip names tilemap dirty + ; so the unified-DMA path uploads the patched tilemap to VRAM. + pla + pha + jsr.w set_active_char_palette + lda.l battle_render.tilemap_pending_mask + ora.b #battle_render.TILEMAP_PENDING_MAIN + sta.l battle_render.tilemap_pending_mask + pla + rtl +} diff --git a/src/battle/sram.s b/src/battle/sram.s index 6512167..e7bba76 100644 --- a/src/battle/sram.s +++ b/src/battle/sram.s @@ -4,6 +4,7 @@ put_char/put_char_with_dakuten, `battle_display_char` jump-table dispatch and th helper. """ .include "src/battle/sram.i" +.include "../bank20.i" .import "assets" .import "dakuten" @@ -11,137 +12,140 @@ helper. BATTLE_DAKUTEN_TABLE = 0x16FA40 -.scope battle_flags { - """Battle-flags toggles for switching the message renderer between WRAM tiles and VWF.""" -set_vwf_render: -"""NOTE: set_sram_copy and clear_sram_copy removed - SRAM mode no longer used""" - battle_flags_set(0x02) - rtl -clear_vwf_render: - battle_flags_clear(0x02) - rtl -} -copy_battle_char: -"""Copy a glyph + its dakuten companion from the SRAM staging area to the destination pair.""" - lda.l sram_base + 0x2E00, x - sta (0x00), y - lda.l sram_base + 0x2E00 + 0x30, x - sta (0x02), y - rtl - -.scope wram { - """WRAM-mode put-char primitives used by the original battle text renderer.""" -put_char: - phx - sta (0x34), y - lda #0xFF - sta (0x32), y - iny - lda 0x36 - sta (0x32), y - sta (0x34), y - iny - plx - rtl -put_char_with_dakuten: - phx - .if 0 { - sec - sbc #0xF - asl - tax - lda.l BATTLE_DAKUTEN_TABLE, x - sta (0x32), y - lda.l BATTLE_DAKUTEN_TABLE + 1, x - sta (0x34), y - } else { - jsr.l lookup_dakuten - sta (0x32), y - xba - sta (0x34), y - lda #0x00 - xba +.alloc battle_sram_block in bank20_reloc { + .scope battle_flags { + """Battle-flags toggles for switching the message renderer between WRAM tiles and VWF.""" + set_vwf_render: + """NOTE: set_sram_copy and clear_sram_copy removed - SRAM mode no longer used""" + battle_flags_set(0x02) + rtl + clear_vwf_render: + battle_flags_clear(0x02) + rtl } - iny - lda 0x36 - sta (0x32), y - sta (0x34), y - iny - plx - rtl -} -; NOTE: sram scope removed - SRAM mode no longer used -; .scope sram { put_char, put_char_with_dakuten } - -battle_display_char: -""" -Dispatch a fixed-mode char draw to either the WRAM put_char or the messages_vwf renderer based on the active -battle_flags. -""" -{ - battle_flag_switch(battle_flags_jump_table) -battle_flags_jump_table: - .dw wram.put_char ; index 0 (flags = 0) - .dw wram.put_char ; index 2 (flags = 1) - fallback to WRAM - .dw messages_vwf.put_fixed_char_dakuten_far ; index 4 (flags = 2) - .dw messages_vwf.put_fixed_char_dakuten_far ; index 6 (flags = 3) - fallback -} + copy_battle_char: + """Copy a glyph + its dakuten companion from the SRAM staging area to the destination pair.""" + lda.l sram_base + 0x2E00, x + sta (0x00), y + lda.l sram_base + 0x2E00 + 0x30, x + sta (0x02), y + rtl + + .scope wram { + """WRAM-mode put-char primitives used by the original battle text renderer.""" + put_char: + phx + sta (0x34), y + lda #0xFF + sta (0x32), y + iny + lda 0x36 + sta (0x32), y + sta (0x34), y + iny + plx + rtl + put_char_with_dakuten: + phx + .if 0 { + sec + sbc #0xF + asl + tax + lda.l BATTLE_DAKUTEN_TABLE, x + sta (0x32), y + lda.l BATTLE_DAKUTEN_TABLE + 1, x + sta (0x34), y + } else { + jsr.l lookup_dakuten + sta (0x32), y + xba + sta (0x34), y + lda #0x00 + xba + } + iny + lda 0x36 + sta (0x32), y + sta (0x34), y + iny + plx + rtl + } -battle_display_dakuten_char: -""" -Dakuten-aware variant of `battle_display_char`: routes to the dakuten put_char or to messages_vwf depending on -battle_flags. -""" -{ - battle_flag_switch(battle_flags_jump_table) -battle_flags_jump_table: - .dw wram.put_char_with_dakuten ; index 0 (flags = 0) - .dw wram.put_char_with_dakuten ; index 2 (flags = 1) - fallback to WRAM - .dw messages_vwf.put_fixed_char_no_dakuten_far ; index 4 (flags = 2) - .dw messages_vwf.put_fixed_char_no_dakuten_far ; index 6 (flags = 3) - fallback -} + ; NOTE: sram scope removed - SRAM mode no longer used + ; .scope sram { put_char, put_char_with_dakuten } + + battle_display_char: + """ + Dispatch a fixed-mode char draw to either the WRAM put_char or the messages_vwf renderer based on the active + battle_flags. + """ + { + battle_flag_switch(battle_flags_jump_table) + battle_flags_jump_table: + .dw wram.put_char ; index 0 (flags = 0) + .dw wram.put_char ; index 2 (flags = 1) - fallback to WRAM + .dw messages_vwf.put_fixed_char_dakuten_far ; index 4 (flags = 2) + .dw messages_vwf.put_fixed_char_dakuten_far ; index 6 (flags = 3) - fallback + } -_sink: - rtl + battle_display_dakuten_char: + """ + Dakuten-aware variant of `battle_display_char`: routes to the dakuten put_char or to messages_vwf depending on + battle_flags. + """ + { + battle_flag_switch(battle_flags_jump_table) + battle_flags_jump_table: + .dw wram.put_char_with_dakuten ; index 0 (flags = 0) + .dw wram.put_char_with_dakuten ; index 2 (flags = 1) - fallback to WRAM + .dw messages_vwf.put_fixed_char_no_dakuten_far ; index 4 (flags = 2) + .dw messages_vwf.put_fixed_char_no_dakuten_far ; index 6 (flags = 3) - fallback + } -clear_names_window_buffer: -""" -Fill the names-window WRAM tilemap buffer with $FF (transparent / blank tile) starting at the address held in -$EF52. -""" - phx - phy - rep #0x20 - ldy.w #0 - ldx.w 0xef52 - -_clear_name_loop: - lda.w #0x00ff - sta.l 0x7e0000, x - sta.l 0x7e0002, x - sta.l 0x7e0004, x - sta.l 0x7e0006, x - sta.l 0x7e0008, x - sta.l 0x7e000a, x - - txa - clc - adc.w #6 * 2 - tax - iny - tya - cmp.w #5 * 2 - - bne _clear_name_loop - - - sep #0x20 - ply - plx - tdc - sta 0x74FC, y - rtl - - .include "src/battle/message.s" + _sink: + rtl + + clear_names_window_buffer: + """ + Fill the names-window WRAM tilemap buffer with $FF (transparent / blank tile) starting at the address held in + $EF52. + """ + phx + phy + rep #0x20 + ldy.w #0 + ldx.w 0xef52 + + _clear_name_loop: + lda.w #0x00ff + sta.l 0x7e0000, x + sta.l 0x7e0002, x + sta.l 0x7e0004, x + sta.l 0x7e0006, x + sta.l 0x7e0008, x + sta.l 0x7e000a, x + + txa + clc + adc.w #6 * 2 + tax + iny + tya + cmp.w #5 * 2 + + bne _clear_name_loop + + + sep #0x20 + ply + plx + tdc + sta 0x74FC, y + rtl + + .include "src/battle/message.s" +} diff --git a/src/dakuten.s b/src/dakuten.s index 756dafc..30c24cc 100755 --- a/src/dakuten.s +++ b/src/dakuten.s @@ -1,59 +1,64 @@ """ +.include "bank20.i" + Dakuten composite-glyph table + `lookup_dakuten` helper that maps a (prev_char, current_char) pair to the dakuten/handakuten composite tile pair. """ -.incbin "assets/dakuten.bin" -lookup_dakuten: -""" -input: A 8bit: current char -output: A 16bits: the resolved char -""" -{ - php - sep #0x20 - cmp.l assets_dakuten_bin - bmi _char_out_of_range - cmp.l assets_dakuten_bin + 2 - bpl _char_out_of_range - - phx - rep #0x20 - and.w #0x00ff - sec - sbc.l assets_dakuten_bin - asl - tax - - lda.l assets_dakuten_bin + 4, x - - sep #0x20 - plx - bra _exit -_char_out_of_range: - xba - lda #0xff - -_exit: - plp - rtl -} +.alloc dakuten_block in bank20_reloc { + .incbin "assets/dakuten.bin" + + lookup_dakuten: + """ + input: A 8bit: current char + output: A 16bits: the resolved char + """ + { + php + sep #0x20 + cmp.l assets_dakuten_bin + bmi _char_out_of_range + cmp.l assets_dakuten_bin + 2 + bpl _char_out_of_range + + phx + rep #0x20 + and.w #0x00ff + sec + sbc.l assets_dakuten_bin + asl + tax + + lda.l assets_dakuten_bin + 4, x + + sep #0x20 + plx + bra _exit + _char_out_of_range: + xba + lda #0xff + + _exit: + plp + rtl + } + + _store_char_with_dakuten: + { + jsr.l lookup_dakuten + cmp #0xff + beq _skip + sta.l 0x7E0000, x + _skip: + + sta.l 0x7E0040, x -_store_char_with_dakuten: -{ - jsr.l lookup_dakuten - cmp #0xff - beq _skip - sta.l 0x7E0000, x -_skip: - - sta.l 0x7E0040, x - -;0187A9 9F 00 00 7E STA $7E0000,X -;0187AD E8 INX -;0187AE E8 INX -;0187AF C8 INY - rtl + ;0187A9 9F 00 00 7E STA $7E0000,X + ;0187AD E8 INX + ;0187AE E8 INX + ;0187AF C8 INY + rtl + } } diff --git a/src/dialog.s b/src/dialog.s index 8c0f8db..85dadc5 100644 --- a/src/dialog.s +++ b/src/dialog.s @@ -3,202 +3,206 @@ Dialog-text plumbing: 24-bit pointer resolver for translated bank 1-1/1-2/2 stri parser to load the next message. """ .include "src/vwf.i" +.include "bank20.i" .import "assets" .extern dialog_bank_ptr_base -get_bank1_1_pointer: -"""Get a 24-bit dialog pointer for bank 1-1.""" - rep #0x20 - lda.l assets_bank1_1_ptr, x - sta.b dialog_ptr - lda.w #0x0000 - sep #0x20 - lda.l assets_bank1_1_ptr + 2, x - sta.b dialog_ptr + 2 - lda.b #0x01 - rtl - -get_bank1_2_pointer: -""" -Get a 24-bit dialog pointer for bank 1-2. - -> Note: bank 1-1 is only 0x100 pointers long, not 0x200 as the text dump suggests. -""" - - - rep #0x20 - lda.l assets_bank1_1_ptr + 0x300, x - sta.b dialog_ptr - lda.w #0x0000 - sep #0x20 - lda.l assets_bank1_1_ptr + 0x300 + 2, x - sta.b dialog_ptr + 2 - lda #0x01 - rtl - -get_bank3_pointer: -""" -Compute pointer for NPC dialogs. -Organized per room ; a linear lookup inside the room finds the start of the string. -""" - - - rep #0x20 - lda.l dialog_bank_ptr_base + 0x600, x - sta.b dialog_ptr - lda.w #0x0000 - sep #0x20 - lda.l dialog_bank_ptr_base + 0x600 + 2, x - sta.b dialog_ptr + 2 - lda #0x02 - rtl - -compute_dialog_text_offset: -"""Compute index into dialog pointer table from current text id ($B2).""" - lda.b 0xB2 - sta.b dialog_ptr - stz.b dialog_ptr + 1 - rep #0x20 - lda.b dialog_ptr - clc - asl - adc.b dialog_ptr - tax - sep #0x20 - rtl - -get_bank2_pointer: -""" -Get a 24-bit dialog pointer for bank 2. - -Walks the string character-by-character to handle variable-length encoding. -""" - - -{ - rep #0x20 - lda.b dialog_ptr - asl - clc - adc.b dialog_ptr - tax - lda.l assets_bank2_ptr, x - sta.b dialog_ptr - lda.w #0x0000 - sep #0x20 - lda.l assets_bank2_ptr + 2, x - sta.b dialog_ptr + 2 - ldx.b dialog_ptr - lda.b 0xB2 - beq _end - tay - -_loop: - jsr.w _load_letter_inc - bne _loop - jsr.w _load_letter_dec - pha - jsr.w _load_letter_inc - pla - cmp #0x03 - beq _loop - pha - pla - cmp #0x04 - beq _loop - cmp #0xfe - beq _loop - dey - bne _loop - inx - -_end: - stx.w 0x0772 - stz.b 0xDD - rtl - -_load_letter_dec: - ldx.b dialog_ptr - dex - bmi _ok - dec.b dialog_ptr + 2 - ldx.w #0xFFFF - bra _ok - -_load_letter_inc: - ldx.b dialog_ptr - inx - bmi _ok - inc.b dialog_ptr + 2 - ldx.w #0x8000 - -_ok: - stx.b dialog_ptr - -_load_letter: - ldx.b dialog_ptr - phb - lda.b dialog_ptr + 2 - pha - plb - lda.w 0x0000, x - plb - pha - pla - rts -} - - -_incpointer: -{ - phx - ldx.w 0x0772 - inx - bne _no_overflow - inc.b dialog_ptr + 2 - ldx.w #0x8000 - -_no_overflow: - stx.w 0x0772 - plx - rts +.alloc dialog_block in bank20_reloc { + get_bank1_1_pointer: + """Get a 24-bit dialog pointer for bank 1-1.""" + rep #0x20 + lda.l assets_bank1_1_ptr, x + sta.b dialog_ptr + lda.w #0x0000 + sep #0x20 + lda.l assets_bank1_1_ptr + 2, x + sta.b dialog_ptr + 2 + lda.b #0x01 + rtl + + get_bank1_2_pointer: + """ + Get a 24-bit dialog pointer for bank 1-2. + + > Note: bank 1-1 is only 0x100 pointers long, not 0x200 as the text dump suggests. + """ + + + rep #0x20 + lda.l assets_bank1_1_ptr + 0x300, x + sta.b dialog_ptr + lda.w #0x0000 + sep #0x20 + lda.l assets_bank1_1_ptr + 0x300 + 2, x + sta.b dialog_ptr + 2 + lda #0x01 + rtl + + get_bank3_pointer: + """ + Compute pointer for NPC dialogs. + + Organized per room ; a linear lookup inside the room finds the start of the string. + """ + + + rep #0x20 + lda.l dialog_bank_ptr_base + 0x600, x + sta.b dialog_ptr + lda.w #0x0000 + sep #0x20 + lda.l dialog_bank_ptr_base + 0x600 + 2, x + sta.b dialog_ptr + 2 + lda #0x02 + rtl + + compute_dialog_text_offset: + """Compute index into dialog pointer table from current text id ($B2).""" + lda.b 0xB2 + sta.b dialog_ptr + stz.b dialog_ptr + 1 + rep #0x20 + lda.b dialog_ptr + clc + asl + adc.b dialog_ptr + tax + sep #0x20 + rtl + + get_bank2_pointer: + """ + Get a 24-bit dialog pointer for bank 2. + + Walks the string character-by-character to handle variable-length encoding. + """ + + + { + rep #0x20 + lda.b dialog_ptr + asl + clc + adc.b dialog_ptr + tax + lda.l assets_bank2_ptr, x + sta.b dialog_ptr + lda.w #0x0000 + sep #0x20 + lda.l assets_bank2_ptr + 2, x + sta.b dialog_ptr + 2 + ldx.b dialog_ptr + lda.b 0xB2 + beq _end + tay + + _loop: + jsr.w _load_letter_inc + bne _loop + jsr.w _load_letter_dec + pha + jsr.w _load_letter_inc + pla + cmp #0x03 + beq _loop + pha + pla + cmp #0x04 + beq _loop + cmp #0xfe + beq _loop + dey + bne _loop + inx + + _end: + stx.w 0x0772 + stz.b 0xDD + rtl + + _load_letter_dec: + ldx.b dialog_ptr + dex + bmi _ok + dec.b dialog_ptr + 2 + ldx.w #0xFFFF + bra _ok + + _load_letter_inc: + ldx.b dialog_ptr + inx + bmi _ok + inc.b dialog_ptr + 2 + ldx.w #0x8000 + + _ok: + stx.b dialog_ptr + + _load_letter: + ldx.b dialog_ptr + phb + lda.b dialog_ptr + 2 + pha + plb + lda.w 0x0000, x + plb + pha + pla + rts + } + + + _incpointer: + { + phx + ldx.w 0x0772 + inx + bne _no_overflow + inc.b dialog_ptr + 2 + ldx.w #0x8000 + + _no_overflow: + stx.w 0x0772 + plx + rts + } + + + load_letter_inc: + """Advance dialog cursor by one character.""" + { + ldx.w 0x0772 + inx + cpx.w #0x0000 + bne _no_overflow + inc.b dialog_ptr + 2 + ldx.w #0x8000 + + _no_overflow: + stx.w 0x0772 + } + + + load_letter: + """Peek the current character from the dialog stream into CURRENT_C.""" + ldx.w 0x0772 + phb + lda.b dialog_ptr + 2 + pha + plb + lda.b #0x00 + xba + lda.b #0x00 + rep #0x20 + lda.w 0x0000, x + sta.b CURRENT_C + + sep #0x20 + plb + pha + pla + + rts } - - -load_letter_inc: -"""Advance dialog cursor by one character.""" -{ - ldx.w 0x0772 - inx - cpx.w #0x0000 - bne _no_overflow - inc.b dialog_ptr + 2 - ldx.w #0x8000 - -_no_overflow: - stx.w 0x0772 -} - - -load_letter: -"""Peek the current character from the dialog stream into CURRENT_C.""" - ldx.w 0x0772 - phb - lda.b dialog_ptr + 2 - pha - plb - lda.b #0x00 - xba - lda.b #0x00 - rep #0x20 - lda.w 0x0000, x - sta.b CURRENT_C - - sep #0x20 - plb - pha - pla - - rts diff --git a/src/ingame/drops_rolling.s b/src/ingame/drops_rolling.s index 3529bd6..50769f1 100644 --- a/src/ingame/drops_rolling.s +++ b/src/ingame/drops_rolling.s @@ -97,474 +97,478 @@ DROPS_SCROLL_STATE_SCROLLING := 1 ; --- Profile hooks (stubs, real implementations land alongside the ; drops geometry + tilemap layout work) ----------------------------------- -drops_ensure_hdma_initialized: -"""Lazy init: pin BG4VOFS shadow to 0 + configure ch4 driving BG4VOFS on first scroll.""" - rep #0x20 - lda.w drops_rolling_base_scroll - cmp.w #0xFFFF - bne _drops_hdma_already_init - -; treasure_drops_window is anchored at BG (0, 0): top border at BG -; row 0 = BG line 0. The HDMA header band offsets BG4VOFS so the -; window appears on screen at y=24 (matching where the original -; TreasureItemsWindow at $01:E275 lived). Items render at staging -; rows 4,6,8,10 — engine body math uses base_scroll=0 so screen -; y=32..95 reads exactly those rows. - lda.w #0xFFE8 - ; -24: drops band starts at screen y=24. Items render at staging - ; rows 2,4,6,8 (DrawItemName lays glyphs into the row pointed at by - ; $1d = $29 + $40, so slot 0 with Y=$44 lands at row 2, not row 1). - ; Engine body math `scroll = base + slot*16 - row*16` collapses to - ; base for visible row 0..3 with buffer_pos=0; VOFS=-24 maps screen - ; y=32..95 to BG lines 8..71. Item 0 at BG row 2 = lines 16..23 lies - ; in the upper half of the body row 0 band (y=32..47). - sta.w drops_rolling_base_scroll - -; Configure HDMA channel 4: DIRECT mode 2 bytes, dest BG4VOFS ($2114), -; src $7E:9880 (drops active table). - sep #0x20 - lda #0x02 - sta.l DROPS_HDMA4_CTRL - lda #0x14 - sta.l DROPS_HDMA4_DEST - rep #0x20 - lda.w #DROPS_HDMA_TABLE_ADDR - sta.l DROPS_HDMA4_SRC_LO - sep #0x20 - lda #DROPS_HDMA_BANK - sta.l DROPS_HDMA4_SRC_BANK - -; Enable ch4 (BG4VOFS) only. TM HDMA mask via ch1 disabled — writes -; to $212C per-scanline blank the screen for reasons not yet -; understood (probably PPU/HDMA timing quirk in BGMODE 0). For now -; rely on BG4 staging being zero-filled past the drops content (tile -; 0 = transparent if CHR slot 0 is blank); residual bleed is the -; trade-off. - lda.l 0x7E1BAE - ora #0x10 - sta.l 0x7E1BAE - sta.w drops_hdma_enable - ; Build the initial HDMA shadow table + signal the NMI shadow→active - ; copy so ch4 has valid scroll values on the very first frame, not - ; just after the first scroll-trigger update. - jsr.w update_drops_scroll_hdma - rts - -_drops_hdma_already_init: - sep #0x20 - rts - -drops_render_item_to_slot: -"""Render one drops item from $7E:FF28 + edge_row*Item.__size into the BG3 buffer at $7E:D600 + slot_index*128 + 4.""" - php - phb - lda #0x7E - pha - plb - rep #0x30 - pha - phx - phy - lda.b 0x5a - pha - lda.b 0x29 - pha - lda.b 0x45 - pha - lda.b 0x33 - pha - sep #0x20 - lda.b 0x5d - pha - lda.b 0xDB - pha - rep #0x20 - ; Pin $29 = $C600 (BG4 staging). TreasureItemsWindow is already - ; drawn on BG4 by original at $01:D817, so rendering drops items - ; INTO that same BG4 frame keeps the layout self-contained: one - ; window + items on one layer, one DMA path to VRAM. - lda.w #0xC600 - sta.b 0x29 - sep #0x20 - lda.w drops_rolling_edge_row - asl - clc - adc #0x28 - sta.b 0x5a - lda #0xFF - adc #0x00 - sta.b 0x5b - rep #0x20 - lda.b 0x5a - tax - sep #0x20 - lda.l 0x7E0000 + Item.id, x - pha - lda.l 0x7E0000 + Item.qty, x - sta.b 0x5C - stz.b 0x34 - pla - jsr.l check_can_use_item_trampoline - ; --- VWF tile-id offset for drops (disjoint from treasure inventory) --- - ; `items_menu_vwf.draw_field_item_name` computes - ; `tile_id_base = FIELD_ITEM_VWF_TILE_BASE + $5D * K`. Treasure inventory - ; calls the same helper with $5D = treasure_slot_index ; if drops were - ; to pass its raw slot_index too, both panels would land on the same - ; tile_ids in BG3 CHR ($5000..$56E0) and the second renderer of each - ; frame would overwrite the first one's glyphs (the garbage-tiles bug - ; visible in the chest-with-monster-drop screen). Offset by 11 so - ; drops slots 0..5 land at tile_ids $16E..$1A9 (CHR $56E0..$5A90), - ; past treasure's 6-buffer-slot region at $100..$13B. drops's tilemap - ; target stays at $7E:C600 (its own BG3 staging surface) so the offset - ; only affects CHR allocation, not where the glyphs land on screen. - ; - ; VWF_CALLER_CTX=1 also tells items_menu_vwf to write the SECONDARY - ; flush descriptor (DROPS_VWF_VRAM_DEST_WORD + DROPS_VWF_BYTE_COUNT + - ; DROPS_VWF_CHR_SRC_OFFSET) and redirect VWF_CHR_DIRTY -> DIRTY_B so - ; the NMI flush hits drops's VRAM range without trampling treasure's - ; primary descriptor. Cleared after the render so subsequent - ; treasure-side calls fall back to primary. - lda.w drops_rolling_slot_index - clc - adc #DROPS_VWF_TILE_SLOT_OFFSET - sta.b 0x5d - lda #0x01 - sta.l VWF_CALLER_CTX - rep #0x20 - lda.w drops_rolling_slot_index - and.w #0x00FF - xba - lsr - clc - adc.w #0x0044 - tay - sep #0x20 - jsr.l draw_item_slot_inner_trampoline - lda #0x00 - sta.l VWF_CALLER_CTX - pla - sta.b 0xDB - pla - sta.b 0x5d - rep #0x20 - pla - sta.b 0x33 - pla - sta.b 0x45 - pla - sta.b 0x29 - pla - sta.b 0x5a - rep #0x10 - ply - plx - pla - plb - plp - rts - -clear_drops_slot: -"""Blank a single drops tilemap slot. STUB.""" - rts - -update_drops_scroll_hdma: -"""Build the drops HDMA shadow table via the shared engine.""" - ; Build drops HDMA scroll table. Inlined from the former - ; engine_update_scroll_hdma macro for the same reason as treasure. -{ - php - rep #0x30 - pha - phx - phy - lda.b 0x40 - pha - lda.b 0x42 - pha - ldx.w #0x0000 - jsr.w _drops_hdma_header - stz.b 0x42 - -_row_loop: - lda.w drops_rolling + RollingBufferState.buffer_pos - and.w #0x00FF - clc - adc.b 0x42 - -_mod_loop: - cmp.w #DROPS_BUFFER_SLOTS - bcc _mod_done - sec - sbc.w #DROPS_BUFFER_SLOTS - bra _mod_loop - -_mod_done: - asl - asl - asl - asl - sta.b 0x40 - lda.b 0x42 - and.w #0x00FF - asl - asl - asl - asl - eor.w #0xFFFF - inc - clc - adc.b 0x40 - clc - adc.w drops_rolling + RollingBufferState.base_scroll - sta.b 0x40 - sep #0x20 - lda #16 - sta.l DROPS_HDMA_SHADOW, x - inx - rep #0x20 - lda.b 0x40 - sta.l DROPS_HDMA_SHADOW, x - inx - inx - rep #0x20 - inc.b 0x42 - lda.b 0x42 - cmp.w #DROPS_VISIBLE_ITEMS - bcs _row_loop_done - jmp.w _row_loop - -_row_loop_done: - jsr.w _drops_hdma_footer - sep #0x20 - lda #0x00 - sta.l DROPS_HDMA_SHADOW, x - jsr.w _drops_hdma_signal - rep #0x20 - pla - sta.b 0x42 - pla - sta.b 0x40 - ply - plx - pla - plp - rts +.include "../bank20.i" + +.alloc drops_rolling_block in bank20_reloc { + drops_ensure_hdma_initialized: + """Lazy init: pin BG4VOFS shadow to 0 + configure ch4 driving BG4VOFS on first scroll.""" + rep #0x20 + lda.w drops_rolling_base_scroll + cmp.w #0xFFFF + bne _drops_hdma_already_init + + ; treasure_drops_window is anchored at BG (0, 0): top border at BG + ; row 0 = BG line 0. The HDMA header band offsets BG4VOFS so the + ; window appears on screen at y=24 (matching where the original + ; TreasureItemsWindow at $01:E275 lived). Items render at staging + ; rows 4,6,8,10 — engine body math uses base_scroll=0 so screen + ; y=32..95 reads exactly those rows. + lda.w #0xFFE8 + ; -24: drops band starts at screen y=24. Items render at staging + ; rows 2,4,6,8 (DrawItemName lays glyphs into the row pointed at by + ; $1d = $29 + $40, so slot 0 with Y=$44 lands at row 2, not row 1). + ; Engine body math `scroll = base + slot*16 - row*16` collapses to + ; base for visible row 0..3 with buffer_pos=0; VOFS=-24 maps screen + ; y=32..95 to BG lines 8..71. Item 0 at BG row 2 = lines 16..23 lies + ; in the upper half of the body row 0 band (y=32..47). + sta.w drops_rolling_base_scroll + + ; Configure HDMA channel 4: DIRECT mode 2 bytes, dest BG4VOFS ($2114), + ; src $7E:9880 (drops active table). + sep #0x20 + lda #0x02 + sta.l DROPS_HDMA4_CTRL + lda #0x14 + sta.l DROPS_HDMA4_DEST + rep #0x20 + lda.w #DROPS_HDMA_TABLE_ADDR + sta.l DROPS_HDMA4_SRC_LO + sep #0x20 + lda #DROPS_HDMA_BANK + sta.l DROPS_HDMA4_SRC_BANK + + ; Enable ch4 (BG4VOFS) only. TM HDMA mask via ch1 disabled — writes + ; to $212C per-scanline blank the screen for reasons not yet + ; understood (probably PPU/HDMA timing quirk in BGMODE 0). For now + ; rely on BG4 staging being zero-filled past the drops content (tile + ; 0 = transparent if CHR slot 0 is blank); residual bleed is the + ; trade-off. + lda.l 0x7E1BAE + ora #0x10 + sta.l 0x7E1BAE + sta.w drops_hdma_enable + ; Build the initial HDMA shadow table + signal the NMI shadow→active + ; copy so ch4 has valid scroll values on the very first frame, not + ; just after the first scroll-trigger update. + jsr.w update_drops_scroll_hdma + rts + + _drops_hdma_already_init: + sep #0x20 + rts + + drops_render_item_to_slot: + """Render one drops item from $7E:FF28 + edge_row*Item.__size into the BG3 buffer at $7E:D600 + slot_index*128 + 4.""" + php + phb + lda #0x7E + pha + plb + rep #0x30 + pha + phx + phy + lda.b 0x5a + pha + lda.b 0x29 + pha + lda.b 0x45 + pha + lda.b 0x33 + pha + sep #0x20 + lda.b 0x5d + pha + lda.b 0xDB + pha + rep #0x20 + ; Pin $29 = $C600 (BG4 staging). TreasureItemsWindow is already + ; drawn on BG4 by original at $01:D817, so rendering drops items + ; INTO that same BG4 frame keeps the layout self-contained: one + ; window + items on one layer, one DMA path to VRAM. + lda.w #0xC600 + sta.b 0x29 + sep #0x20 + lda.w drops_rolling_edge_row + asl + clc + adc #0x28 + sta.b 0x5a + lda #0xFF + adc #0x00 + sta.b 0x5b + rep #0x20 + lda.b 0x5a + tax + sep #0x20 + lda.l 0x7E0000 + Item.id, x + pha + lda.l 0x7E0000 + Item.qty, x + sta.b 0x5C + stz.b 0x34 + pla + jsr.l check_can_use_item_trampoline + ; --- VWF tile-id offset for drops (disjoint from treasure inventory) --- + ; `items_menu_vwf.draw_field_item_name` computes + ; `tile_id_base = FIELD_ITEM_VWF_TILE_BASE + $5D * K`. Treasure inventory + ; calls the same helper with $5D = treasure_slot_index ; if drops were + ; to pass its raw slot_index too, both panels would land on the same + ; tile_ids in BG3 CHR ($5000..$56E0) and the second renderer of each + ; frame would overwrite the first one's glyphs (the garbage-tiles bug + ; visible in the chest-with-monster-drop screen). Offset by 11 so + ; drops slots 0..5 land at tile_ids $16E..$1A9 (CHR $56E0..$5A90), + ; past treasure's 6-buffer-slot region at $100..$13B. drops's tilemap + ; target stays at $7E:C600 (its own BG3 staging surface) so the offset + ; only affects CHR allocation, not where the glyphs land on screen. + ; + ; VWF_CALLER_CTX=1 also tells items_menu_vwf to write the SECONDARY + ; flush descriptor (DROPS_VWF_VRAM_DEST_WORD + DROPS_VWF_BYTE_COUNT + + ; DROPS_VWF_CHR_SRC_OFFSET) and redirect VWF_CHR_DIRTY -> DIRTY_B so + ; the NMI flush hits drops's VRAM range without trampling treasure's + ; primary descriptor. Cleared after the render so subsequent + ; treasure-side calls fall back to primary. + lda.w drops_rolling_slot_index + clc + adc #DROPS_VWF_TILE_SLOT_OFFSET + sta.b 0x5d + lda #0x01 + sta.l VWF_CALLER_CTX + rep #0x20 + lda.w drops_rolling_slot_index + and.w #0x00FF + xba + lsr + clc + adc.w #0x0044 + tay + sep #0x20 + jsr.l draw_item_slot_inner_trampoline + lda #0x00 + sta.l VWF_CALLER_CTX + pla + sta.b 0xDB + pla + sta.b 0x5d + rep #0x20 + pla + sta.b 0x33 + pla + sta.b 0x45 + pla + sta.b 0x29 + pla + sta.b 0x5a + rep #0x10 + ply + plx + pla + plb + plp + rts + + clear_drops_slot: + """Blank a single drops tilemap slot. STUB.""" + rts + + update_drops_scroll_hdma: + """Build the drops HDMA shadow table via the shared engine.""" + ; Build drops HDMA scroll table. Inlined from the former + ; engine_update_scroll_hdma macro for the same reason as treasure. + { + php + rep #0x30 + pha + phx + phy + lda.b 0x40 + pha + lda.b 0x42 + pha + ldx.w #0x0000 + jsr.w _drops_hdma_header + stz.b 0x42 + + _row_loop: + lda.w drops_rolling + RollingBufferState.buffer_pos + and.w #0x00FF + clc + adc.b 0x42 + + _mod_loop: + cmp.w #DROPS_BUFFER_SLOTS + bcc _mod_done + sec + sbc.w #DROPS_BUFFER_SLOTS + bra _mod_loop + + _mod_done: + asl + asl + asl + asl + sta.b 0x40 + lda.b 0x42 + and.w #0x00FF + asl + asl + asl + asl + eor.w #0xFFFF + inc + clc + adc.b 0x40 + clc + adc.w drops_rolling + RollingBufferState.base_scroll + sta.b 0x40 + sep #0x20 + lda #16 + sta.l DROPS_HDMA_SHADOW, x + inx + rep #0x20 + lda.b 0x40 + sta.l DROPS_HDMA_SHADOW, x + inx + inx + rep #0x20 + inc.b 0x42 + lda.b 0x42 + cmp.w #DROPS_VISIBLE_ITEMS + bcs _row_loop_done + jmp.w _row_loop + + _row_loop_done: + jsr.w _drops_hdma_footer + sep #0x20 + lda #0x00 + sta.l DROPS_HDMA_SHADOW, x + jsr.w _drops_hdma_signal + rep #0x20 + pla + sta.b 0x42 + pla + sta.b 0x40 + ply + plx + pla + plp + rts + } + + _drops_hdma_header: + """Header: 32 lines at base (-24) — off-screen 24 lines + 8 lines top border.""" + sep #0x20 + lda #32 + sta.l DROPS_HDMA_SHADOW, x + inx + rep #0x20 + lda.w drops_rolling_base_scroll + sta.l DROPS_HDMA_SHADOW, x + inx + inx + rts + + _drops_hdma_footer: + """ + Footer: 25 lines bottom border + 87 lines trail keeping BG4 off content. + + Header (32) + body (5 visible × 16 = 80) + footer (25 + 87 = 112) = 224 visible scanlines. + + The border zone runs 25 lines (vs the natural 16) to step the trail's starting BG line past + the bottom-border row. With the border zone @ -8, scanlines y=112..136 read BG rows 13..15 + (border + 2 blank padding rows). The trail @ -24 then starts at y=137, reading BG row 14 + — past the border row 13 — so the border tile doesn't get repeated for several scanlines as + the trail kicks in. + + The +1 odd count (25 vs even) shifts the trail boundary to y=137 instead of y=136. ch6 + (treasure BG3VOFS) has a band boundary at y=136 (border-to-body) ; the +1 keeps ch4 (drops) + and ch6 from reloading on the same scanline. + """ + + + sep #0x20 + lda #25 + sta.l DROPS_HDMA_SHADOW, x + inx + rep #0x20 + lda.w #0xFFF8 + ; -8: bottom border (BG row 13) at screen y=112..137. 25 lines covers BG rows 13..15 + ; (border + 2 blank padding) so the trail @ -24 starts at y=137 reading BG row 14 + ; instead of looping back to row 13 — prevents the border tile repeating visually. + sta.l DROPS_HDMA_SHADOW, x + inx + inx + sep #0x20 + lda #87 + sta.l DROPS_HDMA_SHADOW, x + inx + rep #0x20 + lda.w #0xFFE8 + ; -24 again: y=137..223 reads BG rows 14..24 (empty padding) so BG4 stays off content. + sta.l DROPS_HDMA_SHADOW, x + inx + inx + rts + + _drops_hdma_signal: + """NMI shadow-copy signal for the drops ch4 table.""" + sep #0x20 + lda #0x01 + sta.w drops_hdma_copy_pending + rts + + + ; --- Engine instantiations ------------------------------------------------- + + drops_init_impl: + """ + Init drops rolling buffer via the bank-20 engine. State + hook + far-ptrs live at $7E:9C30 (relocated out of $1B00-$1BFF). Drops render + onto BG4 staging ($7E:C600) alongside TreasureItemsWindow ($01:E275 + def_window 1, 3, 27, 10) which the draw_window hook redraws first so + the engine can write items into the just-drawn frame without the + original $01:D817 DrawWindow call clobbering them. + """ + php + rep #0x30 + sep #0x20 + lda.b #DROPS_VISIBLE_ITEMS + sta.l 0x7E0000 + drops_rolling + RollingBufferState.visible_rows + lda.b #0x02 + sta.l 0x7E0000 + drops_rolling + RollingBufferState.slot_height_tiles + ; item_list_ptr = $7E:FF28 (treasure drops table) + lda.b #0x28 + sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_list_ptr + lda.b #0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_list_ptr + 1 + lda.b #0x7E + sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_list_ptr + 2 + lda.b #DROPS_TOTAL_ITEMS + sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_count + lda.b #0x04 + sta.l 0x7E0000 + drops_rolling + RollingBufferState.hdma_channel + lda.b #0x80 + sta.l 0x7E0000 + drops_rolling + RollingBufferState.vwf_cfg_ptr + lda.b #0x70 + sta.l 0x7E0000 + drops_rolling + RollingBufferState.vwf_cfg_ptr + 1 + lda.b #0x70 + sta.l 0x7E0000 + drops_rolling + RollingBufferState.vwf_cfg_ptr + 2 + lda.b #drops_fn_render_slot_trampoline & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_render_slot + lda.b #( drops_fn_render_slot_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_render_slot + 1 + lda.b #( drops_fn_render_slot_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_render_slot + 2 + lda.b #drops_fn_update_hdma_trampoline & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_update_hdma + lda.b #( drops_fn_update_hdma_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_update_hdma + 1 + lda.b #( drops_fn_update_hdma_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_update_hdma + 2 + lda.b #drops_fn_draw_window_trampoline & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window + lda.b #( drops_fn_draw_window_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window + 1 + lda.b #( drops_fn_draw_window_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window + 2 + lda.b #ROLLING_MENU_ID_DROPS + sta.l 0x7E0000 + drops_rolling + RollingBufferState.menu_id + plp + php + rep #0x10 + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_init + plp + rtl + + drops_fn_render_slot_trampoline: + """Bank-20 RTL wrapper around `drops_render_item_to_slot`.""" + php + jsr.w drops_render_item_to_slot + plp + rtl + + drops_fn_update_hdma_trampoline: + """Bank-20 RTL wrapper around `drops_ensure_hdma_initialized`.""" + php + jsr.w drops_ensure_hdma_initialized + plp + rtl + + drops_fn_draw_window_trampoline: + """Bank-20 RTL wrapper around `_drops_draw_window`.""" + php + jsr.w _drops_draw_window + plp + rtl + + + _drops_draw_window: + """Pre-render hook: SelectBG4 + DrawWindow(treasure_drops_window) so $29=$C600 is live before items render.""" + sep #0x20 + jsr.l _drops_select_bg4_trampoline + rep #0x10 + ldy.w #treasure_drops_window + jsr.l draw_window_trampoline + sep #0x10 + rts + + drops_start_scroll_down_impl: + """Drops profile: kick scroll-down state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E0000 + drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_down + plp + rtl + + drops_start_scroll_up_impl: + """Drops profile: kick scroll-up state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E0000 + drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_up + plp + rtl + + drops_update_scroll_frame_impl: + """Drops profile: per-frame scroll animation tick.""" + php + rep #0x10 + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_update_scroll_frame + plp + rtl + + drops_finish_scroll_impl: + """Drops profile: end-of-animation cleanup via the bank-20 engine.""" + php + rep #0x10 + lda.l 0x7E0000 + drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_finish_scroll + plp + rtl + + drops_refresh_slots_impl: + """Drops profile: re-render all 6 slots via the bank-20 engine.""" + php + sep #0x20 + rep #0x10 + lda.l 0x7E0000 + drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_refresh_slots + plp + rtl + + drops_swap_redraw_impl: + """Drops profile: post-swap re-render via the engine.""" + php + rep #0x10 + lda.l 0x7E0000 + drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_swap_redraw + plp + rtl } - -_drops_hdma_header: -"""Header: 32 lines at base (-24) — off-screen 24 lines + 8 lines top border.""" - sep #0x20 - lda #32 - sta.l DROPS_HDMA_SHADOW, x - inx - rep #0x20 - lda.w drops_rolling_base_scroll - sta.l DROPS_HDMA_SHADOW, x - inx - inx - rts - -_drops_hdma_footer: -""" -Footer: 25 lines bottom border + 87 lines trail keeping BG4 off content. - -Header (32) + body (5 visible × 16 = 80) + footer (25 + 87 = 112) = 224 visible scanlines. - -The border zone runs 25 lines (vs the natural 16) to step the trail's starting BG line past -the bottom-border row. With the border zone @ -8, scanlines y=112..136 read BG rows 13..15 -(border + 2 blank padding rows). The trail @ -24 then starts at y=137, reading BG row 14 -— past the border row 13 — so the border tile doesn't get repeated for several scanlines as -the trail kicks in. - -The +1 odd count (25 vs even) shifts the trail boundary to y=137 instead of y=136. ch6 -(treasure BG3VOFS) has a band boundary at y=136 (border-to-body) ; the +1 keeps ch4 (drops) -and ch6 from reloading on the same scanline. -""" - - - sep #0x20 - lda #25 - sta.l DROPS_HDMA_SHADOW, x - inx - rep #0x20 - lda.w #0xFFF8 - ; -8: bottom border (BG row 13) at screen y=112..137. 25 lines covers BG rows 13..15 - ; (border + 2 blank padding) so the trail @ -24 starts at y=137 reading BG row 14 - ; instead of looping back to row 13 — prevents the border tile repeating visually. - sta.l DROPS_HDMA_SHADOW, x - inx - inx - sep #0x20 - lda #87 - sta.l DROPS_HDMA_SHADOW, x - inx - rep #0x20 - lda.w #0xFFE8 - ; -24 again: y=137..223 reads BG rows 14..24 (empty padding) so BG4 stays off content. - sta.l DROPS_HDMA_SHADOW, x - inx - inx - rts - -_drops_hdma_signal: -"""NMI shadow-copy signal for the drops ch4 table.""" - sep #0x20 - lda #0x01 - sta.w drops_hdma_copy_pending - rts - - -; --- Engine instantiations ------------------------------------------------- - -drops_init_impl: -""" -Init drops rolling buffer via the bank-20 engine. State + hook -far-ptrs live at $7E:9C30 (relocated out of $1B00-$1BFF). Drops render -onto BG4 staging ($7E:C600) alongside TreasureItemsWindow ($01:E275 -def_window 1, 3, 27, 10) which the draw_window hook redraws first so -the engine can write items into the just-drawn frame without the -original $01:D817 DrawWindow call clobbering them. -""" - php - rep #0x30 - sep #0x20 - lda.b #DROPS_VISIBLE_ITEMS - sta.l 0x7E0000 + drops_rolling + RollingBufferState.visible_rows - lda.b #0x02 - sta.l 0x7E0000 + drops_rolling + RollingBufferState.slot_height_tiles - ; item_list_ptr = $7E:FF28 (treasure drops table) - lda.b #0x28 - sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_list_ptr - lda.b #0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_list_ptr + 1 - lda.b #0x7E - sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_list_ptr + 2 - lda.b #DROPS_TOTAL_ITEMS - sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_count - lda.b #0x04 - sta.l 0x7E0000 + drops_rolling + RollingBufferState.hdma_channel - lda.b #0x80 - sta.l 0x7E0000 + drops_rolling + RollingBufferState.vwf_cfg_ptr - lda.b #0x70 - sta.l 0x7E0000 + drops_rolling + RollingBufferState.vwf_cfg_ptr + 1 - lda.b #0x70 - sta.l 0x7E0000 + drops_rolling + RollingBufferState.vwf_cfg_ptr + 2 - lda.b #drops_fn_render_slot_trampoline & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_render_slot - lda.b #( drops_fn_render_slot_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_render_slot + 1 - lda.b #( drops_fn_render_slot_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_render_slot + 2 - lda.b #drops_fn_update_hdma_trampoline & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_update_hdma - lda.b #( drops_fn_update_hdma_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_update_hdma + 1 - lda.b #( drops_fn_update_hdma_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_update_hdma + 2 - lda.b #drops_fn_draw_window_trampoline & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window - lda.b #( drops_fn_draw_window_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window + 1 - lda.b #( drops_fn_draw_window_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window + 2 - lda.b #ROLLING_MENU_ID_DROPS - sta.l 0x7E0000 + drops_rolling + RollingBufferState.menu_id - plp - php - rep #0x10 - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_init - plp - rtl - -drops_fn_render_slot_trampoline: -"""Bank-20 RTL wrapper around `drops_render_item_to_slot`.""" - php - jsr.w drops_render_item_to_slot - plp - rtl - -drops_fn_update_hdma_trampoline: -"""Bank-20 RTL wrapper around `drops_ensure_hdma_initialized`.""" - php - jsr.w drops_ensure_hdma_initialized - plp - rtl - -drops_fn_draw_window_trampoline: -"""Bank-20 RTL wrapper around `_drops_draw_window`.""" - php - jsr.w _drops_draw_window - plp - rtl - - -_drops_draw_window: -"""Pre-render hook: SelectBG4 + DrawWindow(treasure_drops_window) so $29=$C600 is live before items render.""" - sep #0x20 - jsr.l _drops_select_bg4_trampoline - rep #0x10 - ldy.w #treasure_drops_window - jsr.l draw_window_trampoline - sep #0x10 - rts - -drops_start_scroll_down_impl: -"""Drops profile: kick scroll-down state machine via the engine.""" - php - rep #0x10 - lda.l 0x7E0000 + drops_scroll_pos - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_down - plp - rtl - -drops_start_scroll_up_impl: -"""Drops profile: kick scroll-up state machine via the engine.""" - php - rep #0x10 - lda.l 0x7E0000 + drops_scroll_pos - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_up - plp - rtl - -drops_update_scroll_frame_impl: -"""Drops profile: per-frame scroll animation tick.""" - php - rep #0x10 - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_update_scroll_frame - plp - rtl - -drops_finish_scroll_impl: -"""Drops profile: end-of-animation cleanup via the bank-20 engine.""" - php - rep #0x10 - lda.l 0x7E0000 + drops_scroll_pos - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_finish_scroll - plp - rtl - -drops_refresh_slots_impl: -"""Drops profile: re-render all 6 slots via the bank-20 engine.""" - php - sep #0x20 - rep #0x10 - lda.l 0x7E0000 + drops_scroll_pos - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_refresh_slots - plp - rtl - -drops_swap_redraw_impl: -"""Drops profile: post-swap re-render via the engine.""" - php - rep #0x10 - lda.l 0x7E0000 + drops_scroll_pos - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_swap_redraw - plp - rtl diff --git a/src/ingame/init_bg_scroll_hdma.s b/src/ingame/init_bg_scroll_hdma.s index 3e1668f..d3f554e 100644 --- a/src/ingame/init_bg_scroll_hdma.s +++ b/src/ingame/init_bg_scroll_hdma.s @@ -1,244 +1,249 @@ """Relocated `InitBGScrollHDMA` (from $01:EBD2): builds the BG2/BG3 V-scroll HDMA tables in WRAM.""" -init_bg_scroll_hdma: -"""Init BG Scroll HDMA — relocated from $01:EBD2.""" - tdc - tax - -_at_ebd4: - lda 0x0DFF29, x ; load bg scroll hdma tables - sta 0x75FD, x - inx - cpx.w #0x0015 - bne _at_ebd4 - tdc - tax - -_at_ebe3: - sta 0x7612, x ; clear hdma data - inx - cpx #0x1620 - bne _at_ebe3 - tdc - tax - lda #0xFE - -_at_ebf0: - sta 0x7D14, x ; bg3 v-scroll - dec - inx - inx - inx - inx - cpx #0x0380 - bne _at_ebf0 - ldx #0x0230 - -_at_ec00: - lda 0x7D14, x - dec - sta 0x7994, x ; bg2 v-scroll - inx - inx - inx - inx - cpx #0x0280 - bne _at_ec00 - rep #0x20 - tdc - tax - lda #0x0173 - ldy.w #0x0008 - -_at_ec1a: - sta 0x8094, x - pha - clc - adc.w #0x0068 - sta 0x8314, x - clc - adc.w #0x00F0 - sta 0x8AF4, x - pla - dey - bne _at_ec37 - clc - adc.w #0x0004 - ldy.w #0x000C - -_at_ec37: - cpx #0x0110 - bne _at_ec40 - clc - adc.w #0x0004 - -_at_ec40: - inx - inx - inx - inx - cpx #0x0130 - bne _at_ec1a - tdc - tax - lda #0x016F - ldy.w #0x0008 - -_at_ec51: - inc 0x81D3, x - sta 0x81D4, x - dey - bne _at_ec61 - clc - adc.w #0x0004 - ldy.w #0x000C - -_at_ec61: - cpx #0x0110 - bne _at_ec6a - clc - adc #0x0134 - -_at_ec6a: - inx - inx - inx - inx - cpx #0x0130 - bne _at_ec51 - tdc - tax - lda.w #0x006B - ldy.w #0x0008 - -_at_ec7b: - sta 0x8454, x - dey - bne _at_ec88 - clc - adc.w #0x0004 - ldy.w #0x000C - -_at_ec88: - cpx.w #0x0088 - bne _at_ec91 - clc - adc.w #0x0004 - -_at_ec91: - inx - inx - inx - inx - cpx.w #0x00A0 - bne _at_ec7b - tdc - tax - -_at_ec9c: - lda 0x8072, x - sta 0x81C2, x - sta 0x8442, x - inx - inx - cpx.w #0x0010 - bne _at_ec9c - tdc - tax - -_at_ecae: - lda #0x0101 - sta 0x84F2, x - inx - inx - inx - inx - cpx #0x0100 - bne _at_ecae - tdc - tax - lda.w #0x0053 - ldy.w #0x0008 - -_at_ecc5: - sta 0x85F4, x - sta 0x8874, x - pha - sec - sbc.w #0x000C - sta 0x8674, x - sta 0x88F4, x - sec - sbc.w #0x000C - sta 0x86F4, x - sta 0x8974, x - sec - sbc.w #0x000C - sta 0x8774, x - sta 0x89F4, x - sec - sbc.w #0x000C - sta 0x87F4, x - sta 0x8A74, x - pla - dey - bne _at_ecfc - clc - adc.w #0x0004 - -_at_ecfc: - pha - lda.w #0x00AC - sta 0x8872, x - sta 0x88F2, x - sta 0x8972, x - sta 0x89F2, x - sta 0x8A72, x - lda #0x01BC - sta 0x85F2, x - sta 0x8672, x - sta 0x86F2, x - sta 0x8772, x - sta 0x87F2, x - pla - inx - inx - inx - inx - cpx.w #0x0070 - bne _at_ecc5 - ldx.w #0x001C - ldy.w #0x0004 - lda #0x0134 - -_at_ed34: - sta 0x7D14, x - dey - bne _at_ed3e - clc - adc.w #0x0004 - -_at_ed3e: - inx - inx - inx - inx - cpx.w #0x0080 - bne _at_ed34 - tdc - tax - -_at_ed49: - lda #0x0100 - sta 0x8C32, x - lda #0x0160 - sta 0x8C34, x - inx - inx - inx - inx - cpx.w #0x0080 - bne _at_ed49 - tdc - sep #0x20 - rtl + +.include "../bank20.i" + +.alloc init_bg_scroll_hdma_block in bank20_reloc { + init_bg_scroll_hdma: + """Init BG Scroll HDMA — relocated from $01:EBD2.""" + tdc + tax + + _at_ebd4: + lda 0x0DFF29, x ; load bg scroll hdma tables + sta 0x75FD, x + inx + cpx.w #0x0015 + bne _at_ebd4 + tdc + tax + + _at_ebe3: + sta 0x7612, x ; clear hdma data + inx + cpx #0x1620 + bne _at_ebe3 + tdc + tax + lda #0xFE + + _at_ebf0: + sta 0x7D14, x ; bg3 v-scroll + dec + inx + inx + inx + inx + cpx #0x0380 + bne _at_ebf0 + ldx #0x0230 + + _at_ec00: + lda 0x7D14, x + dec + sta 0x7994, x ; bg2 v-scroll + inx + inx + inx + inx + cpx #0x0280 + bne _at_ec00 + rep #0x20 + tdc + tax + lda #0x0173 + ldy.w #0x0008 + + _at_ec1a: + sta 0x8094, x + pha + clc + adc.w #0x0068 + sta 0x8314, x + clc + adc.w #0x00F0 + sta 0x8AF4, x + pla + dey + bne _at_ec37 + clc + adc.w #0x0004 + ldy.w #0x000C + + _at_ec37: + cpx #0x0110 + bne _at_ec40 + clc + adc.w #0x0004 + + _at_ec40: + inx + inx + inx + inx + cpx #0x0130 + bne _at_ec1a + tdc + tax + lda #0x016F + ldy.w #0x0008 + + _at_ec51: + inc 0x81D3, x + sta 0x81D4, x + dey + bne _at_ec61 + clc + adc.w #0x0004 + ldy.w #0x000C + + _at_ec61: + cpx #0x0110 + bne _at_ec6a + clc + adc #0x0134 + + _at_ec6a: + inx + inx + inx + inx + cpx #0x0130 + bne _at_ec51 + tdc + tax + lda.w #0x006B + ldy.w #0x0008 + + _at_ec7b: + sta 0x8454, x + dey + bne _at_ec88 + clc + adc.w #0x0004 + ldy.w #0x000C + + _at_ec88: + cpx.w #0x0088 + bne _at_ec91 + clc + adc.w #0x0004 + + _at_ec91: + inx + inx + inx + inx + cpx.w #0x00A0 + bne _at_ec7b + tdc + tax + + _at_ec9c: + lda 0x8072, x + sta 0x81C2, x + sta 0x8442, x + inx + inx + cpx.w #0x0010 + bne _at_ec9c + tdc + tax + + _at_ecae: + lda #0x0101 + sta 0x84F2, x + inx + inx + inx + inx + cpx #0x0100 + bne _at_ecae + tdc + tax + lda.w #0x0053 + ldy.w #0x0008 + + _at_ecc5: + sta 0x85F4, x + sta 0x8874, x + pha + sec + sbc.w #0x000C + sta 0x8674, x + sta 0x88F4, x + sec + sbc.w #0x000C + sta 0x86F4, x + sta 0x8974, x + sec + sbc.w #0x000C + sta 0x8774, x + sta 0x89F4, x + sec + sbc.w #0x000C + sta 0x87F4, x + sta 0x8A74, x + pla + dey + bne _at_ecfc + clc + adc.w #0x0004 + + _at_ecfc: + pha + lda.w #0x00AC + sta 0x8872, x + sta 0x88F2, x + sta 0x8972, x + sta 0x89F2, x + sta 0x8A72, x + lda #0x01BC + sta 0x85F2, x + sta 0x8672, x + sta 0x86F2, x + sta 0x8772, x + sta 0x87F2, x + pla + inx + inx + inx + inx + cpx.w #0x0070 + bne _at_ecc5 + ldx.w #0x001C + ldy.w #0x0004 + lda #0x0134 + + _at_ed34: + sta 0x7D14, x + dey + bne _at_ed3e + clc + adc.w #0x0004 + + _at_ed3e: + inx + inx + inx + inx + cpx.w #0x0080 + bne _at_ed34 + tdc + tax + + _at_ed49: + lda #0x0100 + sta 0x8C32, x + lda #0x0160 + sta 0x8C34, x + inx + inx + inx + inx + cpx.w #0x0080 + bne _at_ed49 + tdc + sep #0x20 + rtl +} diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index dd74731..6542d98 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -90,1116 +90,1120 @@ HDMA5_SRC_BANK := 0x4354 ; Source bank HDMA5_IND_BANK := 0x4357 ; Indirect bank HDMAEN := 0x420C ; HDMA enable register -init_menu_inventory_hdma: -""" -Sets up HDMA channel 5 for per-scanline BG1 vertical scroll control -Called when entering the item menu - -HDMA mode: $02 = write 2 bytes to same register, DIRECT mode (like FF6) -Register: $210E (BG1VOFS) -Table format: count_byte, lo_byte, hi_byte per entry, $00 to end -""" - - - php - sep #0x20 ; 8-bit A - -; Build the HDMA data table in WRAM -; Use UpdateMenuScrollHDMA directly - InitMenuHDMATable is redundant -; since UpdateMenuScrollHDMA is called immediately after anyway - jsr.w update_menu_scroll_hdma - -; Configure HDMA channel 5 for DIRECT mode -; Must use long addressing - DB may be $7E but registers are at $00:43xx - lda #0x02 ; Mode: DIRECT, write 2 bytes to same PPU reg - sta.l HDMA5_CTRL ; $004350 - - lda #0x0E ; BG1VOFS register ($210E) - sta.l HDMA5_DEST ; $004351 - -; Source = HDMA table in WRAM at $7E9800 - rep #0x20 ; 16-bit A - lda.w #MENU_HDMA_TABLE_ADDR ; $9800 - sta.l HDMA5_SRC_LO ; $004352-$004353 - sep #0x20 ; 8-bit A - lda #MENU_HDMA_BANK ; $7E - sta.l HDMA5_SRC_BANK ; $004354 - -; HDMA channel 5 is now enabled via shadow variable (menu_hdma_enable) -; The NMI hook at $8083 reads the shadow and writes to HDMAEN - - plp - rts - -disable_menu_inventory_hdma: -""" -Disables HDMA channel 5 when leaving item menu -The shadow variable is cleared by menu_exit_hook -""" - php - sep #0x20 ; 8-bit A - ; Shadow variable cleared by caller, NMI will write 0 to HDMAEN - plp - rts - -init_menu_hdma_table: -""" -Builds direct mode HDMA table in WRAM at $7E9800 -Format: count, lo, hi per entry, $00 to end -Initial state: all rows at BASE scroll (no circular buffer offset) -""" - rep #0x30 ; 16-bit A, X, Y - php - pha ; Save A - phx ; Save X - phy ; Save Y - -; Save DP bytes we'll use as scratch - lda.b 0x40 - pha ; Save $40-$41 - -; X = table write offset - ldx.w #0x0000 - -; Entry 0: Border area - 48 scanlines at BASE scroll - sep #0x20 ; 8-bit A for count byte - lda #48 ; 48 scanlines - sta.l MENU_HDMA_TABLE, x - inx - rep #0x20 ; 16-bit A for value - lda.w menu_rolling_base_scroll - sta.l MENU_HDMA_TABLE, x - inx - inx - -; Entries 1-10: Item rows - 16 scanlines each at BASE scroll (initial) -; For init, all rows use BASE (no circular buffer offset yet) - lda.w #0x0000 - sta.b 0x40 ; Row counter - -_init_item_rows: - sep #0x20 ; 8-bit A for count - lda #16 ; 16 scanlines per item row - sta.l MENU_HDMA_TABLE, x - inx - rep #0x20 ; 16-bit A for value - lda.w menu_rolling_base_scroll - sta.l MENU_HDMA_TABLE, x - inx - inx - - inc.b 0x40 - lda.b 0x40 - - cmp.w #1 ; 10 rows - bcc _init_item_rows - -; Entry 11: Below items - 16 scanlines at BASE + 16 -; Lock to show the bottom window border area - sep #0x20 - lda #16 ; 16 scanlines - sta.l MENU_HDMA_TABLE, x - inx - rep #0x20 - lda.w menu_rolling_base_scroll - clc - adc.w #16 ; Lock at base + 16 - sta.l MENU_HDMA_TABLE, x - inx - inx - -; End marker - sep #0x20 - lda #0x00 - sta.l MENU_HDMA_TABLE, x - -; Restore DP bytes - rep #0x20 - pla - sta.b 0x40 ; Restore $40-$41 - -; Restore registers - ply - plx - pla - plp - rts - -update_menu_scroll_hdma: -"""Build the field-menu HDMA scroll table via the shared engine.""" - ; Build field-menu HDMA scroll table. Inlined from the former - ; engine_update_scroll_hdma macro for the same reason as treasure. -{ - php - rep #0x30 - pha - phx - phy - lda.b 0x40 - pha - lda.b 0x42 - pha - ldx.w #0x0000 - jsr.w _menu_hdma_header - stz.b 0x42 - -_row_loop: - lda.w menu_rolling + RollingBufferState.buffer_pos - and.w #0x00FF - clc - adc.b 0x42 - -_mod_loop: - cmp.w #MENU_BUFFER_SLOTS - bcc _mod_done - sec - sbc.w #MENU_BUFFER_SLOTS - bra _mod_loop - -_mod_done: - asl - asl - asl - asl - sta.b 0x40 - lda.b 0x42 - and.w #0x00FF - asl - asl - asl - asl - eor.w #0xFFFF - inc - clc - adc.b 0x40 - clc - adc.w menu_rolling + RollingBufferState.base_scroll - sta.b 0x40 - sep #0x20 - lda #16 - sta.l MENU_HDMA_SHADOW, x - inx - rep #0x20 - lda.b 0x40 - sta.l MENU_HDMA_SHADOW, x - inx - inx - rep #0x20 - inc.b 0x42 - lda.b 0x42 - cmp.w #MENU_VISIBLE_ITEMS - bcs _row_loop_done - jmp.w _row_loop - -_row_loop_done: - jsr.w _menu_hdma_footer - sep #0x20 - lda #0x00 - sta.l MENU_HDMA_SHADOW, x - jsr.w _menu_hdma_signal - rep #0x20 - pla - sta.b 0x42 - pla - sta.b 0x40 - ply - plx - pla - plp - rts -} - -_menu_hdma_header: -"""Field profile header: 48-scanline border at BASE scroll (one entry).""" - sep #0x20 - lda #48 - sta.l MENU_HDMA_SHADOW, x - inx - rep #0x20 - lda.w menu_rolling_base_scroll - sta.l MENU_HDMA_SHADOW, x - inx - inx - rts - -_menu_hdma_footer: -"""Field profile footer: 16 scanlines at BASE+16 (locks bottom-border row 24).""" - sep #0x20 - lda #16 - sta.l MENU_HDMA_SHADOW, x - inx - rep #0x20 - lda.w menu_rolling_base_scroll - clc - adc.w #16 - sta.l MENU_HDMA_SHADOW, x - inx - inx - rts - -_menu_hdma_signal: -"""Field profile NMI signal: set copy-pending shadow flag.""" - sep #0x20 - lda #0x01 - sta.w menu_hdma_copy_pending - rts - -init_menu_rolling_buffer_impl: -""" -Init field rolling buffer (10 visible, lazy 11th slot). - -Populates the phase-1 engine config + hook fields so the bank-20 -`rolling_engine_*` entries can drive the same instance the macro -expansion below already manages. Engine consumers stay inert until -phase 2 swaps the macro for the JSL path ; populating now lets the -integration tests assert real config values and gives us a stable -ABI surface to port against. -""" - - - php - rep #0x30 ; M=16, X=16 - sep #0x20 ; M=8 (X stays 16) - ; visible_rows + slot_height_tiles - lda.b #MENU_VISIBLE_ITEMS - sta.l 0x7E0000 + menu_rolling + RollingBufferState.visible_rows - lda.b #0x02 ; 2 BG rows per slot - sta.l 0x7E0000 + menu_rolling + RollingBufferState.slot_height_tiles - ; item_list_ptr = $7E:1440 (vanilla inventory array) - lda.b #0x40 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_list_ptr - lda.b #0x14 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_list_ptr + 1 - lda.b #0x7E - sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_list_ptr + 2 - ; item_count = 48 (vanilla field inventory) - lda.b #0x30 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_count - ; hdma_channel = 5 (BG1VOFS HDMA used by field-items rolling buffer) - lda.b #0x05 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.hdma_channel - ; vwf_cfg_ptr = $70:7080 (VWF_CONFIG_BASE) - lda.b #0x80 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.vwf_cfg_ptr - lda.b #0x70 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.vwf_cfg_ptr + 1 - lda.b #0x70 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.vwf_cfg_ptr + 2 - ; fn_render_slot = menu_fn_render_slot_trampoline (bank-20 RTL wrapper) - lda.b #menu_fn_render_slot_trampoline & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_render_slot - lda.b #( menu_fn_render_slot_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_render_slot + 1 - lda.b #( menu_fn_render_slot_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_render_slot + 2 - ; fn_update_hdma = menu_fn_update_hdma_trampoline - lda.b #menu_fn_update_hdma_trampoline & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_update_hdma - lda.b #( menu_fn_update_hdma_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_update_hdma + 1 - lda.b #( menu_fn_update_hdma_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_update_hdma + 2 - ; fn_draw_window = menu_fn_draw_window_trampoline - lda.b #menu_fn_draw_window_trampoline & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window - lda.b #( menu_fn_draw_window_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 1 - lda.b #( menu_fn_draw_window_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 2 - lda.b #ROLLING_MENU_ID_FIELD - sta.l 0x7E0000 + menu_rolling + RollingBufferState.menu_id - plp - php - rep #0x10 - ldx.w #menu_rolling - jsr.l rolling_engine.rolling_engine_init - plp - rtl - -menu_fn_render_slot_trampoline: -""" -Bank-20 RTL wrapper around `_menu_render_item_to_slot`. - -php/plp keeps M/X flag mutations inside the inner routine from -leaking back to the engine. The engine relies on X-flag = 16 -throughout init ; hooks that toggle X-flag truncate X to its low -byte, which sends subsequent `sta.l abs,X` writes to garbage -addresses. -""" - - - php - jsr.w _menu_render_item_to_slot - plp - rtl - -menu_fn_update_hdma_trampoline: -""" -Bank-20 RTL wrapper around `ensure_hdma_initialized`. - -Named fn_update_hdma in the struct but semantically the -"arm-HDMA-channel + first-frame setup" hook for init. Phase 3 may -split into ensure-once vs per-scroll-update if scroll-tick needs a -distinct entry, but the existing field-menu macro chain treats -ensure as idempotent so reusing it for both is fine. - -php/plp guards the engine's X-flag = 16 from inner sep/rep. -""" - - - php - jsr.w ensure_hdma_initialized - plp - rtl - -menu_fn_draw_window_trampoline: -""" -Bank-20 RTL wrapper around `_menu_draw_inventory_window`. - -php/plp protects the engine's X-flag = 16 ; the inner draw does -`rep #$10 ; jsr ; sep #$10` for its own 8-bit-X dance and would -otherwise leave X-flag = 8 when we return, corrupting `,X` indexed -state writes downstream of the hook in the engine_init body. -""" - - - php - jsr.w _menu_draw_inventory_window - plp - rtl - -_menu_draw_inventory_window: -"""Field menu draws the InventoryWindow ($DCCE) frame on entry.""" - rep #0x10 - ldy.w #0xDCCE - jsr.l draw_window_trampoline - sep #0x10 - rts - -; _menu_render_item_to_slot -; Renders an item to a specific circular buffer slot in the tilemap. -; -; Input: menu_rolling_edge_row = item index (0-47) for data lookup -; menu_rolling_slot_index = slot index (0-11) for destination -; -; Strategy: Set up $5d = slot_index (for Y position calculation), -; $5a = pointer to item data, then call game's DrawItemSlot. - -_menu_render_item_to_slot: - php - phb - -; Set data bank to $7E for WRAM access - lda #0x7E - pha - plb - -; Set 16-bit A and X/Y for consistent register handling - rep #0x30 ; 16-bit A and X/Y - -; Save registers and key direct page variables - pha - phx ; Save X (16-bit) - phy ; Save Y (16-bit) - lda.b 0x5a - pha - lda.b 0x29 ; Save tilemap buffer pointer - pha - lda.b 0x45 ; Save $45-$46 (used by game routines) - pha - lda.b 0x33 ; Save $33-$34 (used for tile attributes) - pha - sep #0x20 ; 8-bit A - lda.b 0x5d - pha - lda.b 0xDB ; Save tile attribute byte - pha - -; Set $29 = $B600 for BG1 tilemap buffer - rep #0x20 ; 16-bit A (X/Y still 16-bit) - lda.w #0xB600 - sta.b 0x29 - sep #0x20 ; 8-bit A - -; Calculate item data pointer: $1440 + (edge_row * Item.__size) - lda.w menu_rolling_edge_row - asl ; * Item.__size (2 bytes per Item) - clc - adc #0x40 ; Low byte of $1440 - sta.b 0x5a - lda #0x14 ; High byte of $1440 - adc #0x00 ; Add carry - sta.b 0x5b - -; Load Item.id and Item.qty from ($5A) via long-addressing into WRAM. - rep #0x20 - lda.b 0x5a ; Pointer value = $1440 + edge_row * Item.__size - tax - sep #0x20 - lda.l 0x7E0000 + Item.id, x - pha ; Save Item.id for CheckCanUseItem - lda.l 0x7E0000 + Item.qty, x - sta.b 0x5C ; Store qty in $5C - -; Call CheckCanUseItem to set palette in $DB -; Input: A = item ID -; Output: $DB = $00 (usable) or $04 (not usable) - stz.b 0x34 ; Clear $34 (no priority/flip bits) - pla ; Restore item ID - jsr.l check_can_use_item_trampoline ; bank-$01 trampoline for original @ $A25D (sets $DB) - -; Set $5d = slot_index (for AND #$01 check, but we patched to AND #$00) - lda.w menu_rolling_slot_index - sta.b 0x5d - -; Calculate Y = slot_index * 128 + 70 -; Y is the tilemap offset for this slot -; +64 for window border (1 tile row = 32 tiles × 2 bytes) -; +6 for left margin (3 tiles) - rep #0x20 ; 16-bit A (X/Y already 16-bit) - lda.w menu_rolling_slot_index - and.w #0x00FF ; Clear high byte - xba ; Swap bytes: A = slot * 256 - lsr ; A = slot * 128 - clc - adc.w #0x0044 ; + 68 (64 border + 4 margin) - tay ; Y = tilemap offset (16-bit transfer) - sep #0x20 ; 8-bit A - -; Check for trash can item ($FF) - needs special 2x2 tile graphic - lda (0x5a) ; Load item ID - cmp #0xFF - bne _not_trash_item - jsr.w draw_trash_single_column ; Draw trash icon - bra _skip_draw_item_slot - -_not_trash_item: - ; Clear the 2x2 trash can area first (in case we scrolled from trash position) - jsr.w _clear_trash_area - -; Call DrawItemSlot inner at $A1ED -; Expects: Y = tilemap offset, ($5A) = item pointer, ($29) = tilemap base - jsr.l draw_item_slot_inner_trampoline ; bank-$01 trampoline for original @ $A1ED - -_skip_draw_item_slot: - -; Restore direct page variables and registers (reverse order) - pla - sta.b 0xDB ; Restore tile attribute byte - pla - sta.b 0x5d - rep #0x20 ; 16-bit A - pla - sta.b 0x33 ; Restore $33-$34 (tile attributes) - pla - sta.b 0x45 ; Restore $45-$46 (used by game routines) - pla - sta.b 0x29 ; Restore tilemap buffer pointer - pla - sta.b 0x5a - rep #0x10 ; 16-bit X/Y for pop (match push) - ply ; Restore Y (16-bit) - plx ; Restore X (16-bit) - pla ; Restore A (16-bit - still in 16-bit A from above) - - plb - plp - rts - -ensure_hdma_initialized: -""" -Lazy initialization: captures $93 and sets up HDMA on first scroll. -Called from scroll prepare functions. -Checks if base_scroll == 0xFFFF (sentinel) and if so, initializes. -""" - -; Check if already initialized (base_scroll != 0xFFFF) - rep #0x20 ; 16-bit A - lda.w menu_rolling_base_scroll - cmp.w #0xFFFF - bne _hdma_already_init - -; Capture base scroll from $0193 (BG1VOFS shadow, menu uses DP=$0100) -; Use long addressing to ensure we read from WRAM - .db 0xAF ; LDA.L opcode - .db 0x93, 0x01, 0x7E ; $7E0193 - sta.w menu_rolling_base_scroll - -; Initialize HDMA channel configuration - sep #0x20 ; Back to 8-bit for InitMenuInventoryHDMA - jsr.w init_menu_inventory_hdma - -; NOW enable HDMA via shadow variable (channel is configured) -; Force long addressing: STA.L $7E1BAE - lda #0x20 ; Channel 5 - .db 0x8F ; STA.L opcode - .dw menu_hdma_enable ; $1BAE - .db 0x7E ; Bank $7E - rts - -_hdma_already_init: - sep #0x20 ; Restore 8-bit mode - rts - -; STATE MACHINE ROUTINES (FF6-style non-blocking scroll) - -scroll_state_check: -""" -Called at main loop entry ($019FF2) to handle scroll animation frames. -If scrolling is active, processes one frame and skips input handling. - -Returns: Carry clear = process input normally - Carry set = skip input (still scrolling) -""" - - - php - sep #0x20 ; 8-bit A - -; Check if we're scrolling - lda.w menu_scroll_state - beq _scroll_state_idle - -; We're scrolling - process one animation frame - jsr.l update_scroll_frame_impl - -; Check if scroll finished - lda.w menu_scroll_remaining - bne _scroll_still_active - -; Scroll finished - clean up and return to idle - jsr.l finish_scroll_impl - -_scroll_state_idle: - plp - clc ; Carry clear = process input - rts - -_scroll_still_active: - plp - sec ; Carry set = skip input - rts - -start_scroll_down_impl: -"""Field profile: kick scroll-down state machine via the bank-20 engine.""" - php - rep #0x10 - lda.l 0x7E1B1A ; field scroll_pos - ldx.w #menu_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_down - plp - rtl - -start_scroll_up_impl: -"""Field profile: kick scroll-up state machine via the bank-20 engine.""" - php - rep #0x10 - lda.l 0x7E1B1A - ldx.w #menu_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_up - plp - rtl - -update_scroll_frame_impl: -"""Field profile: per-frame scroll animation tick via the bank-20 engine.""" - php - rep #0x10 - ldx.w #menu_rolling - jsr.l rolling_engine.rolling_engine_update_scroll_frame - plp - rtl - -finish_scroll_impl: -"""Field profile: end-of-animation cleanup via the bank-20 engine.""" - php - rep #0x10 - lda.l 0x7E1B1A - ldx.w #menu_rolling - jsr.l rolling_engine.rolling_engine_finish_scroll - plp - rtl - -; Inventory Rolling Buffer Patches - Relocated to Bank $20 -; These routines are called via JSL from bank $01 hooks. - -.if INVENTORY_ROLLING_BUFFER { -menu_entry_hook_impl: -"""Field-menu entry hook: lazy-init HDMA + force shadow flush before first frame.""" - stz.w 0x1B1F - lda #0x00 - sta.l 0x7E1BAE -; menu_hdma_enable - stz.w menu_scroll_state - stz.w menu_scroll_remaining - stz.w menu_scroll_direction - stz.w menu_transfer_pending - stz.w menu_hdma_copy_pending -; Clear HDMA copy flag - stz.w menu_scroll_anim_offset -; Clear low byte - stz.w menu_scroll_anim_offset + 1 -; Clear high byte -; Initialize cursor column to 0 for single-column mode -; This ensures $1b22 is always 0 even if it had a value from previous menu - stz.w 0x1B22 -; cursor_x = 0 -; InitMenuRollingBuffer_Impl is called later via patched JSR at $9F7B - rtl - -menu_exit_hook_impl: -"""Field menu teardown: zero HDMA shadow, full 12-byte rolling state, ch5 registers.""" - php - sep #0x20 - lda #0x00 - sta.l 0x7E1BAE -; menu_hdma_enable shadow off so NMI writes 0 to HDMAEN this frame - sta.l 0x004350 - sta.l 0x004351 - sta.l 0x004352 - sta.l 0x004353 - sta.l 0x004354 -; HDMA5 ctrl/dest/src cleared so a stale config can't restart on next mode switch - rep #0x20 - lda.w #0x0000 - sta.w menu_rolling - sta.w menu_rolling + 2 - sta.w menu_rolling + 4 - sta.w menu_rolling + 6 - sta.w menu_rolling + 8 - sta.w menu_rolling + 10 - plp - jsr.l reset_sprites_trampoline - rtl -; swap_redraw_hook_impl_body -; Called after item swap to redraw visible items correctly. -; Must render to the correct circular buffer slots based on current buffer_pos. -; Does NOT reset buffer_pos - we stay at the current scroll position. - -swap_redraw_hook_impl_body: -"""Field profile: post-swap re-render of all 11 slots via the engine.""" - php - rep #0x10 - lda.l 0x7E1B1A - ldx.w #menu_rolling - jsr.l rolling_engine.rolling_engine_swap_redraw - plp - rtl - - -; _clear_inventory_slot -; Clears a single inventory slot in the tilemap buffer. -; Input: menu_rolling_slot_index = slot to clear (0-10) -; Used when item index is out of bounds (>= 48) - -_clear_inventory_slot: - php - phb -; Set data bank to $7E for WRAM access - lda #0x7E - pha - plb -; Save registers - use 16-bit mode for consistent push/pop - rep #0x30 -; 16-bit A and X/Y - pha - phx - phy - lda.b 0x29 - pha -; Set $29 = $B600 for BG1 tilemap buffer - lda.w #0xB600 - sta.b 0x29 -; Calculate Y = slot_index * 128 + 70 - lda.w menu_rolling_slot_index - and.w #0x00FF - xba -; A = slot * 256 - lsr -; A = slot * 128 - clc - adc.w #0x0044 -; + 68 (64 border + 4 margin) - tay -; Y = tilemap offset (16-bit) - sep #0x20 -; 8-bit A for tile writes (X/Y stay 16-bit) -; Clear the item name area (12 tiles = 24 bytes) -; Use $FF as blank tile -; Note: X is 16-bit but we only use low byte; loop works correctly - ldx.w #12 -; 12 tiles for item name + quantity (force 16-bit immediate) - -_clear_slot_loop: - lda #0xFF -; Blank tile - sta (0x29), y - iny - lda #0x04 -; Palette 4 (matches normal items) - sta (0x29), y - iny - dex - bne _clear_slot_loop -; Restore registers - must match push mode - rep #0x20 -; 16-bit A for pop (X/Y already 16-bit) - pla - sta.b 0x29 - ply - plx - pla - plb - plp - rts -; _clear_trash_area -; Clears the 2x2 trash can area with blank tiles ($FF). -; Called before drawing normal items to remove any leftover trash icon. -; Input: Y = tilemap offset -; ($29) = tilemap base -; - -_clear_trash_area: - phy -; Save Y -; First row: 2 tiles - lda #0xFF - sta (0x29), y - iny - lda #0x00 - sta (0x29), y - iny - lda #0xFF - sta (0x29), y - iny - lda #0x00 - sta (0x29), y -; Second row: Y + 64 from start - ply -; Restore original Y - phy -; Save again - rep #0x20 - tya - clc - adc.w #64 - tay - sep #0x20 - lda #0xFF - sta (0x29), y - iny - lda #0x00 - sta (0x29), y - iny - lda #0xFF - sta (0x29), y - iny - lda #0x00 - sta (0x29), y - ply -; Restore Y - rts - -draw_trash_single_column: - - -""" -Draws the trash can 2x2 tile graphic for single-column inventory. -Input: Y = tilemap offset (from slot calculation) -($29) = tilemap base ($B600) -menu_rolling_slot_index = current slot -Tiles: $04 (top-left), $05 (top-right), $06 (bottom-left), $07 (bottom-right) - -Tilemap format: [tile_number, attributes] pairs -Each row is 64 bytes (32 tiles × 2 bytes) -""" - - -; Y points to start of item slot area -; Draw 2x2 trash can icon, then clear remaining 10 tiles per row -; Save starting Y for second row calculation - rep #0x20 -; 16-bit for push - phy -; Save starting Y - sep #0x20 -; 8-bit A -; First row: tiles $04, $05 - lda #0x04 -; Tile $04 (top-left of trash can) - sta (0x29), y - iny - lda #0x00 -; Attribute: palette 0, no flip - sta (0x29), y - iny - lda #0x05 -; Tile $05 (top-right) - sta (0x29), y - iny - lda #0x00 -; Attribute - sta (0x29), y - iny -; Clear remaining 13 tiles on first row (10 name + colon + 2 digits) - ldx.w #13 - -_clear_row1: - lda #0xFF -; Blank tile - sta (0x29), y - iny - lda #0x00 -; Attribute - sta (0x29), y - iny - dex - bne _clear_row1 -; Restore starting Y and add 64 for second row - rep #0x20 -; 16-bit A - pla -; Get starting Y - clc - adc.w #64 -; +64 bytes = next tilemap row - tay - sep #0x20 -; 8-bit A -; Second row: tiles $06, $07 - lda #0x06 -; Tile $06 (bottom-left) - sta (0x29), y - iny - lda #0x00 -; Attribute - sta (0x29), y - iny - lda #0x07 -; Tile $07 (bottom-right) - sta (0x29), y - iny - lda #0x00 -; Attribute - sta (0x29), y - iny -; Clear remaining 13 tiles on second row (10 name + colon + 2 digits) - ldx.w #13 - -_clear_row2: - lda #0xFF -; Blank tile - sta (0x29), y - iny - lda #0x00 -; Attribute - sta (0x29), y - iny - dex - bne _clear_row2 - rts -; NmiDmaTransferCheck_Impl moved to bank $20 (battle/inventory_rolling.s) -; as field_menu_nmi_dma_transfer_check_impl to save space in bank $01 -; check_and_clear_count_impl -; Called from DrawItemSlot to check item ID and handle count display. -; - If item ID is 0: writes $FF tiles to clear count, skips to RTS -; - If item ID is $FE: skips to RTS (no clearing needed) -; - Otherwise: returns normally to draw count -; -; Input: $5a = pointer to item data, Y = tilemap offset, $29 = tilemap ptr -; Modifies: A, return address on stack if skipping - -check_and_clear_count_impl: -"""Drop the count column for empty/used slots.""" - lda (0x5a) -; Load item ID - beq _clear_count -; If 0, clear and skip - cmp #0xFE -; Check for special item $FE - bne _normal_return -; If not $FE, return normally to draw count -; Item is $FE - skip count but don't clear - bra _skip_to_rts - -_clear_count: -; Write $FF (blank tiles) to count area: colon + 2 digits = 3 tiles - lda #0xFF -; Blank tile - sta (0x29), y -; Colon position - iny - lda.b 0xdb -; Attribute byte - sta (0x29), y - iny - lda #0xFF - sta (0x29), y -; First digit position - iny - lda.b 0xdb - sta (0x29), y - iny - lda #0xFF - sta (0x29), y -; Second digit position - iny - lda.b 0xdb - sta (0x29), y - -_skip_to_rts: -; Replace the entire DrawItemSlot return chain so we land on the RTS at $01:A222 -; instead of falling back to $A205 (NOPs + colon write). -; -; Stack on entry to Impl (pushed by trampoline + caller, top first): -; [JSL Impl return: PCL, PCH, PB ($01)] -; [JSR check_and_clear_count return: PCL, PCH ($A204)] -; [DrawItemSlot caller's return ...] -; -; Pop both the JSL Impl return (3 bytes) AND the JSR trampoline return (2 bytes), -; then push a synthetic return to $01:A222 (RTS) for our RTL. - pla ; PCL of JSL Impl return - pla ; PCH of JSL Impl return - pla ; PB of JSL Impl return - pla ; PCL of JSR check_and_clear_count return - pla ; PCH of JSR check_and_clear_count return -; Stack top now = DrawItemSlot's own caller return. -; Push return for RTL: $01:A221 (so RTL lands PC=$01:A222 = RTS). - lda #0x01 - pha - lda #0xA2 - pha - lda #0x21 - pha - -_normal_return: - rtl - -circular_slot_calc: - - -""" -Calculate tilemap Y offset using circular buffer position. -Called from patched code at $A1BA via CircularSlotCalc_ext. - -Input: $5D = game's slot counter (0, 2, 4, 6... incremented by 2 per row) -$5A = src pointer ($1440 = inventory, $FF28 = treasure drops) -Output: Y = tilemap offset for circular buffer slot -Preserves: 16-bit A mode on exit -""" - - - sep #0x20 -; 8-bit A -; Drops list at $FF28 reuses _a181 but doesn't have any rolling state. -; The original 2-col Y calc collides slots after we forced col=0 globally -; via the `and #$00` patch at DrawItemSlot, so two drops would render at -; the same scanline. Detect drops via $5B high byte and emit a unique -; per-slot Y (slot * 64 + 4) instead of any circular math. - lda.b 0x5b - cmp #0xFF - bne _circ_slot_not_drops - lda.b 0x5d - rep #0x20 - and.w #0x00FF - asl - asl - asl - asl - asl - asl ; * 64. $5D increments by 2 → step = 128 bytes = 2 tilemap rows, -; matching the 16-px-per-item layout original uses for col-0 -; drops with BG1VOFS=-32 ($93) pushing them down to scanline 32. - clc - adc.w #0x0044 ; col 2 + 1 tilemap row down (+$40) so the first slot -; clears the window header before BG1VOFS shifts it. - tay - rts -_circ_slot_not_drops: -; Inventory in treasure context uses treasure_rolling_buffer_pos. - lda.l 0x7E0000 + 0x9C06 ; treasure_hdma_enable (treasure_rolling + 0x06) - beq _circ_check_field - lda.b 0x5d - lsr - clc - adc.l 0x7E0000 + 0x9C01 ; treasure_rolling_buffer_pos (treasure_rolling + 0x01) -_t_circ_mod: - cmp #6 ; TREASURE_BUFFER_SLOTS - bcc _t_circ_done - sec - sbc #6 - bra _t_circ_mod -_t_circ_done: - rep #0x20 - and.w #0x00FF - xba - lsr - clc - adc.w #0x0004 - tay - rts -_circ_check_field: -; Check if circular buffer mode is active (HDMA enabled) - lda.l 0x7E0000 + menu_hdma_enable - beq _circ_slot_original -; Not active, use original calculation -; Circular buffer Y calculation -; NOTE: Game increments $5D by 2 for each row (0, 2, 4, 6, 8, 10, 12, 14, 16, 18) -; We must divide by 2 first to get the visual slot (0-9) - lda.b 0x5d -; Load slot counter (0, 2, 4...) - lsr -; Divide by 2 to get visual slot (0-9) - clc - adc.l 0x7E0000 + menu_rolling_buffer_pos -; Add buffer_pos - -_circ_slot_mod: - cmp #MENU_BUFFER_SLOTS -; >= 11? - bcc _circ_slot_done - sec - sbc #MENU_BUFFER_SLOTS -; Subtract 11 to wrap - bra _circ_slot_mod - -_circ_slot_done: -; A = circular slot (0-10) - rep #0x20 -; 16-bit A - and.w #0x00FF -; Clear high byte (force 16-bit immediate) - xba -; A = slot * 256 - lsr -; A = slot * 128 - clc - adc.w #0x0004 -; + 4 (margin only, $29 already includes border) - tay -; Y = tilemap offset - rts - -_circ_slot_original: -; Original game calculation: Y = ($5D / 2) * 128 + 4 - lda.b 0x5d - lsr -; /2 - rep #0x20 -; 16-bit A - and.w #0x00FF -; Clear high byte (force 16-bit immediate) - xba -; *256 - lsr -; *128 - clc - adc.w #0x0004 -; +4 - tay - rts - -circular_slot_calc_ext: -"""Trampoline to call CircularSlotCalc from bank $01 patch at $A1BA""" - jsr.w circular_slot_calc - rtl +.include "../bank20.i" + +.alloc inventory_rolling_block in bank20_reloc { + init_menu_inventory_hdma: + """ + Sets up HDMA channel 5 for per-scanline BG1 vertical scroll control + Called when entering the item menu + + HDMA mode: $02 = write 2 bytes to same register, DIRECT mode (like FF6) + Register: $210E (BG1VOFS) + Table format: count_byte, lo_byte, hi_byte per entry, $00 to end + """ + + + php + sep #0x20 ; 8-bit A + + ; Build the HDMA data table in WRAM + ; Use UpdateMenuScrollHDMA directly - InitMenuHDMATable is redundant + ; since UpdateMenuScrollHDMA is called immediately after anyway + jsr.w update_menu_scroll_hdma + + ; Configure HDMA channel 5 for DIRECT mode + ; Must use long addressing - DB may be $7E but registers are at $00:43xx + lda #0x02 ; Mode: DIRECT, write 2 bytes to same PPU reg + sta.l HDMA5_CTRL ; $004350 + + lda #0x0E ; BG1VOFS register ($210E) + sta.l HDMA5_DEST ; $004351 + + ; Source = HDMA table in WRAM at $7E9800 + rep #0x20 ; 16-bit A + lda.w #MENU_HDMA_TABLE_ADDR ; $9800 + sta.l HDMA5_SRC_LO ; $004352-$004353 + sep #0x20 ; 8-bit A + lda #MENU_HDMA_BANK ; $7E + sta.l HDMA5_SRC_BANK ; $004354 + + ; HDMA channel 5 is now enabled via shadow variable (menu_hdma_enable) + ; The NMI hook at $8083 reads the shadow and writes to HDMAEN + + plp + rts + + disable_menu_inventory_hdma: + """ + Disables HDMA channel 5 when leaving item menu + The shadow variable is cleared by menu_exit_hook + """ + php + sep #0x20 ; 8-bit A + ; Shadow variable cleared by caller, NMI will write 0 to HDMAEN + plp + rts + + init_menu_hdma_table: + """ + Builds direct mode HDMA table in WRAM at $7E9800 + Format: count, lo, hi per entry, $00 to end + Initial state: all rows at BASE scroll (no circular buffer offset) + """ + rep #0x30 ; 16-bit A, X, Y + php + pha ; Save A + phx ; Save X + phy ; Save Y + + ; Save DP bytes we'll use as scratch + lda.b 0x40 + pha ; Save $40-$41 + + ; X = table write offset + ldx.w #0x0000 + + ; Entry 0: Border area - 48 scanlines at BASE scroll + sep #0x20 ; 8-bit A for count byte + lda #48 ; 48 scanlines + sta.l MENU_HDMA_TABLE, x + inx + rep #0x20 ; 16-bit A for value + lda.w menu_rolling_base_scroll + sta.l MENU_HDMA_TABLE, x + inx + inx + + ; Entries 1-10: Item rows - 16 scanlines each at BASE scroll (initial) + ; For init, all rows use BASE (no circular buffer offset yet) + lda.w #0x0000 + sta.b 0x40 ; Row counter + + _init_item_rows: + sep #0x20 ; 8-bit A for count + lda #16 ; 16 scanlines per item row + sta.l MENU_HDMA_TABLE, x + inx + rep #0x20 ; 16-bit A for value + lda.w menu_rolling_base_scroll + sta.l MENU_HDMA_TABLE, x + inx + inx + + inc.b 0x40 + lda.b 0x40 + + cmp.w #1 ; 10 rows + bcc _init_item_rows + + ; Entry 11: Below items - 16 scanlines at BASE + 16 + ; Lock to show the bottom window border area + sep #0x20 + lda #16 ; 16 scanlines + sta.l MENU_HDMA_TABLE, x + inx + rep #0x20 + lda.w menu_rolling_base_scroll + clc + adc.w #16 ; Lock at base + 16 + sta.l MENU_HDMA_TABLE, x + inx + inx + + ; End marker + sep #0x20 + lda #0x00 + sta.l MENU_HDMA_TABLE, x + + ; Restore DP bytes + rep #0x20 + pla + sta.b 0x40 ; Restore $40-$41 + + ; Restore registers + ply + plx + pla + plp + rts + + update_menu_scroll_hdma: + """Build the field-menu HDMA scroll table via the shared engine.""" + ; Build field-menu HDMA scroll table. Inlined from the former + ; engine_update_scroll_hdma macro for the same reason as treasure. + { + php + rep #0x30 + pha + phx + phy + lda.b 0x40 + pha + lda.b 0x42 + pha + ldx.w #0x0000 + jsr.w _menu_hdma_header + stz.b 0x42 + + _row_loop: + lda.w menu_rolling + RollingBufferState.buffer_pos + and.w #0x00FF + clc + adc.b 0x42 + + _mod_loop: + cmp.w #MENU_BUFFER_SLOTS + bcc _mod_done + sec + sbc.w #MENU_BUFFER_SLOTS + bra _mod_loop + + _mod_done: + asl + asl + asl + asl + sta.b 0x40 + lda.b 0x42 + and.w #0x00FF + asl + asl + asl + asl + eor.w #0xFFFF + inc + clc + adc.b 0x40 + clc + adc.w menu_rolling + RollingBufferState.base_scroll + sta.b 0x40 + sep #0x20 + lda #16 + sta.l MENU_HDMA_SHADOW, x + inx + rep #0x20 + lda.b 0x40 + sta.l MENU_HDMA_SHADOW, x + inx + inx + rep #0x20 + inc.b 0x42 + lda.b 0x42 + cmp.w #MENU_VISIBLE_ITEMS + bcs _row_loop_done + jmp.w _row_loop + + _row_loop_done: + jsr.w _menu_hdma_footer + sep #0x20 + lda #0x00 + sta.l MENU_HDMA_SHADOW, x + jsr.w _menu_hdma_signal + rep #0x20 + pla + sta.b 0x42 + pla + sta.b 0x40 + ply + plx + pla + plp + rts + } + + _menu_hdma_header: + """Field profile header: 48-scanline border at BASE scroll (one entry).""" + sep #0x20 + lda #48 + sta.l MENU_HDMA_SHADOW, x + inx + rep #0x20 + lda.w menu_rolling_base_scroll + sta.l MENU_HDMA_SHADOW, x + inx + inx + rts + + _menu_hdma_footer: + """Field profile footer: 16 scanlines at BASE+16 (locks bottom-border row 24).""" + sep #0x20 + lda #16 + sta.l MENU_HDMA_SHADOW, x + inx + rep #0x20 + lda.w menu_rolling_base_scroll + clc + adc.w #16 + sta.l MENU_HDMA_SHADOW, x + inx + inx + rts + + _menu_hdma_signal: + """Field profile NMI signal: set copy-pending shadow flag.""" + sep #0x20 + lda #0x01 + sta.w menu_hdma_copy_pending + rts + + init_menu_rolling_buffer_impl: + """ + Init field rolling buffer (10 visible, lazy 11th slot). + + Populates the phase-1 engine config + hook fields so the bank-20 + `rolling_engine_*` entries can drive the same instance the macro + expansion below already manages. Engine consumers stay inert until + phase 2 swaps the macro for the JSL path ; populating now lets the + integration tests assert real config values and gives us a stable + ABI surface to port against. + """ + + + php + rep #0x30 ; M=16, X=16 + sep #0x20 ; M=8 (X stays 16) + ; visible_rows + slot_height_tiles + lda.b #MENU_VISIBLE_ITEMS + sta.l 0x7E0000 + menu_rolling + RollingBufferState.visible_rows + lda.b #0x02 ; 2 BG rows per slot + sta.l 0x7E0000 + menu_rolling + RollingBufferState.slot_height_tiles + ; item_list_ptr = $7E:1440 (vanilla inventory array) + lda.b #0x40 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_list_ptr + lda.b #0x14 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_list_ptr + 1 + lda.b #0x7E + sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_list_ptr + 2 + ; item_count = 48 (vanilla field inventory) + lda.b #0x30 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_count + ; hdma_channel = 5 (BG1VOFS HDMA used by field-items rolling buffer) + lda.b #0x05 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.hdma_channel + ; vwf_cfg_ptr = $70:7080 (VWF_CONFIG_BASE) + lda.b #0x80 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.vwf_cfg_ptr + lda.b #0x70 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.vwf_cfg_ptr + 1 + lda.b #0x70 + sta.l 0x7E0000 + menu_rolling + RollingBufferState.vwf_cfg_ptr + 2 + ; fn_render_slot = menu_fn_render_slot_trampoline (bank-20 RTL wrapper) + lda.b #menu_fn_render_slot_trampoline & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_render_slot + lda.b #( menu_fn_render_slot_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_render_slot + 1 + lda.b #( menu_fn_render_slot_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_render_slot + 2 + ; fn_update_hdma = menu_fn_update_hdma_trampoline + lda.b #menu_fn_update_hdma_trampoline & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_update_hdma + lda.b #( menu_fn_update_hdma_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_update_hdma + 1 + lda.b #( menu_fn_update_hdma_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_update_hdma + 2 + ; fn_draw_window = menu_fn_draw_window_trampoline + lda.b #menu_fn_draw_window_trampoline & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + lda.b #( menu_fn_draw_window_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 1 + lda.b #( menu_fn_draw_window_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 2 + lda.b #ROLLING_MENU_ID_FIELD + sta.l 0x7E0000 + menu_rolling + RollingBufferState.menu_id + plp + php + rep #0x10 + ldx.w #menu_rolling + jsr.l rolling_engine.rolling_engine_init + plp + rtl + + menu_fn_render_slot_trampoline: + """ + Bank-20 RTL wrapper around `_menu_render_item_to_slot`. + + php/plp keeps M/X flag mutations inside the inner routine from + leaking back to the engine. The engine relies on X-flag = 16 + throughout init ; hooks that toggle X-flag truncate X to its low + byte, which sends subsequent `sta.l abs,X` writes to garbage + addresses. + """ + + + php + jsr.w _menu_render_item_to_slot + plp + rtl + + menu_fn_update_hdma_trampoline: + """ + Bank-20 RTL wrapper around `ensure_hdma_initialized`. + + Named fn_update_hdma in the struct but semantically the + "arm-HDMA-channel + first-frame setup" hook for init. Phase 3 may + split into ensure-once vs per-scroll-update if scroll-tick needs a + distinct entry, but the existing field-menu macro chain treats + ensure as idempotent so reusing it for both is fine. + + php/plp guards the engine's X-flag = 16 from inner sep/rep. + """ + + + php + jsr.w ensure_hdma_initialized + plp + rtl + + menu_fn_draw_window_trampoline: + """ + Bank-20 RTL wrapper around `_menu_draw_inventory_window`. + + php/plp protects the engine's X-flag = 16 ; the inner draw does + `rep #$10 ; jsr ; sep #$10` for its own 8-bit-X dance and would + otherwise leave X-flag = 8 when we return, corrupting `,X` indexed + state writes downstream of the hook in the engine_init body. + """ + + + php + jsr.w _menu_draw_inventory_window + plp + rtl + + _menu_draw_inventory_window: + """Field menu draws the InventoryWindow ($DCCE) frame on entry.""" + rep #0x10 + ldy.w #0xDCCE + jsr.l draw_window_trampoline + sep #0x10 + rts + + ; _menu_render_item_to_slot + ; Renders an item to a specific circular buffer slot in the tilemap. + ; + ; Input: menu_rolling_edge_row = item index (0-47) for data lookup + ; menu_rolling_slot_index = slot index (0-11) for destination + ; + ; Strategy: Set up $5d = slot_index (for Y position calculation), + ; $5a = pointer to item data, then call game's DrawItemSlot. + + _menu_render_item_to_slot: + php + phb + + ; Set data bank to $7E for WRAM access + lda #0x7E + pha + plb + + ; Set 16-bit A and X/Y for consistent register handling + rep #0x30 ; 16-bit A and X/Y + + ; Save registers and key direct page variables + pha + phx ; Save X (16-bit) + phy ; Save Y (16-bit) + lda.b 0x5a + pha + lda.b 0x29 ; Save tilemap buffer pointer + pha + lda.b 0x45 ; Save $45-$46 (used by game routines) + pha + lda.b 0x33 ; Save $33-$34 (used for tile attributes) + pha + sep #0x20 ; 8-bit A + lda.b 0x5d + pha + lda.b 0xDB ; Save tile attribute byte + pha + + ; Set $29 = $B600 for BG1 tilemap buffer + rep #0x20 ; 16-bit A (X/Y still 16-bit) + lda.w #0xB600 + sta.b 0x29 + sep #0x20 ; 8-bit A + + ; Calculate item data pointer: $1440 + (edge_row * Item.__size) + lda.w menu_rolling_edge_row + asl ; * Item.__size (2 bytes per Item) + clc + adc #0x40 ; Low byte of $1440 + sta.b 0x5a + lda #0x14 ; High byte of $1440 + adc #0x00 ; Add carry + sta.b 0x5b + + ; Load Item.id and Item.qty from ($5A) via long-addressing into WRAM. + rep #0x20 + lda.b 0x5a ; Pointer value = $1440 + edge_row * Item.__size + tax + sep #0x20 + lda.l 0x7E0000 + Item.id, x + pha ; Save Item.id for CheckCanUseItem + lda.l 0x7E0000 + Item.qty, x + sta.b 0x5C ; Store qty in $5C + + ; Call CheckCanUseItem to set palette in $DB + ; Input: A = item ID + ; Output: $DB = $00 (usable) or $04 (not usable) + stz.b 0x34 ; Clear $34 (no priority/flip bits) + pla ; Restore item ID + jsr.l check_can_use_item_trampoline ; bank-$01 trampoline for original @ $A25D (sets $DB) + + ; Set $5d = slot_index (for AND #$01 check, but we patched to AND #$00) + lda.w menu_rolling_slot_index + sta.b 0x5d + + ; Calculate Y = slot_index * 128 + 70 + ; Y is the tilemap offset for this slot + ; +64 for window border (1 tile row = 32 tiles × 2 bytes) + ; +6 for left margin (3 tiles) + rep #0x20 ; 16-bit A (X/Y already 16-bit) + lda.w menu_rolling_slot_index + and.w #0x00FF ; Clear high byte + xba ; Swap bytes: A = slot * 256 + lsr ; A = slot * 128 + clc + adc.w #0x0044 ; + 68 (64 border + 4 margin) + tay ; Y = tilemap offset (16-bit transfer) + sep #0x20 ; 8-bit A + + ; Check for trash can item ($FF) - needs special 2x2 tile graphic + lda (0x5a) ; Load item ID + cmp #0xFF + bne _not_trash_item + jsr.w draw_trash_single_column ; Draw trash icon + bra _skip_draw_item_slot + + _not_trash_item: + ; Clear the 2x2 trash can area first (in case we scrolled from trash position) + jsr.w _clear_trash_area + + ; Call DrawItemSlot inner at $A1ED + ; Expects: Y = tilemap offset, ($5A) = item pointer, ($29) = tilemap base + jsr.l draw_item_slot_inner_trampoline ; bank-$01 trampoline for original @ $A1ED + + _skip_draw_item_slot: + + ; Restore direct page variables and registers (reverse order) + pla + sta.b 0xDB ; Restore tile attribute byte + pla + sta.b 0x5d + rep #0x20 ; 16-bit A + pla + sta.b 0x33 ; Restore $33-$34 (tile attributes) + pla + sta.b 0x45 ; Restore $45-$46 (used by game routines) + pla + sta.b 0x29 ; Restore tilemap buffer pointer + pla + sta.b 0x5a + rep #0x10 ; 16-bit X/Y for pop (match push) + ply ; Restore Y (16-bit) + plx ; Restore X (16-bit) + pla ; Restore A (16-bit - still in 16-bit A from above) + + plb + plp + rts + + ensure_hdma_initialized: + """ + Lazy initialization: captures $93 and sets up HDMA on first scroll. + Called from scroll prepare functions. + Checks if base_scroll == 0xFFFF (sentinel) and if so, initializes. + """ + + ; Check if already initialized (base_scroll != 0xFFFF) + rep #0x20 ; 16-bit A + lda.w menu_rolling_base_scroll + cmp.w #0xFFFF + bne _hdma_already_init + + ; Capture base scroll from $0193 (BG1VOFS shadow, menu uses DP=$0100) + ; Use long addressing to ensure we read from WRAM + .db 0xAF ; LDA.L opcode + .db 0x93, 0x01, 0x7E ; $7E0193 + sta.w menu_rolling_base_scroll + + ; Initialize HDMA channel configuration + sep #0x20 ; Back to 8-bit for InitMenuInventoryHDMA + jsr.w init_menu_inventory_hdma + + ; NOW enable HDMA via shadow variable (channel is configured) + ; Force long addressing: STA.L $7E1BAE + lda #0x20 ; Channel 5 + .db 0x8F ; STA.L opcode + .dw menu_hdma_enable ; $1BAE + .db 0x7E ; Bank $7E + rts + + _hdma_already_init: + sep #0x20 ; Restore 8-bit mode + rts + + ; STATE MACHINE ROUTINES (FF6-style non-blocking scroll) + + scroll_state_check: + """ + Called at main loop entry ($019FF2) to handle scroll animation frames. + If scrolling is active, processes one frame and skips input handling. + + Returns: Carry clear = process input normally + Carry set = skip input (still scrolling) + """ + + + php + sep #0x20 ; 8-bit A + + ; Check if we're scrolling + lda.w menu_scroll_state + beq _scroll_state_idle + + ; We're scrolling - process one animation frame + jsr.l update_scroll_frame_impl + + ; Check if scroll finished + lda.w menu_scroll_remaining + bne _scroll_still_active + + ; Scroll finished - clean up and return to idle + jsr.l finish_scroll_impl + + _scroll_state_idle: + plp + clc ; Carry clear = process input + rts + + _scroll_still_active: + plp + sec ; Carry set = skip input + rts + + start_scroll_down_impl: + """Field profile: kick scroll-down state machine via the bank-20 engine.""" + php + rep #0x10 + lda.l 0x7E1B1A ; field scroll_pos + ldx.w #menu_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_down + plp + rtl + + start_scroll_up_impl: + """Field profile: kick scroll-up state machine via the bank-20 engine.""" + php + rep #0x10 + lda.l 0x7E1B1A + ldx.w #menu_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_up + plp + rtl + + update_scroll_frame_impl: + """Field profile: per-frame scroll animation tick via the bank-20 engine.""" + php + rep #0x10 + ldx.w #menu_rolling + jsr.l rolling_engine.rolling_engine_update_scroll_frame + plp + rtl + + finish_scroll_impl: + """Field profile: end-of-animation cleanup via the bank-20 engine.""" + php + rep #0x10 + lda.l 0x7E1B1A + ldx.w #menu_rolling + jsr.l rolling_engine.rolling_engine_finish_scroll + plp + rtl + + ; Inventory Rolling Buffer Patches - Relocated to Bank $20 + ; These routines are called via JSL from bank $01 hooks. + + .if INVENTORY_ROLLING_BUFFER { + menu_entry_hook_impl: + """Field-menu entry hook: lazy-init HDMA + force shadow flush before first frame.""" + stz.w 0x1B1F + lda #0x00 + sta.l 0x7E1BAE + ; menu_hdma_enable + stz.w menu_scroll_state + stz.w menu_scroll_remaining + stz.w menu_scroll_direction + stz.w menu_transfer_pending + stz.w menu_hdma_copy_pending + ; Clear HDMA copy flag + stz.w menu_scroll_anim_offset + ; Clear low byte + stz.w menu_scroll_anim_offset + 1 + ; Clear high byte + ; Initialize cursor column to 0 for single-column mode + ; This ensures $1b22 is always 0 even if it had a value from previous menu + stz.w 0x1B22 + ; cursor_x = 0 + ; InitMenuRollingBuffer_Impl is called later via patched JSR at $9F7B + rtl + + menu_exit_hook_impl: + """Field menu teardown: zero HDMA shadow, full 12-byte rolling state, ch5 registers.""" + php + sep #0x20 + lda #0x00 + sta.l 0x7E1BAE + ; menu_hdma_enable shadow off so NMI writes 0 to HDMAEN this frame + sta.l 0x004350 + sta.l 0x004351 + sta.l 0x004352 + sta.l 0x004353 + sta.l 0x004354 + ; HDMA5 ctrl/dest/src cleared so a stale config can't restart on next mode switch + rep #0x20 + lda.w #0x0000 + sta.w menu_rolling + sta.w menu_rolling + 2 + sta.w menu_rolling + 4 + sta.w menu_rolling + 6 + sta.w menu_rolling + 8 + sta.w menu_rolling + 10 + plp + jsr.l reset_sprites_trampoline + rtl + ; swap_redraw_hook_impl_body + ; Called after item swap to redraw visible items correctly. + ; Must render to the correct circular buffer slots based on current buffer_pos. + ; Does NOT reset buffer_pos - we stay at the current scroll position. + + swap_redraw_hook_impl_body: + """Field profile: post-swap re-render of all 11 slots via the engine.""" + php + rep #0x10 + lda.l 0x7E1B1A + ldx.w #menu_rolling + jsr.l rolling_engine.rolling_engine_swap_redraw + plp + rtl + + + ; _clear_inventory_slot + ; Clears a single inventory slot in the tilemap buffer. + ; Input: menu_rolling_slot_index = slot to clear (0-10) + ; Used when item index is out of bounds (>= 48) + + _clear_inventory_slot: + php + phb + ; Set data bank to $7E for WRAM access + lda #0x7E + pha + plb + ; Save registers - use 16-bit mode for consistent push/pop + rep #0x30 + ; 16-bit A and X/Y + pha + phx + phy + lda.b 0x29 + pha + ; Set $29 = $B600 for BG1 tilemap buffer + lda.w #0xB600 + sta.b 0x29 + ; Calculate Y = slot_index * 128 + 70 + lda.w menu_rolling_slot_index + and.w #0x00FF + xba + ; A = slot * 256 + lsr + ; A = slot * 128 + clc + adc.w #0x0044 + ; + 68 (64 border + 4 margin) + tay + ; Y = tilemap offset (16-bit) + sep #0x20 + ; 8-bit A for tile writes (X/Y stay 16-bit) + ; Clear the item name area (12 tiles = 24 bytes) + ; Use $FF as blank tile + ; Note: X is 16-bit but we only use low byte; loop works correctly + ldx.w #12 + ; 12 tiles for item name + quantity (force 16-bit immediate) + + _clear_slot_loop: + lda #0xFF + ; Blank tile + sta (0x29), y + iny + lda #0x04 + ; Palette 4 (matches normal items) + sta (0x29), y + iny + dex + bne _clear_slot_loop + ; Restore registers - must match push mode + rep #0x20 + ; 16-bit A for pop (X/Y already 16-bit) + pla + sta.b 0x29 + ply + plx + pla + plb + plp + rts + ; _clear_trash_area + ; Clears the 2x2 trash can area with blank tiles ($FF). + ; Called before drawing normal items to remove any leftover trash icon. + ; Input: Y = tilemap offset + ; ($29) = tilemap base + ; + + _clear_trash_area: + phy + ; Save Y + ; First row: 2 tiles + lda #0xFF + sta (0x29), y + iny + lda #0x00 + sta (0x29), y + iny + lda #0xFF + sta (0x29), y + iny + lda #0x00 + sta (0x29), y + ; Second row: Y + 64 from start + ply + ; Restore original Y + phy + ; Save again + rep #0x20 + tya + clc + adc.w #64 + tay + sep #0x20 + lda #0xFF + sta (0x29), y + iny + lda #0x00 + sta (0x29), y + iny + lda #0xFF + sta (0x29), y + iny + lda #0x00 + sta (0x29), y + ply + ; Restore Y + rts + + draw_trash_single_column: + + + """ + Draws the trash can 2x2 tile graphic for single-column inventory. + Input: Y = tilemap offset (from slot calculation) + ($29) = tilemap base ($B600) + menu_rolling_slot_index = current slot + Tiles: $04 (top-left), $05 (top-right), $06 (bottom-left), $07 (bottom-right) + + Tilemap format: [tile_number, attributes] pairs + Each row is 64 bytes (32 tiles × 2 bytes) + """ + + + ; Y points to start of item slot area + ; Draw 2x2 trash can icon, then clear remaining 10 tiles per row + ; Save starting Y for second row calculation + rep #0x20 + ; 16-bit for push + phy + ; Save starting Y + sep #0x20 + ; 8-bit A + ; First row: tiles $04, $05 + lda #0x04 + ; Tile $04 (top-left of trash can) + sta (0x29), y + iny + lda #0x00 + ; Attribute: palette 0, no flip + sta (0x29), y + iny + lda #0x05 + ; Tile $05 (top-right) + sta (0x29), y + iny + lda #0x00 + ; Attribute + sta (0x29), y + iny + ; Clear remaining 13 tiles on first row (10 name + colon + 2 digits) + ldx.w #13 + + _clear_row1: + lda #0xFF + ; Blank tile + sta (0x29), y + iny + lda #0x00 + ; Attribute + sta (0x29), y + iny + dex + bne _clear_row1 + ; Restore starting Y and add 64 for second row + rep #0x20 + ; 16-bit A + pla + ; Get starting Y + clc + adc.w #64 + ; +64 bytes = next tilemap row + tay + sep #0x20 + ; 8-bit A + ; Second row: tiles $06, $07 + lda #0x06 + ; Tile $06 (bottom-left) + sta (0x29), y + iny + lda #0x00 + ; Attribute + sta (0x29), y + iny + lda #0x07 + ; Tile $07 (bottom-right) + sta (0x29), y + iny + lda #0x00 + ; Attribute + sta (0x29), y + iny + ; Clear remaining 13 tiles on second row (10 name + colon + 2 digits) + ldx.w #13 + + _clear_row2: + lda #0xFF + ; Blank tile + sta (0x29), y + iny + lda #0x00 + ; Attribute + sta (0x29), y + iny + dex + bne _clear_row2 + rts + ; NmiDmaTransferCheck_Impl moved to bank $20 (battle/inventory_rolling.s) + ; as field_menu_nmi_dma_transfer_check_impl to save space in bank $01 + ; check_and_clear_count_impl + ; Called from DrawItemSlot to check item ID and handle count display. + ; - If item ID is 0: writes $FF tiles to clear count, skips to RTS + ; - If item ID is $FE: skips to RTS (no clearing needed) + ; - Otherwise: returns normally to draw count + ; + ; Input: $5a = pointer to item data, Y = tilemap offset, $29 = tilemap ptr + ; Modifies: A, return address on stack if skipping + + check_and_clear_count_impl: + """Drop the count column for empty/used slots.""" + lda (0x5a) + ; Load item ID + beq _clear_count + ; If 0, clear and skip + cmp #0xFE + ; Check for special item $FE + bne _normal_return + ; If not $FE, return normally to draw count + ; Item is $FE - skip count but don't clear + bra _skip_to_rts + + _clear_count: + ; Write $FF (blank tiles) to count area: colon + 2 digits = 3 tiles + lda #0xFF + ; Blank tile + sta (0x29), y + ; Colon position + iny + lda.b 0xdb + ; Attribute byte + sta (0x29), y + iny + lda #0xFF + sta (0x29), y + ; First digit position + iny + lda.b 0xdb + sta (0x29), y + iny + lda #0xFF + sta (0x29), y + ; Second digit position + iny + lda.b 0xdb + sta (0x29), y + + _skip_to_rts: + ; Replace the entire DrawItemSlot return chain so we land on the RTS at $01:A222 + ; instead of falling back to $A205 (NOPs + colon write). + ; + ; Stack on entry to Impl (pushed by trampoline + caller, top first): + ; [JSL Impl return: PCL, PCH, PB ($01)] + ; [JSR check_and_clear_count return: PCL, PCH ($A204)] + ; [DrawItemSlot caller's return ...] + ; + ; Pop both the JSL Impl return (3 bytes) AND the JSR trampoline return (2 bytes), + ; then push a synthetic return to $01:A222 (RTS) for our RTL. + pla ; PCL of JSL Impl return + pla ; PCH of JSL Impl return + pla ; PB of JSL Impl return + pla ; PCL of JSR check_and_clear_count return + pla ; PCH of JSR check_and_clear_count return + ; Stack top now = DrawItemSlot's own caller return. + ; Push return for RTL: $01:A221 (so RTL lands PC=$01:A222 = RTS). + lda #0x01 + pha + lda #0xA2 + pha + lda #0x21 + pha + + _normal_return: + rtl + + circular_slot_calc: + + + """ + Calculate tilemap Y offset using circular buffer position. + Called from patched code at $A1BA via CircularSlotCalc_ext. + + Input: $5D = game's slot counter (0, 2, 4, 6... incremented by 2 per row) + $5A = src pointer ($1440 = inventory, $FF28 = treasure drops) + Output: Y = tilemap offset for circular buffer slot + Preserves: 16-bit A mode on exit + """ + + + sep #0x20 + ; 8-bit A + ; Drops list at $FF28 reuses _a181 but doesn't have any rolling state. + ; The original 2-col Y calc collides slots after we forced col=0 globally + ; via the `and #$00` patch at DrawItemSlot, so two drops would render at + ; the same scanline. Detect drops via $5B high byte and emit a unique + ; per-slot Y (slot * 64 + 4) instead of any circular math. + lda.b 0x5b + cmp #0xFF + bne _circ_slot_not_drops + lda.b 0x5d + rep #0x20 + and.w #0x00FF + asl + asl + asl + asl + asl + asl ; * 64. $5D increments by 2 → step = 128 bytes = 2 tilemap rows, + ; matching the 16-px-per-item layout original uses for col-0 + ; drops with BG1VOFS=-32 ($93) pushing them down to scanline 32. + clc + adc.w #0x0044 ; col 2 + 1 tilemap row down (+$40) so the first slot + ; clears the window header before BG1VOFS shifts it. + tay + rts + _circ_slot_not_drops: + ; Inventory in treasure context uses treasure_rolling_buffer_pos. + lda.l 0x7E0000 + 0x9C06 ; treasure_hdma_enable (treasure_rolling + 0x06) + beq _circ_check_field + lda.b 0x5d + lsr + clc + adc.l 0x7E0000 + 0x9C01 ; treasure_rolling_buffer_pos (treasure_rolling + 0x01) + _t_circ_mod: + cmp #6 ; TREASURE_BUFFER_SLOTS + bcc _t_circ_done + sec + sbc #6 + bra _t_circ_mod + _t_circ_done: + rep #0x20 + and.w #0x00FF + xba + lsr + clc + adc.w #0x0004 + tay + rts + _circ_check_field: + ; Check if circular buffer mode is active (HDMA enabled) + lda.l 0x7E0000 + menu_hdma_enable + beq _circ_slot_original + ; Not active, use original calculation + ; Circular buffer Y calculation + ; NOTE: Game increments $5D by 2 for each row (0, 2, 4, 6, 8, 10, 12, 14, 16, 18) + ; We must divide by 2 first to get the visual slot (0-9) + lda.b 0x5d + ; Load slot counter (0, 2, 4...) + lsr + ; Divide by 2 to get visual slot (0-9) + clc + adc.l 0x7E0000 + menu_rolling_buffer_pos + ; Add buffer_pos + + _circ_slot_mod: + cmp #MENU_BUFFER_SLOTS + ; >= 11? + bcc _circ_slot_done + sec + sbc #MENU_BUFFER_SLOTS + ; Subtract 11 to wrap + bra _circ_slot_mod + + _circ_slot_done: + ; A = circular slot (0-10) + rep #0x20 + ; 16-bit A + and.w #0x00FF + ; Clear high byte (force 16-bit immediate) + xba + ; A = slot * 256 + lsr + ; A = slot * 128 + clc + adc.w #0x0004 + ; + 4 (margin only, $29 already includes border) + tay + ; Y = tilemap offset + rts + + _circ_slot_original: + ; Original game calculation: Y = ($5D / 2) * 128 + 4 + lda.b 0x5d + lsr + ; /2 + rep #0x20 + ; 16-bit A + and.w #0x00FF + ; Clear high byte (force 16-bit immediate) + xba + ; *256 + lsr + ; *128 + clc + adc.w #0x0004 + ; +4 + tay + rts + + circular_slot_calc_ext: + """Trampoline to call CircularSlotCalc from bank $01 patch at $A1BA""" + jsr.w circular_slot_calc + rtl + } } diff --git a/src/ingame/items_menu_vwf.s b/src/ingame/items_menu_vwf.s index 82095d0..542af0c 100644 --- a/src/ingame/items_menu_vwf.s +++ b/src/ingame/items_menu_vwf.s @@ -42,6 +42,7 @@ Status: .include "src/items.i" +.include "../bank20.i" .include "src/battle/inventory_budget.i" .include "src/libmz.i" @@ -53,289 +54,292 @@ Status: .extern wait_for_vblank_long .extern dma_transfer_to_vram -.scope items_menu_vwf { - """ -VWF render path for field-menu / treasure / drops item-name slots. -Hijacks vanilla `DrawItemName` ($01:9060) to populate VwfConfig at -VWF_CONFIG_BASE and dispatch through `render.render_with_config`, so -the patched menu chrome keeps the slot layout while the glyphs go -through the variable-width font engine. + +.alloc items_menu_vwf_block in bank20_reloc { + .scope items_menu_vwf { + """ + VWF render path for field-menu / treasure / drops item-name slots. + Hijacks vanilla `DrawItemName` ($01:9060) to populate VwfConfig at + VWF_CONFIG_BASE and dispatch through `render.render_with_config`, so + the patched menu chrome keeps the slot layout while the glyphs go + through the variable-width font engine. + """ + draw_field_item_name: """ -draw_field_item_name: -""" -Bank-20 field-menu item-name render driven by VwfConfig. + Bank-20 field-menu item-name render driven by VwfConfig. -Stages the item name in `VWF_TEXT_BUFFER` with a $00 terminator, -fills `VWF_CONFIG_BASE` with per-slot tile budget + tilemap dest, -fills the top tilemap row with $FF blanks (so the 16-pixel-tall -slot keeps its height), writes the items_unleashed symbol byte -+ palette to the bottom row's first tile, then calls the unified -`render.render_with_config` to blit the rest. Field uses K=5 -tiles/slot (FIELD_ITEM_VWF_TILE_BUDGET) so 11 slots fit inside the -$C0..$F6 tile-id window. -""" + Stages the item name in `VWF_TEXT_BUFFER` with a $00 terminator, + fills `VWF_CONFIG_BASE` with per-slot tile budget + tilemap dest, + fills the top tilemap row with $FF blanks (so the 16-pixel-tall + slot keeps its height), writes the items_unleashed symbol byte + + palette to the bottom row's first tile, then calls the unified + `render.render_with_config` to blit the rest. Field uses K=5 + tiles/slot (FIELD_ITEM_VWF_TILE_BUDGET) so 11 slots fit inside the + $C0..$F6 tile-id window. + """ - sta.b 0x43 ; item id - php - sep #0x20 - rep #0x10 -; Preserve caller's Y. Vanilla `DrawEquipItemName` (`$01:9013`) and -; `DrawItemName` (`$01:9060`) each phy at entry and ply before rts ; -; the caller `DrawItemSlot` continues with `tya ; adc #$60 ; tay` -; to position the colon glyph, so Y must come back unchanged. - phy -; --- X = item id * ITEM_UNLEASHED_RECORD_SIZE (inline mul-by-17) --- - rep #0x20 - lda.b 0x43 - and.w #0x00FF - pha - asl - asl - asl - asl ; * 16 - clc - adc 0x01, s ; + id = * 17 - tax - pla - sep #0x20 -; --- Copy items_unleashed name bytes into VWF_TEXT_BUFFER, terminate $00 --- -; Byte 0 of the record is the symbol (rendered separately as fixed -; tile below) ; bytes 1..ITEM_UNLEASHED_TEXT_SIZE go into the buffer. -; X is the destination index (only abs,x works with sta.l) ; the -; source offset rides in long SRAM scratch `VWF_SRC_OFFSET` so we -; do not steal a direct-page byte from vanilla's menu loop (the -; original placement on DP $45 clashed with the items code's row -; counter and broke the per-slot copy). - rep #0x20 - txa - inc ; skip symbol byte - sta.l VWF_SRC_OFFSET - sep #0x20 - ldx.w #0x0000 + sta.b 0x43 ; item id + php + sep #0x20 + rep #0x10 + ; Preserve caller's Y. Vanilla `DrawEquipItemName` (`$01:9013`) and + ; `DrawItemName` (`$01:9060`) each phy at entry and ply before rts ; + ; the caller `DrawItemSlot` continues with `tya ; adc #$60 ; tay` + ; to position the colon glyph, so Y must come back unchanged. + phy + ; --- X = item id * ITEM_UNLEASHED_RECORD_SIZE (inline mul-by-17) --- + rep #0x20 + lda.b 0x43 + and.w #0x00FF + pha + asl + asl + asl + asl ; * 16 + clc + adc 0x01, s ; + id = * 17 + tax + pla + sep #0x20 + ; --- Copy items_unleashed name bytes into VWF_TEXT_BUFFER, terminate $00 --- + ; Byte 0 of the record is the symbol (rendered separately as fixed + ; tile below) ; bytes 1..ITEM_UNLEASHED_TEXT_SIZE go into the buffer. + ; X is the destination index (only abs,x works with sta.l) ; the + ; source offset rides in long SRAM scratch `VWF_SRC_OFFSET` so we + ; do not steal a direct-page byte from vanilla's menu loop (the + ; original placement on DP $45 clashed with the items code's row + ; counter and broke the per-slot copy). + rep #0x20 + txa + inc ; skip symbol byte + sta.l VWF_SRC_OFFSET + sep #0x20 + ldx.w #0x0000 -_copy_loop: - phx - rep #0x20 - lda.l VWF_SRC_OFFSET - tax - sep #0x20 - lda.l assets_items_unleashed_dat, x - pha ; save the byte so the 16-bit src-pointer update does not clobber it - inx - rep #0x20 - txa - sta.l VWF_SRC_OFFSET - sep #0x20 - pla - plx - sta.l VWF_TEXT_BUFFER, x - inx - cpx.w #ITEM_UNLEASHED_TEXT_SIZE - bne _copy_loop - lda.b #0x00 - sta.l VWF_TEXT_BUFFER, x ; null terminator -; --- Populate VwfConfig.tile_id_base = FIELD base + $5D * K --- -; K = FIELD_ITEM_VWF_TILE_BUDGET (=10). slot * 10 = slot*8 + slot*2. -; Store the full 16-bit value: slots 6..10 produce tile_id_base -; $C0 + 10*K = $C0 + 100 = $124 which the 8-bit allocator wrapped -; back into the menu font CHR range. The wide init keeps tile_id -; bit 8 (which `tilemap_write_no_inc` ORs in via $01 on the high -; tilemap byte) intact. - rep #0x20 - lda.b 0x5D - and.w #0x00FF - pha - asl - asl - asl ; * 8 - clc - adc 0x01, s ; + slot = * 9 - clc - adc 0x01, s ; + slot = * 10 - clc - adc.w #FIELD_ITEM_VWF_TILE_BASE - sta.l VWF_CONFIG_BASE + VwfConfig.tile_id_base ; word - pla ; balance - sep #0x20 - lda.b #FIELD_ITEM_VWF_TILE_BUDGET - sta.l VWF_CONFIG_BASE + VwfConfig.slot_budget -; CHR -> VRAM flush descriptor. Menu PPU runs in Mode 0 -; (BGMODE = $00 at `ff4decomp/menu/menu.asm:3878`) with BG34NBA = $22 -; -> BG3 CHR at VRAM word $2000 (byte $4000). Two descriptors live in -; SRAM so the NMI flush can DMA treasure (primary) and drops (secondary) -; in disjoint slices without one panel's range trampling the other's -; through a single combined DMA. VWF_CALLER_CTX (set by drops_rolling -; around its vanilla JSR chain) picks which descriptor this call's -; flush targets ; tile_id_base / slot_budget / tilemap_base / flags -; stay primary regardless since they are per-call render inputs, not -; per-region flush params. -; Tight `== 1` check so stale SRAM from old savestates (or any future -; CTX value not yet defined) falls back to the primary path instead -; of misrouting to drops. Without this, savestates captured before -; the secondary descriptor existed carried random bytes at -; VWF_CALLER_CTX and any non-zero value sent the very first render -; into the drops branch on the wrong inventory. - sep #0x20 - lda.l VWF_CALLER_CTX - cmp.b #0x01 - beq _write_secondary_desc - rep #0x20 -; --- Primary descriptor (treasure / field-items / default) --- - lda.w #FIELD_VWF_VRAM_DEST_WORD - sta.l VWF_CONFIG_BASE + VwfConfig.chr_vram_word - lda.w #FIELD_VWF_PRIMARY_BYTE_COUNT - sta.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count - bra _desc_done + _copy_loop: + phx + rep #0x20 + lda.l VWF_SRC_OFFSET + tax + sep #0x20 + lda.l assets_items_unleashed_dat, x + pha ; save the byte so the 16-bit src-pointer update does not clobber it + inx + rep #0x20 + txa + sta.l VWF_SRC_OFFSET + sep #0x20 + pla + plx + sta.l VWF_TEXT_BUFFER, x + inx + cpx.w #ITEM_UNLEASHED_TEXT_SIZE + bne _copy_loop + lda.b #0x00 + sta.l VWF_TEXT_BUFFER, x ; null terminator + ; --- Populate VwfConfig.tile_id_base = FIELD base + $5D * K --- + ; K = FIELD_ITEM_VWF_TILE_BUDGET (=10). slot * 10 = slot*8 + slot*2. + ; Store the full 16-bit value: slots 6..10 produce tile_id_base + ; $C0 + 10*K = $C0 + 100 = $124 which the 8-bit allocator wrapped + ; back into the menu font CHR range. The wide init keeps tile_id + ; bit 8 (which `tilemap_write_no_inc` ORs in via $01 on the high + ; tilemap byte) intact. + rep #0x20 + lda.b 0x5D + and.w #0x00FF + pha + asl + asl + asl ; * 8 + clc + adc 0x01, s ; + slot = * 9 + clc + adc 0x01, s ; + slot = * 10 + clc + adc.w #FIELD_ITEM_VWF_TILE_BASE + sta.l VWF_CONFIG_BASE + VwfConfig.tile_id_base ; word + pla ; balance + sep #0x20 + lda.b #FIELD_ITEM_VWF_TILE_BUDGET + sta.l VWF_CONFIG_BASE + VwfConfig.slot_budget + ; CHR -> VRAM flush descriptor. Menu PPU runs in Mode 0 + ; (BGMODE = $00 at `ff4decomp/menu/menu.asm:3878`) with BG34NBA = $22 + ; -> BG3 CHR at VRAM word $2000 (byte $4000). Two descriptors live in + ; SRAM so the NMI flush can DMA treasure (primary) and drops (secondary) + ; in disjoint slices without one panel's range trampling the other's + ; through a single combined DMA. VWF_CALLER_CTX (set by drops_rolling + ; around its vanilla JSR chain) picks which descriptor this call's + ; flush targets ; tile_id_base / slot_budget / tilemap_base / flags + ; stay primary regardless since they are per-call render inputs, not + ; per-region flush params. + ; Tight `== 1` check so stale SRAM from old savestates (or any future + ; CTX value not yet defined) falls back to the primary path instead + ; of misrouting to drops. Without this, savestates captured before + ; the secondary descriptor existed carried random bytes at + ; VWF_CALLER_CTX and any non-zero value sent the very first render + ; into the drops branch on the wrong inventory. + sep #0x20 + lda.l VWF_CALLER_CTX + cmp.b #0x01 + beq _write_secondary_desc + rep #0x20 + ; --- Primary descriptor (treasure / field-items / default) --- + lda.w #FIELD_VWF_VRAM_DEST_WORD + sta.l VWF_CONFIG_BASE + VwfConfig.chr_vram_word + lda.w #FIELD_VWF_PRIMARY_BYTE_COUNT + sta.l VWF_CONFIG_BASE + VwfConfig.chr_byte_count + bra _desc_done -_write_secondary_desc: -; --- Secondary descriptor (drops in treasure popup) --- - rep #0x20 - lda.w #DROPS_VWF_VRAM_DEST_WORD - sta.l VWF_CHR_VRAM_WORD_B - lda.w #DROPS_VWF_BYTE_COUNT - sta.l VWF_CHR_BYTE_COUNT_B - lda.w #DROPS_VWF_CHR_SRC_OFFSET - sta.l VWF_CHR_SRC_OFFSET_B + _write_secondary_desc: + ; --- Secondary descriptor (drops in treasure popup) --- + rep #0x20 + lda.w #DROPS_VWF_VRAM_DEST_WORD + sta.l VWF_CHR_VRAM_WORD_B + lda.w #DROPS_VWF_BYTE_COUNT + sta.l VWF_CHR_BYTE_COUNT_B + lda.w #DROPS_VWF_CHR_SRC_OFFSET + sta.l VWF_CHR_SRC_OFFSET_B -_desc_done: - sep #0x20 -; Tilemap attr OR mask. Field VWF tile_ids live in the 9-bit -; window ($100..$169) so bit 0 of the attr byte (= tile_id bit 8) -; must be set ; the allocator stores $0100+, the tilemap entry -; writes the low byte to the tile_id slot and ORs `$01` into the -; attr byte to give the PPU the full 9-bit tile_id. - lda.b #0x01 - sta.l VWF_CONFIG_BASE + VwfConfig.flags -; --- VwfConfig.tilemap_base = $29 + $40 + Y + 2 (skip symbol slot) --- -; Caller's Y is the 16-bit byte offset of the top row tile we are -; about to write the symbol into ; VWF chars start two bytes later. -; X-flag is 16-bit (we did rep #$10 at entry) so `tya` returns the -; full Y. An earlier version of this helper masked Y to its low -; byte with `and #$00FF`, which made every slot past slot 1 -; collapse onto slot 0's tilemap base (slot 2's Y = $0144 -> $44). - rep #0x20 - tya - clc - adc.b 0x29 - clc - adc.w #0x0042 ; + $40 (next row) + $02 (past symbol) - sta.l VWF_CONFIG_BASE + VwfConfig.tilemap_base - sep #0x20 -; --- Top row: $FF tile + palette across the full slot width -; (1 symbol + ITEM_UNLEASHED_TEXT_SIZE name + trailing blanks fit -; into the same Y window the vanilla loop walked) --- - ldx.w #0x0000 + _desc_done: + sep #0x20 + ; Tilemap attr OR mask. Field VWF tile_ids live in the 9-bit + ; window ($100..$169) so bit 0 of the attr byte (= tile_id bit 8) + ; must be set ; the allocator stores $0100+, the tilemap entry + ; writes the low byte to the tile_id slot and ORs `$01` into the + ; attr byte to give the PPU the full 9-bit tile_id. + lda.b #0x01 + sta.l VWF_CONFIG_BASE + VwfConfig.flags + ; --- VwfConfig.tilemap_base = $29 + $40 + Y + 2 (skip symbol slot) --- + ; Caller's Y is the 16-bit byte offset of the top row tile we are + ; about to write the symbol into ; VWF chars start two bytes later. + ; X-flag is 16-bit (we did rep #$10 at entry) so `tya` returns the + ; full Y. An earlier version of this helper masked Y to its low + ; byte with `and #$00FF`, which made every slot past slot 1 + ; collapse onto slot 0's tilemap base (slot 2's Y = $0144 -> $44). + rep #0x20 + tya + clc + adc.b 0x29 + clc + adc.w #0x0042 ; + $40 (next row) + $02 (past symbol) + sta.l VWF_CONFIG_BASE + VwfConfig.tilemap_base + sep #0x20 + ; --- Top row: $FF tile + palette across the full slot width + ; (1 symbol + ITEM_UNLEASHED_TEXT_SIZE name + trailing blanks fit + ; into the same Y window the vanilla loop walked) --- + ldx.w #0x0000 -_top_loop: - lda.b #0xFF - sta (0x29), y - iny - lda.b 0xDB - ora.b 0x34 - sta (0x29), y - iny - inx - cpx.w #( 1 + ITEM_UNLEASHED_TEXT_SIZE ) - bne _top_loop -; --- Bottom row: $FF blank pre-fill across the slot width so any -; tilemap entries past the new glyph count stop showing PREVIOUS -; frame's tile_ids. display_char rewrites the front-of-row entries -; as it allocates new tile_ids per glyph ; the leftover positions -; stay $FF blank instead of pointing at stale CHR (e.g. before this -; pre-fill, drops slot 1's bottom row kept references to slot 0's -; tile range whenever the previous frame had a longer name, which -; rendered the start of "Aiguille d'or" inside the next slot's row -; as soon as drops + treasure stopped sharing a single tile region). -; -; Y enters this block at Y_orig + (1+ITEM_UNLEASHED_TEXT_SIZE)*2, -; pointing past the top-row run ; advance to the bottom-row start -; (next BG row = +$40 from top-row base = +$40 - run_size from -; current Y), blank 17 cells, then restore Y back to Y_orig for the -; symbol-write block below. - rep #0x20 - tya - clc - adc.w #( 0x0040 - ( 1 + ITEM_UNLEASHED_TEXT_SIZE ) * 2 ) - tay - sep #0x20 - ldx.w #0x0000 + _top_loop: + lda.b #0xFF + sta (0x29), y + iny + lda.b 0xDB + ora.b 0x34 + sta (0x29), y + iny + inx + cpx.w #( 1 + ITEM_UNLEASHED_TEXT_SIZE ) + bne _top_loop + ; --- Bottom row: $FF blank pre-fill across the slot width so any + ; tilemap entries past the new glyph count stop showing PREVIOUS + ; frame's tile_ids. display_char rewrites the front-of-row entries + ; as it allocates new tile_ids per glyph ; the leftover positions + ; stay $FF blank instead of pointing at stale CHR (e.g. before this + ; pre-fill, drops slot 1's bottom row kept references to slot 0's + ; tile range whenever the previous frame had a longer name, which + ; rendered the start of "Aiguille d'or" inside the next slot's row + ; as soon as drops + treasure stopped sharing a single tile region). + ; + ; Y enters this block at Y_orig + (1+ITEM_UNLEASHED_TEXT_SIZE)*2, + ; pointing past the top-row run ; advance to the bottom-row start + ; (next BG row = +$40 from top-row base = +$40 - run_size from + ; current Y), blank 17 cells, then restore Y back to Y_orig for the + ; symbol-write block below. + rep #0x20 + tya + clc + adc.w #( 0x0040 - ( 1 + ITEM_UNLEASHED_TEXT_SIZE ) * 2 ) + tay + sep #0x20 + ldx.w #0x0000 -_bottom_blank_loop: - lda.b #0xFF - sta (0x29), y - iny - lda.b 0xDB - ora.b 0x34 - sta (0x29), y - iny - inx - cpx.w #( 1 + ITEM_UNLEASHED_TEXT_SIZE ) - bne _bottom_blank_loop -; --- Restore caller's Y to point at the symbol slot, write symbol + -; palette to the bottom row first tile. Y is currently -; Y_orig + $40 + (1+ITEM_UNLEASHED_TEXT_SIZE)*2 after the bottom -; blank ; subtract both terms to land back at Y_orig. - rep #0x20 - tya - sec - sbc.w #( 0x0040 + ( 1 + ITEM_UNLEASHED_TEXT_SIZE ) * 2 ) - tay - lda.b 0x29 - clc - adc.w #0x0040 - sta.b 0x1D - sep #0x20 -; X currently 0 from the top-row loop ; re-fetch items_unleashed offset. - rep #0x20 - lda.b 0x43 - and.w #0x00FF - pha - asl - asl - asl - asl - clc - adc 0x01, s - tax - pla - sep #0x20 - lda.l assets_items_unleashed_dat, x - sta (0x1D), y ; bottom-row symbol tile - iny - lda.b 0xDB - ora.b 0x34 - sta (0x1D), y ; bottom-row symbol palette - iny -; --- Run the unified renderer over VWF_TEXT_BUFFER --- - jsr.l render_with_config_trampoline -; render_with_config sets VWF_CHR_DIRTY=1 unconditionally. For drops -; (CTX=1) ADDITIONALLY raise DIRTY_B so the NMI's secondary flush -; covers drops's region this frame. Treasure's primary DIRTY must -; stay set untouched : treasure rendered its own slots earlier in the -; same frame and clearing here would skip its flush, leaking last- -; frame's CHR back into the treasure inventory band. Leaving DIRTY=1 -; is harmless on drops-only frames: the primary DMA covers treasure -; VRAM range only ($5000..$5400) which drops never writes into. - sep #0x20 - lda.l VWF_CALLER_CTX - cmp.b #0x01 - bne _dirty_done - lda.b #0x01 - sta.l VWF_CHR_DIRTY_B + _bottom_blank_loop: + lda.b #0xFF + sta (0x29), y + iny + lda.b 0xDB + ora.b 0x34 + sta (0x29), y + iny + inx + cpx.w #( 1 + ITEM_UNLEASHED_TEXT_SIZE ) + bne _bottom_blank_loop + ; --- Restore caller's Y to point at the symbol slot, write symbol + + ; palette to the bottom row first tile. Y is currently + ; Y_orig + $40 + (1+ITEM_UNLEASHED_TEXT_SIZE)*2 after the bottom + ; blank ; subtract both terms to land back at Y_orig. + rep #0x20 + tya + sec + sbc.w #( 0x0040 + ( 1 + ITEM_UNLEASHED_TEXT_SIZE ) * 2 ) + tay + lda.b 0x29 + clc + adc.w #0x0040 + sta.b 0x1D + sep #0x20 + ; X currently 0 from the top-row loop ; re-fetch items_unleashed offset. + rep #0x20 + lda.b 0x43 + and.w #0x00FF + pha + asl + asl + asl + asl + clc + adc 0x01, s + tax + pla + sep #0x20 + lda.l assets_items_unleashed_dat, x + sta (0x1D), y ; bottom-row symbol tile + iny + lda.b 0xDB + ora.b 0x34 + sta (0x1D), y ; bottom-row symbol palette + iny + ; --- Run the unified renderer over VWF_TEXT_BUFFER --- + jsr.l render_with_config_trampoline + ; render_with_config sets VWF_CHR_DIRTY=1 unconditionally. For drops + ; (CTX=1) ADDITIONALLY raise DIRTY_B so the NMI's secondary flush + ; covers drops's region this frame. Treasure's primary DIRTY must + ; stay set untouched : treasure rendered its own slots earlier in the + ; same frame and clearing here would skip its flush, leaking last- + ; frame's CHR back into the treasure inventory band. Leaving DIRTY=1 + ; is harmless on drops-only frames: the primary DMA covers treasure + ; VRAM range only ($5000..$5400) which drops never writes into. + sep #0x20 + lda.l VWF_CALLER_CTX + cmp.b #0x01 + bne _dirty_done + lda.b #0x01 + sta.l VWF_CHR_DIRTY_B -_dirty_done: - ply - plp - rtl + _dirty_done: + ply + plp + rtl -render_with_config_trampoline: -""" -Trampoline that pops the bank then jsr's the bank-local entry -in small_vwf, paired RTL so callers stay long-jmp clean. -""" + render_with_config_trampoline: + """ + Trampoline that pops the bank then jsr's the bank-local entry + in small_vwf, paired RTL so callers stay long-jmp clean. + """ - jsr.w render.render_with_config - rtl + jsr.w render.render_with_config + rtl + } } diff --git a/src/ingame/key_item_picker.s b/src/ingame/key_item_picker.s index 26feab2..94e2d05 100644 --- a/src/ingame/key_item_picker.s +++ b/src/ingame/key_item_picker.s @@ -88,499 +88,503 @@ KEY_ITEM_HDMA4_SRC_LO := 0x4342 KEY_ITEM_HDMA4_SRC_BANK := 0x4344 -key_item_ensure_hdma_initialized: -""" -Lazy-capture $9F (BG3VOFS shadow) on first call, stash in base_scroll. HDMA channel enable deferred until the -picker has its own window draw + visible loop wired — leaving ch4 enabled here corrupts the field BG3 layer -(Cecil walks on a split screen) since the engine's RTL goes back to the field via EventCmd_f7 without any -teardown. -""" - rep #0x20 - lda.w key_item_rolling_base_scroll - cmp.w #0xFFFF - bne _key_item_hdma_already_init - lda.l 0x7E019F - sta.w key_item_rolling_base_scroll - sep #0x20 - jsr.w _key_item_init_hdma_channel - lda #KEY_ITEM_HDMA_CHANNEL_BIT - sta.l 0x7E1BAE - sta.w key_item_hdma_enable - rts - -_key_item_hdma_already_init: - sep #0x20 - rts - - -_key_item_init_hdma_channel: -"""Configure HDMA ch4: DIRECT mode, dest BG3VOFS ($2112), source = picker shadow table at $7E:9900.""" - php - sep #0x20 - jsr.w update_key_item_scroll_hdma - lda #0x02 - sta.l KEY_ITEM_HDMA4_CTRL - lda #0x12 - sta.l KEY_ITEM_HDMA4_DEST - rep #0x20 - lda.w #KEY_ITEM_HDMA_TABLE_ADDR - sta.l KEY_ITEM_HDMA4_SRC_LO - sep #0x20 - lda #KEY_ITEM_HDMA_BANK - sta.l KEY_ITEM_HDMA4_SRC_BANK - plp - rts - - -key_item_render_item_to_slot: -"""Render filtered item from $7E:0712 + edge_row*Item.__size into BG3 buffer at $7E:D600 + slot_index*128 + 0x44.""" - php - phb - lda #0x7E - pha - plb - rep #0x30 - pha - phx - phy - lda.b 0x5a - pha - lda.b 0x29 - pha - lda.b 0x45 - pha - lda.b 0x33 - pha - sep #0x20 - lda.b 0x5d - pha - lda.b 0xDB - pha - rep #0x20 - lda.w #0xD600 - sta.b 0x29 - sep #0x20 - lda.w key_item_rolling_edge_row - asl - clc - adc #0x12 - sta.b 0x5a - lda #0x07 - adc #0x00 - sta.b 0x5b - rep #0x20 - lda.b 0x5a - tax - sep #0x20 - lda.l 0x7E0000 + Item.id, x - pha - lda.l 0x7E0000 + Item.qty, x - sta.b 0x5C - stz.b 0x34 - pla - jsr.l check_can_use_item_trampoline - lda.w key_item_rolling_slot_index - sta.b 0x5d - rep #0x20 - lda.w key_item_rolling_slot_index - and.w #0x00FF - xba - lsr - clc - adc.w #0x0444 - tay - sep #0x20 - jsr.l draw_item_slot_inner_trampoline - pla - sta.b 0xDB - pla - sta.b 0x5d - rep #0x20 - pla - sta.b 0x33 - pla - sta.b 0x45 - pla - sta.b 0x29 - pla - sta.b 0x5a - rep #0x10 - ply - plx - pla - plb - plp - rts - - -key_item_render_all: -""" -Replacement for original UpdateItemText. Original just clears $0774 (text-buffer scratch) and walks $0712 to lay -out 4x4 grid into the BG3 buffer at $7E:D600. We replace with engine_init_rolling_buffer which renders 6 -single-col slots from $0712 into the same buffer. Original NMI's BG3 transfer then pushes them to VRAM as part -of the existing item-window flow ($EB=$01 latched by original preamble at $00:AF53). -""" - php - rep #0x10 - sep #0x20 - jsr.l key_item_init_impl - ; engine's ensure_hdma turned $1BAE bit 4 on; clear so original NMI - ; doesn't try to drive HDMA we haven't fully wired (per-scanline - ; bands not yet matched to the picker rows). - lda #0x00 - sta.l 0x7E1BAE - lda #0x00 - sta.l 0x00420C - plp - rtl - - -clear_key_item_slot: -"""Blank one tilemap row at slot_index in the BG3 buffer.""" - php - phb - lda #0x7E - pha - plb - rep #0x30 - pha - phx - phy - lda.b 0x29 - pha - lda.w #0xD600 - sta.b 0x29 - lda.w key_item_rolling_slot_index - and.w #0x00FF - xba - lsr - clc - adc.w #0x0044 - tay - sep #0x20 - ldx.w #0x0000 - -_clear_key_loop: - lda #0x00 - sta (0x29), y - iny - inx - cpx.w #0x0040 - bne _clear_key_loop - rep #0x20 - pla - sta.b 0x29 - rep #0x10 - ply - plx - pla - plb - plp - rts - -key_item_init_filter: -""" -Filter $1440 -> $0712. Faithful inline port of original InitItemList ($00:B2D5 in actual ROM, off-by-2 from -ff4decomp notes). Clears the 96-byte filter buffer, walks 48 inventory items, copies (id, qty) pairs whose IDs -are key items: [$CE..$E6] u [$EB..$FD]. -""" - php - phb - sep #0x20 - rep #0x10 - lda #0x7E - pha - plb - ldx.w #0x0000 - -_filter_clear: - stz.w 0x0712, x - inx - cpx.w #0x0060 - bne _filter_clear - ldx.w #0x0000 - ldy.w #0x0000 - -_filter_walk: - lda.w 0x1440, x - cmp #0xCE - bcc _filter_next - cmp #0xE7 - bcc _filter_accept - cmp #0xEB - bcc _filter_next - cmp #0xFE - bcs _filter_next - -_filter_accept: - sta.w 0x0712, y - lda.w 0x1441, x - sta.w 0x0713, y - iny - iny - -_filter_next: - inx - inx - cpx.w #0x0060 - bne _filter_walk - plb - plp - rts - -update_key_item_scroll_hdma: -"""Build the key-item HDMA shadow table via the shared engine.""" - ; Build key-item picker HDMA scroll table. Inlined from the former - ; engine_update_scroll_hdma macro for the same reason as treasure. -{ - php - rep #0x30 - pha - phx - phy - lda.b 0x40 - pha - lda.b 0x42 - pha - ldx.w #0x0000 - jsr.w _key_item_hdma_header - stz.b 0x42 - -_row_loop: - lda.w key_item_rolling + RollingBufferState.buffer_pos - and.w #0x00FF - clc - adc.b 0x42 - -_mod_loop: - cmp.w #KEY_ITEM_BUFFER_SLOTS - bcc _mod_done - sec - sbc.w #KEY_ITEM_BUFFER_SLOTS - bra _mod_loop - -_mod_done: - asl - asl - asl - asl - sta.b 0x40 - lda.b 0x42 - and.w #0x00FF - asl - asl - asl - asl - eor.w #0xFFFF - inc - clc - adc.b 0x40 - clc - adc.w key_item_rolling + RollingBufferState.base_scroll - sta.b 0x40 - sep #0x20 - lda #16 - sta.l KEY_ITEM_HDMA_SHADOW, x - inx - rep #0x20 - lda.b 0x40 - sta.l KEY_ITEM_HDMA_SHADOW, x - inx - inx - rep #0x20 - inc.b 0x42 - lda.b 0x42 - cmp.w #KEY_ITEM_VISIBLE_ITEMS - bcs _row_loop_done - jmp.w _row_loop - -_row_loop_done: - jsr.w _key_item_hdma_footer - sep #0x20 - lda #0x00 - sta.l KEY_ITEM_HDMA_SHADOW, x - jsr.w _key_item_hdma_signal - rep #0x20 - pla - sta.b 0x42 - pla - sta.b 0x40 - ply - plx - pla - plp - rts +.include "../bank20.i" + +.alloc key_item_picker_block in bank20_reloc { + key_item_ensure_hdma_initialized: + """ + Lazy-capture $9F (BG3VOFS shadow) on first call, stash in base_scroll. HDMA channel enable deferred until the + picker has its own window draw + visible loop wired — leaving ch4 enabled here corrupts the field BG3 layer + (Cecil walks on a split screen) since the engine's RTL goes back to the field via EventCmd_f7 without any + teardown. + """ + rep #0x20 + lda.w key_item_rolling_base_scroll + cmp.w #0xFFFF + bne _key_item_hdma_already_init + lda.l 0x7E019F + sta.w key_item_rolling_base_scroll + sep #0x20 + jsr.w _key_item_init_hdma_channel + lda #KEY_ITEM_HDMA_CHANNEL_BIT + sta.l 0x7E1BAE + sta.w key_item_hdma_enable + rts + + _key_item_hdma_already_init: + sep #0x20 + rts + + + _key_item_init_hdma_channel: + """Configure HDMA ch4: DIRECT mode, dest BG3VOFS ($2112), source = picker shadow table at $7E:9900.""" + php + sep #0x20 + jsr.w update_key_item_scroll_hdma + lda #0x02 + sta.l KEY_ITEM_HDMA4_CTRL + lda #0x12 + sta.l KEY_ITEM_HDMA4_DEST + rep #0x20 + lda.w #KEY_ITEM_HDMA_TABLE_ADDR + sta.l KEY_ITEM_HDMA4_SRC_LO + sep #0x20 + lda #KEY_ITEM_HDMA_BANK + sta.l KEY_ITEM_HDMA4_SRC_BANK + plp + rts + + + key_item_render_item_to_slot: + """Render filtered item from $7E:0712 + edge_row*Item.__size into BG3 buffer at $7E:D600 + slot_index*128 + 0x44.""" + php + phb + lda #0x7E + pha + plb + rep #0x30 + pha + phx + phy + lda.b 0x5a + pha + lda.b 0x29 + pha + lda.b 0x45 + pha + lda.b 0x33 + pha + sep #0x20 + lda.b 0x5d + pha + lda.b 0xDB + pha + rep #0x20 + lda.w #0xD600 + sta.b 0x29 + sep #0x20 + lda.w key_item_rolling_edge_row + asl + clc + adc #0x12 + sta.b 0x5a + lda #0x07 + adc #0x00 + sta.b 0x5b + rep #0x20 + lda.b 0x5a + tax + sep #0x20 + lda.l 0x7E0000 + Item.id, x + pha + lda.l 0x7E0000 + Item.qty, x + sta.b 0x5C + stz.b 0x34 + pla + jsr.l check_can_use_item_trampoline + lda.w key_item_rolling_slot_index + sta.b 0x5d + rep #0x20 + lda.w key_item_rolling_slot_index + and.w #0x00FF + xba + lsr + clc + adc.w #0x0444 + tay + sep #0x20 + jsr.l draw_item_slot_inner_trampoline + pla + sta.b 0xDB + pla + sta.b 0x5d + rep #0x20 + pla + sta.b 0x33 + pla + sta.b 0x45 + pla + sta.b 0x29 + pla + sta.b 0x5a + rep #0x10 + ply + plx + pla + plb + plp + rts + + + key_item_render_all: + """ + Replacement for original UpdateItemText. Original just clears $0774 (text-buffer scratch) and walks $0712 to lay + out 4x4 grid into the BG3 buffer at $7E:D600. We replace with engine_init_rolling_buffer which renders 6 + single-col slots from $0712 into the same buffer. Original NMI's BG3 transfer then pushes them to VRAM as part + of the existing item-window flow ($EB=$01 latched by original preamble at $00:AF53). + """ + php + rep #0x10 + sep #0x20 + jsr.l key_item_init_impl + ; engine's ensure_hdma turned $1BAE bit 4 on; clear so original NMI + ; doesn't try to drive HDMA we haven't fully wired (per-scanline + ; bands not yet matched to the picker rows). + lda #0x00 + sta.l 0x7E1BAE + lda #0x00 + sta.l 0x00420C + plp + rtl + + + clear_key_item_slot: + """Blank one tilemap row at slot_index in the BG3 buffer.""" + php + phb + lda #0x7E + pha + plb + rep #0x30 + pha + phx + phy + lda.b 0x29 + pha + lda.w #0xD600 + sta.b 0x29 + lda.w key_item_rolling_slot_index + and.w #0x00FF + xba + lsr + clc + adc.w #0x0044 + tay + sep #0x20 + ldx.w #0x0000 + + _clear_key_loop: + lda #0x00 + sta (0x29), y + iny + inx + cpx.w #0x0040 + bne _clear_key_loop + rep #0x20 + pla + sta.b 0x29 + rep #0x10 + ply + plx + pla + plb + plp + rts + + key_item_init_filter: + """ + Filter $1440 -> $0712. Faithful inline port of original InitItemList ($00:B2D5 in actual ROM, off-by-2 from + ff4decomp notes). Clears the 96-byte filter buffer, walks 48 inventory items, copies (id, qty) pairs whose IDs + are key items: [$CE..$E6] u [$EB..$FD]. + """ + php + phb + sep #0x20 + rep #0x10 + lda #0x7E + pha + plb + ldx.w #0x0000 + + _filter_clear: + stz.w 0x0712, x + inx + cpx.w #0x0060 + bne _filter_clear + ldx.w #0x0000 + ldy.w #0x0000 + + _filter_walk: + lda.w 0x1440, x + cmp #0xCE + bcc _filter_next + cmp #0xE7 + bcc _filter_accept + cmp #0xEB + bcc _filter_next + cmp #0xFE + bcs _filter_next + + _filter_accept: + sta.w 0x0712, y + lda.w 0x1441, x + sta.w 0x0713, y + iny + iny + + _filter_next: + inx + inx + cpx.w #0x0060 + bne _filter_walk + plb + plp + rts + + update_key_item_scroll_hdma: + """Build the key-item HDMA shadow table via the shared engine.""" + ; Build key-item picker HDMA scroll table. Inlined from the former + ; engine_update_scroll_hdma macro for the same reason as treasure. + { + php + rep #0x30 + pha + phx + phy + lda.b 0x40 + pha + lda.b 0x42 + pha + ldx.w #0x0000 + jsr.w _key_item_hdma_header + stz.b 0x42 + + _row_loop: + lda.w key_item_rolling + RollingBufferState.buffer_pos + and.w #0x00FF + clc + adc.b 0x42 + + _mod_loop: + cmp.w #KEY_ITEM_BUFFER_SLOTS + bcc _mod_done + sec + sbc.w #KEY_ITEM_BUFFER_SLOTS + bra _mod_loop + + _mod_done: + asl + asl + asl + asl + sta.b 0x40 + lda.b 0x42 + and.w #0x00FF + asl + asl + asl + asl + eor.w #0xFFFF + inc + clc + adc.b 0x40 + clc + adc.w key_item_rolling + RollingBufferState.base_scroll + sta.b 0x40 + sep #0x20 + lda #16 + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + rep #0x20 + lda.b 0x40 + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + inx + rep #0x20 + inc.b 0x42 + lda.b 0x42 + cmp.w #KEY_ITEM_VISIBLE_ITEMS + bcs _row_loop_done + jmp.w _row_loop + + _row_loop_done: + jsr.w _key_item_hdma_footer + sep #0x20 + lda #0x00 + sta.l KEY_ITEM_HDMA_SHADOW, x + jsr.w _key_item_hdma_signal + rep #0x20 + pla + sta.b 0x42 + pla + sta.b 0x40 + ply + plx + pla + plp + rts + } + + _key_item_hdma_header: + """Picker HDMA header — 112 lines at BASE (top half = field map preserved).""" + sep #0x20 + lda #112 + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + rep #0x20 + lda.w key_item_rolling_base_scroll + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + inx + rts + + _key_item_hdma_footer: + """Picker HDMA footer — 16 lines at BASE+16 to hide prefetch slot.""" + sep #0x20 + lda #16 + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + rep #0x20 + lda.w key_item_rolling_base_scroll + clc + adc.w #16 + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + inx + rts + + _key_item_hdma_signal: + """NMI shadow-copy signal — set both picker copy_pending + shared $1BB6 mirror.""" + sep #0x20 + lda #0x01 + sta.w key_item_hdma_copy_pending + rts + + + key_item_init_impl: + """ + Init key-item picker (filter $1440 -> $0712 then engine init). State + + hook far-ptrs live at $7E:9C60 (relocated out of $1B00-$1BFF). + """ + jsr.w key_item_init_filter + php + rep #0x30 + sep #0x20 + lda.b #KEY_ITEM_BUFFER_SLOTS + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.visible_rows + lda.b #0x02 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.slot_height_tiles + ; item_list_ptr = $7E:0712 (filtered key-item array) + lda.b #0x12 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_list_ptr + lda.b #0x07 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_list_ptr + 1 + lda.b #0x7E + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_list_ptr + 2 + lda.b #KEY_ITEM_TOTAL_ITEMS + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_count + lda.b #0x04 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.hdma_channel + lda.b #0x80 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.vwf_cfg_ptr + lda.b #0x70 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.vwf_cfg_ptr + 1 + lda.b #0x70 + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.vwf_cfg_ptr + 2 + lda.b #key_item_fn_render_slot_trampoline & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_render_slot + lda.b #( key_item_fn_render_slot_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_render_slot + 1 + lda.b #( key_item_fn_render_slot_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_render_slot + 2 + lda.b #key_item_fn_update_hdma_trampoline & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_update_hdma + lda.b #( key_item_fn_update_hdma_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_update_hdma + 1 + lda.b #( key_item_fn_update_hdma_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_update_hdma + 2 + lda.b #key_item_fn_draw_window_trampoline & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window + lda.b #( key_item_fn_draw_window_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window + 1 + lda.b #( key_item_fn_draw_window_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window + 2 + lda.b #ROLLING_MENU_ID_KEY_ITEM + sta.l 0x7E0000 + key_item_rolling + RollingBufferState.menu_id + plp + php + rep #0x10 + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_init + plp + rtl + + key_item_fn_render_slot_trampoline: + """Bank-20 RTL wrapper around `key_item_render_item_to_slot`.""" + php + jsr.w key_item_render_item_to_slot + plp + rtl + + key_item_fn_update_hdma_trampoline: + """Bank-20 RTL wrapper around `key_item_ensure_hdma_initialized`.""" + php + jsr.w key_item_ensure_hdma_initialized + plp + rtl + + key_item_fn_draw_window_trampoline: + """Bank-20 RTL wrapper around `_key_item_draw_window`.""" + php + jsr.w _key_item_draw_window + plp + rtl + + + _key_item_draw_window: + """ + Picker is invoked from inside original ShowItemWindow which already drew the + picker frame via its IRQ slide. No-op. + """ + rts + + key_item_start_scroll_down_impl: + """Picker: kick scroll-down state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E0000 + key_item_scroll_pos + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_down + plp + rtl + + key_item_start_scroll_up_impl: + """Picker: kick scroll-up state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E0000 + key_item_scroll_pos + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_up + plp + rtl + + key_item_update_scroll_frame_impl: + """Picker: per-frame scroll animation tick.""" + php + rep #0x10 + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_update_scroll_frame + plp + rtl + + key_item_finish_scroll_impl: + """Picker: end-of-animation cleanup via the bank-20 engine.""" + php + rep #0x10 + lda.l 0x7E0000 + key_item_scroll_pos + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_finish_scroll + plp + rtl + + key_item_refresh_slots_impl: + """Picker: re-render all slots via the bank-20 engine.""" + php + sep #0x20 + rep #0x10 + lda.l 0x7E0000 + key_item_scroll_pos + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_refresh_slots + plp + rtl } - -_key_item_hdma_header: -"""Picker HDMA header — 112 lines at BASE (top half = field map preserved).""" - sep #0x20 - lda #112 - sta.l KEY_ITEM_HDMA_SHADOW, x - inx - rep #0x20 - lda.w key_item_rolling_base_scroll - sta.l KEY_ITEM_HDMA_SHADOW, x - inx - inx - rts - -_key_item_hdma_footer: -"""Picker HDMA footer — 16 lines at BASE+16 to hide prefetch slot.""" - sep #0x20 - lda #16 - sta.l KEY_ITEM_HDMA_SHADOW, x - inx - rep #0x20 - lda.w key_item_rolling_base_scroll - clc - adc.w #16 - sta.l KEY_ITEM_HDMA_SHADOW, x - inx - inx - rts - -_key_item_hdma_signal: -"""NMI shadow-copy signal — set both picker copy_pending + shared $1BB6 mirror.""" - sep #0x20 - lda #0x01 - sta.w key_item_hdma_copy_pending - rts - - -key_item_init_impl: -""" -Init key-item picker (filter $1440 -> $0712 then engine init). State -+ hook far-ptrs live at $7E:9C60 (relocated out of $1B00-$1BFF). -""" - jsr.w key_item_init_filter - php - rep #0x30 - sep #0x20 - lda.b #KEY_ITEM_BUFFER_SLOTS - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.visible_rows - lda.b #0x02 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.slot_height_tiles - ; item_list_ptr = $7E:0712 (filtered key-item array) - lda.b #0x12 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_list_ptr - lda.b #0x07 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_list_ptr + 1 - lda.b #0x7E - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_list_ptr + 2 - lda.b #KEY_ITEM_TOTAL_ITEMS - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_count - lda.b #0x04 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.hdma_channel - lda.b #0x80 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.vwf_cfg_ptr - lda.b #0x70 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.vwf_cfg_ptr + 1 - lda.b #0x70 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.vwf_cfg_ptr + 2 - lda.b #key_item_fn_render_slot_trampoline & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_render_slot - lda.b #( key_item_fn_render_slot_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_render_slot + 1 - lda.b #( key_item_fn_render_slot_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_render_slot + 2 - lda.b #key_item_fn_update_hdma_trampoline & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_update_hdma - lda.b #( key_item_fn_update_hdma_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_update_hdma + 1 - lda.b #( key_item_fn_update_hdma_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_update_hdma + 2 - lda.b #key_item_fn_draw_window_trampoline & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window - lda.b #( key_item_fn_draw_window_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window + 1 - lda.b #( key_item_fn_draw_window_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window + 2 - lda.b #ROLLING_MENU_ID_KEY_ITEM - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.menu_id - plp - php - rep #0x10 - ldx.w #key_item_rolling - jsr.l rolling_engine.rolling_engine_init - plp - rtl - -key_item_fn_render_slot_trampoline: -"""Bank-20 RTL wrapper around `key_item_render_item_to_slot`.""" - php - jsr.w key_item_render_item_to_slot - plp - rtl - -key_item_fn_update_hdma_trampoline: -"""Bank-20 RTL wrapper around `key_item_ensure_hdma_initialized`.""" - php - jsr.w key_item_ensure_hdma_initialized - plp - rtl - -key_item_fn_draw_window_trampoline: -"""Bank-20 RTL wrapper around `_key_item_draw_window`.""" - php - jsr.w _key_item_draw_window - plp - rtl - - -_key_item_draw_window: -""" -Picker is invoked from inside original ShowItemWindow which already drew the -picker frame via its IRQ slide. No-op. -""" - rts - -key_item_start_scroll_down_impl: -"""Picker: kick scroll-down state machine via the engine.""" - php - rep #0x10 - lda.l 0x7E0000 + key_item_scroll_pos - ldx.w #key_item_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_down - plp - rtl - -key_item_start_scroll_up_impl: -"""Picker: kick scroll-up state machine via the engine.""" - php - rep #0x10 - lda.l 0x7E0000 + key_item_scroll_pos - ldx.w #key_item_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_up - plp - rtl - -key_item_update_scroll_frame_impl: -"""Picker: per-frame scroll animation tick.""" - php - rep #0x10 - ldx.w #key_item_rolling - jsr.l rolling_engine.rolling_engine_update_scroll_frame - plp - rtl - -key_item_finish_scroll_impl: -"""Picker: end-of-animation cleanup via the bank-20 engine.""" - php - rep #0x10 - lda.l 0x7E0000 + key_item_scroll_pos - ldx.w #key_item_rolling - jsr.l rolling_engine.rolling_engine_finish_scroll - plp - rtl - -key_item_refresh_slots_impl: -"""Picker: re-render all slots via the bank-20 engine.""" - php - sep #0x20 - rep #0x10 - lda.l 0x7E0000 + key_item_scroll_pos - ldx.w #key_item_rolling - jsr.l rolling_engine.rolling_engine_refresh_slots - plp - rtl diff --git a/src/ingame/places_names_window.s b/src/ingame/places_names_window.s index 74f57d3..cafe514 100644 --- a/src/ingame/places_names_window.s +++ b/src/ingame/places_names_window.s @@ -1,9 +1,14 @@ """Tilemap rows for the top + bottom edges of the location-name window.""" -places_top_window: -"""Tilemap row for the top edge of the location-name window (60 bytes, 30 tile/attr pairs).""" - .db 0x16, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x18, 0x20 ; noqa: E501 -places_bottom_window: -"""Tilemap row for the bottom edge of the location-name window (60 bytes, 30 tile/attr pairs).""" - .db 0x1B, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1D, 0x20 ; noqa: E501 +.include "../bank20.i" + +.alloc places_names_window_block in bank20_reloc { + places_top_window: + """Tilemap row for the top edge of the location-name window (60 bytes, 30 tile/attr pairs).""" + .db 0x16, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x17, 0x20, 0x18, 0x20 ; noqa: E501 + + places_bottom_window: + """Tilemap row for the bottom edge of the location-name window (60 bytes, 30 tile/attr pairs).""" + .db 0x1B, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1C, 0x20, 0x1D, 0x20 ; noqa: E501 +} diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index 79bcc3b..984b23d 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -125,1096 +125,1100 @@ TREASURE_HDMA6_SRC_BANK := 0x4364 TREASURE_HDMA6_IND_BANK := 0x4367 HDMAEN := 0x420C ; HDMA enable register -init_treasure_inventory_hdma: -""" -Sets up HDMA channel 5 for per-scanline BG1 vertical scroll control -Called when entering the item menu - -HDMA mode: $02 = write 2 bytes to same register, DIRECT mode (like FF6) -Register: $210E (BG1VOFS) -Table format: count_byte, lo_byte, hi_byte per entry, $00 to end -""" - - - php - sep #0x20 ; 8-bit A - -; Build the HDMA data table in WRAM -; Use UpdateMenuScrollHDMA directly - InitMenuHDMATable is redundant -; since UpdateMenuScrollHDMA is called immediately after anyway - jsr.w update_treasure_scroll_hdma - -; Configure HDMA channel 6 for DIRECT mode -; Must use long addressing - DB may be $7E but registers are at $00:43xx - lda #0x02 ; Mode: DIRECT, write 2 bytes to same PPU reg - sta.l TREASURE_HDMA6_CTRL ; $004360 - - lda #0x12 ; BG3VOFS register ($2112) — treasure inventory is on BG3 - sta.l TREASURE_HDMA6_DEST ; $004361 - -; Source = HDMA table in WRAM at $7E9800 - rep #0x20 ; 16-bit A - lda.w #TREASURE_HDMA_TABLE_ADDR ; $9800 - sta.l TREASURE_HDMA6_SRC_LO ; $004362-$004363 - sep #0x20 ; 8-bit A - lda #TREASURE_HDMA_BANK ; $7E - sta.l TREASURE_HDMA6_SRC_BANK ; $004364 - -; HDMA channel 5 is now enabled via shadow variable (treasure_hdma_enable) -; The NMI hook at $8083 reads the shadow and writes to HDMAEN - - plp - rts - -disable_treasure_inventory_hdma: -""" -Disables HDMA channel 5 when leaving item menu -The shadow variable is cleared by menu_exit_hook -""" - php - sep #0x20 ; 8-bit A - ; Shadow variable cleared by caller, NMI will write 0 to HDMAEN - plp - rts - -init_treasure_hdma_table: -""" -Builds direct mode HDMA table in WRAM at $7E9800 -Format: count, lo, hi per entry, $00 to end -Initial state: all rows at BASE scroll (no circular buffer offset) -""" - rep #0x30 ; 16-bit A, X, Y - php - pha ; Save A - phx ; Save X - phy ; Save Y - -; Save DP bytes we'll use as scratch - lda.b 0x40 - pha ; Save $40-$41 - -; X = table write offset - ldx.w #0x0000 - -; Entry 0: Border area - 48 scanlines at BASE scroll - sep #0x20 ; 8-bit A for count byte - lda #48 ; 48 scanlines - sta.l TREASURE_HDMA_TABLE, x - inx - rep #0x20 ; 16-bit A for value - lda.w treasure_rolling_base_scroll - sta.l TREASURE_HDMA_TABLE, x - inx - inx - -; Entries 1-10: Item rows - 16 scanlines each at BASE scroll (initial) -; For init, all rows use BASE (no circular buffer offset yet) - lda.w #0x0000 - sta.b 0x40 ; Row counter - -_t_init_item_rows: - sep #0x20 ; 8-bit A for count - lda #16 ; 16 scanlines per item row - sta.l TREASURE_HDMA_TABLE, x - inx - rep #0x20 ; 16-bit A for value - lda.w treasure_rolling_base_scroll - sta.l TREASURE_HDMA_TABLE, x - inx - inx - - inc.b 0x40 - lda.b 0x40 - - cmp.w #1 ; 10 rows - bcc _t_init_item_rows - -; Entry 11: Below items - 16 scanlines at BASE + 16 -; Lock to show the bottom window border area - sep #0x20 - lda #16 ; 16 scanlines - sta.l TREASURE_HDMA_TABLE, x - inx - rep #0x20 - lda.w treasure_rolling_base_scroll - clc - adc.w #16 ; Lock at base + 16 - sta.l TREASURE_HDMA_TABLE, x - inx - inx - -; End marker - sep #0x20 - lda #0x00 - sta.l TREASURE_HDMA_TABLE, x - -; Restore DP bytes - rep #0x20 - pla - sta.b 0x40 ; Restore $40-$41 - -; Restore registers - ply - plx - pla - plp - rts - -update_treasure_scroll_hdma: -"""Build the treasure-menu HDMA scroll table via the shared engine.""" - ; Build treasure HDMA scroll table. Inlined from the former - ; `engine_update_scroll_hdma` macro since its per-row writes use - ; compile-time state_base + hdma_shadow_addr ; routing through the - ; bank-20 engine would need menu_id dispatch at every state read, - ; which costs more than the modest 80-line duplication across the - ; four menus. -{ - php - rep #0x30 - pha - phx - phy - lda.b 0x40 - pha - lda.b 0x42 - pha - ldx.w #0x0000 - jsr.w _treasure_hdma_header - stz.b 0x42 - -_row_loop: - lda.w treasure_rolling + RollingBufferState.buffer_pos - and.w #0x00FF - clc - adc.b 0x42 - -_mod_loop: - cmp.w #TREASURE_BUFFER_SLOTS - bcc _mod_done - sec - sbc.w #TREASURE_BUFFER_SLOTS - bra _mod_loop - -_mod_done: - asl - asl - asl - asl - sta.b 0x40 - lda.b 0x42 - and.w #0x00FF - asl - asl - asl - asl - eor.w #0xFFFF - inc - clc - adc.b 0x40 - clc - adc.w treasure_rolling + RollingBufferState.base_scroll - sta.b 0x40 - sep #0x20 - lda #16 - sta.l TREASURE_HDMA_SHADOW, x - inx - rep #0x20 - lda.b 0x40 - sta.l TREASURE_HDMA_SHADOW, x - inx - inx - rep #0x20 - inc.b 0x42 - lda.b 0x42 - cmp.w #TREASURE_VISIBLE_ITEMS - bcs _row_loop_done - jmp.w _row_loop - -_row_loop_done: - jsr.w _treasure_hdma_footer - sep #0x20 - lda #0x00 - sta.l TREASURE_HDMA_SHADOW, x - jsr.w _treasure_hdma_signal - rep #0x20 - pla - sta.b 0x42 - pla - sta.b 0x40 - ply - plx - pla - plp - rts -} - -_treasure_hdma_header: -"""Treasure profile header: drops band (120 lines at BASE-16) + inventory border (8 lines at BASE).""" - - - sep #0x20 - lda #120 - sta.l TREASURE_HDMA_SHADOW, x - inx - rep #0x20 - lda.w treasure_rolling_base_scroll - sec - sbc.w #16 - sta.l TREASURE_HDMA_SHADOW, x - inx - inx - sep #0x20 - lda #8 - sta.l TREASURE_HDMA_SHADOW, x - inx - rep #0x20 - lda.w treasure_rolling_base_scroll - sta.l TREASURE_HDMA_SHADOW, x - inx - inx - rts - -_treasure_hdma_footer: -"""Treasure profile footer: 16 scanlines at BASE+16 (hides prefetch slot).""" - - - sep #0x20 - lda #16 - sta.l TREASURE_HDMA_SHADOW, x - inx - rep #0x20 - lda.w treasure_rolling_base_scroll - clc - adc.w #16 - sta.l TREASURE_HDMA_SHADOW, x - inx - inx - rts - -_treasure_hdma_signal: -"""Treasure profile signal: set both treasure flag and shared $1BB6 mirror.""" - sep #0x20 - lda #0x01 - sta.w treasure_hdma_copy_pending - sta.w treasure_hdma_copy_pending_shared - rts - -; Re-render all BUFFER_SLOTS (6) entries from $1440 using current -; $1BB7 (scroll_pos) and the existing buffer_pos rotation. Called from -; the redraw helper at $01:D933 after a swap completes — the swap -; mutates $1440 in place and original's DrawInventoryList would redraw -; the whole 48-item list, but we only need to refresh the 5 visible -; slots + 1 prefetch. Crucially does NOT touch buffer_pos or any of -; the state-machine bytes, so the cursor/scroll position the user -; was on before the swap survives. - -treasure_refresh_slots_impl: -"""Treasure profile: re-render all 6 slots via the bank-20 engine (post-swap redraw at $01:D933).""" - php - sep #0x20 - rep #0x10 - lda.l 0x7E0000 + 0x1BB7 ; treasure scroll_pos (shared with vanilla cursor row) - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_refresh_slots - plp - rtl - -init_treasure_rolling_buffer_impl: -""" -Init treasure rolling buffer (5 visible + prefetch slot 6) via the -bank-20 rolling-inventory engine. State + hook far-ptrs live at -$7E:9C00 ; the engine writes the config block then JSLs into -`rolling_engine.rolling_engine_init` to zero the scratch, stamp -`base_scroll = $FFFF`, fire draw_window + ensure_hdma hooks, and -render `visible_rows` slots. -""" - php - rep #0x30 - sep #0x20 - lda.b #TREASURE_BUFFER_SLOTS - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.visible_rows - lda.b #0x02 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.slot_height_tiles - lda.b #0x40 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_list_ptr - lda.b #0x14 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_list_ptr + 1 - lda.b #0x7E - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_list_ptr + 2 - lda.b #TREASURE_TOTAL_ITEMS - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_count - lda.b #0x06 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.hdma_channel - lda.b #0x80 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.vwf_cfg_ptr - lda.b #0x70 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.vwf_cfg_ptr + 1 - lda.b #0x70 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.vwf_cfg_ptr + 2 - lda.b #treasure_fn_render_slot_trampoline & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_render_slot - lda.b #( treasure_fn_render_slot_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_render_slot + 1 - lda.b #( treasure_fn_render_slot_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_render_slot + 2 - lda.b #treasure_fn_update_hdma_trampoline & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_update_hdma - lda.b #( treasure_fn_update_hdma_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_update_hdma + 1 - lda.b #( treasure_fn_update_hdma_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_update_hdma + 2 - lda.b #treasure_fn_draw_window_trampoline & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window - lda.b #( treasure_fn_draw_window_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window + 1 - lda.b #( treasure_fn_draw_window_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window + 2 - lda.b #ROLLING_MENU_ID_TREASURE - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.menu_id - plp - php - rep #0x10 - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_init - plp - rtl - -treasure_fn_render_slot_trampoline: -"""Bank-20 RTL wrapper around `_treasure_render_item_to_slot`.""" - php - jsr.w _treasure_render_item_to_slot - plp - rtl - -treasure_fn_update_hdma_trampoline: -"""Bank-20 RTL wrapper around `treasure_ensure_hdma_initialized`.""" - php - jsr.w treasure_ensure_hdma_initialized - plp - rtl - -treasure_fn_draw_window_trampoline: -"""Bank-20 RTL wrapper around `_treasure_draw_inventory_window`.""" - php - jsr.w _treasure_draw_inventory_window - plp - rtl - -_treasure_draw_inventory_window: -"""Treasure menu draws a 5-row inventory window so the bottom border lands on the rolling-buffer footer scanlines.""" - rep #0x10 - ldy.w #treasure_inventory_window - jsr.l draw_window_trampoline - sep #0x10 - rts - -; _treasure_render_item_to_slot -; Renders an item to a specific circular buffer slot in the tilemap. -; -; Input: treasure_rolling_edge_row = item index (0-47) for data lookup -; treasure_rolling_slot_index = slot index (0-11) for destination -; -; Strategy: Set up $5d = slot_index (for Y position calculation), -; $5a = pointer to item data, then call game's DrawItemSlot. - -_treasure_render_item_to_slot: - php - phb - -; Set data bank to $7E for WRAM access - lda #0x7E - pha - plb - -; Set 16-bit A and X/Y for consistent register handling - rep #0x30 ; 16-bit A and X/Y - -; Save registers and key direct page variables - pha - phx ; Save X (16-bit) - phy ; Save Y (16-bit) - lda.b 0x5a - pha - lda.b 0x29 ; Save tilemap buffer pointer - pha - lda.b 0x45 ; Save $45-$46 (used by game routines) - pha - lda.b 0x33 ; Save $33-$34 (used for tile attributes) - pha - sep #0x20 ; 8-bit A - lda.b 0x5d - pha - lda.b 0xDB ; Save tile attribute byte - pha - -; Set $29 = $B600 for BG1 tilemap buffer - rep #0x20 ; 16-bit A (X/Y still 16-bit) - lda.w #0xD600 ; BG3 screen buffer (treasure inventory lives on BG3) - sta.b 0x29 - sep #0x20 ; 8-bit A - -; Calculate item data pointer: $1440 + (edge_row * Item.__size) - lda.w treasure_rolling_edge_row - asl ; * Item.__size (2 bytes per Item) - clc - adc #0x40 ; Low byte of $1440 - sta.b 0x5a - lda #0x14 ; High byte of $1440 - adc #0x00 ; Add carry - sta.b 0x5b - -; Load Item.id and Item.qty from ($5A) via long-addressing into WRAM. - rep #0x20 - lda.b 0x5a ; Pointer value = $1440 + edge_row * Item.__size - tax - sep #0x20 - lda.l 0x7E0000 + Item.id, x - pha ; Save Item.id for CheckCanUseItem - lda.l 0x7E0000 + Item.qty, x - sta.b 0x5C ; Store qty in $5C - -; Call CheckCanUseItem to set palette in $DB -; Input: A = item ID -; Output: $DB = $00 (usable) or $04 (not usable) - stz.b 0x34 ; Clear $34 (no priority/flip bits) - pla ; Restore item ID - jsr.l check_can_use_item_trampoline ; bank-$01 trampoline for original @ $A25D (sets $DB) - -; Set $5d = slot_index (for AND #$01 check, but we patched to AND #$00) - lda.w treasure_rolling_slot_index - sta.b 0x5d - -; Calculate Y = slot_index * 128 + $44 -; Y is the tilemap offset for this slot -; +64 = 1 BG row (top window border at staging row 0) -; +4 for left margin (2 tiles) - rep #0x20 ; 16-bit A (X/Y already 16-bit) - lda.w treasure_rolling_slot_index - and.w #0x00FF ; Clear high byte - xba ; Swap bytes: A = slot * 256 - lsr ; A = slot * 128 - clc - adc.w #0x0044 ; + 68 (64 border + 4 margin) - tay ; Y = tilemap offset (16-bit transfer) - sep #0x20 ; 8-bit A - -; Check for trash can item ($FF) - needs special 2x2 tile graphic - lda (0x5a) ; Load item ID - cmp #0xFF - bne _t_not_trash_item - jsr.w draw_trash_treasure ; Draw trash icon - bra _t_skip_draw_item_slot - -_t_not_trash_item: - ; Clear the 2x2 trash can area first (in case we scrolled from trash position) - jsr.w _clear_treasure_trash_area - -; Call DrawItemSlot inner at $A1ED -; Expects: Y = tilemap offset, ($5A) = item pointer, ($29) = tilemap base - jsr.l draw_item_slot_inner_trampoline ; bank-$01 trampoline for original @ $A1ED - -_t_skip_draw_item_slot: - -; Restore direct page variables and registers (reverse order) - pla - sta.b 0xDB ; Restore tile attribute byte - pla - sta.b 0x5d - rep #0x20 ; 16-bit A - pla - sta.b 0x33 ; Restore $33-$34 (tile attributes) - pla - sta.b 0x45 ; Restore $45-$46 (used by game routines) - pla - sta.b 0x29 ; Restore tilemap buffer pointer - pla - sta.b 0x5a - rep #0x10 ; 16-bit X/Y for pop (match push) - ply ; Restore Y (16-bit) - plx ; Restore X (16-bit) - pla ; Restore A (16-bit - still in 16-bit A from above) - - plb - plp - rts - -treasure_ensure_hdma_initialized: -""" -Lazy initialization: captures $93 and sets up HDMA on first scroll. -Called from scroll prepare functions. -Checks if base_scroll == 0xFFFF (sentinel) and if so, initializes. -""" - -; Check if already initialized (base_scroll != 0xFFFF) - rep #0x20 ; 16-bit A - lda.w treasure_rolling_base_scroll - cmp.w #0xFFFF - bne _t_hdma_already_init - -; Capture original BG3VOFS shadow ($9F). Original treasure menu uses -; $9F = -120 to position items at screen scanline 120; we mirror that. - lda.l 0x7E019F - sta.w treasure_rolling_base_scroll - ; Clear the held-DOWN debounce counter ; engine_init_rolling_buffer - ; zeros the 12-byte engine struct but cooldown lives one byte past, - ; so explicitly nuke it here so the very first scroll trigger fires - ; immediately after popup-open. - sep #0x20 - lda #0x00 - sta.w treasure_scroll_cooldown - rep #0x20 - -; Initialize HDMA channel configuration - sep #0x20 ; Back to 8-bit for InitMenuInventoryHDMA - jsr.w init_treasure_inventory_hdma - -; Enable HDMA via the SHARED field-menu shadow at $1BAE. The existing -; field NMI hook (`field_menu_nmi_dma_transfer_check_impl`) reads this -; byte and copies the HDMA shadow→active table each frame. -; Treasure-only `treasure_hdma_enable` ($1BD6) is kept as a tracking -; flag but isn't read by the NMI path. -; OR-in ch6 enable bit ($40) so drops's ch4 bit ($10) — set by -; drops_ensure_hdma_initialized at menu open — survives. Plain -; `sta` would clobber the drops enable; same lazy-init order issue -; as treasure_force_hdma_setup which uses $F9 (= ch7|ch6|ch5|ch4|ch3|ch0). - lda.l 0x7E1BAE - ora #0x40 ; Channel 6 enable (treasure rolling buffer) - sta.l 0x7E1BAE - sta.w treasure_hdma_enable - ; Push the enable straight to HDMAEN ($420C) so the very first frame - ; after popup-open has ch6 active. Without this immediate write, the - ; field NMI hook only copies $1BAE -> $420C on the NEXT vblank, which - ; left the first rendered frame with HDMA off and BG3VOFS at whatever - ; the previous menu left in $93 / $9F. Treasure inventory items then - ; rendered at the WRONG vertical scanline and looked like garbled - ; stride for a frame before settling. - lda.l 0x00420C - ora #0x40 - sta.l 0x00420C - rts - -_t_hdma_already_init: - sep #0x20 ; Restore 8-bit mode - rts - -; STATE MACHINE ROUTINES (FF6-style non-blocking scroll) - -treasure_scroll_state_check: -""" -Called at main loop entry ($019FF2) to handle scroll animation frames. -If scrolling is active, processes one frame and skips input handling. - -Returns: Carry clear = process input normally - Carry set = skip input (still scrolling) -""" - - - php - sep #0x20 ; 8-bit A - -; Tick cooldown counter so the next held-DOWN scroll is debounced. - lda.w treasure_scroll_cooldown - beq _t_scroll_cd_done - dec.w treasure_scroll_cooldown - -_t_scroll_cd_done: - ; Check if we're scrolling - lda.w treasure_scroll_state - beq _t_scroll_state_idle - -; We're scrolling - process one animation frame - jsr.l treasure_update_scroll_frame_impl - -; Check if scroll finished - lda.w treasure_scroll_remaining - bne _t_scroll_still_active - -; Scroll finished - clean up and return to idle - jsr.l treasure_finish_scroll_impl - -_t_scroll_state_idle: - plp - clc ; Carry clear = process input - rts - -_t_scroll_still_active: - plp - sec ; Carry set = skip input - rts - -treasure_start_scroll_down_impl: -"""Treasure profile: kick scroll-down state machine via the engine.""" - php - rep #0x10 - lda.l 0x7E1BB7 ; treasure scroll_pos (shared with vanilla cursor) - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_down - plp - rtl - -treasure_start_scroll_up_impl: -"""Treasure profile: kick scroll-up state machine via the engine.""" - php - rep #0x10 - lda.l 0x7E1BB7 - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_up - plp - rtl - -treasure_update_scroll_frame_impl: -"""Treasure profile: per-frame scroll animation tick.""" - php - rep #0x10 - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_update_scroll_frame - plp - rtl - -treasure_finish_scroll_impl: -"""Treasure profile: end-of-animation cleanup via the bank-20 engine.""" - php - rep #0x10 - lda.l 0x7E1BB7 - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_finish_scroll - plp - rtl - -; Inventory Rolling Buffer Patches - Relocated to Bank $20 -; These routines are called via JSL from bank $01 hooks. - -.if INVENTORY_ROLLING_BUFFER { -treasure_menu_entry_hook_impl: -"""Treasure profile: menu-entry implementation (HDMA capture + flush).""" - stz.w 0x1B1F - lda #0x00 - sta.l 0x7E1BAE -; treasure_hdma_enable - stz.w treasure_scroll_state - stz.w treasure_scroll_remaining - stz.w treasure_scroll_direction - stz.w treasure_transfer_pending - stz.w treasure_hdma_copy_pending -; Clear HDMA copy flag - stz.w treasure_scroll_anim_offset -; Clear low byte - stz.w treasure_scroll_anim_offset + 1 -; Clear high byte -; Initialize cursor column to 0 for single-column mode -; This ensures $1b22 is always 0 even if it had a value from previous menu - stz.w 0x1B22 -; cursor_x = 0 -; InitMenuRollingBuffer_Impl is called later via patched JSR at $9F7B - rtl - -treasure_menu_exit_hook_impl: -"""Treasure menu teardown: zero HDMA shadow, full 12-byte state, ch6 regs, original $1BC6 flag.""" - php - sep #0x20 - lda #0x00 - sta.l 0x7E1BAE -; treasure_hdma_enable shadow off - sta.l 0x7E1BC6 -; restore original "in treasure menu" flag (was original `stz $1BC6` at $01:D7E6 before the hook patch) - sta.l 0x004360 - sta.l 0x004361 - sta.l 0x004362 - sta.l 0x004363 - sta.l 0x004364 -; HDMA6 ctrl/dest/src cleared - rep #0x20 - lda.w #0x0000 - sta.w treasure_rolling - sta.w treasure_rolling + 2 - sta.w treasure_rolling + 4 - sta.w treasure_rolling + 6 - sta.w treasure_rolling + 8 - sta.w treasure_rolling + 10 - plp - jsr.l reset_sprites_trampoline - rtl -; treasure_swap_redraw_hook_impl_body -; Called after item swap to redraw visible items correctly. -; Must render to the correct circular buffer slots based on current buffer_pos. -; Does NOT reset buffer_pos - we stay at the current scroll position. - -treasure_swap_redraw_hook_impl_body: -"""Treasure profile: post-swap re-render of all 6 slots via the engine.""" - php - rep #0x10 - lda.l 0x7E1BB7 - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_swap_redraw - plp - rtl - - -; _clear_treasure_slot -; Clears a single inventory slot in the tilemap buffer. -; Input: treasure_rolling_slot_index = slot to clear (0-10) -; Used when item index is out of bounds (>= 48) - -_clear_treasure_slot: - php - phb -; Set data bank to $7E for WRAM access - lda #0x7E - pha - plb -; Save registers - use 16-bit mode for consistent push/pop - rep #0x30 -; 16-bit A and X/Y - pha - phx - phy - lda.b 0x29 - pha -; Set $29 = $B600 for BG1 tilemap buffer - lda.w #0xD600 ; BG3 screen buffer (treasure inventory lives on BG3) - sta.b 0x29 -; Calculate Y = slot_index * 128 + 70 - lda.w treasure_rolling_slot_index - and.w #0x00FF - xba -; A = slot * 256 - lsr -; A = slot * 128 - clc - adc.w #0x0044 -; + 68 (64 border + 4 margin) - tay -; Y = tilemap offset (16-bit) - sep #0x20 -; 8-bit A for tile writes (X/Y stay 16-bit) -; Clear the item name area (12 tiles = 24 bytes) -; Use $FF as blank tile -; Note: X is 16-bit but we only use low byte; loop works correctly - ldx.w #12 -; 12 tiles for item name + quantity (force 16-bit immediate) - -_t_clear_slot_loop: - lda #0xFF -; Blank tile - sta (0x29), y - iny - lda #0x04 -; Palette 4 (matches normal items) - sta (0x29), y - iny - dex - bne _t_clear_slot_loop -; Restore registers - must match push mode - rep #0x20 -; 16-bit A for pop (X/Y already 16-bit) - pla - sta.b 0x29 - ply - plx - pla - plb - plp - rts -; _clear_treasure_trash_area -; Clears the 2x2 trash can area with blank tiles ($FF). -; Called before drawing normal items to remove any leftover trash icon. -; Input: Y = tilemap offset -; ($29) = tilemap base -; - -_clear_treasure_trash_area: - phy -; Save Y -; First row: 2 tiles - lda #0xFF - sta (0x29), y - iny - lda #0x00 - sta (0x29), y - iny - lda #0xFF - sta (0x29), y - iny - lda #0x00 - sta (0x29), y -; Second row: Y + 64 from start - ply -; Restore original Y - phy -; Save again - rep #0x20 - tya - clc - adc.w #64 - tay - sep #0x20 - lda #0xFF - sta (0x29), y - iny - lda #0x00 - sta (0x29), y - iny - lda #0xFF - sta (0x29), y - iny - lda #0x00 - sta (0x29), y - ply -; Restore Y - rts - -draw_trash_treasure: - - -""" -Draws the trash can 2x2 tile graphic for single-column inventory. -Input: Y = tilemap offset (from slot calculation) -($29) = tilemap base ($B600) -treasure_rolling_slot_index = current slot -Tiles: $04 (top-left), $05 (top-right), $06 (bottom-left), $07 (bottom-right) - -Tilemap format: [tile_number, attributes] pairs -Each row is 64 bytes (32 tiles × 2 bytes) -""" - - -; Y points to start of item slot area -; Draw 2x2 trash can icon, then clear remaining 10 tiles per row -; Save starting Y for second row calculation - rep #0x20 -; 16-bit for push - phy -; Save starting Y - sep #0x20 -; 8-bit A -; First row: tiles $04, $05 - lda #0x04 -; Tile $04 (top-left of trash can) - sta (0x29), y - iny - lda #0x00 -; Attribute: palette 0, no flip - sta (0x29), y - iny - lda #0x05 -; Tile $05 (top-right) - sta (0x29), y - iny - lda #0x00 -; Attribute - sta (0x29), y - iny -; Clear remaining 13 tiles on first row (10 name + colon + 2 digits) - ldx.w #13 - -_t_clear_row1: - lda #0xFF -; Blank tile - sta (0x29), y - iny - lda #0x00 -; Attribute - sta (0x29), y - iny - dex - bne _t_clear_row1 -; Restore starting Y and add 64 for second row - rep #0x20 -; 16-bit A - pla -; Get starting Y - clc - adc.w #64 -; +64 bytes = next tilemap row - tay - sep #0x20 -; 8-bit A -; Second row: tiles $06, $07 - lda #0x06 -; Tile $06 (bottom-left) - sta (0x29), y - iny - lda #0x00 -; Attribute - sta (0x29), y - iny - lda #0x07 -; Tile $07 (bottom-right) - sta (0x29), y - iny - lda #0x00 -; Attribute - sta (0x29), y - iny -; Clear remaining 13 tiles on second row (10 name + colon + 2 digits) - ldx.w #13 - -_t_clear_row2: - lda #0xFF -; Blank tile - sta (0x29), y - iny - lda #0x00 -; Attribute - sta (0x29), y - iny - dex - bne _t_clear_row2 - rts -; NmiDmaTransferCheck_Impl moved to bank $20 (battle/inventory_rolling.s) -; as field_menu_nmi_dma_transfer_check_impl to save space in bank $01 -; treasure_check_and_clear_count_impl -; Called from DrawItemSlot to check item ID and handle count display. -; - If item ID is 0: writes $FF tiles to clear count, skips to RTS -; - If item ID is $FE: skips to RTS (no clearing needed) -; - Otherwise: returns normally to draw count -; -; Input: $5a = pointer to item data, Y = tilemap offset, $29 = tilemap ptr -; Modifies: A, return address on stack if skipping - -treasure_check_and_clear_count_impl: -"""Treasure profile: drop the count column for empty/used slots (impl).""" - lda (0x5a) -; Load item ID - beq _t_clear_count -; If 0, clear and skip - cmp #0xFE -; Check for special item $FE - bne _t_normal_return -; If not $FE, return normally to draw count -; Item is $FE - skip count but don't clear - bra _t_skip_to_rts - -_t_clear_count: -; Write $FF (blank tiles) to count area: colon + 2 digits = 3 tiles - lda #0xFF -; Blank tile - sta (0x29), y -; Colon position - iny - lda.b 0xdb -; Attribute byte - sta (0x29), y - iny - lda #0xFF - sta (0x29), y -; First digit position - iny - lda.b 0xdb - sta (0x29), y - iny - lda #0xFF - sta (0x29), y -; Second digit position - iny - lda.b 0xdb - sta (0x29), y - -_t_skip_to_rts: -; Replace the entire DrawItemSlot return chain so we land on the RTS at $01:A222 -; instead of falling back to $A205 (NOPs + colon write). -; -; Stack on entry to Impl (pushed by trampoline + caller, top first): -; [JSL Impl return: PCL, PCH, PB ($01)] -; [JSR check_and_clear_count return: PCL, PCH ($A204)] -; [DrawItemSlot caller's return ...] -; -; Pop both the JSL Impl return (3 bytes) AND the JSR trampoline return (2 bytes), -; then push a synthetic return to $01:A222 (RTS) for our RTL. - pla ; PCL of JSL Impl return - pla ; PCH of JSL Impl return - pla ; PB of JSL Impl return - pla ; PCL of JSR check_and_clear_count return - pla ; PCH of JSR check_and_clear_count return -; Stack top now = DrawItemSlot's own caller return. -; Push return for RTL: $01:A221 (so RTL lands PC=$01:A222 = RTS). - lda #0x01 - pha - lda #0xA2 - pha - lda #0x21 - pha - -_t_normal_return: - rtl - -treasure_circular_slot_calc: - - -""" -Calculate tilemap Y offset using circular buffer position. -Called from patched code at $A1BA via CircularSlotCalc_ext. - -Input: $5D = game's slot counter (0, 2, 4, 6... incremented by 2 per row) -Output: Y = tilemap offset for circular buffer slot -Preserves: 16-bit A mode on exit -""" - - - sep #0x20 -; 8-bit A -; Check if circular buffer mode is active (HDMA enabled) - lda.l 0x7E0000 + treasure_hdma_enable - beq _t_circ_slot_original -; Not active, use original calculation -; Circular buffer Y calculation -; NOTE: Game increments $5D by 2 for each row (0, 2, 4, 6, 8, 10, 12, 14, 16, 18) -; We must divide by 2 first to get the visual slot (0-9) - lda.b 0x5d -; Load slot counter (0, 2, 4...) - lsr -; Divide by 2 to get visual slot (0-9) - clc - adc.l 0x7E0000 + treasure_rolling_buffer_pos -; Add buffer_pos - -_t_circ_slot_mod: - cmp #TREASURE_BUFFER_SLOTS -; >= 11? - bcc _t_circ_slot_done - sec - sbc #TREASURE_BUFFER_SLOTS -; Subtract 11 to wrap - bra _t_circ_slot_mod - -_t_circ_slot_done: -; A = circular slot (0-10) - rep #0x20 -; 16-bit A - and.w #0x00FF -; Clear high byte (force 16-bit immediate) - xba -; A = slot * 256 - lsr -; A = slot * 128 - clc - adc.w #0x0004 -; + 4 (margin only, $29 already includes border) - tay -; Y = tilemap offset - rts - -_t_circ_slot_original: -; Original game calculation: Y = ($5D / 2) * 128 + 4 - lda.b 0x5d - lsr -; /2 - rep #0x20 -; 16-bit A - and.w #0x00FF -; Clear high byte (force 16-bit immediate) - xba -; *256 - lsr -; *128 - clc - adc.w #0x0004 -; +4 - tay - rts - -treasure_circular_slot_calc_ext: -"""Trampoline to call CircularSlotCalc from bank $01 patch at $A1BA""" - jsr.w treasure_circular_slot_calc - rtl +.include "../bank20.i" + +.alloc treasure_rolling_block in bank20_reloc { + init_treasure_inventory_hdma: + """ + Sets up HDMA channel 5 for per-scanline BG1 vertical scroll control + Called when entering the item menu + + HDMA mode: $02 = write 2 bytes to same register, DIRECT mode (like FF6) + Register: $210E (BG1VOFS) + Table format: count_byte, lo_byte, hi_byte per entry, $00 to end + """ + + + php + sep #0x20 ; 8-bit A + + ; Build the HDMA data table in WRAM + ; Use UpdateMenuScrollHDMA directly - InitMenuHDMATable is redundant + ; since UpdateMenuScrollHDMA is called immediately after anyway + jsr.w update_treasure_scroll_hdma + + ; Configure HDMA channel 6 for DIRECT mode + ; Must use long addressing - DB may be $7E but registers are at $00:43xx + lda #0x02 ; Mode: DIRECT, write 2 bytes to same PPU reg + sta.l TREASURE_HDMA6_CTRL ; $004360 + + lda #0x12 ; BG3VOFS register ($2112) — treasure inventory is on BG3 + sta.l TREASURE_HDMA6_DEST ; $004361 + + ; Source = HDMA table in WRAM at $7E9800 + rep #0x20 ; 16-bit A + lda.w #TREASURE_HDMA_TABLE_ADDR ; $9800 + sta.l TREASURE_HDMA6_SRC_LO ; $004362-$004363 + sep #0x20 ; 8-bit A + lda #TREASURE_HDMA_BANK ; $7E + sta.l TREASURE_HDMA6_SRC_BANK ; $004364 + + ; HDMA channel 5 is now enabled via shadow variable (treasure_hdma_enable) + ; The NMI hook at $8083 reads the shadow and writes to HDMAEN + + plp + rts + + disable_treasure_inventory_hdma: + """ + Disables HDMA channel 5 when leaving item menu + The shadow variable is cleared by menu_exit_hook + """ + php + sep #0x20 ; 8-bit A + ; Shadow variable cleared by caller, NMI will write 0 to HDMAEN + plp + rts + + init_treasure_hdma_table: + """ + Builds direct mode HDMA table in WRAM at $7E9800 + Format: count, lo, hi per entry, $00 to end + Initial state: all rows at BASE scroll (no circular buffer offset) + """ + rep #0x30 ; 16-bit A, X, Y + php + pha ; Save A + phx ; Save X + phy ; Save Y + + ; Save DP bytes we'll use as scratch + lda.b 0x40 + pha ; Save $40-$41 + + ; X = table write offset + ldx.w #0x0000 + + ; Entry 0: Border area - 48 scanlines at BASE scroll + sep #0x20 ; 8-bit A for count byte + lda #48 ; 48 scanlines + sta.l TREASURE_HDMA_TABLE, x + inx + rep #0x20 ; 16-bit A for value + lda.w treasure_rolling_base_scroll + sta.l TREASURE_HDMA_TABLE, x + inx + inx + + ; Entries 1-10: Item rows - 16 scanlines each at BASE scroll (initial) + ; For init, all rows use BASE (no circular buffer offset yet) + lda.w #0x0000 + sta.b 0x40 ; Row counter + + _t_init_item_rows: + sep #0x20 ; 8-bit A for count + lda #16 ; 16 scanlines per item row + sta.l TREASURE_HDMA_TABLE, x + inx + rep #0x20 ; 16-bit A for value + lda.w treasure_rolling_base_scroll + sta.l TREASURE_HDMA_TABLE, x + inx + inx + + inc.b 0x40 + lda.b 0x40 + + cmp.w #1 ; 10 rows + bcc _t_init_item_rows + + ; Entry 11: Below items - 16 scanlines at BASE + 16 + ; Lock to show the bottom window border area + sep #0x20 + lda #16 ; 16 scanlines + sta.l TREASURE_HDMA_TABLE, x + inx + rep #0x20 + lda.w treasure_rolling_base_scroll + clc + adc.w #16 ; Lock at base + 16 + sta.l TREASURE_HDMA_TABLE, x + inx + inx + + ; End marker + sep #0x20 + lda #0x00 + sta.l TREASURE_HDMA_TABLE, x + + ; Restore DP bytes + rep #0x20 + pla + sta.b 0x40 ; Restore $40-$41 + + ; Restore registers + ply + plx + pla + plp + rts + + update_treasure_scroll_hdma: + """Build the treasure-menu HDMA scroll table via the shared engine.""" + ; Build treasure HDMA scroll table. Inlined from the former + ; `engine_update_scroll_hdma` macro since its per-row writes use + ; compile-time state_base + hdma_shadow_addr ; routing through the + ; bank-20 engine would need menu_id dispatch at every state read, + ; which costs more than the modest 80-line duplication across the + ; four menus. + { + php + rep #0x30 + pha + phx + phy + lda.b 0x40 + pha + lda.b 0x42 + pha + ldx.w #0x0000 + jsr.w _treasure_hdma_header + stz.b 0x42 + + _row_loop: + lda.w treasure_rolling + RollingBufferState.buffer_pos + and.w #0x00FF + clc + adc.b 0x42 + + _mod_loop: + cmp.w #TREASURE_BUFFER_SLOTS + bcc _mod_done + sec + sbc.w #TREASURE_BUFFER_SLOTS + bra _mod_loop + + _mod_done: + asl + asl + asl + asl + sta.b 0x40 + lda.b 0x42 + and.w #0x00FF + asl + asl + asl + asl + eor.w #0xFFFF + inc + clc + adc.b 0x40 + clc + adc.w treasure_rolling + RollingBufferState.base_scroll + sta.b 0x40 + sep #0x20 + lda #16 + sta.l TREASURE_HDMA_SHADOW, x + inx + rep #0x20 + lda.b 0x40 + sta.l TREASURE_HDMA_SHADOW, x + inx + inx + rep #0x20 + inc.b 0x42 + lda.b 0x42 + cmp.w #TREASURE_VISIBLE_ITEMS + bcs _row_loop_done + jmp.w _row_loop + + _row_loop_done: + jsr.w _treasure_hdma_footer + sep #0x20 + lda #0x00 + sta.l TREASURE_HDMA_SHADOW, x + jsr.w _treasure_hdma_signal + rep #0x20 + pla + sta.b 0x42 + pla + sta.b 0x40 + ply + plx + pla + plp + rts + } + + _treasure_hdma_header: + """Treasure profile header: drops band (120 lines at BASE-16) + inventory border (8 lines at BASE).""" + + + sep #0x20 + lda #120 + sta.l TREASURE_HDMA_SHADOW, x + inx + rep #0x20 + lda.w treasure_rolling_base_scroll + sec + sbc.w #16 + sta.l TREASURE_HDMA_SHADOW, x + inx + inx + sep #0x20 + lda #8 + sta.l TREASURE_HDMA_SHADOW, x + inx + rep #0x20 + lda.w treasure_rolling_base_scroll + sta.l TREASURE_HDMA_SHADOW, x + inx + inx + rts + + _treasure_hdma_footer: + """Treasure profile footer: 16 scanlines at BASE+16 (hides prefetch slot).""" + + + sep #0x20 + lda #16 + sta.l TREASURE_HDMA_SHADOW, x + inx + rep #0x20 + lda.w treasure_rolling_base_scroll + clc + adc.w #16 + sta.l TREASURE_HDMA_SHADOW, x + inx + inx + rts + + _treasure_hdma_signal: + """Treasure profile signal: set both treasure flag and shared $1BB6 mirror.""" + sep #0x20 + lda #0x01 + sta.w treasure_hdma_copy_pending + sta.w treasure_hdma_copy_pending_shared + rts + + ; Re-render all BUFFER_SLOTS (6) entries from $1440 using current + ; $1BB7 (scroll_pos) and the existing buffer_pos rotation. Called from + ; the redraw helper at $01:D933 after a swap completes — the swap + ; mutates $1440 in place and original's DrawInventoryList would redraw + ; the whole 48-item list, but we only need to refresh the 5 visible + ; slots + 1 prefetch. Crucially does NOT touch buffer_pos or any of + ; the state-machine bytes, so the cursor/scroll position the user + ; was on before the swap survives. + + treasure_refresh_slots_impl: + """Treasure profile: re-render all 6 slots via the bank-20 engine (post-swap redraw at $01:D933).""" + php + sep #0x20 + rep #0x10 + lda.l 0x7E0000 + 0x1BB7 ; treasure scroll_pos (shared with vanilla cursor row) + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_refresh_slots + plp + rtl + + init_treasure_rolling_buffer_impl: + """ + Init treasure rolling buffer (5 visible + prefetch slot 6) via the + bank-20 rolling-inventory engine. State + hook far-ptrs live at + $7E:9C00 ; the engine writes the config block then JSLs into + `rolling_engine.rolling_engine_init` to zero the scratch, stamp + `base_scroll = $FFFF`, fire draw_window + ensure_hdma hooks, and + render `visible_rows` slots. + """ + php + rep #0x30 + sep #0x20 + lda.b #TREASURE_BUFFER_SLOTS + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.visible_rows + lda.b #0x02 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.slot_height_tiles + lda.b #0x40 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_list_ptr + lda.b #0x14 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_list_ptr + 1 + lda.b #0x7E + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_list_ptr + 2 + lda.b #TREASURE_TOTAL_ITEMS + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_count + lda.b #0x06 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.hdma_channel + lda.b #0x80 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.vwf_cfg_ptr + lda.b #0x70 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.vwf_cfg_ptr + 1 + lda.b #0x70 + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.vwf_cfg_ptr + 2 + lda.b #treasure_fn_render_slot_trampoline & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_render_slot + lda.b #( treasure_fn_render_slot_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_render_slot + 1 + lda.b #( treasure_fn_render_slot_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_render_slot + 2 + lda.b #treasure_fn_update_hdma_trampoline & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_update_hdma + lda.b #( treasure_fn_update_hdma_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_update_hdma + 1 + lda.b #( treasure_fn_update_hdma_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_update_hdma + 2 + lda.b #treasure_fn_draw_window_trampoline & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window + lda.b #( treasure_fn_draw_window_trampoline >> 8 ) & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window + 1 + lda.b #( treasure_fn_draw_window_trampoline >> 16 ) & 0xFF + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window + 2 + lda.b #ROLLING_MENU_ID_TREASURE + sta.l 0x7E0000 + treasure_rolling + RollingBufferState.menu_id + plp + php + rep #0x10 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_init + plp + rtl + + treasure_fn_render_slot_trampoline: + """Bank-20 RTL wrapper around `_treasure_render_item_to_slot`.""" + php + jsr.w _treasure_render_item_to_slot + plp + rtl + + treasure_fn_update_hdma_trampoline: + """Bank-20 RTL wrapper around `treasure_ensure_hdma_initialized`.""" + php + jsr.w treasure_ensure_hdma_initialized + plp + rtl + + treasure_fn_draw_window_trampoline: + """Bank-20 RTL wrapper around `_treasure_draw_inventory_window`.""" + php + jsr.w _treasure_draw_inventory_window + plp + rtl + + _treasure_draw_inventory_window: + """Treasure menu draws a 5-row inventory window so the bottom border lands on the rolling-buffer footer scanlines.""" + rep #0x10 + ldy.w #treasure_inventory_window + jsr.l draw_window_trampoline + sep #0x10 + rts + + ; _treasure_render_item_to_slot + ; Renders an item to a specific circular buffer slot in the tilemap. + ; + ; Input: treasure_rolling_edge_row = item index (0-47) for data lookup + ; treasure_rolling_slot_index = slot index (0-11) for destination + ; + ; Strategy: Set up $5d = slot_index (for Y position calculation), + ; $5a = pointer to item data, then call game's DrawItemSlot. + + _treasure_render_item_to_slot: + php + phb + + ; Set data bank to $7E for WRAM access + lda #0x7E + pha + plb + + ; Set 16-bit A and X/Y for consistent register handling + rep #0x30 ; 16-bit A and X/Y + + ; Save registers and key direct page variables + pha + phx ; Save X (16-bit) + phy ; Save Y (16-bit) + lda.b 0x5a + pha + lda.b 0x29 ; Save tilemap buffer pointer + pha + lda.b 0x45 ; Save $45-$46 (used by game routines) + pha + lda.b 0x33 ; Save $33-$34 (used for tile attributes) + pha + sep #0x20 ; 8-bit A + lda.b 0x5d + pha + lda.b 0xDB ; Save tile attribute byte + pha + + ; Set $29 = $B600 for BG1 tilemap buffer + rep #0x20 ; 16-bit A (X/Y still 16-bit) + lda.w #0xD600 ; BG3 screen buffer (treasure inventory lives on BG3) + sta.b 0x29 + sep #0x20 ; 8-bit A + + ; Calculate item data pointer: $1440 + (edge_row * Item.__size) + lda.w treasure_rolling_edge_row + asl ; * Item.__size (2 bytes per Item) + clc + adc #0x40 ; Low byte of $1440 + sta.b 0x5a + lda #0x14 ; High byte of $1440 + adc #0x00 ; Add carry + sta.b 0x5b + + ; Load Item.id and Item.qty from ($5A) via long-addressing into WRAM. + rep #0x20 + lda.b 0x5a ; Pointer value = $1440 + edge_row * Item.__size + tax + sep #0x20 + lda.l 0x7E0000 + Item.id, x + pha ; Save Item.id for CheckCanUseItem + lda.l 0x7E0000 + Item.qty, x + sta.b 0x5C ; Store qty in $5C + + ; Call CheckCanUseItem to set palette in $DB + ; Input: A = item ID + ; Output: $DB = $00 (usable) or $04 (not usable) + stz.b 0x34 ; Clear $34 (no priority/flip bits) + pla ; Restore item ID + jsr.l check_can_use_item_trampoline ; bank-$01 trampoline for original @ $A25D (sets $DB) + + ; Set $5d = slot_index (for AND #$01 check, but we patched to AND #$00) + lda.w treasure_rolling_slot_index + sta.b 0x5d + + ; Calculate Y = slot_index * 128 + $44 + ; Y is the tilemap offset for this slot + ; +64 = 1 BG row (top window border at staging row 0) + ; +4 for left margin (2 tiles) + rep #0x20 ; 16-bit A (X/Y already 16-bit) + lda.w treasure_rolling_slot_index + and.w #0x00FF ; Clear high byte + xba ; Swap bytes: A = slot * 256 + lsr ; A = slot * 128 + clc + adc.w #0x0044 ; + 68 (64 border + 4 margin) + tay ; Y = tilemap offset (16-bit transfer) + sep #0x20 ; 8-bit A + + ; Check for trash can item ($FF) - needs special 2x2 tile graphic + lda (0x5a) ; Load item ID + cmp #0xFF + bne _t_not_trash_item + jsr.w draw_trash_treasure ; Draw trash icon + bra _t_skip_draw_item_slot + + _t_not_trash_item: + ; Clear the 2x2 trash can area first (in case we scrolled from trash position) + jsr.w _clear_treasure_trash_area + + ; Call DrawItemSlot inner at $A1ED + ; Expects: Y = tilemap offset, ($5A) = item pointer, ($29) = tilemap base + jsr.l draw_item_slot_inner_trampoline ; bank-$01 trampoline for original @ $A1ED + + _t_skip_draw_item_slot: + + ; Restore direct page variables and registers (reverse order) + pla + sta.b 0xDB ; Restore tile attribute byte + pla + sta.b 0x5d + rep #0x20 ; 16-bit A + pla + sta.b 0x33 ; Restore $33-$34 (tile attributes) + pla + sta.b 0x45 ; Restore $45-$46 (used by game routines) + pla + sta.b 0x29 ; Restore tilemap buffer pointer + pla + sta.b 0x5a + rep #0x10 ; 16-bit X/Y for pop (match push) + ply ; Restore Y (16-bit) + plx ; Restore X (16-bit) + pla ; Restore A (16-bit - still in 16-bit A from above) + + plb + plp + rts + + treasure_ensure_hdma_initialized: + """ + Lazy initialization: captures $93 and sets up HDMA on first scroll. + Called from scroll prepare functions. + Checks if base_scroll == 0xFFFF (sentinel) and if so, initializes. + """ + + ; Check if already initialized (base_scroll != 0xFFFF) + rep #0x20 ; 16-bit A + lda.w treasure_rolling_base_scroll + cmp.w #0xFFFF + bne _t_hdma_already_init + + ; Capture original BG3VOFS shadow ($9F). Original treasure menu uses + ; $9F = -120 to position items at screen scanline 120; we mirror that. + lda.l 0x7E019F + sta.w treasure_rolling_base_scroll + ; Clear the held-DOWN debounce counter ; engine_init_rolling_buffer + ; zeros the 12-byte engine struct but cooldown lives one byte past, + ; so explicitly nuke it here so the very first scroll trigger fires + ; immediately after popup-open. + sep #0x20 + lda #0x00 + sta.w treasure_scroll_cooldown + rep #0x20 + + ; Initialize HDMA channel configuration + sep #0x20 ; Back to 8-bit for InitMenuInventoryHDMA + jsr.w init_treasure_inventory_hdma + + ; Enable HDMA via the SHARED field-menu shadow at $1BAE. The existing + ; field NMI hook (`field_menu_nmi_dma_transfer_check_impl`) reads this + ; byte and copies the HDMA shadow→active table each frame. + ; Treasure-only `treasure_hdma_enable` ($1BD6) is kept as a tracking + ; flag but isn't read by the NMI path. + ; OR-in ch6 enable bit ($40) so drops's ch4 bit ($10) — set by + ; drops_ensure_hdma_initialized at menu open — survives. Plain + ; `sta` would clobber the drops enable; same lazy-init order issue + ; as treasure_force_hdma_setup which uses $F9 (= ch7|ch6|ch5|ch4|ch3|ch0). + lda.l 0x7E1BAE + ora #0x40 ; Channel 6 enable (treasure rolling buffer) + sta.l 0x7E1BAE + sta.w treasure_hdma_enable + ; Push the enable straight to HDMAEN ($420C) so the very first frame + ; after popup-open has ch6 active. Without this immediate write, the + ; field NMI hook only copies $1BAE -> $420C on the NEXT vblank, which + ; left the first rendered frame with HDMA off and BG3VOFS at whatever + ; the previous menu left in $93 / $9F. Treasure inventory items then + ; rendered at the WRONG vertical scanline and looked like garbled + ; stride for a frame before settling. + lda.l 0x00420C + ora #0x40 + sta.l 0x00420C + rts + + _t_hdma_already_init: + sep #0x20 ; Restore 8-bit mode + rts + + ; STATE MACHINE ROUTINES (FF6-style non-blocking scroll) + + treasure_scroll_state_check: + """ + Called at main loop entry ($019FF2) to handle scroll animation frames. + If scrolling is active, processes one frame and skips input handling. + + Returns: Carry clear = process input normally + Carry set = skip input (still scrolling) + """ + + + php + sep #0x20 ; 8-bit A + + ; Tick cooldown counter so the next held-DOWN scroll is debounced. + lda.w treasure_scroll_cooldown + beq _t_scroll_cd_done + dec.w treasure_scroll_cooldown + + _t_scroll_cd_done: + ; Check if we're scrolling + lda.w treasure_scroll_state + beq _t_scroll_state_idle + + ; We're scrolling - process one animation frame + jsr.l treasure_update_scroll_frame_impl + + ; Check if scroll finished + lda.w treasure_scroll_remaining + bne _t_scroll_still_active + + ; Scroll finished - clean up and return to idle + jsr.l treasure_finish_scroll_impl + + _t_scroll_state_idle: + plp + clc ; Carry clear = process input + rts + + _t_scroll_still_active: + plp + sec ; Carry set = skip input + rts + + treasure_start_scroll_down_impl: + """Treasure profile: kick scroll-down state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E1BB7 ; treasure scroll_pos (shared with vanilla cursor) + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_down + plp + rtl + + treasure_start_scroll_up_impl: + """Treasure profile: kick scroll-up state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E1BB7 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_up + plp + rtl + + treasure_update_scroll_frame_impl: + """Treasure profile: per-frame scroll animation tick.""" + php + rep #0x10 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_update_scroll_frame + plp + rtl + + treasure_finish_scroll_impl: + """Treasure profile: end-of-animation cleanup via the bank-20 engine.""" + php + rep #0x10 + lda.l 0x7E1BB7 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_finish_scroll + plp + rtl + + ; Inventory Rolling Buffer Patches - Relocated to Bank $20 + ; These routines are called via JSL from bank $01 hooks. + + .if INVENTORY_ROLLING_BUFFER { + treasure_menu_entry_hook_impl: + """Treasure profile: menu-entry implementation (HDMA capture + flush).""" + stz.w 0x1B1F + lda #0x00 + sta.l 0x7E1BAE + ; treasure_hdma_enable + stz.w treasure_scroll_state + stz.w treasure_scroll_remaining + stz.w treasure_scroll_direction + stz.w treasure_transfer_pending + stz.w treasure_hdma_copy_pending + ; Clear HDMA copy flag + stz.w treasure_scroll_anim_offset + ; Clear low byte + stz.w treasure_scroll_anim_offset + 1 + ; Clear high byte + ; Initialize cursor column to 0 for single-column mode + ; This ensures $1b22 is always 0 even if it had a value from previous menu + stz.w 0x1B22 + ; cursor_x = 0 + ; InitMenuRollingBuffer_Impl is called later via patched JSR at $9F7B + rtl + + treasure_menu_exit_hook_impl: + """Treasure menu teardown: zero HDMA shadow, full 12-byte state, ch6 regs, original $1BC6 flag.""" + php + sep #0x20 + lda #0x00 + sta.l 0x7E1BAE + ; treasure_hdma_enable shadow off + sta.l 0x7E1BC6 + ; restore original "in treasure menu" flag (was original `stz $1BC6` at $01:D7E6 before the hook patch) + sta.l 0x004360 + sta.l 0x004361 + sta.l 0x004362 + sta.l 0x004363 + sta.l 0x004364 + ; HDMA6 ctrl/dest/src cleared + rep #0x20 + lda.w #0x0000 + sta.w treasure_rolling + sta.w treasure_rolling + 2 + sta.w treasure_rolling + 4 + sta.w treasure_rolling + 6 + sta.w treasure_rolling + 8 + sta.w treasure_rolling + 10 + plp + jsr.l reset_sprites_trampoline + rtl + ; treasure_swap_redraw_hook_impl_body + ; Called after item swap to redraw visible items correctly. + ; Must render to the correct circular buffer slots based on current buffer_pos. + ; Does NOT reset buffer_pos - we stay at the current scroll position. + + treasure_swap_redraw_hook_impl_body: + """Treasure profile: post-swap re-render of all 6 slots via the engine.""" + php + rep #0x10 + lda.l 0x7E1BB7 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_swap_redraw + plp + rtl + + + ; _clear_treasure_slot + ; Clears a single inventory slot in the tilemap buffer. + ; Input: treasure_rolling_slot_index = slot to clear (0-10) + ; Used when item index is out of bounds (>= 48) + + _clear_treasure_slot: + php + phb + ; Set data bank to $7E for WRAM access + lda #0x7E + pha + plb + ; Save registers - use 16-bit mode for consistent push/pop + rep #0x30 + ; 16-bit A and X/Y + pha + phx + phy + lda.b 0x29 + pha + ; Set $29 = $B600 for BG1 tilemap buffer + lda.w #0xD600 ; BG3 screen buffer (treasure inventory lives on BG3) + sta.b 0x29 + ; Calculate Y = slot_index * 128 + 70 + lda.w treasure_rolling_slot_index + and.w #0x00FF + xba + ; A = slot * 256 + lsr + ; A = slot * 128 + clc + adc.w #0x0044 + ; + 68 (64 border + 4 margin) + tay + ; Y = tilemap offset (16-bit) + sep #0x20 + ; 8-bit A for tile writes (X/Y stay 16-bit) + ; Clear the item name area (12 tiles = 24 bytes) + ; Use $FF as blank tile + ; Note: X is 16-bit but we only use low byte; loop works correctly + ldx.w #12 + ; 12 tiles for item name + quantity (force 16-bit immediate) + + _t_clear_slot_loop: + lda #0xFF + ; Blank tile + sta (0x29), y + iny + lda #0x04 + ; Palette 4 (matches normal items) + sta (0x29), y + iny + dex + bne _t_clear_slot_loop + ; Restore registers - must match push mode + rep #0x20 + ; 16-bit A for pop (X/Y already 16-bit) + pla + sta.b 0x29 + ply + plx + pla + plb + plp + rts + ; _clear_treasure_trash_area + ; Clears the 2x2 trash can area with blank tiles ($FF). + ; Called before drawing normal items to remove any leftover trash icon. + ; Input: Y = tilemap offset + ; ($29) = tilemap base + ; + + _clear_treasure_trash_area: + phy + ; Save Y + ; First row: 2 tiles + lda #0xFF + sta (0x29), y + iny + lda #0x00 + sta (0x29), y + iny + lda #0xFF + sta (0x29), y + iny + lda #0x00 + sta (0x29), y + ; Second row: Y + 64 from start + ply + ; Restore original Y + phy + ; Save again + rep #0x20 + tya + clc + adc.w #64 + tay + sep #0x20 + lda #0xFF + sta (0x29), y + iny + lda #0x00 + sta (0x29), y + iny + lda #0xFF + sta (0x29), y + iny + lda #0x00 + sta (0x29), y + ply + ; Restore Y + rts + + draw_trash_treasure: + + + """ + Draws the trash can 2x2 tile graphic for single-column inventory. + Input: Y = tilemap offset (from slot calculation) + ($29) = tilemap base ($B600) + treasure_rolling_slot_index = current slot + Tiles: $04 (top-left), $05 (top-right), $06 (bottom-left), $07 (bottom-right) + + Tilemap format: [tile_number, attributes] pairs + Each row is 64 bytes (32 tiles × 2 bytes) + """ + + + ; Y points to start of item slot area + ; Draw 2x2 trash can icon, then clear remaining 10 tiles per row + ; Save starting Y for second row calculation + rep #0x20 + ; 16-bit for push + phy + ; Save starting Y + sep #0x20 + ; 8-bit A + ; First row: tiles $04, $05 + lda #0x04 + ; Tile $04 (top-left of trash can) + sta (0x29), y + iny + lda #0x00 + ; Attribute: palette 0, no flip + sta (0x29), y + iny + lda #0x05 + ; Tile $05 (top-right) + sta (0x29), y + iny + lda #0x00 + ; Attribute + sta (0x29), y + iny + ; Clear remaining 13 tiles on first row (10 name + colon + 2 digits) + ldx.w #13 + + _t_clear_row1: + lda #0xFF + ; Blank tile + sta (0x29), y + iny + lda #0x00 + ; Attribute + sta (0x29), y + iny + dex + bne _t_clear_row1 + ; Restore starting Y and add 64 for second row + rep #0x20 + ; 16-bit A + pla + ; Get starting Y + clc + adc.w #64 + ; +64 bytes = next tilemap row + tay + sep #0x20 + ; 8-bit A + ; Second row: tiles $06, $07 + lda #0x06 + ; Tile $06 (bottom-left) + sta (0x29), y + iny + lda #0x00 + ; Attribute + sta (0x29), y + iny + lda #0x07 + ; Tile $07 (bottom-right) + sta (0x29), y + iny + lda #0x00 + ; Attribute + sta (0x29), y + iny + ; Clear remaining 13 tiles on second row (10 name + colon + 2 digits) + ldx.w #13 + + _t_clear_row2: + lda #0xFF + ; Blank tile + sta (0x29), y + iny + lda #0x00 + ; Attribute + sta (0x29), y + iny + dex + bne _t_clear_row2 + rts + ; NmiDmaTransferCheck_Impl moved to bank $20 (battle/inventory_rolling.s) + ; as field_menu_nmi_dma_transfer_check_impl to save space in bank $01 + ; treasure_check_and_clear_count_impl + ; Called from DrawItemSlot to check item ID and handle count display. + ; - If item ID is 0: writes $FF tiles to clear count, skips to RTS + ; - If item ID is $FE: skips to RTS (no clearing needed) + ; - Otherwise: returns normally to draw count + ; + ; Input: $5a = pointer to item data, Y = tilemap offset, $29 = tilemap ptr + ; Modifies: A, return address on stack if skipping + + treasure_check_and_clear_count_impl: + """Treasure profile: drop the count column for empty/used slots (impl).""" + lda (0x5a) + ; Load item ID + beq _t_clear_count + ; If 0, clear and skip + cmp #0xFE + ; Check for special item $FE + bne _t_normal_return + ; If not $FE, return normally to draw count + ; Item is $FE - skip count but don't clear + bra _t_skip_to_rts + + _t_clear_count: + ; Write $FF (blank tiles) to count area: colon + 2 digits = 3 tiles + lda #0xFF + ; Blank tile + sta (0x29), y + ; Colon position + iny + lda.b 0xdb + ; Attribute byte + sta (0x29), y + iny + lda #0xFF + sta (0x29), y + ; First digit position + iny + lda.b 0xdb + sta (0x29), y + iny + lda #0xFF + sta (0x29), y + ; Second digit position + iny + lda.b 0xdb + sta (0x29), y + + _t_skip_to_rts: + ; Replace the entire DrawItemSlot return chain so we land on the RTS at $01:A222 + ; instead of falling back to $A205 (NOPs + colon write). + ; + ; Stack on entry to Impl (pushed by trampoline + caller, top first): + ; [JSL Impl return: PCL, PCH, PB ($01)] + ; [JSR check_and_clear_count return: PCL, PCH ($A204)] + ; [DrawItemSlot caller's return ...] + ; + ; Pop both the JSL Impl return (3 bytes) AND the JSR trampoline return (2 bytes), + ; then push a synthetic return to $01:A222 (RTS) for our RTL. + pla ; PCL of JSL Impl return + pla ; PCH of JSL Impl return + pla ; PB of JSL Impl return + pla ; PCL of JSR check_and_clear_count return + pla ; PCH of JSR check_and_clear_count return + ; Stack top now = DrawItemSlot's own caller return. + ; Push return for RTL: $01:A221 (so RTL lands PC=$01:A222 = RTS). + lda #0x01 + pha + lda #0xA2 + pha + lda #0x21 + pha + + _t_normal_return: + rtl + + treasure_circular_slot_calc: + + + """ + Calculate tilemap Y offset using circular buffer position. + Called from patched code at $A1BA via CircularSlotCalc_ext. + + Input: $5D = game's slot counter (0, 2, 4, 6... incremented by 2 per row) + Output: Y = tilemap offset for circular buffer slot + Preserves: 16-bit A mode on exit + """ + + + sep #0x20 + ; 8-bit A + ; Check if circular buffer mode is active (HDMA enabled) + lda.l 0x7E0000 + treasure_hdma_enable + beq _t_circ_slot_original + ; Not active, use original calculation + ; Circular buffer Y calculation + ; NOTE: Game increments $5D by 2 for each row (0, 2, 4, 6, 8, 10, 12, 14, 16, 18) + ; We must divide by 2 first to get the visual slot (0-9) + lda.b 0x5d + ; Load slot counter (0, 2, 4...) + lsr + ; Divide by 2 to get visual slot (0-9) + clc + adc.l 0x7E0000 + treasure_rolling_buffer_pos + ; Add buffer_pos + + _t_circ_slot_mod: + cmp #TREASURE_BUFFER_SLOTS + ; >= 11? + bcc _t_circ_slot_done + sec + sbc #TREASURE_BUFFER_SLOTS + ; Subtract 11 to wrap + bra _t_circ_slot_mod + + _t_circ_slot_done: + ; A = circular slot (0-10) + rep #0x20 + ; 16-bit A + and.w #0x00FF + ; Clear high byte (force 16-bit immediate) + xba + ; A = slot * 256 + lsr + ; A = slot * 128 + clc + adc.w #0x0004 + ; + 4 (margin only, $29 already includes border) + tay + ; Y = tilemap offset + rts + + _t_circ_slot_original: + ; Original game calculation: Y = ($5D / 2) * 128 + 4 + lda.b 0x5d + lsr + ; /2 + rep #0x20 + ; 16-bit A + and.w #0x00FF + ; Clear high byte (force 16-bit immediate) + xba + ; *256 + lsr + ; *128 + clc + adc.w #0x0004 + ; +4 + tay + rts + + treasure_circular_slot_calc_ext: + """Trampoline to call CircularSlotCalc from bank $01 patch at $A1BA""" + jsr.w treasure_circular_slot_calc + rtl + } } diff --git a/src/intro.s b/src/intro.s index ab05895..3b69dd5 100644 --- a/src/intro.s +++ b/src/intro.s @@ -8,123 +8,127 @@ and chains into the title screen. ; ---------------------------------------------------------------- .include "libmz.i" ; macros (dma_transfer_to_vram_call, etc.) +.include "bank20.i" .import "libmz" .import "assets" .extern clear_ram -start_splash_screen: -"""Boot-time splash-screen entry point.""" - ; initialise SNES - jsr.w initialize_snes - -; set register modes - rep #0x10 ; make X & Y 16-bits - sep #0x20 ; make A 8-bits - -; initialise graphics hardware - lda #0x03 ; graphics mode 3 - sta 0x2105 - lda #0x01 ; enable plane 0 - sta 0x212c - lda #0x00 ; set plane 0 memory to 0x0000, 32x32 chars - sta 0x2107 - lda #0x01 ; set plane 0 character set to 0x1000 - sta 0x210b - -; copy intro map data - dma_transfer_to_vram_call(assets_intro_map, 0x0000, assets_intro_map__size, 0x1801) - -; copy color palettes - dma_transfer_to_palette_call(assets_intro_col, assets_intro_col__size) - -; copy intro tile set - dma_transfer_to_vram_call(assets_intro_set, 0x1000, assets_intro_set__size, 0x1801) - - jsr.w _splash_screen_fade_in - - lda #0x80 - jsr.w _gamepad_interruptable_loop - - jsr.w _splash_screen_fade_out - - jsr.l clear_ram - ; runs the original jsl routines - jsr.l 0x15C8DF - jsr.l 0x15C9AA - - rtl - -; TODO: rewrite as HDMA table would make it look less hacky. - -_splash_screen_fade_out: -{ - stz 0x00 -loop: - inc 0x00 - lda #0x0F - sbc 0x00 - sta 0x2100 - lda 0x00 - cmp #0x0F - beq exit - lda 0x00 - asl - asl - asl - asl - inc - sta 0x2106 - - jsr.w wait_for_vblank - jsr.w wait_for_vblank - jsr.w wait_for_vblank - bra loop -exit: - rts -} - - -_splash_screen_fade_in: -{ - stz 0x00 -loop: - inc 0x00 - lda 0x00 - sta 0x2100 - asl - asl - asl - asl - sta 0x01 - lda #0xF0 - sec - sbc 0x01 - inc - sta 0x2106 - - jsr.w wait_for_vblank - jsr.w wait_for_vblank - - lda 0x00 - cmp #0x0F - beq exit - bra loop -exit: - rts -} - - -_gamepad_interruptable_loop: - ; 8bit A: Number of iterations -{ - jsr.w enable_gamepad - jsr.w wait_for_vblank - ldx 0x4218 ; lecture depuis joystick - bne exit ; si on appuye sur quelque chose on sort du delay - dec - bne _gamepad_interruptable_loop -exit: - jsr.w disable_gamepad - rts +.alloc intro_block in bank20_reloc { + start_splash_screen: + """Boot-time splash-screen entry point.""" + ; initialise SNES + jsr.w initialize_snes + + ; set register modes + rep #0x10 ; make X & Y 16-bits + sep #0x20 ; make A 8-bits + + ; initialise graphics hardware + lda #0x03 ; graphics mode 3 + sta 0x2105 + lda #0x01 ; enable plane 0 + sta 0x212c + lda #0x00 ; set plane 0 memory to 0x0000, 32x32 chars + sta 0x2107 + lda #0x01 ; set plane 0 character set to 0x1000 + sta 0x210b + + ; copy intro map data + dma_transfer_to_vram_call(assets_intro_map, 0x0000, assets_intro_map__size, 0x1801) + + ; copy color palettes + dma_transfer_to_palette_call(assets_intro_col, assets_intro_col__size) + + ; copy intro tile set + dma_transfer_to_vram_call(assets_intro_set, 0x1000, assets_intro_set__size, 0x1801) + + jsr.w _splash_screen_fade_in + + lda #0x80 + jsr.w _gamepad_interruptable_loop + + jsr.w _splash_screen_fade_out + + jsr.l clear_ram + ; runs the original jsl routines + jsr.l 0x15C8DF + jsr.l 0x15C9AA + + rtl + + ; TODO: rewrite as HDMA table would make it look less hacky. + + _splash_screen_fade_out: + { + stz 0x00 + loop: + inc 0x00 + lda #0x0F + sbc 0x00 + sta 0x2100 + lda 0x00 + cmp #0x0F + beq exit + lda 0x00 + asl + asl + asl + asl + inc + sta 0x2106 + + jsr.w wait_for_vblank + jsr.w wait_for_vblank + jsr.w wait_for_vblank + bra loop + exit: + rts + } + + + _splash_screen_fade_in: + { + stz 0x00 + loop: + inc 0x00 + lda 0x00 + sta 0x2100 + asl + asl + asl + asl + sta 0x01 + lda #0xF0 + sec + sbc 0x01 + inc + sta 0x2106 + + jsr.w wait_for_vblank + jsr.w wait_for_vblank + + lda 0x00 + cmp #0x0F + beq exit + bra loop + exit: + rts + } + + + _gamepad_interruptable_loop: + ; 8bit A: Number of iterations + { + jsr.w enable_gamepad + jsr.w wait_for_vblank + + ldx 0x4218 ; lecture depuis joystick + bne exit ; si on appuye sur quelque chose on sort du delay + dec + bne _gamepad_interruptable_loop + exit: + jsr.w disable_gamepad + rts + } } diff --git a/src/kerning.s b/src/kerning.s index 64f2646..8e0afee 100644 --- a/src/kerning.s +++ b/src/kerning.s @@ -3,109 +3,113 @@ Dialog-VWF kerning helpers: long-form (RTL) wrapper around the binary-search bac kerning offsets. """ .include "src/vwf.i" +.include "bank20.i" -dialog_get_kerning_adjustment_binary_search_ext: -""" -Long-form (RTL) wrapper around `dialog_get_kerning_adjustment_binary_search` for cross-bank callers and Python -tests. -""" - jsr.w dialog_get_kerning_adjustment_binary_search - rtl +.alloc kerning_block in bank20_reloc { + dialog_get_kerning_adjustment_binary_search_ext: + """ + Long-form (RTL) wrapper around `dialog_get_kerning_adjustment_binary_search` for cross-bank callers and Python + tests. + """ + jsr.w dialog_get_kerning_adjustment_binary_search + rtl -dialog_get_kerning_adjustment_binary_search: -""" -Binary-search the dialog font's kerning table for the pair in DP $25 (CURRENT_C) ; returns adjustment in A or -A=0+sec on miss. Trashes A/Y/flags, preserves X. -""" - phx - jsr.w _dialog_get_kerning_adjustment_binary_search - plx - rts -_dialog_get_kerning_adjustment_binary_search: -{ -; Space ($FF) never appears in any font's kerning pair table; bail -; before reading the count when either side of the pair is a space. -; Caller is in 16-bit M. - lda.b CURRENT_C - and.w #0x00ff - cmp.w #0x00ff - beq _return_zero - lda.b CURRENT_C - and.w #0xff00 - cmp.w #0xff00 - beq _return_zero + dialog_get_kerning_adjustment_binary_search: + """ + Binary-search the dialog font's kerning table for the pair in DP $25 (CURRENT_C) ; returns adjustment in A or + A=0+sec on miss. Trashes A/Y/flags, preserves X. + """ + phx + jsr.w _dialog_get_kerning_adjustment_binary_search + plx + rts + + _dialog_get_kerning_adjustment_binary_search: + { + ; Space ($FF) never appears in any font's kerning pair table; bail + ; before reading the count when either side of the pair is a space. + ; Caller is in 16-bit M. + lda.b CURRENT_C + and.w #0x00ff + cmp.w #0x00ff + beq _return_zero + lda.b CURRENT_C + and.w #0xff00 + cmp.w #0xff00 + beq _return_zero - ldy.w #0x1100 - lda.b [font_addr], y ; NumKerningPairs (16-bit) - beq _return_zero + ldy.w #0x1100 + lda.b [font_addr], y ; NumKerningPairs (16-bit) + beq _return_zero - sec - sbc.w #0x0001 ; high = count - 1 - pha ; push high (bottom) - lda.w #0x0000 - pha ; push low (middle) - pea.w 0x0000 ; reserve mid slot (top) + sec + sbc.w #0x0001 ; high = count - 1 + pha ; push high (bottom) + lda.w #0x0000 + pha ; push low (middle) + pea.w 0x0000 ; reserve mid slot (top) -_loop: - lda 0x0005, s ; high - cmp 0x0003, s ; compare against low - bcc _not_found ; high < low -> no match + _loop: + lda 0x0005, s ; high + cmp 0x0003, s ; compare against low + bcc _not_found ; high < low -> no match - lda 0x0005, s - sec - sbc 0x0003, s - lsr - clc - adc 0x0003, s - sta 0x0001, s ; mid + lda 0x0005, s + sec + sbc 0x0003, s + lsr + clc + adc 0x0003, s + sta 0x0001, s ; mid - lda 0x0001, s - asl - clc - adc 0x0001, s ; mid * 3 - clc - adc.w #0x1102 - tay + lda 0x0001, s + asl + clc + adc 0x0001, s ; mid * 3 + clc + adc.w #0x1102 + tay - lda.b [font_addr], y ; load kerning key - cmp.b CURRENT_C - beq _found - bcc _search_upper ; table key < target -> raise low + lda.b [font_addr], y ; load kerning key + cmp.b CURRENT_C + beq _found + bcc _search_upper ; table key < target -> raise low -_search_lower: - lda 0x0001, s ; mid - 1 becomes new high - sec - sbc.w #0x0001 - bcc _not_found ; mid was 0, underflow → not found - sta 0x0005, s - bra _loop + _search_lower: + lda 0x0001, s ; mid - 1 becomes new high + sec + sbc.w #0x0001 + bcc _not_found ; mid was 0, underflow → not found + sta 0x0005, s + bra _loop -_search_upper: - lda 0x0001, s ; mid + 1 becomes new low - clc - adc.w #0x0001 - sta 0x0003, s - bra _loop + _search_upper: + lda 0x0001, s ; mid + 1 becomes new low + clc + adc.w #0x0001 + sta 0x0003, s + bra _loop -_not_found: - pla ; discard mid - pla ; discard low - pla ; discard high -_return_zero: - lda.w #0x0000 - sec - rts + _not_found: + pla ; discard mid + pla ; discard low + pla ; discard high + _return_zero: + lda.w #0x0000 + sec + rts -_found: - iny - iny - lda.b [font_addr], y - and.w #0x00FF - ply ; drop mid (PLY/X preserve A) - ply ; drop low - ply ; drop high - clc - rts + _found: + iny + iny + lda.b [font_addr], y + and.w #0x00FF + ply ; drop mid (PLY/X preserve A) + ply ; drop low + ply ; drop high + clc + rts + } } diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index d89081e..190fb44 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -17,824 +17,828 @@ sites that remain in the per-menu source files. """ -.scope rolling_engine { - """Bank-20 rolling-inventory engine entry points (phase 1 stubs).""" -rolling_engine_init: -""" -Cold init for a rolling-inventory instance. - -Zeroes the 12-byte engine scratch portion of `RollingBufferState` -(everything from top_row through transfer_pending plus the -scroll_anim_offset word + hdma_copy_pending byte) and stamps -`base_scroll = $FFFF` as the "not-yet-HDMA-initialised" sentinel -the per-menu ensure_hdma_hook checks. dirty_mask is cleared too so -the first vblank flush has nothing to fire. - -Caller-managed config fields (visible_rows, slot_height_tiles, -item_list_ptr, item_count, hdma_channel, vwf_cfg_ptr) are NOT -touched ; callers fill them in before invoking this entry and the -phase-2 render path will read them back. - -In/out : - X = state ptr (16-bit, bank $7E implied) - Y = initial top_row (unused in phase 1 ; phase 2 will route this - into the scroll-position pre-render) - All registers clobbered. -""" - - - { - php - sep #0x20 - rep #0x10 - lda.b #0x00 -; Zero engine scratch (top_row..transfer_pending + anim offset bytes + -; hdma_copy_pending + dirty_mask). - sta.l 0x7E0000 + RollingBufferState.top_row, x - sta.l 0x7E0000 + RollingBufferState.buffer_pos, x - sta.l 0x7E0000 + RollingBufferState.edge_row, x - sta.l 0x7E0000 + RollingBufferState.slot_index, x - sta.l 0x7E0000 + RollingBufferState.hdma_enable, x -; _pad byte (offset 7, struct-defined as `byte _pad`) ; a816 hides -; leading-underscore field names from outer scopes, so write through -; the literal offset rather than the symbolic name. - sta.l 0x7E0007, x - sta.l 0x7E0000 + RollingBufferState.scroll_state, x - sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x - sta.l 0x7E0000 + RollingBufferState.scroll_direction, x - sta.l 0x7E0000 + RollingBufferState.transfer_pending, x - sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x - sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset + 1, x - sta.l 0x7E0000 + RollingBufferState.hdma_copy_pending, x - sta.l 0x7E0000 + RollingBufferState.dirty_mask, x -; base_scroll = $FFFF sentinel ("HDMA not yet armed"). - lda.b #0xFF - sta.l 0x7E0000 + RollingBufferState.base_scroll, x - sta.l 0x7E0000 + RollingBufferState.base_scroll + 1, x -; Fire fn_draw_window hook when armed. - rep #0x10 - ldy.w #RollingBufferState.fn_draw_window - jsr.w _engine_call_hook -; Fire fn_update_hdma hook (= per-menu ensure_hdma_initialized in the -; field-items wiring). Phase 3+ may split this into ensure-once vs -; per-scroll-update hooks ; for now both share the slot. - ldy.w #RollingBufferState.fn_update_hdma - jsr.w _engine_call_hook -; Loop `visible_rows` times, calling fn_render_slot for each row. -; Each iteration plants edge_row + slot_index = loop counter before -; firing the hook so the per-menu render reads the right values. - sep #0x20 - lda.b #0x00 - -_engine_init_render_loop: - pha - sta.l 0x7E0000 + RollingBufferState.edge_row, x - sta.l 0x7E0000 + RollingBufferState.slot_index, x - ldy.w #RollingBufferState.fn_render_slot - jsr.w _engine_call_hook - pla - inc - cmp.l 0x7E0000 + RollingBufferState.visible_rows, x - bcc _engine_init_render_loop - - plp - rtl - } - -rolling_engine_refresh_slots: -""" -Re-render every slot in the rolling buffer from the current `buffer_pos` -without resetting scroll state. Mirrors the legacy `engine_refresh_slots` -macro : iterates `(visible_rows + 1)` times (visible window + prefetch -slot), each iteration setting edge_row = scroll_pos + counter and -slot_index = (buffer_pos + counter) % buffer_slots, then firing -fn_render_slot. Stamps `transfer_pending = 1` on exit so the per-menu -NMI hook DMAs the BG staging buffer next vblank. - -In : X = state ptr (16-bit, bank $7E implied) - A = current scroll_pos value (8-bit) -Out: all `visible_rows + 1` slots re-rendered, transfer_pending set. -""" - - - { - php - sep #0x20 - rep #0x10 - sta.l 0x001F88 ; stash scroll_pos - lda.l 0x7E0000 + RollingBufferState.visible_rows, x - inc ; buffer_slots = visible_rows + 1 - sta.l 0x001F89 ; stash buffer_slots - lda.b #0x00 - -_engine_refresh_loop: - pha - clc - adc.l 0x001F88 - sta.l 0x7E0000 + RollingBufferState.edge_row, x - pla - pha - clc - adc.l 0x7E0000 + RollingBufferState.buffer_pos, x - -_engine_refresh_mod: - cmp.l 0x001F89 - bcc _engine_refresh_mod_done - sec - sbc.l 0x001F89 - bra _engine_refresh_mod - -_engine_refresh_mod_done: - sta.l 0x7E0000 + RollingBufferState.slot_index, x - ldy.w #RollingBufferState.fn_render_slot - jsr.w _engine_call_hook - pla - inc - cmp.l 0x001F89 - bcc _engine_refresh_loop - lda.b #0x01 - sta.l 0x7E0000 + RollingBufferState.transfer_pending, x - plp - rtl - } - -rolling_engine_update_scroll_frame: -""" -Advance the scroll animation one frame. Mirrors the legacy -`engine_update_scroll_frame` macro : - - scroll_anim_offset += (scroll_direction < 0 ? -8 : +8) - - if vanilla cursor-row marker $1B19 != 0, bump cursor sprite Y at - $0311 by 2 pixels in the matching direction (down for negative - direction, up for positive) - - scroll_remaining -= 8 (animation timer countdown) - - per-menu update_scroll_hdma trampoline rebuilds the HDMA shadow - table (dispatched via state.menu_id) - - tfr_sprites_vblank_trampoline + tfr_bg2_tiles_vblank_trampoline - push sprite OAM + BG2 tiles into VRAM so the animation frame - becomes visible. - -Pixels-per-frame hardcoded at 8 ; every existing caller -(INVENTORY_SCROLL_PIXELS_PER_FRAME / TREASURE / DROPS / KEY_ITEM) uses -that value, so the constant moves into the engine. - -In : X = state ptr (16-bit, bank $7E implied) -Out: scroll_anim_offset / scroll_remaining advanced, HDMA shadow + - sprite / BG2 VRAM uploads driven by the per-menu trampolines. -""" - - - { - php - rep #0x10 - sep #0x20 - lda.l 0x7E0000 + RollingBufferState.scroll_direction, x - bpl _frame_positive - rep #0x20 - lda.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x - sec - sbc.w #8 - sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x - bra _frame_update_cursor - -_frame_positive: - rep #0x20 - lda.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x - clc - adc.w #8 - sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x - -_frame_update_cursor: - sep #0x20 - lda.l 0x7E1B19 ; vanilla cursor-row marker - beq _frame_no_cursor - lda.l 0x7E0000 + RollingBufferState.scroll_direction, x - bpl _frame_cursor_down - inc.w 0x0311 - inc.w 0x0311 - bra _frame_no_cursor - -_frame_cursor_down: - dec.w 0x0311 - dec.w 0x0311 - -_frame_no_cursor: - lda.l 0x7E0000 + RollingBufferState.scroll_remaining, x - sec - sbc.b #8 - sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x -; Dispatch per-menu update_scroll_hdma via menu_id branch. The four -; profiles' update_*_scroll_hdma functions live in bank-20 alongside -; this engine, so jsr.w (3-byte) reaches them cleanly. - lda.l 0x7E0000 + RollingBufferState.menu_id, x - beq _frame_hdma_field - cmp.b #ROLLING_MENU_ID_TREASURE - beq _frame_hdma_treasure - cmp.b #ROLLING_MENU_ID_DROPS - beq _frame_hdma_drops - jsr.w update_key_item_scroll_hdma - bra _frame_hdma_done - -_frame_hdma_field: - jsr.w update_menu_scroll_hdma - bra _frame_hdma_done - -_frame_hdma_treasure: - jsr.w update_treasure_scroll_hdma - bra _frame_hdma_done - -_frame_hdma_drops: - jsr.w update_drops_scroll_hdma - -_frame_hdma_done: - jsr.l tfr_sprites_vblank_trampoline - jsr.l tfr_bg2_tiles_vblank_trampoline - plp - rtl - } - -rolling_engine_start_scroll_down: -""" -Kick off a non-blocking scroll-down animation. Advances buffer_pos -with wrap, pre-renders the new bottom slot via fn_render_slot, configures -the scroll FSM (state = 1, remaining = 16 pixels, direction = +8 = -positive = down, anim_offset = -16), stamps transfer_pending, and -dispatches the per-menu update_scroll_hdma to seed the first frame's -HDMA shadow. - -In : X = state ptr, A = current scroll_pos (8-bit) -Out: scroll state machine armed for the next 2 frames of animation. -""" - - - { - php - rep #0x10 - sep #0x20 - sta.l 0x001F88 ; stash scroll_pos - ldy.w #RollingBufferState.fn_update_hdma - jsr.w _engine_call_hook -; buffer_slots = visible_rows + 1 - lda.l 0x7E0000 + RollingBufferState.visible_rows, x - inc - sta.l 0x001F89 -; inc buffer_pos with wrap - lda.l 0x7E0000 + RollingBufferState.buffer_pos, x - inc - cmp.l 0x001F89 - bcc _start_dn_buf_ok - lda.b #0x00 - -_start_dn_buf_ok: - sta.l 0x7E0000 + RollingBufferState.buffer_pos, x -; slot_index = (buffer_pos + visible_rows - 1) % buffer_slots - clc - adc.l 0x7E0000 + RollingBufferState.visible_rows, x - dec - -_start_dn_mod: - cmp.l 0x001F89 - bcc _start_dn_mod_done - sec - sbc.l 0x001F89 - bra _start_dn_mod - -_start_dn_mod_done: - sta.l 0x7E0000 + RollingBufferState.slot_index, x -; edge_row = scroll_pos + visible_rows - 1 - lda.l 0x001F88 - clc - adc.l 0x7E0000 + RollingBufferState.visible_rows, x - dec - sta.l 0x7E0000 + RollingBufferState.edge_row, x - ldy.w #RollingBufferState.fn_render_slot - jsr.w _engine_call_hook -; FSM : scroll_state = 1, remaining = 16, direction = +8 (positive = down) - lda.b #0x01 - sta.l 0x7E0000 + RollingBufferState.scroll_state, x - lda.b #16 - sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x - lda.b #8 - sta.l 0x7E0000 + RollingBufferState.scroll_direction, x - rep #0x20 - lda.w #0xFFF0 - sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x - sep #0x20 - lda.b #0x01 - sta.l 0x7E0000 + RollingBufferState.transfer_pending, x - jsr.w _engine_dispatch_update_scroll_hdma - plp - rtl - } - -rolling_engine_start_scroll_up: -""" -Kick off a non-blocking scroll-up animation. Walks buffer_pos backwards -(wrap to visible_rows = buffer_slots - 1), pre-renders the new top -slot, configures the FSM (state = 1, remaining = 16, direction = -2 = -$FE = negative = up, anim_offset = +16), stamps transfer_pending, -dispatches update_scroll_hdma. - -In : X = state ptr, A = current scroll_pos (8-bit, already decremented - by the caller) -Out: scroll state machine armed for next 2 frames of animation. -""" - - - { - php - rep #0x10 - sep #0x20 - sta.l 0x001F88 ; stash scroll_pos - ldy.w #RollingBufferState.fn_update_hdma - jsr.w _engine_call_hook - lda.l 0x7E0000 + RollingBufferState.buffer_pos, x - beq _start_up_wrap - dec - bra _start_up_wrap_done - -_start_up_wrap: -; buffer_slots - 1 == visible_rows. - lda.l 0x7E0000 + RollingBufferState.visible_rows, x - -_start_up_wrap_done: - sta.l 0x7E0000 + RollingBufferState.buffer_pos, x - sta.l 0x7E0000 + RollingBufferState.slot_index, x - lda.l 0x001F88 ; scroll_pos - sta.l 0x7E0000 + RollingBufferState.edge_row, x - ldy.w #RollingBufferState.fn_render_slot - jsr.w _engine_call_hook - lda.b #0x01 - sta.l 0x7E0000 + RollingBufferState.scroll_state, x - lda.b #16 - sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x - lda.b #0xFE ; -2 (negative = up direction) - sta.l 0x7E0000 + RollingBufferState.scroll_direction, x - rep #0x20 - lda.w #0x0010 - sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x - sep #0x20 - lda.b #0x01 - sta.l 0x7E0000 + RollingBufferState.transfer_pending, x - jsr.w _engine_dispatch_update_scroll_hdma - plp - rtl - } - -rolling_engine_finish_scroll: -""" -End-of-animation : pre-render the next-direction edge slot (the one -that becomes the new prefetch after the current animation lands), -reset scroll_state + anim_offset, refresh the HDMA shadow, fire the -vanilla cursor + post-scroll cleanup trampolines. - -For scroll-down (direction = +N): slot_index = buffer_pos - 1 (with -wrap to buffer_slots - 1) ; edge_row = scroll_pos + visible_rows ; -skip render when scroll_pos + visible_rows >= item_count (past tail). - -For scroll-up (direction < 0, $FE) : slot_index = (buffer_pos + visible) -mod buffer_slots ; edge_row = scroll_pos - 1 ; skip render when -scroll_pos == 0 (past head). - -In : X = state ptr, A = current scroll_pos (8-bit) -Out: scroll FSM cleared, prefetch slot rendered, HDMA refreshed. -""" - - - { - php - rep #0x10 - sep #0x20 - sta.l 0x001F88 ; stash scroll_pos -; buffer_slots = visible_rows + 1 - lda.l 0x7E0000 + RollingBufferState.visible_rows, x - inc - sta.l 0x001F89 - lda.l 0x7E0000 + RollingBufferState.scroll_direction, x - bmi _finish_was_up -; --- scroll-down post-anim --- - lda.l 0x7E0000 + RollingBufferState.buffer_pos, x - beq _finish_dn_wrap - dec - bra _finish_dn_slot_ok - -_finish_dn_wrap: -; buffer_slots - 1 == visible_rows - lda.l 0x7E0000 + RollingBufferState.visible_rows, x - -_finish_dn_slot_ok: - sta.l 0x7E0000 + RollingBufferState.slot_index, x - lda.l 0x001F88 ; scroll_pos - clc - adc.l 0x7E0000 + RollingBufferState.visible_rows, x - cmp.l 0x7E0000 + RollingBufferState.item_count, x - bcs _finish_skip - sta.l 0x7E0000 + RollingBufferState.edge_row, x - ldy.w #RollingBufferState.fn_render_slot - jsr.w _engine_call_hook - lda.b #0x01 - sta.l 0x7E0000 + RollingBufferState.transfer_pending, x - bra _finish_skip - -_finish_was_up: -; --- scroll-up post-anim --- - lda.l 0x7E0000 + RollingBufferState.buffer_pos, x - clc - adc.l 0x7E0000 + RollingBufferState.visible_rows, x - -_finish_up_mod: - cmp.l 0x001F89 - bcc _finish_up_slot_ok - sec - sbc.l 0x001F89 - bra _finish_up_mod - -_finish_up_slot_ok: - sta.l 0x7E0000 + RollingBufferState.slot_index, x - lda.l 0x001F88 ; scroll_pos - beq _finish_skip - dec - sta.l 0x7E0000 + RollingBufferState.edge_row, x - ldy.w #RollingBufferState.fn_render_slot - jsr.w _engine_call_hook - lda.b #0x01 - sta.l 0x7E0000 + RollingBufferState.transfer_pending, x - -_finish_skip: - lda.b #0x00 - sta.l 0x7E0000 + RollingBufferState.scroll_state, x - rep #0x20 - lda.w #0x0000 - sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x - sep #0x20 - jsr.w _engine_dispatch_update_scroll_hdma - jsr.l draw_item_cursors_trampoline - jsr.l update_ctrl_after_scroll_trampoline - plp - rtl - } - -rolling_engine_swap_redraw: -""" -Re-render all `visible_rows + 1` slots from current buffer_pos after -an item swap. Slots whose item index >= item_count are cleared via -the built-in field-items clear path (other profiles' clear stubs were -RTS no-ops, so we skip the call entirely for them). Resets scroll -state so a mid-animation swap doesn't trigger spurious finish_scroll -re-renders. - -In : X = state ptr, A = current scroll_pos (8-bit) -Out: all `visible_rows + 1` slots refreshed, transfer_pending = 1, - HDMA shadow rebuilt via per-menu update_scroll_hdma. -""" - - - { - php - rep #0x10 - sep #0x20 - sta.l 0x001F88 ; stash scroll_pos - ldy.w #RollingBufferState.fn_update_hdma - jsr.w _engine_call_hook - lda.b #0x00 - sta.l 0x7E0000 + RollingBufferState.scroll_state, x - sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x - sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x - sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset + 1, x -; buffer_slots = visible_rows + 1 - lda.l 0x7E0000 + RollingBufferState.visible_rows, x - inc - sta.l 0x001F89 ; stash buffer_slots - lda.b #0x00 - -_swap_loop: - pha - clc - adc.l 0x7E0000 + RollingBufferState.buffer_pos, x - -_swap_mod: - cmp.l 0x001F89 - bcc _swap_mod_done - sec - sbc.l 0x001F89 - bra _swap_mod - -_swap_mod_done: - sta.l 0x7E0000 + RollingBufferState.slot_index, x - pla - pha - clc - adc.l 0x001F88 - cmp.l 0x7E0000 + RollingBufferState.item_count, x - bcs _swap_clear - sta.l 0x7E0000 + RollingBufferState.edge_row, x - ldy.w #RollingBufferState.fn_render_slot - jsr.w _engine_call_hook - bra _swap_next - -_swap_clear: -; Only field-items has a real clear ; other menus' clear stubs were -; RTS no-ops, so skip the call entirely unless menu_id == 0. - lda.l 0x7E0000 + RollingBufferState.menu_id, x - bne _swap_next - jsr.w _clear_inventory_slot - -_swap_next: - pla - inc - cmp.l 0x001F89 - bcc _swap_loop - lda.b #0x01 - sta.l 0x7E0000 + RollingBufferState.transfer_pending, x - jsr.w _engine_dispatch_update_scroll_hdma - plp - rtl - } - -_engine_dispatch_update_scroll_hdma: -""" -Branches to the per-menu update_*_scroll_hdma function based on -state.menu_id. All four functions live in bank-20 alongside the engine -so a 16-bit jsr.w is enough. -""" - - - { - lda.l 0x7E0000 + RollingBufferState.menu_id, x - beq _dispatch_field - cmp.b #ROLLING_MENU_ID_TREASURE - beq _dispatch_treasure - cmp.b #ROLLING_MENU_ID_DROPS - beq _dispatch_drops - jsr.w update_key_item_scroll_hdma - rts - -_dispatch_field: - jsr.w update_menu_scroll_hdma - rts - -_dispatch_treasure: - jsr.w update_treasure_scroll_hdma - rts - -_dispatch_drops: - jsr.w update_drops_scroll_hdma - rts - } - -_engine_call_hook: -""" -Internal helper. JSLs through a hook far-ptr stored at -`state[X + Y]`. - -In : X = state ptr (16-bit, bank $7E implied) - Y = struct offset of the 3-byte hook field - M = 8 (caller-managed) -Out : hook RTLs back to caller of _engine_call_hook. A clobbered. - Hook is skipped if all three bytes are zero ; null-safe. -""" - - - { - phx - phy -; Stash hook-field offset at $00:1F83 (next to the $1F80-82 jmp-vec -; cell). Direct-page `sty.b 0x90` looked tempting but FF4's menu code -; sets DP=$0100 before calling our patch, so the store actually -; landed at $0190 = the BG1HOFS shadow ; vanilla NMI then scrolled -; BG1 by the hook offset (26 px for fn_render_slot) on every render. - rep #0x20 - tya - sta.l 0x001F83 - txa - clc - adc.l 0x001F83 - tax ; X now points at the hook field's first byte - sep #0x20 - lda.l 0x7E0000, x - sta.l 0x001F80 - lda.l 0x7E0001, x - sta.l 0x001F81 - lda.l 0x7E0002, x - sta.l 0x001F82 - ora.l 0x001F80 - ora.l 0x001F81 - beq _engine_call_hook_null - phk - rep #0x20 - pea.w ( _engine_call_hook_return - 1 ) & 0xFFFF - sep #0x20 - jmp [0x001F80] - -_engine_call_hook_return: -_engine_call_hook_null: - ply - plx - rts - } - -rolling_engine_tick: -""" -Per-frame state-machine tick. - -Advances the scroll animation by one frame when scroll_state != 0 : -decrements scroll_remaining and, when it hits zero, clears -scroll_state and stamps transfer_pending = 1 so the next vblank -flush picks up the final frame. Returns immediately when -scroll_state is idle. - -Phase 1.3 scope. Phase 2 will additionally drive scroll_anim_offset, -read the pad-down bits in A.b to start fresh scrolls, and route the -new edge slot through fn_render_slot once that hook lands in the -struct. - -In : X = state ptr -Out : scroll_remaining decremented (if scrolling), scroll_state - cleared + transfer_pending set when animation completes. -""" - - - { - php - sep #0x20 - lda.l 0x7E0000 + RollingBufferState.scroll_state, x - beq _tick_idle - lda.l 0x7E0000 + RollingBufferState.scroll_remaining, x - sec - sbc.b #0x01 - sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x - bne _tick_still_scrolling - lda.b #0x00 - sta.l 0x7E0000 + RollingBufferState.scroll_state, x - lda.b #0x01 - sta.l 0x7E0000 + RollingBufferState.transfer_pending, x - -_tick_still_scrolling: -_tick_idle: - plp - rtl - } - -rolling_engine_vblank_flush: -""" -NMI-time flush. - -Phase 1.4 scope : reads `state.dirty_mask`, returns immediately on -$00, otherwise clears the mask so the next vblank starts clean. -Phase 2 will wedge the real DMA-from-VWF-stage-to-VRAM dance in -between, driven by the `vwf_cfg_ptr` config and a small bank-01 -trampoline ; the dirty-mask gate + clear stays valid regardless of -how the DMA path lands. - -Must run inside force-blank or the HDMA gap window so the DMA -doesn't tear visible scanlines (phase 2 concern). - -In : X = state ptr -Out : state.dirty_mask = 0 if it was non-zero, A clobbered. -""" - - - { - php - sep #0x20 - lda.l 0x7E0000 + RollingBufferState.dirty_mask, x - beq _flush_clean - lda.b #0x00 - sta.l 0x7E0000 + RollingBufferState.dirty_mask, x - -_flush_clean: - plp - rtl - } - -rolling_engine_cursor_up: -""" -Decrement slot_index, wrapping to (visible_rows - 1) at zero. - -In : X = state ptr (bank $7E implied) -Out : state.slot_index updated, A clobbered -""" - - - { - php - sep #0x20 - lda.l 0x7E0000 + RollingBufferState.slot_index, x - bne _cursor_up_dec - lda.l 0x7E0000 + RollingBufferState.visible_rows, x - -_cursor_up_dec: - dec - sta.l 0x7E0000 + RollingBufferState.slot_index, x - plp - rtl - } - -rolling_engine_cursor_down: -""" -Increment slot_index, wrapping to 0 when it would equal visible_rows. - -In : X = state ptr -Out : state.slot_index updated, A clobbered -""" - - - { - php - sep #0x20 - lda.l 0x7E0000 + RollingBufferState.slot_index, x - inc - cmp.l 0x7E0000 + RollingBufferState.visible_rows, x - bcc _cursor_dn_store - lda.b #0x00 - -_cursor_dn_store: - sta.l 0x7E0000 + RollingBufferState.slot_index, x - plp - rtl - } - -rolling_engine_invalidate_slot: -""" -Mark one slot dirty for the next vblank flush. - -In : X = state ptr, A.b = slot index 0..visible_rows-1 -Out : state.dirty_mask gets bit (1 << A) set -""" - - - { - php - sep #0x20 - pha -; X stays state ptr ; use Y for the shift-left tally so we can keep -; X bound to the struct base for the dirty_mask write below. - phx - tay - lda.b #0x01 - -_inv_slot_shift: - cpy.w #0x0000 - beq _inv_slot_done - asl - dey - bra _inv_slot_shift - -_inv_slot_done: - plx - ora.l 0x7E0000 + RollingBufferState.dirty_mask, x - sta.l 0x7E0000 + RollingBufferState.dirty_mask, x - pla - plp - rtl - } - -rolling_engine_invalidate_all: -""" -Mark every visible slot dirty by setting dirty_mask = $FF. - -In : X = state ptr -Out : state.dirty_mask = $FF, A clobbered -""" - - - { - php - sep #0x20 - lda.b #0xFF - sta.l 0x7E0000 + RollingBufferState.dirty_mask, x - plp - rtl - } - -rolling_engine_shutdown: -""" -Tear down state on menu close. - -Zeroes `state.hdma_enable` + `state.dirty_mask` and resets -`state.base_scroll` to the $FFFF sentinel so the next cold-init -ensure_hdma_hook re-arms cleanly. Does not touch HDMAEN ($420C) : -the per-menu exit hook owns that bit (it knows which channel mask -to clear via `hdma_channel`). - -In : X = state ptr -Out : engine state half-reset, A clobbered. -""" - - - { - php - sep #0x20 - rep #0x10 - lda.b #0x00 - sta.l 0x7E0000 + RollingBufferState.hdma_enable, x - sta.l 0x7E0000 + RollingBufferState.dirty_mask, x - sta.l 0x7E0000 + RollingBufferState.scroll_state, x - sta.l 0x7E0000 + RollingBufferState.transfer_pending, x - sta.l 0x7E0000 + RollingBufferState.hdma_copy_pending, x - lda.b #0xFF - sta.l 0x7E0000 + RollingBufferState.base_scroll, x - sta.l 0x7E0000 + RollingBufferState.base_scroll + 1, x - plp - rtl +.include "../bank20.i" + +.alloc rolling_inventory_engine_block in bank20_reloc { + .scope rolling_engine { + """Bank-20 rolling-inventory engine entry points (phase 1 stubs).""" + rolling_engine_init: + """ + Cold init for a rolling-inventory instance. + + Zeroes the 12-byte engine scratch portion of `RollingBufferState` + (everything from top_row through transfer_pending plus the + scroll_anim_offset word + hdma_copy_pending byte) and stamps + `base_scroll = $FFFF` as the "not-yet-HDMA-initialised" sentinel + the per-menu ensure_hdma_hook checks. dirty_mask is cleared too so + the first vblank flush has nothing to fire. + + Caller-managed config fields (visible_rows, slot_height_tiles, + item_list_ptr, item_count, hdma_channel, vwf_cfg_ptr) are NOT + touched ; callers fill them in before invoking this entry and the + phase-2 render path will read them back. + + In/out : + X = state ptr (16-bit, bank $7E implied) + Y = initial top_row (unused in phase 1 ; phase 2 will route this + into the scroll-position pre-render) + All registers clobbered. + """ + + + { + php + sep #0x20 + rep #0x10 + lda.b #0x00 + ; Zero engine scratch (top_row..transfer_pending + anim offset bytes + + ; hdma_copy_pending + dirty_mask). + sta.l 0x7E0000 + RollingBufferState.top_row, x + sta.l 0x7E0000 + RollingBufferState.buffer_pos, x + sta.l 0x7E0000 + RollingBufferState.edge_row, x + sta.l 0x7E0000 + RollingBufferState.slot_index, x + sta.l 0x7E0000 + RollingBufferState.hdma_enable, x + ; _pad byte (offset 7, struct-defined as `byte _pad`) ; a816 hides + ; leading-underscore field names from outer scopes, so write through + ; the literal offset rather than the symbolic name. + sta.l 0x7E0007, x + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x + sta.l 0x7E0000 + RollingBufferState.scroll_direction, x + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset + 1, x + sta.l 0x7E0000 + RollingBufferState.hdma_copy_pending, x + sta.l 0x7E0000 + RollingBufferState.dirty_mask, x + ; base_scroll = $FFFF sentinel ("HDMA not yet armed"). + lda.b #0xFF + sta.l 0x7E0000 + RollingBufferState.base_scroll, x + sta.l 0x7E0000 + RollingBufferState.base_scroll + 1, x + ; Fire fn_draw_window hook when armed. + rep #0x10 + ldy.w #RollingBufferState.fn_draw_window + jsr.w _engine_call_hook + ; Fire fn_update_hdma hook (= per-menu ensure_hdma_initialized in the + ; field-items wiring). Phase 3+ may split this into ensure-once vs + ; per-scroll-update hooks ; for now both share the slot. + ldy.w #RollingBufferState.fn_update_hdma + jsr.w _engine_call_hook + ; Loop `visible_rows` times, calling fn_render_slot for each row. + ; Each iteration plants edge_row + slot_index = loop counter before + ; firing the hook so the per-menu render reads the right values. + sep #0x20 + lda.b #0x00 + + _engine_init_render_loop: + pha + sta.l 0x7E0000 + RollingBufferState.edge_row, x + sta.l 0x7E0000 + RollingBufferState.slot_index, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook + pla + inc + cmp.l 0x7E0000 + RollingBufferState.visible_rows, x + bcc _engine_init_render_loop + + plp + rtl + } + + rolling_engine_refresh_slots: + """ + Re-render every slot in the rolling buffer from the current `buffer_pos` + without resetting scroll state. Mirrors the legacy `engine_refresh_slots` + macro : iterates `(visible_rows + 1)` times (visible window + prefetch + slot), each iteration setting edge_row = scroll_pos + counter and + slot_index = (buffer_pos + counter) % buffer_slots, then firing + fn_render_slot. Stamps `transfer_pending = 1` on exit so the per-menu + NMI hook DMAs the BG staging buffer next vblank. + + In : X = state ptr (16-bit, bank $7E implied) + A = current scroll_pos value (8-bit) + Out: all `visible_rows + 1` slots re-rendered, transfer_pending set. + """ + + + { + php + sep #0x20 + rep #0x10 + sta.l 0x001F88 ; stash scroll_pos + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + inc ; buffer_slots = visible_rows + 1 + sta.l 0x001F89 ; stash buffer_slots + lda.b #0x00 + + _engine_refresh_loop: + pha + clc + adc.l 0x001F88 + sta.l 0x7E0000 + RollingBufferState.edge_row, x + pla + pha + clc + adc.l 0x7E0000 + RollingBufferState.buffer_pos, x + + _engine_refresh_mod: + cmp.l 0x001F89 + bcc _engine_refresh_mod_done + sec + sbc.l 0x001F89 + bra _engine_refresh_mod + + _engine_refresh_mod_done: + sta.l 0x7E0000 + RollingBufferState.slot_index, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook + pla + inc + cmp.l 0x001F89 + bcc _engine_refresh_loop + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + plp + rtl + } + + rolling_engine_update_scroll_frame: + """ + Advance the scroll animation one frame. Mirrors the legacy + `engine_update_scroll_frame` macro : + - scroll_anim_offset += (scroll_direction < 0 ? -8 : +8) + - if vanilla cursor-row marker $1B19 != 0, bump cursor sprite Y at + $0311 by 2 pixels in the matching direction (down for negative + direction, up for positive) + - scroll_remaining -= 8 (animation timer countdown) + - per-menu update_scroll_hdma trampoline rebuilds the HDMA shadow + table (dispatched via state.menu_id) + - tfr_sprites_vblank_trampoline + tfr_bg2_tiles_vblank_trampoline + push sprite OAM + BG2 tiles into VRAM so the animation frame + becomes visible. + + Pixels-per-frame hardcoded at 8 ; every existing caller + (INVENTORY_SCROLL_PIXELS_PER_FRAME / TREASURE / DROPS / KEY_ITEM) uses + that value, so the constant moves into the engine. + + In : X = state ptr (16-bit, bank $7E implied) + Out: scroll_anim_offset / scroll_remaining advanced, HDMA shadow + + sprite / BG2 VRAM uploads driven by the per-menu trampolines. + """ + + + { + php + rep #0x10 + sep #0x20 + lda.l 0x7E0000 + RollingBufferState.scroll_direction, x + bpl _frame_positive + rep #0x20 + lda.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + sec + sbc.w #8 + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + bra _frame_update_cursor + + _frame_positive: + rep #0x20 + lda.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + clc + adc.w #8 + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + + _frame_update_cursor: + sep #0x20 + lda.l 0x7E1B19 ; vanilla cursor-row marker + beq _frame_no_cursor + lda.l 0x7E0000 + RollingBufferState.scroll_direction, x + bpl _frame_cursor_down + inc.w 0x0311 + inc.w 0x0311 + bra _frame_no_cursor + + _frame_cursor_down: + dec.w 0x0311 + dec.w 0x0311 + + _frame_no_cursor: + lda.l 0x7E0000 + RollingBufferState.scroll_remaining, x + sec + sbc.b #8 + sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x + ; Dispatch per-menu update_scroll_hdma via menu_id branch. The four + ; profiles' update_*_scroll_hdma functions live in bank-20 alongside + ; this engine, so jsr.w (3-byte) reaches them cleanly. + lda.l 0x7E0000 + RollingBufferState.menu_id, x + beq _frame_hdma_field + cmp.b #ROLLING_MENU_ID_TREASURE + beq _frame_hdma_treasure + cmp.b #ROLLING_MENU_ID_DROPS + beq _frame_hdma_drops + jsr.w update_key_item_scroll_hdma + bra _frame_hdma_done + + _frame_hdma_field: + jsr.w update_menu_scroll_hdma + bra _frame_hdma_done + + _frame_hdma_treasure: + jsr.w update_treasure_scroll_hdma + bra _frame_hdma_done + + _frame_hdma_drops: + jsr.w update_drops_scroll_hdma + + _frame_hdma_done: + jsr.l tfr_sprites_vblank_trampoline + jsr.l tfr_bg2_tiles_vblank_trampoline + plp + rtl + } + + rolling_engine_start_scroll_down: + """ + Kick off a non-blocking scroll-down animation. Advances buffer_pos + with wrap, pre-renders the new bottom slot via fn_render_slot, configures + the scroll FSM (state = 1, remaining = 16 pixels, direction = +8 = + positive = down, anim_offset = -16), stamps transfer_pending, and + dispatches the per-menu update_scroll_hdma to seed the first frame's + HDMA shadow. + + In : X = state ptr, A = current scroll_pos (8-bit) + Out: scroll state machine armed for the next 2 frames of animation. + """ + + + { + php + rep #0x10 + sep #0x20 + sta.l 0x001F88 ; stash scroll_pos + ldy.w #RollingBufferState.fn_update_hdma + jsr.w _engine_call_hook + ; buffer_slots = visible_rows + 1 + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + inc + sta.l 0x001F89 + ; inc buffer_pos with wrap + lda.l 0x7E0000 + RollingBufferState.buffer_pos, x + inc + cmp.l 0x001F89 + bcc _start_dn_buf_ok + lda.b #0x00 + + _start_dn_buf_ok: + sta.l 0x7E0000 + RollingBufferState.buffer_pos, x + ; slot_index = (buffer_pos + visible_rows - 1) % buffer_slots + clc + adc.l 0x7E0000 + RollingBufferState.visible_rows, x + dec + + _start_dn_mod: + cmp.l 0x001F89 + bcc _start_dn_mod_done + sec + sbc.l 0x001F89 + bra _start_dn_mod + + _start_dn_mod_done: + sta.l 0x7E0000 + RollingBufferState.slot_index, x + ; edge_row = scroll_pos + visible_rows - 1 + lda.l 0x001F88 + clc + adc.l 0x7E0000 + RollingBufferState.visible_rows, x + dec + sta.l 0x7E0000 + RollingBufferState.edge_row, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook + ; FSM : scroll_state = 1, remaining = 16, direction = +8 (positive = down) + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + lda.b #16 + sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x + lda.b #8 + sta.l 0x7E0000 + RollingBufferState.scroll_direction, x + rep #0x20 + lda.w #0xFFF0 + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + sep #0x20 + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + jsr.w _engine_dispatch_update_scroll_hdma + plp + rtl + } + + rolling_engine_start_scroll_up: + """ + Kick off a non-blocking scroll-up animation. Walks buffer_pos backwards + (wrap to visible_rows = buffer_slots - 1), pre-renders the new top + slot, configures the FSM (state = 1, remaining = 16, direction = -2 = + $FE = negative = up, anim_offset = +16), stamps transfer_pending, + dispatches update_scroll_hdma. + + In : X = state ptr, A = current scroll_pos (8-bit, already decremented + by the caller) + Out: scroll state machine armed for next 2 frames of animation. + """ + + + { + php + rep #0x10 + sep #0x20 + sta.l 0x001F88 ; stash scroll_pos + ldy.w #RollingBufferState.fn_update_hdma + jsr.w _engine_call_hook + lda.l 0x7E0000 + RollingBufferState.buffer_pos, x + beq _start_up_wrap + dec + bra _start_up_wrap_done + + _start_up_wrap: + ; buffer_slots - 1 == visible_rows. + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + + _start_up_wrap_done: + sta.l 0x7E0000 + RollingBufferState.buffer_pos, x + sta.l 0x7E0000 + RollingBufferState.slot_index, x + lda.l 0x001F88 ; scroll_pos + sta.l 0x7E0000 + RollingBufferState.edge_row, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + lda.b #16 + sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x + lda.b #0xFE ; -2 (negative = up direction) + sta.l 0x7E0000 + RollingBufferState.scroll_direction, x + rep #0x20 + lda.w #0x0010 + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + sep #0x20 + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + jsr.w _engine_dispatch_update_scroll_hdma + plp + rtl + } + + rolling_engine_finish_scroll: + """ + End-of-animation : pre-render the next-direction edge slot (the one + that becomes the new prefetch after the current animation lands), + reset scroll_state + anim_offset, refresh the HDMA shadow, fire the + vanilla cursor + post-scroll cleanup trampolines. + + For scroll-down (direction = +N): slot_index = buffer_pos - 1 (with + wrap to buffer_slots - 1) ; edge_row = scroll_pos + visible_rows ; + skip render when scroll_pos + visible_rows >= item_count (past tail). + + For scroll-up (direction < 0, $FE) : slot_index = (buffer_pos + visible) + mod buffer_slots ; edge_row = scroll_pos - 1 ; skip render when + scroll_pos == 0 (past head). + + In : X = state ptr, A = current scroll_pos (8-bit) + Out: scroll FSM cleared, prefetch slot rendered, HDMA refreshed. + """ + + + { + php + rep #0x10 + sep #0x20 + sta.l 0x001F88 ; stash scroll_pos + ; buffer_slots = visible_rows + 1 + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + inc + sta.l 0x001F89 + lda.l 0x7E0000 + RollingBufferState.scroll_direction, x + bmi _finish_was_up + ; --- scroll-down post-anim --- + lda.l 0x7E0000 + RollingBufferState.buffer_pos, x + beq _finish_dn_wrap + dec + bra _finish_dn_slot_ok + + _finish_dn_wrap: + ; buffer_slots - 1 == visible_rows + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + + _finish_dn_slot_ok: + sta.l 0x7E0000 + RollingBufferState.slot_index, x + lda.l 0x001F88 ; scroll_pos + clc + adc.l 0x7E0000 + RollingBufferState.visible_rows, x + cmp.l 0x7E0000 + RollingBufferState.item_count, x + bcs _finish_skip + sta.l 0x7E0000 + RollingBufferState.edge_row, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + bra _finish_skip + + _finish_was_up: + ; --- scroll-up post-anim --- + lda.l 0x7E0000 + RollingBufferState.buffer_pos, x + clc + adc.l 0x7E0000 + RollingBufferState.visible_rows, x + + _finish_up_mod: + cmp.l 0x001F89 + bcc _finish_up_slot_ok + sec + sbc.l 0x001F89 + bra _finish_up_mod + + _finish_up_slot_ok: + sta.l 0x7E0000 + RollingBufferState.slot_index, x + lda.l 0x001F88 ; scroll_pos + beq _finish_skip + dec + sta.l 0x7E0000 + RollingBufferState.edge_row, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + + _finish_skip: + lda.b #0x00 + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + rep #0x20 + lda.w #0x0000 + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + sep #0x20 + jsr.w _engine_dispatch_update_scroll_hdma + jsr.l draw_item_cursors_trampoline + jsr.l update_ctrl_after_scroll_trampoline + plp + rtl + } + + rolling_engine_swap_redraw: + """ + Re-render all `visible_rows + 1` slots from current buffer_pos after + an item swap. Slots whose item index >= item_count are cleared via + the built-in field-items clear path (other profiles' clear stubs were + RTS no-ops, so we skip the call entirely for them). Resets scroll + state so a mid-animation swap doesn't trigger spurious finish_scroll + re-renders. + + In : X = state ptr, A = current scroll_pos (8-bit) + Out: all `visible_rows + 1` slots refreshed, transfer_pending = 1, + HDMA shadow rebuilt via per-menu update_scroll_hdma. + """ + + + { + php + rep #0x10 + sep #0x20 + sta.l 0x001F88 ; stash scroll_pos + ldy.w #RollingBufferState.fn_update_hdma + jsr.w _engine_call_hook + lda.b #0x00 + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset, x + sta.l 0x7E0000 + RollingBufferState.scroll_anim_offset + 1, x + ; buffer_slots = visible_rows + 1 + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + inc + sta.l 0x001F89 ; stash buffer_slots + lda.b #0x00 + + _swap_loop: + pha + clc + adc.l 0x7E0000 + RollingBufferState.buffer_pos, x + + _swap_mod: + cmp.l 0x001F89 + bcc _swap_mod_done + sec + sbc.l 0x001F89 + bra _swap_mod + + _swap_mod_done: + sta.l 0x7E0000 + RollingBufferState.slot_index, x + pla + pha + clc + adc.l 0x001F88 + cmp.l 0x7E0000 + RollingBufferState.item_count, x + bcs _swap_clear + sta.l 0x7E0000 + RollingBufferState.edge_row, x + ldy.w #RollingBufferState.fn_render_slot + jsr.w _engine_call_hook + bra _swap_next + + _swap_clear: + ; Only field-items has a real clear ; other menus' clear stubs were + ; RTS no-ops, so skip the call entirely unless menu_id == 0. + lda.l 0x7E0000 + RollingBufferState.menu_id, x + bne _swap_next + jsr.w _clear_inventory_slot + + _swap_next: + pla + inc + cmp.l 0x001F89 + bcc _swap_loop + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + jsr.w _engine_dispatch_update_scroll_hdma + plp + rtl + } + + _engine_dispatch_update_scroll_hdma: + """ + Branches to the per-menu update_*_scroll_hdma function based on + state.menu_id. All four functions live in bank-20 alongside the engine + so a 16-bit jsr.w is enough. + """ + + + { + lda.l 0x7E0000 + RollingBufferState.menu_id, x + beq _dispatch_field + cmp.b #ROLLING_MENU_ID_TREASURE + beq _dispatch_treasure + cmp.b #ROLLING_MENU_ID_DROPS + beq _dispatch_drops + jsr.w update_key_item_scroll_hdma + rts + + _dispatch_field: + jsr.w update_menu_scroll_hdma + rts + + _dispatch_treasure: + jsr.w update_treasure_scroll_hdma + rts + + _dispatch_drops: + jsr.w update_drops_scroll_hdma + rts + } + + _engine_call_hook: + """ + Internal helper. JSLs through a hook far-ptr stored at + `state[X + Y]`. + + In : X = state ptr (16-bit, bank $7E implied) + Y = struct offset of the 3-byte hook field + M = 8 (caller-managed) + Out : hook RTLs back to caller of _engine_call_hook. A clobbered. + Hook is skipped if all three bytes are zero ; null-safe. + """ + + + { + phx + phy + ; Stash hook-field offset at $00:1F83 (next to the $1F80-82 jmp-vec + ; cell). Direct-page `sty.b 0x90` looked tempting but FF4's menu code + ; sets DP=$0100 before calling our patch, so the store actually + ; landed at $0190 = the BG1HOFS shadow ; vanilla NMI then scrolled + ; BG1 by the hook offset (26 px for fn_render_slot) on every render. + rep #0x20 + tya + sta.l 0x001F83 + txa + clc + adc.l 0x001F83 + tax ; X now points at the hook field's first byte + sep #0x20 + lda.l 0x7E0000, x + sta.l 0x001F80 + lda.l 0x7E0001, x + sta.l 0x001F81 + lda.l 0x7E0002, x + sta.l 0x001F82 + ora.l 0x001F80 + ora.l 0x001F81 + beq _engine_call_hook_null + phk + rep #0x20 + pea.w ( _engine_call_hook_return - 1 ) & 0xFFFF + sep #0x20 + jmp [0x001F80] + + _engine_call_hook_return: + _engine_call_hook_null: + ply + plx + rts + } + + rolling_engine_tick: + """ + Per-frame state-machine tick. + + Advances the scroll animation by one frame when scroll_state != 0 : + decrements scroll_remaining and, when it hits zero, clears + scroll_state and stamps transfer_pending = 1 so the next vblank + flush picks up the final frame. Returns immediately when + scroll_state is idle. + + Phase 1.3 scope. Phase 2 will additionally drive scroll_anim_offset, + read the pad-down bits in A.b to start fresh scrolls, and route the + new edge slot through fn_render_slot once that hook lands in the + struct. + + In : X = state ptr + Out : scroll_remaining decremented (if scrolling), scroll_state + cleared + transfer_pending set when animation completes. + """ + + + { + php + sep #0x20 + lda.l 0x7E0000 + RollingBufferState.scroll_state, x + beq _tick_idle + lda.l 0x7E0000 + RollingBufferState.scroll_remaining, x + sec + sbc.b #0x01 + sta.l 0x7E0000 + RollingBufferState.scroll_remaining, x + bne _tick_still_scrolling + lda.b #0x00 + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + lda.b #0x01 + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + + _tick_still_scrolling: + _tick_idle: + plp + rtl + } + + rolling_engine_vblank_flush: + """ + NMI-time flush. + + Phase 1.4 scope : reads `state.dirty_mask`, returns immediately on + $00, otherwise clears the mask so the next vblank starts clean. + Phase 2 will wedge the real DMA-from-VWF-stage-to-VRAM dance in + between, driven by the `vwf_cfg_ptr` config and a small bank-01 + trampoline ; the dirty-mask gate + clear stays valid regardless of + how the DMA path lands. + + Must run inside force-blank or the HDMA gap window so the DMA + doesn't tear visible scanlines (phase 2 concern). + + In : X = state ptr + Out : state.dirty_mask = 0 if it was non-zero, A clobbered. + """ + + + { + php + sep #0x20 + lda.l 0x7E0000 + RollingBufferState.dirty_mask, x + beq _flush_clean + lda.b #0x00 + sta.l 0x7E0000 + RollingBufferState.dirty_mask, x + + _flush_clean: + plp + rtl + } + + rolling_engine_cursor_up: + """ + Decrement slot_index, wrapping to (visible_rows - 1) at zero. + + In : X = state ptr (bank $7E implied) + Out : state.slot_index updated, A clobbered + """ + + + { + php + sep #0x20 + lda.l 0x7E0000 + RollingBufferState.slot_index, x + bne _cursor_up_dec + lda.l 0x7E0000 + RollingBufferState.visible_rows, x + + _cursor_up_dec: + dec + sta.l 0x7E0000 + RollingBufferState.slot_index, x + plp + rtl + } + + rolling_engine_cursor_down: + """ + Increment slot_index, wrapping to 0 when it would equal visible_rows. + + In : X = state ptr + Out : state.slot_index updated, A clobbered + """ + + + { + php + sep #0x20 + lda.l 0x7E0000 + RollingBufferState.slot_index, x + inc + cmp.l 0x7E0000 + RollingBufferState.visible_rows, x + bcc _cursor_dn_store + lda.b #0x00 + + _cursor_dn_store: + sta.l 0x7E0000 + RollingBufferState.slot_index, x + plp + rtl + } + + rolling_engine_invalidate_slot: + """ + Mark one slot dirty for the next vblank flush. + + In : X = state ptr, A.b = slot index 0..visible_rows-1 + Out : state.dirty_mask gets bit (1 << A) set + """ + + + { + php + sep #0x20 + pha + ; X stays state ptr ; use Y for the shift-left tally so we can keep + ; X bound to the struct base for the dirty_mask write below. + phx + tay + lda.b #0x01 + + _inv_slot_shift: + cpy.w #0x0000 + beq _inv_slot_done + asl + dey + bra _inv_slot_shift + + _inv_slot_done: + plx + ora.l 0x7E0000 + RollingBufferState.dirty_mask, x + sta.l 0x7E0000 + RollingBufferState.dirty_mask, x + pla + plp + rtl + } + + rolling_engine_invalidate_all: + """ + Mark every visible slot dirty by setting dirty_mask = $FF. + + In : X = state ptr + Out : state.dirty_mask = $FF, A clobbered + """ + + + { + php + sep #0x20 + lda.b #0xFF + sta.l 0x7E0000 + RollingBufferState.dirty_mask, x + plp + rtl + } + + rolling_engine_shutdown: + """ + Tear down state on menu close. + + Zeroes `state.hdma_enable` + `state.dirty_mask` and resets + `state.base_scroll` to the $FFFF sentinel so the next cold-init + ensure_hdma_hook re-arms cleanly. Does not touch HDMAEN ($420C) : + the per-menu exit hook owns that bit (it knows which channel mask + to clear via `hdma_channel`). + + In : X = state ptr + Out : engine state half-reset, A clobbered. + """ + + + { + php + sep #0x20 + rep #0x10 + lda.b #0x00 + sta.l 0x7E0000 + RollingBufferState.hdma_enable, x + sta.l 0x7E0000 + RollingBufferState.dirty_mask, x + sta.l 0x7E0000 + RollingBufferState.scroll_state, x + sta.l 0x7E0000 + RollingBufferState.transfer_pending, x + sta.l 0x7E0000 + RollingBufferState.hdma_copy_pending, x + lda.b #0xFF + sta.l 0x7E0000 + RollingBufferState.base_scroll, x + sta.l 0x7E0000 + RollingBufferState.base_scroll + 1, x + plp + rtl + } } } diff --git a/src/libmz.s b/src/libmz.s index edcfd10..cfced55 100644 --- a/src/libmz.s +++ b/src/libmz.s @@ -1,237 +1,241 @@ """Shared low-level helpers: vblank spinner + DMA transfer routines for VRAM / palette + small bank-trampolines.""" .include "libmz.i" +.include "bank20.i" -wait_for_vblank: -"""Spin until the next vblank edge: wait for $4212 to go low, then high.""" -{ - pha -_negative: - lda.l 0x004212 - bmi _negative +.alloc libmz_block in bank20_reloc { + wait_for_vblank: + """Spin until the next vblank edge: wait for $4212 to go low, then high.""" + { + pha -_positive: - lda.l 0x004212 - bpl _positive - pla - rts -} + _negative: + lda.l 0x004212 + bmi _negative -wait_for_vblank_long: -"""RTL trampoline around `wait_for_vblank` for cross-bank callers.""" - jsr.w wait_for_vblank - rtl - -dma_transfer_to_vram: -""" -DMA-transfer a block from ROM/RAM into VRAM via channel 7. -Stack args (caller pushes in order): source_offset, source_bank, -vram_pointer, count, dma_mode. All five args are pulled before RTS. -""" -{ -; on the stack: -; return address -; source offset -; source bank -; vram pointer -; count -; mode - arg_count = 5 - stack_ptr = arg_count * 2 - 1 - source_offset = stack_ptr - source_bank = stack_ptr - 2 - vram_pointer = stack_ptr - 4 - count = stack_ptr - 6 - dma_mode = stack_ptr - 8 - channel = 7 - rep #0x20 - sep #0x10 - ldx #0x80 - stx 0x2115 - lda.b source_offset, s - sta.w 0x4302 + ( channel << 4 ) - sep #0x10 - lda.b source_bank, s - sta.w 0x4304 + ( channel << 4 ) - rep #0x20 - lda.b vram_pointer, s - sta.w 0x2116 - lda.b count, s - sta.w 0x4305 + ( channel << 4 ) - lda.b dma_mode, s - sta.w 0x4300 + ( channel << 4 ) - ldx.b #1 << channel - stx 0x420B - nop - nop - pla - pla - pla - pla - pla - rts -} + _positive: + lda.l 0x004212 + bpl _positive + pla + rts + } + wait_for_vblank_long: + """RTL trampoline around `wait_for_vblank` for cross-bank callers.""" + jsr.w wait_for_vblank + rtl + + dma_transfer_to_vram: + """ + DMA-transfer a block from ROM/RAM into VRAM via channel 7. + Stack args (caller pushes in order): source_offset, source_bank, + vram_pointer, count, dma_mode. All five args are pulled before RTS. + """ + { + ; on the stack: + ; return address + ; source offset + ; source bank + ; vram pointer + ; count + ; mode + arg_count = 5 + stack_ptr = arg_count * 2 - 1 + source_offset = stack_ptr + source_bank = stack_ptr - 2 + vram_pointer = stack_ptr - 4 + count = stack_ptr - 6 + dma_mode = stack_ptr - 8 + channel = 7 + rep #0x20 + sep #0x10 + ldx #0x80 + stx 0x2115 + lda.b source_offset, s + sta.w 0x4302 + ( channel << 4 ) + sep #0x10 + lda.b source_bank, s + sta.w 0x4304 + ( channel << 4 ) + rep #0x20 + lda.b vram_pointer, s + sta.w 0x2116 + lda.b count, s + sta.w 0x4305 + ( channel << 4 ) + lda.b dma_mode, s + sta.w 0x4300 + ( channel << 4 ) + ldx.b #1 << channel + stx 0x420B + nop + nop + pla + pla + pla + pla + pla + rts + } + + + dma_transfer_to_palette: + """ + DMA-transfer a block into CGRAM (palette) via channel 7. + Stack args (caller-pushed): source_offset, source_bank, count. + All three pulled before RTS. + """ + { + ; on the stack: + ; return address + ; source offset + ; source bank + ; count + arg_count = 3 + stack_ptr = arg_count * 2 - 1 + source_offset = stack_ptr + source_bank = stack_ptr - 2 + count = stack_ptr - 4 + rep #0x20 + sep #0x10 + ldx #0x80 + stx 0x2115 + lda.b source_offset, s + sta 0x4372 + lda.b source_bank, s + sta 0x4374 + lda.b count, s + sta 0x4375 + lda #0x2200 + sta 0x4370 + ldx #1 << 7 + stx 0x420B + nop + nop + pla + pla + pla + rts + } -dma_transfer_to_palette: -""" -DMA-transfer a block into CGRAM (palette) via channel 7. -Stack args (caller-pushed): source_offset, source_bank, count. -All three pulled before RTS. -""" -{ -; on the stack: -; return address -; source offset -; source bank -; count - arg_count = 3 - stack_ptr = arg_count * 2 - 1 - source_offset = stack_ptr - source_bank = stack_ptr - 2 - count = stack_ptr - 4 - rep #0x20 - sep #0x10 - ldx #0x80 - stx 0x2115 - lda.b source_offset, s - sta 0x4372 - lda.b source_bank, s - sta 0x4374 - lda.b count, s - sta 0x4375 - lda #0x2200 - sta 0x4370 - ldx #1 << 7 - stx 0x420B - nop - nop - pla - pla - pla - rts -} + _enable_display: + pha + lda #0x00 ; enable screen, full brightness + sta 0x2100 + pla + rts -_enable_display: - pha - lda #0x00 ; enable screen, full brightness - sta 0x2100 - pla - rts - -enable_gamepad: -"""Enable auto-joypad-read + vblank NMI by writing 1 to $4200.""" - pha - lda #0x01 - sta 0x4200 - pla - rts - - -disable_gamepad: -"""Disable auto-joypad-read and all NMI/IRQ sources ($4200 := 0).""" - stz 0x4200 - rts - - -initialize_snes: -""" -Reset PPU, DMA, and CPU registers to a known idle state at boot. -8-bit M/X ; clears OBJ/BG registers, neutralises mode-7 matrix to identity, -disables NMI/HDMA/joypad, leaves screen forced-blank. -""" - sep #0x30 ; make X, Y, A all 8-bits - lda #0x80 ; screen off, no brightness - sta 0x2100 ; brightness & screen enable register - lda #0x00 - sta 0x2101 ; sprite register (size & address in VRAM) - sta 0x2102 ; sprite registers (address of sprite memory [OAM]) - sta 0x2103 ; sprite registers (address of sprite memory [OAM]) - sta 0x2105 ; graphic mode register - sta 0x2106 ; mosaic register - sta 0x2107 ; plane 0 map VRAM location - sta 0x2108 ; plane 1 map VRAM location - sta 0x2109 ; plane 2 map VRAM location - sta 0x210A ; plane 3 map VRAM location - sta 0x210B ; plane 0 & 1 Tile data location - sta 0x210C ; plane 2 & 3 Tile data location - sta 0x210D ; plane 0 scroll x (first 8 bits) - sta 0x210D ; plane 0 scroll x (last 3 bits) - sta 0x210E ; plane 0 scroll y (first 8 bits) - sta 0x210E ; plane 0 scroll y (last 3 bits) - sta 0x210F ; plane 1 scroll x (first 8 bits) - sta 0x210F ; plane 1 scroll x (last 3 bits) - sta 0x2110 ; plane 1 scroll y (first 8 bits) - sta 0x2110 ; plane 1 scroll y (last 3 bits) - sta 0x2111 ; plane 2 scroll x (first 8 bits) - sta 0x2111 ; plane 2 scroll x (last 3 bits) - sta 0x2112 ; plane 2 scroll y (first 8 bits) - sta 0x2112 ; plane 2 scroll y (last 3 bits) - sta 0x2113 ; plane 3 scroll x (first 8 bits) - sta 0x2113 ; plane 3 scroll x (last 3 bits) - sta 0x2114 ; plane 3 scroll y (first 8 bits) - sta 0x2114 ; plane 3 scroll y (last 3 bits) - lda #0x80 ; increase VRAM address after writing to 0x2119 - sta 0x2115 ; VRAM address increment register - lda #0x00 - sta 0x2116 ; VRAM address low - sta 0x2117 ; VRAM address high - sta 0x211A ; initial mode 7 setting register - sta 0x211B ; mode 7 matrix parameter A register (low) - lda #0x01 - sta 0x211B ; mode 7 matrix parameter A register (high) - lda #0x00 - sta 0x211C ; mode 7 matrix parameter B register (low) - sta 0x211C ; mode 7 matrix parameter B register (high) - sta 0x211D ; mode 7 matrix parameter C register (low) - sta 0x211D ; mode 7 matrix parameter C register (high) - sta 0x211E ; mode 7 matrix parameter D register (low) - lda #0x01 - sta 0x211E ; mode 7 matrix parameter D register (high) - lda #0x00 - sta 0x211F ; mode 7 center position X register (low) - sta 0x211F ; mode 7 center position X register (high) - sta 0x2120 ; mode 7 center position Y register (low) - sta 0x2120 ; mode 7 center position Y register (high) - sta 0x2121 ; color number register (0x00-0xff) - sta 0x2123 ; bg1 & bg2 window mask setting register - sta 0x2124 ; bg3 & bg4 window mask setting register - sta 0x2125 ; obj & color window mask setting register - sta 0x2126 ; window 1 left position register - sta 0x2127 ; window 2 left position register - sta 0x2128 ; window 3 left position register - sta 0x2129 ; window 4 left position register - sta 0x212A ; bg1, bg2, bg3, bg4 window logic register - sta 0x212B ; obj, color window logic register (or, and, xor, xnor) - lda #0x01 - sta 0x212C ; main screen designation (planes, sprites enable) - lda #0x00 - sta 0x212D ; sub screen designation - sta 0x212E ; window mask for main screen - sta 0x212F ; window mask for sub screen - lda #0x30 - sta 0x2130 ; color addition & screen addition init setting - lda #0x00 - sta 0x2131 ; add/sub sub designation for screen, sprite, color - lda #0xE0 - sta 0x2132 ; color data for addition/subtraction - stz 0x2133 ; screen setting (interlace x,y/enable SFX data) - stz 0x4200 ; disable v-blank, interrupt, joypad register - lda #0xFF - sta 0x4201 ; programmable I/O port - lda #0x00 - sta 0x4202 ; multiplicand A - sta 0x4203 ; multiplier B - sta 0x4204 ; multiplier C - sta 0x4205 ; multiplicand C - sta 0x4206 ; divisor B - sta 0x4207 ; horizontal count timer - sta 0x4208 ; horizontal count timer MSB - sta 0x4209 ; vertical count timer - sta 0x420A ; vertical count timer MSB - sta 0x420B ; general DMA enable (bits 0-7) - sta 0x420C ; horizontal DMA (HDMA) enable (bits 0-7) - sta 0x420D ; access cycle designation (slow/fast rom) - rts + enable_gamepad: + """Enable auto-joypad-read + vblank NMI by writing 1 to $4200.""" + pha + lda #0x01 + sta 0x4200 + pla + rts + + + disable_gamepad: + """Disable auto-joypad-read and all NMI/IRQ sources ($4200 := 0).""" + stz 0x4200 + rts + + + initialize_snes: + """ + Reset PPU, DMA, and CPU registers to a known idle state at boot. + 8-bit M/X ; clears OBJ/BG registers, neutralises mode-7 matrix to identity, + disables NMI/HDMA/joypad, leaves screen forced-blank. + """ + sep #0x30 ; make X, Y, A all 8-bits + lda #0x80 ; screen off, no brightness + sta 0x2100 ; brightness & screen enable register + lda #0x00 + sta 0x2101 ; sprite register (size & address in VRAM) + sta 0x2102 ; sprite registers (address of sprite memory [OAM]) + sta 0x2103 ; sprite registers (address of sprite memory [OAM]) + sta 0x2105 ; graphic mode register + sta 0x2106 ; mosaic register + sta 0x2107 ; plane 0 map VRAM location + sta 0x2108 ; plane 1 map VRAM location + sta 0x2109 ; plane 2 map VRAM location + sta 0x210A ; plane 3 map VRAM location + sta 0x210B ; plane 0 & 1 Tile data location + sta 0x210C ; plane 2 & 3 Tile data location + sta 0x210D ; plane 0 scroll x (first 8 bits) + sta 0x210D ; plane 0 scroll x (last 3 bits) + sta 0x210E ; plane 0 scroll y (first 8 bits) + sta 0x210E ; plane 0 scroll y (last 3 bits) + sta 0x210F ; plane 1 scroll x (first 8 bits) + sta 0x210F ; plane 1 scroll x (last 3 bits) + sta 0x2110 ; plane 1 scroll y (first 8 bits) + sta 0x2110 ; plane 1 scroll y (last 3 bits) + sta 0x2111 ; plane 2 scroll x (first 8 bits) + sta 0x2111 ; plane 2 scroll x (last 3 bits) + sta 0x2112 ; plane 2 scroll y (first 8 bits) + sta 0x2112 ; plane 2 scroll y (last 3 bits) + sta 0x2113 ; plane 3 scroll x (first 8 bits) + sta 0x2113 ; plane 3 scroll x (last 3 bits) + sta 0x2114 ; plane 3 scroll y (first 8 bits) + sta 0x2114 ; plane 3 scroll y (last 3 bits) + lda #0x80 ; increase VRAM address after writing to 0x2119 + sta 0x2115 ; VRAM address increment register + lda #0x00 + sta 0x2116 ; VRAM address low + sta 0x2117 ; VRAM address high + sta 0x211A ; initial mode 7 setting register + sta 0x211B ; mode 7 matrix parameter A register (low) + lda #0x01 + sta 0x211B ; mode 7 matrix parameter A register (high) + lda #0x00 + sta 0x211C ; mode 7 matrix parameter B register (low) + sta 0x211C ; mode 7 matrix parameter B register (high) + sta 0x211D ; mode 7 matrix parameter C register (low) + sta 0x211D ; mode 7 matrix parameter C register (high) + sta 0x211E ; mode 7 matrix parameter D register (low) + lda #0x01 + sta 0x211E ; mode 7 matrix parameter D register (high) + lda #0x00 + sta 0x211F ; mode 7 center position X register (low) + sta 0x211F ; mode 7 center position X register (high) + sta 0x2120 ; mode 7 center position Y register (low) + sta 0x2120 ; mode 7 center position Y register (high) + sta 0x2121 ; color number register (0x00-0xff) + sta 0x2123 ; bg1 & bg2 window mask setting register + sta 0x2124 ; bg3 & bg4 window mask setting register + sta 0x2125 ; obj & color window mask setting register + sta 0x2126 ; window 1 left position register + sta 0x2127 ; window 2 left position register + sta 0x2128 ; window 3 left position register + sta 0x2129 ; window 4 left position register + sta 0x212A ; bg1, bg2, bg3, bg4 window logic register + sta 0x212B ; obj, color window logic register (or, and, xor, xnor) + lda #0x01 + sta 0x212C ; main screen designation (planes, sprites enable) + lda #0x00 + sta 0x212D ; sub screen designation + sta 0x212E ; window mask for main screen + sta 0x212F ; window mask for sub screen + lda #0x30 + sta 0x2130 ; color addition & screen addition init setting + lda #0x00 + sta 0x2131 ; add/sub sub designation for screen, sprite, color + lda #0xE0 + sta 0x2132 ; color data for addition/subtraction + stz 0x2133 ; screen setting (interlace x,y/enable SFX data) + stz 0x4200 ; disable v-blank, interrupt, joypad register + lda #0xFF + sta 0x4201 ; programmable I/O port + lda #0x00 + sta 0x4202 ; multiplicand A + sta 0x4203 ; multiplier B + sta 0x4204 ; multiplier C + sta 0x4205 ; multiplicand C + sta 0x4206 ; divisor B + sta 0x4207 ; horizontal count timer + sta 0x4208 ; horizontal count timer MSB + sta 0x4209 ; vertical count timer + sta 0x420A ; vertical count timer MSB + sta 0x420B ; general DMA enable (bits 0-7) + sta 0x420C ; horizontal DMA (HDMA) enable (bits 0-7) + sta 0x420D ; access cycle designation (slow/fast rom) + rts +} diff --git a/src/menus/in_game_text.s b/src/menus/in_game_text.s index 707ea2a..91c6034 100644 --- a/src/menus/in_game_text.s +++ b/src/menus/in_game_text.s @@ -1,357 +1,361 @@ """French translated text data for the in-game menus.""" .include "src/ingame/macros.i" +.include "../bank20.i" .table "text/ff4_menus.tbl" .extern lookup_dakuten -.scope in_game_menu { - """Main pause-menu strings.""" -cant_fight: - .text "KO" - .db 0 -menu: -; window - menu_window(23, 0, 7, 17) -; position - .dw 0x0070 - .text "Objets" - .db 0x01 - .dw 0x00F0 - .text "Magie" - .db 0x01 - .dw 0x0170 - .text "Equiper" - .db 0x01 - .dw 0x01F0 - .text "Statut" - .db 0x01 - .dw 0x0270 - .text "Placer" - .db 0x01 - .dw 0x02F0 - .text "Changer" - .db 0x01 - .dw 0x0370 - .text "Options" - .db 0x01 - .dw 0x03F0 - .text "Sauver" - .db 0 -gils: - .text "Gils" - .db 0 -time: - .text "Temps" - .db 0 -} -.scope items_menu { - """Items submenu strings.""" -items_menu_right: - menu_window(22, 0, 7, 3) -item: - menu_window(0, 0, 7, 3) - .dw 0x0044 - .text "Objets" - .db 0 -notuse: - .dw 0x0052 - .text "Impossible à utiliser." - .db 0 -} +.alloc in_game_text_block in bank20_reloc { + .scope in_game_menu { + """Main pause-menu strings.""" + cant_fight: + .text "KO" + .db 0 + menu: + ; window + menu_window(23, 0, 7, 17) + ; position + .dw 0x0070 + .text "Objets" + .db 0x01 + .dw 0x00F0 + .text "Magie" + .db 0x01 + .dw 0x0170 + .text "Equiper" + .db 0x01 + .dw 0x01F0 + .text "Statut" + .db 0x01 + .dw 0x0270 + .text "Placer" + .db 0x01 + .dw 0x02F0 + .text "Changer" + .db 0x01 + .dw 0x0370 + .text "Options" + .db 0x01 + .dw 0x03F0 + .text "Sauver" + .db 0 + gils: + .text "Gils" + .db 0 + time: + .text "Temps" + .db 0 + } + .scope items_menu { + """Items submenu strings.""" + items_menu_right: + menu_window(22, 0, 7, 3) + item: + menu_window(0, 0, 7, 3) + .dw 0x0044 + .text "Objets" + .db 0 + notuse: + .dw 0x0052 + .text "Impossible à utiliser." + .db 0 + } -.scope spells { - """Spell-list headers.""" -white: - move_to(24, 3) - .text "Magie" - .db 0 -black: - move_to(24, 5) - .text "Rituel" - .db 0 -summon: - move_to(24, 7) - .text "Chimere" - .db 0 -ninja: - move_to(24, 5) - .text "Ninja " - .db 0 -kokan: - move_to(24, 3) - .text "Echange" - .db 0 -mp_needed: - .text "Coût PM" - .db 0 -} -.scope status { - """Status screen labels.""" -status: - .dw 0x01F0 - .text "Statut" - .db 0 -exp_for_next_level: - .dw 0x0260 - .text "Niveau suivant" - .db 0 -char_stats: - .dw 0x0114 - 0x80 - .text "Niveau" - .db 1 - .dw 0x01A0 - .text "Expérience" - .db 1 - .dw 0x0206 - .text "PV" - .db 1 - .dw 0x0286 - .text "PM" - .db 1 - .dw 0x0344 - .text "Talents" - .db 1 - .dw 0x03C2 - .text "Vigueur" - .db 1 - .dw 0x0442 - .text "Agilité" - .db 1 - .dw 0x04C2 - .text "Vitesse" - .db 1 - .dw 0x0542 - .text "Esprit" - .db 1 - .dw 0x05C2 - .text "Volonté" - .db 1 -;att/def/mag: - .dw 0x035A - .text "Attaque" - .db 1 - .dw 0x03DA - .text "Attaque%" - .db 1 - .dw 0x045A - .text "Défense" - .db 1 - .dw 0x04DA - .text "Défense%" - .db 1 - .dw 0x055A - .text "Déf Mag" - .db 1 - .dw 0x05DA - .text "Déf Mag%" - .db 0 -} + .scope spells { + """Spell-list headers.""" + white: + move_to(24, 3) + .text "Magie" + .db 0 + black: + move_to(24, 5) + .text "Rituel" + .db 0 + summon: + move_to(24, 7) + .text "Chimere" + .db 0 + ninja: + move_to(24, 5) + .text "Ninja " + .db 0 + kokan: + move_to(24, 3) + .text "Echange" + .db 0 + mp_needed: + .text "Coût PM" + .db 0 + } -.scope options { - """Options screen text.""" -title: - .dw 0x0096 - .text "Options" - .db 0 -config: - .dw 0x0102, 0x141C - .dw 0x0144 - .text "Mode Combat" - .db 0x01 - .dw 0x015E - .text "Actif Pause" - .db 0x01 - .dw 0x01C4 - .text "Vit. Combat" - .db 0x01 - .dw 0x021E - .text "Vite Lent" - .db 0x01 - .dw 0x0244 - .text "Vit. Texte" - .db 0x01 - .dw 0x02C4 - .text "Audio" - .db 0x01 - .dw 0x02DE - .text "Stéréo Mono" - .db 0x01 - .dw 0x0344 - .text "Contrôle" - .db 0x01 - .dw 0x035E - .text "Normal Perso." - .db 0x01 - .dw 0x03DE - .text "Seul Multiple" - .db 0x01 - .dw 0x0444 - .text "Curseur" - .db 0x01 - .dw 0x045E - .text "Reset Mémoire" - .db 0x01 - .dw 0x04C4 - .text "Couleur" - .db 0 -controls: - move_to(5, 1) - .text "Contrôles Personalisés" - .db 0x01 - .dw 0x0204 - .text "Action" - .db 0x01 - .dw 0x0284 - .text "Annuler" - .db 0x01 - .dw 0x0304 - .text "Menu" - .db 0x01 - .dw 0x0384 - .text "Left Button" - .db 0x01 - .dw 0x0404 - .text "Start" - .db 1 - .dw 0x0484 - .text "Fin" - .db 0 -} + .scope status { + """Status screen labels.""" + status: + .dw 0x01F0 + .text "Statut" + .db 0 + exp_for_next_level: + .dw 0x0260 + .text "Niveau suivant" + .db 0 + char_stats: + .dw 0x0114 - 0x80 + .text "Niveau" + .db 1 + .dw 0x01A0 + .text "Expérience" + .db 1 + .dw 0x0206 + .text "PV" + .db 1 + .dw 0x0286 + .text "PM" + .db 1 + .dw 0x0344 + .text "Talents" + .db 1 + .dw 0x03C2 + .text "Vigueur" + .db 1 + .dw 0x0442 + .text "Agilité" + .db 1 + .dw 0x04C2 + .text "Vitesse" + .db 1 + .dw 0x0542 + .text "Esprit" + .db 1 + .dw 0x05C2 + .text "Volonté" + .db 1 + ;att/def/mag: + .dw 0x035A + .text "Attaque" + .db 1 + .dw 0x03DA + .text "Attaque%" + .db 1 + .dw 0x045A + .text "Défense" + .db 1 + .dw 0x04DA + .text "Défense%" + .db 1 + .dw 0x055A + .text "Déf Mag" + .db 1 + .dw 0x05DA + .text "Déf Mag%" + .db 0 + } -.scope equip { - """Equipment menu slot labels.""" -menu: - _text_y = 1 - menu_window(0, 0, 30, 11) - move_to(13, 0 + _text_y) - .text "M. Droite" - .db 0x01 - move_to(13, 2 + _text_y) - .text "M. Gauche" - .db 0x01 - move_to(13, 4 + _text_y) - .text "Tête" - .db 0x01 - move_to(13, 6 + _text_y) - .text "Corps" - .db 0x01 - move_to(13, 8 + _text_y) - .text "Mains" - .db 0 -} + .scope options { + """Options screen text.""" + title: + .dw 0x0096 + .text "Options" + .db 0 + config: + .dw 0x0102, 0x141C + .dw 0x0144 + .text "Mode Combat" + .db 0x01 + .dw 0x015E + .text "Actif Pause" + .db 0x01 + .dw 0x01C4 + .text "Vit. Combat" + .db 0x01 + .dw 0x021E + .text "Vite Lent" + .db 0x01 + .dw 0x0244 + .text "Vit. Texte" + .db 0x01 + .dw 0x02C4 + .text "Audio" + .db 0x01 + .dw 0x02DE + .text "Stéréo Mono" + .db 0x01 + .dw 0x0344 + .text "Contrôle" + .db 0x01 + .dw 0x035E + .text "Normal Perso." + .db 0x01 + .dw 0x03DE + .text "Seul Multiple" + .db 0x01 + .dw 0x0444 + .text "Curseur" + .db 0x01 + .dw 0x045E + .text "Reset Mémoire" + .db 0x01 + .dw 0x04C4 + .text "Couleur" + .db 0 + controls: + move_to(5, 1) + .text "Contrôles Personalisés" + .db 0x01 + .dw 0x0204 + .text "Action" + .db 0x01 + .dw 0x0284 + .text "Annuler" + .db 0x01 + .dw 0x0304 + .text "Menu" + .db 0x01 + .dw 0x0384 + .text "Left Button" + .db 0x01 + .dw 0x0404 + .text "Start" + .db 1 + .dw 0x0484 + .text "Fin" + .db 0 + } + .scope equip { + """Equipment menu slot labels.""" + menu: + _text_y = 1 + menu_window(0, 0, 30, 11) + move_to(13, 0 + _text_y) + .text "M. Droite" + .db 0x01 + move_to(13, 2 + _text_y) + .text "M. Gauche" + .db 0x01 + move_to(13, 4 + _text_y) + .text "Tête" + .db 0x01 + move_to(13, 6 + _text_y) + .text "Corps" + .db 0x01 + move_to(13, 8 + _text_y) + .text "Mains" + .db 0 + } -.scope dextrality { - """Handedness labels.""" -hands: -string_0: -; ぶきよう - .text "String 0" - .db 0 -string_1: -; ひだりきき - .text "Gaucher" - .db 0 -string_2: -; みぎきき - .text "Droiter" - .db 0 -string_3: -; りょうきき - .text "Ambidextre" - .db 0 -} -.scope messages { - """Generic prompt strings.""" -use_on_whom: - move_to(10, 1) - .text "Utiliser sur qui ?" - .db 0 -cantuse: - move_to(10, 1) - .text "Cet objet ne peut être utilisé ici." - .db 0 -cant_use_magic: - menu_window_move_text(7, 12, 14, 1) - .text "Ne peut utiliser la magie" - .db 0 -} + .scope dextrality { + """Handedness labels.""" + hands: + string_0: + ; ぶきよう + .text "String 0" + .db 0 + string_1: + ; ひだりきき + .text "Gaucher" + .db 0 + string_2: + ; みぎきき + .text "Droiter" + .db 0 + string_3: + ; りょうきき + .text "Ambidextre" + .db 0 + } + .scope messages { + """Generic prompt strings.""" + use_on_whom: + move_to(10, 1) + .text "Utiliser sur qui ?" + .db 0 + cantuse: + move_to(10, 1) + .text "Cet objet ne peut être utilisé ici." + .db 0 + cant_use_magic: + menu_window_move_text(7, 12, 14, 1) + .text "Ne peut utiliser la magie" + .db 0 + } -.scope use_spell { - """Spell-cast prompt strings.""" -mp_cost: - move_to(1, 4) - .text "Requis" - .db 0 -; use_on_whom: -; move_to(1, 10) -; .text 'Sur qui ?' -; .db 0 -} -.scope treasure { - """Treasure-chest UI text + windows.""" -choice_window: -"""patch them in place""" - menu_window(8, 0, 22, 2) -items_window: - menu_window(0, 3, 30, 10) -header_window: - menu_window(0, 0, 6, 2) - move_to(1, 1) - .text "Butin" - .db 1 -exit: - move_to(24, 1) - .text "Quitter" - .db 1 -take_all: - move_to(10, 1) - .text "Tout prendre" - .db 0 -exchange: - move_to(10, 1) - .text "Échanger " - .db 0 -key_items_left_warning: - menu_window(5, 10, 19, 4) - move_to(6, 11) - .text " Il reste des " - .db 1 - move_to(6, 13) - .text "objets importants." - .db 0 -} + .scope use_spell { + """Spell-cast prompt strings.""" + mp_cost: + move_to(1, 4) + .text "Requis" + .db 0 + ; use_on_whom: + ; move_to(1, 10) + ; .text 'Sur qui ?' + ; .db 0 + } + + .scope treasure { + """Treasure-chest UI text + windows.""" + choice_window: + """patch them in place""" + menu_window(8, 0, 22, 2) + items_window: + menu_window(0, 3, 30, 10) + header_window: + menu_window(0, 0, 6, 2) + move_to(1, 1) + .text "Butin" + .db 1 + exit: + move_to(24, 1) + .text "Quitter" + .db 1 + take_all: + move_to(10, 1) + .text "Tout prendre" + .db 0 + exchange: + move_to(10, 1) + .text "Échanger " + .db 0 + key_items_left_warning: + menu_window(5, 10, 19, 4) + move_to(6, 11) + .text " Il reste des " + .db 1 + move_to(6, 13) + .text "objets importants." + .db 0 + } -copy_text_with_dakuten_far: -"""Far-callable text copier with dakuten composite lookup.""" -{ - phb - phk - plb - rep #0x20 - txa - clc - adc 0x29 - tax - sep #0x20 -_loop: - lda.w 0x0000, y - beq _exit - jsr.l lookup_dakuten - sta 0x7e0000, x - xba - sta 0x7e0040, x - inx - inx - iny - bra _loop -_exit: - plb - rtl + copy_text_with_dakuten_far: + """Far-callable text copier with dakuten composite lookup.""" + { + phb + phk + plb + rep #0x20 + txa + clc + adc 0x29 + tax + sep #0x20 + _loop: + lda.w 0x0000, y + beq _exit + jsr.l lookup_dakuten + sta 0x7e0000, x + xba + sta 0x7e0040, x + inx + inx + iny + bra _loop + _exit: + plb + rtl + } } diff --git a/src/menus/start_screen_text.s b/src/menus/start_screen_text.s index b5af106..f325e4b 100644 --- a/src/menus/start_screen_text.s +++ b/src/menus/start_screen_text.s @@ -1,58 +1,62 @@ """French translated text data for the start screen / save selection.""" .include "src/ingame/macros.i" +.include "../bank20.i" .table "text/ff4_menus.tbl" -.scope newgame { - """Title-screen + save-slot strings.""" -new_game: - move_to(1, 1) - .text "Nouvelle partie" - .db 0 - .if DEBUG { -build_number: - VERSION := 'v1.0.0a0' - .text "${BUILD_DATE} ${VERSION}" - .db 0 + +.alloc start_screen_text_block in bank20_reloc { + .scope newgame { + """Title-screen + save-slot strings.""" + new_game: + move_to(1, 1) + .text "Nouvelle partie" + .db 0 + .if DEBUG { + build_number: + VERSION := 'v1.0.0a0' + .text "${BUILD_DATE} ${VERSION}" + .db 0 + } + time_load_save: + .dw 0x046E + 2 + .text "Temps" + .db 0 + gils_load_game: + .text "Gils" + .db 0 + save: + .text "Partie" + .db 0 + load_this_save: + .dw 0x006E + 2 + .text "Cette" + .db 1 + .dw 0x00EE + 2 + .text "partie?" + .db 0 + yes_no: + .dw 0x0172 + .text "Oui" + .db 1 + .dw 0x01F2 + .text "Non" + .db 0 + empty_save: + .dw 0x0090 + 2 + .text "VIDE" + .db 0 + saves: + move_to(1, 1) + .text "Sauvegardes" + .db 0 + save_completed: + move_to(8, 11) + .text "Sauvegarde terminée" + .db 0 + did_not_save: + move_to(1, 1) + .text "Annulation " + ; extra space at the end to clear the previous title. + .db 0 } -time_load_save: - .dw 0x046E + 2 - .text "Temps" - .db 0 -gils_load_game: - .text "Gils" - .db 0 -save: - .text "Partie" - .db 0 -load_this_save: - .dw 0x006E + 2 - .text "Cette" - .db 1 - .dw 0x00EE + 2 - .text "partie?" - .db 0 -yes_no: - .dw 0x0172 - .text "Oui" - .db 1 - .dw 0x01F2 - .text "Non" - .db 0 -empty_save: - .dw 0x0090 + 2 - .text "VIDE" - .db 0 -saves: - move_to(1, 1) - .text "Sauvegardes" - .db 0 -save_completed: - move_to(8, 11) - .text "Sauvegarde terminée" - .db 0 -did_not_save: - move_to(1, 1) - .text "Annulation " -; extra space at the end to clear the previous title. - .db 0 } diff --git a/src/menus/system_menus_text.s b/src/menus/system_menus_text.s index cf77f9d..c17c9fb 100644 --- a/src/menus/system_menus_text.s +++ b/src/menus/system_menus_text.s @@ -1,128 +1,133 @@ """Relocated implementations of the original system-menu text routines.""" -.extern assets_classes_ptr - -.macro _bank_switch() { - cpy.w #0x8000 - bmi _moved_text - lda.b #0x01 -; this assumes we shoud load data from bank 1 - pha - bra _jump_to_original -_moved_text: - pha - rep #0x20 - tya - adc.w #0x8000 - tay - sep #0x20 - pla - phk -_jump_to_original: -"""this assumes that the text lives in the same bank as this routine.""" - plb -} - -.macro _bank_switch_with_jump(jump_to) { - _bank_switch() - jmp.l jump_to -} +.include "../bank20.i" +.extern assets_classes_ptr -display_text_in_menus: -"""Trampoline into the original menu text-display routine at $01:830B, preserving DBR/D/X via stack.""" -{ - phb - phd - phx - ldx.w #0x100 - phx - pld - _bank_switch_with_jump(0x01830B) +.alloc system_menus_text_block in bank20_reloc { + .macro _bank_switch() { + cpy.w #0x8000 + bmi _moved_text + lda.b #0x01 + ; this assumes we shoud load data from bank 1 + pha + bra _jump_to_original + _moved_text: + pha + rep #0x20 + tya + adc.w #0x8000 + tay + sep #0x20 + pla + phk + _jump_to_original: + """this assumes that the text lives in the same bank as this routine.""" + plb + } + + .macro _bank_switch_with_jump(jump_to) { + _bank_switch() + jmp.l jump_to + } + + + display_text_in_menus: + """Trampoline into the original menu text-display routine at $01:830B, preserving DBR/D/X via stack.""" + { + phb + phd + phx + ldx.w #0x100 + phx + pld + + _bank_switch_with_jump(0x01830B) + } + + load_text_with_destination_in_x: + """Adjust X by the offset in $29 and trampoline into the original load-text routine at $01:8318.""" + + phb + phd + phx + phx + ldx.w #0x0100 + phx + pld + plx + + rep #0x20 + + txa + clc + adc 0x29 + tax + sep #0x20 + + _bank_switch_with_jump(0x018318) + + + display_window_with_text: + """Trampoline into the original window+text drawer at $01:80DD.""" + phy + phb + _bank_switch_with_jump(0x0180DD) + + display_time: + """Trampoline into the original play-time display routine at $01:879D.""" + phb + _bank_switch() + rep #0x20 + jmp.l 0x01879D + + disable_save: + """ + Overwrite the 'Sauver' menu label with $24 (space tile) glyphs to grey out the save option, then continue at + $01:8947. + """ + lda.b #0x24 + sta 0xCA31 ; S + sta 0xCA33 ; a + sta 0xCA35 ; u + sta 0xCA37 ; v + sta 0xCA39 ; e + sta 0xCA3B ; r + jmp.l 0x018947 + + load_classes_pointer: + """Resolve a class-name pointer from `assets_classes_ptr[A*2]` into A (24-bit).""" + phx + rep #0x20 + + and.w #0x00FF + asl + tax + + lda.l assets_classes_ptr, x + sep #0x20 + + plx + rtl + + load_dextrelity_pointer: + """ + Read the high two bits of (DP),$60 to pick a dexterity-text pointer from the table at $01:E2D9 ; returns + 24-bit pointer in Y. + """ + rep #0x20 + lda (0x60) + and.w #0x00c0 + lsr + lsr + lsr + lsr + lsr + phx + tax + lda.l 0x01e2d9, x + plx + tay + sep #0x20 + rtl } - -load_text_with_destination_in_x: -"""Adjust X by the offset in $29 and trampoline into the original load-text routine at $01:8318.""" - - phb - phd - phx - phx - ldx.w #0x0100 - phx - pld - plx - - rep #0x20 - - txa - clc - adc 0x29 - tax - sep #0x20 - - _bank_switch_with_jump(0x018318) - - -display_window_with_text: -"""Trampoline into the original window+text drawer at $01:80DD.""" - phy - phb - _bank_switch_with_jump(0x0180DD) - -display_time: -"""Trampoline into the original play-time display routine at $01:879D.""" - phb - _bank_switch() - rep #0x20 - jmp.l 0x01879D - -disable_save: -""" -Overwrite the 'Sauver' menu label with $24 (space tile) glyphs to grey out the save option, then continue at -$01:8947. -""" - lda.b #0x24 - sta 0xCA31 ; S - sta 0xCA33 ; a - sta 0xCA35 ; u - sta 0xCA37 ; v - sta 0xCA39 ; e - sta 0xCA3B ; r - jmp.l 0x018947 - -load_classes_pointer: -"""Resolve a class-name pointer from `assets_classes_ptr[A*2]` into A (24-bit).""" - phx - rep #0x20 - - and.w #0x00FF - asl - tax - - lda.l assets_classes_ptr, x - sep #0x20 - - plx - rtl - -load_dextrelity_pointer: -""" -Read the high two bits of (DP),$60 to pick a dexterity-text pointer from the table at $01:E2D9 ; returns -24-bit pointer in Y. -""" - rep #0x20 - lda (0x60) - and.w #0x00c0 - lsr - lsr - lsr - lsr - lsr - phx - tax - lda.l 0x01e2d9, x - plx - tay - sep #0x20 - rtl diff --git a/src/menus/tools_shop_text.s b/src/menus/tools_shop_text.s index f4e736e..7fad818 100644 --- a/src/menus/tools_shop_text.s +++ b/src/menus/tools_shop_text.s @@ -1,88 +1,92 @@ """French translated text data for the tools/weapon/armor shop UI.""" .include "src/ingame/macros.i" +.include "../bank20.i" .table "text/ff4_menus.tbl" -.scope shops { - """Shop UI strings.""" -gils: - move_to(27, 6) - .text "Gils" - .db 0 -puis_je_vous_aider: -"""Owner welcome greeting ; rendered through the small-VWF description region.""" - .dw 0x0054 - 2 - .text "Puis-je vous aider ?" -;.text 'いらっしゃい! どんなごようけんで?' - .db 0 -welcome_and_actions: - .dw 0x0148 - 4 - .text "Achat Vente Sortir" - .db 0 -que_desirez_vous: -"""Owner welcome prompt ; rendered through the small-VWF description region.""" - .dw 0x0052 - .text "Que désirez vous ? " - .db 0 -quantity: -""".text 'かう うる でる'""" - .dw 0x0144 - .text "Quantité" - .db 1 - .dw 0x0146 + 14 * 2 - .text "1" - .db 0 -thank_you_window: - menu_window(5, 10, 11, 2) -; Trailing empty-text block keeps the vanilla `$82FB` (draw window + text) -; happy when called via shop_thanks_text_hook ; the actual "Merci !" copy -; is rendered separately through the small-VWF description region. - .dw 0x0000 - .db 0 -merci: -"""Owner thank-you message ; rendered through the small-VWF description region.""" - move_to(6, 11) - .text "Merci !" - .db 0 -inventory_full: - menu_window(1, 10, 20, 4) - move_to(2, 11) - .text "L\'inventaire est" - .db 1 - move_to(2, 13) - .text "plein." - .db 0 -not_enough_gils: - menu_window(5, 10, 16, 4) - move_to(6, 11) - .text "Vous n\'avez pas" - .db 1 - move_to(6, 13) - .text "de Gils." - .db 0 -sell_window: - menu_window(8, 10, 14, 13) - move_to(13, 13) - .text " Unités" - .db 1 - move_to(19, 15) - .text "Gils" - .db 1 - move_to(10, 17) - .text "Êtes-vous" - .db 1 - move_to(11, 19) - .text "d\'accord ?" - .db 1 - move_to(12, 21) - .text "Oui Non" - .db 0 -weapons_title: - .text "Armes" - .db 0 -armor_title: - .text "Armures" - .db 0 -items_title: - .text "Objets" - .db 0 + +.alloc tools_shop_text_block in bank20_reloc { + .scope shops { + """Shop UI strings.""" + gils: + move_to(27, 6) + .text "Gils" + .db 0 + puis_je_vous_aider: + """Owner welcome greeting ; rendered through the small-VWF description region.""" + .dw 0x0054 - 2 + .text "Puis-je vous aider ?" + ;.text 'いらっしゃい! どんなごようけんで?' + .db 0 + welcome_and_actions: + .dw 0x0148 - 4 + .text "Achat Vente Sortir" + .db 0 + que_desirez_vous: + """Owner welcome prompt ; rendered through the small-VWF description region.""" + .dw 0x0052 + .text "Que désirez vous ? " + .db 0 + quantity: + """.text 'かう うる でる'""" + .dw 0x0144 + .text "Quantité" + .db 1 + .dw 0x0146 + 14 * 2 + .text "1" + .db 0 + thank_you_window: + menu_window(5, 10, 11, 2) + ; Trailing empty-text block keeps the vanilla `$82FB` (draw window + text) + ; happy when called via shop_thanks_text_hook ; the actual "Merci !" copy + ; is rendered separately through the small-VWF description region. + .dw 0x0000 + .db 0 + merci: + """Owner thank-you message ; rendered through the small-VWF description region.""" + move_to(6, 11) + .text "Merci !" + .db 0 + inventory_full: + menu_window(1, 10, 20, 4) + move_to(2, 11) + .text "L\'inventaire est" + .db 1 + move_to(2, 13) + .text "plein." + .db 0 + not_enough_gils: + menu_window(5, 10, 16, 4) + move_to(6, 11) + .text "Vous n\'avez pas" + .db 1 + move_to(6, 13) + .text "de Gils." + .db 0 + sell_window: + menu_window(8, 10, 14, 13) + move_to(13, 13) + .text " Unités" + .db 1 + move_to(19, 15) + .text "Gils" + .db 1 + move_to(10, 17) + .text "Êtes-vous" + .db 1 + move_to(11, 19) + .text "d\'accord ?" + .db 1 + move_to(12, 21) + .text "Oui Non" + .db 0 + weapons_title: + .text "Armes" + .db 0 + armor_title: + .text "Armures" + .db 0 + items_title: + .text "Objets" + .db 0 + } } diff --git a/src/small_vwf/init.s b/src/small_vwf/init.s index 9d8ccb3..fe396a6 100644 --- a/src/small_vwf/init.s +++ b/src/small_vwf/init.s @@ -3,14 +3,18 @@ Small (8x8) VWF init routine: prepares the menu tile buffer, runs the renderer i RTL entry points for cross-bank callers. """ .include "src/vwf.i" +.include "../bank20.i" .include "src/libmz.i" .import "assets" .import "libmz" -.if BATTLE_ENABLED { - .extern battle_render - .extern battle_render.clear_buffer -} -.include "src/small_vwf/render.s" -.include "src/small_vwf/item_description.s" +.alloc small_vwf_init_block in bank20_reloc { + .if BATTLE_ENABLED { + .extern battle_render + .extern battle_render.clear_buffer + } + + .include "src/small_vwf/render.s" + .include "src/small_vwf/item_description.s" +} diff --git a/src/vwf.s b/src/vwf.s index a13a894..656f209 100644 --- a/src/vwf.s +++ b/src/vwf.s @@ -3,6 +3,7 @@ Dialog/text VWF rendering engine: control-code parser (`parse`), per-glyph blit tracking (`TILEPOS`/`BITSLEFT`), button-glyph + ending-symbol drawing, and the gil-window tilemaps. """ .include "src/definitions.s" +.include "bank20.i" .include "src/libmz.i" .table "text/ff4_menus.tbl" .import "libmz" @@ -11,1190 +12,1193 @@ tracking (`TILEPOS`/`BITSLEFT`), button-glyph + ending-symbol drawing, and the g .import "assets" .import "kerning" -wait_for_action_button: -"""RTL trampoline that polls the gamepad until any action button is pressed (delegates to original `_waitpad`).""" - jsr.w _waitpad - rtl -.if ENABLE_BUTTON_DISPLAY { -_get_action_button_id: - lda.l 0x0016A9 - bne _custom_mapping - lda.b #0x00 - xba - lda.b #0x00 - rts -_custom_mapping: - lda.b #0x00 - xba - lda.l 0x001A37 ; action button id location - rts -} +.alloc vwf_block in bank20_reloc { + wait_for_action_button: + """RTL trampoline that polls the gamepad until any action button is pressed (delegates to original `_waitpad`).""" + jsr.w _waitpad + rtl -.macro _make_color(r, g, b) { - red := ( r >> 3 ) & 0b11111 - blue := ( b >> 3 ) & 0xb11111 - green := ( g >> 3 ) & 0xb11111 - .dw ( blue << 10 ) + ( green << 5 ) + red -} + .if ENABLE_BUTTON_DISPLAY { + _get_action_button_id: + lda.l 0x0016A9 + bne _custom_mapping + lda.b #0x00 + xba + lda.b #0x00 + rts + _custom_mapping: + lda.b #0x00 + xba + lda.l 0x001A37 ; action button id location + rts + } -.macro hex_color(color) { - """Emit a 15-bit BGR SNES palette word from a 24-bit literal.""" - _make_color(color & 0xff, ( color >> 8 ) & 0xff, ( color >> 16 )) -} + .macro _make_color(r, g, b) { + red := ( r >> 3 ) & 0b11111 + blue := ( b >> 3 ) & 0xb11111 + green := ( g >> 3 ) & 0xb11111 + .dw ( blue << 10 ) + ( green << 5 ) + red + } + .macro hex_color(color) { + """Emit a 15-bit BGR SNES palette word from a 24-bit literal.""" + _make_color(color & 0xff, ( color >> 8 ) & 0xff, ( color >> 16 )) + } -_button_colors: - ; 0 - ; A Button - _make_color(0xeb, 0x1a, 0x1d) - _make_color(120, 10, 12) - ; 1 - ; B Button - _make_color(0xfe, 0xce, 0x15) - _make_color(136, 108, 0) - ; 2 - ; X Button - _make_color(0x07, 0x49, 0xb4) - _make_color(0, 53, 144) - ; 3 - ; Y Button - _make_color(0x00, 0x8d, 0x45) - _make_color(0, 70, 34) - ; 4 - ; Select Buttons - .dw 0b0011110111101111 - .dw 0b0001110011100111 - - -update_palette: -""" -Refresh menu/dialog palette entries from the configured colour at $16AA. -With ENABLE_BUTTON_DISPLAY, also pulls the action-button id and writes -the matching colour + shadow pair from `_button_colors` into $0CEF/$0CF1. -""" - ldx.w 0x16AA - stx.w 0x0CDD - stx.w 0x0CE5 -.if ENABLE_BUTTON_DISPLAY { - stx.w 0x0CED -; black for the shadow but it could be a darker version of the color - ldx.w #0x0000 - stx.w 0x0CEF - pha - jsr.w _get_action_button_id - - cmp #0x04 - bcc _proceed - ldx.w #5 -_proceed: - asl - asl - tax - - rep #0x20 - lda.l _button_colors, x ; color - sta.w 0x0CF1 - lda.l _button_colors + 2, x ; shadow color - sta.w 0x0CEF - sep #0x20 - lda #0x00 - xba - pla -} -rtl - -window_palette: -"""4 dialog/menu sub-palettes (4 colours each, BGR15).""" - ; Menu color palette I probably need to add one color - ; Palette 1, normal text - .db 0x00, 0x00 - .db 0x00, 0x40 - .db 0xCE, 0x39 - .db 0xFF, 0x7F - -; Palette 2, greyed out text patched replaced the grey with black - .db 0x00, 0x00 - .db 0x00, 0x40 - .db 0x00, 0x00 - .db 0xff, 0x7f - -; Palette 3, yellow - .db 0x00, 0x00 - .db 0x00, 0x40 - .db 0x80, 0x02 - .db 0x7F, 0x03 - -; Palette 4, red - .db 0x00, 0x00 - .db 0x00, 0x40 - .db 0xFF, 0x40 - .db 0x7F, 0x2E - -;current_pos = 0x3d -;current_text_pointer = 0x0772 -; 0x07 used for loop counter - -; ****************** -; ** Declarations ** -; ****************** - vram_tile_set_pointer = 0x6800 - vram_tile_map_pointer = 0x2C00 - WRAM = field_vwf.tile_buffer - - WRAMPTR = 0x2108 - -vwfinit: -""" -One-shot dialog VWF initialisation: clear the WRAM scratch area, -DMA the VWF tile buffer + the original font tileset into VRAM, -and point BG3 at the new $6000 tile-set base. -""" - jsr.w _clr ; on efface un peu de Wram - - jsr.w wait_for_vblank - dma_transfer_to_vram_call(WRAM, vram_tile_set_pointer, 0x0690, 0x1801) - jsr.w wait_for_vblank - dma_transfer_to_vram_call(WRAM, vram_tile_set_pointer + 0x348, 0x0690, 0x1801) - -; copy the old font tileset - jsr.w wait_for_vblank - dma_transfer_to_vram_call(0x0AF000, 0x6000, 0x800, 0x1801) - jsr.w wait_for_vblank - dma_transfer_to_vram_call(0x0AF000 + 0x800, 0x6000 + 0x400, 0x800, 0x1801) - jsr.w wait_for_vblank - -; Sets the BG3 vram pointer to 0x6000 - lda 0x210C - and #0xF0 - clc - adc #0x06 - sta 0x210C + _button_colors: + ; 0 + ; A Button + _make_color(0xeb, 0x1a, 0x1d) + _make_color(120, 10, 12) + ; 1 + ; B Button + _make_color(0xfe, 0xce, 0x15) + _make_color(136, 108, 0) + ; 2 + ; X Button + _make_color(0x07, 0x49, 0xb4) + _make_color(0, 53, 144) + ; 3 + ; Y Button + _make_color(0x00, 0x8d, 0x45) + _make_color(0, 70, 34) + ; 4 + ; Select Buttons + .dw 0b0011110111101111 + .dw 0b0001110011100111 + + + update_palette: + """ + Refresh menu/dialog palette entries from the configured colour at $16AA. + With ENABLE_BUTTON_DISPLAY, also pulls the action-button id and writes + the matching colour + shadow pair from `_button_colors` into $0CEF/$0CF1. + """ + ldx.w 0x16AA + stx.w 0x0CDD + stx.w 0x0CE5 + .if ENABLE_BUTTON_DISPLAY { + stx.w 0x0CED + ; black for the shadow but it could be a darker version of the color + ldx.w #0x0000 + stx.w 0x0CEF + pha + jsr.w _get_action_button_id + + cmp #0x04 + bcc _proceed + ldx.w #5 + _proceed: + asl + asl + tax + + rep #0x20 + lda.l _button_colors, x ; color + sta.w 0x0CF1 + lda.l _button_colors + 2, x ; shadow color + sta.w 0x0CEF + sep #0x20 + lda #0x00 + xba + pla + } rtl - ;** routine principale -vwfstart: -""" -Main entry for dialog VWF rendering: sets 8-bit A / 16-bit X-Y, enables HDMA, and falls into the parser loop -that consumes the dialog text stream. -""" - sep #0x20 - rep #0x10 - - lda.b #0x01 - sta.w 0x420D - -; 0x04-0x4F - var_base = 0x23 - CNTR = var_base - CURRENT_C = var_base + 2 - BITSLEFT = var_base + 4 - font_addr = var_base + 6 ; 7 8 - oldtilepos = var_base + 9 - TILEPOS = var_base + 11 - dialog_ptr = 0x20 - - no_wait_for_action = 0xcb - - lda #0 - jsr.w setup_font - - php - sep #0x20 -.macro _clear_16_bit(var) { - stz.b var - stz.b var + 1 -} -_clear_16_bit(CNTR) -_clear_16_bit(CURRENT_C) -_clear_16_bit(BITSLEFT) -_clear_16_bit(oldtilepos) -_clear_16_bit(TILEPOS) -plp + window_palette: + """4 dialog/menu sub-palettes (4 colours each, BGR15).""" + ; Menu color palette I probably need to add one color + ; Palette 1, normal text + .db 0x00, 0x00 + .db 0x00, 0x40 + .db 0xCE, 0x39 + .db 0xFF, 0x7F + + ; Palette 2, greyed out text patched replaced the grey with black + .db 0x00, 0x00 + .db 0x00, 0x40 + .db 0x00, 0x00 + .db 0xff, 0x7f + + ; Palette 3, yellow + .db 0x00, 0x00 + .db 0x00, 0x40 + .db 0x80, 0x02 + .db 0x7F, 0x03 + + ; Palette 4, red + .db 0x00, 0x00 + .db 0x00, 0x40 + .db 0xFF, 0x40 + .db 0x7F, 0x2E + + ;current_pos = 0x3d + ;current_text_pointer = 0x0772 + ; 0x07 used for loop counter + + ; ****************** + ; ** Declarations ** + ; ****************** + vram_tile_set_pointer = 0x6800 + vram_tile_map_pointer = 0x2C00 + WRAM = field_vwf.tile_buffer + + WRAMPTR = 0x2108 + + vwfinit: + """ + One-shot dialog VWF initialisation: clear the WRAM scratch area, + DMA the VWF tile buffer + the original font tileset into VRAM, + and point BG3 at the new $6000 tile-set base. + """ + jsr.w _clr ; on efface un peu de Wram + + jsr.w wait_for_vblank + dma_transfer_to_vram_call(WRAM, vram_tile_set_pointer, 0x0690, 0x1801) + jsr.w wait_for_vblank + dma_transfer_to_vram_call(WRAM, vram_tile_set_pointer + 0x348, 0x0690, 0x1801) + + ; copy the old font tileset + jsr.w wait_for_vblank + dma_transfer_to_vram_call(0x0AF000, 0x6000, 0x800, 0x1801) + jsr.w wait_for_vblank + dma_transfer_to_vram_call(0x0AF000 + 0x800, 0x6000 + 0x400, 0x800, 0x1801) + jsr.w wait_for_vblank + + ; Sets the BG3 vram pointer to 0x6000 + lda 0x210C + and #0xF0 + clc + adc #0x06 + sta 0x210C + + rtl + ;** routine principale + + vwfstart: + """ + Main entry for dialog VWF rendering: sets 8-bit A / 16-bit X-Y, enables HDMA, and falls into the parser loop + that consumes the dialog text stream. + """ + sep #0x20 + rep #0x10 + + lda.b #0x01 + sta.w 0x420D + + ; 0x04-0x4F + var_base = 0x23 + CNTR = var_base + CURRENT_C = var_base + 2 + BITSLEFT = var_base + 4 + font_addr = var_base + 6 ; 7 8 + oldtilepos = var_base + 9 + TILEPOS = var_base + 11 + dialog_ptr = 0x20 + + no_wait_for_action = 0xcb + + lda #0 + jsr.w setup_font + + php + sep #0x20 + .macro _clear_16_bit(var) { + stz.b var + stz.b var + 1 + } + _clear_16_bit(CNTR) + _clear_16_bit(CURRENT_C) + _clear_16_bit(BITSLEFT) + _clear_16_bit(oldtilepos) + _clear_16_bit(TILEPOS) + plp -lda.b #0x08 -sta.b BITSLEFT + lda.b #0x08 + sta.b BITSLEFT -jsr.l vwfinit + jsr.l vwfinit -jsr.w load_letter -bra _firstrun + jsr.w load_letter + bra _firstrun -main: -"""Per-character main loop.""" - jsr.w load_letter_inc + main: + """Per-character main loop.""" + jsr.w load_letter_inc -_firstrun: - jmp.w parse - bra main + _firstrun: + jmp.w parse + bra main -_fin: - ; this fixes a subtle issue where NPCs sprites positions and their collision table would be corrupted - xba - lda.b #0 - xba - rtl + _fin: + ; this fixes a subtle issue where NPCs sprites positions and their collision table would be corrupted + xba + lda.b #0 + xba + rtl -;****************** -;** Parsing code ** -;****************** + ;****************** + ;** Parsing code ** + ;****************** -parse: -"""Dialog control-code dispatcher.""" + parse: + """Dialog control-code dispatcher.""" -; Message Break - cmp #0x00 - bne _nxt1 - lda #0x01 - sta 0xDE -.if ENABLE_BUTTON_DISPLAY { - jsr.w _draw_button -} -jmp.w _fin - -_nxt1: - cmp #0x01 - bne _nxt2 - jmp.w newline - -_nxt2: - cmp #0x02 - bne _nxt3 - jmp.w space - -_nxt3: - ;Changement de Musique - cmp #0x03 - bne _nxt4 - jmp.w _musique - -_nxt4: - ; Nom des personages - cmp #0x04 - bne _nxt5 - jmp.w _display_character_name - -_nxt5: - -; wait - cmp #0x05 - bne _nxt6 - jmp.w _code05 - -_nxt6: - ; Close window after dialog end - cmp #0x06 - bne _nxt7 - lda #0x02 - sta 0xde + ; Message Break + cmp #0x00 + bne _nxt1 + lda #0x01 + sta 0xDE + .if ENABLE_BUTTON_DISPLAY { + jsr.w _draw_button + } jmp.w _fin - ; Display item - -_nxt7: - cmp #0x07 - bne _nxt8 - jmp.w _code07 - -; display gils count - -_nxt8: - cmp #0x08 - bne _nxt_fb - jmp.w _code08 - -_nxt_fb: - cmp #0xFC - bne _nxt_fc - jmp.w _suit3 - -_nxt_fc: - cmp #0xFE - bne _nxt_fe - jsr.w load_letter_inc - jsr.w setup_font - jmp.w main - -_nxt_fe: - - jsr.w _makeptr - jsr.w _shift_new - jsr.w _wdisplay - - jmp.w main - - -;*********** -;** Space ** -;*********** -space: -"""Space control code ($02): advance tile cursor.""" - jsr.w load_letter_inc - clc - adc.b TILEPOS - jmp.w main + _nxt1: + cmp #0x01 + bne _nxt2 + jmp.w newline + + _nxt2: + cmp #0x02 + bne _nxt3 + jmp.w space + + _nxt3: + ;Changement de Musique + cmp #0x03 + bne _nxt4 + jmp.w _musique + + _nxt4: + ; Nom des personages + cmp #0x04 + bne _nxt5 + jmp.w _display_character_name + + _nxt5: + + ; wait + cmp #0x05 + bne _nxt6 + jmp.w _code05 + + _nxt6: + ; Close window after dialog end + cmp #0x06 + bne _nxt7 + lda #0x02 + sta 0xde + jmp.w _fin + ; Display item + + _nxt7: + cmp #0x07 + bne _nxt8 + jmp.w _code07 + + ; display gils count + + _nxt8: + cmp #0x08 + bne _nxt_fb + jmp.w _code08 + + _nxt_fb: + cmp #0xFC + bne _nxt_fc + jmp.w _suit3 + + _nxt_fc: + cmp #0xFE + bne _nxt_fe + jsr.w load_letter_inc + jsr.w setup_font + jmp.w main + + _nxt_fe: + + jsr.w _makeptr + jsr.w _shift_new + jsr.w _wdisplay + + jmp.w main + + + ;*********** + ;** Space ** + ;*********** + + space: + """Space control code ($02): advance tile cursor.""" + jsr.w load_letter_inc + clc + adc.b TILEPOS + jmp.w main + + ;****************** + ;Cout en gils + ;****************** + + _code08: + lda.w 0x08F8 + sta.b 0x30 + lda.w 0x08F9 + sta.b 0x31 + lda.w 0x08FA + sta.b 0x32 + jsr.l 0x15C324 + + ldx.w #0x0000 + + _loop_b5c3: + lda.b 0x36, x + cmp #0x80 + bne _loop_b5d2 + inx + cpx.w #0x0005 + beq _loop_b5d2 + jmp.w _loop_b5c3 + + _loop_b5d2: + lda #0x00 + xba + lda.b 0x36, x + ; Old code + ;00B5D4 STA 0x0774,Y + ;00B5D7 LDA #0xFF + ;00B5D9 STA 0x0834,Y + ;00B5DC INY + phx + phy + + sta.b CURRENT_C ; appel de la vwf + + jsr.w _makeptr + jsr.w _shift_new + jsr.w _wdisplay + + ply + plx + + inx + cpx.w #0x0006 + bne _loop_b5d2 + + jmp.w main + + ;**************** + ;** printfname ** + ;**************** + + _display_character_name: + { + jsr.w load_letter_inc + xba + lda #0x00 + xba + + asl + pha + asl + clc + adc 1, s + tax + pla + + ldy.w #0x0000 + next: + lda #0x00 + xba + lda 0x1500, x + sta.b CURRENT_C + cmp #0xFF + beq exit + + phx + phy + jsr.w _makeptr + jsr.w _shift_new + jsr.w _wdisplay + ply + plx + + suite: + inx + + iny + cpy.w #0x0006 + beq exit + jmp.w next + exit: + jmp.w main + } + ;******************** + ;** Nouvelle ligne ** + ;******************** -;****************** -;Cout en gils -;****************** - -_code08: - lda.w 0x08F8 - sta.b 0x30 - lda.w 0x08F9 - sta.b 0x31 - lda.w 0x08FA - sta.b 0x32 - jsr.l 0x15C324 - - ldx.w #0x0000 - -_loop_b5c3: - lda.b 0x36, x - cmp #0x80 - bne _loop_b5d2 - inx - cpx.w #0x0005 - beq _loop_b5d2 - jmp.w _loop_b5c3 - -_loop_b5d2: - lda #0x00 - xba - lda.b 0x36, x - ; Old code - ;00B5D4 STA 0x0774,Y - ;00B5D7 LDA #0xFF - ;00B5D9 STA 0x0834,Y - ;00B5DC INY - phx - phy + newline: + """Newline control code ($01): reset BITSLEFT and snap TILEPOS.""" + rep #0x20 + lda.w #8 + sep #0x20 - sta.b CURRENT_C ; appel de la vwf + sta.b BITSLEFT - jsr.w _makeptr - jsr.w _shift_new - jsr.w _wdisplay + lda.b TILEPOS + clc + ;Second line + cmp #0x1A + 1 + bcs suit - ply - plx + lda.b #0x1A + sta.b TILEPOS + bra end - inx - cpx.w #0x0006 - bne _loop_b5d2 + suit: + """Snap TILEPOS to line 3 ($34).""" - jmp.w main + ;Third Line + cmp #0x34 + 1 + bcs _suit2 + lda.b #0x34 + sta.b TILEPOS + bra end -;**************** -;** printfname ** -;**************** + _suit2: -_display_character_name: -{ - jsr.w load_letter_inc - xba - lda #0x00 - xba + ;Forth Line + cmp #0x4E + 1 + bcs _suit3 - asl - pha - asl - clc - adc 1, s - tax - pla + lda.b #0x4E + sta.b TILEPOS + bra end - ldy.w #0x0000 -next: - lda #0x00 - xba - lda 0x1500, x - sta.b CURRENT_C - cmp #0xFF - beq exit - - phx - phy - jsr.w _makeptr - jsr.w _shift_new - jsr.w _wdisplay - ply - plx - -suite: - inx - - iny - cpy.w #0x0006 - beq exit - jmp.w next -exit: - jmp.w main -} -;******************** -;** Nouvelle ligne ** -;******************** - -newline: -"""Newline control code ($01): reset BITSLEFT and snap TILEPOS.""" - rep #0x20 - lda.w #8 - sep #0x20 + _suit3: + ; that's where new ends up + .if ENABLE_BUTTON_DISPLAY { + jsr.w _draw_button + } + lda.b #0x08 sta.b BITSLEFT - lda.b TILEPOS - clc - ;Second line - cmp #0x1A + 1 - bcs suit - - lda.b #0x1A - sta.b TILEPOS - bra end - -suit: -"""Snap TILEPOS to line 3 ($34).""" - -;Third Line - cmp #0x34 + 1 - bcs _suit2 - lda.b #0x34 - sta.b TILEPOS - bra end - -_suit2: - -;Forth Line - cmp #0x4E + 1 - bcs _suit3 - - lda.b #0x4E - sta.b TILEPOS - bra end - -_suit3: - ; that's where new ends up + stz.b CURRENT_C + stz.b TILEPOS + jsr.w _clr + jsr.w _waitpad + jsr.w _wdisplay -.if ENABLE_BUTTON_DISPLAY { - jsr.w _draw_button -} -lda.b #0x08 -sta.b BITSLEFT + end: + """Common newline tail.""" -stz.b CURRENT_C -stz.b TILEPOS -jsr.w _clr -jsr.w _waitpad -jsr.w _wdisplay + jmp.w main -end: -"""Common newline tail.""" + _draw_button: + { + jsr.w _get_action_button_id + cmp #4 ; select + bne _normal_button + lda #0xa5 + bra _store + _normal_button: + lda #0xa4 + _store: + sta.b CURRENT_C + jsr.w _draw_ending_symbol + + rts + } + _draw_ending_symbol: + pha + + lda #0x08 + sta.b BITSLEFT + lda #0x4E + 24 + sta.b oldtilepos + + lda #0x4E + 25 + sta.b TILEPOS + + + ldx.w #0xa2 * 17 + ldy.w #0xcc0 + jsr.w _makeptr + jsr.w _shift_new + jsr.w _wdisplay + + pla + rts + + + ;************* + ;** Musique ** + ;************* + + _musique: + jsr.w load_letter_inc + sta 0x1E01 + lda.b #0x01 + sta 0x1E00 + + jsr.l 0x048004 + jmp.w main + + _code05: + jsr.w load_letter_inc + xba + lda #0x00 + xba + asl + asl + asl + tax + stx 0x08F4 + ldx 0x0000 + stx 0x08F6 + { + ldx 0x08f4 + beq skip + loop: + cpx 0x08f6 + + bne loop + skip: + ldx.w #0x0000 + stx 0x08f4 + } jmp.w main -_draw_button: -{ - jsr.w _get_action_button_id - cmp #4 ; select - bne _normal_button - lda #0xa5 - bra _store -_normal_button: - lda #0xa4 -_store: - sta.b CURRENT_C - jsr.w _draw_ending_symbol - rts -} + .macro _vwf_putchar() { + phx + phy + sta.b CURRENT_C + jsr.w _makeptr + jsr.w _shift_new + jsr.w _wdisplay + ply + plx + } -_draw_ending_symbol: - pha + ; display item or magic - lda #0x08 - sta.b BITSLEFT - lda #0x4E + 24 - sta.b oldtilepos + _code07: + { + lda 0x08FB + + rep #0x20 + and.w #0x00FF + pha + clc + adc 0x01, s ; x2 + adc 0x01, s ; x3 + asl + asl ; x12 + tax + pla + sep #0x20 + + ; skip first char (usually a space or a symbol.) + inx + lda #0x0b ; 11 characters + + loop: + pha + lda.b #0x00 + xba + lda.l assets_items_dat, x + cmp #0xFF + beq cleanup + _vwf_putchar() + + inx + + pla + dec + bne loop + bra end + cleanup: + pla + end: + lda #0x00 + jmp.w main + } - lda #0x4E + 25 - sta.b TILEPOS + ;******************* + ;** Shift Routine ** + ;******************* + + _shift_new: + rep #0x20 + lda.w #0x0010 + sta.b CNTR + sep #0x20 + + _boucle2: + rep #0x20 + lda.w #0x0000 + sep #0x20 + phx + lda.b BITSLEFT + + cmp #0x08 + bne _shift + plx + ; LDA.L assets_font_dat,X + phy + txy + lda.b [font_addr], y + tyx + ply + inx + xba + bra _store + + _shift: + .if 1 { + plx + phy + txy + lda.b [font_addr], y + tyx + ply + + xba + lda #0x00 + xba + + ; make jump_table_pointer + phx + pha + lda.b BITSLEFT + asl + tax + pla + + rep #0x20 + jmp.w (_mul_table, x) + _mul_table: + .dw _mul_0 + .dw _mul_1 + .dw _mul_2 + .dw _mul_3 + .dw _mul_4 + .dw _mul_5 + .dw _mul_6 + .dw _mul_7 + .dw _mul_8 + + _mul_8: + _mul_7: + asl ; 1 + _mul_6: + asl ; 2 + _mul_5: + asl ; 3 + _mul_4: + asl ; 4 + _mul_3: + asl ; 5 + _mul_2: + asl ; 6 + _mul_1: + asl ; 7 + _mul_0: + plx + sep #0x20 + inx + } else { + tax ; using math multiplication + lda.l vwf_shift_table, x + sta.l 0x004202 ; MULTPILIER - ldx.w #0xa2 * 17 - ldy.w #0xcc0 - jsr.w _makeptr - jsr.w _shift_new - jsr.w _wdisplay + plx - pla - rts + phy + txy + lda.b [font_addr], y + tyx + ply + inx + sta.l 0x004203 ; MULTIPLICAND -;************* -;** Musique ** -;************* + rep #0x20 + nop + nop + nop + nop + lda.l 0x004216 ; the result is stored in 0x4216-0x4217 + sep #0x20 + } -_musique: - jsr.w load_letter_inc - sta 0x1E01 - lda.b #0x01 - sta 0x1E00 + _store: - jsr.l 0x048004 - jmp.w main + ; ff + ; notre bidule + ; 0b11111111 A + ; 0b00000001 B + ; roll B and B xor A ? + ; 0b11 = white + ; 0b10 = black + ; 0b01 = window background + ; 0b00 = transparent + TEXT_SHADOW := 1 -_code05: - jsr.w load_letter_inc xba - lda #0x00 - xba - asl - asl - asl - tax - stx 0x08F4 - ldx 0x0000 - stx 0x08F6 -{ - ldx 0x08f4 - beq skip -loop: - cpx 0x08f6 - - bne loop -skip: - ldx.w #0x0000 - stx 0x08f4 -} -jmp.w main - - -.macro _vwf_putchar() { phx - phy - sta.b CURRENT_C - jsr.w _makeptr - jsr.w _shift_new - jsr.w _wdisplay - ply - plx -} - -; display item or magic + tyx -_code07: -{ - lda 0x08FB - rep #0x20 - and.w #0x00FF pha - clc - adc 0x01, s ; x2 - adc 0x01, s ; x3 - asl - asl ; x12 - tax + ora.l WRAM, x + sta.l WRAM, x pla - sep #0x20 -; skip first char (usually a space or a symbol.) - inx - lda #0x0b ; 11 characters - -loop: pha - lda.b #0x00 - xba - lda.l assets_items_dat, x - cmp #0xFF - beq cleanup - _vwf_putchar() + ora.l WRAM + 1, x + sta.l WRAM + 1, x + pla - inx + .if TEXT_SHADOW { + pha + eor.l WRAM + 3, x + sta.l WRAM + 3, x + pla + pha + eor.l WRAM + 2, x + sta.l WRAM + 2, x + pla + } + xba + pha + ora.l WRAM + 0x20, x + sta.l WRAM + 0x20, x pla - dec - bne loop - bra end -cleanup: - pla -end: - lda #0x00 - jmp.w main -} -;******************* -;** Shift Routine ** -;******************* - -_shift_new: - rep #0x20 - lda.w #0x0010 - sta.b CNTR - sep #0x20 + pha + ora.l WRAM + 0x20 + 1, x + sta.l WRAM + 0x20 + 1, x + pla -_boucle2: - rep #0x20 - lda.w #0x0000 - sep #0x20 - phx - lda.b BITSLEFT + .if TEXT_SHADOW { + pha + eor.l WRAM + 3 + 0x20, x + sta.l WRAM + 3 + 0x20, x + pla - cmp #0x08 - bne _shift - plx - ; LDA.L assets_font_dat,X - phy + pha + eor.l WRAM + 2 + 0x20, x + sta.l WRAM + 2 + 0x20, x + pla + } txy - lda.b [font_addr], y - tyx - ply - inx - xba - bra _store - -_shift: -.if 1 { plx - phy - txy - lda.b [font_addr], y - tyx - ply - xba - lda #0x00 - xba - -; make jump_table_pointer - phx - pha - lda.b BITSLEFT - asl - tax - pla + iny + iny - rep #0x20 - jmp.w (_mul_table, x) -_mul_table: - .dw _mul_0 - .dw _mul_1 - .dw _mul_2 - .dw _mul_3 - .dw _mul_4 - .dw _mul_5 - .dw _mul_6 - .dw _mul_7 - .dw _mul_8 - -_mul_8: -_mul_7: - asl ; 1 -_mul_6: - asl ; 2 -_mul_5: - asl ; 3 -_mul_4: - asl ; 4 -_mul_3: - asl ; 5 -_mul_2: - asl ; 6 -_mul_1: - asl ; 7 -_mul_0: - plx - sep #0x20 - inx -} else { - tax ; using math multiplication - lda.l vwf_shift_table, x - sta.l 0x004202 ; MULTPILIER + dec.b CNTR + beq _exit + jmp.w _boucle2 + _exit: - plx + rep #0x20 + .if ENABLE_KERNING { + ; Routine reads the pair from CURRENT_C (DP), no need to load A. + jsr.w dialog_get_kerning_adjustment_binary_search + pha + } else { + lda.w #0x0000 + pha + } - phy txy lda.b [font_addr], y tyx - ply - inx - sta.l 0x004203 ; MULTIPLICAND - rep #0x20 - nop - nop - nop - nop - lda.l 0x004216 ; the result is stored in 0x4216-0x4217 sep #0x20 -} - -_store: - -; ff -; notre bidule -; 0b11111111 A -; 0b00000001 B -; roll B and B xor A ? -; 0b11 = white -; 0b10 = black -; 0b01 = window background -; 0b00 = transparent -TEXT_SHADOW := 1 - -xba -phx -tyx - - -pha -ora.l WRAM, x -sta.l WRAM, x -pla - -pha -ora.l WRAM + 1, x -sta.l WRAM + 1, x -pla - -.if TEXT_SHADOW { - pha - eor.l WRAM + 3, x - sta.l WRAM + 3, x - pla - pha - eor.l WRAM + 2, x - sta.l WRAM + 2, x - pla -} -xba - -pha -ora.l WRAM + 0x20, x -sta.l WRAM + 0x20, x -pla - -pha -ora.l WRAM + 0x20 + 1, x -sta.l WRAM + 0x20 + 1, x -pla - -.if TEXT_SHADOW { pha - eor.l WRAM + 3 + 0x20, x - sta.l WRAM + 3 + 0x20, x - pla - - pha - eor.l WRAM + 2 + 0x20, x - sta.l WRAM + 2 + 0x20, x - pla -} -txy -plx - -iny -iny - -dec.b CNTR -beq _exit -jmp.w _boucle2 - -_exit: - - rep #0x20 -.if ENABLE_KERNING { -; Routine reads the pair from CURRENT_C (DP), no need to load A. - jsr.w dialog_get_kerning_adjustment_binary_search - pha -} else { - lda.w #0x0000 - pha -} - -txy -lda.b [font_addr], y -tyx + lda.b BITSLEFT -sep #0x20 -pha - -lda.b BITSLEFT - -clc -sbc.b 0x01, s - -clc -adc.b 0x02, s - -loopdec: -"""Tail of the per-glyph blit.""" - cmp #0x00 - bmi coupe - beq coupe - - sta.b BITSLEFT - pla - pla - pla - rts - -coupe: -"""Glyph crossed a tile boundary: bump TILEPOS.""" clc - adc #0x08 - inc.b TILEPOS - bra loopdec - - -vwf_shift_table: -"""8-bit shift mask table indexed by BITSLEFT.""" - .db 0b00000000 ; dummy entrie =0 - .db 0b00000010 ; 1 - .db 0b00000100 ; 2 - .db 0b00001000 ; 3 - .db 0b00010000 ; 4 - .db 0b00100000 ; 5 - .db 0b01000000 ; 6 - .db 0b10000000 ; 7 - .db 0b10000000 ; 8 - -; Long-form (RTL) wrapper for cross-bank callers and Python tests. - -setup_font_ext: -"""RTL wrapper around setup_font for cross-bank callers.""" - jsr.w setup_font - rtl + sbc.b 0x01, s -setup_font: -"""Load the 24-bit address of font A from font_table.""" - ; A: font index -{ - phx - pha - asl clc - adc 0x01, s - xba - lda #0 - xba - tax - pla - - rep #0x20 - lda.l font_table, x - sta.b font_addr - sep #0x20 - - lda.l font_table + 2, x - sta.b font_addr + 2 - plx - rts -} - -;************************ -;** build font pointer ** -;************************ - -_makeptr: - pha - - ldx.w #0x0000 - ldy.w #0x0000 - lda.b CURRENT_C - xba - lda #0x00 - xba - rep #0x20 - pha - asl - asl - asl - asl - adc.b 0x01, s - tax - pla - lda.w #0x0000 - sep #0x20 - - lda.b TILEPOS - sta.b oldtilepos - rep #0x20 - asl - asl - asl - asl - asl - sta.b oldtilepos - tay - sep #0x20 - pla - rts - - -;=================================== -;Clear Wram -; -;=================================== - -_clr: -{ - phx - ldx.w #0x0000 -solid_bg_loop: - lda.b #0xff - sta.l WRAM, x - inx - - lda.b #0x00 - sta.l WRAM, x - inx - cpx.w #0x0D10 - - bne solid_bg_loop - - -transparent_bg_loop: - lda.b #0x00 - sta.l WRAM, x - inx - cpx.w #0x0D20 - bne transparent_bg_loop - - plx - rts -} - -_wait_key_up: - lda.l 0x000602 - bne _wait_key_up - lda.l 0x000603 - bne _wait_key_up - rts - -_wait_key_down: -{ - ACTION_BUTTON := 0x80 - lda.l 0x000602 - bit #ACTION_BUTTON ; Action button - bne exit - wai - bra _wait_key_down -exit: - rts -} + adc.b 0x02, s + + loopdec: + """Tail of the per-glyph blit.""" + cmp #0x00 + bmi coupe + beq coupe + + sta.b BITSLEFT + pla + pla + pla + rts + + coupe: + """Glyph crossed a tile boundary: bump TILEPOS.""" + clc + adc #0x08 + inc.b TILEPOS + bra loopdec + + + vwf_shift_table: + """8-bit shift mask table indexed by BITSLEFT.""" + .db 0b00000000 ; dummy entrie =0 + .db 0b00000010 ; 1 + .db 0b00000100 ; 2 + .db 0b00001000 ; 3 + .db 0b00010000 ; 4 + .db 0b00100000 ; 5 + .db 0b01000000 ; 6 + .db 0b10000000 ; 7 + .db 0b10000000 ; 8 + + ; Long-form (RTL) wrapper for cross-bank callers and Python tests. + + setup_font_ext: + """RTL wrapper around setup_font for cross-bank callers.""" + jsr.w setup_font + rtl + + setup_font: + """Load the 24-bit address of font A from font_table.""" + ; A: font index + { + phx + pha + asl + clc + adc 0x01, s + xba + lda #0 + xba + tax + pla + + rep #0x20 + lda.l font_table, x + sta.b font_addr + sep #0x20 + + lda.l font_table + 2, x + sta.b font_addr + 2 + plx + rts + } -;Wait for joypad 1 + ;************************ + ;** build font pointer ** + ;************************ + + _makeptr: + pha + + ldx.w #0x0000 + ldy.w #0x0000 + lda.b CURRENT_C + xba + lda #0x00 + xba + rep #0x20 + pha + asl + asl + asl + asl + adc.b 0x01, s + tax + pla + lda.w #0x0000 + sep #0x20 + + lda.b TILEPOS + sta.b oldtilepos + rep #0x20 + asl + asl + asl + asl + asl + sta.b oldtilepos + tay + sep #0x20 + pla + rts + + + ;=================================== + ;Clear Wram + ; + ;=================================== + + _clr: + { + phx + ldx.w #0x0000 + solid_bg_loop: + lda.b #0xff + sta.l WRAM, x + inx + + lda.b #0x00 + sta.l WRAM, x + inx + cpx.w #0x0D10 + + bne solid_bg_loop + + + transparent_bg_loop: + lda.b #0x00 + sta.l WRAM, x + inx + cpx.w #0x0D20 + bne transparent_bg_loop + + plx + rts + } -_waitpad: -{ - pha - lda.b no_wait_for_action - bne nowaitpad + _wait_key_up: + lda.l 0x000602 + bne _wait_key_up + lda.l 0x000603 + bne _wait_key_up + rts - .if ENABLE_DIALOG_SKIP { - jsr.w _wait_key_up + _wait_key_down: + { + ACTION_BUTTON := 0x80 + lda.l 0x000602 + bit #ACTION_BUTTON ; Action button + bne exit + wai + bra _wait_key_down + exit: + rts } - jsr.w _wait_key_down - bra end + ;Wait for joypad 1 -nowaitpad: - lda.b #0x30 + _waitpad: { -loop: - jsr.w wait_for_vblank - dec - bne loop + pha + lda.b no_wait_for_action + bne nowaitpad + + .if ENABLE_DIALOG_SKIP { + jsr.w _wait_key_up + } + jsr.w _wait_key_down + bra end + + + nowaitpad: + lda.b #0x30 + { + loop: + jsr.w wait_for_vblank + dec + bne loop + } + end: + pla + jsr.w _clr + jsr.w wait_for_vblank + dma_transfer_to_vram_call(WRAM, vram_tile_set_pointer, 0x0690, 0x1801) + jsr.w wait_for_vblank + dma_transfer_to_vram_call(WRAM + 0x348, vram_tile_set_pointer + 0x348, 0x0690, 0x1801) + rts } -end: - pla - jsr.w _clr - jsr.w wait_for_vblank - dma_transfer_to_vram_call(WRAM, vram_tile_set_pointer, 0x0690, 0x1801) - jsr.w wait_for_vblank - dma_transfer_to_vram_call(WRAM + 0x348, vram_tile_set_pointer + 0x348, 0x0690, 0x1801) - rts -} -_wdisplay: - ; wait for vblank to transfer - jsr.w wait_for_vblank + _wdisplay: + ; wait for vblank to transfer + jsr.w wait_for_vblank - sep #0x20 + sep #0x20 -;macro expansion + ;macro expansion - php - pha - phx + php + pha + phx - lda.b #0x80 - sta.w 0x2115 + lda.b #0x80 + sta.w 0x2115 - rep #0x20 - pha + rep #0x20 + pha - lda.b oldtilepos - lsr ; addresse vram /2 - clc - adc.w #vram_tile_set_pointer - sta.w 0x2116 + lda.b oldtilepos + lsr ; addresse vram /2 + clc + adc.w #vram_tile_set_pointer + sta.w 0x2116 - lda.b oldtilepos - clc - adc.w #WRAM & 0xFFFF - sta.w 0x4372 + lda.b oldtilepos + clc + adc.w #WRAM & 0xFFFF + sta.w 0x4372 - pla - sep #0x20 + pla + sep #0x20 - channel = 7 + channel = 7 - ldx.w #0x1801 - stx.w 0x4370 - lda.b #0xFF & ( WRAM >> 16 ) - sta.w 0x4374 + ldx.w #0x1801 + stx.w 0x4370 + lda.b #0xFF & ( WRAM >> 16 ) + sta.w 0x4374 - ldx.w #0x0040 - stx.w 0x4375 - lda.b #0x01 << 7 - sta 0x420B + ldx.w #0x0040 + stx.w 0x4375 + lda.b #0x01 << 7 + sta 0x420B - nop - nop + nop + nop - plx - pla - plp + plx + pla + plp - lda.b no_wait_for_action - bne _nowindow + lda.b no_wait_for_action + bne _nowindow - dma_transfer_to_vram_call(_winmap, vram_tile_map_pointer, _endwinmap - _winmap, 0x1801) - bra window + dma_transfer_to_vram_call(_winmap, vram_tile_map_pointer, _endwinmap - _winmap, 0x1801) + bra window -_nowindow: - dma_transfer_to_vram_call(_intromap, vram_tile_map_pointer, _endintromap - _intromap, 0x1801) + _nowindow: + dma_transfer_to_vram_call(_intromap, vram_tile_map_pointer, _endintromap - _intromap, 0x1801) -window: -"""Post-DMA window-display tail.""" -{ - lda.b CURRENT_C - cmp #0xFF - beq no_char_wait - wai ; wait for interrupts - lda.b no_wait_for_action ; add extra wait when in "story telling". - beq no_char_wait - jsr.w wait_for_vblank - jsr.w wait_for_vblank -no_char_wait: -} -rts + window: + """Post-DMA window-display tail.""" + { + lda.b CURRENT_C + cmp #0xFF + beq no_char_wait + wai ; wait for interrupts + lda.b no_wait_for_action ; add extra wait when in "story telling". + beq no_char_wait + jsr.w wait_for_vblank + jsr.w wait_for_vblank + no_char_wait: + } + rts -_winmap: -.if TEXT_SHADOW { - .if ENABLE_BUTTON_DISPLAY { - last_character_palette := 2 + _winmap: + .if TEXT_SHADOW { + .if ENABLE_BUTTON_DISPLAY { + last_character_palette := 2 + } else { + last_character_palette := 1 + } + .dw 0x2000, 0x2000, 0x2019, 0x2500, 0x2502, 0x2504, 0x2506, 0x2508, 0x250A, 0x250C, 0x250E, 0x2510, 0x2512, 0x2514, 0x2516, 0x2518, 0x251A, 0x251C, 0x251E, 0x2520, 0x2522, 0x2524, 0x2526, 0x2528, 0x252A, 0x252C, 0x252E, 0x2530, 0x2532, 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x2501, 0x2503, 0x2505, 0x2507, 0x2509, 0x250B, 0x250D, 0x250F, 0x2511, 0x2513, 0x2515, 0x2517, 0x2519, 0x251B, 0x251D, 0x251F, 0x2521, 0x2523, 0x2525, 0x2527, 0x2529, 0x252B, 0x252D, 0x252F, 0x2531, 0x2533, 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x2534, 0x2536, 0x2538, 0x253A, 0x253C, 0x253E, 0x2540, 0x2542, 0x2544, 0x2546, 0x2548, 0x254A, 0x254C, 0x254E, 0x2550, 0x2552, 0x2554, 0x2556, 0x2558, 0x255A, 0x255C, 0x255E, 0x2560, 0x2562, 0x2564, 0x2566, 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x2535, 0x2537, 0x2539, 0x253B, 0x253D, 0x253F, 0x2541, 0x2543, 0x2545, 0x2547, 0x2549, 0x254B, 0x254D, 0x254F, 0x2551, 0x2553, 0x2555, 0x2557, 0x2559, 0x255B, 0x255D, 0x255F, 0x2561, 0x2563, 0x2565, 0x2567, 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x2568, 0x256A, 0x256C, 0x256E, 0x2570, 0x2572, 0x2574, 0x2576, 0x2578, 0x257A, 0x257C, 0x257E, 0x2580, 0x2582, 0x2584, 0x2586, 0x2588, 0x258A, 0x258C, 0x258E, 0x2590, 0x2592, 0x2594, 0x2596, 0x2598, 0x259A, 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x2569, 0x256B, 0x256D, 0x256F, 0x2571, 0x2573, 0x2575, 0x2577, 0x2579, 0x257B, 0x257D, 0x257F, 0x2581, 0x2583, 0x2585, 0x2587, 0x2589, 0x258B, 0x258D, 0x258F, 0x2591, 0x2593, 0x2595, 0x2597, 0x2599, 0x259B, 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x259C, 0x259E, 0x25A0, 0x25A2, 0x25A4, 0x25A6, 0x25A8, 0x25AA, 0x25AC, 0x25AE, 0x25B0, 0x25B2, 0x25B4, 0x25B6, 0x25B8, 0x25BA, 0x25BC, 0x25BE, 0x25C0, 0x25C2, 0x25C4, 0x25C6, 0x25C8, 0x25CA, 0x25CC, ( 0x21CE + ( last_character_palette << 10 ) ), 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x259D, 0x259F, 0x25A1, 0x25A3, 0x25A5, 0x25A7, 0x25A9, 0x25AB, 0x25AD, 0x25AF, 0x25B1, 0x25B3, 0x25B5, 0x25B7, 0x25B9, 0x25BB, 0x25BD, 0x25BF, 0x25C1, 0x25C3, 0x25C5, 0x25C7, 0x25C9, 0x25CB, 0x25CD, ( 0x21CF + ( last_character_palette << 10 ) ), 0x201A, 0x2000, 0x2000 ; noqa: E501 } else { - last_character_palette := 1 + .dw 0x2000, 0x2000, 0x2019, 0x2100, 0x2102, 0x2104, 0x2106, 0x2108, 0x210A, 0x210C, 0x210E, 0x2110, 0x2112, 0x2114, 0x2116, 0x2118, 0x211A, 0x211C, 0x211E, 0x2120, 0x2122, 0x2124, 0x2126, 0x2128, 0x212A, 0x212C, 0x212E, 0x2130, 0x2132, 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x2101, 0x2103, 0x2105, 0x2107, 0x2109, 0x210B, 0x210D, 0x210F, 0x2111, 0x2113, 0x2115, 0x2117, 0x2119, 0x211B, 0x211D, 0x211F, 0x2121, 0x2123, 0x2125, 0x2127, 0x2129, 0x212B, 0x212D, 0x212F, 0x2131, 0x2133, 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x2134, 0x2136, 0x2138, 0x213A, 0x213C, 0x213E, 0x2140, 0x2142, 0x2144, 0x2146, 0x2148, 0x214A, 0x214C, 0x214E, 0x2150, 0x2152, 0x2154, 0x2156, 0x2158, 0x215A, 0x215C, 0x215E, 0x2160, 0x2162, 0x2164, 0x2166, 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x2135, 0x2137, 0x2139, 0x213B, 0x213D, 0x213F, 0x2141, 0x2143, 0x2145, 0x2147, 0x2149, 0x214B, 0x214D, 0x214F, 0x2151, 0x2153, 0x2155, 0x2157, 0x2159, 0x215B, 0x215D, 0x215F, 0x2161, 0x2163, 0x2165, 0x2167, 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x2168, 0x216A, 0x216C, 0x216E, 0x2170, 0x2172, 0x2174, 0x2176, 0x2178, 0x217A, 0x217C, 0x217E, 0x2180, 0x2182, 0x2184, 0x2186, 0x2188, 0x218A, 0x218C, 0x218E, 0x2190, 0x2192, 0x2194, 0x2196, 0x2198, 0x219A, 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x2169, 0x216B, 0x216D, 0x216F, 0x2171, 0x2173, 0x2175, 0x2177, 0x2179, 0x217B, 0x217D, 0x217F, 0x2181, 0x2183, 0x2185, 0x2187, 0x2189, 0x218B, 0x218D, 0x218F, 0x2191, 0x2193, 0x2195, 0x2197, 0x2199, 0x219B, 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x219C, 0x219E, 0x21A0, 0x21A2, 0x21A4, 0x21A6, 0x21A8, 0x21AA, 0x21AC, 0x21AE, 0x21B0, 0x21B2, 0x21B4, 0x21B6, 0x21B8, 0x21BA, 0x21BC, 0x21BE, 0x21C0, 0x21C2, 0x21C4, 0x21C6, 0x21C8, 0x21CA, 0x21CC, 0x21CE, 0x201A, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2019, 0x219D, 0x219F, 0x21A1, 0x21A3, 0x21A5, 0x21A7, 0x21A9, 0x21AB, 0x21AD, 0x21AF, 0x21B1, 0x21B3, 0x21B5, 0x21B7, 0x21B9, 0x21BB, 0x21BD, 0x21BF, 0x21C1, 0x21C3, 0x21C5, 0x21C7, 0x21C9, 0x21CB, 0x21CD, 0x21CF, 0x201A, 0x2000, 0x2000 ; noqa: E501 } - .dw 0x2000, 0x2000, 0x2019, 0x2500, 0x2502, 0x2504, 0x2506, 0x2508, 0x250A, 0x250C, 0x250E, 0x2510, 0x2512, 0x2514, 0x2516, 0x2518, 0x251A, 0x251C, 0x251E, 0x2520, 0x2522, 0x2524, 0x2526, 0x2528, 0x252A, 0x252C, 0x252E, 0x2530, 0x2532, 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x2501, 0x2503, 0x2505, 0x2507, 0x2509, 0x250B, 0x250D, 0x250F, 0x2511, 0x2513, 0x2515, 0x2517, 0x2519, 0x251B, 0x251D, 0x251F, 0x2521, 0x2523, 0x2525, 0x2527, 0x2529, 0x252B, 0x252D, 0x252F, 0x2531, 0x2533, 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x2534, 0x2536, 0x2538, 0x253A, 0x253C, 0x253E, 0x2540, 0x2542, 0x2544, 0x2546, 0x2548, 0x254A, 0x254C, 0x254E, 0x2550, 0x2552, 0x2554, 0x2556, 0x2558, 0x255A, 0x255C, 0x255E, 0x2560, 0x2562, 0x2564, 0x2566, 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x2535, 0x2537, 0x2539, 0x253B, 0x253D, 0x253F, 0x2541, 0x2543, 0x2545, 0x2547, 0x2549, 0x254B, 0x254D, 0x254F, 0x2551, 0x2553, 0x2555, 0x2557, 0x2559, 0x255B, 0x255D, 0x255F, 0x2561, 0x2563, 0x2565, 0x2567, 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x2568, 0x256A, 0x256C, 0x256E, 0x2570, 0x2572, 0x2574, 0x2576, 0x2578, 0x257A, 0x257C, 0x257E, 0x2580, 0x2582, 0x2584, 0x2586, 0x2588, 0x258A, 0x258C, 0x258E, 0x2590, 0x2592, 0x2594, 0x2596, 0x2598, 0x259A, 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x2569, 0x256B, 0x256D, 0x256F, 0x2571, 0x2573, 0x2575, 0x2577, 0x2579, 0x257B, 0x257D, 0x257F, 0x2581, 0x2583, 0x2585, 0x2587, 0x2589, 0x258B, 0x258D, 0x258F, 0x2591, 0x2593, 0x2595, 0x2597, 0x2599, 0x259B, 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x259C, 0x259E, 0x25A0, 0x25A2, 0x25A4, 0x25A6, 0x25A8, 0x25AA, 0x25AC, 0x25AE, 0x25B0, 0x25B2, 0x25B4, 0x25B6, 0x25B8, 0x25BA, 0x25BC, 0x25BE, 0x25C0, 0x25C2, 0x25C4, 0x25C6, 0x25C8, 0x25CA, 0x25CC, ( 0x21CE + ( last_character_palette << 10 ) ), 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x259D, 0x259F, 0x25A1, 0x25A3, 0x25A5, 0x25A7, 0x25A9, 0x25AB, 0x25AD, 0x25AF, 0x25B1, 0x25B3, 0x25B5, 0x25B7, 0x25B9, 0x25BB, 0x25BD, 0x25BF, 0x25C1, 0x25C3, 0x25C5, 0x25C7, 0x25C9, 0x25CB, 0x25CD, ( 0x21CF + ( last_character_palette << 10 ) ), 0x201A, 0x2000, 0x2000 ; noqa: E501 -} else { - .dw 0x2000, 0x2000, 0x2019, 0x2100, 0x2102, 0x2104, 0x2106, 0x2108, 0x210A, 0x210C, 0x210E, 0x2110, 0x2112, 0x2114, 0x2116, 0x2118, 0x211A, 0x211C, 0x211E, 0x2120, 0x2122, 0x2124, 0x2126, 0x2128, 0x212A, 0x212C, 0x212E, 0x2130, 0x2132, 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x2101, 0x2103, 0x2105, 0x2107, 0x2109, 0x210B, 0x210D, 0x210F, 0x2111, 0x2113, 0x2115, 0x2117, 0x2119, 0x211B, 0x211D, 0x211F, 0x2121, 0x2123, 0x2125, 0x2127, 0x2129, 0x212B, 0x212D, 0x212F, 0x2131, 0x2133, 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x2134, 0x2136, 0x2138, 0x213A, 0x213C, 0x213E, 0x2140, 0x2142, 0x2144, 0x2146, 0x2148, 0x214A, 0x214C, 0x214E, 0x2150, 0x2152, 0x2154, 0x2156, 0x2158, 0x215A, 0x215C, 0x215E, 0x2160, 0x2162, 0x2164, 0x2166, 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x2135, 0x2137, 0x2139, 0x213B, 0x213D, 0x213F, 0x2141, 0x2143, 0x2145, 0x2147, 0x2149, 0x214B, 0x214D, 0x214F, 0x2151, 0x2153, 0x2155, 0x2157, 0x2159, 0x215B, 0x215D, 0x215F, 0x2161, 0x2163, 0x2165, 0x2167, 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x2168, 0x216A, 0x216C, 0x216E, 0x2170, 0x2172, 0x2174, 0x2176, 0x2178, 0x217A, 0x217C, 0x217E, 0x2180, 0x2182, 0x2184, 0x2186, 0x2188, 0x218A, 0x218C, 0x218E, 0x2190, 0x2192, 0x2194, 0x2196, 0x2198, 0x219A, 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x2169, 0x216B, 0x216D, 0x216F, 0x2171, 0x2173, 0x2175, 0x2177, 0x2179, 0x217B, 0x217D, 0x217F, 0x2181, 0x2183, 0x2185, 0x2187, 0x2189, 0x218B, 0x218D, 0x218F, 0x2191, 0x2193, 0x2195, 0x2197, 0x2199, 0x219B, 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x219C, 0x219E, 0x21A0, 0x21A2, 0x21A4, 0x21A6, 0x21A8, 0x21AA, 0x21AC, 0x21AE, 0x21B0, 0x21B2, 0x21B4, 0x21B6, 0x21B8, 0x21BA, 0x21BC, 0x21BE, 0x21C0, 0x21C2, 0x21C4, 0x21C6, 0x21C8, 0x21CA, 0x21CC, 0x21CE, 0x201A, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2019, 0x219D, 0x219F, 0x21A1, 0x21A3, 0x21A5, 0x21A7, 0x21A9, 0x21AB, 0x21AD, 0x21AF, 0x21B1, 0x21B3, 0x21B5, 0x21B7, 0x21B9, 0x21BB, 0x21BD, 0x21BF, 0x21C1, 0x21C3, 0x21C5, 0x21C7, 0x21C9, 0x21CB, 0x21CD, 0x21CF, 0x201A, 0x2000, 0x2000 ; noqa: E501 -} -_endwinmap: - -_intromap: - .dw 0x2000, 0x2000, 0x2000, 0x2100, 0x2102, 0x2104, 0x2106, 0x2108, 0x210A, 0x210C, 0x210E, 0x2110, 0x2112, 0x2114, 0x2116, 0x2118, 0x211A, 0x211C, 0x211E, 0x2120, 0x2122, 0x2124, 0x2126, 0x2128, 0x212A, 0x212C, 0x212E, 0x2130, 0x2132, 0x2000, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2000, 0x2101, 0x2103, 0x2105, 0x2107, 0x2109, 0x210B, 0x210D, 0x210F, 0x2111, 0x2113, 0x2115, 0x2117, 0x2119, 0x211B, 0x211D, 0x211F, 0x2121, 0x2123, 0x2125, 0x2127, 0x2129, 0x212B, 0x212D, 0x212F, 0x2131, 0x2133, 0x2000, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2000, 0x2134, 0x2136, 0x2138, 0x213A, 0x213C, 0x213E, 0x2140, 0x2142, 0x2144, 0x2146, 0x2148, 0x214A, 0x214C, 0x214E, 0x2150, 0x2152, 0x2154, 0x2156, 0x2158, 0x215A, 0x215C, 0x215E, 0x2160, 0x2162, 0x2164, 0x2166, 0x2000, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2000, 0x2135, 0x2137, 0x2139, 0x213B, 0x213D, 0x213F, 0x2141, 0x2143, 0x2145, 0x2147, 0x2149, 0x214B, 0x214D, 0x214F, 0x2151, 0x2153, 0x2155, 0x2157, 0x2159, 0x215B, 0x215D, 0x215F, 0x2161, 0x2163, 0x2165, 0x2167, 0x2000, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2000, 0x2168, 0x216A, 0x216C, 0x216E, 0x2170, 0x2172, 0x2174, 0x2176, 0x2178, 0x217A, 0x217C, 0x217E, 0x2180, 0x2182, 0x2184, 0x2186, 0x2188, 0x218A, 0x218C, 0x218E, 0x2190, 0x2192, 0x2194, 0x2196, 0x2198, 0x219A, 0x2000, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2000, 0x2169, 0x216B, 0x216D, 0x216F, 0x2171, 0x2173, 0x2175, 0x2177, 0x2179, 0x217B, 0x217D, 0x217F, 0x2181, 0x2183, 0x2185, 0x2187, 0x2189, 0x218B, 0x218D, 0x218F, 0x2191, 0x2193, 0x2195, 0x2197, 0x2199, 0x219B, 0x2000, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2000, 0x219C, 0x219E, 0x21A0, 0x21A2, 0x21A4, 0x21A6, 0x21A8, 0x21AA, 0x21AC, 0x21AE, 0x21B0, 0x21B2, 0x21B4, 0x21B6, 0x21B8, 0x21BA, 0x21BC, 0x21BE, 0x21C0, 0x21C2, 0x21C4, 0x21C6, 0x21C8, 0x21CA, 0x21CC, 0x21CE, 0x2000, 0x2000, 0x2000 ; noqa: E501 - .dw 0x2000, 0x2000, 0x2000, 0x219D, 0x219F, 0x21A1, 0x21A3, 0x21A5, 0x21A7, 0x21A9, 0x21AB, 0x21AD, 0x21AF, 0x21B1, 0x21B3, 0x21B5, 0x21B7, 0x21B9, 0x21BB, 0x21BD, 0x21BF, 0x21C1, 0x21C3, 0x21C5, 0x21C7, 0x21C9, 0x21CB, 0x21CD, 0x21CF, 0x2000, 0x2000, 0x2000 ; noqa: E501 - -_endintromap: - - -gils_window_size := 10 - -gils_window_tilemap_1: -"""Top-edge tilemap row for the gil-count window.""" - .dw 0, 0 - .db 0x16, 0x20 - fill_value(0x2017, gils_window_size - 2) - .db 0x18, 0x20 - -gils_window_tilemap_2: -"""Filler row for the gil-count window interior.""" - .dw 0, 0 - - .db 0x19, 0x20 - fill_value(0x20ff, gils_window_size - 2) - .db 0x1a, 0x20 - -gils_window_tilemap_3: -"""Second filler row for the gil-count window.""" - .dw 0, 0 - - .db 0x19, 0x20 - fill_value(0x20ff, gils_window_size - 2) - .db 0x1a, 0x20 - -gils_window_tilemap_4: -"""Gils caption row for the gil-count window.""" - .dw 0, 0 - - .db 0x19, 0x20 - fill_value(0x20ff, gils_window_size - 2) - .db 0x1a, 0x20 - - fill_value(0x0000, 0x16) - - .db 0x19, 0x20 - fill_value(0x20ff, gils_window_size - 2 - 4) - .text "G" - .db 0x20 - .text "i" - .db 0x20 - .text "l" - .db 0x20 - .text "s" - .db 0x20 - - .db 0x1a, 0x20 ; "gil" - fill_value(0x0000, 0x16) - .db 0x1b, 0x20 - fill_value(0x201c, gils_window_size - 2) - .db 0x1d, 0x20 - -gils_window_tilemap_4_end: -"""End-of-data marker for gils_window_tilemap_4.""" + _endwinmap: + + _intromap: + .dw 0x2000, 0x2000, 0x2000, 0x2100, 0x2102, 0x2104, 0x2106, 0x2108, 0x210A, 0x210C, 0x210E, 0x2110, 0x2112, 0x2114, 0x2116, 0x2118, 0x211A, 0x211C, 0x211E, 0x2120, 0x2122, 0x2124, 0x2126, 0x2128, 0x212A, 0x212C, 0x212E, 0x2130, 0x2132, 0x2000, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2000, 0x2101, 0x2103, 0x2105, 0x2107, 0x2109, 0x210B, 0x210D, 0x210F, 0x2111, 0x2113, 0x2115, 0x2117, 0x2119, 0x211B, 0x211D, 0x211F, 0x2121, 0x2123, 0x2125, 0x2127, 0x2129, 0x212B, 0x212D, 0x212F, 0x2131, 0x2133, 0x2000, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2000, 0x2134, 0x2136, 0x2138, 0x213A, 0x213C, 0x213E, 0x2140, 0x2142, 0x2144, 0x2146, 0x2148, 0x214A, 0x214C, 0x214E, 0x2150, 0x2152, 0x2154, 0x2156, 0x2158, 0x215A, 0x215C, 0x215E, 0x2160, 0x2162, 0x2164, 0x2166, 0x2000, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2000, 0x2135, 0x2137, 0x2139, 0x213B, 0x213D, 0x213F, 0x2141, 0x2143, 0x2145, 0x2147, 0x2149, 0x214B, 0x214D, 0x214F, 0x2151, 0x2153, 0x2155, 0x2157, 0x2159, 0x215B, 0x215D, 0x215F, 0x2161, 0x2163, 0x2165, 0x2167, 0x2000, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2000, 0x2168, 0x216A, 0x216C, 0x216E, 0x2170, 0x2172, 0x2174, 0x2176, 0x2178, 0x217A, 0x217C, 0x217E, 0x2180, 0x2182, 0x2184, 0x2186, 0x2188, 0x218A, 0x218C, 0x218E, 0x2190, 0x2192, 0x2194, 0x2196, 0x2198, 0x219A, 0x2000, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2000, 0x2169, 0x216B, 0x216D, 0x216F, 0x2171, 0x2173, 0x2175, 0x2177, 0x2179, 0x217B, 0x217D, 0x217F, 0x2181, 0x2183, 0x2185, 0x2187, 0x2189, 0x218B, 0x218D, 0x218F, 0x2191, 0x2193, 0x2195, 0x2197, 0x2199, 0x219B, 0x2000, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2000, 0x219C, 0x219E, 0x21A0, 0x21A2, 0x21A4, 0x21A6, 0x21A8, 0x21AA, 0x21AC, 0x21AE, 0x21B0, 0x21B2, 0x21B4, 0x21B6, 0x21B8, 0x21BA, 0x21BC, 0x21BE, 0x21C0, 0x21C2, 0x21C4, 0x21C6, 0x21C8, 0x21CA, 0x21CC, 0x21CE, 0x2000, 0x2000, 0x2000 ; noqa: E501 + .dw 0x2000, 0x2000, 0x2000, 0x219D, 0x219F, 0x21A1, 0x21A3, 0x21A5, 0x21A7, 0x21A9, 0x21AB, 0x21AD, 0x21AF, 0x21B1, 0x21B3, 0x21B5, 0x21B7, 0x21B9, 0x21BB, 0x21BD, 0x21BF, 0x21C1, 0x21C3, 0x21C5, 0x21C7, 0x21C9, 0x21CB, 0x21CD, 0x21CF, 0x2000, 0x2000, 0x2000 ; noqa: E501 + + _endintromap: + + + gils_window_size := 10 + + gils_window_tilemap_1: + """Top-edge tilemap row for the gil-count window.""" + .dw 0, 0 + .db 0x16, 0x20 + fill_value(0x2017, gils_window_size - 2) + .db 0x18, 0x20 + + gils_window_tilemap_2: + """Filler row for the gil-count window interior.""" + .dw 0, 0 + + .db 0x19, 0x20 + fill_value(0x20ff, gils_window_size - 2) + .db 0x1a, 0x20 + + gils_window_tilemap_3: + """Second filler row for the gil-count window.""" + .dw 0, 0 + + .db 0x19, 0x20 + fill_value(0x20ff, gils_window_size - 2) + .db 0x1a, 0x20 + + gils_window_tilemap_4: + """Gils caption row for the gil-count window.""" + .dw 0, 0 + + .db 0x19, 0x20 + fill_value(0x20ff, gils_window_size - 2) + .db 0x1a, 0x20 + + fill_value(0x0000, 0x16) + + .db 0x19, 0x20 + fill_value(0x20ff, gils_window_size - 2 - 4) + .text "G" + .db 0x20 + .text "i" + .db 0x20 + .text "l" + .db 0x20 + .text "s" + .db 0x20 + + .db 0x1a, 0x20 ; "gil" + fill_value(0x0000, 0x16) + .db 0x1b, 0x20 + fill_value(0x201c, gils_window_size - 2) + .db 0x1d, 0x20 + + gils_window_tilemap_4_end: + """End-of-data marker for gils_window_tilemap_4.""" +} From a8511024ff69cd5074c52ab53083cf4508377446 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sun, 24 May 2026 21:33:49 +0200 Subject: [PATCH 122/127] Migrate to a816 module pipeline (build_with_imports) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - All 527 legacy `*= ADDR` rewritten to `.alloc at ADDR { ... }` via a816's UP001 autofix (latest nested-container + brace-pair fixes). - 9 modules: added missing real `.include "bank20.i"` where only docstring fakes existed (commands_reloc, monsters_reloc, dakuten, graphics, magic_reloc, math_reloc, inventory_rolling, redraw_gates, equip_window). - 10+ modules using `.if FLAG` got `.include "config.i"` so flags bind at module compile time (replaces the dropped `prelude_file=` prepend). - ff4.s top: prepended `.include "config.i"` + 25 `.import` lines before any `.include`d patches so extern stubs are visible when the patch files compile. - build.py: switched build_with_imports_direct → build_with_imports, removed `prelude_file=`, added `Path(".")` to include_paths so config.i resolves from anywhere. pytest delta vs direct-mode baseline: identical pass/fail (28 failed, 90 passed, 15 skipped, 1 xfailed, 9 errors). Module pipeline is functionally equivalent for ff4's test suite. Existing failures are pre-existing branch issues, not migration regressions. --- build.py | 7 +- ff4.s | 53 +- renderd.bin | Bin 0 -> 592 bytes src/assets.s | 109 ++-- src/battle/commands_patches.s | 122 ++-- src/battle/commands_reloc.s | 3 + src/battle/debug_always_drop.s | 8 +- src/battle/equip_window.s | 2 + src/battle/graphics.s | 2 + src/battle/graphics_patches.s | 175 +++--- src/battle/inventory_rolling.s | 3 + src/battle/inventory_rolling_patches.s | 262 ++++----- src/battle/items_patches.s | 644 +++++++++++---------- src/battle/magic/patches.s | 350 +++++------ src/battle/magic_patches.s | 494 ++++++++-------- src/battle/magic_reloc.s | 2 + src/battle/math_patches.s | 33 +- src/battle/math_reloc.s | 2 + src/battle/message.s | 1 + src/battle/message_patches.s | 181 +++--- src/battle/monsters_patches.s | 70 +-- src/battle/monsters_reloc.s | 2 + src/battle/redraw_gates.s | 2 + src/battle/redraw_writer_patches.s | 137 ++--- src/battle/sram_patches.s | 327 ++++++----- src/dakuten.s | 2 + src/ingame/credits.s | 31 +- src/ingame/equip.s | 74 +-- src/ingame/free_space.s | 1 + src/ingame/init_bg_scroll_hdma_patches.s | 5 +- src/ingame/inventory_rolling.s | 1 + src/ingame/inventory_rolling_patches.s | 216 +++---- src/ingame/inventory_rolling_trampolines.s | 1 + src/ingame/inventory_single_column.s | 479 +++++++-------- src/ingame/items.s | 325 +++++------ src/ingame/items_menu.s | 141 ++--- src/ingame/key_item_picker_patches.s | 162 +++--- src/ingame/magic.s | 225 +++---- src/ingame/main.s | 587 ++++++++++--------- src/ingame/menus.i | 1 + src/ingame/new_game.s | 151 ++--- src/ingame/options.s | 74 +-- src/ingame/places_names.s | 143 ++--- src/ingame/shop.s | 305 +++++----- src/ingame/status.s | 31 +- src/ingame/treasure_rolling.s | 1 + src/ingame/treasure_rolling_patches.s | 396 +++++++------ src/ingame/window_animation_patches.s | 155 ++--- src/ingame/windows.s | 153 ++--- src/menus/start_screen_text.s | 1 + src/menus/start_screen_text_en.s | 1 + src/menus/system_menus_text.i | 23 +- src/minimal_vwf_patches.s | 441 +++++++------- src/small_vwf/init.s | 1 + src/small_vwf/render.s | 1 + src/vwf.s | 1 + 56 files changed, 3669 insertions(+), 3451 deletions(-) create mode 100644 renderd.bin diff --git a/build.py b/build.py index dd98c4a..2b77f0a 100755 --- a/build.py +++ b/build.py @@ -86,7 +86,7 @@ def assets_need_refresh(source, destination): def build_patch(input, output, lang): - from a816.module_builder import build_with_imports_direct + from a816.module_builder import build_with_imports obj_dir = Path("build/obj") if obj_dir.exists(): @@ -97,15 +97,14 @@ def build_patch(input, output, lang): if out_path.exists(): out_path.unlink() - result = build_with_imports_direct( + result = build_with_imports( main_source=Path(input), output_file=Path(output), output_format="ips", module_paths=[Path("build/obj"), Path("src")], output_dir=Path("build/obj"), symbols={"LANG": lang}, - include_paths=[Path("src")], - prelude_file=Path("config.i"), + include_paths=[Path("src"), Path(".")], overlap_mode="warn", ) diff --git a/ff4.s b/ff4.s index bf319ae..9ae4851 100644 --- a/ff4.s +++ b/ff4.s @@ -4,9 +4,38 @@ Final Fantasy IV the new hack. ---------------- """ +.include "config.i" + ; Forward declaration - conditional_bg1_vofs is at start of relocated region ($208000) conditional_bg1_vofs := 0x208000 +; Auto-prepended: imports must precede .include'd patches so extern stubs are visible. +.import "assets" +.import "battle/commands_reloc" +.import "battle/equip_window" +.import "battle/graphics" +.import "battle/inventory_rolling" +.import "battle/items_reloc" +.import "battle/magic_reloc" +.import "battle/math_reloc" +.import "battle/monsters_reloc" +.import "battle/redraw_gates" +.import "battle/sram" +.import "dakuten" +.import "dialog" +.import "ingame/init_bg_scroll_hdma" +.import "ingame/items_menu_vwf" +.import "ingame/places_names_window" +.import "intro" +.import "kerning" +.import "libmz" +.import "menus/in_game_text" +.import "menus/start_screen_text" +.import "menus/system_menus_text" +.import "menus/tools_shop_text" +.import "small_vwf/init" +.import "vwf" + .include "src/libmz.i" .include "src/items.i" .include "src/lib/rolling_buffer.s" @@ -354,22 +383,24 @@ signature byte sits at PB:(PC - 1). .if TRIGGER_ENDING_CUTSCENE { ; all effects are the Ending cutscene - *=0xc436 - lda #0x39 - nop +.alloc at 0xc436 { + lda #0x39 + nop +} } .if DEBUG_SHOW_ITEM_WINDOW { ; Hijack ExecEvent to always run F7 (select item) with Baron Key ; EventCmd_f7 at $00ED96 expects: X points to script, $09d5+X+1 = item ID - *=0x00E1EB - lda #0xD1 - sta 0x09d6 - lda #0xFF - sta 0x09d7 - ldx #0x0000 - stx 0xb3 - jmp.w 0xED96 +.alloc at 0x00E1EB { + lda #0xD1 + sta 0x09d6 + lda #0xFF + sta 0x09d7 + ldx #0x0000 + stx 0xb3 + jmp.w 0xED96 +} } ; Park the 17-byte-stride items_unleashed.dat in an empty bank so the diff --git a/renderd.bin b/renderd.bin new file mode 100644 index 0000000000000000000000000000000000000000..3afdb12c7b9dc2a4254bcf784b4263544ae88e53 GIT binary patch literal 592 zcmZuuJx>Bb5S_gbg9%Y$bp8{XOkVh{>s-F7)D(4Y=Cdnvs`I3%QY^88IIJ)sEbR{AeX1*r zoD}K`izedZf*;h4=NnsM6U8s{EfTVLpXwtXP!a|i(Z{f@)|>@;l#iIYSV{fLOmVQB z)Hb&Fcv+G~Sl45n%I!Znzw@*9|5LmXf_ql=IcI`9bg_%-!)5}9{S)utmOkC#4X$Y& zF>tf$yziXHwEy5aK3r6{p;$(Ip-<59y_8>>KiOqKTl2z>490vN@Qf#3?nJrg`?B9K P+E=)y@27VOot-`d{Hj7B literal 0 HcmV?d00001 diff --git a/src/assets.s b/src/assets.s index ad3f503..53b9f3f 100644 --- a/src/assets.s +++ b/src/assets.s @@ -7,68 +7,71 @@ plus the `font_table` pointer table indexed by font id. ; Pinned binary blobs (fonts, scripts, tilemaps). ; ---------------------------------------------------------------- -*=0x0AF000 -.incbin "fonts/8x8.bin" - -*=0x0FA710 -.incbin "assets/characters_names.dat" - -*=0x0E9800 -.incbin "assets/monsters.dat" - -*=0x218000 -.incbin "assets/bank1_1.ptr" - -.incbin "assets/bank1_2.ptr" - -.incbin "assets/bank2.ptr" - -*=0x228000 -.incbin "assets/bank1_1.dat" - -*=0x24A000 -.incbin "assets/bank1_2.dat" - -*=0x25A000 -.incbin "assets/bank2.dat" - -*=0x27B000 -.incbin "assets/battle_statuses.dat" - -*=0x288000 -.incbin "assets/menu_font.dat" +.include "config.i" +.alloc at 0x0AF000 { + .incbin "fonts/8x8.bin" +} +.alloc at 0x0FA710 { + .incbin "assets/characters_names.dat" +} +.alloc at 0x0E9800 { + .incbin "assets/monsters.dat" +} +.alloc at 0x218000 { + .incbin "assets/bank1_1.ptr" -.incbin "assets/font.dat" + .incbin "assets/bank1_2.ptr" -.incbin "assets/wicked_font.dat" + .incbin "assets/bank2.ptr" +} +.alloc at 0x228000 { + .incbin "assets/bank1_1.dat" +} +.alloc at 0x24A000 { + .incbin "assets/bank1_2.dat" +} +.alloc at 0x25A000 { + .incbin "assets/bank2.dat" +} +.alloc at 0x27B000 { + .incbin "assets/battle_statuses.dat" +} +.alloc at 0x288000 { + .incbin "assets/menu_font.dat" -.incbin "assets/book_font.dat" + .incbin "assets/font.dat" -.incbin "assets/bold_font.dat" + .incbin "assets/wicked_font.dat" -.incbin "assets/battle_commands.dat" + .incbin "assets/book_font.dat" -font_table: -"""24-bit pointer table indexed by font id (0=dialog, 1=wicked, 2=book, 3=bold).""" - .pointer assets_font_dat - .pointer assets_wicked_font_dat - .pointer assets_book_font_dat - .pointer assets_bold_font_dat + .incbin "assets/bold_font.dat" + .incbin "assets/battle_commands.dat" -.incbin "assets/credits_text.bin" + font_table: + """24-bit pointer table indexed by font id (0=dialog, 1=wicked, 2=book, 3=bold).""" + .pointer assets_font_dat + .pointer assets_wicked_font_dat + .pointer assets_book_font_dat + .pointer assets_bold_font_dat -*=0x298000 -.incbin "assets/battle_messages.ptr" -.incbin "assets/battle_messages.dat" + .incbin "assets/credits_text.bin" +} +.alloc at 0x298000 { + .incbin "assets/battle_messages.ptr" -*=0x299900 -.incbin "assets/battle_text.ptr" -.incbin "assets/battle_text.dat" -.if ENABLE_INTRO { - *=0x318000 - .incbin "assets/intro.map" - .incbin "assets/intro.col" - .incbin "assets/intro.set" + .incbin "assets/battle_messages.dat" +} +.alloc at 0x299900 { + .incbin "assets/battle_text.ptr" + .incbin "assets/battle_text.dat" + .if ENABLE_INTRO { + .alloc at 0x318000 { + .incbin "assets/intro.map" + .incbin "assets/intro.col" + .incbin "assets/intro.set" + } + } } diff --git a/src/battle/commands_patches.s b/src/battle/commands_patches.s index 39767d5..6d162b3 100644 --- a/src/battle/commands_patches.s +++ b/src/battle/commands_patches.s @@ -2,77 +2,85 @@ In-place patches that resize the battle command-window layout when `BATTLE_CMD_VWF` is enabled (shorter slot stride, command-id base, format-buffer pointer). """ +.include "config.i" command_buffer_ptr = 0x97a6 + 0x601 ; old spell lists buffers .if BATTLE_CMD_VWF { command_length = 6 ; Command window - *=0x16fe5a + 6 * 2 - .db 0x05, 0x00, command_length + 2, 0x0d - - *=0x2b990 - lda.b #0x18 + 8 +.alloc at 0x16fe5a + 6 * 2 { + .db 0x05, 0x00, command_length + 2, 0x0d +} +.alloc at 0x2b990 { + lda.b #0x18 + 8 +} } else { command_length = 10 ; move command cursor on the moved window - *=0x2b990 - lda.b #0x18 - *=0x029CD6 - lda.b #command_length - - *=0x029D15 - lda.b #command_length - - *=0x029D42 - cpy.w #command_length + 2 - - *=0x029D5A - cpy.w #command_length + 2 - - *=0x029D39 - lda.l assets_battle_commands_dat, x - - *=0x029CE0 - lda.b #command_length * 4 - -; patches source & length of battle commands used in display attack window. - *=0x02cb49 - lda.b #command_length +.alloc at 0x2b990 { + lda.b #0x18 +} +.alloc at 0x029CD6 { + lda.b #command_length +} +.alloc at 0x029D15 { + lda.b #command_length +} +.alloc at 0x029D42 { + cpy.w #command_length + 2 +} +.alloc at 0x029D5A { + cpy.w #command_length + 2 +} +.alloc at 0x029D39 { + lda.l assets_battle_commands_dat, x +} +.alloc at 0x029CE0 { + lda.b #command_length * 4 -; attack window kick for example ends up there - *=0x02cb54 - lda.l assets_battle_commands_dat, x + ; patches source & length of battle commands used in display attack window. +} +.alloc at 0x02cb49 { + lda.b #command_length - *=0x02cb5d - cpy.w #command_length + ; attack window kick for example ends up there +} +.alloc at 0x02cb54 { + lda.l assets_battle_commands_dat, x +} +.alloc at 0x02cb5d { + cpy.w #command_length -; Command window - *=0x16fe5a + 6 * 2 - .db 0x04, 0x00, command_length + 2, 0x0d + ; Command window +} +.alloc at 0x16fe5a + 6 * 2 { + .db 0x04, 0x00, command_length + 2, 0x0d +} } { ; ram position of the prebuilt battle windows - *=0x16FEAD -cmd_text_buf_ptrs: - battle_data_size = command_length * 4 * 5 - .dw command_buffer_ptr - .dw command_buffer_ptr + battle_data_size - .dw command_buffer_ptr + battle_data_size * 2 - .dw command_buffer_ptr + battle_data_size * 3 - .dw command_buffer_ptr + battle_data_size * 4 - - *=0x16FE54 - .db command_length * 2 - .db 0x0a - .dw command_buffer_ptr ; read address - .if BATTLE_CMD_VWF { - .dw 0xC1F4 - 2 ; write address - } else { - .dw 0xC1F4 - 4 ; write address - } - - *=0x02999F - ldx.w #battle_data_size +.alloc at 0x16FEAD { + cmd_text_buf_ptrs: + battle_data_size = command_length * 4 * 5 + .dw command_buffer_ptr + .dw command_buffer_ptr + battle_data_size + .dw command_buffer_ptr + battle_data_size * 2 + .dw command_buffer_ptr + battle_data_size * 3 + .dw command_buffer_ptr + battle_data_size * 4 +} +.alloc at 0x16FE54 { + .db command_length * 2 + .db 0x0a + .dw command_buffer_ptr ; read address + .if BATTLE_CMD_VWF { + .dw 0xC1F4 - 2 ; write address + } else { + .dw 0xC1F4 - 4 ; write address + } +} +.alloc at 0x02999F { + ldx.w #battle_data_size +} } diff --git a/src/battle/commands_reloc.s b/src/battle/commands_reloc.s index 2bb0861..2f723a7 100644 --- a/src/battle/commands_reloc.s +++ b/src/battle/commands_reloc.s @@ -4,6 +4,7 @@ Relocated battle-command-list renderer (`draw_command_list_for_character`) plus its private command-build loop, called by the patched bank-$02 hook. """ +.include "config.i" .extern messages_vwf .extern messages_vwf.init_commands_list .extern _draw_text_battle_far @@ -16,6 +17,8 @@ loop, called by the patched bank-$02 hook. mult8_far := 0x2855c +.include "../bank20.i" + .alloc battle_commands_reloc_block in bank20_reloc { .if BATTLE_CMD_VWF { command_length = 6 diff --git a/src/battle/debug_always_drop.s b/src/battle/debug_always_drop.s index 5fbd990..52170e8 100644 --- a/src/battle/debug_always_drop.s +++ b/src/battle/debug_always_drop.s @@ -11,8 +11,10 @@ NOPing the random-roll gate at $03:ED0D. ; because forcing it pulls drop-table index 0 (empty) and produces an ; "no item" treasure prompt instead of an actual drop. +.include "config.i" .if TREASURE_DEBUG_ALWAYS_DROP { - *=0x03ED0D - nop - nop +.alloc at 0x03ED0D { + nop + nop +} } diff --git a/src/battle/equip_window.s b/src/battle/equip_window.s index d97b403..49e3150 100644 --- a/src/battle/equip_window.s +++ b/src/battle/equip_window.s @@ -26,6 +26,8 @@ Tilemap dest bases (set by hooks in items_patches.s): .extern load_menu_tfr_data_trampoline +.include "../bank20.i" + .alloc battle_equip_window_block in bank20_reloc { tfr_equip_window_new: """ diff --git a/src/battle/graphics.s b/src/battle/graphics.s index 702e88b..03f4c0e 100644 --- a/src/battle/graphics.s +++ b/src/battle/graphics.s @@ -5,6 +5,8 @@ Hard-coded battle command graphics: tile-id rows used when the row/defend comman from ROM. """ +.include "../bank20.i" + .alloc battle_graphics_block in bank20_reloc { .scope defend_row { """Two glyph rows for the Defend / Row battle command labels.""" diff --git a/src/battle/graphics_patches.s b/src/battle/graphics_patches.s index 31dc3bf..46b41ca 100644 --- a/src/battle/graphics_patches.s +++ b/src/battle/graphics_patches.s @@ -6,98 +6,95 @@ piggyback on `defend_row` data. ; MISS sprite graphics -*=0x0cfc60 -.incbin "fonts/miss.bin" - -*=0x16fb87 -{ -; chars to copy from the font to the 4bpp tileset in battle - - - .table "text/ff4_menus.tbl" - .db 0x76, 0x77 - .text "/" - .text "GRadeginqrsu" - .db 0x8c, 0x90, 0x7f - .db 0x80, 0x81, 0x82 - .db 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x16, 0x17, 0x18, 0xfa, 0xfb, 0xfc, 0xfd, 0xfe, 0xff +.alloc at 0x0cfc60 { + .incbin "fonts/miss.bin" } +.alloc at 0x16fb87 { + { + ; chars to copy from the font to the 4bpp tileset in battle + + + .table "text/ff4_menus.tbl" + .db 0x76, 0x77 + .text "/" + .text "GRadeginqrsu" + .db 0x8c, 0x90, 0x7f + .db 0x80, 0x81, 0x82 + .db 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x16, 0x17, 0x18, 0xfa, 0xfb, 0xfc, 0xfd, 0xfe, 0xff + } +} +.alloc at 0x02975d { + ; PM Needed + .db 223, 226, 230, 233, 228, 232, 0xff - -*=0x02975d - ; PM Needed - .db 223, 226, 230, 233, 228, 232, 0xff - -; Defend / Row window content -; moves the row destination back a few bytes - -*=0x29a90 - ldx.w #0xd618 - -*=0x29a8b - ldx.w #0xd5e8 - -*=0x029a98 - lda.l defend_row.defend_text, x - -*=0x029a9e - lda.l defend_row.row_text, x - -*=0x029aa7 - cpx.w #defend_row.defend_row_length * 2 - -*=0x029aac - cpx.w #defend_row.defend_row_length - -*=0x02b96a ; moves row pointer back 8 pixels. - lda.b #0x0c - - -*=0x16fe5a + 6 * 8 ; moves row pointer back 8 pixels. - .db 0x00, 0x09, 0x08, 0x04 - - -*=0x16fe5a + 6 * 9 - ; row window - .db 0x18, 0x09, 0x08, 0x04 - -; switches around small mp to pm in the MP Needed battle window. - -*=0x02a1e3 - lda #0xdc - sta 0xba94, y - dec - sta 0xba96, y - - -; Hands text -; (Layout handled by relocated tfr_equip_window_new in src/battle/equip_window.s) - -*=0x16fed5 -{ - .table "text/ff4_menus.tbl" -hand_text: - .text "Droite " - .text "Gauche " - .text "Droite " - .text "Principale" - .text "Principale" - .text "Gauche " - .text "Principale" - .text "Principale" + ; Defend / Row window content + ; moves the row destination back a few bytes +} +.alloc at 0x29a90 { + ldx.w #0xd618 +} +.alloc at 0x29a8b { + ldx.w #0xd5e8 +} +.alloc at 0x029a98 { + lda.l defend_row.defend_text, x +} +.alloc at 0x029a9e { + lda.l defend_row.row_text, x +} +.alloc at 0x029aa7 { + cpx.w #defend_row.defend_row_length * 2 } +.alloc at 0x029aac { + cpx.w #defend_row.defend_row_length +} +.alloc at 0x02b96a { + lda.b #0x0c +} +.alloc at 0x16fe5a + 6 * 8 { + .db 0x00, 0x09, 0x08, 0x04 +} +.alloc at 0x16fe5a + 6 * 9 { + ; row window + .db 0x18, 0x09, 0x08, 0x04 + ; switches around small mp to pm in the MP Needed battle window. +} +.alloc at 0x02a1e3 { + lda #0xdc + sta 0xba94, y + dec + sta 0xba96, y -*=0x02A51C - lda.l assets_battle_statuses_dat, x - sta.b 0x00 - lda.l assets_battle_statuses_dat + 1, x - sta.b 0x01 - lda.b #assets_battle_statuses_dat >> 16 -*=0x02A32A - lda.l assets_battle_statuses_dat, x - sta.b 0x00 - lda.l assets_battle_statuses_dat + 1, x - sta.b 0x01 - lda.b #assets_battle_statuses_dat >> 16 + ; Hands text + ; (Layout handled by relocated tfr_equip_window_new in src/battle/equip_window.s) +} +.alloc at 0x16fed5 { + { + .table "text/ff4_menus.tbl" + hand_text: + .text "Droite " + .text "Gauche " + .text "Droite " + .text "Principale" + .text "Principale" + .text "Gauche " + .text "Principale" + .text "Principale" + } +} +.alloc at 0x02A51C { + lda.l assets_battle_statuses_dat, x + sta.b 0x00 + lda.l assets_battle_statuses_dat + 1, x + sta.b 0x01 + lda.b #assets_battle_statuses_dat >> 16 +} +.alloc at 0x02A32A { + lda.l assets_battle_statuses_dat, x + sta.b 0x00 + lda.l assets_battle_statuses_dat + 1, x + sta.b 0x01 + lda.b #assets_battle_statuses_dat >> 16 +} diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index f46d73f..521ee30 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -3,6 +3,7 @@ Battle inventory rolling-buffer engine (single column, 5 visible rows + 1 prefet `InitInventoryTextBuf` / `TfrInventoryList`, hooks scroll up/down, rebuilds the wrapped HDMA scroll table and runs the field-menu NMI DMA check. """ +.include "config.i" .extern assets_items_dat .extern assets_items_unleashed_dat .extern mult8_trampoline @@ -13,6 +14,8 @@ runs the field-menu NMI DMA check. .extern return_to_bank02 .extern render.flush_chr_to_vram +.include "../bank20.i" + .alloc battle_inventory_rolling_block in bank20_reloc { .if BATTLE_ITEMS_VWF { .extern messages_vwf.init_inventory diff --git a/src/battle/inventory_rolling_patches.s b/src/battle/inventory_rolling_patches.s index 4ace658..647d288 100644 --- a/src/battle/inventory_rolling_patches.s +++ b/src/battle/inventory_rolling_patches.s @@ -2,6 +2,7 @@ ROM patches that wire the battle inventory rolling-buffer engine into bank $02 (JSL trampolines for cross-bank calls, JML hooks for the scroll animation, surgical NOPs / RTS overrides). """ +.include "config.i" .extern init_inventory_text_buf_rolling .extern tfr_inventory_list_rolling .extern scroll_list_down_hook @@ -42,32 +43,32 @@ calls, JML hooks for the scroll animation, surgical NOPs / RTS overrides). ; PATCH: InitInventoryTextBuf ($029E9C) ; ============================================================================ -*=0x029E9C - jsr.l init_inventory_text_buf_rolling - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - rts - -; ============================================================================ -; PATCH: TfrInventoryList ($0298FA) -; ============================================================================ -; Original function is $98FA-$9982 (136 bytes). We replace with JSL+RTS (5 bytes) -; This frees $98FF-$9982 (131 bytes) for our trampolines. - -*=0x0298FA - jsr.l tfr_inventory_list_rolling - rts - -; ============================================================================ -; TRAMPOLINES (Bank $02 free space: $98FF-$9982) -; ============================================================================ -; These are called via JSL from bank $20, return via RTL -.pool bank02_trampolines { - range 0x0298ff 0x029982 - strategy order +.alloc at 0x029E9C { + jsr.l init_inventory_text_buf_rolling + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + rts + + ; ============================================================================ + ; PATCH: TfrInventoryList ($0298FA) + ; ============================================================================ + ; Original function is $98FA-$9982 (136 bytes). We replace with JSL+RTS (5 bytes) + ; This frees $98FF-$9982 (131 bytes) for our trampolines. +} +.alloc at 0x0298FA { + jsr.l tfr_inventory_list_rolling + rts + + ; ============================================================================ + ; TRAMPOLINES (Bank $02 free space: $98FF-$9982) + ; ============================================================================ + ; These are called via JSL from bank $20, return via RTL + .pool bank02_trampolines { + range 0x0298ff 0x029982 + strategy order + } } - .alloc bank02_trampolines_block in bank02_trampolines { draw_text_rolling_trampoline: """ @@ -195,110 +196,111 @@ return_to_bank02: ; Redirect callers of $9989 to relocated function ; Must use JSR (not JSL) since function ends with JMP, not RTL -*=0x0296CB - jsr.w _draw_battle_command_window_relocated - -*=0x029983 - jsr.w _draw_battle_command_window_relocated - -; ============================================================================ -; PATCHES in ascending address order (assembler requires this) -; ============================================================================ - -; Scroll animation end - wrap $EF65 (4 bytes each) -; Must use JMP (not JMP.L) - 3 bytes + 1 NOP = 4 bytes - -*=0x02A86E - jmp.w wrap_and_clear_trampoline - nop - -; Animation loop DECrement path ($02A872-$02A87B) - 10 bytes -; Original: LDX $EF71 / DEX / STX $EF71 / JMP CheckListCursorVisible -; NOP the LDX/DEX/STX, replace JMP with RTS (skips CheckListCursorVisible) -; CheckListCursorVisible can incorrectly hide cursor 2 with our circular buffer scroll values - -*=0x02A872 -_nop_patch_dec: - nop - nop - nop - nop - nop - nop - nop - rts ; Skip CheckListCursorVisible (was JMP $A82D) - nop ; Fill remaining 2 bytes of JMP - nop - -*=0x02A8AA - jmp.w wrap_and_clear_trampoline - nop - -; Animation loop INCrement path ($02A8AE-$02A8B7) - 10 bytes -; Original: LDX $EF71 / INX / STX $EF71 / JMP CheckListCursorVisible -; NOP the LDX/INX/STX, replace JMP with RTS (skips CheckListCursorVisible) -; CheckListCursorVisible can incorrectly hide cursor 2 with our circular buffer scroll values - -*=0x02A8AE -_nop_patch_inc: - nop - nop - nop - nop - nop - nop - nop - rts ; Skip CheckListCursorVisible (was JMP $A82D) - nop ; Fill remaining 2 bytes of JMP - nop - -; Scroll hooks - use JMP.L to bank $20 functions - -*=0x02A8B8 - jmp.l scroll_list_down_hook - -*=0x02A8CA - jmp.l scroll_list_up_hook - -; ============================================================================ -; PATCH: UpdateListScrollHDMA ($02A7F1) -; ============================================================================ -; This is the KEY patch for true FF6-style circular buffer. -; Original code builds HDMA table with unbounded scroll values. -; Our replacement wraps scroll values at 96 pixels (6 rows). -; -; Original function is 32 bytes ($02A7F1-$02A810). -; We replace with JMP.L (4 bytes) + NOPs. - -*=0x02A7F1 - jmp.l update_list_scroll_hdma_wrapped - ; Fill remaining bytes with NOPs (32 - 4 = 28 bytes) - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - -; ============================================================================ -; PATCH: Cursor scroll limit for single-column mode -; ============================================================================ - -; Original code at $02B517 checks if at end of list: -; lda $ef85 / cmp #$17 / bne @b521 -; The #$17 (23) is for 2-column mode (24 items per column). -; For single-column (48 items), change to #$2B (43 = 48-5). - -*=0x02B519 - .db 0x2B ; CMP #$2B instead of CMP #$17 +.alloc at 0x0296CB { + jsr.w _draw_battle_command_window_relocated +} +.alloc at 0x029983 { + jsr.w _draw_battle_command_window_relocated -; ============================================================================ -; PATCH: ResetListScrollHDMA ($02AAB8) -; ============================================================================ -; Fill BOTH $7F74 (active table) AND $81F4 (swap table) with our converted -; scroll values. This prevents the menu animation from swapping in bad values. -; -; Original fills only $81F4 with 371-based values. -; We fill both with our 132-based values so animation swap is a no-op. + ; ============================================================================ + ; PATCHES in ascending address order (assembler requires this) + ; ============================================================================ -*=0x02AAB8 - jsr.l reset_list_scroll_hdma_rolling - rts + ; Scroll animation end - wrap $EF65 (4 bytes each) + ; Must use JMP (not JMP.L) - 3 bytes + 1 NOP = 4 bytes +} +.alloc at 0x02A86E { + jmp.w wrap_and_clear_trampoline + nop + + ; Animation loop DECrement path ($02A872-$02A87B) - 10 bytes + ; Original: LDX $EF71 / DEX / STX $EF71 / JMP CheckListCursorVisible + ; NOP the LDX/DEX/STX, replace JMP with RTS (skips CheckListCursorVisible) + ; CheckListCursorVisible can incorrectly hide cursor 2 with our circular buffer scroll values +} +.alloc at 0x02A872 { + _nop_patch_dec: + nop + nop + nop + nop + nop + nop + nop + rts ; Skip CheckListCursorVisible (was JMP $A82D) + nop ; Fill remaining 2 bytes of JMP + nop +} +.alloc at 0x02A8AA { + jmp.w wrap_and_clear_trampoline + nop + + ; Animation loop INCrement path ($02A8AE-$02A8B7) - 10 bytes + ; Original: LDX $EF71 / INX / STX $EF71 / JMP CheckListCursorVisible + ; NOP the LDX/INX/STX, replace JMP with RTS (skips CheckListCursorVisible) + ; CheckListCursorVisible can incorrectly hide cursor 2 with our circular buffer scroll values +} +.alloc at 0x02A8AE { + _nop_patch_inc: + nop + nop + nop + nop + nop + nop + nop + rts ; Skip CheckListCursorVisible (was JMP $A82D) + nop ; Fill remaining 2 bytes of JMP + nop + + ; Scroll hooks - use JMP.L to bank $20 functions +} +.alloc at 0x02A8B8 { + jmp.l scroll_list_down_hook +} +.alloc at 0x02A8CA { + jmp.l scroll_list_up_hook + + ; ============================================================================ + ; PATCH: UpdateListScrollHDMA ($02A7F1) + ; ============================================================================ + ; This is the KEY patch for true FF6-style circular buffer. + ; Original code builds HDMA table with unbounded scroll values. + ; Our replacement wraps scroll values at 96 pixels (6 rows). + ; + ; Original function is 32 bytes ($02A7F1-$02A810). + ; We replace with JMP.L (4 bytes) + NOPs. +} +.alloc at 0x02A7F1 { + jmp.l update_list_scroll_hdma_wrapped + ; Fill remaining bytes with NOPs (32 - 4 = 28 bytes) + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + + ; ============================================================================ + ; PATCH: Cursor scroll limit for single-column mode + ; ============================================================================ + + ; Original code at $02B517 checks if at end of list: + ; lda $ef85 / cmp #$17 / bne @b521 + ; The #$17 (23) is for 2-column mode (24 items per column). + ; For single-column (48 items), change to #$2B (43 = 48-5). +} +.alloc at 0x02B519 { + .db 0x2B ; CMP #$2B instead of CMP #$17 + + ; ============================================================================ + ; PATCH: ResetListScrollHDMA ($02AAB8) + ; ============================================================================ + ; Fill BOTH $7F74 (active table) AND $81F4 (swap table) with our converted + ; scroll values. This prevents the menu animation from swapping in bad values. + ; + ; Original fills only $81F4 with 371-based values. + ; We fill both with our 132-based values so animation swap is a no-op. +} +.alloc at 0x02AAB8 { + jsr.l reset_list_scroll_hdma_rolling + rts +} diff --git a/src/battle/items_patches.s b/src/battle/items_patches.s index 8eb7eb7..b8ab9c1 100644 --- a/src/battle/items_patches.s +++ b/src/battle/items_patches.s @@ -11,354 +11,372 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; --- multiplier --- ; Original: 02/9E1A: A9 09 LDA #0x09 -*=0x029E1A - lda #ITEM_NAME_RECORD_SIZE +.include "config.i" +.alloc at 0x029E1A { + lda #ITEM_NAME_RECORD_SIZE -; --- item symbol --- -; Original: 02/9E44: BF 00 80 0F LDA 0x0F8000,X - -*=0x029E44 - lda.l assets_items_dat, x - -; --- loop counter --- -; Original: 02/9E58: A9 08 LDA #0x08 - -*=0x029E58 - lda #ITEM_NAME_TEXT_SIZE - -; --- item name (+1 skip symbol) --- -; Original: 02/9E5C: BF 01 80 0F LDA 0x0F8001,X - -*=0x029E5C - lda.l assets_items_dat + 1, x - -; ===== BTLGFX/MENU: LOCATION 2 ===== - -; --- multiplier --- -; Original: 02/9FEF: A9 09 LDA #0x09 - -*=0x029FEF - lda #ITEM_NAME_RECORD_SIZE - -; --- item symbol --- -; Original: 02/A00C: BF 00 80 0F LDA 0x0F8000,X - -*=0x02A00C - lda.l assets_items_dat, x - -; --- loop counter --- -; Original: 02/A020: A9 08 LDA #0x08 - -*=0x02A020 - lda #ITEM_NAME_TEXT_SIZE - -; --- item name (+1 skip symbol) --- -; Original: 02/A024: BF 01 80 0F LDA 0x0F8001,X - -*=0x02A024 - lda.l assets_items_dat + 1, x - -; ===== TEXTVAR_03: BATTLE MESSAGE ITEM NAME ===== - -; --- multiplier --- -; Original: 02/A594: A9 09 LDA #0x09 - -*=0x02A594 - lda #ITEM_NAME_RECORD_SIZE - -; --- loop counter --- -; Original: 02/A5A1: A9 08 LDA #0x08 - -*=0x02A5A1 - lda #ITEM_NAME_TEXT_SIZE - -; --- item name --- -; Original: 02/A5A5: BF 00 80 0F LDA 0x0F8000,X - -*=0x02A5A5 - lda.l assets_items_dat, x - -; ===== BTLGFX/BTLGFX: ITEM DISPLAY ===== - -; --- multiplier --- -; Original: 02/CB77: A9 09 LDA #0x09 - -*=0x02CB77 - lda #ITEM_NAME_RECORD_SIZE - -; --- item name --- -; Original: 02/CB83: BF 00 80 0F LDA 0x0F8000,X - -*=0x02CB83 - lda.l assets_items_dat, x - -; --- loop counter --- -; Original: 02/CB8C: C0 08 00 CPY #0x0008 - -*=0x02CB8C - cpy #0x000b - -; ===== EQUIPPED ITEMS DISPLAY WIDTH ===== - -; --- equipped items width 1 --- -; Original: 02/AB47: A9 09 LDA #0x09 - -*=0x02AB47 - lda #ITEM_NAME_RECORD_SIZE - -; --- equipped items width 2 --- -; Original: 02/B442: A9 09 LDA #0x09 - -*=0x02B442 - lda #ITEM_NAME_RECORD_SIZE - -; --- equipped items width 3 --- -; Original: 02/B698: A9 09 LDA #0x09 - -*=0x02B698 - lda #ITEM_NAME_RECORD_SIZE - -; ===== INVENTORY BUFFER STRIDE EXPANSION ===== -; Expand from 48 bytes/item (12 tiles/row) to 60 bytes/item (15 tiles/row) -; This extends into freed magic buffer space at 0x97A6+ - -; --- DrawInventoryItemText: buffer stride --- -; Original: 02/9FAF: A9 30 LDA #0x30 - -*=0x029FAF - lda #0x3c ; 60 bytes per item instead of 48 - -; --- DrawInventoryItemText: line length --- -; Original: 02/9FC4: A9 0C LDA #0x0C - -*=0x029FC4 - lda #0x0f ; 15 tiles per line instead of 12 - -; ===== TfrInventoryList PATCHES ===== -; Skip when rolling buffer enabled - it has its own transfer routine -.if INVENTORY_ROLLING_BUFFER == 0 { -; --- right column buffer offset --- -; Original: 02/9923: BD D6 8E LDA 0x8ED6,X - *=0x029923 - lda.w 0x8EE2, x ; 0x8EA6 + 0x3C = 0x8EE2 - -; --- loop 1 end (first tilemap row) --- -; Original: 02/992A: C0 1A 00 CPY #0x001A - *=0x02992A - cpy #0x0020 ; copy 30 bytes (Y: 2 to 32) instead of 24 - -; --- right column buffer offset (line 2) --- -; Original: 02/9937: BD D6 8E LDA 0x8ED6,X - *=0x029937 - lda.w 0x8EE2, x - -; --- loop 2 end (second tilemap row) --- -; Original: 02/993E: C0 5A 00 CPY #0x005A - *=0x02993E - cpy #0x0060 ; copy 30 bytes (Y: 0x42 to 0x60) instead of 24 + ; --- item symbol --- + ; Original: 02/9E44: BF 00 80 0F LDA 0x0F8000,X +} +.alloc at 0x029E44 { + lda.l assets_items_dat, x -; --- X stride after each row --- -; Original: 02/9947: 69 30 00 ADC #0x0030 - *=0x029947 - adc #0x003c ; advance 60 bytes instead of 48 + ; --- loop counter --- + ; Original: 02/9E58: A9 08 LDA #0x08 } +.alloc at 0x029E58 { + lda #ITEM_NAME_TEXT_SIZE -; end !INVENTORY_ROLLING_BUFFER + ; --- item name (+1 skip symbol) --- + ; Original: 02/9E5C: BF 01 80 0F LDA 0x0F8001,X +} +.alloc at 0x029E5C { + lda.l assets_items_dat + 1, x -; ===== UpdateEnabledItems PATCHES (using item mode) ===== + ; ===== BTLGFX/MENU: LOCATION 2 ===== -; --- tile count (using item) --- -; Original: 02/9F2B: A9 0C LDA #0x0C + ; --- multiplier --- + ; Original: 02/9FEF: A9 09 LDA #0x09 +} +.alloc at 0x029FEF { + lda #ITEM_NAME_RECORD_SIZE -*=0x029F2B - lda #0x0f ; 15 tiles instead of 12 + ; --- item symbol --- + ; Original: 02/A00C: BF 00 80 0F LDA 0x0F8000,X +} +.alloc at 0x02A00C { + lda.l assets_items_dat, x -; --- row 2 attribute offset (using item) --- -; Original: 02/9F47: 99 BF 8E STA 0x8EBF,Y + ; --- loop counter --- + ; Original: 02/A020: A9 08 LDA #0x08 +} +.alloc at 0x02A020 { + lda #ITEM_NAME_TEXT_SIZE -*=0x029F47 - sta.w 0x8EC5, y ; 0x8EA7 + 0x1E = 0x8EC5 + ; --- item name (+1 skip symbol) --- + ; Original: 02/A024: BF 01 80 0F LDA 0x0F8001,X +} +.alloc at 0x02A024 { + lda.l assets_items_dat + 1, x -; --- Y stride (using item) --- -; Original: 02/9F54: 69 18 00 ADC #0x0018 + ; ===== TEXTVAR_03: BATTLE MESSAGE ITEM NAME ===== -*=0x029F54 - adc #0x001e ; advance 30 bytes instead of 24 + ; --- multiplier --- + ; Original: 02/A594: A9 09 LDA #0x09 +} +.alloc at 0x02A594 { + lda #ITEM_NAME_RECORD_SIZE -; ===== UpdateEnabledItems PATCHES (throw mode) ===== + ; --- loop counter --- + ; Original: 02/A5A1: A9 08 LDA #0x08 +} +.alloc at 0x02A5A1 { + lda #ITEM_NAME_TEXT_SIZE -; --- tile count (throw) --- -; Original: 02/9F68: A9 0C LDA #0x0C + ; --- item name --- + ; Original: 02/A5A5: BF 00 80 0F LDA 0x0F8000,X +} +.alloc at 0x02A5A5 { + lda.l assets_items_dat, x -*=0x029F68 - lda #0x0f ; 15 tiles instead of 12 + ; ===== BTLGFX/BTLGFX: ITEM DISPLAY ===== -; --- row 2 attribute offset (throw) --- -; Original: 02/9F86: 99 BF 8E STA 0x8EBF,Y + ; --- multiplier --- + ; Original: 02/CB77: A9 09 LDA #0x09 +} +.alloc at 0x02CB77 { + lda #ITEM_NAME_RECORD_SIZE -*=0x029F86 - sta.w 0x8EC5, y + ; --- item name --- + ; Original: 02/CB83: BF 00 80 0F LDA 0x0F8000,X +} +.alloc at 0x02CB83 { + lda.l assets_items_dat, x -; --- Y stride (throw) --- -; Original: 02/9F93: 69 18 00 ADC #0x0018 + ; --- loop counter --- + ; Original: 02/CB8C: C0 08 00 CPY #0x0008 +} +.alloc at 0x02CB8C { + cpy #0x000b -*=0x029F93 - adc #0x001e ; advance 30 bytes instead of 24 + ; ===== EQUIPPED ITEMS DISPLAY WIDTH ===== -; ===== INVENTORY WINDOW SIZE ===== -; MenuWindowTbl entry 5 (inventory) at 0x16FE5A + 5*6 = 0x16FE78 -; Format: x, y, width, height -; Original: 0x01, 0x00, 0x1E, 0x33 -.if INVENTORY_ROLLING_BUFFER { - *=0x16FE78 - .db 0x00, 0x00, 0x20, 0x0F ; x=0, y=0, width=32, height=15 (6 items × 2 + 3 border) -} else { - *=0x16FE78 - .db 0x00, 0x00, 0x20, 0x33 ; x=0 (edge), y=0, width=32, height=51 + ; --- equipped items width 1 --- + ; Original: 02/AB47: A9 09 LDA #0x09 } +.alloc at 0x02AB47 { + lda #ITEM_NAME_RECORD_SIZE -; ===== TILEMAP BASE POINTERS ===== -; Skip when rolling buffer enabled - these addresses are used for hooks/trampoline -.if INVENTORY_ROLLING_BUFFER == 0 { -; Shift item drawing 1 tile left by adjusting base pointers -; Y offsets stay at 2/0x42 to preserve loop mechanics + ; --- equipped items width 2 --- + ; Original: 02/B442: A9 09 LDA #0x09 +} +.alloc at 0x02B442 { + lda #ITEM_NAME_RECORD_SIZE -; --- TfrInventoryList: left column base pointer --- -; Original: 02/98FD: A2 2A C5 LDX #0xC52A - *=0x0298FD - ldx #0xC526 ; 2 tiles left + ; --- equipped items width 3 --- + ; Original: 02/B698: A9 09 LDA #0x09 +} +.alloc at 0x02B698 { + lda #ITEM_NAME_RECORD_SIZE -; --- NOP out 0xFF border writes that now overwrite content --- -; Original: 02/9910: 91 00 STA ($00),Y (left col Y=0) - *=0x029910 - nop - nop + ; ===== INVENTORY BUFFER STRIDE EXPANSION ===== + ; Expand from 48 bytes/item (12 tiles/row) to 60 bytes/item (15 tiles/row) + ; This extends into freed magic buffer space at 0x97A6+ -; Original: 02/9917: 91 00 STA ($00),Y (left col Y=$40) - *=0x029917 - nop - nop + ; --- DrawInventoryItemText: buffer stride --- + ; Original: 02/9FAF: A9 30 LDA #0x30 +} +.alloc at 0x029FAF { + lda #0x3c ; 60 bytes per item instead of 48 -; --- TfrInventoryList: right column base pointer --- -; Original: 02/9902: A2 46 C5 LDX #0xC546 - *=0x029902 - ldx #0xC544 ; 1 tile left + ; --- DrawInventoryItemText: line length --- + ; Original: 02/9FC4: A9 0C LDA #0x0C } -; end !INVENTORY_ROLLING_BUFFER +.alloc at 0x029FC4 { + lda #0x0f ; 15 tiles per line instead of 12 + + ; ===== TfrInventoryList PATCHES ===== + ; Skip when rolling buffer enabled - it has its own transfer routine + .if INVENTORY_ROLLING_BUFFER == 0 { + ; --- right column buffer offset --- + ; Original: 02/9923: BD D6 8E LDA 0x8ED6,X + .alloc at 0x029923 { + lda.w 0x8EE2, x ; 0x8EA6 + 0x3C = 0x8EE2 + + ; --- loop 1 end (first tilemap row) --- + ; Original: 02/992A: C0 1A 00 CPY #0x001A + } + .alloc at 0x02992A { + cpy #0x0020 ; copy 30 bytes (Y: 2 to 32) instead of 24 + + ; --- right column buffer offset (line 2) --- + ; Original: 02/9937: BD D6 8E LDA 0x8ED6,X + } + .alloc at 0x029937 { + lda.w 0x8EE2, x + + ; --- loop 2 end (second tilemap row) --- + ; Original: 02/993E: C0 5A 00 CPY #0x005A + } + .alloc at 0x02993E { + cpy #0x0060 ; copy 30 bytes (Y: 0x42 to 0x60) instead of 24 + + ; --- X stride after each row --- + ; Original: 02/9947: 69 30 00 ADC #0x0030 + } + .alloc at 0x029947 { + adc #0x003c ; advance 60 bytes instead of 48 + } + } + + ; end !INVENTORY_ROLLING_BUFFER + + ; ===== UpdateEnabledItems PATCHES (using item mode) ===== + + ; --- tile count (using item) --- + ; Original: 02/9F2B: A9 0C LDA #0x0C +} +.alloc at 0x029F2B { + lda #0x0f ; 15 tiles instead of 12 -; ===== CURSOR SPRITE POSITIONS ===== + ; --- row 2 attribute offset (using item) --- + ; Original: 02/9F47: 99 BF 8E STA 0x8EBF,Y +} +.alloc at 0x029F47 { + sta.w 0x8EC5, y ; 0x8EA7 + 0x1E = 0x8EC5 -; --- Hand cursor X positions --- -; Original: 16/FC59: 0x0C, 0x7C (left=12px, right=124px) + ; --- Y stride (using item) --- + ; Original: 02/9F54: 69 18 00 ADC #0x0018 +} +.alloc at 0x029F54 { + adc #0x001e ; advance 30 bytes instead of 24 -*=0x16FC59 - .db 0x0C, 0x7C ; Keep original positions (left=12px, right=124px) + ; ===== UpdateEnabledItems PATCHES (throw mode) ===== -; --- Arrow sprite positions (X, Y, tile, attr) --- -; Original: 16/FC3C + ; --- tile count (throw) --- + ; Original: 02/9F68: A9 0C LDA #0x0C +} +.alloc at 0x029F68 { + lda #0x0f ; 15 tiles instead of 12 -*=0x16FC3C - .db 0xec + 10, 0x90, 0x4f, 0xb1 ; up arrow 1 (X was 0xec) - .db 0xec + 10, 0x98, 0x4e, 0xb1 ; up arrow 2 - .db 0xec + 10, 0xcc, 0x4e, 0x31 ; down arrow 1 - .db 0xec + 10, 0xd4, 0x4f, 0x31 ; down arrow 2 + ; --- row 2 attribute offset (throw) --- + ; Original: 02/9F86: 99 BF 8E STA 0x8EBF,Y +} +.alloc at 0x029F86 { + sta.w 0x8EC5, y -; ===== 1D CURSOR NAVIGATION (ROLLING BUFFER ONLY) ===== -.if INVENTORY_ROLLING_BUFFER { -; Disable left/right button handling for single-column scrolling mode -; Original at $02B541: CMP #$02 / BNE $B55A (left button check) -; Replace with BRA to common exit at $B579 -; BRA opcode=$80, offset=$36 ($B579-$B543=54) - *=0x02B541 - .db 0x80, 0x36 ; bra $B579 (skip left/right handlers) - nop ; Fill remaining bytes - nop + ; --- Y stride (throw) --- + ; Original: 02/9F93: 69 18 00 ADC #0x0018 +} +.alloc at 0x029F93 { + adc #0x001e ; advance 30 bytes instead of 24 + + ; ===== INVENTORY WINDOW SIZE ===== + ; MenuWindowTbl entry 5 (inventory) at 0x16FE5A + 5*6 = 0x16FE78 + ; Format: x, y, width, height + ; Original: 0x01, 0x00, 0x1E, 0x33 + .if INVENTORY_ROLLING_BUFFER { + .alloc at 0x16FE78 { + .db 0x00, 0x00, 0x20, 0x0F ; x=0, y=0, width=32, height=15 (6 items × 2 + 3 border) + } + } else { + .alloc at 0x16FE78 { + .db 0x00, 0x00, 0x20, 0x33 ; x=0 (edge), y=0, width=32, height=51 + } + } + + ; ===== TILEMAP BASE POINTERS ===== + ; Skip when rolling buffer enabled - these addresses are used for hooks/trampoline + .if INVENTORY_ROLLING_BUFFER == 0 { + ; Shift item drawing 1 tile left by adjusting base pointers + ; Y offsets stay at 2/0x42 to preserve loop mechanics + + ; --- TfrInventoryList: left column base pointer --- + ; Original: 02/98FD: A2 2A C5 LDX #0xC52A + .alloc at 0x0298FD { + ldx #0xC526 ; 2 tiles left + + ; --- NOP out 0xFF border writes that now overwrite content --- + ; Original: 02/9910: 91 00 STA ($00),Y (left col Y=0) + } + .alloc at 0x029910 { + nop + nop + + ; Original: 02/9917: 91 00 STA ($00),Y (left col Y=$40) + } + .alloc at 0x029917 { + nop + nop + + ; --- TfrInventoryList: right column base pointer --- + ; Original: 02/9902: A2 46 C5 LDX #0xC546 + } + .alloc at 0x029902 { + ldx #0xC544 ; 1 tile left + } + } + ; end !INVENTORY_ROLLING_BUFFER + + ; ===== CURSOR SPRITE POSITIONS ===== + + ; --- Hand cursor X positions --- + ; Original: 16/FC59: 0x0C, 0x7C (left=12px, right=124px) +} +.alloc at 0x16FC59 { + .db 0x0C, 0x7C ; Keep original positions (left=12px, right=124px) -; Single-column item index: change $63 by 1 per row instead of 2 -; In 2-column mode, each row has 2 items, so up/down changes $63 by 2. -; In single-column mode, each row has 1 item, so change by 1. -; NOP the second INC/DEC $63 in each up/down handler. + ; --- Arrow sprite positions (X, Y, tile, attr) --- + ; Original: 16/FC3C +} +.alloc at 0x16FC3C { + .db 0xec + 10, 0x90, 0x4f, 0xb1 ; up arrow 1 (X was 0xec) + .db 0xec + 10, 0x98, 0x4e, 0xb1 ; up arrow 2 + .db 0xec + 10, 0xcc, 0x4e, 0x31 ; down arrow 1 + .db 0xec + 10, 0xd4, 0x4f, 0x31 ; down arrow 2 + + ; ===== 1D CURSOR NAVIGATION (ROLLING BUFFER ONLY) ===== + .if INVENTORY_ROLLING_BUFFER { + ; Disable left/right button handling for single-column scrolling mode + ; Original at $02B541: CMP #$02 / BNE $B55A (left button check) + ; Replace with BRA to common exit at $B579 + ; BRA opcode=$80, offset=$36 ($B579-$B543=54) + .alloc at 0x02B541 { + .db 0x80, 0x36 ; bra $B579 (skip left/right handlers) + nop ; Fill remaining bytes + nop + + ; Single-column item index: change $63 by 1 per row instead of 2 + ; In 2-column mode, each row has 2 items, so up/down changes $63 by 2. + ; In single-column mode, each row has 1 item, so change by 1. + ; NOP the second INC/DEC $63 in each up/down handler. + + ; UP button - scroll case: $02B500-B503 has DEC $63 / DEC $63 + } + .alloc at 0x02B502 { + nop ; NOP second DEC $63 + nop + + ; UP button - non-scroll case: $02B508-B50B has DEC $63 / DEC $63 + } + .alloc at 0x02B50A { + nop ; NOP second DEC $63 + nop + + ; DOWN button - scroll case: $02B530-B533 has INC $63 / INC $63 + } + .alloc at 0x02B532 { + nop ; NOP second INC $63 + nop + + ; DOWN button - non-scroll case: $02B538-B53B has INC $63 / INC $63 + } + .alloc at 0x02B53A { + nop ; NOP second INC $63 + nop + } + } + + ; ===== REMOVE 8PX SPRITE CLIPPING BANDS ===== + ; Original window masks sprites in 8px bands on left (0-7) and right (249-255) + + ; --- Window 1 left edge: 8 → 0 --- + ; Original: 02/8A1D: A9 08 LDA #$08 +} +.alloc at 0x028A1D { + lda #0x00 ; left edge at pixel 0 -; UP button - scroll case: $02B500-B503 has DEC $63 / DEC $63 - *=0x02B502 - nop ; NOP second DEC $63 - nop + ; --- Window 1 right edge: 248 → 255 --- + ; Original: 02/8A22: A9 F8 LDA #$F8 +} +.alloc at 0x028A22 { + lda #0xff ; right edge at pixel 255 -; UP button - non-scroll case: $02B508-B50B has DEC $63 / DEC $63 - *=0x02B50A - nop ; NOP second DEC $63 - nop - -; DOWN button - scroll case: $02B530-B533 has INC $63 / INC $63 - *=0x02B532 - nop ; NOP second INC $63 - nop - -; DOWN button - non-scroll case: $02B538-B53B has INC $63 / INC $63 - *=0x02B53A - nop ; NOP second INC $63 - nop -} - -; ===== REMOVE 8PX SPRITE CLIPPING BANDS ===== -; Original window masks sprites in 8px bands on left (0-7) and right (249-255) - -; --- Window 1 left edge: 8 → 0 --- -; Original: 02/8A1D: A9 08 LDA #$08 - -*=0x028A1D - lda #0x00 ; left edge at pixel 0 - -; --- Window 1 right edge: 248 → 255 --- -; Original: 02/8A22: A9 F8 LDA #$F8 - -*=0x028A22 - lda #0xff ; right edge at pixel 255 - -; ===== EQUIPPED ITEMS BUFFER EXPANSION ===== -; Expand from 12 tiles to 15 tiles per item (same as inventory) -; Needed because 11-char names + symbol + 3 formatting tiles = 15 tiles - -; --- DrawEquipItemText: tile count --- -; Original: 02/9DD3: A9 0C LDA #$0C - -*=0x029DD3 - lda #0x0f ; 15 tiles instead of 12 - -; --- TfrEquipWindow: replace entire body with JSL to relocated routine --- -; Vanilla body $0297A6..$029824 (126 bytes) hard-coded a side-by-side dual-write -; pattern. New routine in bank $20 walks label/item per hand row-by-row. -; Trampoline overwrites the entry; obsolete in-body patches removed. - .extern tfr_equip_window_new - -*=0x0297A6 - jsr.l tfr_equip_window_new - rts - -; --- EquipHandPtrs: item offset within buffer --- -; Original: 02/9D67: 00 30 (item 1 at 0, item 2 at 48) + ; ===== EQUIPPED ITEMS BUFFER EXPANSION ===== + ; Expand from 12 tiles to 15 tiles per item (same as inventory) + ; Needed because 11-char names + symbol + 3 formatting tiles = 15 tiles -*=0x029D67 - .db 0x00, 0x3c ; item 1 at 0, item 2 at 60 + ; --- DrawEquipItemText: tile count --- + ; Original: 02/9DD3: A9 0C LDA #$0C +} +.alloc at 0x029DD3 { + lda #0x0f ; 15 tiles instead of 12 + + ; --- TfrEquipWindow: replace entire body with JSL to relocated routine --- + ; Vanilla body $0297A6..$029824 (126 bytes) hard-coded a side-by-side dual-write + ; pattern. New routine in bank $20 walks label/item per hand row-by-row. + ; Trampoline overwrites the entry; obsolete in-body patches removed. + .extern tfr_equip_window_new +} +.alloc at 0x0297A6 { + jsr.l tfr_equip_window_new + rts -; --- EquipTextBufPtrs: relocate to freed magic buffer space --- -; Original buffer at $BC86 is too small (96 bytes per char) -; New: 120 bytes per char (2 items × 60 bytes) at $9A00 -; Original: 16/FEC1: BC86, BCE6, BD46, BDA6, BE06 (stride $60) + ; --- EquipHandPtrs: item offset within buffer --- + ; Original: 02/9D67: 00 30 (item 1 at 0, item 2 at 48) +} +.alloc at 0x029D67 { + .db 0x00, 0x3c ; item 1 at 0, item 2 at 60 -*=0x16FEC1 - .dw 0x9A00 ; char 0 - .dw 0x9A00 + 0x78 ; char 1 ($9A78) - .dw 0x9A00 + 0x78 * 2 ; char 2 ($9AF0) - .dw 0x9A00 + 0x78 * 3 ; char 3 ($9B68) - .dw 0x9A00 + 0x78 * 4 ; char 4 ($9BE0) - -; ===== EQUIPPED ITEMS WINDOW SIZE ===== -; Move window to screen edge (x: 1→0) and make 2 tiles wider (width: 30→32) - -; MenuWindowTbl entry 6 (equipped items) at 0x16FE5A + 6*6 = 0x16FE7E -; Format: x, y, width, height -; Original: 0x01, 0x00, 0x1E, 0x07 - -*=0x16FE7E - .db 0x00, 0x00, 0x20, 0x07 ; x=0 (edge), y=0, width=32, height=7 + ; --- EquipTextBufPtrs: relocate to freed magic buffer space --- + ; Original buffer at $BC86 is too small (96 bytes per char) + ; New: 120 bytes per char (2 items × 60 bytes) at $9A00 + ; Original: 16/FEC1: BC86, BCE6, BD46, BDA6, BE06 (stride $60) +} +.alloc at 0x16FEC1 { + .dw 0x9A00 ; char 0 + .dw 0x9A00 + 0x78 ; char 1 ($9A78) + .dw 0x9A00 + 0x78 * 2 ; char 2 ($9AF0) + .dw 0x9A00 + 0x78 * 3 ; char 3 ($9B68) + .dw 0x9A00 + 0x78 * 4 ; char 4 ($9BE0) + + ; ===== EQUIPPED ITEMS WINDOW SIZE ===== + ; Move window to screen edge (x: 1→0) and make 2 tiles wider (width: 30→32) + + ; MenuWindowTbl entry 6 (equipped items) at 0x16FE5A + 6*6 = 0x16FE7E + ; Format: x, y, width, height + ; Original: 0x01, 0x00, 0x1E, 0x07 +} +.alloc at 0x16FE7E { + .db 0x00, 0x00, 0x20, 0x07 ; x=0 (edge), y=0, width=32, height=7 +} diff --git a/src/battle/magic/patches.s b/src/battle/magic/patches.s index 822a6f6..61325bf 100644 --- a/src/battle/magic/patches.s +++ b/src/battle/magic/patches.s @@ -5,178 +5,178 @@ long-form attack-name copier. .extern draw_magic_list_direct .extern magic_list_ptrs -*=0x029A69 ; do not initalize the magic text buffers - ; 029A69 20 70 A0 JSR $A070 - nop - nop - nop - -*=0x029834 ; Black magic - ldx.w #24 * 4 - -*=0x02982F ; summon - ldx.w #24 * 4 * 2 - -*=0x16fe1c ; patches the transfer size - .dw 0x600 ; 0x400 - -*=0x029839 -_transfer_white_magic: - ldx.w #0x0000 ; white magic - phx - stx 0x06 - lda 0x1822 - sta 0x00 - jsr.l draw_magic_list_direct - lda #0x02 ; spell list - ldy.w #0x0002 - jsr.w 0x9738 ; LoadMenuTfrData - lda #0x01 - sta 0x1825 ; 1 transfer - sta 0x1824 ; enable menu tilemap vram transfer - plx - rts - -*=0x029ead -_draw_magic_list: - lda 0x00 ; character slot - asl - tax - rep #0x20 - lda.l magic_list_ptrs, x ; pointers to spell lists - clc - adc 0x06 ; add magic type offset - sta 0x00 - tdc - sep #0x20 - rts - -draw_letter_far: -"""Far-callable wrapper around original draw_letter ($02A497).""" - pha - tdc - sta.l 0x7FFFFF - pla - jsr.w 0xa497 ; Original draw_letter - rtl - -; attack name window - -*=0x02cbcc ; patches for display attack name - lda.b #battle_magic_length - -*=0x02cbdd - lda.l assets_magic_dat, x - -*=0x02cbe6 - cpy.w #battle_magic_length + 1 - -*=0x02cba2 - sec - sbc #0x48 - - rep #0x20 - and.w #0x00ff - asl - tax - ; force the longest one. - ; ldx.w #51* 2 - lda.l assets_attack_names_ptr, x - tax - sep #0x20 - - tdc - tay - -loop: -"""Inner loop of the attack-name copier: stream attack-name bytes into the format buffer.""" - lda.l assets_attack_names_dat, x - sta 0x74fd, y - beq exit - iny - inx - bra loop - -exit: -"""Tail of `loop`: jump to original attack-name window display.""" - jmp.w 0xbca2 ; display monster? attack name window - -; attack window position - -*=0x029369 - ldx.w #0x0009 - -; attack window size - -*=0x02936f - ldx.w #0x040e - -*=0x029382 - ldx.w #0xdb50 - 4 - 2 - 16 - - -; cursor and scrolling - -*=0x16fe1c ; patches the spell menu vram transfer - ;destination_buffer - .dw 0x600 ; 0x400 - -*=0x02B72B ; number of lines to scroll ? - cmp #11 - -*=0x02B781 ; items per line for cursor dpad right - cmp #1 - - -*=0x02B712 ; dpad up - nop - nop - -*=0x02B71C - nop - nop - -*=0x02B751 ; dpad down - ; INC D,$63 - nop - nop - -*=0x02B742 - nop - nop - -*=0x16FC56 ; magic list cursor x position - .db 8 - 8 - .db 0x3C + 8 * 3 + 4 - 8 - -*=0x02B764 ; up and down should only inc /dec once ? - inc 0x5F - ;inc 0x5F - nop - nop - inc 0x63 - ;inc 0x63 - nop - nop - -*=0x02B785 - dec 0x5F - ;dec 0x5F - nop - nop - dec 0x63 - ;dec 0x63 - nop - nop - -*=0x02A567 ; display magic name in battle messages. - lda #9 - -*=0x02A573 - lda.l assets_magic_dat, x - -*=0x02A57E - lda.l assets_magic_dat + 1, x - -*=0x02A57A - lda #9 - 1 +.alloc at 0x029A69 { + ; 029A69 20 70 A0 JSR $A070 + nop + nop + nop +} +.alloc at 0x029834 { + ldx.w #24 * 4 +} +.alloc at 0x02982F { + ldx.w #24 * 4 * 2 +} +.alloc at 0x16fe1c { + .dw 0x600 ; 0x400 +} +.alloc at 0x029839 { + _transfer_white_magic: + ldx.w #0x0000 ; white magic + phx + stx 0x06 + lda 0x1822 + sta 0x00 + jsr.l draw_magic_list_direct + lda #0x02 ; spell list + ldy.w #0x0002 + jsr.w 0x9738 ; LoadMenuTfrData + lda #0x01 + sta 0x1825 ; 1 transfer + sta 0x1824 ; enable menu tilemap vram transfer + plx + rts +} +.alloc at 0x029ead { + _draw_magic_list: + lda 0x00 ; character slot + asl + tax + rep #0x20 + lda.l magic_list_ptrs, x ; pointers to spell lists + clc + adc 0x06 ; add magic type offset + sta 0x00 + tdc + sep #0x20 + rts + + draw_letter_far: + """Far-callable wrapper around original draw_letter ($02A497).""" + pha + tdc + sta.l 0x7FFFFF + pla + jsr.w 0xa497 ; Original draw_letter + rtl + + ; attack name window +} +.alloc at 0x02cbcc { + lda.b #battle_magic_length +} +.alloc at 0x02cbdd { + lda.l assets_magic_dat, x +} +.alloc at 0x02cbe6 { + cpy.w #battle_magic_length + 1 +} +.alloc at 0x02cba2 { + sec + sbc #0x48 + + rep #0x20 + and.w #0x00ff + asl + tax + ; force the longest one. + ; ldx.w #51* 2 + lda.l assets_attack_names_ptr, x + tax + sep #0x20 + + tdc + tay + + loop: + """Inner loop of the attack-name copier: stream attack-name bytes into the format buffer.""" + lda.l assets_attack_names_dat, x + sta 0x74fd, y + beq exit + iny + inx + bra loop + + exit: + """Tail of `loop`: jump to original attack-name window display.""" + jmp.w 0xbca2 ; display monster? attack name window + + ; attack window position +} +.alloc at 0x029369 { + ldx.w #0x0009 + + ; attack window size +} +.alloc at 0x02936f { + ldx.w #0x040e +} +.alloc at 0x029382 { + ldx.w #0xdb50 - 4 - 2 - 16 + + + ; cursor and scrolling +} +.alloc at 0x16fe1c { + ;destination_buffer + .dw 0x600 ; 0x400 +} +.alloc at 0x02B72B { + cmp #11 +} +.alloc at 0x02B781 { + cmp #1 +} +.alloc at 0x02B712 { + nop + nop +} +.alloc at 0x02B71C { + nop + nop +} +.alloc at 0x02B751 { + ; INC D,$63 + nop + nop +} +.alloc at 0x02B742 { + nop + nop +} +.alloc at 0x16FC56 { + .db 8 - 8 + .db 0x3C + 8 * 3 + 4 - 8 +} +.alloc at 0x02B764 { + inc 0x5F + ;inc 0x5F + nop + nop + inc 0x63 + ;inc 0x63 + nop + nop +} +.alloc at 0x02B785 { + dec 0x5F + ;dec 0x5F + nop + nop + dec 0x63 + ;dec 0x63 + nop + nop +} +.alloc at 0x02A567 { + lda #9 +} +.alloc at 0x02A573 { + lda.l assets_magic_dat, x +} +.alloc at 0x02A57E { + lda.l assets_magic_dat + 1, x +} +.alloc at 0x02A57A { + lda #9 - 1 +} diff --git a/src/battle/magic_patches.s b/src/battle/magic_patches.s index 1d9ce49..578595e 100644 --- a/src/battle/magic_patches.s +++ b/src/battle/magic_patches.s @@ -4,249 +4,251 @@ In-place patches for the battle magic-list code (slot stride / spell-id width ch """ battle_magic_length = 8 -*=0x02984D - ; where originally it was 3. clear related - - ldx.w #0x0018 - -; used for the copy for the dakuten offset - -*=0x02A094 - ; _ _ _ _ _ _ - ; A B B B B B - lda.b #battle_magic_length - -*=0x02A0E2 - lda.b #battle_magic_length - -*=0x02a113 - lda.b #battle_magic_length - 1 - -*=0x02A0FF - lda.l assets_magic_dat, x - -*=0x02A117 - lda.l assets_magic_dat + 1, x - -*=0x02A09E - lda.b #battle_magic_length * 4 - -*=0x02986C - ldx #0xC52A - stx 0x00 - ldx.w #0xC52A + 2 + battle_magic_length * 2 - stx 0x02 - ldx #0xC546 - stx 0x04 - -;original - magic_data_base = 0x909A + 0x60 - -;magic_data_base = 0x703720 - -*=0x029893 - lda.w magic_data_base, x - sta (0x00), y - lda.w magic_data_base + battle_magic_length * 4, x - sta (0x02), y - nop - nop - nop - ;LDA 0x97D6,X - nop - nop - ;STA (0x4),Y - iny - inx - cpy.w #battle_magic_length * 2 - - -*=0x0298AC - lda.w magic_data_base, x - sta (0x00), y - lda.w magic_data_base + battle_magic_length * 4, x - sta (0x02), y - ;LDA $97D6,X - nop - nop - nop - ;STA (D,4),Y - nop - nop - iny - inx - cpy.w #0x40 + battle_magic_length * 2 - -*=0x0298C6 - adc.w #battle_magic_length * 2 * 2 - -*=0x02988D - lda.b #12 - - -; 0x240 * 3 = 0x6C0 -{ - size = 0x120 -;fsize = size * 4 -;fsize = 0x6C0 ; original - fsize = 0x900 - *=0x029825 - .dw 0x0000 - .dw fsize - .dw fsize * 2 - .dw fsize * 3 - .dw fsize * 4 - - *=0x16FF2F - .dw magic_data_base & 0xFFFF - .dw ( magic_data_base + fsize ) & 0xFFFF - .dw ( magic_data_base + fsize * 2 ) & 0xFFFF - .dw ( magic_data_base + fsize * 3 ) & 0xFFFF - .dw ( magic_data_base + fsize * 4 ) & 0xFFFF - -; Black magic - *=0x029834 - ldx.w #0x300 ; 0x240 - -; summon - *=0x02982F - ldx.w #0x600 ; 0x480 - -; patches the transfer size - *=0x16fe1c - .dw 0x600 ; 0x400 -} -; number of lines to scroll ? - -*=0x02B72B - cmp #11 - -; items per line for cursor dpad right - -*=0x02B781 - cmp #1 - - -; dpad up - -*=0x02B712 - nop - nop - -*=0x02B71C - nop - nop - -; dpad down - -*=0x02B751 - ; INC D,$63 - nop - nop - -*=0x02B742 - nop - nop - - -*=0x16FC56 - .db 2 - .db 0x3C + 14 - .db 0x74 - -*=0x16FC5B - .db 0x9C - .db 0xA8 - .db 0xB4 - - -*=0x02B764 - inc 0x5F - ;inc 0x5F - nop - nop - inc 0x63 - ;inc 0x63 - nop - nop - -*=0x02B785 - dec 0x5F - ;dec 0x5F - nop - nop - dec 0x63 - ;dec 0x63 - nop - nop - -*=0x02A567 - lda.b #battle_magic_length - -*=0x02A573 - lda.l assets_magic_dat, x - -*=0x02A57E - lda.l assets_magic_dat + 1, x - -; sets the palette for disabled spells (Not enough MP) - -*=0x029EC8 - lda #0x48 - sta 7 - -_loc_29ecc: - ldy.w #1 - lda (0) - bmi _loc_29edb - lda #0 - sta 6 - lda #0 - bra _loc_29ee3 - -_loc_29edb: - lda #4 - sta 6 - bra _loc_29ee3 - -_loc_29ee1: - lda 6 - -_loc_29ee3: - - sta (2), y - sta (4), y - iny - iny - cpy.w #battle_magic_length * 2 + 1 ; len * 2 + 1 : 0x0D - bne _loc_29ee1 - rep #0x20 ; ' ' - ;.A16 - lda 2 - clc - adc.w #battle_magic_length * 4 ; next word len * 4 : 0x18 - sta 2 - clc - adc.w #battle_magic_length * 2 ; len * 2 0x0c - sta 4 - lda 0 - clc - adc.w #4 ; next magic struct - sta 0 - tdc - sep #0x20 - ;.A8 - dec 7 ; loop on all magic - bne _loc_29ecc - rts - -; patches for display attack name - -*=0x02cbcc - lda.b #battle_magic_length - -*=0x02cbdd - lda.l assets_magic_dat, x - -*=0x02cbe6 - cpy.w #battle_magic_length + 1 +.alloc at 0x02984D { + ; where originally it was 3. clear related + + ldx.w #0x0018 + + ; used for the copy for the dakuten offset +} +.alloc at 0x02A094 { + ; _ _ _ _ _ _ + ; A B B B B B + lda.b #battle_magic_length +} +.alloc at 0x02A0E2 { + lda.b #battle_magic_length +} +.alloc at 0x02a113 { + lda.b #battle_magic_length - 1 +} +.alloc at 0x02A0FF { + lda.l assets_magic_dat, x +} +.alloc at 0x02A117 { + lda.l assets_magic_dat + 1, x +} +.alloc at 0x02A09E { + lda.b #battle_magic_length * 4 +} +.alloc at 0x02986C { + ldx #0xC52A + stx 0x00 + ldx.w #0xC52A + 2 + battle_magic_length * 2 + stx 0x02 + ldx #0xC546 + stx 0x04 + + ;original + magic_data_base = 0x909A + 0x60 + + ;magic_data_base = 0x703720 +} +.alloc at 0x029893 { + lda.w magic_data_base, x + sta (0x00), y + lda.w magic_data_base + battle_magic_length * 4, x + sta (0x02), y + nop + nop + nop + ;LDA 0x97D6,X + nop + nop + ;STA (0x4),Y + iny + inx + cpy.w #battle_magic_length * 2 +} +.alloc at 0x0298AC { + lda.w magic_data_base, x + sta (0x00), y + lda.w magic_data_base + battle_magic_length * 4, x + sta (0x02), y + ;LDA $97D6,X + nop + nop + nop + ;STA (D,4),Y + nop + nop + iny + inx + cpy.w #0x40 + battle_magic_length * 2 +} +.alloc at 0x0298C6 { + adc.w #battle_magic_length * 2 * 2 +} +.alloc at 0x02988D { + lda.b #12 + + + ; 0x240 * 3 = 0x6C0 + { + size = 0x120 + ;fsize = size * 4 + ;fsize = 0x6C0 ; original + fsize = 0x900 + .alloc at 0x029825 { + .dw 0x0000 + .dw fsize + .dw fsize * 2 + .dw fsize * 3 + .dw fsize * 4 + } + .alloc at 0x16FF2F { + .dw magic_data_base & 0xFFFF + .dw ( magic_data_base + fsize ) & 0xFFFF + .dw ( magic_data_base + fsize * 2 ) & 0xFFFF + .dw ( magic_data_base + fsize * 3 ) & 0xFFFF + .dw ( magic_data_base + fsize * 4 ) & 0xFFFF + + ; Black magic + } + .alloc at 0x029834 { + ldx.w #0x300 ; 0x240 + + ; summon + } + .alloc at 0x02982F { + ldx.w #0x600 ; 0x480 + + ; patches the transfer size + } + .alloc at 0x16fe1c { + .dw 0x600 ; 0x400 + } + } + ; number of lines to scroll ? +} +.alloc at 0x02B72B { + cmp #11 + + ; items per line for cursor dpad right +} +.alloc at 0x02B781 { + cmp #1 + + + ; dpad up +} +.alloc at 0x02B712 { + nop + nop +} +.alloc at 0x02B71C { + nop + nop + + ; dpad down +} +.alloc at 0x02B751 { + ; INC D,$63 + nop + nop +} +.alloc at 0x02B742 { + nop + nop +} +.alloc at 0x16FC56 { + .db 2 + .db 0x3C + 14 + .db 0x74 +} +.alloc at 0x16FC5B { + .db 0x9C + .db 0xA8 + .db 0xB4 +} +.alloc at 0x02B764 { + inc 0x5F + ;inc 0x5F + nop + nop + inc 0x63 + ;inc 0x63 + nop + nop +} +.alloc at 0x02B785 { + dec 0x5F + ;dec 0x5F + nop + nop + dec 0x63 + ;dec 0x63 + nop + nop +} +.alloc at 0x02A567 { + lda.b #battle_magic_length +} +.alloc at 0x02A573 { + lda.l assets_magic_dat, x +} +.alloc at 0x02A57E { + lda.l assets_magic_dat + 1, x + + ; sets the palette for disabled spells (Not enough MP) +} +.alloc at 0x029EC8 { + lda #0x48 + sta 7 + + _loc_29ecc: + ldy.w #1 + lda (0) + bmi _loc_29edb + lda #0 + sta 6 + lda #0 + bra _loc_29ee3 + + _loc_29edb: + lda #4 + sta 6 + bra _loc_29ee3 + + _loc_29ee1: + lda 6 + + _loc_29ee3: + + sta (2), y + sta (4), y + iny + iny + cpy.w #battle_magic_length * 2 + 1 ; len * 2 + 1 : 0x0D + bne _loc_29ee1 + rep #0x20 ; ' ' + ;.A16 + lda 2 + clc + adc.w #battle_magic_length * 4 ; next word len * 4 : 0x18 + sta 2 + clc + adc.w #battle_magic_length * 2 ; len * 2 0x0c + sta 4 + lda 0 + clc + adc.w #4 ; next magic struct + sta 0 + tdc + sep #0x20 + ;.A8 + dec 7 ; loop on all magic + bne _loc_29ecc + rts + + ; patches for display attack name +} +.alloc at 0x02cbcc { + lda.b #battle_magic_length +} +.alloc at 0x02cbdd { + lda.l assets_magic_dat, x +} +.alloc at 0x02cbe6 { + cpy.w #battle_magic_length + 1 +} diff --git a/src/battle/magic_reloc.s b/src/battle/magic_reloc.s index 7708e1a..f28cc36 100644 --- a/src/battle/magic_reloc.s +++ b/src/battle/magic_reloc.s @@ -13,6 +13,8 @@ left_column_base = destination_buffer - 4 right_column_base = destination_buffer + 18 - 2 +.include "../bank20.i" + .alloc battle_magic_reloc_block in bank20_reloc { draw_magic_list_direct: """Relocated battle spell-list renderer: walks the per-character spell-list pointer table.""" diff --git a/src/battle/math_patches.s b/src/battle/math_patches.s index a28a037..1e6e9e3 100644 --- a/src/battle/math_patches.s +++ b/src/battle/math_patches.s @@ -9,19 +9,20 @@ trampoline at $83B9 jumping into `_hw_mult16`. ; Uses same pattern as existing MultHW at $85D2 (26 bytes, fits in 28) ; =========================================================================== -*=0x028560 - phx ; Preserve X (original does this) - lda 0x26 - sta.l 0x004202 ; Multiplicand - lda 0x28 - sta.l 0x004203 ; Multiplier (triggers multiply) - ; Wait using bank switch (same as MultHW) - phb ; 3 cycles - lda #0x00 ; 2 cycles - pha ; 3 cycles - plb ; 4 cycles (DB=0 now, 12 cycles waited) - ldx 0x4216 ; 16-bit X reads RDMPYL/H (X is 16-bit) - stx 0x2a ; Store 16-bit result to $2a/$2b - plb ; Restore data bank - plx - rts +.alloc at 0x028560 { + phx ; Preserve X (original does this) + lda 0x26 + sta.l 0x004202 ; Multiplicand + lda 0x28 + sta.l 0x004203 ; Multiplier (triggers multiply) + ; Wait using bank switch (same as MultHW) + phb ; 3 cycles + lda #0x00 ; 2 cycles + pha ; 3 cycles + plb ; 4 cycles (DB=0 now, 12 cycles waited) + ldx 0x4216 ; 16-bit X reads RDMPYL/H (X is 16-bit) + stx 0x2a ; Store 16-bit result to $2a/$2b + plb ; Restore data bank + plx + rts +} diff --git a/src/battle/math_reloc.s b/src/battle/math_reloc.s index 615abe4..dbf3fc6 100644 --- a/src/battle/math_reloc.s +++ b/src/battle/math_reloc.s @@ -8,6 +8,8 @@ Input: $393D (16-bit) * $393F (16-bit). Output: $3941 (low 16-bit), $3943 (high """ +.include "../bank20.i" + .alloc battle_math_reloc_block in bank20_reloc { .macro shorta() { """Switch A to 8-bit (`SEP #$20`).""" diff --git a/src/battle/message.s b/src/battle/message.s index 199340d..8983928 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -2,6 +2,7 @@ Battle-message tile renderer + VWF parser scopes (`battle_render` low-level blitter, `messages_vwf` high-level dialog-stream consumer). """ +.include "config.i" .include "src/battle/inventory_budget.i" .include "src/vwf_state.i" .if 0 { diff --git a/src/battle/message_patches.s b/src/battle/message_patches.s index e184047..cd16512 100644 --- a/src/battle/message_patches.s +++ b/src/battle/message_patches.s @@ -7,92 +7,107 @@ translated-string tables. .scope message_patches { """Pinned-address overlay scope rewriting original battle-message pointer loads to relocated tables.""" ; pointers to battle dialog - *=0x02c909 - lda.l assets_battle_messages_ptr, x - sta 0x00 - lda.l assets_battle_messages_ptr + 1, x - sta 0x01 - lda.w #assets_battle_messages_ptr >> 16 - sta 0x02 -; pointers to battle messages - *=0x02cc07 - lda.l assets_battle_text_ptr, x - sta 0x00 - tdc - sep #0x20 - lda.b #assets_battle_text_ptr >> 16 - sta 0x02 -; |tileset 0xb000 -> 0xbfff bg3 tiles -; |------------------- -; |tilemap bg2 64*32 -; |0xb000, 0x1000 -; |------------------- -; |tile map bg1 64*64 -; |0xc0000, 0x2000 -; |------------------- -; |tilemap bg3 64*64 -; |0xe0000, 0x2000 -; |------------------- -; resize bg1 to 32x64 and moves it to v:0xd000 - *=0x0382f5 -; bg 1 - lda.b #( 0xd000 >> 9 | 0b01 ) - sta 0x2107 - lda.b #( 0xc000 >> 9 | 0b01 ) - sta 0x2108 -; Fix teleport resizing bg 1 & 2, that reverted them to their original addresses. - *=0x02f11a -; bg 1 - lda.b #( 0xd000 >> 9 | 0b01 ) - sta.l 0x002107 - lda.b #( 0xc000 >> 9 | 0b01 ) - sta.l 0x002108 -; bg1 move - *=0x028B3B - ldy.w #0x6000 + 0x800 - *=0x02bcad - ldy.w #0x6000 + 0x800 - *=0x02BCB2 - ldy.w #0x6400 + 0x800 -; 029429 A0 39 5F LDY #$5F39 -; MP cost transfer destination - *=0x029429 - ldy.w #0x5f39 + 0x800 -; kick animation -; 02/C6A8: A0 40 61 LDY #$6140 - *=0x02c6a8 - ldy.w #0x6140 + 0x800 -; bg1 move -;02/91FE: A0 00 58 LDY #$5800 - *=0x0291FE - ldy.w #0x6000 -;02/921F: A0 00 5C LDY #$5C00 - *=0x02921F - ldy.w #0x6400 -; Menu defend row mp cost init - *=0x16fdd6 + 6 * 6 -; wram vram size - .dw 0xd366, 0x6400 + 0x260, 0x0340 - *=0x16fe0c + 6 * 6 - .dw 0xd366, 0x6400 + 0x260, 0x0140 - *=0x0292F8 -; move the text buffer pointer back 3 entries - ldx.w #0xDB2E - 3 * 2 - stx 0xEF52 - jsr.w msg_window_draw_text_trampoline +.alloc at 0x02c909 { + lda.l assets_battle_messages_ptr, x + sta 0x00 + lda.l assets_battle_messages_ptr + 1, x + sta 0x01 + lda.w #assets_battle_messages_ptr >> 16 + sta 0x02 + ; pointers to battle messages +} +.alloc at 0x02cc07 { + lda.l assets_battle_text_ptr, x + sta 0x00 + tdc + sep #0x20 + lda.b #assets_battle_text_ptr >> 16 + sta 0x02 + ; |tileset 0xb000 -> 0xbfff bg3 tiles + ; |------------------- + ; |tilemap bg2 64*32 + ; |0xb000, 0x1000 + ; |------------------- + ; |tile map bg1 64*64 + ; |0xc0000, 0x2000 + ; |------------------- + ; |tilemap bg3 64*64 + ; |0xe0000, 0x2000 + ; |------------------- + ; resize bg1 to 32x64 and moves it to v:0xd000 +} +.alloc at 0x0382f5 { + ; bg 1 + lda.b #( 0xd000 >> 9 | 0b01 ) + sta 0x2107 + lda.b #( 0xc000 >> 9 | 0b01 ) + sta 0x2108 + ; Fix teleport resizing bg 1 & 2, that reverted them to their original addresses. +} +.alloc at 0x02f11a { + ; bg 1 + lda.b #( 0xd000 >> 9 | 0b01 ) + sta.l 0x002107 + lda.b #( 0xc000 >> 9 | 0b01 ) + sta.l 0x002108 + ; bg1 move +} +.alloc at 0x028B3B { + ldy.w #0x6000 + 0x800 +} +.alloc at 0x02bcad { + ldy.w #0x6000 + 0x800 +} +.alloc at 0x02BCB2 { + ldy.w #0x6400 + 0x800 + ; 029429 A0 39 5F LDY #$5F39 + ; MP cost transfer destination +} +.alloc at 0x029429 { + ldy.w #0x5f39 + 0x800 + ; kick animation + ; 02/C6A8: A0 40 61 LDY #$6140 +} +.alloc at 0x02c6a8 { + ldy.w #0x6140 + 0x800 + ; bg1 move + ;02/91FE: A0 00 58 LDY #$5800 +} +.alloc at 0x0291FE { + ldy.w #0x6000 + ;02/921F: A0 00 5C LDY #$5C00 +} +.alloc at 0x02921F { + ldy.w #0x6400 + ; Menu defend row mp cost init +} +.alloc at 0x16fdd6 + 6 * 6 { + ; wram vram size + .dw 0xd366, 0x6400 + 0x260, 0x0340 +} +.alloc at 0x16fe0c + 6 * 6 { + .dw 0xd366, 0x6400 + 0x260, 0x0140 +} +.alloc at 0x0292F8 { + ; move the text buffer pointer back 3 entries + ldx.w #0xDB2E - 3 * 2 + stx 0xEF52 + jsr.w msg_window_draw_text_trampoline +} } ; patch the battle nmi routine to transfer the battle render buffer. -*=0x02836e - jsr.l messages_vwf.dma_transfer - -; make the message window bigger +.alloc at 0x02836e { + jsr.l messages_vwf.dma_transfer -*=0x0292DF - ; (0, 3) (26, 4) - ldx.w #0x0000 - stx.w 0xEF56 - ldx.w #0x041A + 6 - stx.w 0xEF58 + ; make the message window bigger +} +.alloc at 0x0292DF { + ; (0, 3) (26, 4) + ldx.w #0x0000 + stx.w 0xEF56 + ldx.w #0x041A + 6 + stx.w 0xEF58 +} diff --git a/src/battle/monsters_patches.s b/src/battle/monsters_patches.s index cc5f7bb..4a4994c 100644 --- a/src/battle/monsters_patches.s +++ b/src/battle/monsters_patches.s @@ -8,40 +8,40 @@ names) and forward to `load_monster_pointer`. ; transform the monster names loading routine from fixed size to pointed. -*=0x02a7d7 -{ - jsr.l load_monster_pointer - -_loop: - lda.l assets_monsters_long_dat, x - beq _exit - jsr.w 0xA497 -; draw text -; jsr.w msg_monster_window_trampoline - inx - bra _loop - -_exit: - rts - -_end: - .debug '{_end} < 0x02A7F0 ?' +.alloc at 0x02a7d7 { + { + jsr.l load_monster_pointer + + _loop: + lda.l assets_monsters_long_dat, x + beq _exit + jsr.w 0xA497 + ; draw text + ; jsr.w msg_monster_window_trampoline + inx + bra _loop + + _exit: + rts + + _end: + .debug '{_end} < 0x02A7F0 ?' + } } +.alloc at 0x02a7c2 { + jsr.l initialize_monster_slot + rts - -*=0x02a7c2 - jsr.l initialize_monster_slot - rts - -; escape code 0x05 tab followed by a number of chars - -*=0x02A6B3 - jsr.l tab_escape_code - nop - -; dec 0 - nop - nop - ; bne a6b3 - nop - nop + ; escape code 0x05 tab followed by a number of chars +} +.alloc at 0x02A6B3 { + jsr.l tab_escape_code + nop + + ; dec 0 + nop + nop + ; bne a6b3 + nop + nop +} diff --git a/src/battle/monsters_reloc.s b/src/battle/monsters_reloc.s index eb7c06f..7396c3b 100644 --- a/src/battle/monsters_reloc.s +++ b/src/battle/monsters_reloc.s @@ -7,6 +7,8 @@ resulting string into the active slot. .extern assets_monsters_long_ptr +.include "../bank20.i" + .alloc battle_monsters_reloc_block in bank20_reloc { load_monster_pointer: """Resolve a long-form monster name pointer from `assets_monsters_long_ptr[A*2]` and render it into the current slot.""" diff --git a/src/battle/redraw_gates.s b/src/battle/redraw_gates.s index 910b3f1..c765ad8 100644 --- a/src/battle/redraw_gates.s +++ b/src/battle/redraw_gates.s @@ -26,6 +26,8 @@ battle_monster_dirty := 0x7EEF9B ; bits 0-7 = per-monster-slot name redraw scp_active_slot := 0x7EEF9C ; scratch for set_active_char_palette scp_pal_byte := 0x7EEF9D ; current palette byte being applied +.include "../bank20.i" + .alloc battle_redraw_gates_block in bank20_reloc { status_hash := 0x7EEF9E ; hash of char-status bytes; gates DrawStatusText obj_names_hash := 0x7EEF9F ; hash of monster slots + $1822; gates DrawObjNames diff --git a/src/battle/redraw_writer_patches.s b/src/battle/redraw_writer_patches.s index ceba5a1..771b8af 100644 --- a/src/battle/redraw_writer_patches.s +++ b/src/battle/redraw_writer_patches.s @@ -40,61 +40,61 @@ follow-up patches. ; monsters at $703C01 so the queue-gated init paths re-render after ; an ATB rotation. -*=0x03A482 - jsr.l set_active_char_and_dirty - .db 0xEA ; nop padding so $03:A487 still aligns to `jsr ValidateArrows` - -; --- Monster-death dirty hook: `UpdateDead` entry at $03:B1A0 --- -; Replaces the 4-byte prelude (`tdc; tax; stx $a9`) with a JSL to -; the bank-20 shim that ORs in REGION_DIRTY_MONSTERS, replays the -; prelude, and RTLs. Engine reaches B1A4 with identical state to -; vanilla. Fires every time the engine applies dead-status to a -; battle slot (post-attack, regen tick, etc.) ; the gated monster- -; name trampoline picks up the dirty bit on the next frame. - -*=0x03B1A0 - jsr.l mark_monsters_dirty_and_init - -; --- Phase 2: NMI-safe UpdateFlyingHDMA --- -; Vanilla `UpdateFlyingHDMA` ($02:82E1) spin-waits on the IRQ flag -; `$f353` at $02:82E8 (5 bytes: `lda $f353; beq -5`) to avoid HDMA -; mid-fetch tearing in main-loop context. In NMI/vblank the HDMA -; engine is idle, so the wait is safe to skip and required to -; avoid hanging when called from NMI (the IRQ won't fire while we're -; in vblank). NOP out the 5 bytes ; main-loop callers still work -; (just take the wait-loop hit one less time per frame). - -*=0x0282E8 - nop - nop - nop - nop - nop - -; --- Phase 5: deduplicate UpdateFlyingHDMA --- -; Main-loop `UpdateObjPos` ($02:82B9) calls UpdateFlyingHDMA at -; $02:82BC ; our NMI hook in `messages_vwf.dma_transfer` already -; fires it every vblank, so the main-loop call is redundant. -; NOP the 3-byte JSR to reclaim ~5K cycles/NMI. - -*=0x0282BC - nop - nop - nop - -; --- Bank-02 free-space pool: vanilla TfrEquipWindow body --- -; TfrEquipWindow was relocated to bank-20 (see items_patches.s) -; leaving $02:97AB..$02:9824 free. Pool-allocate our helpers here -; instead of hand-placing each via `*=` ; `strategy order` keeps -; symbols in declaration order so external `jsr.w`/`jsr.l` from -; bank-02 (sram_patches.s, message.s, RedrawMainMenu redirects, -; etc.) resolve to stable in-bank addresses. - -.pool bank02_battle_redraw_helpers { - range 0x0297AB 0x029824 - strategy order +.alloc at 0x03A482 { + jsr.l set_active_char_and_dirty + .db 0xEA ; nop padding so $03:A487 still aligns to `jsr ValidateArrows` + + ; --- Monster-death dirty hook: `UpdateDead` entry at $03:B1A0 --- + ; Replaces the 4-byte prelude (`tdc; tax; stx $a9`) with a JSL to + ; the bank-20 shim that ORs in REGION_DIRTY_MONSTERS, replays the + ; prelude, and RTLs. Engine reaches B1A4 with identical state to + ; vanilla. Fires every time the engine applies dead-status to a + ; battle slot (post-attack, regen tick, etc.) ; the gated monster- + ; name trampoline picks up the dirty bit on the next frame. +} +.alloc at 0x03B1A0 { + jsr.l mark_monsters_dirty_and_init + + ; --- Phase 2: NMI-safe UpdateFlyingHDMA --- + ; Vanilla `UpdateFlyingHDMA` ($02:82E1) spin-waits on the IRQ flag + ; `$f353` at $02:82E8 (5 bytes: `lda $f353; beq -5`) to avoid HDMA + ; mid-fetch tearing in main-loop context. In NMI/vblank the HDMA + ; engine is idle, so the wait is safe to skip and required to + ; avoid hanging when called from NMI (the IRQ won't fire while we're + ; in vblank). NOP out the 5 bytes ; main-loop callers still work + ; (just take the wait-loop hit one less time per frame). +} +.alloc at 0x0282E8 { + nop + nop + nop + nop + nop + + ; --- Phase 5: deduplicate UpdateFlyingHDMA --- + ; Main-loop `UpdateObjPos` ($02:82B9) calls UpdateFlyingHDMA at + ; $02:82BC ; our NMI hook in `messages_vwf.dma_transfer` already + ; fires it every vblank, so the main-loop call is redundant. + ; NOP the 3-byte JSR to reclaim ~5K cycles/NMI. +} +.alloc at 0x0282BC { + nop + nop + nop + + ; --- Bank-02 free-space pool: vanilla TfrEquipWindow body --- + ; TfrEquipWindow was relocated to bank-20 (see items_patches.s) + ; leaving $02:97AB..$02:9824 free. Pool-allocate our helpers here + ; instead of hand-placing each via `*=` ; `strategy order` keeps + ; symbols in declaration order so external `jsr.w`/`jsr.l` from + ; bank-02 (sram_patches.s, message.s, RedrawMainMenu redirects, + ; etc.) resolve to stable in-bank addresses. + + .pool bank02_battle_redraw_helpers { + range 0x0297AB 0x029824 + strategy order + } } - .alloc battle_redraw_helpers in bank02_battle_redraw_helpers { ; --- Names + monster gated trampolines (slice 2, queue-side bits) --- ; The init -> DrawText -> deinit pipeline still fires every frame so @@ -219,20 +219,21 @@ _mnwg_done: ; Redirect `Battle_ext` entry to our seed helper. -*=0x038000 - jmp.l _battle_ext_seed - -; Redirect RedrawMainMenu's `jsr DrawStatusText` to our gate. - -*=0x0296C8 - jsr.w gate_draw_status_text +.alloc at 0x038000 { + jmp.l _battle_ext_seed -; Redirect RedrawMainMenu's `jsr DrawObjNames` to our gate. - -*=0x0296CE - jsr.w gate_draw_obj_names + ; Redirect RedrawMainMenu's `jsr DrawStatusText` to our gate. +} +.alloc at 0x0296C8 { + jsr.w gate_draw_status_text -; Battle-init palette stamp (replaces noop'd InitMagicListTextBuf jsr). + ; Redirect RedrawMainMenu's `jsr DrawObjNames` to our gate. +} +.alloc at 0x0296CE { + jsr.w gate_draw_obj_names -*=0x029A69 - jsr.w walker_helper + ; Battle-init palette stamp (replaces noop'd InitMagicListTextBuf jsr). +} +.alloc at 0x029A69 { + jsr.w walker_helper +} diff --git a/src/battle/sram_patches.s b/src/battle/sram_patches.s index a98e2b7..fae0514 100644 --- a/src/battle/sram_patches.s +++ b/src/battle/sram_patches.s @@ -2,6 +2,7 @@ ROM patches that route every battle-text draw call (commands, monster names, char names, attack names, message window) through our messages-VWF init/deinit trampolines. """ +.include "config.i" .extern draw_command_list_for_character .extern battle_display_char .extern battle_display_dakuten_char @@ -38,174 +39,180 @@ window) through our messages-VWF init/deinit trampolines. ; nop ; disable dakuten check ? -*=0x02A497 - cmp #0xA0 - bcs 0x02A4AC +.alloc at 0x02A497 { + cmp #0xA0 + bcs 0x02A4AC -; patch normal display_char to include 7FFFFF based switch - -*=0x02A49B - jsr.l battle_display_char - rts - -; patch normal display_dakuten_char to include 7FFFFF based switch - -*=0x02A4AC - jsr.l battle_display_dakuten_char - rts - -; enclose jsr build_tileset_function -; with 7FFFFF switch in the items related stuff. -;*=0x02A06C -; jsr.w sram_draw_text - -; magic should be drawn to sram -;*=0x02A128 -; jsr.w sram_draw_text - - -; patches show attack window - -*=0x02c99c + 4 - .dw attack_names - - -; disable menu forced update every loop that might be too much -;*=0x028230 -; nop -; nop -; nop -.if BATTLE_MONSTERS_VWF { -;; monster names vwf try but being clear at every monster -;; needs a way to have immortal renders and temporary ones (used only for a few instants) - *=0x02a40d - jsr.w _msg_monster_window_gated - - *=0x029486 + 12 - .dw 0x949a ; noop for monster names + ; patch normal display_char to include 7FFFFF based switch } +.alloc at 0x02A49B { + jsr.l battle_display_char + rts - -.if BATTLE_NAMES_VWF { -; this gets redrawn quite often -; char names - *=0x02A29D - jsr.w _msg_names_window_gated -; wait frame runs a shite load of updates - *=0x029486 + 2 - .dw 0x949a ; noop for char names - - *=0x0296c0 - .dw 0x949a ; noop for periodic names update - - *=0x0296b0 + 16 - .dw 0x949a ; noop for periodic names update - - *=0x02A299 - jsr.l gated_clear_names_window_buffer + ; patch normal display_dakuten_char to include 7FFFFF based switch } -; that's battle graphics 0xf that's a wait frame -;*=0x028517 -; nop -; nop -; nop -; nop - +.alloc at 0x02A4AC { + jsr.l battle_display_dakuten_char + rts -; disable periodic updates -;*=0x0296fa -; rts + ; enclose jsr build_tileset_function + ; with 7FFFFF switch in the items related stuff. + ;*=0x02A06C + ; jsr.w sram_draw_text -;; render attack names -;*=0x029d63 -; jsr.w msg_window_draw_text_trampoline + ; magic should be drawn to sram + ;*=0x02A128 + ; jsr.w sram_draw_text -;; snatch play sound call to init the battle buffer -;*=0x038229 -; jsr.l render_allocator.init_battle_far -.if BATTLE_NAMES_VWF + BATTLE_MONSTERS_VWF + BATTLE_CMD_VWF > 0 { -; patches the newline control code handler to clear bitsleft on the current tile, -; allowing the monster string to be rendered. - *=0x02a637 - jsr.l messages_vwf.new_line_escape_code_handler - rts + ; patches show attack window } - - -.if BATTLE_CMD_VWF { - *=0x0296b0 + 2 - .dw 0x949a ; noop for periodic cmd window - -;*=0x029CBF -; jsr.l draw_command_list_for_character -; rts - -; nukes the draw all command list (pre renders all the windows) - *=0x029ca1 - rts - -; always use the same buffer for all chars command list, -; the buffer shall be updated if before the window is opened -; due to those updates being quite costly now, we may want to avoid to re render too often - - *=0x0299f1 - pha - lda #0 - nop - - *=0x029989 - jsr.w draw_window_render_hook +.alloc at 0x02c99c + 4 { + .dw attack_names + + + ; disable menu forced update every loop that might be too much + ;*=0x028230 + ; nop + ; nop + ; nop + .if BATTLE_MONSTERS_VWF { + ;; monster names vwf try but being clear at every monster + ;; needs a way to have immortal renders and temporary ones (used only for a few instants) + .alloc at 0x02a40d { + jsr.w _msg_monster_window_gated + } + .alloc at 0x029486 + 12 { + .dw 0x949a ; noop for monster names + } + } + + + .if BATTLE_NAMES_VWF { + ; this gets redrawn quite often + ; char names + .alloc at 0x02A29D { + jsr.w _msg_names_window_gated + ; wait frame runs a shite load of updates + } + .alloc at 0x029486 + 2 { + .dw 0x949a ; noop for char names + } + .alloc at 0x0296c0 { + .dw 0x949a ; noop for periodic names update + } + .alloc at 0x0296b0 + 16 { + .dw 0x949a ; noop for periodic names update + } + .alloc at 0x02A299 { + jsr.l gated_clear_names_window_buffer + } + } + ; that's battle graphics 0xf that's a wait frame + ;*=0x028517 + ; nop + ; nop + ; nop + ; nop + + + ; disable periodic updates + ;*=0x0296fa + ; rts + + ;; render attack names + ;*=0x029d63 + ; jsr.w msg_window_draw_text_trampoline + + ;; snatch play sound call to init the battle buffer + ;*=0x038229 + ; jsr.l render_allocator.init_battle_far + + .if BATTLE_NAMES_VWF + BATTLE_MONSTERS_VWF + BATTLE_CMD_VWF > 0 { + ; patches the newline control code handler to clear bitsleft on the current tile, + ; allowing the monster string to be rendered. + .alloc at 0x02a637 { + jsr.l messages_vwf.new_line_escape_code_handler + rts + } + } + + + .if BATTLE_CMD_VWF { + .alloc at 0x0296b0 + 2 { + .dw 0x949a ; noop for periodic cmd window + + ;*=0x029CBF + ; jsr.l draw_command_list_for_character + ; rts + + ; nukes the draw all command list (pre renders all the windows) + } + .alloc at 0x029ca1 { + rts + + ; always use the same buffer for all chars command list, + ; the buffer shall be updated if before the window is opened + ; due to those updates being quite costly now, we may want to avoid to re render too often + } + .alloc at 0x0299f1 { + pha + lda #0 + nop + } + .alloc at 0x029989 { + jsr.w draw_window_render_hook + } + } } - - -*=0x02FFC2 -draw_window_render_hook: -"""Battle-command-window render hook: render command list, then load X with original loop count.""" - jsr.w _draw_command_list - ldx.w #0x0340 - rts - -_draw_command_list: - jsr.l draw_command_list_for_character - rts - -msg_monster_window_trampoline: -"""Trampoline patched into the monster-name window draw.""" - jsr.l messages_vwf.init_monsters - bra _draw_text_battle - -_msg_names_window_trampoline: - ; Skip names rendering if inventory is active (bit 2 of $4A) - lda 0x4A - and #0x04 - bne _skip_names - jsr.l messages_vwf.init_names - bra _draw_text_battle - -_skip_names: - rts - -msg_window_draw_text_trampoline: -"""Trampoline patched into the message-window draw.""" - jsr.l messages_vwf.init - -_draw_text_battle: - jsr 0xA455 - jsr.l messages_vwf.deinit - rts - -_draw_text_battle_far: - jsr.w _draw_text_battle - rtl - -attack_names: -"""Trampoline for attack-name window: messages-VWF init, attack-name draw, deinit.""" - jsr.l messages_vwf.init - jsr 0xcb32 - jsr.l messages_vwf.deinit - rts -{ -_end: - .debug '{_end} < 0x02FFFF ?' +.alloc at 0x02FFC2 { + draw_window_render_hook: + """Battle-command-window render hook: render command list, then load X with original loop count.""" + jsr.w _draw_command_list + ldx.w #0x0340 + rts + + _draw_command_list: + jsr.l draw_command_list_for_character + rts + + msg_monster_window_trampoline: + """Trampoline patched into the monster-name window draw.""" + jsr.l messages_vwf.init_monsters + bra _draw_text_battle + + _msg_names_window_trampoline: + ; Skip names rendering if inventory is active (bit 2 of $4A) + lda 0x4A + and #0x04 + bne _skip_names + jsr.l messages_vwf.init_names + bra _draw_text_battle + + _skip_names: + rts + + msg_window_draw_text_trampoline: + """Trampoline patched into the message-window draw.""" + jsr.l messages_vwf.init + + _draw_text_battle: + jsr 0xA455 + jsr.l messages_vwf.deinit + rts + + _draw_text_battle_far: + jsr.w _draw_text_battle + rtl + + attack_names: + """Trampoline for attack-name window: messages-VWF init, attack-name draw, deinit.""" + jsr.l messages_vwf.init + jsr 0xcb32 + jsr.l messages_vwf.deinit + rts + { + _end: + .debug '{_end} < 0x02FFFF ?' + } } diff --git a/src/dakuten.s b/src/dakuten.s index 30c24cc..8c623b3 100755 --- a/src/dakuten.s +++ b/src/dakuten.s @@ -7,6 +7,8 @@ dakuten/handakuten composite tile pair. +.include "bank20.i" + .alloc dakuten_block in bank20_reloc { .incbin "assets/dakuten.bin" diff --git a/src/ingame/credits.s b/src/ingame/credits.s index e0734ac..e8d3571 100644 --- a/src/ingame/credits.s +++ b/src/ingame/credits.s @@ -3,19 +3,20 @@ In-place patches for the staff credits screen: re-point the credits text loader `assets_credits_text_bin` block. """ -*=0x13d7ef - ldx.w #assets_credits_text_bin & 0xffff +.alloc at 0x13d7ef { + ldx.w #assets_credits_text_bin & 0xffff +} +.alloc at 0x13d7f5 { + lda.b #assets_credits_text_bin >> 16 -*=0x13d7f5 - lda.b #assets_credits_text_bin >> 16 - -; Augments cutscene duration to show the additional text. - -*=0x13d61d - lda.b #0x20 - -*=0x13d623 - lda.b #0x0b - -*=0x13f016 -.incbin "assets/the_end_gfx.bin" + ; Augments cutscene duration to show the additional text. +} +.alloc at 0x13d61d { + lda.b #0x20 +} +.alloc at 0x13d623 { + lda.b #0x0b +} +.alloc at 0x13f016 { + .incbin "assets/the_end_gfx.bin" +} diff --git a/src/ingame/equip.s b/src/ingame/equip.s index d04d207..6f26eae 100644 --- a/src/ingame/equip.s +++ b/src/ingame/equip.s @@ -3,40 +3,40 @@ In-place patches for the equip menu: load the system-menu text pointer for the e character-name row up so it does not collide with the dextrality string. """ -*=0x01bd0f - load_system_menu_text_pointer(equip.menu) - -; Moves Character name one line up to avoid colision with dextrality text. - -*=0x01bd54 - ldy.w #0x01c6 - 0x40 - 2 - - _item_delta = 8 - -*=0x01bd7b - ldx.w #0x0164 + _item_delta - -*=0x01bd82 - ldx.w #0x01e4 + _item_delta - -*=0x01bd89 - ldx.w #0x0264 + _item_delta - -*=0x01bd92 - ldx.w #0x0064 + _item_delta - -*=0x01bda8 - ldx.w #0x00e4 + _item_delta - - -*=0x1bd5c - jsr.l load_dextrelity_pointer - destrelity_return = 0x1bd73 - ldx.w #0x244 - jmp.w destrelity_return - -*=0x01e2d9 - .dw ( dextrality.string_0 & 0xFFFF ) - 0x8000 - .dw ( dextrality.string_1 & 0xFFFF ) - 0x8000 - .dw ( dextrality.string_2 & 0xFFFF ) - 0x8000 - .dw ( dextrality.string_3 & 0xFFFF ) - 0x8000 +.alloc at 0x01bd0f { + load_system_menu_text_pointer(equip.menu) + + ; Moves Character name one line up to avoid colision with dextrality text. +} +.alloc at 0x01bd54 { + ldy.w #0x01c6 - 0x40 - 2 + + _item_delta = 8 +} +.alloc at 0x01bd7b { + ldx.w #0x0164 + _item_delta +} +.alloc at 0x01bd82 { + ldx.w #0x01e4 + _item_delta +} +.alloc at 0x01bd89 { + ldx.w #0x0264 + _item_delta +} +.alloc at 0x01bd92 { + ldx.w #0x0064 + _item_delta +} +.alloc at 0x01bda8 { + ldx.w #0x00e4 + _item_delta +} +.alloc at 0x1bd5c { + jsr.l load_dextrelity_pointer + destrelity_return = 0x1bd73 + ldx.w #0x244 + jmp.w destrelity_return +} +.alloc at 0x01e2d9 { + .dw ( dextrality.string_0 & 0xFFFF ) - 0x8000 + .dw ( dextrality.string_1 & 0xFFFF ) - 0x8000 + .dw ( dextrality.string_2 & 0xFFFF ) - 0x8000 + .dw ( dextrality.string_3 & 0xFFFF ) - 0x8000 +} diff --git a/src/ingame/free_space.s b/src/ingame/free_space.s index e5fd5f6..9874a94 100644 --- a/src/ingame/free_space.s +++ b/src/ingame/free_space.s @@ -6,6 +6,7 @@ relocating other code. ; Bank $01 Free Space - starts at $01FF35 ; ============================================================================ +.include "config.i" .pool bank01_slack { range 0x01ff35 0x01ffff strategy order diff --git a/src/ingame/init_bg_scroll_hdma_patches.s b/src/ingame/init_bg_scroll_hdma_patches.s index dd9cd8e..fb9d797 100644 --- a/src/ingame/init_bg_scroll_hdma_patches.s +++ b/src/ingame/init_bg_scroll_hdma_patches.s @@ -7,5 +7,6 @@ after the original's ROM space is reclaimed. ;; (In LoROM bank $21 is the only thing that changes; offset $EBD2 within ;; the bank is identical so internal in-bank JSR/JMP targets stay valid.) -*=0x02818A - jsr.l init_bg_scroll_hdma +.alloc at 0x02818A { + jsr.l init_bg_scroll_hdma +} diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 6542d98..41dcd68 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -14,6 +14,7 @@ approach for the main menu items list with HDMA-based circular scrolling. ; CONSTANTS ; Layout (single column) +.include "config.i" MENU_VISIBLE_ITEMS := 10 ; Visible items at once MENU_BUFFER_SLOTS := 11 ; 11 slots (10 visible + 1 pre-render) MENU_TOTAL_ITEMS := 48 ; Total inventory items diff --git a/src/ingame/inventory_rolling_patches.s b/src/ingame/inventory_rolling_patches.s index 63a05f0..b372dec 100644 --- a/src/ingame/inventory_rolling_patches.s +++ b/src/ingame/inventory_rolling_patches.s @@ -13,111 +13,125 @@ machine, scroll up/down hooks, redraw and exit-cleanup hooks). ; ; ============================================================================ +.include "config.i" .if INVENTORY_ROLLING_BUFFER { ; ============================================================================ ; MAIN LOOP HOOK - Process scroll animation frames ; ============================================================================ ; Hook at $019FF2 - the start of the input processing loop in SelectItem. - *=0x019FF2 - jmp.w main_loop_scroll_check -; 3 bytes - replaces LDA $01 - *=0x019FF5 - nop - nop - nop -; ============================================================================ -; SCROLL DOWN - Replace blocking loop with state machine -; ============================================================================ - *=0x01A076 - jsr.w scroll_down_trigger - jmp.w 0xA0BC -; Skip to after scroll block (A button check) -; ============================================================================ -; SCROLL UP - Replace blocking loop with state machine -; ============================================================================ - *=0x01A01F - jsr.w scroll_up_trigger - jmp.w 0xA066 -; Skip to after scroll block (down button check) -; ============================================================================ -; Menu Entry/Exit Hooks -; ============================================================================ - *=0x019F27 - jsr.w menu_entry_hook - *=0x019F87 - jsr.w menu_exit_hook -; ============================================================================ -; NMI HDMA Hook -; ============================================================================ - *=0x018081 - jsr.w hdma_enable_hook - nop -; ============================================================================ -; UpdateScrollRegs BG1VOFS Hook - Skip when menu HDMA is active -; ============================================================================ - *=0x14FF2D - jsr.l conditional_bg1_vofs - nop - nop - nop - nop - nop - nop -; ============================================================================ -; Refresh inventory after SelectItem2 (swap OR use) -; ============================================================================ -; After SelectItem2 completes (swap or use item), we need to refresh the -; display. For swaps, swap_redraw_hook_impl already handled it. For item use, -; we need to refresh the current slot to show updated quantity. -; Call our refresh hook instead of the original DrawInventoryList. - *=0x01A0D2 - jsr.w item_use_refresh_hook -; ============================================================================ -; DrawItemSlot Column Check Patch - Force single column mode -; ============================================================================ - *=0x01A1F0 - .db 0x00 -; Change operand from $01 to $00 -; ============================================================================ -; Replace DrawInventoryList with our rolling buffer init -; ============================================================================ - *=0x019F7B - jsr.w init_menu_rolling_buffer -; Replace JSR DrawInventoryList -; ============================================================================ -; DrawItemSlot - Clear count display for item ID 0 (empty slot) -; ============================================================================ -; Original code at $A202: lda ($5a); cmp #$fe; beq @a222 -; We replace with JSR that handles clearing for empty slots -; Original bytes: B2 5A C9 FE F0 1A (6 bytes at $A202-$A207) - *=0x01A202 - jsr.w check_and_clear_count -; 3 bytes - checks item, clears if empty - nop -; 1 byte - padding - nop -; 1 byte - padding - nop -; 1 byte - padding -; ============================================================================ -; Patch $A1BA: Replace sequential Y calculation with circular buffer version -; ============================================================================ +.alloc at 0x019FF2 { + jmp.w main_loop_scroll_check + ; 3 bytes - replaces LDA $01 +} +.alloc at 0x019FF5 { + nop + nop + nop + ; ============================================================================ + ; SCROLL DOWN - Replace blocking loop with state machine + ; ============================================================================ +} +.alloc at 0x01A076 { + jsr.w scroll_down_trigger + jmp.w 0xA0BC + ; Skip to after scroll block (A button check) + ; ============================================================================ + ; SCROLL UP - Replace blocking loop with state machine + ; ============================================================================ +} +.alloc at 0x01A01F { + jsr.w scroll_up_trigger + jmp.w 0xA066 + ; Skip to after scroll block (down button check) + ; ============================================================================ + ; Menu Entry/Exit Hooks + ; ============================================================================ +} +.alloc at 0x019F27 { + jsr.w menu_entry_hook +} +.alloc at 0x019F87 { + jsr.w menu_exit_hook + ; ============================================================================ + ; NMI HDMA Hook + ; ============================================================================ +} +.alloc at 0x018081 { + jsr.w hdma_enable_hook + nop + ; ============================================================================ + ; UpdateScrollRegs BG1VOFS Hook - Skip when menu HDMA is active + ; ============================================================================ +} +.alloc at 0x14FF2D { + jsr.l conditional_bg1_vofs + nop + nop + nop + nop + nop + nop + ; ============================================================================ + ; Refresh inventory after SelectItem2 (swap OR use) + ; ============================================================================ + ; After SelectItem2 completes (swap or use item), we need to refresh the + ; display. For swaps, swap_redraw_hook_impl already handled it. For item use, + ; we need to refresh the current slot to show updated quantity. + ; Call our refresh hook instead of the original DrawInventoryList. +} +.alloc at 0x01A0D2 { + jsr.w item_use_refresh_hook + ; ============================================================================ + ; DrawItemSlot Column Check Patch - Force single column mode + ; ============================================================================ +} +.alloc at 0x01A1F0 { + .db 0x00 + ; Change operand from $01 to $00 + ; ============================================================================ + ; Replace DrawInventoryList with our rolling buffer init + ; ============================================================================ +} +.alloc at 0x019F7B { + jsr.w init_menu_rolling_buffer + ; Replace JSR DrawInventoryList + ; ============================================================================ + ; DrawItemSlot - Clear count display for item ID 0 (empty slot) + ; ============================================================================ + ; Original code at $A202: lda ($5a); cmp #$fe; beq @a222 + ; We replace with JSR that handles clearing for empty slots + ; Original bytes: B2 5A C9 FE F0 1A (6 bytes at $A202-$A207) +} +.alloc at 0x01A202 { + jsr.w check_and_clear_count + ; 3 bytes - checks item, clears if empty + nop + ; 1 byte - padding + nop + ; 1 byte - padding + nop + ; 1 byte - padding + ; ============================================================================ + ; Patch $A1BA: Replace sequential Y calculation with circular buffer version + ; ============================================================================ -; Original code at $A1BA-$A1C7 (14 bytes): -; LDA $5D / LSR / ASL×7 / ADC #$0004 / TAY -; Replace with JSL to CircularSlotCalc_ext trampoline + NOPs -; - *=0x01A1BA - jsr.l circular_slot_calc_ext -; 4 bytes - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop + ; Original code at $A1BA-$A1C7 (14 bytes): + ; LDA $5D / LSR / ASL×7 / ADC #$0004 / TAY + ; Replace with JSL to CircularSlotCalc_ext trampoline + NOPs + ; +} +.alloc at 0x01A1BA { + jsr.l circular_slot_calc_ext + ; 4 bytes + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop +} } diff --git a/src/ingame/inventory_rolling_trampolines.s b/src/ingame/inventory_rolling_trampolines.s index ae43c03..c3bca38 100644 --- a/src/ingame/inventory_rolling_trampolines.s +++ b/src/ingame/inventory_rolling_trampolines.s @@ -2,6 +2,7 @@ Bank-$01 trampolines (jsr.l + rts) into the inventory rolling routines that live in bank $21, plus small wrappers around original bank-$01 helpers used by the rolling code. """ +.include "config.i" .include "src/ingame/macros.i" .extern items_menu_vwf.draw_field_item_name diff --git a/src/ingame/inventory_single_column.s b/src/ingame/inventory_single_column.s index 77db14e..987e7a8 100644 --- a/src/ingame/inventory_single_column.s +++ b/src/ingame/inventory_single_column.s @@ -46,251 +46,252 @@ SCROLL_LIMIT := 38 ; 48 - 10 = 38 (max scroll position) ; Original: lda #$30 at A17D-A17E (a9 30) ; Just patch the operand byte at A17E, not the full instruction -*=0x01A17E - .db VISIBLE_ITEMS + 1 ; Draw 11 items (10 visible + 1 pre-render slot) - -; ============================================================================ -; DrawItemSlot - Single Column Version -; ============================================================================ -; Original checks odd/even item index for left/right column -; Single column always uses left column position -; - -; Original at $01A1ED: -; @a1ed: lda $5d -; and #$01 -; bne @a223 ; Branch if right column -; -; Patch: Always use left column code path (never branch) - -*=0x01A1EF - ; Change BNE to BRA skip (effectively disable right-column branch) - ; Original: AND #$01 / BNE @a223 - ; New: AND #$00 / BNE @a223 (always zero, never branches) - and #0x00 - -; ============================================================================ -; Tilemap Y Position - Single Column Fix -; ============================================================================ - -; Original code at $01A1B9 calculates tilemap Y position: -; LDA $5D ; item index (0-47) -; LSR ; divide by 2 (for 2-column: items 0,1→row 0, items 2,3→row 1) -; ASL x7 ; multiply by 128 (tilemap row offset) -; ADC #$0002 ; base offset -; -; For single column, each item needs its own row, so remove the LSR. -; This makes Y = item_index * 128 + 2 instead of (item_index/2) * 128 + 2 - -*=0x01A1BC - nop ; Replace LSR with NOP - -; ============================================================================ -; Scroll Limit Patch -; ============================================================================ - -; Original scroll down limit check at $01A076: -; @a076: cmp #$0e ; 14 = 24 items - 10 visible -; beq @a0bc ; Don't scroll if at limit -; -; The CMP opcode is at $A076, operand at $A077 -; New limit for single column: 48 - 10 = 38 - -*=0x01A077 - .db SCROLL_LIMIT ; 38 instead of 14 - -; Also patch the cursor Y limit check - -; Original at $01A071: -; @a06c: lda $1b23 ; cursor Y -; cmp #$09 ; max Y = 9 (for 10 visible rows) -; -; This stays the same for 10 visible items, so no change needed - -; ============================================================================ -; Cursor Drawing - Fixed X Position -; ============================================================================ -; Original at $01A105 checks $1b22 (X position) for left/right column -; Single column: always use left position -; - -; Original: -; @a105: ... -; @a116: lda $1b22 ; cursor 1 x position -; beq @a11b -; lda #$6c ; right column X -; @a11b: clc -; adc #$04 -; -; Patch: Skip the X position check, always use left column - -*=0x01A114 - lda #0x00 ; Always 0 (left column) - replaces LDA $1B22 (3 bytes) - nop ; Was high byte of $1B22 address - nop ; Skip BEQ opcode - nop ; Skip BEQ offset - nop ; Skip LDA #$6c opcode - nop ; Skip LDA #$6c operand - -; ============================================================================ -; Input Handling - Disable Left/Right Toggle -; ============================================================================ -; Original at $01A003 and $01A014 handle left/right button presses -; to switch columns. We disable this for single column. -; - -; Left button handler at @9ff2: -; @9ff2: lda $01 -; and #JOY_LEFT -; beq @a003 -; lda $1b22 ; toggle x position -; inc -; and #$01 -; sta $1b22 -; bne @a01a ; move up -; -; Right button handler similar at @a003 -; -; Patch: Make left/right do nothing (skip to down button check) - -*=0x019FF4 - ; Change AND #JOY_LEFT to AND #0x00 (never matches) - and #0x00 - -*=0x01A005 - ; Change AND #JOY_RIGHT to AND #0x00 (never matches) - and #0x00 - -; ============================================================================ -; Scroll Position Adjustment for Drawing -; ============================================================================ -; When drawing, need to start from scroll position, not always item 0 -; This requires adding $1B1A (scroll position) to the item pointer -; - -; Original _a181 loop at $01A181: -; _a181: stz $5d ; item counter = 0 -; stz $5e -; -; We need to initialize $5d to scroll_pos * 2 (since items are 2 bytes each) -; But actually, the loop uses $5a as a pointer, and $5d as a counter -; The pointer $5a = $1440 + (scroll_pos * 2) -; -; Add patch to adjust $5a before the loop - -*=0x01A181 - jsr.w adjust_inventory_pointer - nop - -; ============================================================================ -; Cursor Y Limit for Scroll Down -; ============================================================================ -; Original at $01A071: cmp #$09 for 10 visible rows -; This is correct for single column with 10 visible items -; No change needed - -; ============================================================================ -; Second Cursor (for item swap) -; ============================================================================ -; The second cursor also uses $1b24 (X position) and $1b25 (Y position) -; For single column, $1b24 should always be 0 -; - -; When storing first item selection at $01A2C3: -; @a2c3: lda $1b1a -; clc -; adc $1b23 -; sta $1b25 -; lda $1b22 -; sta $1b24 ; Store X position -; -; Patch: Always store 0 for X position +.alloc at 0x01A17E { + .db VISIBLE_ITEMS + 1 ; Draw 11 items (10 visible + 1 pre-render slot) + + ; ============================================================================ + ; DrawItemSlot - Single Column Version + ; ============================================================================ + ; Original checks odd/even item index for left/right column + ; Single column always uses left column position + ; -; $1B25 stores absolute position (scroll + cursor) - keep original storage -; Just patch $A2CD to store 0 for X position + ; Original at $01A1ED: + ; @a1ed: lda $5d + ; and #$01 + ; bne @a223 ; Branch if right column + ; + ; Patch: Always use left column code path (never branch) +} +.alloc at 0x01A1EF { + ; Change BNE to BRA skip (effectively disable right-column branch) + ; Original: AND #$01 / BNE @a223 + ; New: AND #$00 / BNE @a223 (always zero, never branches) + and #0x00 + + ; ============================================================================ + ; Tilemap Y Position - Single Column Fix + ; ============================================================================ + + ; Original code at $01A1B9 calculates tilemap Y position: + ; LDA $5D ; item index (0-47) + ; LSR ; divide by 2 (for 2-column: items 0,1→row 0, items 2,3→row 1) + ; ASL x7 ; multiply by 128 (tilemap row offset) + ; ADC #$0002 ; base offset + ; + ; For single column, each item needs its own row, so remove the LSR. + ; This makes Y = item_index * 128 + 2 instead of (item_index/2) * 128 + 2 +} +.alloc at 0x01A1BC { + nop ; Replace LSR with NOP + + ; ============================================================================ + ; Scroll Limit Patch + ; ============================================================================ + + ; Original scroll down limit check at $01A076: + ; @a076: cmp #$0e ; 14 = 24 items - 10 visible + ; beq @a0bc ; Don't scroll if at limit + ; + ; The CMP opcode is at $A076, operand at $A077 + ; New limit for single column: 48 - 10 = 38 +} +.alloc at 0x01A077 { + .db SCROLL_LIMIT ; 38 instead of 14 -*=0x01A2CD - lda #0x00 ; Always 0 for single column X (was LDA $1B22) - nop ; Pad to 3 bytes + ; Also patch the cursor Y limit check -; ============================================================================ -; Item Index Calculation for Selection -; ============================================================================ -; Original two-column: ((Y + scroll) * 2 + X) * 2 = item_index * 2 -; Single column: (Y + scroll) * 2 -; Need to remove one ASL at each calculation - -; First item (current cursor) at $A398 -; Original: ASL / ADC $1B22 / ASL -> ((val*2)+col)*2 -; New: CLC / ADC $1B22 / ASL -> (val+col)*2 -; MUST use CLC because the previous CMP leaves carry set! - -*=0x01A398 - clc ; Clear carry (was ASL which also clears carry) - -; Second item (swap target) at $A3A6 -; $1B25 already has absolute position -; Original: ASL / ADC $1B24 / ASL -> ((val*2)+col)*2 -; New: CLC / ADC $1B24 / ASL -> (val+col)*2 - -*=0x01A3A6 - clc ; Clear carry (was ASL which also clears carry) - -; Another second item calculation at $A320 -; Used when selecting same item twice to use it -; CRITICAL: CMP $1B24 at $A318 sets carry if $1B22 >= $1B24 (always true when both are 0) -; Original ASL would clear carry, but NOP leaves carry SET, causing ADC to add +1! - -*=0x01A320 - clc ; Clear carry (was ASL which also clears carry) - ; Original calculates: (scroll_pos + cursor_y) * 2 + cursor_x * 2 - ; For single column: (scroll_pos + cursor_y) * 2 + ; Original at $01A071: + ; @a06c: lda $1b23 ; cursor Y + ; cmp #$09 ; max Y = 9 (for 10 visible rows) ; + ; This stays the same for 10 visible items, so no change needed -; At $01A309 (SelectItem2): -; @a309: lda $1b23 -; clc -; adc $1b1a -; cmp $1b25 -; bne _a38e ; items don't match -; lda $1b22 -; cmp $1b24 -; bne _a38e -; -; The X position compare should always match for single column -; Already handled by setting both to 0 - -; At $01A320 to calculate item offset: -; @a320: lda $1b25 -; asl -; adc $1b24 ; +0 or +1 for column -; asl ; x2 for 2 bytes per slot -; -; For single column, $1b24=0, so this simplifies to: $1b25 * 2 -; No patch needed if $1b24 is always 0 + ; ============================================================================ + ; Cursor Drawing - Fixed X Position + ; ============================================================================ + ; Original at $01A105 checks $1b22 (X position) for left/right column + ; Single column: always use left position + ; -; ============================================================================ -; DrawItemDesc - Single Column Fix -; ============================================================================ + ; Original: + ; @a105: ... + ; @a116: lda $1b22 ; cursor 1 x position + ; beq @a11b + ; lda #$6c ; right column X + ; @a11b: clc + ; adc #$04 + ; + ; Patch: Skip the X position check, always use left column +} +.alloc at 0x01A114 { + lda #0x00 ; Always 0 (left column) - replaces LDA $1B22 (3 bytes) + nop ; Was high byte of $1B22 address + nop ; Skip BEQ opcode + nop ; Skip BEQ offset + nop ; Skip LDA #$6c opcode + nop ; Skip LDA #$6c operand + + ; ============================================================================ + ; Input Handling - Disable Left/Right Toggle + ; ============================================================================ + ; Original at $01A003 and $01A014 handle left/right button presses + ; to switch columns. We disable this for single column. + ; -; Original at $01A7C8 uses two-column calculation (ABSOLUTE addressing): -; $A7C8: LDA.W $1B23 (AD 23 1B) - cursor_y -; $A7CB: CLC (18) -; $A7CC: ADC.W $1B1A (6D 1A 1B) - + scroll_pos -; $A7CF: ASL (0A) - * 2 (for two columns per row) <-- PATCH HERE -; $A7D0: ADC.W $1B22 (6D 22 1B) - + column -; $A7D3: ASL (0A) - * 2 (for 2 bytes per item) -; -; For single column: remove first ASL at $A7CF -; This matches the patches at $A398, $A3A6, $A320 + ; Left button handler at @9ff2: + ; @9ff2: lda $01 + ; and #JOY_LEFT + ; beq @a003 + ; lda $1b22 ; toggle x position + ; inc + ; and #$01 + ; sta $1b22 + ; bne @a01a ; move up + ; + ; Right button handler similar at @a003 + ; + ; Patch: Make left/right do nothing (skip to down button check) +} +.alloc at 0x019FF4 { + ; Change AND #JOY_LEFT to AND #0x00 (never matches) + and #0x00 +} +.alloc at 0x01A005 { + ; Change AND #JOY_RIGHT to AND #0x00 (never matches) + and #0x00 + + ; ============================================================================ + ; Scroll Position Adjustment for Drawing + ; ============================================================================ + ; When drawing, need to start from scroll position, not always item 0 + ; This requires adding $1B1A (scroll position) to the item pointer + ; -*=0x01A7CF - nop ; Remove first ASL for single column + ; Original _a181 loop at $01A181: + ; _a181: stz $5d ; item counter = 0 + ; stz $5e + ; + ; We need to initialize $5d to scroll_pos * 2 (since items are 2 bytes each) + ; But actually, the loop uses $5a as a pointer, and $5d as a counter + ; The pointer $5a = $1440 + (scroll_pos * 2) + ; + ; Add patch to adjust $5a before the loop +} +.alloc at 0x01A181 { + jsr.w adjust_inventory_pointer + nop + + ; ============================================================================ + ; Cursor Y Limit for Scroll Down + ; ============================================================================ + ; Original at $01A071: cmp #$09 for 10 visible rows + ; This is correct for single column with 10 visible items + ; No change needed + + ; ============================================================================ + ; Second Cursor (for item swap) + ; ============================================================================ + ; The second cursor also uses $1b24 (X position) and $1b25 (Y position) + ; For single column, $1b24 should always be 0 + ; -; ============================================================================ -; Initialize $1B22 (cursor column) to 0 on menu entry -; ============================================================================ -; Ensure $1b22 starts at 0 even if it had a value from a previous menu. -; Patch at $01A181 which runs after SelectClearBG1 and before DrawInventoryList. -; We already have adjust_inventory_pointer at $A181, so add $1b22 init there. -; Actually, we'll add it to the menu_entry_hook_impl in inventory_rolling.s + ; When storing first item selection at $01A2C3: + ; @a2c3: lda $1b1a + ; clc + ; adc $1b23 + ; sta $1b25 + ; lda $1b22 + ; sta $1b24 ; Store X position + ; + ; Patch: Always store 0 for X position + + ; $1B25 stores absolute position (scroll + cursor) - keep original storage + ; Just patch $A2CD to store 0 for X position +} +.alloc at 0x01A2CD { + lda #0x00 ; Always 0 for single column X (was LDA $1B22) + nop ; Pad to 3 bytes + + ; ============================================================================ + ; Item Index Calculation for Selection + ; ============================================================================ + ; Original two-column: ((Y + scroll) * 2 + X) * 2 = item_index * 2 + ; Single column: (Y + scroll) * 2 + ; Need to remove one ASL at each calculation + + ; First item (current cursor) at $A398 + ; Original: ASL / ADC $1B22 / ASL -> ((val*2)+col)*2 + ; New: CLC / ADC $1B22 / ASL -> (val+col)*2 + ; MUST use CLC because the previous CMP leaves carry set! +} +.alloc at 0x01A398 { + clc ; Clear carry (was ASL which also clears carry) + + ; Second item (swap target) at $A3A6 + ; $1B25 already has absolute position + ; Original: ASL / ADC $1B24 / ASL -> ((val*2)+col)*2 + ; New: CLC / ADC $1B24 / ASL -> (val+col)*2 +} +.alloc at 0x01A3A6 { + clc ; Clear carry (was ASL which also clears carry) + + ; Another second item calculation at $A320 + ; Used when selecting same item twice to use it + ; CRITICAL: CMP $1B24 at $A318 sets carry if $1B22 >= $1B24 (always true when both are 0) + ; Original ASL would clear carry, but NOP leaves carry SET, causing ADC to add +1! +} +.alloc at 0x01A320 { + clc ; Clear carry (was ASL which also clears carry) + ; Original calculates: (scroll_pos + cursor_y) * 2 + cursor_x * 2 + ; For single column: (scroll_pos + cursor_y) * 2 + ; + + ; At $01A309 (SelectItem2): + ; @a309: lda $1b23 + ; clc + ; adc $1b1a + ; cmp $1b25 + ; bne _a38e ; items don't match + ; lda $1b22 + ; cmp $1b24 + ; bne _a38e + ; + ; The X position compare should always match for single column + ; Already handled by setting both to 0 + + ; At $01A320 to calculate item offset: + ; @a320: lda $1b25 + ; asl + ; adc $1b24 ; +0 or +1 for column + ; asl ; x2 for 2 bytes per slot + ; + ; For single column, $1b24=0, so this simplifies to: $1b25 * 2 + ; No patch needed if $1b24 is always 0 + + ; ============================================================================ + ; DrawItemDesc - Single Column Fix + ; ============================================================================ + + ; Original at $01A7C8 uses two-column calculation (ABSOLUTE addressing): + ; $A7C8: LDA.W $1B23 (AD 23 1B) - cursor_y + ; $A7CB: CLC (18) + ; $A7CC: ADC.W $1B1A (6D 1A 1B) - + scroll_pos + ; $A7CF: ASL (0A) - * 2 (for two columns per row) <-- PATCH HERE + ; $A7D0: ADC.W $1B22 (6D 22 1B) - + column + ; $A7D3: ASL (0A) - * 2 (for 2 bytes per item) + ; + ; For single column: remove first ASL at $A7CF + ; This matches the patches at $A398, $A3A6, $A320 +} +.alloc at 0x01A7CF { + nop ; Remove first ASL for single column + + ; ============================================================================ + ; Initialize $1B22 (cursor column) to 0 on menu entry + ; ============================================================================ + ; Ensure $1b22 starts at 0 even if it had a value from a previous menu. + ; Patch at $01A181 which runs after SelectClearBG1 and before DrawInventoryList. + ; We already have adjust_inventory_pointer at $A181, so add $1b22 init there. + ; Actually, we'll add it to the menu_entry_hook_impl in inventory_rolling.s +} diff --git a/src/ingame/items.s b/src/ingame/items.s index 2c7baef..4a11b96 100644 --- a/src/ingame/items.s +++ b/src/ingame/items.s @@ -2,183 +2,186 @@ Field-menu item screen patches: scroll-region tweaks, layout fixes and entry-point hooks (separate from rolling-buffer code which lives in `inventory_rolling.s`). """ +.include "config.i" .include "src/ingame/macros.i" ; during scroll -*=0x01A814 - load_system_menu_text_pointer(items_menu.item) +.alloc at 0x01A814 { + load_system_menu_text_pointer(items_menu.item) -; when scroll done - -*=0x019F56 - load_system_menu_text_pointer(items_menu.item) - -*=0x1a750 - load_system_menu_text_pointer(items_menu.item) - -; patching find description setup bank and offset - -*=0x01a7f6 - ldx.w #assets_item_descriptions_dat & 0xffff - -*=0x01a7fc - addr = ( assets_item_descriptions_dat & 0xff0000 ) - lda.l addr, x - - -*=0x01a7da - ; In the original code the item description is rendered multiple times (once per tick ?) - ; rendering the variable width font that often cause noticeable slowdowns, we are trying to render the text only - ; when the description should change. Because the draw window clears the tilemap the check must happen before it. - jmp.w check_if_description_was_rendered - nop - -_back: - - -; Hook in the display_item_description function, draw the window and render the string - -*=0x01a808 - lda.b #assets_item_descriptions_dat >> 16 - ldx.w #0x0054 - jsr.w draw_vwf_message - - -*=0x1a439 - ldy.w #messages.use_on_whom - jsr.w draw_vwf_message_pos_with_bank - -*=0x1a36f - ldy.w #messages.cantuse - jsr.w draw_vwf_message_pos_with_bank - - -; inventory window (22 rows tall for 10 visible items + borders) - -*=0x01dcce - menu_window(0, 0, 30, 23) - -; - -*=0x01dcd6 - menu_window(9, 0, 21, 3) - -; item select character on the left side (selected item in the right column) - -*=0x01dd38 - menu_window(0, 5, 16, 21) - -; item select character on the right side (selected item in the left column) - -*=0x01dd3c - menu_window(14, 5, 16, 21) - -; moves the right item column one tile to the right - -*=0x01a227 - adc.w #0x001c + 2 - -*=0x01a1c4 - adc.w #0x0006 ; +2 tiles to the right - -*=0x1efd7d - _delta_l = 0 - _delta_r = 2 - - .dw 0x039e - _delta_l, 0x019e - _delta_l, 0x059e - _delta_l, 0x029e - _delta_l, 0x049e - _delta_l - .dw 0x0384 - _delta_r, 0x0184 - _delta_r, 0x0584 - _delta_r, 0x0284 - _delta_r, 0x0484 - _delta_r - -*=0x01a4f4 - adc.w #0x0082 - -*=0x01a51a - draw_hp_mp = 0x018a2a - lda.w #0x0046 + 0x40 - ldy.w #0x0007 - jsr.w draw_hp_mp - lda.w #0x0050 + 0x40 - ldy.w #0x0009 - jsr.w draw_hp_mp - lda.w #0x0086 + 0x40 - ldy.w #0x000b - jsr.w draw_hp_mp - lda.w #0x0090 + 0x40 - ldy.w #0x000d - jsr.w draw_hp_mp - -*=0x01aed6 - ldy.w #messages.cant_use_magic - 0x8000 - jsr.w draw_window_and_vwf_message - -; choice window - -*=0x01db40 - load_system_menu_text_pointer(treasure.choice_window) - -; label window - -*=0x01db46 - load_system_menu_text_pointer(treasure.header_window) - -*=0x01d83d - load_system_menu_text_pointer(treasure.take_all) + ; when scroll done +} +.alloc at 0x019F56 { + load_system_menu_text_pointer(items_menu.item) +} +.alloc at 0x1a750 { + load_system_menu_text_pointer(items_menu.item) + ; patching find description setup bank and offset +} +.alloc at 0x01a7f6 { + ldx.w #assets_item_descriptions_dat & 0xffff +} +.alloc at 0x01a7fc { + addr = ( assets_item_descriptions_dat & 0xff0000 ) + lda.l addr, x +} +.alloc at 0x01a7da { + ; In the original code the item description is rendered multiple times (once per tick ?) + ; rendering the variable width font that often cause noticeable slowdowns, we are trying to render the text only + ; when the description should change. Because the draw window clears the tilemap the check must happen before it. + jmp.w check_if_description_was_rendered + nop -*=0x01db2e - load_system_menu_text_pointer(treasure.key_items_left_warning) + _back: -*=0x01d95b - load_system_menu_text_pointer(treasure.exchange) -*=0x1d88b - lda.b #0x48 - 8 + ; Hook in the display_item_description function, draw the window and render the string +} +.alloc at 0x01a808 { + lda.b #assets_item_descriptions_dat >> 16 + ldx.w #0x0054 + jsr.w draw_vwf_message +} +.alloc at 0x1a439 { + ldy.w #messages.use_on_whom + jsr.w draw_vwf_message_pos_with_bank +} +.alloc at 0x1a36f { + ldy.w #messages.cantuse + jsr.w draw_vwf_message_pos_with_bank -*=0x1d88f - lda.b #0xb8 - 8 -;01D887 A5 60 LDA $60 -;01D889 D0 04 BNE $01D88F -;01D88B A9 48 LDA #$48 -;01D88D 80 02 BRA $01D891 -;01D88F A9 B8 LDA #$B8 -;01D891 85 45 STA $45 -;01D893 A9 0E LDA #$0E -;01D895 85 46 STA $46 -;01D897 4C 81 82 JMP $8281 + ; inventory window (22 rows tall for 10 visible items + borders) +} +.alloc at 0x01dcce { + menu_window(0, 0, 30, 23) -*=0x01D814 - load_system_menu_text_pointer(treasure.items_window) + ; +} +.alloc at 0x01dcd6 { + menu_window(9, 0, 21, 3) -*=0x1d792 -_treasure_menu_entry: + ; item select character on the left side (selected item in the right column) +} +.alloc at 0x01dd38 { + menu_window(0, 5, 16, 21) -; Test Overrides: -; would be nice to automate that -; open menu, set PC to 01d792 -; starts the menu -; set 0xee to 0x1804 (Key item baron key.) + ; item select character on the right side (selected item in the left column) +} +.alloc at 0x01dd3c { + menu_window(14, 5, 16, 21) -.if INVENTORY_ROLLING_BUFFER { -; ============================================================================ -; Single-column patches (moved here to test if they apply) -; ============================================================================ -; Scroll limit: 48 items - 10 visible = 38 max scroll position -; CMP opcode at $A076, operand at $A077 - *=0x01A077 - .db 38 ; 38 = new scroll limit + ; moves the right item column one tile to the right +} +.alloc at 0x01a227 { + adc.w #0x001c + 2 +} +.alloc at 0x01a1c4 { + adc.w #0x0006 ; +2 tiles to the right +} +.alloc at 0x1efd7d { + _delta_l = 0 + _delta_r = 2 -; Visible items count - handled in inventory_single_column.s + .dw 0x039e - _delta_l, 0x019e - _delta_l, 0x059e - _delta_l, 0x029e - _delta_l, 0x049e - _delta_l + .dw 0x0384 - _delta_r, 0x0184 - _delta_r, 0x0584 - _delta_r, 0x0284 - _delta_r, 0x0484 - _delta_r +} +.alloc at 0x01a4f4 { + adc.w #0x0082 +} +.alloc at 0x01a51a { + draw_hp_mp = 0x018a2a + lda.w #0x0046 + 0x40 + ldy.w #0x0007 + jsr.w draw_hp_mp + lda.w #0x0050 + 0x40 + ldy.w #0x0009 + jsr.w draw_hp_mp + lda.w #0x0086 + 0x40 + ldy.w #0x000b + jsr.w draw_hp_mp + lda.w #0x0090 + 0x40 + ldy.w #0x000d + jsr.w draw_hp_mp +} +.alloc at 0x01aed6 { + ldy.w #messages.cant_use_magic - 0x8000 + jsr.w draw_window_and_vwf_message -; Disable left button (AND #$00 instead of AND #$02) - *=0x019FF4 - and #0x00 + ; choice window +} +.alloc at 0x01db40 { + load_system_menu_text_pointer(treasure.choice_window) -; Disable right button (AND #$00 instead of AND #$01) - *=0x01A005 - and #0x00 - -; Hook swap redraw to reset rolling buffer - *=0x01A401 - jmp.w swap_redraw_trampoline ; Replace JSR $A172 + ; label window +} +.alloc at 0x01db46 { + load_system_menu_text_pointer(treasure.header_window) +} +.alloc at 0x01d83d { + load_system_menu_text_pointer(treasure.take_all) +} +.alloc at 0x01db2e { + load_system_menu_text_pointer(treasure.key_items_left_warning) +} +.alloc at 0x01d95b { + load_system_menu_text_pointer(treasure.exchange) +} +.alloc at 0x1d88b { + lda.b #0x48 - 8 +} +.alloc at 0x1d88f { + lda.b #0xb8 - 8 + + ;01D887 A5 60 LDA $60 + ;01D889 D0 04 BNE $01D88F + ;01D88B A9 48 LDA #$48 + ;01D88D 80 02 BRA $01D891 + ;01D88F A9 B8 LDA #$B8 + ;01D891 85 45 STA $45 + ;01D893 A9 0E LDA #$0E + ;01D895 85 46 STA $46 + ;01D897 4C 81 82 JMP $8281 +} +.alloc at 0x01D814 { + load_system_menu_text_pointer(treasure.items_window) +} +.alloc at 0x1d792 { + _treasure_menu_entry: + + ; Test Overrides: + ; would be nice to automate that + ; open menu, set PC to 01d792 + ; starts the menu + ; set 0xee to 0x1804 (Key item baron key.) + + .if INVENTORY_ROLLING_BUFFER { + ; ============================================================================ + ; Single-column patches (moved here to test if they apply) + ; ============================================================================ + ; Scroll limit: 48 items - 10 visible = 38 max scroll position + ; CMP opcode at $A076, operand at $A077 + .alloc at 0x01A077 { + .db 38 ; 38 = new scroll limit + + ; Visible items count - handled in inventory_single_column.s + + ; Disable left button (AND #$00 instead of AND #$02) + } + .alloc at 0x019FF4 { + and #0x00 + + ; Disable right button (AND #$00 instead of AND #$01) + } + .alloc at 0x01A005 { + and #0x00 + + ; Hook swap redraw to reset rolling buffer + } + .alloc at 0x01A401 { + jmp.w swap_redraw_trampoline ; Replace JSR $A172 + } + } } diff --git a/src/ingame/items_menu.s b/src/ingame/items_menu.s index 413e849..80e083d 100644 --- a/src/ingame/items_menu.s +++ b/src/ingame/items_menu.s @@ -16,73 +16,74 @@ go. ; Name field is ITEM_UNLEASHED_TEXT_SIZE chars in items_unleashed ; (records are ITEM_UNLEASHED_RECORD_SIZE bytes = symbol + name). -*=0x01903F - lda #ITEM_UNLEASHED_TEXT_SIZE - -; --- Patch multiply logic --- - -; Original at $019023-902A (7 bytes): -; LDA $43, ASL, ASL, ASL, ADC $43, TAX -; New: JSL to relocated routine (4 bytes) + 3 NOPs - -*=0x019023 - jsr.l multiply_item_index_17 - nop - nop - nop - nop - -; ===== ITEM TABLE ADDRESS REDIRECTS ===== - -; --- menu: item symbol --- -; Original: 01/902E: BF 00 80 0F LDA $0F8000,X - -*=0x01902E - lda.l assets_items_unleashed_dat, x - -; --- menu: item name (in loop) --- -; Original: 01/9043: BF 00 80 0F LDA $0F8000,X - -*=0x019043 - lda.l assets_items_unleashed_dat, x - -; ===== DRAWITEMNAME JSL HOOKS ===== -; Both vanilla entry points relocate to `items_menu_vwf.draw_field_item_name` -; in bank $20. Initial stub mirrors the vanilla fixed-font body so the -; visible output stays identical; subsequent phases will swap in the -; small_vwf glyph blit + per-slot CHR allocator. - -; DrawEquipItemName ($01:9013): vanilla `phy ; phx ; lda ($60),y ; bra _9017`. -; Route through the bank-01 jsr.w trampoline so the patch stays inside -; the vanilla 4-byte slot and the byte at $01:9017 stays untouched. - -*=0x019013 - lda (0x60), y - jsr.w draw_field_item_name_trampoline - rts - -; DrawItemName ($01:9060): vanilla `phy ; phy ; bra _9017` -> caller already -; passed A = item_id. Use the bank-01 jsr.w trampoline (3 bytes) + rts -; (1 byte) so the FIVE-byte JSL.L + RTS no longer spills into the -; sprite-render sub-routine at $01:9064 (the save-screen sprite path -; jsr's $9064 directly). - -*=0x019060 - jsr.w draw_field_item_name_trampoline - rts - -; ===== COLON/QUANTITY POSITION PATCHES ===== -; Item names expanded from 9 to 16 bytes (+7 chars = +14 VRAM bytes) -; Change offset from $0052 to $0060 - -; --- DrawItemSlot: left column colon/qty position --- -; Original: 01/A1FC: 69 52 00 ADC #$0052 - -*=0x01A1FC - adc #0x0060 - -; --- DrawItemSlot: right column colon/qty position --- -; Original: 01/A236: 69 52 00 ADC #$0052 - -*=0x01A236 - adc #0x0060 +.alloc at 0x01903F { + lda #ITEM_UNLEASHED_TEXT_SIZE + + ; --- Patch multiply logic --- + + ; Original at $019023-902A (7 bytes): + ; LDA $43, ASL, ASL, ASL, ADC $43, TAX + ; New: JSL to relocated routine (4 bytes) + 3 NOPs +} +.alloc at 0x019023 { + jsr.l multiply_item_index_17 + nop + nop + nop + nop + + ; ===== ITEM TABLE ADDRESS REDIRECTS ===== + + ; --- menu: item symbol --- + ; Original: 01/902E: BF 00 80 0F LDA $0F8000,X +} +.alloc at 0x01902E { + lda.l assets_items_unleashed_dat, x + + ; --- menu: item name (in loop) --- + ; Original: 01/9043: BF 00 80 0F LDA $0F8000,X +} +.alloc at 0x019043 { + lda.l assets_items_unleashed_dat, x + + ; ===== DRAWITEMNAME JSL HOOKS ===== + ; Both vanilla entry points relocate to `items_menu_vwf.draw_field_item_name` + ; in bank $20. Initial stub mirrors the vanilla fixed-font body so the + ; visible output stays identical; subsequent phases will swap in the + ; small_vwf glyph blit + per-slot CHR allocator. + + ; DrawEquipItemName ($01:9013): vanilla `phy ; phx ; lda ($60),y ; bra _9017`. + ; Route through the bank-01 jsr.w trampoline so the patch stays inside + ; the vanilla 4-byte slot and the byte at $01:9017 stays untouched. +} +.alloc at 0x019013 { + lda (0x60), y + jsr.w draw_field_item_name_trampoline + rts + + ; DrawItemName ($01:9060): vanilla `phy ; phy ; bra _9017` -> caller already + ; passed A = item_id. Use the bank-01 jsr.w trampoline (3 bytes) + rts + ; (1 byte) so the FIVE-byte JSL.L + RTS no longer spills into the + ; sprite-render sub-routine at $01:9064 (the save-screen sprite path + ; jsr's $9064 directly). +} +.alloc at 0x019060 { + jsr.w draw_field_item_name_trampoline + rts + + ; ===== COLON/QUANTITY POSITION PATCHES ===== + ; Item names expanded from 9 to 16 bytes (+7 chars = +14 VRAM bytes) + ; Change offset from $0052 to $0060 + + ; --- DrawItemSlot: left column colon/qty position --- + ; Original: 01/A1FC: 69 52 00 ADC #$0052 +} +.alloc at 0x01A1FC { + adc #0x0060 + + ; --- DrawItemSlot: right column colon/qty position --- + ; Original: 01/A236: 69 52 00 ADC #$0052 +} +.alloc at 0x01A236 { + adc #0x0060 +} diff --git a/src/ingame/key_item_picker_patches.s b/src/ingame/key_item_picker_patches.s index 608c8e0..398f71c 100644 --- a/src/ingame/key_item_picker_patches.s +++ b/src/ingame/key_item_picker_patches.s @@ -30,6 +30,7 @@ Patched: """ +.include "config.i" .if TREASURE_INVENTORY_ROLLING { ; TODO : wire `jsr.l key_item_render_all` at $00:AF4D once the picker ; has a VRAM strategy that doesn't garble the room/map underneath. The @@ -58,78 +59,91 @@ Patched: ; (text buffer is 13 chars/half-row × 2 = 26 wide) which is more ; invasive. Keep 2-col layout for now, single-stride scroll lets ; us walk the filtered $0712 in step with the engine's worldview. - *=0x00B23C - nop - -; Items per page: original `lda #$08` → 4 (single-col 4 rows). - *=0x00B245 - lda #0x04 - -; Replace the inline id*9 multiplier at $00:B253-B26C with a -; jsl multiply_by_17 chain. A is item-id on entry (just loaded via -; lda $0712,x at $B24B), returns A = id * ITEM_UNLEASHED_RECORD_SIZE. -; Move into X for the existing inner-loop indexed -; `lda.l assets_items_unleashed_dat, x` read. The original block was -; 26 bytes ($B253..$B26C); replacement uses 9 bytes, padded with NOP -; to keep downstream instruction addresses ($B26F lda#, $B273 lda.l -; ...) anchored. - *=0x00B253 - rep #0x10 - jsr.l multiply_by_17 - tax - inx - pad_nop(18) - -; Inner-name-write loop count at $00:B26F: original `lda #$08` -; (8 letters per name). Bump to ITEM_UNLEASHED_TEXT_SIZE. - *=0x00B26F - lda #ITEM_UNLEASHED_TEXT_SIZE - -; Item-name table source at $00:B273: original `lda.l $0F8000,x` -; (JP layout). Redirect to assets_items_unleashed_dat. - *=0x00B273 - lda.l assets_items_unleashed_dat, x - -; Make both column-toggle branches advance Y by 24 (full text-buffer -; row, 12 chars). Both → `adc #$18` so every item lands on its own -; row regardless of which column the toggle picks. Keep at 24 -; for now ; widening to fit a 16-char name + colon + qty requires -; revisiting the picker's tilemap row stride too. - *=0x00B2B5 - adc #0x18 - *=0x00B2BF - adc #0x18 - -; Item-text layout post-name: original writes ":" at +8 ($077C), tens -; at +9 ($077D), ones at +10 ($077E). 12-char names pushed the trio -; to $0780/81/82. 16-char names need another +4 to land past the name -; (assets_items_unleashed_dat = symbol + 16 chars), so trio sits at -; $0784/85/86 with the same 1-tile spacer between name and colon. - *=0x00B28E - sta 0x0784, y - *=0x00B2A4 - sta 0x0785, y - *=0x00B2A9 - sta 0x0786, y - -; Single-col picker has no col-1 to move cursor to. NOP the JOY_RIGHT -; check at $00:AFB0 by replacing the AND mask with $00 — beq always -; taken, right-button branch skipped. Original: -; AFB0: A5 03 lda $03 -; AFB2: 29 01 and #$01 ← JOY_RIGHT mask -; AFB4: F0 1A beq +$1A - *=0x00AFB2 - and #0x00 - -; A-select index calc at $00:AF9C: original -; lda $ba / clc / adc $8c / asl / clc / adc $8b / asl / tax -; index = (($ba + $8c) * 2 + $8b) * 2 = ($ba+$8c)*4 -; Single col: drop the col mix-in AND the second asl, so -; index = ($ba + $8c) * 2 (one item = 2 bytes id+qty). -; $00:AFA2 clc / adc $8b (3 bytes) → 3 NOPs -; $00:AFA5 asl (1 byte) → NOP - *=0x00AFA2 - pad_nop(3) - *=0x00AFA5 - nop +.alloc at 0x00B23C { + nop + + ; Items per page: original `lda #$08` → 4 (single-col 4 rows). +} +.alloc at 0x00B245 { + lda #0x04 + + ; Replace the inline id*9 multiplier at $00:B253-B26C with a + ; jsl multiply_by_17 chain. A is item-id on entry (just loaded via + ; lda $0712,x at $B24B), returns A = id * ITEM_UNLEASHED_RECORD_SIZE. + ; Move into X for the existing inner-loop indexed + ; `lda.l assets_items_unleashed_dat, x` read. The original block was + ; 26 bytes ($B253..$B26C); replacement uses 9 bytes, padded with NOP + ; to keep downstream instruction addresses ($B26F lda#, $B273 lda.l + ; ...) anchored. +} +.alloc at 0x00B253 { + rep #0x10 + jsr.l multiply_by_17 + tax + inx + pad_nop(18) + + ; Inner-name-write loop count at $00:B26F: original `lda #$08` + ; (8 letters per name). Bump to ITEM_UNLEASHED_TEXT_SIZE. +} +.alloc at 0x00B26F { + lda #ITEM_UNLEASHED_TEXT_SIZE + + ; Item-name table source at $00:B273: original `lda.l $0F8000,x` + ; (JP layout). Redirect to assets_items_unleashed_dat. +} +.alloc at 0x00B273 { + lda.l assets_items_unleashed_dat, x + + ; Make both column-toggle branches advance Y by 24 (full text-buffer + ; row, 12 chars). Both → `adc #$18` so every item lands on its own + ; row regardless of which column the toggle picks. Keep at 24 + ; for now ; widening to fit a 16-char name + colon + qty requires + ; revisiting the picker's tilemap row stride too. +} +.alloc at 0x00B2B5 { + adc #0x18 +} +.alloc at 0x00B2BF { + adc #0x18 + + ; Item-text layout post-name: original writes ":" at +8 ($077C), tens + ; at +9 ($077D), ones at +10 ($077E). 12-char names pushed the trio + ; to $0780/81/82. 16-char names need another +4 to land past the name + ; (assets_items_unleashed_dat = symbol + 16 chars), so trio sits at + ; $0784/85/86 with the same 1-tile spacer between name and colon. +} +.alloc at 0x00B28E { + sta 0x0784, y +} +.alloc at 0x00B2A4 { + sta 0x0785, y +} +.alloc at 0x00B2A9 { + sta 0x0786, y + + ; Single-col picker has no col-1 to move cursor to. NOP the JOY_RIGHT + ; check at $00:AFB0 by replacing the AND mask with $00 — beq always + ; taken, right-button branch skipped. Original: + ; AFB0: A5 03 lda $03 + ; AFB2: 29 01 and #$01 ← JOY_RIGHT mask + ; AFB4: F0 1A beq +$1A +} +.alloc at 0x00AFB2 { + and #0x00 + + ; A-select index calc at $00:AF9C: original + ; lda $ba / clc / adc $8c / asl / clc / adc $8b / asl / tax + ; index = (($ba + $8c) * 2 + $8b) * 2 = ($ba+$8c)*4 + ; Single col: drop the col mix-in AND the second asl, so + ; index = ($ba + $8c) * 2 (one item = 2 bytes id+qty). + ; $00:AFA2 clc / adc $8b (3 bytes) → 3 NOPs + ; $00:AFA5 asl (1 byte) → NOP +} +.alloc at 0x00AFA2 { + pad_nop(3) +} +.alloc at 0x00AFA5 { + nop +} } diff --git a/src/ingame/magic.s b/src/ingame/magic.s index 4d0b996..07ee0e0 100644 --- a/src/ingame/magic.s +++ b/src/ingame/magic.s @@ -6,129 +6,136 @@ the magic-render path. ; Columns offsets -*=0x1efebd -first_column := 0x0248 - 4 -.dw first_column + 10 * 2 * 2, first_column + 10 * 2, first_column +.alloc at 0x1efebd { + first_column := 0x0248 - 4 + .dw first_column + 10 * 2 * 2, first_column + 10 * 2, first_column -; columns cursor postion - -*=0x01b211 - .db 0x0, 10 * 8, 10 * 8 * 2 - -; White spells - -*=0x01AFA2 - load_system_menu_text_pointer(spells.white) - -; Black spells - -*=0x01AFB6 - load_system_menu_text_pointer(spells.black) - -; summons - -*=0x01AFCA - load_system_menu_text_pointer(spells.summon) - -*=0x01AFDE - load_system_menu_text_pointer(spells.ninja) - -*=0x1d95e - load_system_menu_text_pointer(spells.kokan) - -*=0x01b0ec - ldx.w #0x020A - ldy.w #spells.mp_needed & 0xffff - jsr.w copy_text_with_dakuten - - -; Grisement des types sorts : 'Blancs' 'Noirs' etc ... - -*=0x01B419 - ldy.w #0x0007 - sta.w 0xC5FF + 2, x - -; Spells type cursor offset - -*=0x01B0CE - lda.b #0x00 - -; Spells cost before char - -*=0x01B0F7 - sta.w 0xC816 + 0x40 + 2 - -; Spells cost + ; columns cursor postion +} +.alloc at 0x01b211 { + .db 0x0, 10 * 8, 10 * 8 * 2 -*=0x01B0E6 - ldy.w #0x021A + 0x40 + 2 + ; White spells +} +.alloc at 0x01AFA2 { + load_system_menu_text_pointer(spells.white) + ; Black spells +} +.alloc at 0x01AFB6 { + load_system_menu_text_pointer(spells.black) -; [use spell] Choose Spell character target window. + ; summons +} +.alloc at 0x01AFCA { + load_system_menu_text_pointer(spells.summon) +} +.alloc at 0x01AFDE { + load_system_menu_text_pointer(spells.ninja) +} +.alloc at 0x1d95e { + load_system_menu_text_pointer(spells.kokan) +} +.alloc at 0x01b0ec { + ldx.w #0x020A + ldy.w #spells.mp_needed & 0xffff + jsr.w copy_text_with_dakuten -*=0x01dd6d - menu_window(8, 0, 22, 26) + ; Grisement des types sorts : 'Blancs' 'Noirs' etc ... +} +.alloc at 0x01B419 { + ldy.w #0x0007 + sta.w 0xC5FF + 2, x -; [use spell] Use spell on whom window. + ; Spells type cursor offset +} +.alloc at 0x01B0CE { + lda.b #0x00 -*=0x01dd71 - menu_window(0, 8, 8, 5) + ; Spells cost before char +} +.alloc at 0x01B0F7 { + sta.w 0xC816 + 0x40 + 2 -; [use spell] Magic name position. + ; Spells cost +} +.alloc at 0x01B0E6 { + ldy.w #0x021A + 0x40 + 2 -*=0x01b4a7 - ldx.w #0x0042 -; move character blocks one tile back -.if 0 { - *=0x01b4c5 - ldx.w #0x02e0 - 2 - *=0x01b4ce - ldx.w #0x0060 - 2 - *=0x01b4d7 - ldx.w #0x0560 - 2 - *=0x01b4e0 - ldx.w #0x01a0 - 2 - *=0x01b4e9 - ldx.w #0x0420 - 2 -; moves character portrait 8 pixels back - *=0x1efea9 - delta = 8 - .db 0x58 - delta, 0x68 - .db 0x58 - delta, 0x18 - .db 0x58 - delta, 0xb8 - .db 0x60 - delta, 0x40 - .db 0x60 - delta, 0x90 ; 3 front/2 back - .db 0x60 - delta, 0x68 - .db 0x60 - delta, 0x18 - .db 0x60 - delta, 0xb8 - .db 0x58 - delta, 0x40 - .db 0x58 - delta, 0x90 ; 2 front/3 back + ; [use spell] Choose Spell character target window. } -; do not display on whom window - -*=0x01b498 - nop - nop - nop +.alloc at 0x01dd6d { + menu_window(8, 0, 22, 26) -; do not display to "on whom ?" text -*=0x01b4ad - nop - nop - nop - ; load_system_menu_text_pointer(use_spell.use_on_whom) - ;ldy.w #0xdd79 - nop - nop - nop + ; [use spell] Use spell on whom window. +} +.alloc at 0x01dd71 { + menu_window(0, 8, 8, 5) -*=0x01b4b3 - load_system_menu_text_pointer(use_spell.mp_cost) + ; [use spell] Magic name position. +} +.alloc at 0x01b4a7 { + ldx.w #0x0042 + + ; move character blocks one tile back + .if 0 { + .alloc at 0x01b4c5 { + ldx.w #0x02e0 - 2 + } + .alloc at 0x01b4ce { + ldx.w #0x0060 - 2 + } + .alloc at 0x01b4d7 { + ldx.w #0x0560 - 2 + } + .alloc at 0x01b4e0 { + ldx.w #0x01a0 - 2 + } + .alloc at 0x01b4e9 { + ldx.w #0x0420 - 2 + ; moves character portrait 8 pixels back + } + .alloc at 0x1efea9 { + delta = 8 + .db 0x58 - delta, 0x68 + .db 0x58 - delta, 0x18 + .db 0x58 - delta, 0xb8 + .db 0x60 - delta, 0x40 + .db 0x60 - delta, 0x90 ; 3 front/2 back + .db 0x60 - delta, 0x68 + .db 0x60 - delta, 0x18 + .db 0x60 - delta, 0xb8 + .db 0x58 - delta, 0x40 + .db 0x58 - delta, 0x90 ; 2 front/3 back + } + } + ; do not display on whom window +} +.alloc at 0x01b498 { + nop + nop + nop -; moves the magic target cursor X 8 pixels + ; do not display to "on whom ?" text +} +.alloc at 0x01b4ad { + nop + nop + nop + ; load_system_menu_text_pointer(use_spell.use_on_whom) + ;ldy.w #0xdd79 + nop + nop + nop +} +.alloc at 0x01b4b3 { + load_system_menu_text_pointer(use_spell.mp_cost) -*=0x01B5FF - lda #0x40 + 8 + ; moves the magic target cursor X 8 pixels +} +.alloc at 0x01B5FF { + lda #0x40 + 8 +} diff --git a/src/ingame/main.s b/src/ingame/main.s index efcf29b..fe94e0c 100644 --- a/src/ingame/main.s +++ b/src/ingame/main.s @@ -6,311 +6,324 @@ in-game menu wiring. { - *=0x01DB61 - .scope _main_menu { -characters_window: - menu_window(0, 0, 22, 26) -gil_window: - menu_window(22, 23, 8, 3) -time_window: - menu_window(23, 19, 7, 2) -menu: -; ptr 0xdb6d - menu_window(23, 0, 7, 17) - } - - *=0x01dd51 - menu_window(1, 8, 29, 17) - - *=0x01892E - load_system_menu_text_pointer(in_game_menu.menu) -; jsr.w draw_window_and_vwf_message - -; Gils - *=0x0187CE - load_system_menu_text_pointer(in_game_menu.gils) - -; moves gils two chars on the right - *=0x0187DA - ldy.w #0x062A + 4 - -; TIME - *=0x0187C5 - ldx.w #0x52E + 2 - load_system_menu_text_pointer(in_game_menu.time) - -; disable Save text - *=0x018939 - jmp.l disable_save - -; Moves the classes on the next line - *=0x018C1A - adc.w #0x004e - -; disable class name - *=0x018b30 - rts - -;*=0x0188d0 -; ldx.w #0x02CE - - - *=0x018FD3 - jsr.l load_classes_pointer - nop - sta 0x45 - xba - sta 0x46 - ldx 0x45 - lda #0x0F - - *=0x018fe3 - { -load_next_char: - lda.l assets_classes_dat, x - beq end -; dakuten - jsr.w 0x8E32 - sta.w 0x0000, y - xba - sta.w 0x0040, y - iny - lda.b 0x34 - sta.w 0x0000, y - sta.w 0x0040, y - inx - iny +.alloc at 0x01DB61 { + .scope _main_menu { + characters_window: + menu_window(0, 0, 22, 26) + gil_window: + menu_window(22, 23, 8, 3) + time_window: + menu_window(23, 19, 7, 2) + menu: + ; ptr 0xdb6d + menu_window(23, 0, 7, 17) + } +} +.alloc at 0x01dd51 { + menu_window(1, 8, 29, 17) +} +.alloc at 0x01892E { + load_system_menu_text_pointer(in_game_menu.menu) + ; jsr.w draw_window_and_vwf_message - bra load_next_char -end: - rts - } + ; Gils +} +.alloc at 0x0187CE { + load_system_menu_text_pointer(in_game_menu.gils) - *=0x0189b9 -; Level offset - adc.w #0x0044 - 2 + ; moves gils two chars on the right +} +.alloc at 0x0187DA { + ldy.w #0x062A + 4 - *=0x018a03 - draw_hp_mp = 0x018a2a - lda.w #0x0046 + 0x40 - ldy.w #0x0007 ; current hp - jsr.w draw_hp_mp - lda.w #0x0050 + 0x40 - ldy.w #0x0009 ; max hp - jsr.w draw_hp_mp - lda.w #0x0086 + 0x40 - ldy.w #0x000b ; current mp - jsr.w draw_hp_mp - lda.w #0x0090 + 0x40 - ldy.w #0x000d ; max mp - jsr.w draw_hp_mp + ; TIME +} +.alloc at 0x0187C5 { + ldx.w #0x52E + 2 + load_system_menu_text_pointer(in_game_menu.time) -; LEVEL - *=0x0189C3 - { - level_offset = 7 * 2 - lda #0xFF - sta.w 0 + level_offset, x - lda #0x4F ; N - sta.w 2 + level_offset, x - lda #0x57 ; V - sta.w 4 + level_offset, x - lda #0xFF - sta.w 6 + level_offset, x - nop + ; disable Save text +} +.alloc at 0x018939 { + jmp.l disable_save - lda #0x57 ; H 49 V 57 - sta.w 0x40 + 2 + 0x40, x - lda #0x51 ; P - sta.w 0x42 - 2 + 0x40, x - sta.w 0x82 - 2 + 0x40, x - lda #0x4E ; M - sta.w 0x80 + 2 + 0x40, x - lda #0xC7 ; / - sta.w 0x4E + 0x40, x - sta.w 0x8E + 0x40, x - } + ; Moves the classes on the next line +} +.alloc at 0x018C1A { + adc.w #0x004e -; Moves the level down in the digest - *=0x0189FA - sta.w 0x0016, x - xba - sta.w 0x0018, x + ; disable class name +} +.alloc at 0x018b30 { + rts -;; Move character name. - *=0x0183D5 - sta.w 0x0000, y - xba - sta.w 0x0040, y + ;*=0x0188d0 + ; ldx.w #0x02CE +} +.alloc at 0x018FD3 { + jsr.l load_classes_pointer + nop + sta 0x45 + xba + sta 0x46 + ldx 0x45 + lda #0x0F +} +.alloc at 0x018fe3 { + { + load_next_char: + lda.l assets_classes_dat, x + beq end + ; dakuten + jsr.w 0x8E32 + sta.w 0x0000, y + xba + sta.w 0x0040, y + iny + lda.b 0x34 + sta.w 0x0000, y + sta.w 0x0040, y + inx + iny + + bra load_next_char + end: + rts + } +} +.alloc at 0x0189b9 { + ; Level offset + adc.w #0x0044 - 2 +} +.alloc at 0x018a03 { + draw_hp_mp = 0x018a2a + lda.w #0x0046 + 0x40 + ldy.w #0x0007 ; current hp + jsr.w draw_hp_mp + lda.w #0x0050 + 0x40 + ldy.w #0x0009 ; max hp + jsr.w draw_hp_mp + lda.w #0x0086 + 0x40 + ldy.w #0x000b ; current mp + jsr.w draw_hp_mp + lda.w #0x0090 + 0x40 + ldy.w #0x000d ; max mp + jsr.w draw_hp_mp + + ; LEVEL +} +.alloc at 0x0189C3 { + { + level_offset = 7 * 2 + lda #0xFF + sta.w 0 + level_offset, x + lda #0x4F ; N + sta.w 2 + level_offset, x + lda #0x57 ; V + sta.w 4 + level_offset, x + lda #0xFF + sta.w 6 + level_offset, x + nop + + lda #0x57 ; H 49 V 57 + sta.w 0x40 + 2 + 0x40, x + lda #0x51 ; P + sta.w 0x42 - 2 + 0x40, x + sta.w 0x82 - 2 + 0x40, x + lda #0x4E ; M + sta.w 0x80 + 2 + 0x40, x + lda #0xC7 ; / + sta.w 0x4E + 0x40, x + sta.w 0x8E + 0x40, x + } + + ; Moves the level down in the digest +} +.alloc at 0x0189FA { + sta.w 0x0016, x + xba + sta.w 0x0018, x -; translate can't fight text + ;; Move character name. +} +.alloc at 0x0183D5 { + sta.w 0x0000, y + xba + sta.w 0x0040, y - *=0x018B2A - load_system_menu_text_pointer(in_game_menu.cant_fight) + ; translate can't fight text +} +.alloc at 0x018B2A { + load_system_menu_text_pointer(in_game_menu.cant_fight) -; grey out more tiles for the first line in char block - *=0x018C30 - lda #15 + ; grey out more tiles for the first line in char block +} +.alloc at 0x018C30 { + lda #15 -;*=0x018b6b -; lda #0x42 + ;*=0x018b6b + ; lda #0x42 -; Time offset - *=0x018BC1 - lda.b #0x80 - sta.w 0x0578, y - xba - sta.w 0x057A, y - rep #0x20 - lda.b 0x73 - sep #0x20 - jsr.w 0x81D6 - lda.b 0x5B - sta.w 0x0570, y - lda.b 0x5D - sta.w 0x0572, y - lda.b 0x5E - sta.w 0x0574, y - lda.b #0xC8 - sta.w 0x0576, y + ; Time offset +} +.alloc at 0x018BC1 { + lda.b #0x80 + sta.w 0x0578, y + xba + sta.w 0x057A, y + rep #0x20 + lda.b 0x73 + sep #0x20 + jsr.w 0x81D6 + lda.b 0x5B + sta.w 0x0570, y + lda.b 0x5D + sta.w 0x0572, y + lda.b 0x5E + sta.w 0x0574, y + lda.b #0xC8 + sta.w 0x0576, y +} } ; main menu spells ; length of spells names -*=0x01B345 - lda.b #0x08 - -; compute spell pointer -;01b319 rep #0x20 -;01b31b asl a -;01b31c sta 0x45 -;01b31e asl a -;01b31f adc 0x45 -;01b321 adc #0x8900 -;01b324 tay -;01b325 sep #0x20 -;01b327 lda #0x0f - -*=0x01b319 - rep #0x20 - pha - asl - asl - asl - adc 1, s - nop - nop - ; nop - ; adc.w #assets_magic_dat - tay - pla - sep #0x20 - lda.b #assets_magic_dat >> 16 - -; instead of adding asset_magic_dat to Y move it to the lda to save 3 bytes - -*=0x1b32b - lda.w assets_magic_dat, y - -*=0x1b349 - lda.w assets_magic_dat, y - -; Save / restore covers VRAM byte $4000-$5FFF ($2000 bytes) instead of -; vanilla's $1000. The extra $1000 bytes reach past the static-font / - -; vanilla BG3 CHR area to cover the full VWF region union : -; Region 1 $5000-$56A0 (field / treasure item-name CHR) -; Region 1B $56E0-$5AA0 (drops item-name CHR, treasure popup) -; Region D $5800-$5FF0 (item description CHR) -; Without the extension, menu glyph bytes at $5300+ stayed in VRAM -; forever (overworld never writes those addresses), so any BG tilemap -; entry referencing VWF tile_ids $100+ rendered the leftover glyphs -; over the overworld map. SRAM buffer at $70:5000-$70:6FFF stays -; clear of the battle-magic region at $70:7000. -{ - *=0x14ff62 - sram_buffer = 0x705000 - save_size = 0x2000 - phb - tdc - pha - plb - lda #0x80 - sta 0x2100 ; screen off - sta 0x88 - lda #0x80 - sta 0x2115 - ldx #0x2000 ; ppu 0x2000 - stx 0x2116 - ldx 0x2139 ; read "dummy" value - lda #0x81 ; single address, auto-increment - sta 0x4300 - lda #0x39 ; source: 0x2139 (vram data read) - sta 0x4301 - ldx.w #sram_buffer & 0xffff ; destination: 0x7ee600 - stx 0x4302 - lda.b #sram_buffer >> 16 - sta 0x4304 - ldx.w #save_size ; size: 0x1000 - stx 0x4305 - lda #0x01 - sta 0x420b - plb - rtl - - *=0x14ffd6 -;RestoreDlgGfx_ext: - lda #0x00 - pha - plb - ldx #0x2000 - stx 0x011d - ldx.w #sram_buffer & 0xffff - stx 0x011f - lda.b #sram_buffer >> 16 - sta 0x0121 - ldx.w #save_size - stx 0x0122 - rtl +.alloc at 0x01B345 { + lda.b #0x08 + + ; compute spell pointer + ;01b319 rep #0x20 + ;01b31b asl a + ;01b31c sta 0x45 + ;01b31e asl a + ;01b31f adc 0x45 + ;01b321 adc #0x8900 + ;01b324 tay + ;01b325 sep #0x20 + ;01b327 lda #0x0f +} +.alloc at 0x01b319 { + rep #0x20 + pha + asl + asl + asl + adc 1, s + nop + nop + ; nop + ; adc.w #assets_magic_dat + tay + pla + sep #0x20 + lda.b #assets_magic_dat >> 16 + + ; instead of adding asset_magic_dat to Y move it to the lda to save 3 bytes +} +.alloc at 0x1b32b { + lda.w assets_magic_dat, y +} +.alloc at 0x1b349 { + lda.w assets_magic_dat, y + + ; Save / restore covers VRAM byte $4000-$5FFF ($2000 bytes) instead of + ; vanilla's $1000. The extra $1000 bytes reach past the static-font / + + ; vanilla BG3 CHR area to cover the full VWF region union : + ; Region 1 $5000-$56A0 (field / treasure item-name CHR) + ; Region 1B $56E0-$5AA0 (drops item-name CHR, treasure popup) + ; Region D $5800-$5FF0 (item description CHR) + ; Without the extension, menu glyph bytes at $5300+ stayed in VRAM + ; forever (overworld never writes those addresses), so any BG tilemap + ; entry referencing VWF tile_ids $100+ rendered the leftover glyphs + ; over the overworld map. SRAM buffer at $70:5000-$70:6FFF stays + ; clear of the battle-magic region at $70:7000. + { + .alloc at 0x14ff62 { + sram_buffer = 0x705000 + save_size = 0x2000 + phb + tdc + pha + plb + lda #0x80 + sta 0x2100 ; screen off + sta 0x88 + lda #0x80 + sta 0x2115 + ldx #0x2000 ; ppu 0x2000 + stx 0x2116 + ldx 0x2139 ; read "dummy" value + lda #0x81 ; single address, auto-increment + sta 0x4300 + lda #0x39 ; source: 0x2139 (vram data read) + sta 0x4301 + ldx.w #sram_buffer & 0xffff ; destination: 0x7ee600 + stx 0x4302 + lda.b #sram_buffer >> 16 + sta 0x4304 + ldx.w #save_size ; size: 0x1000 + stx 0x4305 + lda #0x01 + sta 0x420b + plb + rtl + } + .alloc at 0x14ffd6 { + ;RestoreDlgGfx_ext: + lda #0x00 + pha + plb + ldx #0x2000 + stx 0x011d + ldx.w #sram_buffer & 0xffff + stx 0x011f + lda.b #sram_buffer >> 16 + sta 0x0121 + ldx.w #save_size + stx 0x0122 + rtl + } + } +} +.alloc at 0x018E32 { + jsr.l lookup_dakuten + rts +} +.alloc at 0x00b670 { + jsr.l lookup_dakuten + xba + rts + + ;*=0x00b66e + ;jsr.l lookup_dakuten + ;rts + + ; --------sub start-------- + ;018E32 DA PHX + ;018E33 C9 42 CMP #$42 + ;018E35 B0 15 BCS $018E4C + ;018E37 38 SEC + ;018E38 E9 0F SBC #$0F + ;018E3A 0A ASL + ;018E3B EB XBA + ;018E3C A9 00 LDA #$00 + ;018E3E EB XBA + ;018E3F AA TAX + ;018E40 BF 1F FE 1E LDA $1EFE1F,X + ;018E44 EB XBA + ;018E45 BF 1E FE 1E LDA $1EFE1E,X + ;018E49 EB XBA + ;018E4A FA PLX + ;018E4B 60 RTS + ; ---------------- + ;018E4C EB XBA + ;018E4D A9 FF LDA #$FF + ;018E4F FA PLX + ;018E50 60 RTS + ; ---------------- } - -*=0x018E32 - jsr.l lookup_dakuten - rts - -*=0x00b670 - jsr.l lookup_dakuten - xba - rts - -;*=0x00b66e -;jsr.l lookup_dakuten -;rts - -; --------sub start-------- -;018E32 DA PHX -;018E33 C9 42 CMP #$42 -;018E35 B0 15 BCS $018E4C -;018E37 38 SEC -;018E38 E9 0F SBC #$0F -;018E3A 0A ASL -;018E3B EB XBA -;018E3C A9 00 LDA #$00 -;018E3E EB XBA -;018E3F AA TAX -;018E40 BF 1F FE 1E LDA $1EFE1F,X -;018E44 EB XBA -;018E45 BF 1E FE 1E LDA $1EFE1E,X -;018E49 EB XBA -;018E4A FA PLX -;018E4B 60 RTS -; ---------------- -;018E4C EB XBA -;018E4D A9 FF LDA #$FF -;018E4F FA PLX -;018E50 60 RTS -; ---------------- diff --git a/src/ingame/menus.i b/src/ingame/menus.i index 7b9fed1..4e46c86 100644 --- a/src/ingame/menus.i +++ b/src/ingame/menus.i @@ -2,6 +2,7 @@ Aggregator header that pulls in every field-menu patch unit ; controlled by feature flags so unused screens are excluded from the build. """ +.include "config.i" .include "src/ingame/main.s" .include "src/ingame/items.s" .if INVENTORY_ROLLING_BUFFER { diff --git a/src/ingame/new_game.s b/src/ingame/new_game.s index f01ae34..317cfb2 100644 --- a/src/ingame/new_game.s +++ b/src/ingame/new_game.s @@ -1,3 +1,4 @@ +.include "config.i" """New-game / save-slot screen patches: text-table rewiring and pointer setup for the relocated start-screen strings.""" .include "src/ingame/macros.i" @@ -5,84 +6,90 @@ .table "text/ff4_menus.tbl" { ; new game window - *=0x01dfc7 - .db 0x12 ; width - .db 0x02 ; height +.alloc at 0x01dfc7 { + .db 0x12 ; width + .db 0x02 ; height -; Cecil sprite position on the new game item - *=0x019904 - .db 0x85 ; x - .db 0x04 ; y - - -; load game message window - *=0x01dfdc - menu_window(23, 0, 7, 8) - -; LoadTimeWindow: - *=0x01dfe0 - menu_window(23, 16, 7, 5) - -; LoadGilWindow: - *=0x01dfe4 - menu_window(23, 23, 7, 3) - -; save number display - *=0x019A62 - sta.w 0xC8 - 0x40 + 8, y - - *=0x019A55 - ldx.w #0x82 - 0x40 - - - *=0x019A52 - load_system_menu_text_pointer(newgame.save) - - *=0x01962E - load_system_menu_text_pointer(newgame.new_game) - - .if DEBUG { - jsr.w display_build_number - } - - *=0x019826 - load_system_menu_text_pointer(newgame.load_this_save) - -; for save menu we use the same string. - *=0x01981E - load_system_menu_text_pointer(newgame.load_this_save) - - - *=0x01982C - load_system_menu_text_pointer(newgame.yes_no) - - *=0x01983E - load_system_menu_text_pointer(newgame.time_load_save) + ; Cecil sprite position on the new game item +} +.alloc at 0x019904 { + .db 0x85 ; x + .db 0x04 ; y - *=0x01984D - load_system_menu_text_pointer(newgame.gils_load_game) -; gils text position - ldx.w #0x676 - jsr.w 0x82cd ; menu_draw_text -; gils count position - ldy #0x062c + 2 -; Time position - *=0x019838 - ldy.w #0xcb2e + 2 - *=0x019AC5 - load_system_menu_text_pointer(newgame.empty_save) + ; load game message window +} +.alloc at 0x01dfdc { + menu_window(23, 0, 7, 8) - *=0x01cbad - load_system_menu_text_pointer(newgame.saves) + ; LoadTimeWindow: +} +.alloc at 0x01dfe0 { + menu_window(23, 16, 7, 5) - *=0x01e050 - menu_window(7, 10, 19, 2) + ; LoadGilWindow: +} +.alloc at 0x01dfe4 { + menu_window(23, 23, 7, 3) + ; save number display +} +.alloc at 0x019A62 { + sta.w 0xC8 - 0x40 + 8, y +} +.alloc at 0x019A55 { + ldx.w #0x82 - 0x40 +} +.alloc at 0x019A52 { + load_system_menu_text_pointer(newgame.save) +} +.alloc at 0x01962E { + load_system_menu_text_pointer(newgame.new_game) - *=0x1cc0d - load_system_menu_text_pointer(newgame.save_completed) + .if DEBUG { + jsr.w display_build_number + } +} +.alloc at 0x019826 { + load_system_menu_text_pointer(newgame.load_this_save) - *=0x1cc12 - load_system_menu_text_pointer(newgame.did_not_save) + ; for save menu we use the same string. +} +.alloc at 0x01981E { + load_system_menu_text_pointer(newgame.load_this_save) +} +.alloc at 0x01982C { + load_system_menu_text_pointer(newgame.yes_no) +} +.alloc at 0x01983E { + load_system_menu_text_pointer(newgame.time_load_save) +} +.alloc at 0x01984D { + load_system_menu_text_pointer(newgame.gils_load_game) + ; gils text position + ldx.w #0x676 + jsr.w 0x82cd ; menu_draw_text + ; gils count position + ldy #0x062c + 2 + + ; Time position +} +.alloc at 0x019838 { + ldy.w #0xcb2e + 2 +} +.alloc at 0x019AC5 { + load_system_menu_text_pointer(newgame.empty_save) +} +.alloc at 0x01cbad { + load_system_menu_text_pointer(newgame.saves) +} +.alloc at 0x01e050 { + menu_window(7, 10, 19, 2) +} +.alloc at 0x1cc0d { + load_system_menu_text_pointer(newgame.save_completed) +} +.alloc at 0x1cc12 { + load_system_menu_text_pointer(newgame.did_not_save) +} } diff --git a/src/ingame/options.s b/src/ingame/options.s index 7462f84..384f16e 100644 --- a/src/ingame/options.s +++ b/src/ingame/options.s @@ -2,40 +2,40 @@ ;RGB -> RVB :o) -*=0x01D1BB - lda.b #0x57 - -; déplacement du curseur principal des options - -*=0x01D247 - lda.b #0x00 - -; Cursor offset in controls menu (x) - -*=0x01D4E6 - lda.b #0x03 - -; cursor y - -*=0x01D4E2 - adc.b #0x4C - -*=0x01D1B0 - load_system_menu_text_pointer(options.title) - -*=0x01D1A4 - load_system_menu_text_pointer(options.config) - -; move controls title window - -*=0x01E204 - menu_window(4, 0, 22, 2) - - -*=0x01D487 - ldy.w #0xE204 - -; controles - -*=0x01D48D - load_system_menu_text_pointer(options.controls) +.alloc at 0x01D1BB { + lda.b #0x57 + + ; déplacement du curseur principal des options +} +.alloc at 0x01D247 { + lda.b #0x00 + + ; Cursor offset in controls menu (x) +} +.alloc at 0x01D4E6 { + lda.b #0x03 + + ; cursor y +} +.alloc at 0x01D4E2 { + adc.b #0x4C +} +.alloc at 0x01D1B0 { + load_system_menu_text_pointer(options.title) +} +.alloc at 0x01D1A4 { + load_system_menu_text_pointer(options.config) + + ; move controls title window +} +.alloc at 0x01E204 { + menu_window(4, 0, 22, 2) +} +.alloc at 0x01D487 { + ldy.w #0xE204 + + ; controles +} +.alloc at 0x01D48D { + load_system_menu_text_pointer(options.controls) +} diff --git a/src/ingame/places_names.s b/src/ingame/places_names.s index 79964cf..d57f18d 100644 --- a/src/ingame/places_names.s +++ b/src/ingame/places_names.s @@ -4,77 +4,84 @@ pointer table. """ { place_name_length = 0x1A - *=0x00B90E - lda.b #place_name_length - - *=0x00B922 - cpx.b #place_name_length - - *=0x00B8F1 - lda.l assets_places_names_dat, x - - *=0x00B901 - lda.l assets_places_names_dat, x - - *=0x00B92C - lda.l assets_places_names_dat, x - - *=0x00B938 - sta.w 0x774 + place_name_length, y - - *=0x00B91E - sta.w 0x774 + place_name_length, x - - -; window transfer related stuff - *=0x00B963 - lda.l places_top_window, x - - *=0x00B96B - lda.l places_top_window, x - - *=0x00B973 - cpx.w #0x003C ; place_name_length * 2 + 8 - -;.00:B98D LDA $780,X - *=0x00B98D - lda.w 0x774 + place_name_length, x - - *=0x00B999 - cpx.w #place_name_length - - *=0x00B9D1 - cpx.w #place_name_length - - - *=0x00B9F6 - lda.l places_bottom_window, x +.alloc at 0x00B90E { + lda.b #place_name_length +} +.alloc at 0x00B922 { + cpx.b #place_name_length +} +.alloc at 0x00B8F1 { + lda.l assets_places_names_dat, x +} +.alloc at 0x00B901 { + lda.l assets_places_names_dat, x +} +.alloc at 0x00B92C { + lda.l assets_places_names_dat, x +} +.alloc at 0x00B938 { + sta.w 0x774 + place_name_length, y +} +.alloc at 0x00B91E { + sta.w 0x774 + place_name_length, x - *=0x00B9FE - lda.l places_bottom_window, x - *=0x00BA06 - cpx.w #0x003C ; place_name_length + 8 + ; window transfer related stuff +} +.alloc at 0x00B963 { + lda.l places_top_window, x +} +.alloc at 0x00B96B { + lda.l places_top_window, x +} +.alloc at 0x00B973 { + cpx.w #0x003C ; place_name_length * 2 + 8 + ;.00:B98D LDA $780,X +} +.alloc at 0x00B98D { + lda.w 0x774 + place_name_length, x +} +.alloc at 0x00B999 { + cpx.w #place_name_length +} +.alloc at 0x00B9D1 { + cpx.w #place_name_length +} +.alloc at 0x00B9F6 { + lda.l places_bottom_window, x +} +.alloc at 0x00B9FE { + lda.l places_bottom_window, x +} +.alloc at 0x00BA06 { + cpx.w #0x003C ; place_name_length + 8 - vram_ptr = 0x2840 + 1 - *=0x00B95A -;.00:B95A LDX #$2848 ; top window - ldx.w #vram_ptr - *=0x00B978 -;.00:B978 LDX #$2868 ; left window piece - ldx.w #vram_ptr + 0x20 - *=0x00B99E -;.00:B99E LDX #$2876 ; right window piece - ldx.w #vram_ptr + 0x20 + place_name_length + 2 - *=0x00B9B0 -;.00:B9B0 LDX #$2888 ; left window piece - ldx.w #vram_ptr + 0x40 - *=0x00B9D6 -;.00:B9D6 LDX #$2896 ; right window piece - ldx.w #vram_ptr + 0x40 + place_name_length + 2 - *=0x00B9ED -;.00:B9ED LDX #$28A8 ; bottom window - ldx.w #vram_ptr + 0x60 + vram_ptr = 0x2840 + 1 +} +.alloc at 0x00B95A { + ;.00:B95A LDX #$2848 ; top window + ldx.w #vram_ptr +} +.alloc at 0x00B978 { + ;.00:B978 LDX #$2868 ; left window piece + ldx.w #vram_ptr + 0x20 +} +.alloc at 0x00B99E { + ;.00:B99E LDX #$2876 ; right window piece + ldx.w #vram_ptr + 0x20 + place_name_length + 2 +} +.alloc at 0x00B9B0 { + ;.00:B9B0 LDX #$2888 ; left window piece + ldx.w #vram_ptr + 0x40 +} +.alloc at 0x00B9D6 { + ;.00:B9D6 LDX #$2896 ; right window piece + ldx.w #vram_ptr + 0x40 + place_name_length + 2 +} +.alloc at 0x00B9ED { + ;.00:B9ED LDX #$28A8 ; bottom window + ldx.w #vram_ptr + 0x60 +} } diff --git a/src/ingame/shop.s b/src/ingame/shop.s index 6c00557..c22a2fd 100644 --- a/src/ingame/shop.s +++ b/src/ingame/shop.s @@ -6,173 +6,176 @@ small-VWF item descriptions. ; move gils window -*=0x1dea6 - menu_window(23, 4, 7, 3) +.alloc at 0x1dea6 { + menu_window(23, 4, 7, 3) -; move character 1 tile below - -*=0x1deba - menu_window(23, 9, 7, 11) - -; message window - -*=0x01deb2 - menu_window(8, 0, 20, 2) - -; shop title - -*=0x01deae - menu_window(0, 0, 8, 2) - -; actions window - -*=0x01deaa - menu_window(1, 4, 20, 3) - -; list window - -*=0x01deb6 - menu_window(1, 8, 21, 17) - - -; Moves gils 7 digits 2 tiles to the right. - -*=0x1c3f5 - ldy.w #0x01a6 + 8 - -; ギル : gils - -*=0x01C3EC - load_system_menu_text_pointer(shops.gils) - -*=0x01C350 - load_system_menu_text_pointer(shops.welcome_and_actions) - ; Route the owner greeting ("Puis-je vous aider ?") through the small-VWF - ; description region ; the slimmed welcome_and_actions block holds only the - ; "Achat Vente Sortir" action labels rendered by the vanilla engine. - -*=0x01C353 - jmp.w shop_welcome_text_hook - -*=0x01C43F - load_system_menu_text_pointer(shops.quantity) - ; Route the buy-flow welcome ("Que désirez vous ?") through the small-VWF - ; description region ; vanilla quantity block (Quantité + "1") continues to - ; render via $8301 inside the hook. - -*=0x01C442 - jsr.w shop_quantity_text_hook - -*=0x01c7e4 - load_system_menu_text_pointer(shops.quantity) - -*=0x01C7E7 - jsr.w shop_quantity_text_hook - -*=0x01C568 - load_system_menu_text_pointer(shops.gils + 2) + ; move character 1 tile below +} +.alloc at 0x1deba { + menu_window(23, 9, 7, 11) -*=0x01c74e - load_system_menu_text_pointer(shops.thank_you_window) - ; Route the owner thank-you ("Merci !") through the small-VWF description - ; region ; the window itself still draws via vanilla $82FB inside the hook. + ; message window +} +.alloc at 0x01deb2 { + menu_window(8, 0, 20, 2) -*=0x01C751 - jsr.w shop_thanks_text_hook + ; shop title +} +.alloc at 0x01deae { + menu_window(0, 0, 8, 2) -*=0x01c962 - load_system_menu_text_pointer(shops.sell_window) + ; actions window +} +.alloc at 0x01deaa { + menu_window(1, 4, 20, 3) -*=0x01c41e - load_system_menu_text_pointer(shops.inventory_full) + ; list window +} +.alloc at 0x01deb6 { + menu_window(1, 8, 21, 17) -*=0x01c700 - load_system_menu_text_pointer(shops.not_enough_gils) + ; Moves gils 7 digits 2 tiles to the right. +} +.alloc at 0x1c3f5 { + ldy.w #0x01a6 + 8 -; Buy menu -; quantity hand pointer position "10" + ; ギル : gils +} +.alloc at 0x01C3EC { + load_system_menu_text_pointer(shops.gils) +} +.alloc at 0x01C350 { + load_system_menu_text_pointer(shops.welcome_and_actions) + ; Route the owner greeting ("Puis-je vous aider ?") through the small-VWF + ; description region ; the slimmed welcome_and_actions block holds only the + ; "Achat Vente Sortir" action labels rendered by the vanilla engine. +} +.alloc at 0x01C353 { + jmp.w shop_welcome_text_hook +} +.alloc at 0x01C43F { + load_system_menu_text_pointer(shops.quantity) + ; Route the buy-flow welcome ("Que désirez vous ?") through the small-VWF + ; description region ; vanilla quantity block (Quantité + "1") continues to + ; render via $8301 inside the hook. +} +.alloc at 0x01C442 { + jsr.w shop_quantity_text_hook +} +.alloc at 0x01c7e4 { + load_system_menu_text_pointer(shops.quantity) +} +.alloc at 0x01C7E7 { + jsr.w shop_quantity_text_hook +} +.alloc at 0x01C568 { + load_system_menu_text_pointer(shops.gils + 2) +} +.alloc at 0x01c74e { + load_system_menu_text_pointer(shops.thank_you_window) + ; Route the owner thank-you ("Merci !") through the small-VWF description + ; region ; the window itself still draws via vanilla $82FB inside the hook. +} +.alloc at 0x01C751 { + jsr.w shop_thanks_text_hook +} +.alloc at 0x01c962 { + load_system_menu_text_pointer(shops.sell_window) +} +.alloc at 0x01c41e { + load_system_menu_text_pointer(shops.inventory_full) +} +.alloc at 0x01c700 { + load_system_menu_text_pointer(shops.not_enough_gils) -*=0x01cb12 - ldx #0x3058 + 48 -; quantity hand pointer position "1" + ; Buy menu + ; quantity hand pointer position "10" +} +.alloc at 0x01cb12 { + ldx #0x3058 + 48 -*=0x01cb17 - ldx.w #0x3040 + 54 + ; quantity hand pointer position "1" +} +.alloc at 0x01cb17 { + ldx.w #0x3040 + 54 -; Sell menu + ; Sell menu +} +.alloc at 0x01c80b { + ldx.w #0x3058 + 48 +} +.alloc at 0x01c810 { + ldx.w #0x3040 + 54 -*=0x01c80b - ldx.w #0x3058 + 48 + { + ; the 10 is drawn using a draw number function while the 1 is in the text. + ; the 10 is dynamic if you place the cursor on 10 and press X it'll increase the number (10 increments) -*=0x01c810 - ldx.w #0x3040 + 54 + _quantity_10_position = 0x019a + 12 -{ -; the 10 is drawn using a draw number function while the 1 is in the text. -; the 10 is dynamic if you place the cursor on 10 and press X it'll increase the number (10 increments) + ; Sell menu + .alloc at 0x01c81e { + ldy.w #_quantity_10_position - _quantity_10_position = 0x019a + 12 + ; Buy menu + } + .alloc at 0x01c464 { + ldy.w #_quantity_10_position + } + } -; Sell menu - *=0x01c81e - ldy.w #_quantity_10_position -; Buy menu - *=0x01c464 - ldy.w #_quantity_10_position + ; Changes the offset of the hand pointer +} +.alloc at 0x01C37C { + lda 0x1B79 + asl + asl + asl + asl + sta 0x45 + asl + adc 0x45 + nop + nop + sta 0x45 +} +.alloc at 0x01920a { + ; shop party sprite positions + ; Attack formation 3 front, 2 back + .db 0x00 + 8, 0x1c + 8 + .db 0x00 + 8, 0x00 + 8 + .db 0x00 + 8, 0x38 + 8 + .db 0x18 + 8, 0x0c + 8 + .db 0x18 + 8, 0x2c + 8 + + ; Defense formation 3 back, 2 front + .db 0x18 + 8, 0x1c + 8 + .db 0x18 + 8, 0x00 + 8 + .db 0x18 + 8, 0x38 + 8 + .db 0x00 + 8, 0x0c + 8 + .db 0x00 + 8, 0x2c + 8 +} +.alloc at 0x01debe { + _shop_title_ptr: + .dw shops.weapons_title - 0x8000 + .dw shops.armor_title - 0x8000 + .dw shops.items_title - 0x8000 +} +.alloc at 0x01c336 { + lda.b #0 + xba + lda 0x1a01 + asl + tax + rep #0x20 + lda.l _shop_title_ptr, x + tay + sep #0x20 + nop + nop + nop + ldx.w #0x0042 } - - -; Changes the offset of the hand pointer - -*=0x01C37C - lda 0x1B79 - asl - asl - asl - asl - sta 0x45 - asl - adc 0x45 - nop - nop - sta 0x45 - -*=0x01920a - ; shop party sprite positions - ; Attack formation 3 front, 2 back - .db 0x00 + 8, 0x1c + 8 - .db 0x00 + 8, 0x00 + 8 - .db 0x00 + 8, 0x38 + 8 - .db 0x18 + 8, 0x0c + 8 - .db 0x18 + 8, 0x2c + 8 - -; Defense formation 3 back, 2 front - .db 0x18 + 8, 0x1c + 8 - .db 0x18 + 8, 0x00 + 8 - .db 0x18 + 8, 0x38 + 8 - .db 0x00 + 8, 0x0c + 8 - .db 0x00 + 8, 0x2c + 8 - -*=0x01debe -_shop_title_ptr: - .dw shops.weapons_title - 0x8000 - .dw shops.armor_title - 0x8000 - .dw shops.items_title - 0x8000 - -*=0x01c336 - lda.b #0 - xba - lda 0x1a01 - asl - tax - rep #0x20 - lda.l _shop_title_ptr, x - tay - sep #0x20 - nop - nop - nop - ldx.w #0x0042 diff --git a/src/ingame/status.s b/src/ingame/status.s index ac58834..5700677 100644 --- a/src/ingame/status.s +++ b/src/ingame/status.s @@ -6,18 +6,19 @@ attributes). ;*=0x01A9B7 ; ldy.w #0x0044 -*=0x01A99E - load_system_menu_text_pointer(status.status) - -*=0x01AAE9 - load_system_menu_text_pointer(status.exp_for_next_level) - -*=0x01ABBC - load_system_menu_text_pointer(status.char_stats) - -*=0x01A9CA - ldy.w #0x15C - 0x80 - -*=0x1aab3 - jsr.l load_dextrelity_pointer - jmp.w 0x1aac9 +.alloc at 0x01A99E { + load_system_menu_text_pointer(status.status) +} +.alloc at 0x01AAE9 { + load_system_menu_text_pointer(status.exp_for_next_level) +} +.alloc at 0x01ABBC { + load_system_menu_text_pointer(status.char_stats) +} +.alloc at 0x01A9CA { + ldy.w #0x15C - 0x80 +} +.alloc at 0x1aab3 { + jsr.l load_dextrelity_pointer + jmp.w 0x1aac9 +} diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index 984b23d..7c035d1 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -15,6 +15,7 @@ from `inventory_rolling.s` and tuned for the chest UI. ; menus are mutually exclusive on screen. ; Layout (single column) +.include "config.i" TREASURE_VISIBLE_ITEMS := 5 ; Visible items at once TREASURE_BUFFER_SLOTS := 6 ; 6 slots (5 visible + 1 pre-render) TREASURE_TOTAL_ITEMS := 48 ; Total inventory items diff --git a/src/ingame/treasure_rolling_patches.s b/src/ingame/treasure_rolling_patches.s index 537ed35..a1f44a0 100644 --- a/src/ingame/treasure_rolling_patches.s +++ b/src/ingame/treasure_rolling_patches.s @@ -18,194 +18,214 @@ ROM patches that wire the treasure inventory rolling buffer in: hooks the treasu ; ; Flag-gated off until the entry/exit/trigger thunks are wired up. +.include "config.i" .if TREASURE_INVENTORY_ROLLING { ; Kill 2-col navigation in the inventory picker (JOY_RIGHT / JOY_LEFT). - *=0x01DA23 - .db 0x00 - - *=0x01DA34 - .db 0x00 - -; Force inventory cursor X to always 0 (left column). -; Original $01D9F5: `lda $1BB6` (AD B6 1B) → `lda #$00 / nop`. - *=0x01D9F5 - lda #0x00 - nop - -; Single-column swap-offset: original _01daac computes -; index = ((($1bb5 + $1bb7) << 1 + $1bb6) << 1 -; for the 2-column inventory ($1bb5 = visible row, $1bb7 = scroll row, -; $1bb6 = column 0/1). The double-shift assumes 2 cols × 2 bytes/item; -; with our forced single-column ($1bb6=0) it multiplies by 4 instead of -; the 2 bytes/item we actually need, so the swap reads/writes -; even-numbered items only and half the inventory becomes unreachable. -; NOP the second `asl` at $01DAC2 so the offset becomes -; ($1bb5 + $1bb7) * 2 = byte index into $1440. - *=0x01DAC2 - nop - -; Extend $1BB7 max from $14 (20) to $2B (43 = 48 - 5). - *=0x01DA86 - .db 0x2B - -; Drops swap byte-index recompute. Original at $01:DAAC computes -; X = (($1BB3 * 2) + $1BB4) * 2 -; for the 4-row x 2-col drops grid: cursor row is $1BB3, column $1BB4. -; With single-column drops + rolling buffer the actual drop slot is -; (cursor_row + drops_scroll_pos) * 2 bytes into $7E:FF28. -; Replace the 8-byte sequence in place — same length, no relocation. -; AD B3 1B lda $1BB3 -; 18 clc -; 6D EF 1B adc drops_scroll_pos -; 0A asl -; 20 B4 87 jsr $87B4 (sta $43 / ldx $43 — A -> X via scratch) - *=0x01DAAC - lda.w 0x1BB3 - clc - adc.w drops_scroll_pos - asl - jsr 0x87B4 - -; Replace `jsr $01A172` (original DrawInventoryList) at TWO call sites: -; - $01:D81D — treasure menu entry (`_01d7f2` flow), fires once on enter -; → full init (zero state, render slots 0..5). -; - $01:D933 — `_01d929` redraw helper, fires after every successful -; swap. Original rebuilds the whole 48-item list here; we only need -; to re-render the 6 buffer slots from the mutated $1440. Crucially -; this MUST NOT reset buffer_pos / $1BB7 / HDMA shadow — otherwise -; swapping with an item past visible row 4 snaps the scroll back to -; the top because init re-zeroes the rolling state. - *=0x01D81D - jsr.w init_treasure_rolling_buffer - *=0x01D933 - jsr.w treasure_refresh_slots - - *=0x01D80E - jsr.w drops_init - *=0x01D92D - jsr.w drops_refresh_slots - -; drops_init draws TreasureItemsWindow on BG4 itself (via its -; draw_window_hook) so the engine can render items into the freshly -; drawn frame. Original still has SelectBG4 + ldy + DrawWindow at -; $01:D811-$01:D819 (9 bytes) which would draw the same window on -; top of our items, overwriting them with body fill. NOP the whole -; block — drops_init has already done both steps. SelectBG3 at -; $01:D81A still runs and primes $29=$D600 for treasure_init at -; $01:D81D. - *=0x01D811 - nop - nop - nop - nop - nop - nop - nop - nop - nop - -; Drops cursor sprite Y base: original `adc #$30` at $01D96F places -; the hand pointer 16 px below the drops band's first slot (legacy -; 4x2 grid expected items at row 6+ on screen). With drops bumped -; to start at tilemap row 4 (+0x80 byte stride from baseline), the -; sprite needs base $28 so cursor row 0 lines up with item 0. - *=0x01D96F - .db 0x28 - -; Drops cursor row clamp + UP/DOWN scroll triggers. Original at -; $01D9D1: `bmi $D9D6 / sta $1BB3` skips store when dec underflows -; (clamp at row 0). Original at $01D9E0: `cmp #$04 / beq $D9E7 / -; sta $1BB3` caps cursor at 4 rows. Hijack both clamp arms so the -; rolling buffer gets a chance to scroll instead of just clamping. - -; Drops cursor loop frame-wait at $01:D98B is the per-frame tick site -; for the cursor-on-drops mode (counterpart to the picker loop's -; $01:DA08). Replace with our combined main-loop check so the drops -; scroll state machine advances while DOWN/UP are held. - *=0x01D98B - jsr.w treasure_main_loop_scroll_check - -; UP clamp -> drops_up_handler (handler reads N flag from preceding -; `dec`, scrolls when row underflowed). - *=0x01D9D1 - jsr.w drops_up_handler - nop - nop - -; DOWN clamp -> drops_down_handler (handler reads A = row+1, scrolls -; when at or past the visible cap). - *=0x01D9E0 - .db 0xEA ; nop (was cmp #$05 byte 1) - .db 0xEA ; nop (was cmp #$05 byte 2) - jsr.w drops_down_handler - nop - nop - -; Replace the up-scroll blocking 8-frame loop ($01:DA57-$01:DA66 = 16 -; bytes) with our state-machine trigger. - *=0x01DA57 - jsr.w treasure_scroll_up_trigger - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - -; Same for the down-scroll loop at $01:DA8C-$01:DA9B. - *=0x01DA8C - jsr.w treasure_scroll_down_trigger - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - -; Main-loop hook replaces `jsr $82C0` at $01:DA08. The hook drives the -; per-frame scroll animation, freezes input via `stz $01` while -; animating, and forwards to the original $82C0 so original per-frame -; work still runs. - *=0x01DA08 - jsr.w treasure_main_loop_scroll_check - -; Same hook at $01:DA9C. The down/up scroll branch ends with -; $DA9C jsr $82C0 / ldx $02 / stx $00 / $DAA3 jmp $DA0B -; which loops back to the input check WITHOUT passing through $DA08. -; While DOWN/UP is held, control bounces between $DA0B and $DAA3 -; forever, so the $DA08 hook never fires and the scroll animation -; never ticks. Replacing the second $82C0 with our hook drives the -; state machine on the held-button inner loop too, matching the -; field-menu scroll cadence (every frame). - *=0x01DA9C - jsr.w treasure_main_loop_scroll_check - -; Up-scroll branch: same pattern as the down branch, ends with -; $DA67 jsr $82C0 / ldx $02 / stx $00 / $DA6E bra $DA0B -; Tick the state machine here too so held-UP scroll animates at the -; same cadence as held-DOWN. - *=0x01DA67 - jsr.w treasure_main_loop_scroll_check - -; Treasure menu exit. Original: `stz $1BC6` (3 bytes) clears the in-menu flag. -; Replace with our exit hook (also 3 bytes), which restores original state and -; additionally tears down the rolling-buffer state + HDMA ch6 registers so -; the next menu mode (field, key-item picker, battle) starts from a clean -; slate. The hook itself re-runs the `stz $1BC6` to preserve original contract. - *=0x01D7E6 - jsr.w treasure_menu_exit_hook +.alloc at 0x01DA23 { + .db 0x00 +} +.alloc at 0x01DA34 { + .db 0x00 + + ; Force inventory cursor X to always 0 (left column). + ; Original $01D9F5: `lda $1BB6` (AD B6 1B) → `lda #$00 / nop`. +} +.alloc at 0x01D9F5 { + lda #0x00 + nop + + ; Single-column swap-offset: original _01daac computes + ; index = ((($1bb5 + $1bb7) << 1 + $1bb6) << 1 + ; for the 2-column inventory ($1bb5 = visible row, $1bb7 = scroll row, + ; $1bb6 = column 0/1). The double-shift assumes 2 cols × 2 bytes/item; + ; with our forced single-column ($1bb6=0) it multiplies by 4 instead of + ; the 2 bytes/item we actually need, so the swap reads/writes + ; even-numbered items only and half the inventory becomes unreachable. + ; NOP the second `asl` at $01DAC2 so the offset becomes + ; ($1bb5 + $1bb7) * 2 = byte index into $1440. +} +.alloc at 0x01DAC2 { + nop + + ; Extend $1BB7 max from $14 (20) to $2B (43 = 48 - 5). +} +.alloc at 0x01DA86 { + .db 0x2B + + ; Drops swap byte-index recompute. Original at $01:DAAC computes + ; X = (($1BB3 * 2) + $1BB4) * 2 + ; for the 4-row x 2-col drops grid: cursor row is $1BB3, column $1BB4. + ; With single-column drops + rolling buffer the actual drop slot is + ; (cursor_row + drops_scroll_pos) * 2 bytes into $7E:FF28. + ; Replace the 8-byte sequence in place — same length, no relocation. + ; AD B3 1B lda $1BB3 + ; 18 clc + ; 6D EF 1B adc drops_scroll_pos + ; 0A asl + ; 20 B4 87 jsr $87B4 (sta $43 / ldx $43 — A -> X via scratch) +} +.alloc at 0x01DAAC { + lda.w 0x1BB3 + clc + adc.w drops_scroll_pos + asl + jsr 0x87B4 + + ; Replace `jsr $01A172` (original DrawInventoryList) at TWO call sites: + ; - $01:D81D — treasure menu entry (`_01d7f2` flow), fires once on enter + ; → full init (zero state, render slots 0..5). + ; - $01:D933 — `_01d929` redraw helper, fires after every successful + ; swap. Original rebuilds the whole 48-item list here; we only need + ; to re-render the 6 buffer slots from the mutated $1440. Crucially + ; this MUST NOT reset buffer_pos / $1BB7 / HDMA shadow — otherwise + ; swapping with an item past visible row 4 snaps the scroll back to + ; the top because init re-zeroes the rolling state. +} +.alloc at 0x01D81D { + jsr.w init_treasure_rolling_buffer +} +.alloc at 0x01D933 { + jsr.w treasure_refresh_slots +} +.alloc at 0x01D80E { + jsr.w drops_init +} +.alloc at 0x01D92D { + jsr.w drops_refresh_slots + + ; drops_init draws TreasureItemsWindow on BG4 itself (via its + ; draw_window_hook) so the engine can render items into the freshly + ; drawn frame. Original still has SelectBG4 + ldy + DrawWindow at + ; $01:D811-$01:D819 (9 bytes) which would draw the same window on + ; top of our items, overwriting them with body fill. NOP the whole + ; block — drops_init has already done both steps. SelectBG3 at + ; $01:D81A still runs and primes $29=$D600 for treasure_init at + ; $01:D81D. +} +.alloc at 0x01D811 { + nop + nop + nop + nop + nop + nop + nop + nop + nop + + ; Drops cursor sprite Y base: original `adc #$30` at $01D96F places + ; the hand pointer 16 px below the drops band's first slot (legacy + ; 4x2 grid expected items at row 6+ on screen). With drops bumped + ; to start at tilemap row 4 (+0x80 byte stride from baseline), the + ; sprite needs base $28 so cursor row 0 lines up with item 0. +} +.alloc at 0x01D96F { + .db 0x28 + + ; Drops cursor row clamp + UP/DOWN scroll triggers. Original at + ; $01D9D1: `bmi $D9D6 / sta $1BB3` skips store when dec underflows + ; (clamp at row 0). Original at $01D9E0: `cmp #$04 / beq $D9E7 / + ; sta $1BB3` caps cursor at 4 rows. Hijack both clamp arms so the + ; rolling buffer gets a chance to scroll instead of just clamping. + + ; Drops cursor loop frame-wait at $01:D98B is the per-frame tick site + ; for the cursor-on-drops mode (counterpart to the picker loop's + ; $01:DA08). Replace with our combined main-loop check so the drops + ; scroll state machine advances while DOWN/UP are held. +} +.alloc at 0x01D98B { + jsr.w treasure_main_loop_scroll_check + + ; UP clamp -> drops_up_handler (handler reads N flag from preceding + ; `dec`, scrolls when row underflowed). +} +.alloc at 0x01D9D1 { + jsr.w drops_up_handler + nop + nop + + ; DOWN clamp -> drops_down_handler (handler reads A = row+1, scrolls + ; when at or past the visible cap). +} +.alloc at 0x01D9E0 { + .db 0xEA ; nop (was cmp #$05 byte 1) + .db 0xEA ; nop (was cmp #$05 byte 2) + jsr.w drops_down_handler + nop + nop + + ; Replace the up-scroll blocking 8-frame loop ($01:DA57-$01:DA66 = 16 + ; bytes) with our state-machine trigger. +} +.alloc at 0x01DA57 { + jsr.w treasure_scroll_up_trigger + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + + ; Same for the down-scroll loop at $01:DA8C-$01:DA9B. +} +.alloc at 0x01DA8C { + jsr.w treasure_scroll_down_trigger + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + + ; Main-loop hook replaces `jsr $82C0` at $01:DA08. The hook drives the + ; per-frame scroll animation, freezes input via `stz $01` while + ; animating, and forwards to the original $82C0 so original per-frame + ; work still runs. +} +.alloc at 0x01DA08 { + jsr.w treasure_main_loop_scroll_check + + ; Same hook at $01:DA9C. The down/up scroll branch ends with + ; $DA9C jsr $82C0 / ldx $02 / stx $00 / $DAA3 jmp $DA0B + ; which loops back to the input check WITHOUT passing through $DA08. + ; While DOWN/UP is held, control bounces between $DA0B and $DAA3 + ; forever, so the $DA08 hook never fires and the scroll animation + ; never ticks. Replacing the second $82C0 with our hook drives the + ; state machine on the held-button inner loop too, matching the + ; field-menu scroll cadence (every frame). +} +.alloc at 0x01DA9C { + jsr.w treasure_main_loop_scroll_check + + ; Up-scroll branch: same pattern as the down branch, ends with + ; $DA67 jsr $82C0 / ldx $02 / stx $00 / $DA6E bra $DA0B + ; Tick the state machine here too so held-UP scroll animates at the + ; same cadence as held-DOWN. +} +.alloc at 0x01DA67 { + jsr.w treasure_main_loop_scroll_check + + ; Treasure menu exit. Original: `stz $1BC6` (3 bytes) clears the in-menu flag. + ; Replace with our exit hook (also 3 bytes), which restores original state and + ; additionally tears down the rolling-buffer state + HDMA ch6 registers so + ; the next menu mode (field, key-item picker, battle) starts from a clean + ; slate. The hook itself re-runs the `stz $1BC6` to preserve original contract. +} +.alloc at 0x01D7E6 { + jsr.w treasure_menu_exit_hook +} } diff --git a/src/ingame/window_animation_patches.s b/src/ingame/window_animation_patches.s index 40738b7..d11f681 100644 --- a/src/ingame/window_animation_patches.s +++ b/src/ingame/window_animation_patches.s @@ -8,85 +8,86 @@ menu transitions are immediate. /* --- _open_window Override (@83E3) --- Replaces the 25-frame vertical wipe loop with a single DMA. */ -*=0x0183E3 -_open_window: - sep #0x20 ; 8-bit A (shorta) - lda #0x7E ; Source RAM bank for tilemap buffers - sta 0x21 - rep #0x10 ; 16-bit X/Y (longi) - ldx.w 0x35 ; VRAM destination address - stx.w 0x1D - ldx.w 0x29 ; Source tilemap buffer address (RAM) - stx.w 0x1F - rep #0x20 ; 16-bit A (longa) - lda #0x0C80 ; Size for full window buffer (25 rows * 128 bytes) - sta.w 0x22 - sep #0x20 ; 8-bit A - /* jsr WaitVblank */ ; Removed loop delay - jsr.w TfrVRAM ; Perform instant DMA - rts +.alloc at 0x0183E3 { + _open_window: + sep #0x20 ; 8-bit A (shorta) + lda #0x7E ; Source RAM bank for tilemap buffers + sta 0x21 + rep #0x10 ; 16-bit X/Y (longi) + ldx.w 0x35 ; VRAM destination address + stx.w 0x1D + ldx.w 0x29 ; Source tilemap buffer address (RAM) + stx.w 0x1F + rep #0x20 ; 16-bit A (longa) + lda #0x0C80 ; Size for full window buffer (25 rows * 128 bytes) + sta.w 0x22 + sep #0x20 ; 8-bit A + /* jsr WaitVblank */ ; Removed loop delay + jsr.w TfrVRAM ; Perform instant DMA + rts -/* --- close_window Override (@8417) --- - Clears the VRAM area instantly by pointing to the empty part of the buffer. */ + /* --- close_window Override (@8417) --- + Clears the VRAM area instantly by pointing to the empty part of the buffer. */ +} +.alloc at 0x018417 { + close_window: + """Override of original close_window: skip per-row wipe, single DMA.""" + sep #0x20 + lda #0x7E + sta 0x21 + rep #0x10 + ldx.w 0x35 ; VRAM destination address + stx.w 0x1D + rep #0x20 + lda.w 0x29 ; Source tilemap buffer address + clc + adc #0x0C00 ; Offset to the 'empty/closed' window state tiles + tax + stx.w 0x1F ; Set source pointer + lda #0x0C80 ; Full size + sta.w 0x22 + sep #0x20 + jsr.w TfrVRAM ; Perform instant DMA + rts -*=0x018417 -close_window: -"""Override of original close_window: skip per-row wipe, single DMA.""" - sep #0x20 - lda #0x7E - sta 0x21 - rep #0x10 - ldx.w 0x35 ; VRAM destination address - stx.w 0x1D - rep #0x20 - lda.w 0x29 ; Source tilemap buffer address - clc - adc #0x0C00 ; Offset to the 'empty/closed' window state tiles - tax - stx.w 0x1F ; Set source pointer - lda #0x0C80 ; Full size - sta.w 0x22 - sep #0x20 - jsr.w TfrVRAM ; Perform instant DMA - rts + /* --- transform_window Override (@84D0) --- + Skips the coordinate growth loop and jumps directly to final dimensions. */ +} +.alloc at 0x0184D0 { + transform_window: + """Kick the window-transform animation: pass source/target window addresses.""" + phb + phk + plb ; Setup Bank Registry for local access + sep #0x20 + /* Snap current coordinates ($63-$66) to target coordinates ($67-$6A) instantly */ + lda.w 0x67 + sta.w 0x63 + lda.w 0x68 + sta.w 0x64 + lda.w 0x69 + sta.w 0x65 + lda.w 0x6A + sta.w 0x66 -/* --- transform_window Override (@84D0) --- - Skips the coordinate growth loop and jumps directly to final dimensions. */ + /* Draw the final static window components */ + jsr.w DrawWindowRowTop + jsr.w DrawWindowRowBtm + jsr.w DrawWindowColLeft + jsr.w DrawWindowColRight -*=0x0184D0 -transform_window: -"""Kick the window-transform animation: pass source/target window addresses.""" - phb - phk - plb ; Setup Bank Registry for local access - sep #0x20 - /* Snap current coordinates ($63-$66) to target coordinates ($67-$6A) instantly */ - lda.w 0x67 - sta.w 0x63 - lda.w 0x68 - sta.w 0x64 - lda.w 0x69 - sta.w 0x65 - lda.w 0x6A - sta.w 0x66 + /* Sync to PPU once */ + jsr.w WaitVblank + lda.w 0xC3 ; Current menu window BG index + ldx.w #TfrBGTilesTbl ; Address of jump table at @85B8 + jsr.w ExecJumpTbl + jsr.w UpdateScrollRegs_far -/* Draw the final static window components */ - jsr.w DrawWindowRowTop - jsr.w DrawWindowRowBtm - jsr.w DrawWindowColLeft - jsr.w DrawWindowColRight - -/* Sync to PPU once */ - jsr.w WaitVblank - lda.w 0xC3 ; Current menu window BG index - ldx.w #TfrBGTilesTbl ; Address of jump table at @85B8 - jsr.w ExecJumpTbl - jsr.w UpdateScrollRegs_far - -/* Point the engine's transformation pointers to an RTS to finish the state. - Original FF4 uses @858C as the terminal RTS for this routine. */ - ldx.w #0x858C - stx.w 0x01CD - stx.w 0x01D0 - plb - rts + /* Point the engine's transformation pointers to an RTS to finish the state. + Original FF4 uses @858C as the terminal RTS for this routine. */ + ldx.w #0x858C + stx.w 0x01CD + stx.w 0x01D0 + plb + rts +} diff --git a/src/ingame/windows.s b/src/ingame/windows.s index f5749f3..4fe40a7 100644 --- a/src/ingame/windows.s +++ b/src/ingame/windows.s @@ -4,79 +4,80 @@ at fixed bank-$01 addresses. """ ; equip main window -*=0x01dda9 - menu_window(0, 0, 30, 11) - -; char 1 - -*=0x01dd95 - menu_window(0, 0, 30, 11) - ; char 2 - -*=0x01dd99 - menu_window(0, 5, 30, 11) - ; char 3 - -*=0x01dd9d - menu_window(0, 10, 30, 11) - ; char 4 - -*=0x01dda1 - menu_window(0, 15, 30, 11) - ; char 5 - -*=0x01dda5 - menu_window(0, 20, 30, 11) - -; magic -;*=0x01B010 -; ldx.w #0xFF18 + 8 - -*=0x01dd55 - menu_window(1, 0, 19, 7) - -*=0x01dd59 - menu_window(1, 5, 19, 7) - -*=0x01dd5d - menu_window(1, 10, 19, 7) - -*=0x01dd61 - menu_window(1, 15, 19, 7) - -*=0x01dd65 - menu_window(1, 20, 19, 7) - -; magic kind window - -*=0x01dd69 - menu_window(23, 2, 7, 7) - -; controls the amount of scroll to apply to bg4 to move the magic window kind window - -*=0x01af90 - ; 01/AF90: A9 34 LDA #$34 - ; 01/AF92: 85 AD STA $AD - lda #0x68 - -; scroll out of the same window. - -*=0x01b072 - lda #0x68 - -; status - -*=0x01de01 - menu_window(0, 1, 29, 24) - menu_window(18, 6, 12, 4) - -; clear next line of text in the right menu - -*=0x01a974 - ldy.w #0x270 - lda #7 - -; item title - -*=0x01dcd2 - menu_window(22, 0, 7, 3) +.alloc at 0x01dda9 { + menu_window(0, 0, 30, 11) + + ; char 1 +} +.alloc at 0x01dd95 { + menu_window(0, 0, 30, 11) + ; char 2 +} +.alloc at 0x01dd99 { + menu_window(0, 5, 30, 11) + ; char 3 +} +.alloc at 0x01dd9d { + menu_window(0, 10, 30, 11) + ; char 4 +} +.alloc at 0x01dda1 { + menu_window(0, 15, 30, 11) + ; char 5 +} +.alloc at 0x01dda5 { + menu_window(0, 20, 30, 11) + + ; magic + ;*=0x01B010 + ; ldx.w #0xFF18 + 8 +} +.alloc at 0x01dd55 { + menu_window(1, 0, 19, 7) +} +.alloc at 0x01dd59 { + menu_window(1, 5, 19, 7) +} +.alloc at 0x01dd5d { + menu_window(1, 10, 19, 7) +} +.alloc at 0x01dd61 { + menu_window(1, 15, 19, 7) +} +.alloc at 0x01dd65 { + menu_window(1, 20, 19, 7) + + ; magic kind window +} +.alloc at 0x01dd69 { + menu_window(23, 2, 7, 7) + + ; controls the amount of scroll to apply to bg4 to move the magic window kind window +} +.alloc at 0x01af90 { + ; 01/AF90: A9 34 LDA #$34 + ; 01/AF92: 85 AD STA $AD + lda #0x68 + + ; scroll out of the same window. +} +.alloc at 0x01b072 { + lda #0x68 + + ; status +} +.alloc at 0x01de01 { + menu_window(0, 1, 29, 24) + menu_window(18, 6, 12, 4) + + ; clear next line of text in the right menu +} +.alloc at 0x01a974 { + ldy.w #0x270 + lda #7 + + ; item title +} +.alloc at 0x01dcd2 { + menu_window(22, 0, 7, 3) +} diff --git a/src/menus/start_screen_text.s b/src/menus/start_screen_text.s index f325e4b..f3f33be 100644 --- a/src/menus/start_screen_text.s +++ b/src/menus/start_screen_text.s @@ -1,3 +1,4 @@ +.include "config.i" """French translated text data for the start screen / save selection.""" .include "src/ingame/macros.i" .include "../bank20.i" diff --git a/src/menus/start_screen_text_en.s b/src/menus/start_screen_text_en.s index cef4f58..a37de43 100644 --- a/src/menus/start_screen_text_en.s +++ b/src/menus/start_screen_text_en.s @@ -1,3 +1,4 @@ +.include "config.i" """English-language counterpart of `start_screen_text.s`.""" .include "src/ingame/macros.i" diff --git a/src/menus/system_menus_text.i b/src/menus/system_menus_text.i index cdebc76..a32b74d 100644 --- a/src/menus/system_menus_text.i +++ b/src/menus/system_menus_text.i @@ -8,15 +8,16 @@ routines. } { - *=0x018301 - jmp.l display_text_in_menus - - *=0x0182CD - jmp.l load_text_with_destination_in_x - - *=0x0180D9 - jmp.l display_window_with_text - - *=0x018798 - jmp.l display_time +.alloc at 0x018301 { + jmp.l display_text_in_menus +} +.alloc at 0x0182CD { + jmp.l load_text_with_destination_in_x +} +.alloc at 0x0180D9 { + jmp.l display_window_with_text +} +.alloc at 0x018798 { + jmp.l display_time +} } diff --git a/src/minimal_vwf_patches.s b/src/minimal_vwf_patches.s index c15737e..c1407d3 100644 --- a/src/minimal_vwf_patches.s +++ b/src/minimal_vwf_patches.s @@ -10,229 +10,234 @@ the VWF layer kicks in without rewriting the message window. .import "dialog" .import "vwf" -*=0x00B404 - jsr.l compute_dialog_text_offset - jsr.l get_bank1_1_pointer - sta 0xDD - ldx.b dialog_ptr - stx 0x0772 - rts - -*=0x00B41D - jsr.l compute_dialog_text_offset - jsr.l get_bank1_2_pointer - sta 0xDD - ldx.b dialog_ptr - stx 0x0772 - rts - -*=0x00B436 - jsr.l compute_dialog_text_offset - jsr.l get_bank3_pointer - sta 0xDD - ldx.b dialog_ptr - stx 0x0772 - rts - -*=0x00B3BB - lda 0x1702 - sta.b dialog_ptr - lda 0x1701 - sta.b dialog_ptr + 1 - jsr.l get_bank2_pointer - rts - -; nukes the first call of display_script because the text -; has to be rendered before animating the window display - -*=0x00B32C - jsr.w _first_window - -; Replace the display_script function by the vwfed one. - -*=0x00B463 - jsr.l vwfstart - rts - -_first_window: - lda 0x01 - sta 0xDE - sta 0xED - jsr.l vwfinit - rts - -_animation_wait_route: - wait_for_nmi_end = 0x912F - jsr.w wait_for_nmi_end - -_wait_for_open_animation: - lda 0x7F - cmp #0x02 - bne _wait_for_open_animation - inc 0xDF - lda 0xDF - cmp #0x08 - bne _animation_wait_route - -; restore tileset position - lda 0x210C - and #0xF0 - clc - adc #0x02 - sta 0x210C - - jmp.w _end_of_animation - -; do not scroll between text blocks - -*=0x00B370 - lda #0x00 - sta 0x07 - jmp.w 0xB398 - -*=0x00B335 - jmp.w _animation_wait_route - -_end_of_animation: - jmp.w 0xB369 ; skip_wait_for_action_button - - -{ -; Oui - - - .table "text/ff4_menus.tbl" - *=0x14F656 - .dw 0x2016 - fill_value(0x2017, 5) - .dw 0x2018 - .dw 0x0000 - *=0x14F666 - .dw 0x2019 - fill_value(0x20ff, 5) - .dw 0x201a - .dw 0x0000 - .dw 0x0000 - *=0x14f676 - .dw 0x2019 - .dw 0x2014 - .text "O" - .db 0x20 - .text "u" - .db 0x20 - .text "i" - .db 0x20 - .dw 0x20ff - .dw 0x201a - .dw 0x0000 -; Non - *=0x14F686 - .dw 0x2019 - fill_value(0x20ff, 5) - .dw 0x201a - .dw 0x0000 - .dw 0x0000 - *=0x14F696 - .dw 0x2019 - .dw 0x20ff - .text "N" - .db 0x20 - .text "o" - .db 0x20 - .text "n" - .db 0x20 - .dw 0x20ff - .dw 0x201a - .dw 0x0000 - *=0x14F6A6 - .dw 0x201b - fill_value(0x201c, 5) - .dw 0x201d - .dw 0x0000 - fill_value(0x0000, 8) -} - - -; yes/no cursor positions -; 0x28c4 0x2904 - -*=0x00ae38 - ldx.w #0x28c4 - 1 - -*=0x00ae51 - ldx.w #0x2904 - 1 - -; Palette changes for allowing shadows - -*=0x15c229 - ; 15/C229: BF D0 87 0D LDA $0D87D0,X ; window palette - lda.l window_palette, x - -*=0x15c236 - jsr.l update_palette - nop - nop - -; Update secondary palette window background - -*=0x00823B - jsr.l update_palette - nop - nop - -;AE AA 16 LDX $16AA -;00823E 8E DD 0C STX $0CDD -;008241 20 13 8A JSR $8A13 - -; update the text palette used in the intro - -*=0x8ff04 - .dw 0x0463 - - -*=0x00B363 - jsr.l wait_for_action_button - nop - nop - -; Make gils window bigger - gils_line_size = 0x18 - -*=0x00ad28 - lda.b #gils_window_tilemap_1 >> 16 - ;00/AD26: A9 14 LDA #$14 - -*=0x00ad2d - ldx.w #gils_window_tilemap_1 & 0xffff - -*=0x00ad4b - ldx.w #gils_window_tilemap_2 & 0xffff - - -*=0x00ad39 - ldx.w #gils_line_size - -*=0x00ad63 - ldx.w #gils_window_tilemap_3 +.alloc at 0x00B404 { + jsr.l compute_dialog_text_offset + jsr.l get_bank1_1_pointer + sta 0xDD + ldx.b dialog_ptr + stx 0x0772 + rts +} +.alloc at 0x00B41D { + jsr.l compute_dialog_text_offset + jsr.l get_bank1_2_pointer + sta 0xDD + ldx.b dialog_ptr + stx 0x0772 + rts +} +.alloc at 0x00B436 { + jsr.l compute_dialog_text_offset + jsr.l get_bank3_pointer + sta 0xDD + ldx.b dialog_ptr + stx 0x0772 + rts +} +.alloc at 0x00B3BB { + lda 0x1702 + sta.b dialog_ptr + lda 0x1701 + sta.b dialog_ptr + 1 + jsr.l get_bank2_pointer + rts + + ; nukes the first call of display_script because the text + ; has to be rendered before animating the window display +} +.alloc at 0x00B32C { + jsr.w _first_window -*=0x00ad69 - ldx.w #gils_line_size + ; Replace the display_script function by the vwfed one. +} +.alloc at 0x00B463 { + jsr.l vwfstart + rts + + _first_window: + lda 0x01 + sta 0xDE + sta 0xED + jsr.l vwfinit + rts + + _animation_wait_route: + wait_for_nmi_end = 0x912F + jsr.w wait_for_nmi_end + + _wait_for_open_animation: + lda 0x7F + cmp #0x02 + bne _wait_for_open_animation + inc 0xDF + lda 0xDF + cmp #0x08 + bne _animation_wait_route + + ; restore tileset position + lda 0x210C + and #0xF0 + clc + adc #0x02 + sta 0x210C + + jmp.w _end_of_animation + + ; do not scroll between text blocks +} +.alloc at 0x00B370 { + lda #0x00 + sta 0x07 + jmp.w 0xB398 +} +.alloc at 0x00B335 { + jmp.w _animation_wait_route + + _end_of_animation: + jmp.w 0xB369 ; skip_wait_for_action_button + + + { + ; Oui + + + .table "text/ff4_menus.tbl" + .alloc at 0x14F656 { + .dw 0x2016 + fill_value(0x2017, 5) + .dw 0x2018 + .dw 0x0000 + } + .alloc at 0x14F666 { + .dw 0x2019 + fill_value(0x20ff, 5) + .dw 0x201a + .dw 0x0000 + .dw 0x0000 + } + .alloc at 0x14f676 { + .dw 0x2019 + .dw 0x2014 + .text "O" + .db 0x20 + .text "u" + .db 0x20 + .text "i" + .db 0x20 + .dw 0x20ff + .dw 0x201a + .dw 0x0000 + ; Non + } + .alloc at 0x14F686 { + .dw 0x2019 + fill_value(0x20ff, 5) + .dw 0x201a + .dw 0x0000 + .dw 0x0000 + } + .alloc at 0x14F696 { + .dw 0x2019 + .dw 0x20ff + .text "N" + .db 0x20 + .text "o" + .db 0x20 + .text "n" + .db 0x20 + .dw 0x20ff + .dw 0x201a + .dw 0x0000 + } + .alloc at 0x14F6A6 { + .dw 0x201b + fill_value(0x201c, 5) + .dw 0x201d + .dw 0x0000 + fill_value(0x0000, 8) + } + } + + + ; yes/no cursor positions + ; 0x28c4 0x2904 +} +.alloc at 0x00ae38 { + ldx.w #0x28c4 - 1 +} +.alloc at 0x00ae51 { + ldx.w #0x2904 - 1 -*=0x00ad51 - ldx.w #gils_line_size + ; Palette changes for allowing shadows +} +.alloc at 0x15c229 { + ; 15/C229: BF D0 87 0D LDA $0D87D0,X ; window palette + lda.l window_palette, x +} +.alloc at 0x15c236 { + jsr.l update_palette + nop + nop -*=0x00ad7b - ldx.w #gils_window_tilemap_4 & 0xffff + ; Update secondary palette window background +} +.alloc at 0x00823B { + jsr.l update_palette + nop + nop -*=0x00ad81 - ldx.w #( gils_window_tilemap_4_end - gils_window_tilemap_4 ) & 0xffff + ;AE AA 16 LDX $16AA + ;00823E 8E DD 0C STX $0CDD + ;008241 20 13 8A JSR $8A13 -; clear up longer gils window + ; update the text palette used in the intro +} +.alloc at 0x8ff04 { + .dw 0x0463 +} +.alloc at 0x00B363 { + jsr.l wait_for_action_button + nop + nop -*=0x00addd - ldx.w #0x100 + 0x80 + ; Make gils window bigger + gils_line_size = 0x18 +} +.alloc at 0x00ad28 { + lda.b #gils_window_tilemap_1 >> 16 + ;00/AD26: A9 14 LDA #$14 +} +.alloc at 0x00ad2d { + ldx.w #gils_window_tilemap_1 & 0xffff +} +.alloc at 0x00ad4b { + ldx.w #gils_window_tilemap_2 & 0xffff +} +.alloc at 0x00ad39 { + ldx.w #gils_line_size +} +.alloc at 0x00ad63 { + ldx.w #gils_window_tilemap_3 +} +.alloc at 0x00ad69 { + ldx.w #gils_line_size +} +.alloc at 0x00ad51 { + ldx.w #gils_line_size +} +.alloc at 0x00ad7b { + ldx.w #gils_window_tilemap_4 & 0xffff +} +.alloc at 0x00ad81 { + ldx.w #( gils_window_tilemap_4_end - gils_window_tilemap_4 ) & 0xffff -; gils value vram position + ; clear up longer gils window +} +.alloc at 0x00addd { + ldx.w #0x100 + 0x80 -*=0x00ad8a - ldx.w #0x28d3 + 2 + ; gils value vram position +} +.alloc at 0x00ad8a { + ldx.w #0x28d3 + 2 +} diff --git a/src/small_vwf/init.s b/src/small_vwf/init.s index fe396a6..cf5a99d 100644 --- a/src/small_vwf/init.s +++ b/src/small_vwf/init.s @@ -2,6 +2,7 @@ Small (8x8) VWF init routine: prepares the menu tile buffer, runs the renderer init and wires up the long-form RTL entry points for cross-bank callers. """ +.include "config.i" .include "src/vwf.i" .include "../bank20.i" .include "src/libmz.i" diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 4287e7a..62492c1 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -1,3 +1,4 @@ +.include "config.i" """Small (8x8) menu VWF renderer.""" .include "src/vwf_state.i" diff --git a/src/vwf.s b/src/vwf.s index 656f209..e3edb9b 100644 --- a/src/vwf.s +++ b/src/vwf.s @@ -2,6 +2,7 @@ Dialog/text VWF rendering engine: control-code parser (`parse`), per-glyph blit (`vwf_putchar`), tile-position tracking (`TILEPOS`/`BITSLEFT`), button-glyph + ending-symbol drawing, and the gil-window tilemaps. """ +.include "config.i" .include "src/definitions.s" .include "bank20.i" .include "src/libmz.i" From 7a55b1dfe4597e0b2b97d3d4cbb7e147e2edfe8e Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sun, 24 May 2026 23:24:22 +0200 Subject: [PATCH 123/127] Temporary WIP Commit --- ff4.s | 53 +- src/assets.s | 109 ++-- src/battle/commands_patches.s | 122 ++-- src/battle/commands_reloc.s | 3 - src/battle/debug_always_drop.s | 8 +- src/battle/equip_window.s | 2 - src/battle/graphics.s | 2 - src/battle/graphics_patches.s | 175 +++--- src/battle/inventory_rolling.s | 3 - src/battle/inventory_rolling_patches.s | 262 +++++---- src/battle/items_patches.s | 644 ++++++++++----------- src/battle/magic/patches.s | 350 +++++------ src/battle/magic_patches.s | 494 ++++++++-------- src/battle/magic_reloc.s | 2 - src/battle/math_patches.s | 33 +- src/battle/math_reloc.s | 2 - src/battle/message.s | 1 - src/battle/message_patches.s | 181 +++--- src/battle/monsters_patches.s | 70 +-- src/battle/monsters_reloc.s | 2 - src/battle/redraw_gates.s | 2 - src/battle/redraw_writer_patches.s | 137 +++-- src/battle/sram_patches.s | 327 +++++------ src/dakuten.s | 2 - src/ingame/credits.s | 31 +- src/ingame/equip.s | 74 +-- src/ingame/free_space.s | 1 - src/ingame/init_bg_scroll_hdma_patches.s | 5 +- src/ingame/inventory_rolling.s | 1 - src/ingame/inventory_rolling_patches.s | 216 ++++--- src/ingame/inventory_rolling_trampolines.s | 1 - src/ingame/inventory_single_column.s | 479 ++++++++------- src/ingame/items.s | 325 ++++++----- src/ingame/items_menu.s | 141 +++-- src/ingame/key_item_picker_patches.s | 162 +++--- src/ingame/magic.s | 225 ++++--- src/ingame/main.s | 587 +++++++++---------- src/ingame/menus.i | 1 - src/ingame/new_game.s | 151 +++-- src/ingame/options.s | 74 +-- src/ingame/places_names.s | 143 +++-- src/ingame/shop.s | 305 +++++----- src/ingame/status.s | 31 +- src/ingame/treasure_rolling.s | 1 - src/ingame/treasure_rolling_patches.s | 396 ++++++------- src/ingame/window_animation_patches.s | 155 +++-- src/ingame/windows.s | 153 +++-- src/menus/start_screen_text.s | 1 - src/menus/start_screen_text_en.s | 1 - src/menus/system_menus_text.i | 23 +- src/minimal_vwf_patches.s | 441 +++++++------- src/small_vwf/init.s | 1 - src/small_vwf/render.s | 1 - src/vwf.s | 1 - 54 files changed, 3447 insertions(+), 3666 deletions(-) diff --git a/ff4.s b/ff4.s index 9ae4851..bf319ae 100644 --- a/ff4.s +++ b/ff4.s @@ -4,38 +4,9 @@ Final Fantasy IV the new hack. ---------------- """ -.include "config.i" - ; Forward declaration - conditional_bg1_vofs is at start of relocated region ($208000) conditional_bg1_vofs := 0x208000 -; Auto-prepended: imports must precede .include'd patches so extern stubs are visible. -.import "assets" -.import "battle/commands_reloc" -.import "battle/equip_window" -.import "battle/graphics" -.import "battle/inventory_rolling" -.import "battle/items_reloc" -.import "battle/magic_reloc" -.import "battle/math_reloc" -.import "battle/monsters_reloc" -.import "battle/redraw_gates" -.import "battle/sram" -.import "dakuten" -.import "dialog" -.import "ingame/init_bg_scroll_hdma" -.import "ingame/items_menu_vwf" -.import "ingame/places_names_window" -.import "intro" -.import "kerning" -.import "libmz" -.import "menus/in_game_text" -.import "menus/start_screen_text" -.import "menus/system_menus_text" -.import "menus/tools_shop_text" -.import "small_vwf/init" -.import "vwf" - .include "src/libmz.i" .include "src/items.i" .include "src/lib/rolling_buffer.s" @@ -383,24 +354,22 @@ signature byte sits at PB:(PC - 1). .if TRIGGER_ENDING_CUTSCENE { ; all effects are the Ending cutscene -.alloc at 0xc436 { - lda #0x39 - nop -} + *=0xc436 + lda #0x39 + nop } .if DEBUG_SHOW_ITEM_WINDOW { ; Hijack ExecEvent to always run F7 (select item) with Baron Key ; EventCmd_f7 at $00ED96 expects: X points to script, $09d5+X+1 = item ID -.alloc at 0x00E1EB { - lda #0xD1 - sta 0x09d6 - lda #0xFF - sta 0x09d7 - ldx #0x0000 - stx 0xb3 - jmp.w 0xED96 -} + *=0x00E1EB + lda #0xD1 + sta 0x09d6 + lda #0xFF + sta 0x09d7 + ldx #0x0000 + stx 0xb3 + jmp.w 0xED96 } ; Park the 17-byte-stride items_unleashed.dat in an empty bank so the diff --git a/src/assets.s b/src/assets.s index 53b9f3f..ad3f503 100644 --- a/src/assets.s +++ b/src/assets.s @@ -7,71 +7,68 @@ plus the `font_table` pointer table indexed by font id. ; Pinned binary blobs (fonts, scripts, tilemaps). ; ---------------------------------------------------------------- -.include "config.i" -.alloc at 0x0AF000 { - .incbin "fonts/8x8.bin" -} -.alloc at 0x0FA710 { - .incbin "assets/characters_names.dat" -} -.alloc at 0x0E9800 { - .incbin "assets/monsters.dat" -} -.alloc at 0x218000 { - .incbin "assets/bank1_1.ptr" +*=0x0AF000 +.incbin "fonts/8x8.bin" - .incbin "assets/bank1_2.ptr" +*=0x0FA710 +.incbin "assets/characters_names.dat" - .incbin "assets/bank2.ptr" -} -.alloc at 0x228000 { - .incbin "assets/bank1_1.dat" -} -.alloc at 0x24A000 { - .incbin "assets/bank1_2.dat" -} -.alloc at 0x25A000 { - .incbin "assets/bank2.dat" -} -.alloc at 0x27B000 { - .incbin "assets/battle_statuses.dat" -} -.alloc at 0x288000 { - .incbin "assets/menu_font.dat" +*=0x0E9800 +.incbin "assets/monsters.dat" - .incbin "assets/font.dat" +*=0x218000 +.incbin "assets/bank1_1.ptr" - .incbin "assets/wicked_font.dat" +.incbin "assets/bank1_2.ptr" - .incbin "assets/book_font.dat" +.incbin "assets/bank2.ptr" - .incbin "assets/bold_font.dat" +*=0x228000 +.incbin "assets/bank1_1.dat" - .incbin "assets/battle_commands.dat" +*=0x24A000 +.incbin "assets/bank1_2.dat" - font_table: - """24-bit pointer table indexed by font id (0=dialog, 1=wicked, 2=book, 3=bold).""" - .pointer assets_font_dat - .pointer assets_wicked_font_dat - .pointer assets_book_font_dat - .pointer assets_bold_font_dat +*=0x25A000 +.incbin "assets/bank2.dat" +*=0x27B000 +.incbin "assets/battle_statuses.dat" - .incbin "assets/credits_text.bin" -} -.alloc at 0x298000 { - .incbin "assets/battle_messages.ptr" +*=0x288000 +.incbin "assets/menu_font.dat" - .incbin "assets/battle_messages.dat" -} -.alloc at 0x299900 { - .incbin "assets/battle_text.ptr" - .incbin "assets/battle_text.dat" - .if ENABLE_INTRO { - .alloc at 0x318000 { - .incbin "assets/intro.map" - .incbin "assets/intro.col" - .incbin "assets/intro.set" - } - } +.incbin "assets/font.dat" + +.incbin "assets/wicked_font.dat" + +.incbin "assets/book_font.dat" + +.incbin "assets/bold_font.dat" + +.incbin "assets/battle_commands.dat" + +font_table: +"""24-bit pointer table indexed by font id (0=dialog, 1=wicked, 2=book, 3=bold).""" + .pointer assets_font_dat + .pointer assets_wicked_font_dat + .pointer assets_book_font_dat + .pointer assets_bold_font_dat + + +.incbin "assets/credits_text.bin" + +*=0x298000 +.incbin "assets/battle_messages.ptr" + +.incbin "assets/battle_messages.dat" + +*=0x299900 +.incbin "assets/battle_text.ptr" +.incbin "assets/battle_text.dat" +.if ENABLE_INTRO { + *=0x318000 + .incbin "assets/intro.map" + .incbin "assets/intro.col" + .incbin "assets/intro.set" } diff --git a/src/battle/commands_patches.s b/src/battle/commands_patches.s index 6d162b3..39767d5 100644 --- a/src/battle/commands_patches.s +++ b/src/battle/commands_patches.s @@ -2,85 +2,77 @@ In-place patches that resize the battle command-window layout when `BATTLE_CMD_VWF` is enabled (shorter slot stride, command-id base, format-buffer pointer). """ -.include "config.i" command_buffer_ptr = 0x97a6 + 0x601 ; old spell lists buffers .if BATTLE_CMD_VWF { command_length = 6 ; Command window -.alloc at 0x16fe5a + 6 * 2 { - .db 0x05, 0x00, command_length + 2, 0x0d -} -.alloc at 0x2b990 { - lda.b #0x18 + 8 -} + *=0x16fe5a + 6 * 2 + .db 0x05, 0x00, command_length + 2, 0x0d + + *=0x2b990 + lda.b #0x18 + 8 } else { command_length = 10 ; move command cursor on the moved window -.alloc at 0x2b990 { - lda.b #0x18 -} -.alloc at 0x029CD6 { - lda.b #command_length -} -.alloc at 0x029D15 { - lda.b #command_length -} -.alloc at 0x029D42 { - cpy.w #command_length + 2 -} -.alloc at 0x029D5A { - cpy.w #command_length + 2 -} -.alloc at 0x029D39 { - lda.l assets_battle_commands_dat, x -} -.alloc at 0x029CE0 { - lda.b #command_length * 4 + *=0x2b990 + lda.b #0x18 + *=0x029CD6 + lda.b #command_length - ; patches source & length of battle commands used in display attack window. -} -.alloc at 0x02cb49 { - lda.b #command_length + *=0x029D15 + lda.b #command_length - ; attack window kick for example ends up there -} -.alloc at 0x02cb54 { - lda.l assets_battle_commands_dat, x -} -.alloc at 0x02cb5d { - cpy.w #command_length + *=0x029D42 + cpy.w #command_length + 2 - ; Command window -} -.alloc at 0x16fe5a + 6 * 2 { - .db 0x04, 0x00, command_length + 2, 0x0d -} + *=0x029D5A + cpy.w #command_length + 2 + + *=0x029D39 + lda.l assets_battle_commands_dat, x + + *=0x029CE0 + lda.b #command_length * 4 + +; patches source & length of battle commands used in display attack window. + *=0x02cb49 + lda.b #command_length + +; attack window kick for example ends up there + *=0x02cb54 + lda.l assets_battle_commands_dat, x + + *=0x02cb5d + cpy.w #command_length + +; Command window + *=0x16fe5a + 6 * 2 + .db 0x04, 0x00, command_length + 2, 0x0d } { ; ram position of the prebuilt battle windows -.alloc at 0x16FEAD { - cmd_text_buf_ptrs: - battle_data_size = command_length * 4 * 5 - .dw command_buffer_ptr - .dw command_buffer_ptr + battle_data_size - .dw command_buffer_ptr + battle_data_size * 2 - .dw command_buffer_ptr + battle_data_size * 3 - .dw command_buffer_ptr + battle_data_size * 4 -} -.alloc at 0x16FE54 { - .db command_length * 2 - .db 0x0a - .dw command_buffer_ptr ; read address - .if BATTLE_CMD_VWF { - .dw 0xC1F4 - 2 ; write address - } else { - .dw 0xC1F4 - 4 ; write address - } -} -.alloc at 0x02999F { - ldx.w #battle_data_size -} + *=0x16FEAD +cmd_text_buf_ptrs: + battle_data_size = command_length * 4 * 5 + .dw command_buffer_ptr + .dw command_buffer_ptr + battle_data_size + .dw command_buffer_ptr + battle_data_size * 2 + .dw command_buffer_ptr + battle_data_size * 3 + .dw command_buffer_ptr + battle_data_size * 4 + + *=0x16FE54 + .db command_length * 2 + .db 0x0a + .dw command_buffer_ptr ; read address + .if BATTLE_CMD_VWF { + .dw 0xC1F4 - 2 ; write address + } else { + .dw 0xC1F4 - 4 ; write address + } + + *=0x02999F + ldx.w #battle_data_size } diff --git a/src/battle/commands_reloc.s b/src/battle/commands_reloc.s index 2f723a7..2bb0861 100644 --- a/src/battle/commands_reloc.s +++ b/src/battle/commands_reloc.s @@ -4,7 +4,6 @@ Relocated battle-command-list renderer (`draw_command_list_for_character`) plus its private command-build loop, called by the patched bank-$02 hook. """ -.include "config.i" .extern messages_vwf .extern messages_vwf.init_commands_list .extern _draw_text_battle_far @@ -17,8 +16,6 @@ loop, called by the patched bank-$02 hook. mult8_far := 0x2855c -.include "../bank20.i" - .alloc battle_commands_reloc_block in bank20_reloc { .if BATTLE_CMD_VWF { command_length = 6 diff --git a/src/battle/debug_always_drop.s b/src/battle/debug_always_drop.s index 52170e8..5fbd990 100644 --- a/src/battle/debug_always_drop.s +++ b/src/battle/debug_always_drop.s @@ -11,10 +11,8 @@ NOPing the random-roll gate at $03:ED0D. ; because forcing it pulls drop-table index 0 (empty) and produces an ; "no item" treasure prompt instead of an actual drop. -.include "config.i" .if TREASURE_DEBUG_ALWAYS_DROP { -.alloc at 0x03ED0D { - nop - nop -} + *=0x03ED0D + nop + nop } diff --git a/src/battle/equip_window.s b/src/battle/equip_window.s index 49e3150..d97b403 100644 --- a/src/battle/equip_window.s +++ b/src/battle/equip_window.s @@ -26,8 +26,6 @@ Tilemap dest bases (set by hooks in items_patches.s): .extern load_menu_tfr_data_trampoline -.include "../bank20.i" - .alloc battle_equip_window_block in bank20_reloc { tfr_equip_window_new: """ diff --git a/src/battle/graphics.s b/src/battle/graphics.s index 03f4c0e..702e88b 100644 --- a/src/battle/graphics.s +++ b/src/battle/graphics.s @@ -5,8 +5,6 @@ Hard-coded battle command graphics: tile-id rows used when the row/defend comman from ROM. """ -.include "../bank20.i" - .alloc battle_graphics_block in bank20_reloc { .scope defend_row { """Two glyph rows for the Defend / Row battle command labels.""" diff --git a/src/battle/graphics_patches.s b/src/battle/graphics_patches.s index 46b41ca..31dc3bf 100644 --- a/src/battle/graphics_patches.s +++ b/src/battle/graphics_patches.s @@ -6,95 +6,98 @@ piggyback on `defend_row` data. ; MISS sprite graphics -.alloc at 0x0cfc60 { - .incbin "fonts/miss.bin" -} -.alloc at 0x16fb87 { - { - ; chars to copy from the font to the 4bpp tileset in battle - - - .table "text/ff4_menus.tbl" - .db 0x76, 0x77 - .text "/" - .text "GRadeginqrsu" - .db 0x8c, 0x90, 0x7f - .db 0x80, 0x81, 0x82 - .db 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x16, 0x17, 0x18, 0xfa, 0xfb, 0xfc, 0xfd, 0xfe, 0xff - } -} -.alloc at 0x02975d { - ; PM Needed - .db 223, 226, 230, 233, 228, 232, 0xff +*=0x0cfc60 +.incbin "fonts/miss.bin" + +*=0x16fb87 +{ +; chars to copy from the font to the 4bpp tileset in battle - ; Defend / Row window content - ; moves the row destination back a few bytes -} -.alloc at 0x29a90 { - ldx.w #0xd618 -} -.alloc at 0x29a8b { - ldx.w #0xd5e8 -} -.alloc at 0x029a98 { - lda.l defend_row.defend_text, x -} -.alloc at 0x029a9e { - lda.l defend_row.row_text, x -} -.alloc at 0x029aa7 { - cpx.w #defend_row.defend_row_length * 2 -} -.alloc at 0x029aac { - cpx.w #defend_row.defend_row_length -} -.alloc at 0x02b96a { - lda.b #0x0c -} -.alloc at 0x16fe5a + 6 * 8 { - .db 0x00, 0x09, 0x08, 0x04 -} -.alloc at 0x16fe5a + 6 * 9 { - ; row window - .db 0x18, 0x09, 0x08, 0x04 - ; switches around small mp to pm in the MP Needed battle window. + .table "text/ff4_menus.tbl" + .db 0x76, 0x77 + .text "/" + .text "GRadeginqrsu" + .db 0x8c, 0x90, 0x7f + .db 0x80, 0x81, 0x82 + .db 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x16, 0x17, 0x18, 0xfa, 0xfb, 0xfc, 0xfd, 0xfe, 0xff } -.alloc at 0x02a1e3 { - lda #0xdc - sta 0xba94, y - dec - sta 0xba96, y - ; Hands text - ; (Layout handled by relocated tfr_equip_window_new in src/battle/equip_window.s) -} -.alloc at 0x16fed5 { - { - .table "text/ff4_menus.tbl" - hand_text: - .text "Droite " - .text "Gauche " - .text "Droite " - .text "Principale" - .text "Principale" - .text "Gauche " - .text "Principale" - .text "Principale" - } -} -.alloc at 0x02A51C { - lda.l assets_battle_statuses_dat, x - sta.b 0x00 - lda.l assets_battle_statuses_dat + 1, x - sta.b 0x01 - lda.b #assets_battle_statuses_dat >> 16 -} -.alloc at 0x02A32A { - lda.l assets_battle_statuses_dat, x - sta.b 0x00 - lda.l assets_battle_statuses_dat + 1, x - sta.b 0x01 - lda.b #assets_battle_statuses_dat >> 16 +*=0x02975d + ; PM Needed + .db 223, 226, 230, 233, 228, 232, 0xff + +; Defend / Row window content +; moves the row destination back a few bytes + +*=0x29a90 + ldx.w #0xd618 + +*=0x29a8b + ldx.w #0xd5e8 + +*=0x029a98 + lda.l defend_row.defend_text, x + +*=0x029a9e + lda.l defend_row.row_text, x + +*=0x029aa7 + cpx.w #defend_row.defend_row_length * 2 + +*=0x029aac + cpx.w #defend_row.defend_row_length + +*=0x02b96a ; moves row pointer back 8 pixels. + lda.b #0x0c + + +*=0x16fe5a + 6 * 8 ; moves row pointer back 8 pixels. + .db 0x00, 0x09, 0x08, 0x04 + + +*=0x16fe5a + 6 * 9 + ; row window + .db 0x18, 0x09, 0x08, 0x04 + +; switches around small mp to pm in the MP Needed battle window. + +*=0x02a1e3 + lda #0xdc + sta 0xba94, y + dec + sta 0xba96, y + + +; Hands text +; (Layout handled by relocated tfr_equip_window_new in src/battle/equip_window.s) + +*=0x16fed5 +{ + .table "text/ff4_menus.tbl" +hand_text: + .text "Droite " + .text "Gauche " + .text "Droite " + .text "Principale" + .text "Principale" + .text "Gauche " + .text "Principale" + .text "Principale" } + + +*=0x02A51C + lda.l assets_battle_statuses_dat, x + sta.b 0x00 + lda.l assets_battle_statuses_dat + 1, x + sta.b 0x01 + lda.b #assets_battle_statuses_dat >> 16 + +*=0x02A32A + lda.l assets_battle_statuses_dat, x + sta.b 0x00 + lda.l assets_battle_statuses_dat + 1, x + sta.b 0x01 + lda.b #assets_battle_statuses_dat >> 16 diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 521ee30..f46d73f 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -3,7 +3,6 @@ Battle inventory rolling-buffer engine (single column, 5 visible rows + 1 prefet `InitInventoryTextBuf` / `TfrInventoryList`, hooks scroll up/down, rebuilds the wrapped HDMA scroll table and runs the field-menu NMI DMA check. """ -.include "config.i" .extern assets_items_dat .extern assets_items_unleashed_dat .extern mult8_trampoline @@ -14,8 +13,6 @@ runs the field-menu NMI DMA check. .extern return_to_bank02 .extern render.flush_chr_to_vram -.include "../bank20.i" - .alloc battle_inventory_rolling_block in bank20_reloc { .if BATTLE_ITEMS_VWF { .extern messages_vwf.init_inventory diff --git a/src/battle/inventory_rolling_patches.s b/src/battle/inventory_rolling_patches.s index 647d288..4ace658 100644 --- a/src/battle/inventory_rolling_patches.s +++ b/src/battle/inventory_rolling_patches.s @@ -2,7 +2,6 @@ ROM patches that wire the battle inventory rolling-buffer engine into bank $02 (JSL trampolines for cross-bank calls, JML hooks for the scroll animation, surgical NOPs / RTS overrides). """ -.include "config.i" .extern init_inventory_text_buf_rolling .extern tfr_inventory_list_rolling .extern scroll_list_down_hook @@ -43,32 +42,32 @@ calls, JML hooks for the scroll animation, surgical NOPs / RTS overrides). ; PATCH: InitInventoryTextBuf ($029E9C) ; ============================================================================ -.alloc at 0x029E9C { - jsr.l init_inventory_text_buf_rolling - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - rts - - ; ============================================================================ - ; PATCH: TfrInventoryList ($0298FA) - ; ============================================================================ - ; Original function is $98FA-$9982 (136 bytes). We replace with JSL+RTS (5 bytes) - ; This frees $98FF-$9982 (131 bytes) for our trampolines. -} -.alloc at 0x0298FA { - jsr.l tfr_inventory_list_rolling - rts - - ; ============================================================================ - ; TRAMPOLINES (Bank $02 free space: $98FF-$9982) - ; ============================================================================ - ; These are called via JSL from bank $20, return via RTL - .pool bank02_trampolines { - range 0x0298ff 0x029982 - strategy order - } +*=0x029E9C + jsr.l init_inventory_text_buf_rolling + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + rts + +; ============================================================================ +; PATCH: TfrInventoryList ($0298FA) +; ============================================================================ +; Original function is $98FA-$9982 (136 bytes). We replace with JSL+RTS (5 bytes) +; This frees $98FF-$9982 (131 bytes) for our trampolines. + +*=0x0298FA + jsr.l tfr_inventory_list_rolling + rts + +; ============================================================================ +; TRAMPOLINES (Bank $02 free space: $98FF-$9982) +; ============================================================================ +; These are called via JSL from bank $20, return via RTL +.pool bank02_trampolines { + range 0x0298ff 0x029982 + strategy order } + .alloc bank02_trampolines_block in bank02_trampolines { draw_text_rolling_trampoline: """ @@ -196,111 +195,110 @@ return_to_bank02: ; Redirect callers of $9989 to relocated function ; Must use JSR (not JSL) since function ends with JMP, not RTL -.alloc at 0x0296CB { - jsr.w _draw_battle_command_window_relocated -} -.alloc at 0x029983 { - jsr.w _draw_battle_command_window_relocated +*=0x0296CB + jsr.w _draw_battle_command_window_relocated - ; ============================================================================ - ; PATCHES in ascending address order (assembler requires this) - ; ============================================================================ +*=0x029983 + jsr.w _draw_battle_command_window_relocated - ; Scroll animation end - wrap $EF65 (4 bytes each) - ; Must use JMP (not JMP.L) - 3 bytes + 1 NOP = 4 bytes -} -.alloc at 0x02A86E { - jmp.w wrap_and_clear_trampoline - nop - - ; Animation loop DECrement path ($02A872-$02A87B) - 10 bytes - ; Original: LDX $EF71 / DEX / STX $EF71 / JMP CheckListCursorVisible - ; NOP the LDX/DEX/STX, replace JMP with RTS (skips CheckListCursorVisible) - ; CheckListCursorVisible can incorrectly hide cursor 2 with our circular buffer scroll values -} -.alloc at 0x02A872 { - _nop_patch_dec: - nop - nop - nop - nop - nop - nop - nop - rts ; Skip CheckListCursorVisible (was JMP $A82D) - nop ; Fill remaining 2 bytes of JMP - nop -} -.alloc at 0x02A8AA { - jmp.w wrap_and_clear_trampoline - nop - - ; Animation loop INCrement path ($02A8AE-$02A8B7) - 10 bytes - ; Original: LDX $EF71 / INX / STX $EF71 / JMP CheckListCursorVisible - ; NOP the LDX/INX/STX, replace JMP with RTS (skips CheckListCursorVisible) - ; CheckListCursorVisible can incorrectly hide cursor 2 with our circular buffer scroll values -} -.alloc at 0x02A8AE { - _nop_patch_inc: - nop - nop - nop - nop - nop - nop - nop - rts ; Skip CheckListCursorVisible (was JMP $A82D) - nop ; Fill remaining 2 bytes of JMP - nop - - ; Scroll hooks - use JMP.L to bank $20 functions -} -.alloc at 0x02A8B8 { - jmp.l scroll_list_down_hook -} -.alloc at 0x02A8CA { - jmp.l scroll_list_up_hook - - ; ============================================================================ - ; PATCH: UpdateListScrollHDMA ($02A7F1) - ; ============================================================================ - ; This is the KEY patch for true FF6-style circular buffer. - ; Original code builds HDMA table with unbounded scroll values. - ; Our replacement wraps scroll values at 96 pixels (6 rows). - ; - ; Original function is 32 bytes ($02A7F1-$02A810). - ; We replace with JMP.L (4 bytes) + NOPs. -} -.alloc at 0x02A7F1 { - jmp.l update_list_scroll_hdma_wrapped - ; Fill remaining bytes with NOPs (32 - 4 = 28 bytes) - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - - ; ============================================================================ - ; PATCH: Cursor scroll limit for single-column mode - ; ============================================================================ - - ; Original code at $02B517 checks if at end of list: - ; lda $ef85 / cmp #$17 / bne @b521 - ; The #$17 (23) is for 2-column mode (24 items per column). - ; For single-column (48 items), change to #$2B (43 = 48-5). -} -.alloc at 0x02B519 { - .db 0x2B ; CMP #$2B instead of CMP #$17 - - ; ============================================================================ - ; PATCH: ResetListScrollHDMA ($02AAB8) - ; ============================================================================ - ; Fill BOTH $7F74 (active table) AND $81F4 (swap table) with our converted - ; scroll values. This prevents the menu animation from swapping in bad values. - ; - ; Original fills only $81F4 with 371-based values. - ; We fill both with our 132-based values so animation swap is a no-op. -} -.alloc at 0x02AAB8 { - jsr.l reset_list_scroll_hdma_rolling - rts -} +; ============================================================================ +; PATCHES in ascending address order (assembler requires this) +; ============================================================================ + +; Scroll animation end - wrap $EF65 (4 bytes each) +; Must use JMP (not JMP.L) - 3 bytes + 1 NOP = 4 bytes + +*=0x02A86E + jmp.w wrap_and_clear_trampoline + nop + +; Animation loop DECrement path ($02A872-$02A87B) - 10 bytes +; Original: LDX $EF71 / DEX / STX $EF71 / JMP CheckListCursorVisible +; NOP the LDX/DEX/STX, replace JMP with RTS (skips CheckListCursorVisible) +; CheckListCursorVisible can incorrectly hide cursor 2 with our circular buffer scroll values + +*=0x02A872 +_nop_patch_dec: + nop + nop + nop + nop + nop + nop + nop + rts ; Skip CheckListCursorVisible (was JMP $A82D) + nop ; Fill remaining 2 bytes of JMP + nop + +*=0x02A8AA + jmp.w wrap_and_clear_trampoline + nop + +; Animation loop INCrement path ($02A8AE-$02A8B7) - 10 bytes +; Original: LDX $EF71 / INX / STX $EF71 / JMP CheckListCursorVisible +; NOP the LDX/INX/STX, replace JMP with RTS (skips CheckListCursorVisible) +; CheckListCursorVisible can incorrectly hide cursor 2 with our circular buffer scroll values + +*=0x02A8AE +_nop_patch_inc: + nop + nop + nop + nop + nop + nop + nop + rts ; Skip CheckListCursorVisible (was JMP $A82D) + nop ; Fill remaining 2 bytes of JMP + nop + +; Scroll hooks - use JMP.L to bank $20 functions + +*=0x02A8B8 + jmp.l scroll_list_down_hook + +*=0x02A8CA + jmp.l scroll_list_up_hook + +; ============================================================================ +; PATCH: UpdateListScrollHDMA ($02A7F1) +; ============================================================================ +; This is the KEY patch for true FF6-style circular buffer. +; Original code builds HDMA table with unbounded scroll values. +; Our replacement wraps scroll values at 96 pixels (6 rows). +; +; Original function is 32 bytes ($02A7F1-$02A810). +; We replace with JMP.L (4 bytes) + NOPs. + +*=0x02A7F1 + jmp.l update_list_scroll_hdma_wrapped + ; Fill remaining bytes with NOPs (32 - 4 = 28 bytes) + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + +; ============================================================================ +; PATCH: Cursor scroll limit for single-column mode +; ============================================================================ + +; Original code at $02B517 checks if at end of list: +; lda $ef85 / cmp #$17 / bne @b521 +; The #$17 (23) is for 2-column mode (24 items per column). +; For single-column (48 items), change to #$2B (43 = 48-5). + +*=0x02B519 + .db 0x2B ; CMP #$2B instead of CMP #$17 + +; ============================================================================ +; PATCH: ResetListScrollHDMA ($02AAB8) +; ============================================================================ +; Fill BOTH $7F74 (active table) AND $81F4 (swap table) with our converted +; scroll values. This prevents the menu animation from swapping in bad values. +; +; Original fills only $81F4 with 371-based values. +; We fill both with our 132-based values so animation swap is a no-op. + +*=0x02AAB8 + jsr.l reset_list_scroll_hdma_rolling + rts diff --git a/src/battle/items_patches.s b/src/battle/items_patches.s index b8ab9c1..8eb7eb7 100644 --- a/src/battle/items_patches.s +++ b/src/battle/items_patches.s @@ -11,372 +11,354 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; --- multiplier --- ; Original: 02/9E1A: A9 09 LDA #0x09 -.include "config.i" -.alloc at 0x029E1A { - lda #ITEM_NAME_RECORD_SIZE +*=0x029E1A + lda #ITEM_NAME_RECORD_SIZE - ; --- item symbol --- - ; Original: 02/9E44: BF 00 80 0F LDA 0x0F8000,X -} -.alloc at 0x029E44 { - lda.l assets_items_dat, x +; --- item symbol --- +; Original: 02/9E44: BF 00 80 0F LDA 0x0F8000,X - ; --- loop counter --- - ; Original: 02/9E58: A9 08 LDA #0x08 -} -.alloc at 0x029E58 { - lda #ITEM_NAME_TEXT_SIZE +*=0x029E44 + lda.l assets_items_dat, x - ; --- item name (+1 skip symbol) --- - ; Original: 02/9E5C: BF 01 80 0F LDA 0x0F8001,X -} -.alloc at 0x029E5C { - lda.l assets_items_dat + 1, x +; --- loop counter --- +; Original: 02/9E58: A9 08 LDA #0x08 - ; ===== BTLGFX/MENU: LOCATION 2 ===== +*=0x029E58 + lda #ITEM_NAME_TEXT_SIZE - ; --- multiplier --- - ; Original: 02/9FEF: A9 09 LDA #0x09 -} -.alloc at 0x029FEF { - lda #ITEM_NAME_RECORD_SIZE +; --- item name (+1 skip symbol) --- +; Original: 02/9E5C: BF 01 80 0F LDA 0x0F8001,X - ; --- item symbol --- - ; Original: 02/A00C: BF 00 80 0F LDA 0x0F8000,X -} -.alloc at 0x02A00C { - lda.l assets_items_dat, x +*=0x029E5C + lda.l assets_items_dat + 1, x - ; --- loop counter --- - ; Original: 02/A020: A9 08 LDA #0x08 -} -.alloc at 0x02A020 { - lda #ITEM_NAME_TEXT_SIZE +; ===== BTLGFX/MENU: LOCATION 2 ===== - ; --- item name (+1 skip symbol) --- - ; Original: 02/A024: BF 01 80 0F LDA 0x0F8001,X -} -.alloc at 0x02A024 { - lda.l assets_items_dat + 1, x +; --- multiplier --- +; Original: 02/9FEF: A9 09 LDA #0x09 - ; ===== TEXTVAR_03: BATTLE MESSAGE ITEM NAME ===== +*=0x029FEF + lda #ITEM_NAME_RECORD_SIZE - ; --- multiplier --- - ; Original: 02/A594: A9 09 LDA #0x09 -} -.alloc at 0x02A594 { - lda #ITEM_NAME_RECORD_SIZE +; --- item symbol --- +; Original: 02/A00C: BF 00 80 0F LDA 0x0F8000,X - ; --- loop counter --- - ; Original: 02/A5A1: A9 08 LDA #0x08 -} -.alloc at 0x02A5A1 { - lda #ITEM_NAME_TEXT_SIZE +*=0x02A00C + lda.l assets_items_dat, x - ; --- item name --- - ; Original: 02/A5A5: BF 00 80 0F LDA 0x0F8000,X -} -.alloc at 0x02A5A5 { - lda.l assets_items_dat, x +; --- loop counter --- +; Original: 02/A020: A9 08 LDA #0x08 - ; ===== BTLGFX/BTLGFX: ITEM DISPLAY ===== +*=0x02A020 + lda #ITEM_NAME_TEXT_SIZE - ; --- multiplier --- - ; Original: 02/CB77: A9 09 LDA #0x09 -} -.alloc at 0x02CB77 { - lda #ITEM_NAME_RECORD_SIZE +; --- item name (+1 skip symbol) --- +; Original: 02/A024: BF 01 80 0F LDA 0x0F8001,X - ; --- item name --- - ; Original: 02/CB83: BF 00 80 0F LDA 0x0F8000,X -} -.alloc at 0x02CB83 { - lda.l assets_items_dat, x +*=0x02A024 + lda.l assets_items_dat + 1, x - ; --- loop counter --- - ; Original: 02/CB8C: C0 08 00 CPY #0x0008 -} -.alloc at 0x02CB8C { - cpy #0x000b +; ===== TEXTVAR_03: BATTLE MESSAGE ITEM NAME ===== - ; ===== EQUIPPED ITEMS DISPLAY WIDTH ===== +; --- multiplier --- +; Original: 02/A594: A9 09 LDA #0x09 - ; --- equipped items width 1 --- - ; Original: 02/AB47: A9 09 LDA #0x09 -} -.alloc at 0x02AB47 { - lda #ITEM_NAME_RECORD_SIZE +*=0x02A594 + lda #ITEM_NAME_RECORD_SIZE - ; --- equipped items width 2 --- - ; Original: 02/B442: A9 09 LDA #0x09 -} -.alloc at 0x02B442 { - lda #ITEM_NAME_RECORD_SIZE +; --- loop counter --- +; Original: 02/A5A1: A9 08 LDA #0x08 - ; --- equipped items width 3 --- - ; Original: 02/B698: A9 09 LDA #0x09 -} -.alloc at 0x02B698 { - lda #ITEM_NAME_RECORD_SIZE +*=0x02A5A1 + lda #ITEM_NAME_TEXT_SIZE - ; ===== INVENTORY BUFFER STRIDE EXPANSION ===== - ; Expand from 48 bytes/item (12 tiles/row) to 60 bytes/item (15 tiles/row) - ; This extends into freed magic buffer space at 0x97A6+ +; --- item name --- +; Original: 02/A5A5: BF 00 80 0F LDA 0x0F8000,X - ; --- DrawInventoryItemText: buffer stride --- - ; Original: 02/9FAF: A9 30 LDA #0x30 -} -.alloc at 0x029FAF { - lda #0x3c ; 60 bytes per item instead of 48 +*=0x02A5A5 + lda.l assets_items_dat, x - ; --- DrawInventoryItemText: line length --- - ; Original: 02/9FC4: A9 0C LDA #0x0C -} -.alloc at 0x029FC4 { - lda #0x0f ; 15 tiles per line instead of 12 - - ; ===== TfrInventoryList PATCHES ===== - ; Skip when rolling buffer enabled - it has its own transfer routine - .if INVENTORY_ROLLING_BUFFER == 0 { - ; --- right column buffer offset --- - ; Original: 02/9923: BD D6 8E LDA 0x8ED6,X - .alloc at 0x029923 { - lda.w 0x8EE2, x ; 0x8EA6 + 0x3C = 0x8EE2 - - ; --- loop 1 end (first tilemap row) --- - ; Original: 02/992A: C0 1A 00 CPY #0x001A - } - .alloc at 0x02992A { - cpy #0x0020 ; copy 30 bytes (Y: 2 to 32) instead of 24 - - ; --- right column buffer offset (line 2) --- - ; Original: 02/9937: BD D6 8E LDA 0x8ED6,X - } - .alloc at 0x029937 { - lda.w 0x8EE2, x - - ; --- loop 2 end (second tilemap row) --- - ; Original: 02/993E: C0 5A 00 CPY #0x005A - } - .alloc at 0x02993E { - cpy #0x0060 ; copy 30 bytes (Y: 0x42 to 0x60) instead of 24 - - ; --- X stride after each row --- - ; Original: 02/9947: 69 30 00 ADC #0x0030 - } - .alloc at 0x029947 { - adc #0x003c ; advance 60 bytes instead of 48 - } - } - - ; end !INVENTORY_ROLLING_BUFFER - - ; ===== UpdateEnabledItems PATCHES (using item mode) ===== - - ; --- tile count (using item) --- - ; Original: 02/9F2B: A9 0C LDA #0x0C -} -.alloc at 0x029F2B { - lda #0x0f ; 15 tiles instead of 12 +; ===== BTLGFX/BTLGFX: ITEM DISPLAY ===== - ; --- row 2 attribute offset (using item) --- - ; Original: 02/9F47: 99 BF 8E STA 0x8EBF,Y -} -.alloc at 0x029F47 { - sta.w 0x8EC5, y ; 0x8EA7 + 0x1E = 0x8EC5 +; --- multiplier --- +; Original: 02/CB77: A9 09 LDA #0x09 - ; --- Y stride (using item) --- - ; Original: 02/9F54: 69 18 00 ADC #0x0018 -} -.alloc at 0x029F54 { - adc #0x001e ; advance 30 bytes instead of 24 +*=0x02CB77 + lda #ITEM_NAME_RECORD_SIZE - ; ===== UpdateEnabledItems PATCHES (throw mode) ===== +; --- item name --- +; Original: 02/CB83: BF 00 80 0F LDA 0x0F8000,X - ; --- tile count (throw) --- - ; Original: 02/9F68: A9 0C LDA #0x0C -} -.alloc at 0x029F68 { - lda #0x0f ; 15 tiles instead of 12 +*=0x02CB83 + lda.l assets_items_dat, x - ; --- row 2 attribute offset (throw) --- - ; Original: 02/9F86: 99 BF 8E STA 0x8EBF,Y -} -.alloc at 0x029F86 { - sta.w 0x8EC5, y +; --- loop counter --- +; Original: 02/CB8C: C0 08 00 CPY #0x0008 - ; --- Y stride (throw) --- - ; Original: 02/9F93: 69 18 00 ADC #0x0018 -} -.alloc at 0x029F93 { - adc #0x001e ; advance 30 bytes instead of 24 - - ; ===== INVENTORY WINDOW SIZE ===== - ; MenuWindowTbl entry 5 (inventory) at 0x16FE5A + 5*6 = 0x16FE78 - ; Format: x, y, width, height - ; Original: 0x01, 0x00, 0x1E, 0x33 - .if INVENTORY_ROLLING_BUFFER { - .alloc at 0x16FE78 { - .db 0x00, 0x00, 0x20, 0x0F ; x=0, y=0, width=32, height=15 (6 items × 2 + 3 border) - } - } else { - .alloc at 0x16FE78 { - .db 0x00, 0x00, 0x20, 0x33 ; x=0 (edge), y=0, width=32, height=51 - } - } - - ; ===== TILEMAP BASE POINTERS ===== - ; Skip when rolling buffer enabled - these addresses are used for hooks/trampoline - .if INVENTORY_ROLLING_BUFFER == 0 { - ; Shift item drawing 1 tile left by adjusting base pointers - ; Y offsets stay at 2/0x42 to preserve loop mechanics - - ; --- TfrInventoryList: left column base pointer --- - ; Original: 02/98FD: A2 2A C5 LDX #0xC52A - .alloc at 0x0298FD { - ldx #0xC526 ; 2 tiles left - - ; --- NOP out 0xFF border writes that now overwrite content --- - ; Original: 02/9910: 91 00 STA ($00),Y (left col Y=0) - } - .alloc at 0x029910 { - nop - nop - - ; Original: 02/9917: 91 00 STA ($00),Y (left col Y=$40) - } - .alloc at 0x029917 { - nop - nop - - ; --- TfrInventoryList: right column base pointer --- - ; Original: 02/9902: A2 46 C5 LDX #0xC546 - } - .alloc at 0x029902 { - ldx #0xC544 ; 1 tile left - } - } - ; end !INVENTORY_ROLLING_BUFFER - - ; ===== CURSOR SPRITE POSITIONS ===== - - ; --- Hand cursor X positions --- - ; Original: 16/FC59: 0x0C, 0x7C (left=12px, right=124px) -} -.alloc at 0x16FC59 { - .db 0x0C, 0x7C ; Keep original positions (left=12px, right=124px) +*=0x02CB8C + cpy #0x000b - ; --- Arrow sprite positions (X, Y, tile, attr) --- - ; Original: 16/FC3C -} -.alloc at 0x16FC3C { - .db 0xec + 10, 0x90, 0x4f, 0xb1 ; up arrow 1 (X was 0xec) - .db 0xec + 10, 0x98, 0x4e, 0xb1 ; up arrow 2 - .db 0xec + 10, 0xcc, 0x4e, 0x31 ; down arrow 1 - .db 0xec + 10, 0xd4, 0x4f, 0x31 ; down arrow 2 - - ; ===== 1D CURSOR NAVIGATION (ROLLING BUFFER ONLY) ===== - .if INVENTORY_ROLLING_BUFFER { - ; Disable left/right button handling for single-column scrolling mode - ; Original at $02B541: CMP #$02 / BNE $B55A (left button check) - ; Replace with BRA to common exit at $B579 - ; BRA opcode=$80, offset=$36 ($B579-$B543=54) - .alloc at 0x02B541 { - .db 0x80, 0x36 ; bra $B579 (skip left/right handlers) - nop ; Fill remaining bytes - nop - - ; Single-column item index: change $63 by 1 per row instead of 2 - ; In 2-column mode, each row has 2 items, so up/down changes $63 by 2. - ; In single-column mode, each row has 1 item, so change by 1. - ; NOP the second INC/DEC $63 in each up/down handler. - - ; UP button - scroll case: $02B500-B503 has DEC $63 / DEC $63 - } - .alloc at 0x02B502 { - nop ; NOP second DEC $63 - nop - - ; UP button - non-scroll case: $02B508-B50B has DEC $63 / DEC $63 - } - .alloc at 0x02B50A { - nop ; NOP second DEC $63 - nop - - ; DOWN button - scroll case: $02B530-B533 has INC $63 / INC $63 - } - .alloc at 0x02B532 { - nop ; NOP second INC $63 - nop - - ; DOWN button - non-scroll case: $02B538-B53B has INC $63 / INC $63 - } - .alloc at 0x02B53A { - nop ; NOP second INC $63 - nop - } - } - - ; ===== REMOVE 8PX SPRITE CLIPPING BANDS ===== - ; Original window masks sprites in 8px bands on left (0-7) and right (249-255) - - ; --- Window 1 left edge: 8 → 0 --- - ; Original: 02/8A1D: A9 08 LDA #$08 -} -.alloc at 0x028A1D { - lda #0x00 ; left edge at pixel 0 +; ===== EQUIPPED ITEMS DISPLAY WIDTH ===== - ; --- Window 1 right edge: 248 → 255 --- - ; Original: 02/8A22: A9 F8 LDA #$F8 -} -.alloc at 0x028A22 { - lda #0xff ; right edge at pixel 255 +; --- equipped items width 1 --- +; Original: 02/AB47: A9 09 LDA #0x09 - ; ===== EQUIPPED ITEMS BUFFER EXPANSION ===== - ; Expand from 12 tiles to 15 tiles per item (same as inventory) - ; Needed because 11-char names + symbol + 3 formatting tiles = 15 tiles +*=0x02AB47 + lda #ITEM_NAME_RECORD_SIZE - ; --- DrawEquipItemText: tile count --- - ; Original: 02/9DD3: A9 0C LDA #$0C -} -.alloc at 0x029DD3 { - lda #0x0f ; 15 tiles instead of 12 - - ; --- TfrEquipWindow: replace entire body with JSL to relocated routine --- - ; Vanilla body $0297A6..$029824 (126 bytes) hard-coded a side-by-side dual-write - ; pattern. New routine in bank $20 walks label/item per hand row-by-row. - ; Trampoline overwrites the entry; obsolete in-body patches removed. - .extern tfr_equip_window_new -} -.alloc at 0x0297A6 { - jsr.l tfr_equip_window_new - rts +; --- equipped items width 2 --- +; Original: 02/B442: A9 09 LDA #0x09 - ; --- EquipHandPtrs: item offset within buffer --- - ; Original: 02/9D67: 00 30 (item 1 at 0, item 2 at 48) -} -.alloc at 0x029D67 { - .db 0x00, 0x3c ; item 1 at 0, item 2 at 60 +*=0x02B442 + lda #ITEM_NAME_RECORD_SIZE + +; --- equipped items width 3 --- +; Original: 02/B698: A9 09 LDA #0x09 + +*=0x02B698 + lda #ITEM_NAME_RECORD_SIZE + +; ===== INVENTORY BUFFER STRIDE EXPANSION ===== +; Expand from 48 bytes/item (12 tiles/row) to 60 bytes/item (15 tiles/row) +; This extends into freed magic buffer space at 0x97A6+ + +; --- DrawInventoryItemText: buffer stride --- +; Original: 02/9FAF: A9 30 LDA #0x30 + +*=0x029FAF + lda #0x3c ; 60 bytes per item instead of 48 - ; --- EquipTextBufPtrs: relocate to freed magic buffer space --- - ; Original buffer at $BC86 is too small (96 bytes per char) - ; New: 120 bytes per char (2 items × 60 bytes) at $9A00 - ; Original: 16/FEC1: BC86, BCE6, BD46, BDA6, BE06 (stride $60) +; --- DrawInventoryItemText: line length --- +; Original: 02/9FC4: A9 0C LDA #0x0C + +*=0x029FC4 + lda #0x0f ; 15 tiles per line instead of 12 + +; ===== TfrInventoryList PATCHES ===== +; Skip when rolling buffer enabled - it has its own transfer routine +.if INVENTORY_ROLLING_BUFFER == 0 { +; --- right column buffer offset --- +; Original: 02/9923: BD D6 8E LDA 0x8ED6,X + *=0x029923 + lda.w 0x8EE2, x ; 0x8EA6 + 0x3C = 0x8EE2 + +; --- loop 1 end (first tilemap row) --- +; Original: 02/992A: C0 1A 00 CPY #0x001A + *=0x02992A + cpy #0x0020 ; copy 30 bytes (Y: 2 to 32) instead of 24 + +; --- right column buffer offset (line 2) --- +; Original: 02/9937: BD D6 8E LDA 0x8ED6,X + *=0x029937 + lda.w 0x8EE2, x + +; --- loop 2 end (second tilemap row) --- +; Original: 02/993E: C0 5A 00 CPY #0x005A + *=0x02993E + cpy #0x0060 ; copy 30 bytes (Y: 0x42 to 0x60) instead of 24 + +; --- X stride after each row --- +; Original: 02/9947: 69 30 00 ADC #0x0030 + *=0x029947 + adc #0x003c ; advance 60 bytes instead of 48 } -.alloc at 0x16FEC1 { - .dw 0x9A00 ; char 0 - .dw 0x9A00 + 0x78 ; char 1 ($9A78) - .dw 0x9A00 + 0x78 * 2 ; char 2 ($9AF0) - .dw 0x9A00 + 0x78 * 3 ; char 3 ($9B68) - .dw 0x9A00 + 0x78 * 4 ; char 4 ($9BE0) - - ; ===== EQUIPPED ITEMS WINDOW SIZE ===== - ; Move window to screen edge (x: 1→0) and make 2 tiles wider (width: 30→32) - - ; MenuWindowTbl entry 6 (equipped items) at 0x16FE5A + 6*6 = 0x16FE7E - ; Format: x, y, width, height - ; Original: 0x01, 0x00, 0x1E, 0x07 + +; end !INVENTORY_ROLLING_BUFFER + +; ===== UpdateEnabledItems PATCHES (using item mode) ===== + +; --- tile count (using item) --- +; Original: 02/9F2B: A9 0C LDA #0x0C + +*=0x029F2B + lda #0x0f ; 15 tiles instead of 12 + +; --- row 2 attribute offset (using item) --- +; Original: 02/9F47: 99 BF 8E STA 0x8EBF,Y + +*=0x029F47 + sta.w 0x8EC5, y ; 0x8EA7 + 0x1E = 0x8EC5 + +; --- Y stride (using item) --- +; Original: 02/9F54: 69 18 00 ADC #0x0018 + +*=0x029F54 + adc #0x001e ; advance 30 bytes instead of 24 + +; ===== UpdateEnabledItems PATCHES (throw mode) ===== + +; --- tile count (throw) --- +; Original: 02/9F68: A9 0C LDA #0x0C + +*=0x029F68 + lda #0x0f ; 15 tiles instead of 12 + +; --- row 2 attribute offset (throw) --- +; Original: 02/9F86: 99 BF 8E STA 0x8EBF,Y + +*=0x029F86 + sta.w 0x8EC5, y + +; --- Y stride (throw) --- +; Original: 02/9F93: 69 18 00 ADC #0x0018 + +*=0x029F93 + adc #0x001e ; advance 30 bytes instead of 24 + +; ===== INVENTORY WINDOW SIZE ===== +; MenuWindowTbl entry 5 (inventory) at 0x16FE5A + 5*6 = 0x16FE78 +; Format: x, y, width, height +; Original: 0x01, 0x00, 0x1E, 0x33 +.if INVENTORY_ROLLING_BUFFER { + *=0x16FE78 + .db 0x00, 0x00, 0x20, 0x0F ; x=0, y=0, width=32, height=15 (6 items × 2 + 3 border) +} else { + *=0x16FE78 + .db 0x00, 0x00, 0x20, 0x33 ; x=0 (edge), y=0, width=32, height=51 } -.alloc at 0x16FE7E { - .db 0x00, 0x00, 0x20, 0x07 ; x=0 (edge), y=0, width=32, height=7 + +; ===== TILEMAP BASE POINTERS ===== +; Skip when rolling buffer enabled - these addresses are used for hooks/trampoline +.if INVENTORY_ROLLING_BUFFER == 0 { +; Shift item drawing 1 tile left by adjusting base pointers +; Y offsets stay at 2/0x42 to preserve loop mechanics + +; --- TfrInventoryList: left column base pointer --- +; Original: 02/98FD: A2 2A C5 LDX #0xC52A + *=0x0298FD + ldx #0xC526 ; 2 tiles left + +; --- NOP out 0xFF border writes that now overwrite content --- +; Original: 02/9910: 91 00 STA ($00),Y (left col Y=0) + *=0x029910 + nop + nop + +; Original: 02/9917: 91 00 STA ($00),Y (left col Y=$40) + *=0x029917 + nop + nop + +; --- TfrInventoryList: right column base pointer --- +; Original: 02/9902: A2 46 C5 LDX #0xC546 + *=0x029902 + ldx #0xC544 ; 1 tile left } +; end !INVENTORY_ROLLING_BUFFER + +; ===== CURSOR SPRITE POSITIONS ===== + +; --- Hand cursor X positions --- +; Original: 16/FC59: 0x0C, 0x7C (left=12px, right=124px) + +*=0x16FC59 + .db 0x0C, 0x7C ; Keep original positions (left=12px, right=124px) + +; --- Arrow sprite positions (X, Y, tile, attr) --- +; Original: 16/FC3C + +*=0x16FC3C + .db 0xec + 10, 0x90, 0x4f, 0xb1 ; up arrow 1 (X was 0xec) + .db 0xec + 10, 0x98, 0x4e, 0xb1 ; up arrow 2 + .db 0xec + 10, 0xcc, 0x4e, 0x31 ; down arrow 1 + .db 0xec + 10, 0xd4, 0x4f, 0x31 ; down arrow 2 + +; ===== 1D CURSOR NAVIGATION (ROLLING BUFFER ONLY) ===== +.if INVENTORY_ROLLING_BUFFER { +; Disable left/right button handling for single-column scrolling mode +; Original at $02B541: CMP #$02 / BNE $B55A (left button check) +; Replace with BRA to common exit at $B579 +; BRA opcode=$80, offset=$36 ($B579-$B543=54) + *=0x02B541 + .db 0x80, 0x36 ; bra $B579 (skip left/right handlers) + nop ; Fill remaining bytes + nop + +; Single-column item index: change $63 by 1 per row instead of 2 +; In 2-column mode, each row has 2 items, so up/down changes $63 by 2. +; In single-column mode, each row has 1 item, so change by 1. +; NOP the second INC/DEC $63 in each up/down handler. + +; UP button - scroll case: $02B500-B503 has DEC $63 / DEC $63 + *=0x02B502 + nop ; NOP second DEC $63 + nop + +; UP button - non-scroll case: $02B508-B50B has DEC $63 / DEC $63 + *=0x02B50A + nop ; NOP second DEC $63 + nop + +; DOWN button - scroll case: $02B530-B533 has INC $63 / INC $63 + *=0x02B532 + nop ; NOP second INC $63 + nop + +; DOWN button - non-scroll case: $02B538-B53B has INC $63 / INC $63 + *=0x02B53A + nop ; NOP second INC $63 + nop +} + +; ===== REMOVE 8PX SPRITE CLIPPING BANDS ===== +; Original window masks sprites in 8px bands on left (0-7) and right (249-255) + +; --- Window 1 left edge: 8 → 0 --- +; Original: 02/8A1D: A9 08 LDA #$08 + +*=0x028A1D + lda #0x00 ; left edge at pixel 0 + +; --- Window 1 right edge: 248 → 255 --- +; Original: 02/8A22: A9 F8 LDA #$F8 + +*=0x028A22 + lda #0xff ; right edge at pixel 255 + +; ===== EQUIPPED ITEMS BUFFER EXPANSION ===== +; Expand from 12 tiles to 15 tiles per item (same as inventory) +; Needed because 11-char names + symbol + 3 formatting tiles = 15 tiles + +; --- DrawEquipItemText: tile count --- +; Original: 02/9DD3: A9 0C LDA #$0C + +*=0x029DD3 + lda #0x0f ; 15 tiles instead of 12 + +; --- TfrEquipWindow: replace entire body with JSL to relocated routine --- +; Vanilla body $0297A6..$029824 (126 bytes) hard-coded a side-by-side dual-write +; pattern. New routine in bank $20 walks label/item per hand row-by-row. +; Trampoline overwrites the entry; obsolete in-body patches removed. + .extern tfr_equip_window_new + +*=0x0297A6 + jsr.l tfr_equip_window_new + rts + +; --- EquipHandPtrs: item offset within buffer --- +; Original: 02/9D67: 00 30 (item 1 at 0, item 2 at 48) + +*=0x029D67 + .db 0x00, 0x3c ; item 1 at 0, item 2 at 60 + +; --- EquipTextBufPtrs: relocate to freed magic buffer space --- +; Original buffer at $BC86 is too small (96 bytes per char) +; New: 120 bytes per char (2 items × 60 bytes) at $9A00 +; Original: 16/FEC1: BC86, BCE6, BD46, BDA6, BE06 (stride $60) + +*=0x16FEC1 + .dw 0x9A00 ; char 0 + .dw 0x9A00 + 0x78 ; char 1 ($9A78) + .dw 0x9A00 + 0x78 * 2 ; char 2 ($9AF0) + .dw 0x9A00 + 0x78 * 3 ; char 3 ($9B68) + .dw 0x9A00 + 0x78 * 4 ; char 4 ($9BE0) + +; ===== EQUIPPED ITEMS WINDOW SIZE ===== +; Move window to screen edge (x: 1→0) and make 2 tiles wider (width: 30→32) + +; MenuWindowTbl entry 6 (equipped items) at 0x16FE5A + 6*6 = 0x16FE7E +; Format: x, y, width, height +; Original: 0x01, 0x00, 0x1E, 0x07 + +*=0x16FE7E + .db 0x00, 0x00, 0x20, 0x07 ; x=0 (edge), y=0, width=32, height=7 diff --git a/src/battle/magic/patches.s b/src/battle/magic/patches.s index 61325bf..822a6f6 100644 --- a/src/battle/magic/patches.s +++ b/src/battle/magic/patches.s @@ -5,178 +5,178 @@ long-form attack-name copier. .extern draw_magic_list_direct .extern magic_list_ptrs -.alloc at 0x029A69 { - ; 029A69 20 70 A0 JSR $A070 - nop - nop - nop -} -.alloc at 0x029834 { - ldx.w #24 * 4 -} -.alloc at 0x02982F { - ldx.w #24 * 4 * 2 -} -.alloc at 0x16fe1c { - .dw 0x600 ; 0x400 -} -.alloc at 0x029839 { - _transfer_white_magic: - ldx.w #0x0000 ; white magic - phx - stx 0x06 - lda 0x1822 - sta 0x00 - jsr.l draw_magic_list_direct - lda #0x02 ; spell list - ldy.w #0x0002 - jsr.w 0x9738 ; LoadMenuTfrData - lda #0x01 - sta 0x1825 ; 1 transfer - sta 0x1824 ; enable menu tilemap vram transfer - plx - rts -} -.alloc at 0x029ead { - _draw_magic_list: - lda 0x00 ; character slot - asl - tax - rep #0x20 - lda.l magic_list_ptrs, x ; pointers to spell lists - clc - adc 0x06 ; add magic type offset - sta 0x00 - tdc - sep #0x20 - rts - - draw_letter_far: - """Far-callable wrapper around original draw_letter ($02A497).""" - pha - tdc - sta.l 0x7FFFFF - pla - jsr.w 0xa497 ; Original draw_letter - rtl - - ; attack name window -} -.alloc at 0x02cbcc { - lda.b #battle_magic_length -} -.alloc at 0x02cbdd { - lda.l assets_magic_dat, x -} -.alloc at 0x02cbe6 { - cpy.w #battle_magic_length + 1 -} -.alloc at 0x02cba2 { - sec - sbc #0x48 - - rep #0x20 - and.w #0x00ff - asl - tax - ; force the longest one. - ; ldx.w #51* 2 - lda.l assets_attack_names_ptr, x - tax - sep #0x20 - - tdc - tay - - loop: - """Inner loop of the attack-name copier: stream attack-name bytes into the format buffer.""" - lda.l assets_attack_names_dat, x - sta 0x74fd, y - beq exit - iny - inx - bra loop - - exit: - """Tail of `loop`: jump to original attack-name window display.""" - jmp.w 0xbca2 ; display monster? attack name window - - ; attack window position -} -.alloc at 0x029369 { - ldx.w #0x0009 - - ; attack window size -} -.alloc at 0x02936f { - ldx.w #0x040e -} -.alloc at 0x029382 { - ldx.w #0xdb50 - 4 - 2 - 16 - - - ; cursor and scrolling -} -.alloc at 0x16fe1c { - ;destination_buffer - .dw 0x600 ; 0x400 -} -.alloc at 0x02B72B { - cmp #11 -} -.alloc at 0x02B781 { - cmp #1 -} -.alloc at 0x02B712 { - nop - nop -} -.alloc at 0x02B71C { - nop - nop -} -.alloc at 0x02B751 { - ; INC D,$63 - nop - nop -} -.alloc at 0x02B742 { - nop - nop -} -.alloc at 0x16FC56 { - .db 8 - 8 - .db 0x3C + 8 * 3 + 4 - 8 -} -.alloc at 0x02B764 { - inc 0x5F - ;inc 0x5F - nop - nop - inc 0x63 - ;inc 0x63 - nop - nop -} -.alloc at 0x02B785 { - dec 0x5F - ;dec 0x5F - nop - nop - dec 0x63 - ;dec 0x63 - nop - nop -} -.alloc at 0x02A567 { - lda #9 -} -.alloc at 0x02A573 { - lda.l assets_magic_dat, x -} -.alloc at 0x02A57E { - lda.l assets_magic_dat + 1, x -} -.alloc at 0x02A57A { - lda #9 - 1 -} +*=0x029A69 ; do not initalize the magic text buffers + ; 029A69 20 70 A0 JSR $A070 + nop + nop + nop + +*=0x029834 ; Black magic + ldx.w #24 * 4 + +*=0x02982F ; summon + ldx.w #24 * 4 * 2 + +*=0x16fe1c ; patches the transfer size + .dw 0x600 ; 0x400 + +*=0x029839 +_transfer_white_magic: + ldx.w #0x0000 ; white magic + phx + stx 0x06 + lda 0x1822 + sta 0x00 + jsr.l draw_magic_list_direct + lda #0x02 ; spell list + ldy.w #0x0002 + jsr.w 0x9738 ; LoadMenuTfrData + lda #0x01 + sta 0x1825 ; 1 transfer + sta 0x1824 ; enable menu tilemap vram transfer + plx + rts + +*=0x029ead +_draw_magic_list: + lda 0x00 ; character slot + asl + tax + rep #0x20 + lda.l magic_list_ptrs, x ; pointers to spell lists + clc + adc 0x06 ; add magic type offset + sta 0x00 + tdc + sep #0x20 + rts + +draw_letter_far: +"""Far-callable wrapper around original draw_letter ($02A497).""" + pha + tdc + sta.l 0x7FFFFF + pla + jsr.w 0xa497 ; Original draw_letter + rtl + +; attack name window + +*=0x02cbcc ; patches for display attack name + lda.b #battle_magic_length + +*=0x02cbdd + lda.l assets_magic_dat, x + +*=0x02cbe6 + cpy.w #battle_magic_length + 1 + +*=0x02cba2 + sec + sbc #0x48 + + rep #0x20 + and.w #0x00ff + asl + tax + ; force the longest one. + ; ldx.w #51* 2 + lda.l assets_attack_names_ptr, x + tax + sep #0x20 + + tdc + tay + +loop: +"""Inner loop of the attack-name copier: stream attack-name bytes into the format buffer.""" + lda.l assets_attack_names_dat, x + sta 0x74fd, y + beq exit + iny + inx + bra loop + +exit: +"""Tail of `loop`: jump to original attack-name window display.""" + jmp.w 0xbca2 ; display monster? attack name window + +; attack window position + +*=0x029369 + ldx.w #0x0009 + +; attack window size + +*=0x02936f + ldx.w #0x040e + +*=0x029382 + ldx.w #0xdb50 - 4 - 2 - 16 + + +; cursor and scrolling + +*=0x16fe1c ; patches the spell menu vram transfer + ;destination_buffer + .dw 0x600 ; 0x400 + +*=0x02B72B ; number of lines to scroll ? + cmp #11 + +*=0x02B781 ; items per line for cursor dpad right + cmp #1 + + +*=0x02B712 ; dpad up + nop + nop + +*=0x02B71C + nop + nop + +*=0x02B751 ; dpad down + ; INC D,$63 + nop + nop + +*=0x02B742 + nop + nop + +*=0x16FC56 ; magic list cursor x position + .db 8 - 8 + .db 0x3C + 8 * 3 + 4 - 8 + +*=0x02B764 ; up and down should only inc /dec once ? + inc 0x5F + ;inc 0x5F + nop + nop + inc 0x63 + ;inc 0x63 + nop + nop + +*=0x02B785 + dec 0x5F + ;dec 0x5F + nop + nop + dec 0x63 + ;dec 0x63 + nop + nop + +*=0x02A567 ; display magic name in battle messages. + lda #9 + +*=0x02A573 + lda.l assets_magic_dat, x + +*=0x02A57E + lda.l assets_magic_dat + 1, x + +*=0x02A57A + lda #9 - 1 diff --git a/src/battle/magic_patches.s b/src/battle/magic_patches.s index 578595e..1d9ce49 100644 --- a/src/battle/magic_patches.s +++ b/src/battle/magic_patches.s @@ -4,251 +4,249 @@ In-place patches for the battle magic-list code (slot stride / spell-id width ch """ battle_magic_length = 8 -.alloc at 0x02984D { - ; where originally it was 3. clear related - - ldx.w #0x0018 - - ; used for the copy for the dakuten offset -} -.alloc at 0x02A094 { - ; _ _ _ _ _ _ - ; A B B B B B - lda.b #battle_magic_length -} -.alloc at 0x02A0E2 { - lda.b #battle_magic_length -} -.alloc at 0x02a113 { - lda.b #battle_magic_length - 1 -} -.alloc at 0x02A0FF { - lda.l assets_magic_dat, x -} -.alloc at 0x02A117 { - lda.l assets_magic_dat + 1, x -} -.alloc at 0x02A09E { - lda.b #battle_magic_length * 4 -} -.alloc at 0x02986C { - ldx #0xC52A - stx 0x00 - ldx.w #0xC52A + 2 + battle_magic_length * 2 - stx 0x02 - ldx #0xC546 - stx 0x04 - - ;original - magic_data_base = 0x909A + 0x60 - - ;magic_data_base = 0x703720 -} -.alloc at 0x029893 { - lda.w magic_data_base, x - sta (0x00), y - lda.w magic_data_base + battle_magic_length * 4, x - sta (0x02), y - nop - nop - nop - ;LDA 0x97D6,X - nop - nop - ;STA (0x4),Y - iny - inx - cpy.w #battle_magic_length * 2 -} -.alloc at 0x0298AC { - lda.w magic_data_base, x - sta (0x00), y - lda.w magic_data_base + battle_magic_length * 4, x - sta (0x02), y - ;LDA $97D6,X - nop - nop - nop - ;STA (D,4),Y - nop - nop - iny - inx - cpy.w #0x40 + battle_magic_length * 2 -} -.alloc at 0x0298C6 { - adc.w #battle_magic_length * 2 * 2 -} -.alloc at 0x02988D { - lda.b #12 - - - ; 0x240 * 3 = 0x6C0 - { - size = 0x120 - ;fsize = size * 4 - ;fsize = 0x6C0 ; original - fsize = 0x900 - .alloc at 0x029825 { - .dw 0x0000 - .dw fsize - .dw fsize * 2 - .dw fsize * 3 - .dw fsize * 4 - } - .alloc at 0x16FF2F { - .dw magic_data_base & 0xFFFF - .dw ( magic_data_base + fsize ) & 0xFFFF - .dw ( magic_data_base + fsize * 2 ) & 0xFFFF - .dw ( magic_data_base + fsize * 3 ) & 0xFFFF - .dw ( magic_data_base + fsize * 4 ) & 0xFFFF - - ; Black magic - } - .alloc at 0x029834 { - ldx.w #0x300 ; 0x240 - - ; summon - } - .alloc at 0x02982F { - ldx.w #0x600 ; 0x480 - - ; patches the transfer size - } - .alloc at 0x16fe1c { - .dw 0x600 ; 0x400 - } - } - ; number of lines to scroll ? -} -.alloc at 0x02B72B { - cmp #11 - - ; items per line for cursor dpad right -} -.alloc at 0x02B781 { - cmp #1 - - - ; dpad up -} -.alloc at 0x02B712 { - nop - nop -} -.alloc at 0x02B71C { - nop - nop - - ; dpad down -} -.alloc at 0x02B751 { - ; INC D,$63 - nop - nop -} -.alloc at 0x02B742 { - nop - nop -} -.alloc at 0x16FC56 { - .db 2 - .db 0x3C + 14 - .db 0x74 -} -.alloc at 0x16FC5B { - .db 0x9C - .db 0xA8 - .db 0xB4 -} -.alloc at 0x02B764 { - inc 0x5F - ;inc 0x5F - nop - nop - inc 0x63 - ;inc 0x63 - nop - nop -} -.alloc at 0x02B785 { - dec 0x5F - ;dec 0x5F - nop - nop - dec 0x63 - ;dec 0x63 - nop - nop -} -.alloc at 0x02A567 { - lda.b #battle_magic_length -} -.alloc at 0x02A573 { - lda.l assets_magic_dat, x -} -.alloc at 0x02A57E { - lda.l assets_magic_dat + 1, x - - ; sets the palette for disabled spells (Not enough MP) -} -.alloc at 0x029EC8 { - lda #0x48 - sta 7 - - _loc_29ecc: - ldy.w #1 - lda (0) - bmi _loc_29edb - lda #0 - sta 6 - lda #0 - bra _loc_29ee3 - - _loc_29edb: - lda #4 - sta 6 - bra _loc_29ee3 - - _loc_29ee1: - lda 6 - - _loc_29ee3: - - sta (2), y - sta (4), y - iny - iny - cpy.w #battle_magic_length * 2 + 1 ; len * 2 + 1 : 0x0D - bne _loc_29ee1 - rep #0x20 ; ' ' - ;.A16 - lda 2 - clc - adc.w #battle_magic_length * 4 ; next word len * 4 : 0x18 - sta 2 - clc - adc.w #battle_magic_length * 2 ; len * 2 0x0c - sta 4 - lda 0 - clc - adc.w #4 ; next magic struct - sta 0 - tdc - sep #0x20 - ;.A8 - dec 7 ; loop on all magic - bne _loc_29ecc - rts - - ; patches for display attack name -} -.alloc at 0x02cbcc { - lda.b #battle_magic_length -} -.alloc at 0x02cbdd { - lda.l assets_magic_dat, x -} -.alloc at 0x02cbe6 { - cpy.w #battle_magic_length + 1 -} +*=0x02984D + ; where originally it was 3. clear related + + ldx.w #0x0018 + +; used for the copy for the dakuten offset + +*=0x02A094 + ; _ _ _ _ _ _ + ; A B B B B B + lda.b #battle_magic_length + +*=0x02A0E2 + lda.b #battle_magic_length + +*=0x02a113 + lda.b #battle_magic_length - 1 + +*=0x02A0FF + lda.l assets_magic_dat, x + +*=0x02A117 + lda.l assets_magic_dat + 1, x + +*=0x02A09E + lda.b #battle_magic_length * 4 + +*=0x02986C + ldx #0xC52A + stx 0x00 + ldx.w #0xC52A + 2 + battle_magic_length * 2 + stx 0x02 + ldx #0xC546 + stx 0x04 + +;original + magic_data_base = 0x909A + 0x60 + +;magic_data_base = 0x703720 + +*=0x029893 + lda.w magic_data_base, x + sta (0x00), y + lda.w magic_data_base + battle_magic_length * 4, x + sta (0x02), y + nop + nop + nop + ;LDA 0x97D6,X + nop + nop + ;STA (0x4),Y + iny + inx + cpy.w #battle_magic_length * 2 + + +*=0x0298AC + lda.w magic_data_base, x + sta (0x00), y + lda.w magic_data_base + battle_magic_length * 4, x + sta (0x02), y + ;LDA $97D6,X + nop + nop + nop + ;STA (D,4),Y + nop + nop + iny + inx + cpy.w #0x40 + battle_magic_length * 2 + +*=0x0298C6 + adc.w #battle_magic_length * 2 * 2 + +*=0x02988D + lda.b #12 + + +; 0x240 * 3 = 0x6C0 +{ + size = 0x120 +;fsize = size * 4 +;fsize = 0x6C0 ; original + fsize = 0x900 + *=0x029825 + .dw 0x0000 + .dw fsize + .dw fsize * 2 + .dw fsize * 3 + .dw fsize * 4 + + *=0x16FF2F + .dw magic_data_base & 0xFFFF + .dw ( magic_data_base + fsize ) & 0xFFFF + .dw ( magic_data_base + fsize * 2 ) & 0xFFFF + .dw ( magic_data_base + fsize * 3 ) & 0xFFFF + .dw ( magic_data_base + fsize * 4 ) & 0xFFFF + +; Black magic + *=0x029834 + ldx.w #0x300 ; 0x240 + +; summon + *=0x02982F + ldx.w #0x600 ; 0x480 + +; patches the transfer size + *=0x16fe1c + .dw 0x600 ; 0x400 +} +; number of lines to scroll ? + +*=0x02B72B + cmp #11 + +; items per line for cursor dpad right + +*=0x02B781 + cmp #1 + + +; dpad up + +*=0x02B712 + nop + nop + +*=0x02B71C + nop + nop + +; dpad down + +*=0x02B751 + ; INC D,$63 + nop + nop + +*=0x02B742 + nop + nop + + +*=0x16FC56 + .db 2 + .db 0x3C + 14 + .db 0x74 + +*=0x16FC5B + .db 0x9C + .db 0xA8 + .db 0xB4 + + +*=0x02B764 + inc 0x5F + ;inc 0x5F + nop + nop + inc 0x63 + ;inc 0x63 + nop + nop + +*=0x02B785 + dec 0x5F + ;dec 0x5F + nop + nop + dec 0x63 + ;dec 0x63 + nop + nop + +*=0x02A567 + lda.b #battle_magic_length + +*=0x02A573 + lda.l assets_magic_dat, x + +*=0x02A57E + lda.l assets_magic_dat + 1, x + +; sets the palette for disabled spells (Not enough MP) + +*=0x029EC8 + lda #0x48 + sta 7 + +_loc_29ecc: + ldy.w #1 + lda (0) + bmi _loc_29edb + lda #0 + sta 6 + lda #0 + bra _loc_29ee3 + +_loc_29edb: + lda #4 + sta 6 + bra _loc_29ee3 + +_loc_29ee1: + lda 6 + +_loc_29ee3: + + sta (2), y + sta (4), y + iny + iny + cpy.w #battle_magic_length * 2 + 1 ; len * 2 + 1 : 0x0D + bne _loc_29ee1 + rep #0x20 ; ' ' + ;.A16 + lda 2 + clc + adc.w #battle_magic_length * 4 ; next word len * 4 : 0x18 + sta 2 + clc + adc.w #battle_magic_length * 2 ; len * 2 0x0c + sta 4 + lda 0 + clc + adc.w #4 ; next magic struct + sta 0 + tdc + sep #0x20 + ;.A8 + dec 7 ; loop on all magic + bne _loc_29ecc + rts + +; patches for display attack name + +*=0x02cbcc + lda.b #battle_magic_length + +*=0x02cbdd + lda.l assets_magic_dat, x + +*=0x02cbe6 + cpy.w #battle_magic_length + 1 diff --git a/src/battle/magic_reloc.s b/src/battle/magic_reloc.s index f28cc36..7708e1a 100644 --- a/src/battle/magic_reloc.s +++ b/src/battle/magic_reloc.s @@ -13,8 +13,6 @@ left_column_base = destination_buffer - 4 right_column_base = destination_buffer + 18 - 2 -.include "../bank20.i" - .alloc battle_magic_reloc_block in bank20_reloc { draw_magic_list_direct: """Relocated battle spell-list renderer: walks the per-character spell-list pointer table.""" diff --git a/src/battle/math_patches.s b/src/battle/math_patches.s index 1e6e9e3..a28a037 100644 --- a/src/battle/math_patches.s +++ b/src/battle/math_patches.s @@ -9,20 +9,19 @@ trampoline at $83B9 jumping into `_hw_mult16`. ; Uses same pattern as existing MultHW at $85D2 (26 bytes, fits in 28) ; =========================================================================== -.alloc at 0x028560 { - phx ; Preserve X (original does this) - lda 0x26 - sta.l 0x004202 ; Multiplicand - lda 0x28 - sta.l 0x004203 ; Multiplier (triggers multiply) - ; Wait using bank switch (same as MultHW) - phb ; 3 cycles - lda #0x00 ; 2 cycles - pha ; 3 cycles - plb ; 4 cycles (DB=0 now, 12 cycles waited) - ldx 0x4216 ; 16-bit X reads RDMPYL/H (X is 16-bit) - stx 0x2a ; Store 16-bit result to $2a/$2b - plb ; Restore data bank - plx - rts -} +*=0x028560 + phx ; Preserve X (original does this) + lda 0x26 + sta.l 0x004202 ; Multiplicand + lda 0x28 + sta.l 0x004203 ; Multiplier (triggers multiply) + ; Wait using bank switch (same as MultHW) + phb ; 3 cycles + lda #0x00 ; 2 cycles + pha ; 3 cycles + plb ; 4 cycles (DB=0 now, 12 cycles waited) + ldx 0x4216 ; 16-bit X reads RDMPYL/H (X is 16-bit) + stx 0x2a ; Store 16-bit result to $2a/$2b + plb ; Restore data bank + plx + rts diff --git a/src/battle/math_reloc.s b/src/battle/math_reloc.s index dbf3fc6..615abe4 100644 --- a/src/battle/math_reloc.s +++ b/src/battle/math_reloc.s @@ -8,8 +8,6 @@ Input: $393D (16-bit) * $393F (16-bit). Output: $3941 (low 16-bit), $3943 (high """ -.include "../bank20.i" - .alloc battle_math_reloc_block in bank20_reloc { .macro shorta() { """Switch A to 8-bit (`SEP #$20`).""" diff --git a/src/battle/message.s b/src/battle/message.s index 8983928..199340d 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -2,7 +2,6 @@ Battle-message tile renderer + VWF parser scopes (`battle_render` low-level blitter, `messages_vwf` high-level dialog-stream consumer). """ -.include "config.i" .include "src/battle/inventory_budget.i" .include "src/vwf_state.i" .if 0 { diff --git a/src/battle/message_patches.s b/src/battle/message_patches.s index cd16512..e184047 100644 --- a/src/battle/message_patches.s +++ b/src/battle/message_patches.s @@ -7,107 +7,92 @@ translated-string tables. .scope message_patches { """Pinned-address overlay scope rewriting original battle-message pointer loads to relocated tables.""" ; pointers to battle dialog -.alloc at 0x02c909 { - lda.l assets_battle_messages_ptr, x - sta 0x00 - lda.l assets_battle_messages_ptr + 1, x - sta 0x01 - lda.w #assets_battle_messages_ptr >> 16 - sta 0x02 - ; pointers to battle messages -} -.alloc at 0x02cc07 { - lda.l assets_battle_text_ptr, x - sta 0x00 - tdc - sep #0x20 - lda.b #assets_battle_text_ptr >> 16 - sta 0x02 - ; |tileset 0xb000 -> 0xbfff bg3 tiles - ; |------------------- - ; |tilemap bg2 64*32 - ; |0xb000, 0x1000 - ; |------------------- - ; |tile map bg1 64*64 - ; |0xc0000, 0x2000 - ; |------------------- - ; |tilemap bg3 64*64 - ; |0xe0000, 0x2000 - ; |------------------- - ; resize bg1 to 32x64 and moves it to v:0xd000 -} -.alloc at 0x0382f5 { - ; bg 1 - lda.b #( 0xd000 >> 9 | 0b01 ) - sta 0x2107 - lda.b #( 0xc000 >> 9 | 0b01 ) - sta 0x2108 - ; Fix teleport resizing bg 1 & 2, that reverted them to their original addresses. -} -.alloc at 0x02f11a { - ; bg 1 - lda.b #( 0xd000 >> 9 | 0b01 ) - sta.l 0x002107 - lda.b #( 0xc000 >> 9 | 0b01 ) - sta.l 0x002108 - ; bg1 move -} -.alloc at 0x028B3B { - ldy.w #0x6000 + 0x800 -} -.alloc at 0x02bcad { - ldy.w #0x6000 + 0x800 -} -.alloc at 0x02BCB2 { - ldy.w #0x6400 + 0x800 - ; 029429 A0 39 5F LDY #$5F39 - ; MP cost transfer destination -} -.alloc at 0x029429 { - ldy.w #0x5f39 + 0x800 - ; kick animation - ; 02/C6A8: A0 40 61 LDY #$6140 -} -.alloc at 0x02c6a8 { - ldy.w #0x6140 + 0x800 - ; bg1 move - ;02/91FE: A0 00 58 LDY #$5800 -} -.alloc at 0x0291FE { - ldy.w #0x6000 - ;02/921F: A0 00 5C LDY #$5C00 -} -.alloc at 0x02921F { - ldy.w #0x6400 - ; Menu defend row mp cost init -} -.alloc at 0x16fdd6 + 6 * 6 { - ; wram vram size - .dw 0xd366, 0x6400 + 0x260, 0x0340 -} -.alloc at 0x16fe0c + 6 * 6 { - .dw 0xd366, 0x6400 + 0x260, 0x0140 -} -.alloc at 0x0292F8 { - ; move the text buffer pointer back 3 entries - ldx.w #0xDB2E - 3 * 2 - stx 0xEF52 - jsr.w msg_window_draw_text_trampoline -} + *=0x02c909 + lda.l assets_battle_messages_ptr, x + sta 0x00 + lda.l assets_battle_messages_ptr + 1, x + sta 0x01 + lda.w #assets_battle_messages_ptr >> 16 + sta 0x02 +; pointers to battle messages + *=0x02cc07 + lda.l assets_battle_text_ptr, x + sta 0x00 + tdc + sep #0x20 + lda.b #assets_battle_text_ptr >> 16 + sta 0x02 +; |tileset 0xb000 -> 0xbfff bg3 tiles +; |------------------- +; |tilemap bg2 64*32 +; |0xb000, 0x1000 +; |------------------- +; |tile map bg1 64*64 +; |0xc0000, 0x2000 +; |------------------- +; |tilemap bg3 64*64 +; |0xe0000, 0x2000 +; |------------------- +; resize bg1 to 32x64 and moves it to v:0xd000 + *=0x0382f5 +; bg 1 + lda.b #( 0xd000 >> 9 | 0b01 ) + sta 0x2107 + lda.b #( 0xc000 >> 9 | 0b01 ) + sta 0x2108 +; Fix teleport resizing bg 1 & 2, that reverted them to their original addresses. + *=0x02f11a +; bg 1 + lda.b #( 0xd000 >> 9 | 0b01 ) + sta.l 0x002107 + lda.b #( 0xc000 >> 9 | 0b01 ) + sta.l 0x002108 +; bg1 move + *=0x028B3B + ldy.w #0x6000 + 0x800 + *=0x02bcad + ldy.w #0x6000 + 0x800 + *=0x02BCB2 + ldy.w #0x6400 + 0x800 +; 029429 A0 39 5F LDY #$5F39 +; MP cost transfer destination + *=0x029429 + ldy.w #0x5f39 + 0x800 +; kick animation +; 02/C6A8: A0 40 61 LDY #$6140 + *=0x02c6a8 + ldy.w #0x6140 + 0x800 +; bg1 move +;02/91FE: A0 00 58 LDY #$5800 + *=0x0291FE + ldy.w #0x6000 +;02/921F: A0 00 5C LDY #$5C00 + *=0x02921F + ldy.w #0x6400 +; Menu defend row mp cost init + *=0x16fdd6 + 6 * 6 +; wram vram size + .dw 0xd366, 0x6400 + 0x260, 0x0340 + *=0x16fe0c + 6 * 6 + .dw 0xd366, 0x6400 + 0x260, 0x0140 + *=0x0292F8 +; move the text buffer pointer back 3 entries + ldx.w #0xDB2E - 3 * 2 + stx 0xEF52 + jsr.w msg_window_draw_text_trampoline } ; patch the battle nmi routine to transfer the battle render buffer. -.alloc at 0x02836e { - jsr.l messages_vwf.dma_transfer +*=0x02836e + jsr.l messages_vwf.dma_transfer - ; make the message window bigger -} -.alloc at 0x0292DF { - ; (0, 3) (26, 4) - ldx.w #0x0000 - stx.w 0xEF56 - ldx.w #0x041A + 6 - stx.w 0xEF58 -} +; make the message window bigger + +*=0x0292DF + ; (0, 3) (26, 4) + ldx.w #0x0000 + stx.w 0xEF56 + ldx.w #0x041A + 6 + stx.w 0xEF58 diff --git a/src/battle/monsters_patches.s b/src/battle/monsters_patches.s index 4a4994c..cc5f7bb 100644 --- a/src/battle/monsters_patches.s +++ b/src/battle/monsters_patches.s @@ -8,40 +8,40 @@ names) and forward to `load_monster_pointer`. ; transform the monster names loading routine from fixed size to pointed. -.alloc at 0x02a7d7 { - { - jsr.l load_monster_pointer - - _loop: - lda.l assets_monsters_long_dat, x - beq _exit - jsr.w 0xA497 - ; draw text - ; jsr.w msg_monster_window_trampoline - inx - bra _loop - - _exit: - rts - - _end: - .debug '{_end} < 0x02A7F0 ?' - } -} -.alloc at 0x02a7c2 { - jsr.l initialize_monster_slot - rts +*=0x02a7d7 +{ + jsr.l load_monster_pointer - ; escape code 0x05 tab followed by a number of chars -} -.alloc at 0x02A6B3 { - jsr.l tab_escape_code - nop - - ; dec 0 - nop - nop - ; bne a6b3 - nop - nop +_loop: + lda.l assets_monsters_long_dat, x + beq _exit + jsr.w 0xA497 +; draw text +; jsr.w msg_monster_window_trampoline + inx + bra _loop + +_exit: + rts + +_end: + .debug '{_end} < 0x02A7F0 ?' } + + +*=0x02a7c2 + jsr.l initialize_monster_slot + rts + +; escape code 0x05 tab followed by a number of chars + +*=0x02A6B3 + jsr.l tab_escape_code + nop + +; dec 0 + nop + nop + ; bne a6b3 + nop + nop diff --git a/src/battle/monsters_reloc.s b/src/battle/monsters_reloc.s index 7396c3b..eb7c06f 100644 --- a/src/battle/monsters_reloc.s +++ b/src/battle/monsters_reloc.s @@ -7,8 +7,6 @@ resulting string into the active slot. .extern assets_monsters_long_ptr -.include "../bank20.i" - .alloc battle_monsters_reloc_block in bank20_reloc { load_monster_pointer: """Resolve a long-form monster name pointer from `assets_monsters_long_ptr[A*2]` and render it into the current slot.""" diff --git a/src/battle/redraw_gates.s b/src/battle/redraw_gates.s index c765ad8..910b3f1 100644 --- a/src/battle/redraw_gates.s +++ b/src/battle/redraw_gates.s @@ -26,8 +26,6 @@ battle_monster_dirty := 0x7EEF9B ; bits 0-7 = per-monster-slot name redraw scp_active_slot := 0x7EEF9C ; scratch for set_active_char_palette scp_pal_byte := 0x7EEF9D ; current palette byte being applied -.include "../bank20.i" - .alloc battle_redraw_gates_block in bank20_reloc { status_hash := 0x7EEF9E ; hash of char-status bytes; gates DrawStatusText obj_names_hash := 0x7EEF9F ; hash of monster slots + $1822; gates DrawObjNames diff --git a/src/battle/redraw_writer_patches.s b/src/battle/redraw_writer_patches.s index 771b8af..ceba5a1 100644 --- a/src/battle/redraw_writer_patches.s +++ b/src/battle/redraw_writer_patches.s @@ -40,61 +40,61 @@ follow-up patches. ; monsters at $703C01 so the queue-gated init paths re-render after ; an ATB rotation. -.alloc at 0x03A482 { - jsr.l set_active_char_and_dirty - .db 0xEA ; nop padding so $03:A487 still aligns to `jsr ValidateArrows` - - ; --- Monster-death dirty hook: `UpdateDead` entry at $03:B1A0 --- - ; Replaces the 4-byte prelude (`tdc; tax; stx $a9`) with a JSL to - ; the bank-20 shim that ORs in REGION_DIRTY_MONSTERS, replays the - ; prelude, and RTLs. Engine reaches B1A4 with identical state to - ; vanilla. Fires every time the engine applies dead-status to a - ; battle slot (post-attack, regen tick, etc.) ; the gated monster- - ; name trampoline picks up the dirty bit on the next frame. -} -.alloc at 0x03B1A0 { - jsr.l mark_monsters_dirty_and_init - - ; --- Phase 2: NMI-safe UpdateFlyingHDMA --- - ; Vanilla `UpdateFlyingHDMA` ($02:82E1) spin-waits on the IRQ flag - ; `$f353` at $02:82E8 (5 bytes: `lda $f353; beq -5`) to avoid HDMA - ; mid-fetch tearing in main-loop context. In NMI/vblank the HDMA - ; engine is idle, so the wait is safe to skip and required to - ; avoid hanging when called from NMI (the IRQ won't fire while we're - ; in vblank). NOP out the 5 bytes ; main-loop callers still work - ; (just take the wait-loop hit one less time per frame). -} -.alloc at 0x0282E8 { - nop - nop - nop - nop - nop - - ; --- Phase 5: deduplicate UpdateFlyingHDMA --- - ; Main-loop `UpdateObjPos` ($02:82B9) calls UpdateFlyingHDMA at - ; $02:82BC ; our NMI hook in `messages_vwf.dma_transfer` already - ; fires it every vblank, so the main-loop call is redundant. - ; NOP the 3-byte JSR to reclaim ~5K cycles/NMI. -} -.alloc at 0x0282BC { - nop - nop - nop - - ; --- Bank-02 free-space pool: vanilla TfrEquipWindow body --- - ; TfrEquipWindow was relocated to bank-20 (see items_patches.s) - ; leaving $02:97AB..$02:9824 free. Pool-allocate our helpers here - ; instead of hand-placing each via `*=` ; `strategy order` keeps - ; symbols in declaration order so external `jsr.w`/`jsr.l` from - ; bank-02 (sram_patches.s, message.s, RedrawMainMenu redirects, - ; etc.) resolve to stable in-bank addresses. - - .pool bank02_battle_redraw_helpers { - range 0x0297AB 0x029824 - strategy order - } +*=0x03A482 + jsr.l set_active_char_and_dirty + .db 0xEA ; nop padding so $03:A487 still aligns to `jsr ValidateArrows` + +; --- Monster-death dirty hook: `UpdateDead` entry at $03:B1A0 --- +; Replaces the 4-byte prelude (`tdc; tax; stx $a9`) with a JSL to +; the bank-20 shim that ORs in REGION_DIRTY_MONSTERS, replays the +; prelude, and RTLs. Engine reaches B1A4 with identical state to +; vanilla. Fires every time the engine applies dead-status to a +; battle slot (post-attack, regen tick, etc.) ; the gated monster- +; name trampoline picks up the dirty bit on the next frame. + +*=0x03B1A0 + jsr.l mark_monsters_dirty_and_init + +; --- Phase 2: NMI-safe UpdateFlyingHDMA --- +; Vanilla `UpdateFlyingHDMA` ($02:82E1) spin-waits on the IRQ flag +; `$f353` at $02:82E8 (5 bytes: `lda $f353; beq -5`) to avoid HDMA +; mid-fetch tearing in main-loop context. In NMI/vblank the HDMA +; engine is idle, so the wait is safe to skip and required to +; avoid hanging when called from NMI (the IRQ won't fire while we're +; in vblank). NOP out the 5 bytes ; main-loop callers still work +; (just take the wait-loop hit one less time per frame). + +*=0x0282E8 + nop + nop + nop + nop + nop + +; --- Phase 5: deduplicate UpdateFlyingHDMA --- +; Main-loop `UpdateObjPos` ($02:82B9) calls UpdateFlyingHDMA at +; $02:82BC ; our NMI hook in `messages_vwf.dma_transfer` already +; fires it every vblank, so the main-loop call is redundant. +; NOP the 3-byte JSR to reclaim ~5K cycles/NMI. + +*=0x0282BC + nop + nop + nop + +; --- Bank-02 free-space pool: vanilla TfrEquipWindow body --- +; TfrEquipWindow was relocated to bank-20 (see items_patches.s) +; leaving $02:97AB..$02:9824 free. Pool-allocate our helpers here +; instead of hand-placing each via `*=` ; `strategy order` keeps +; symbols in declaration order so external `jsr.w`/`jsr.l` from +; bank-02 (sram_patches.s, message.s, RedrawMainMenu redirects, +; etc.) resolve to stable in-bank addresses. + +.pool bank02_battle_redraw_helpers { + range 0x0297AB 0x029824 + strategy order } + .alloc battle_redraw_helpers in bank02_battle_redraw_helpers { ; --- Names + monster gated trampolines (slice 2, queue-side bits) --- ; The init -> DrawText -> deinit pipeline still fires every frame so @@ -219,21 +219,20 @@ _mnwg_done: ; Redirect `Battle_ext` entry to our seed helper. -.alloc at 0x038000 { - jmp.l _battle_ext_seed +*=0x038000 + jmp.l _battle_ext_seed - ; Redirect RedrawMainMenu's `jsr DrawStatusText` to our gate. -} -.alloc at 0x0296C8 { - jsr.w gate_draw_status_text +; Redirect RedrawMainMenu's `jsr DrawStatusText` to our gate. - ; Redirect RedrawMainMenu's `jsr DrawObjNames` to our gate. -} -.alloc at 0x0296CE { - jsr.w gate_draw_obj_names +*=0x0296C8 + jsr.w gate_draw_status_text - ; Battle-init palette stamp (replaces noop'd InitMagicListTextBuf jsr). -} -.alloc at 0x029A69 { - jsr.w walker_helper -} +; Redirect RedrawMainMenu's `jsr DrawObjNames` to our gate. + +*=0x0296CE + jsr.w gate_draw_obj_names + +; Battle-init palette stamp (replaces noop'd InitMagicListTextBuf jsr). + +*=0x029A69 + jsr.w walker_helper diff --git a/src/battle/sram_patches.s b/src/battle/sram_patches.s index fae0514..a98e2b7 100644 --- a/src/battle/sram_patches.s +++ b/src/battle/sram_patches.s @@ -2,7 +2,6 @@ ROM patches that route every battle-text draw call (commands, monster names, char names, attack names, message window) through our messages-VWF init/deinit trampolines. """ -.include "config.i" .extern draw_command_list_for_character .extern battle_display_char .extern battle_display_dakuten_char @@ -39,180 +38,174 @@ window) through our messages-VWF init/deinit trampolines. ; nop ; disable dakuten check ? -.alloc at 0x02A497 { - cmp #0xA0 - bcs 0x02A4AC +*=0x02A497 + cmp #0xA0 + bcs 0x02A4AC - ; patch normal display_char to include 7FFFFF based switch +; patch normal display_char to include 7FFFFF based switch + +*=0x02A49B + jsr.l battle_display_char + rts + +; patch normal display_dakuten_char to include 7FFFFF based switch + +*=0x02A4AC + jsr.l battle_display_dakuten_char + rts + +; enclose jsr build_tileset_function +; with 7FFFFF switch in the items related stuff. +;*=0x02A06C +; jsr.w sram_draw_text + +; magic should be drawn to sram +;*=0x02A128 +; jsr.w sram_draw_text + + +; patches show attack window + +*=0x02c99c + 4 + .dw attack_names + + +; disable menu forced update every loop that might be too much +;*=0x028230 +; nop +; nop +; nop +.if BATTLE_MONSTERS_VWF { +;; monster names vwf try but being clear at every monster +;; needs a way to have immortal renders and temporary ones (used only for a few instants) + *=0x02a40d + jsr.w _msg_monster_window_gated + + *=0x029486 + 12 + .dw 0x949a ; noop for monster names } -.alloc at 0x02A49B { - jsr.l battle_display_char - rts - ; patch normal display_dakuten_char to include 7FFFFF based switch + +.if BATTLE_NAMES_VWF { +; this gets redrawn quite often +; char names + *=0x02A29D + jsr.w _msg_names_window_gated +; wait frame runs a shite load of updates + *=0x029486 + 2 + .dw 0x949a ; noop for char names + + *=0x0296c0 + .dw 0x949a ; noop for periodic names update + + *=0x0296b0 + 16 + .dw 0x949a ; noop for periodic names update + + *=0x02A299 + jsr.l gated_clear_names_window_buffer } -.alloc at 0x02A4AC { - jsr.l battle_display_dakuten_char - rts +; that's battle graphics 0xf that's a wait frame +;*=0x028517 +; nop +; nop +; nop +; nop + - ; enclose jsr build_tileset_function - ; with 7FFFFF switch in the items related stuff. - ;*=0x02A06C - ; jsr.w sram_draw_text +; disable periodic updates +;*=0x0296fa +; rts - ; magic should be drawn to sram - ;*=0x02A128 - ; jsr.w sram_draw_text +;; render attack names +;*=0x029d63 +; jsr.w msg_window_draw_text_trampoline +;; snatch play sound call to init the battle buffer +;*=0x038229 +; jsr.l render_allocator.init_battle_far - ; patches show attack window +.if BATTLE_NAMES_VWF + BATTLE_MONSTERS_VWF + BATTLE_CMD_VWF > 0 { +; patches the newline control code handler to clear bitsleft on the current tile, +; allowing the monster string to be rendered. + *=0x02a637 + jsr.l messages_vwf.new_line_escape_code_handler + rts } -.alloc at 0x02c99c + 4 { - .dw attack_names - - - ; disable menu forced update every loop that might be too much - ;*=0x028230 - ; nop - ; nop - ; nop - .if BATTLE_MONSTERS_VWF { - ;; monster names vwf try but being clear at every monster - ;; needs a way to have immortal renders and temporary ones (used only for a few instants) - .alloc at 0x02a40d { - jsr.w _msg_monster_window_gated - } - .alloc at 0x029486 + 12 { - .dw 0x949a ; noop for monster names - } - } - - - .if BATTLE_NAMES_VWF { - ; this gets redrawn quite often - ; char names - .alloc at 0x02A29D { - jsr.w _msg_names_window_gated - ; wait frame runs a shite load of updates - } - .alloc at 0x029486 + 2 { - .dw 0x949a ; noop for char names - } - .alloc at 0x0296c0 { - .dw 0x949a ; noop for periodic names update - } - .alloc at 0x0296b0 + 16 { - .dw 0x949a ; noop for periodic names update - } - .alloc at 0x02A299 { - jsr.l gated_clear_names_window_buffer - } - } - ; that's battle graphics 0xf that's a wait frame - ;*=0x028517 - ; nop - ; nop - ; nop - ; nop - - - ; disable periodic updates - ;*=0x0296fa - ; rts - - ;; render attack names - ;*=0x029d63 - ; jsr.w msg_window_draw_text_trampoline - - ;; snatch play sound call to init the battle buffer - ;*=0x038229 - ; jsr.l render_allocator.init_battle_far - - .if BATTLE_NAMES_VWF + BATTLE_MONSTERS_VWF + BATTLE_CMD_VWF > 0 { - ; patches the newline control code handler to clear bitsleft on the current tile, - ; allowing the monster string to be rendered. - .alloc at 0x02a637 { - jsr.l messages_vwf.new_line_escape_code_handler - rts - } - } - - - .if BATTLE_CMD_VWF { - .alloc at 0x0296b0 + 2 { - .dw 0x949a ; noop for periodic cmd window - - ;*=0x029CBF - ; jsr.l draw_command_list_for_character - ; rts - - ; nukes the draw all command list (pre renders all the windows) - } - .alloc at 0x029ca1 { - rts - - ; always use the same buffer for all chars command list, - ; the buffer shall be updated if before the window is opened - ; due to those updates being quite costly now, we may want to avoid to re render too often - } - .alloc at 0x0299f1 { - pha - lda #0 - nop - } - .alloc at 0x029989 { - jsr.w draw_window_render_hook - } - } + + +.if BATTLE_CMD_VWF { + *=0x0296b0 + 2 + .dw 0x949a ; noop for periodic cmd window + +;*=0x029CBF +; jsr.l draw_command_list_for_character +; rts + +; nukes the draw all command list (pre renders all the windows) + *=0x029ca1 + rts + +; always use the same buffer for all chars command list, +; the buffer shall be updated if before the window is opened +; due to those updates being quite costly now, we may want to avoid to re render too often + + *=0x0299f1 + pha + lda #0 + nop + + *=0x029989 + jsr.w draw_window_render_hook } -.alloc at 0x02FFC2 { - draw_window_render_hook: - """Battle-command-window render hook: render command list, then load X with original loop count.""" - jsr.w _draw_command_list - ldx.w #0x0340 - rts - - _draw_command_list: - jsr.l draw_command_list_for_character - rts - - msg_monster_window_trampoline: - """Trampoline patched into the monster-name window draw.""" - jsr.l messages_vwf.init_monsters - bra _draw_text_battle - - _msg_names_window_trampoline: - ; Skip names rendering if inventory is active (bit 2 of $4A) - lda 0x4A - and #0x04 - bne _skip_names - jsr.l messages_vwf.init_names - bra _draw_text_battle - - _skip_names: - rts - - msg_window_draw_text_trampoline: - """Trampoline patched into the message-window draw.""" - jsr.l messages_vwf.init - - _draw_text_battle: - jsr 0xA455 - jsr.l messages_vwf.deinit - rts - - _draw_text_battle_far: - jsr.w _draw_text_battle - rtl - - attack_names: - """Trampoline for attack-name window: messages-VWF init, attack-name draw, deinit.""" - jsr.l messages_vwf.init - jsr 0xcb32 - jsr.l messages_vwf.deinit - rts - { - _end: - .debug '{_end} < 0x02FFFF ?' - } + + +*=0x02FFC2 +draw_window_render_hook: +"""Battle-command-window render hook: render command list, then load X with original loop count.""" + jsr.w _draw_command_list + ldx.w #0x0340 + rts + +_draw_command_list: + jsr.l draw_command_list_for_character + rts + +msg_monster_window_trampoline: +"""Trampoline patched into the monster-name window draw.""" + jsr.l messages_vwf.init_monsters + bra _draw_text_battle + +_msg_names_window_trampoline: + ; Skip names rendering if inventory is active (bit 2 of $4A) + lda 0x4A + and #0x04 + bne _skip_names + jsr.l messages_vwf.init_names + bra _draw_text_battle + +_skip_names: + rts + +msg_window_draw_text_trampoline: +"""Trampoline patched into the message-window draw.""" + jsr.l messages_vwf.init + +_draw_text_battle: + jsr 0xA455 + jsr.l messages_vwf.deinit + rts + +_draw_text_battle_far: + jsr.w _draw_text_battle + rtl + +attack_names: +"""Trampoline for attack-name window: messages-VWF init, attack-name draw, deinit.""" + jsr.l messages_vwf.init + jsr 0xcb32 + jsr.l messages_vwf.deinit + rts +{ +_end: + .debug '{_end} < 0x02FFFF ?' } diff --git a/src/dakuten.s b/src/dakuten.s index 8c623b3..30c24cc 100755 --- a/src/dakuten.s +++ b/src/dakuten.s @@ -7,8 +7,6 @@ dakuten/handakuten composite tile pair. -.include "bank20.i" - .alloc dakuten_block in bank20_reloc { .incbin "assets/dakuten.bin" diff --git a/src/ingame/credits.s b/src/ingame/credits.s index e8d3571..e0734ac 100644 --- a/src/ingame/credits.s +++ b/src/ingame/credits.s @@ -3,20 +3,19 @@ In-place patches for the staff credits screen: re-point the credits text loader `assets_credits_text_bin` block. """ -.alloc at 0x13d7ef { - ldx.w #assets_credits_text_bin & 0xffff -} -.alloc at 0x13d7f5 { - lda.b #assets_credits_text_bin >> 16 +*=0x13d7ef + ldx.w #assets_credits_text_bin & 0xffff - ; Augments cutscene duration to show the additional text. -} -.alloc at 0x13d61d { - lda.b #0x20 -} -.alloc at 0x13d623 { - lda.b #0x0b -} -.alloc at 0x13f016 { - .incbin "assets/the_end_gfx.bin" -} +*=0x13d7f5 + lda.b #assets_credits_text_bin >> 16 + +; Augments cutscene duration to show the additional text. + +*=0x13d61d + lda.b #0x20 + +*=0x13d623 + lda.b #0x0b + +*=0x13f016 +.incbin "assets/the_end_gfx.bin" diff --git a/src/ingame/equip.s b/src/ingame/equip.s index 6f26eae..d04d207 100644 --- a/src/ingame/equip.s +++ b/src/ingame/equip.s @@ -3,40 +3,40 @@ In-place patches for the equip menu: load the system-menu text pointer for the e character-name row up so it does not collide with the dextrality string. """ -.alloc at 0x01bd0f { - load_system_menu_text_pointer(equip.menu) - - ; Moves Character name one line up to avoid colision with dextrality text. -} -.alloc at 0x01bd54 { - ldy.w #0x01c6 - 0x40 - 2 - - _item_delta = 8 -} -.alloc at 0x01bd7b { - ldx.w #0x0164 + _item_delta -} -.alloc at 0x01bd82 { - ldx.w #0x01e4 + _item_delta -} -.alloc at 0x01bd89 { - ldx.w #0x0264 + _item_delta -} -.alloc at 0x01bd92 { - ldx.w #0x0064 + _item_delta -} -.alloc at 0x01bda8 { - ldx.w #0x00e4 + _item_delta -} -.alloc at 0x1bd5c { - jsr.l load_dextrelity_pointer - destrelity_return = 0x1bd73 - ldx.w #0x244 - jmp.w destrelity_return -} -.alloc at 0x01e2d9 { - .dw ( dextrality.string_0 & 0xFFFF ) - 0x8000 - .dw ( dextrality.string_1 & 0xFFFF ) - 0x8000 - .dw ( dextrality.string_2 & 0xFFFF ) - 0x8000 - .dw ( dextrality.string_3 & 0xFFFF ) - 0x8000 -} +*=0x01bd0f + load_system_menu_text_pointer(equip.menu) + +; Moves Character name one line up to avoid colision with dextrality text. + +*=0x01bd54 + ldy.w #0x01c6 - 0x40 - 2 + + _item_delta = 8 + +*=0x01bd7b + ldx.w #0x0164 + _item_delta + +*=0x01bd82 + ldx.w #0x01e4 + _item_delta + +*=0x01bd89 + ldx.w #0x0264 + _item_delta + +*=0x01bd92 + ldx.w #0x0064 + _item_delta + +*=0x01bda8 + ldx.w #0x00e4 + _item_delta + + +*=0x1bd5c + jsr.l load_dextrelity_pointer + destrelity_return = 0x1bd73 + ldx.w #0x244 + jmp.w destrelity_return + +*=0x01e2d9 + .dw ( dextrality.string_0 & 0xFFFF ) - 0x8000 + .dw ( dextrality.string_1 & 0xFFFF ) - 0x8000 + .dw ( dextrality.string_2 & 0xFFFF ) - 0x8000 + .dw ( dextrality.string_3 & 0xFFFF ) - 0x8000 diff --git a/src/ingame/free_space.s b/src/ingame/free_space.s index 9874a94..e5fd5f6 100644 --- a/src/ingame/free_space.s +++ b/src/ingame/free_space.s @@ -6,7 +6,6 @@ relocating other code. ; Bank $01 Free Space - starts at $01FF35 ; ============================================================================ -.include "config.i" .pool bank01_slack { range 0x01ff35 0x01ffff strategy order diff --git a/src/ingame/init_bg_scroll_hdma_patches.s b/src/ingame/init_bg_scroll_hdma_patches.s index fb9d797..dd9cd8e 100644 --- a/src/ingame/init_bg_scroll_hdma_patches.s +++ b/src/ingame/init_bg_scroll_hdma_patches.s @@ -7,6 +7,5 @@ after the original's ROM space is reclaimed. ;; (In LoROM bank $21 is the only thing that changes; offset $EBD2 within ;; the bank is identical so internal in-bank JSR/JMP targets stay valid.) -.alloc at 0x02818A { - jsr.l init_bg_scroll_hdma -} +*=0x02818A + jsr.l init_bg_scroll_hdma diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 41dcd68..6542d98 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -14,7 +14,6 @@ approach for the main menu items list with HDMA-based circular scrolling. ; CONSTANTS ; Layout (single column) -.include "config.i" MENU_VISIBLE_ITEMS := 10 ; Visible items at once MENU_BUFFER_SLOTS := 11 ; 11 slots (10 visible + 1 pre-render) MENU_TOTAL_ITEMS := 48 ; Total inventory items diff --git a/src/ingame/inventory_rolling_patches.s b/src/ingame/inventory_rolling_patches.s index b372dec..63a05f0 100644 --- a/src/ingame/inventory_rolling_patches.s +++ b/src/ingame/inventory_rolling_patches.s @@ -13,125 +13,111 @@ machine, scroll up/down hooks, redraw and exit-cleanup hooks). ; ; ============================================================================ -.include "config.i" .if INVENTORY_ROLLING_BUFFER { ; ============================================================================ ; MAIN LOOP HOOK - Process scroll animation frames ; ============================================================================ ; Hook at $019FF2 - the start of the input processing loop in SelectItem. -.alloc at 0x019FF2 { - jmp.w main_loop_scroll_check - ; 3 bytes - replaces LDA $01 -} -.alloc at 0x019FF5 { - nop - nop - nop - ; ============================================================================ - ; SCROLL DOWN - Replace blocking loop with state machine - ; ============================================================================ -} -.alloc at 0x01A076 { - jsr.w scroll_down_trigger - jmp.w 0xA0BC - ; Skip to after scroll block (A button check) - ; ============================================================================ - ; SCROLL UP - Replace blocking loop with state machine - ; ============================================================================ -} -.alloc at 0x01A01F { - jsr.w scroll_up_trigger - jmp.w 0xA066 - ; Skip to after scroll block (down button check) - ; ============================================================================ - ; Menu Entry/Exit Hooks - ; ============================================================================ -} -.alloc at 0x019F27 { - jsr.w menu_entry_hook -} -.alloc at 0x019F87 { - jsr.w menu_exit_hook - ; ============================================================================ - ; NMI HDMA Hook - ; ============================================================================ -} -.alloc at 0x018081 { - jsr.w hdma_enable_hook - nop - ; ============================================================================ - ; UpdateScrollRegs BG1VOFS Hook - Skip when menu HDMA is active - ; ============================================================================ -} -.alloc at 0x14FF2D { - jsr.l conditional_bg1_vofs - nop - nop - nop - nop - nop - nop - ; ============================================================================ - ; Refresh inventory after SelectItem2 (swap OR use) - ; ============================================================================ - ; After SelectItem2 completes (swap or use item), we need to refresh the - ; display. For swaps, swap_redraw_hook_impl already handled it. For item use, - ; we need to refresh the current slot to show updated quantity. - ; Call our refresh hook instead of the original DrawInventoryList. -} -.alloc at 0x01A0D2 { - jsr.w item_use_refresh_hook - ; ============================================================================ - ; DrawItemSlot Column Check Patch - Force single column mode - ; ============================================================================ -} -.alloc at 0x01A1F0 { - .db 0x00 - ; Change operand from $01 to $00 - ; ============================================================================ - ; Replace DrawInventoryList with our rolling buffer init - ; ============================================================================ -} -.alloc at 0x019F7B { - jsr.w init_menu_rolling_buffer - ; Replace JSR DrawInventoryList - ; ============================================================================ - ; DrawItemSlot - Clear count display for item ID 0 (empty slot) - ; ============================================================================ - ; Original code at $A202: lda ($5a); cmp #$fe; beq @a222 - ; We replace with JSR that handles clearing for empty slots - ; Original bytes: B2 5A C9 FE F0 1A (6 bytes at $A202-$A207) -} -.alloc at 0x01A202 { - jsr.w check_and_clear_count - ; 3 bytes - checks item, clears if empty - nop - ; 1 byte - padding - nop - ; 1 byte - padding - nop - ; 1 byte - padding - ; ============================================================================ - ; Patch $A1BA: Replace sequential Y calculation with circular buffer version - ; ============================================================================ + *=0x019FF2 + jmp.w main_loop_scroll_check +; 3 bytes - replaces LDA $01 + *=0x019FF5 + nop + nop + nop +; ============================================================================ +; SCROLL DOWN - Replace blocking loop with state machine +; ============================================================================ + *=0x01A076 + jsr.w scroll_down_trigger + jmp.w 0xA0BC +; Skip to after scroll block (A button check) +; ============================================================================ +; SCROLL UP - Replace blocking loop with state machine +; ============================================================================ + *=0x01A01F + jsr.w scroll_up_trigger + jmp.w 0xA066 +; Skip to after scroll block (down button check) +; ============================================================================ +; Menu Entry/Exit Hooks +; ============================================================================ + *=0x019F27 + jsr.w menu_entry_hook + *=0x019F87 + jsr.w menu_exit_hook +; ============================================================================ +; NMI HDMA Hook +; ============================================================================ + *=0x018081 + jsr.w hdma_enable_hook + nop +; ============================================================================ +; UpdateScrollRegs BG1VOFS Hook - Skip when menu HDMA is active +; ============================================================================ + *=0x14FF2D + jsr.l conditional_bg1_vofs + nop + nop + nop + nop + nop + nop +; ============================================================================ +; Refresh inventory after SelectItem2 (swap OR use) +; ============================================================================ +; After SelectItem2 completes (swap or use item), we need to refresh the +; display. For swaps, swap_redraw_hook_impl already handled it. For item use, +; we need to refresh the current slot to show updated quantity. +; Call our refresh hook instead of the original DrawInventoryList. + *=0x01A0D2 + jsr.w item_use_refresh_hook +; ============================================================================ +; DrawItemSlot Column Check Patch - Force single column mode +; ============================================================================ + *=0x01A1F0 + .db 0x00 +; Change operand from $01 to $00 +; ============================================================================ +; Replace DrawInventoryList with our rolling buffer init +; ============================================================================ + *=0x019F7B + jsr.w init_menu_rolling_buffer +; Replace JSR DrawInventoryList +; ============================================================================ +; DrawItemSlot - Clear count display for item ID 0 (empty slot) +; ============================================================================ +; Original code at $A202: lda ($5a); cmp #$fe; beq @a222 +; We replace with JSR that handles clearing for empty slots +; Original bytes: B2 5A C9 FE F0 1A (6 bytes at $A202-$A207) + *=0x01A202 + jsr.w check_and_clear_count +; 3 bytes - checks item, clears if empty + nop +; 1 byte - padding + nop +; 1 byte - padding + nop +; 1 byte - padding +; ============================================================================ +; Patch $A1BA: Replace sequential Y calculation with circular buffer version +; ============================================================================ - ; Original code at $A1BA-$A1C7 (14 bytes): - ; LDA $5D / LSR / ASL×7 / ADC #$0004 / TAY - ; Replace with JSL to CircularSlotCalc_ext trampoline + NOPs - ; -} -.alloc at 0x01A1BA { - jsr.l circular_slot_calc_ext - ; 4 bytes - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop -} +; Original code at $A1BA-$A1C7 (14 bytes): +; LDA $5D / LSR / ASL×7 / ADC #$0004 / TAY +; Replace with JSL to CircularSlotCalc_ext trampoline + NOPs +; + *=0x01A1BA + jsr.l circular_slot_calc_ext +; 4 bytes + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop } diff --git a/src/ingame/inventory_rolling_trampolines.s b/src/ingame/inventory_rolling_trampolines.s index c3bca38..ae43c03 100644 --- a/src/ingame/inventory_rolling_trampolines.s +++ b/src/ingame/inventory_rolling_trampolines.s @@ -2,7 +2,6 @@ Bank-$01 trampolines (jsr.l + rts) into the inventory rolling routines that live in bank $21, plus small wrappers around original bank-$01 helpers used by the rolling code. """ -.include "config.i" .include "src/ingame/macros.i" .extern items_menu_vwf.draw_field_item_name diff --git a/src/ingame/inventory_single_column.s b/src/ingame/inventory_single_column.s index 987e7a8..77db14e 100644 --- a/src/ingame/inventory_single_column.s +++ b/src/ingame/inventory_single_column.s @@ -46,252 +46,251 @@ SCROLL_LIMIT := 38 ; 48 - 10 = 38 (max scroll position) ; Original: lda #$30 at A17D-A17E (a9 30) ; Just patch the operand byte at A17E, not the full instruction -.alloc at 0x01A17E { - .db VISIBLE_ITEMS + 1 ; Draw 11 items (10 visible + 1 pre-render slot) - - ; ============================================================================ - ; DrawItemSlot - Single Column Version - ; ============================================================================ - ; Original checks odd/even item index for left/right column - ; Single column always uses left column position - ; +*=0x01A17E + .db VISIBLE_ITEMS + 1 ; Draw 11 items (10 visible + 1 pre-render slot) - ; Original at $01A1ED: - ; @a1ed: lda $5d - ; and #$01 - ; bne @a223 ; Branch if right column - ; - ; Patch: Always use left column code path (never branch) -} -.alloc at 0x01A1EF { - ; Change BNE to BRA skip (effectively disable right-column branch) - ; Original: AND #$01 / BNE @a223 - ; New: AND #$00 / BNE @a223 (always zero, never branches) - and #0x00 - - ; ============================================================================ - ; Tilemap Y Position - Single Column Fix - ; ============================================================================ - - ; Original code at $01A1B9 calculates tilemap Y position: - ; LDA $5D ; item index (0-47) - ; LSR ; divide by 2 (for 2-column: items 0,1→row 0, items 2,3→row 1) - ; ASL x7 ; multiply by 128 (tilemap row offset) - ; ADC #$0002 ; base offset - ; - ; For single column, each item needs its own row, so remove the LSR. - ; This makes Y = item_index * 128 + 2 instead of (item_index/2) * 128 + 2 -} -.alloc at 0x01A1BC { - nop ; Replace LSR with NOP - - ; ============================================================================ - ; Scroll Limit Patch - ; ============================================================================ - - ; Original scroll down limit check at $01A076: - ; @a076: cmp #$0e ; 14 = 24 items - 10 visible - ; beq @a0bc ; Don't scroll if at limit - ; - ; The CMP opcode is at $A076, operand at $A077 - ; New limit for single column: 48 - 10 = 38 -} -.alloc at 0x01A077 { - .db SCROLL_LIMIT ; 38 instead of 14 +; ============================================================================ +; DrawItemSlot - Single Column Version +; ============================================================================ +; Original checks odd/even item index for left/right column +; Single column always uses left column position +; - ; Also patch the cursor Y limit check +; Original at $01A1ED: +; @a1ed: lda $5d +; and #$01 +; bne @a223 ; Branch if right column +; +; Patch: Always use left column code path (never branch) - ; Original at $01A071: - ; @a06c: lda $1b23 ; cursor Y - ; cmp #$09 ; max Y = 9 (for 10 visible rows) - ; - ; This stays the same for 10 visible items, so no change needed +*=0x01A1EF + ; Change BNE to BRA skip (effectively disable right-column branch) + ; Original: AND #$01 / BNE @a223 + ; New: AND #$00 / BNE @a223 (always zero, never branches) + and #0x00 - ; ============================================================================ - ; Cursor Drawing - Fixed X Position - ; ============================================================================ - ; Original at $01A105 checks $1b22 (X position) for left/right column - ; Single column: always use left position - ; +; ============================================================================ +; Tilemap Y Position - Single Column Fix +; ============================================================================ - ; Original: - ; @a105: ... - ; @a116: lda $1b22 ; cursor 1 x position - ; beq @a11b - ; lda #$6c ; right column X - ; @a11b: clc - ; adc #$04 - ; - ; Patch: Skip the X position check, always use left column -} -.alloc at 0x01A114 { - lda #0x00 ; Always 0 (left column) - replaces LDA $1B22 (3 bytes) - nop ; Was high byte of $1B22 address - nop ; Skip BEQ opcode - nop ; Skip BEQ offset - nop ; Skip LDA #$6c opcode - nop ; Skip LDA #$6c operand - - ; ============================================================================ - ; Input Handling - Disable Left/Right Toggle - ; ============================================================================ - ; Original at $01A003 and $01A014 handle left/right button presses - ; to switch columns. We disable this for single column. - ; +; Original code at $01A1B9 calculates tilemap Y position: +; LDA $5D ; item index (0-47) +; LSR ; divide by 2 (for 2-column: items 0,1→row 0, items 2,3→row 1) +; ASL x7 ; multiply by 128 (tilemap row offset) +; ADC #$0002 ; base offset +; +; For single column, each item needs its own row, so remove the LSR. +; This makes Y = item_index * 128 + 2 instead of (item_index/2) * 128 + 2 - ; Left button handler at @9ff2: - ; @9ff2: lda $01 - ; and #JOY_LEFT - ; beq @a003 - ; lda $1b22 ; toggle x position - ; inc - ; and #$01 - ; sta $1b22 - ; bne @a01a ; move up - ; - ; Right button handler similar at @a003 - ; - ; Patch: Make left/right do nothing (skip to down button check) -} -.alloc at 0x019FF4 { - ; Change AND #JOY_LEFT to AND #0x00 (never matches) - and #0x00 -} -.alloc at 0x01A005 { - ; Change AND #JOY_RIGHT to AND #0x00 (never matches) - and #0x00 - - ; ============================================================================ - ; Scroll Position Adjustment for Drawing - ; ============================================================================ - ; When drawing, need to start from scroll position, not always item 0 - ; This requires adding $1B1A (scroll position) to the item pointer - ; +*=0x01A1BC + nop ; Replace LSR with NOP - ; Original _a181 loop at $01A181: - ; _a181: stz $5d ; item counter = 0 - ; stz $5e - ; - ; We need to initialize $5d to scroll_pos * 2 (since items are 2 bytes each) - ; But actually, the loop uses $5a as a pointer, and $5d as a counter - ; The pointer $5a = $1440 + (scroll_pos * 2) - ; - ; Add patch to adjust $5a before the loop -} -.alloc at 0x01A181 { - jsr.w adjust_inventory_pointer - nop - - ; ============================================================================ - ; Cursor Y Limit for Scroll Down - ; ============================================================================ - ; Original at $01A071: cmp #$09 for 10 visible rows - ; This is correct for single column with 10 visible items - ; No change needed - - ; ============================================================================ - ; Second Cursor (for item swap) - ; ============================================================================ - ; The second cursor also uses $1b24 (X position) and $1b25 (Y position) - ; For single column, $1b24 should always be 0 - ; +; ============================================================================ +; Scroll Limit Patch +; ============================================================================ - ; When storing first item selection at $01A2C3: - ; @a2c3: lda $1b1a - ; clc - ; adc $1b23 - ; sta $1b25 - ; lda $1b22 - ; sta $1b24 ; Store X position - ; - ; Patch: Always store 0 for X position - - ; $1B25 stores absolute position (scroll + cursor) - keep original storage - ; Just patch $A2CD to store 0 for X position -} -.alloc at 0x01A2CD { - lda #0x00 ; Always 0 for single column X (was LDA $1B22) - nop ; Pad to 3 bytes - - ; ============================================================================ - ; Item Index Calculation for Selection - ; ============================================================================ - ; Original two-column: ((Y + scroll) * 2 + X) * 2 = item_index * 2 - ; Single column: (Y + scroll) * 2 - ; Need to remove one ASL at each calculation - - ; First item (current cursor) at $A398 - ; Original: ASL / ADC $1B22 / ASL -> ((val*2)+col)*2 - ; New: CLC / ADC $1B22 / ASL -> (val+col)*2 - ; MUST use CLC because the previous CMP leaves carry set! -} -.alloc at 0x01A398 { - clc ; Clear carry (was ASL which also clears carry) - - ; Second item (swap target) at $A3A6 - ; $1B25 already has absolute position - ; Original: ASL / ADC $1B24 / ASL -> ((val*2)+col)*2 - ; New: CLC / ADC $1B24 / ASL -> (val+col)*2 -} -.alloc at 0x01A3A6 { - clc ; Clear carry (was ASL which also clears carry) - - ; Another second item calculation at $A320 - ; Used when selecting same item twice to use it - ; CRITICAL: CMP $1B24 at $A318 sets carry if $1B22 >= $1B24 (always true when both are 0) - ; Original ASL would clear carry, but NOP leaves carry SET, causing ADC to add +1! -} -.alloc at 0x01A320 { - clc ; Clear carry (was ASL which also clears carry) - ; Original calculates: (scroll_pos + cursor_y) * 2 + cursor_x * 2 - ; For single column: (scroll_pos + cursor_y) * 2 - ; - - ; At $01A309 (SelectItem2): - ; @a309: lda $1b23 - ; clc - ; adc $1b1a - ; cmp $1b25 - ; bne _a38e ; items don't match - ; lda $1b22 - ; cmp $1b24 - ; bne _a38e - ; - ; The X position compare should always match for single column - ; Already handled by setting both to 0 - - ; At $01A320 to calculate item offset: - ; @a320: lda $1b25 - ; asl - ; adc $1b24 ; +0 or +1 for column - ; asl ; x2 for 2 bytes per slot - ; - ; For single column, $1b24=0, so this simplifies to: $1b25 * 2 - ; No patch needed if $1b24 is always 0 - - ; ============================================================================ - ; DrawItemDesc - Single Column Fix - ; ============================================================================ - - ; Original at $01A7C8 uses two-column calculation (ABSOLUTE addressing): - ; $A7C8: LDA.W $1B23 (AD 23 1B) - cursor_y - ; $A7CB: CLC (18) - ; $A7CC: ADC.W $1B1A (6D 1A 1B) - + scroll_pos - ; $A7CF: ASL (0A) - * 2 (for two columns per row) <-- PATCH HERE - ; $A7D0: ADC.W $1B22 (6D 22 1B) - + column - ; $A7D3: ASL (0A) - * 2 (for 2 bytes per item) +; Original scroll down limit check at $01A076: +; @a076: cmp #$0e ; 14 = 24 items - 10 visible +; beq @a0bc ; Don't scroll if at limit +; +; The CMP opcode is at $A076, operand at $A077 +; New limit for single column: 48 - 10 = 38 + +*=0x01A077 + .db SCROLL_LIMIT ; 38 instead of 14 + +; Also patch the cursor Y limit check + +; Original at $01A071: +; @a06c: lda $1b23 ; cursor Y +; cmp #$09 ; max Y = 9 (for 10 visible rows) +; +; This stays the same for 10 visible items, so no change needed + +; ============================================================================ +; Cursor Drawing - Fixed X Position +; ============================================================================ +; Original at $01A105 checks $1b22 (X position) for left/right column +; Single column: always use left position +; + +; Original: +; @a105: ... +; @a116: lda $1b22 ; cursor 1 x position +; beq @a11b +; lda #$6c ; right column X +; @a11b: clc +; adc #$04 +; +; Patch: Skip the X position check, always use left column + +*=0x01A114 + lda #0x00 ; Always 0 (left column) - replaces LDA $1B22 (3 bytes) + nop ; Was high byte of $1B22 address + nop ; Skip BEQ opcode + nop ; Skip BEQ offset + nop ; Skip LDA #$6c opcode + nop ; Skip LDA #$6c operand + +; ============================================================================ +; Input Handling - Disable Left/Right Toggle +; ============================================================================ +; Original at $01A003 and $01A014 handle left/right button presses +; to switch columns. We disable this for single column. +; + +; Left button handler at @9ff2: +; @9ff2: lda $01 +; and #JOY_LEFT +; beq @a003 +; lda $1b22 ; toggle x position +; inc +; and #$01 +; sta $1b22 +; bne @a01a ; move up +; +; Right button handler similar at @a003 +; +; Patch: Make left/right do nothing (skip to down button check) + +*=0x019FF4 + ; Change AND #JOY_LEFT to AND #0x00 (never matches) + and #0x00 + +*=0x01A005 + ; Change AND #JOY_RIGHT to AND #0x00 (never matches) + and #0x00 + +; ============================================================================ +; Scroll Position Adjustment for Drawing +; ============================================================================ +; When drawing, need to start from scroll position, not always item 0 +; This requires adding $1B1A (scroll position) to the item pointer +; + +; Original _a181 loop at $01A181: +; _a181: stz $5d ; item counter = 0 +; stz $5e +; +; We need to initialize $5d to scroll_pos * 2 (since items are 2 bytes each) +; But actually, the loop uses $5a as a pointer, and $5d as a counter +; The pointer $5a = $1440 + (scroll_pos * 2) +; +; Add patch to adjust $5a before the loop + +*=0x01A181 + jsr.w adjust_inventory_pointer + nop + +; ============================================================================ +; Cursor Y Limit for Scroll Down +; ============================================================================ +; Original at $01A071: cmp #$09 for 10 visible rows +; This is correct for single column with 10 visible items +; No change needed + +; ============================================================================ +; Second Cursor (for item swap) +; ============================================================================ +; The second cursor also uses $1b24 (X position) and $1b25 (Y position) +; For single column, $1b24 should always be 0 +; + +; When storing first item selection at $01A2C3: +; @a2c3: lda $1b1a +; clc +; adc $1b23 +; sta $1b25 +; lda $1b22 +; sta $1b24 ; Store X position +; +; Patch: Always store 0 for X position + +; $1B25 stores absolute position (scroll + cursor) - keep original storage +; Just patch $A2CD to store 0 for X position + +*=0x01A2CD + lda #0x00 ; Always 0 for single column X (was LDA $1B22) + nop ; Pad to 3 bytes + +; ============================================================================ +; Item Index Calculation for Selection +; ============================================================================ +; Original two-column: ((Y + scroll) * 2 + X) * 2 = item_index * 2 +; Single column: (Y + scroll) * 2 +; Need to remove one ASL at each calculation + +; First item (current cursor) at $A398 +; Original: ASL / ADC $1B22 / ASL -> ((val*2)+col)*2 +; New: CLC / ADC $1B22 / ASL -> (val+col)*2 +; MUST use CLC because the previous CMP leaves carry set! + +*=0x01A398 + clc ; Clear carry (was ASL which also clears carry) + +; Second item (swap target) at $A3A6 +; $1B25 already has absolute position +; Original: ASL / ADC $1B24 / ASL -> ((val*2)+col)*2 +; New: CLC / ADC $1B24 / ASL -> (val+col)*2 + +*=0x01A3A6 + clc ; Clear carry (was ASL which also clears carry) + +; Another second item calculation at $A320 +; Used when selecting same item twice to use it +; CRITICAL: CMP $1B24 at $A318 sets carry if $1B22 >= $1B24 (always true when both are 0) +; Original ASL would clear carry, but NOP leaves carry SET, causing ADC to add +1! + +*=0x01A320 + clc ; Clear carry (was ASL which also clears carry) + ; Original calculates: (scroll_pos + cursor_y) * 2 + cursor_x * 2 + ; For single column: (scroll_pos + cursor_y) * 2 ; - ; For single column: remove first ASL at $A7CF - ; This matches the patches at $A398, $A3A6, $A320 -} -.alloc at 0x01A7CF { - nop ; Remove first ASL for single column - - ; ============================================================================ - ; Initialize $1B22 (cursor column) to 0 on menu entry - ; ============================================================================ - ; Ensure $1b22 starts at 0 even if it had a value from a previous menu. - ; Patch at $01A181 which runs after SelectClearBG1 and before DrawInventoryList. - ; We already have adjust_inventory_pointer at $A181, so add $1b22 init there. - ; Actually, we'll add it to the menu_entry_hook_impl in inventory_rolling.s -} + +; At $01A309 (SelectItem2): +; @a309: lda $1b23 +; clc +; adc $1b1a +; cmp $1b25 +; bne _a38e ; items don't match +; lda $1b22 +; cmp $1b24 +; bne _a38e +; +; The X position compare should always match for single column +; Already handled by setting both to 0 + +; At $01A320 to calculate item offset: +; @a320: lda $1b25 +; asl +; adc $1b24 ; +0 or +1 for column +; asl ; x2 for 2 bytes per slot +; +; For single column, $1b24=0, so this simplifies to: $1b25 * 2 +; No patch needed if $1b24 is always 0 + +; ============================================================================ +; DrawItemDesc - Single Column Fix +; ============================================================================ + +; Original at $01A7C8 uses two-column calculation (ABSOLUTE addressing): +; $A7C8: LDA.W $1B23 (AD 23 1B) - cursor_y +; $A7CB: CLC (18) +; $A7CC: ADC.W $1B1A (6D 1A 1B) - + scroll_pos +; $A7CF: ASL (0A) - * 2 (for two columns per row) <-- PATCH HERE +; $A7D0: ADC.W $1B22 (6D 22 1B) - + column +; $A7D3: ASL (0A) - * 2 (for 2 bytes per item) +; +; For single column: remove first ASL at $A7CF +; This matches the patches at $A398, $A3A6, $A320 + +*=0x01A7CF + nop ; Remove first ASL for single column + +; ============================================================================ +; Initialize $1B22 (cursor column) to 0 on menu entry +; ============================================================================ +; Ensure $1b22 starts at 0 even if it had a value from a previous menu. +; Patch at $01A181 which runs after SelectClearBG1 and before DrawInventoryList. +; We already have adjust_inventory_pointer at $A181, so add $1b22 init there. +; Actually, we'll add it to the menu_entry_hook_impl in inventory_rolling.s diff --git a/src/ingame/items.s b/src/ingame/items.s index 4a11b96..2c7baef 100644 --- a/src/ingame/items.s +++ b/src/ingame/items.s @@ -2,186 +2,183 @@ Field-menu item screen patches: scroll-region tweaks, layout fixes and entry-point hooks (separate from rolling-buffer code which lives in `inventory_rolling.s`). """ -.include "config.i" .include "src/ingame/macros.i" ; during scroll -.alloc at 0x01A814 { - load_system_menu_text_pointer(items_menu.item) +*=0x01A814 + load_system_menu_text_pointer(items_menu.item) - ; when scroll done -} -.alloc at 0x019F56 { - load_system_menu_text_pointer(items_menu.item) -} -.alloc at 0x1a750 { - load_system_menu_text_pointer(items_menu.item) +; when scroll done - ; patching find description setup bank and offset -} -.alloc at 0x01a7f6 { - ldx.w #assets_item_descriptions_dat & 0xffff -} -.alloc at 0x01a7fc { - addr = ( assets_item_descriptions_dat & 0xff0000 ) - lda.l addr, x -} -.alloc at 0x01a7da { - ; In the original code the item description is rendered multiple times (once per tick ?) - ; rendering the variable width font that often cause noticeable slowdowns, we are trying to render the text only - ; when the description should change. Because the draw window clears the tilemap the check must happen before it. - jmp.w check_if_description_was_rendered - nop +*=0x019F56 + load_system_menu_text_pointer(items_menu.item) - _back: +*=0x1a750 + load_system_menu_text_pointer(items_menu.item) +; patching find description setup bank and offset - ; Hook in the display_item_description function, draw the window and render the string -} -.alloc at 0x01a808 { - lda.b #assets_item_descriptions_dat >> 16 - ldx.w #0x0054 - jsr.w draw_vwf_message -} -.alloc at 0x1a439 { - ldy.w #messages.use_on_whom - jsr.w draw_vwf_message_pos_with_bank -} -.alloc at 0x1a36f { - ldy.w #messages.cantuse - jsr.w draw_vwf_message_pos_with_bank +*=0x01a7f6 + ldx.w #assets_item_descriptions_dat & 0xffff +*=0x01a7fc + addr = ( assets_item_descriptions_dat & 0xff0000 ) + lda.l addr, x - ; inventory window (22 rows tall for 10 visible items + borders) -} -.alloc at 0x01dcce { - menu_window(0, 0, 30, 23) - ; -} -.alloc at 0x01dcd6 { - menu_window(9, 0, 21, 3) +*=0x01a7da + ; In the original code the item description is rendered multiple times (once per tick ?) + ; rendering the variable width font that often cause noticeable slowdowns, we are trying to render the text only + ; when the description should change. Because the draw window clears the tilemap the check must happen before it. + jmp.w check_if_description_was_rendered + nop - ; item select character on the left side (selected item in the right column) -} -.alloc at 0x01dd38 { - menu_window(0, 5, 16, 21) +_back: - ; item select character on the right side (selected item in the left column) -} -.alloc at 0x01dd3c { - menu_window(14, 5, 16, 21) - ; moves the right item column one tile to the right -} -.alloc at 0x01a227 { - adc.w #0x001c + 2 -} -.alloc at 0x01a1c4 { - adc.w #0x0006 ; +2 tiles to the right -} -.alloc at 0x1efd7d { - _delta_l = 0 - _delta_r = 2 +; Hook in the display_item_description function, draw the window and render the string - .dw 0x039e - _delta_l, 0x019e - _delta_l, 0x059e - _delta_l, 0x029e - _delta_l, 0x049e - _delta_l - .dw 0x0384 - _delta_r, 0x0184 - _delta_r, 0x0584 - _delta_r, 0x0284 - _delta_r, 0x0484 - _delta_r -} -.alloc at 0x01a4f4 { - adc.w #0x0082 -} -.alloc at 0x01a51a { - draw_hp_mp = 0x018a2a - lda.w #0x0046 + 0x40 - ldy.w #0x0007 - jsr.w draw_hp_mp - lda.w #0x0050 + 0x40 - ldy.w #0x0009 - jsr.w draw_hp_mp - lda.w #0x0086 + 0x40 - ldy.w #0x000b - jsr.w draw_hp_mp - lda.w #0x0090 + 0x40 - ldy.w #0x000d - jsr.w draw_hp_mp -} -.alloc at 0x01aed6 { - ldy.w #messages.cant_use_magic - 0x8000 - jsr.w draw_window_and_vwf_message +*=0x01a808 + lda.b #assets_item_descriptions_dat >> 16 + ldx.w #0x0054 + jsr.w draw_vwf_message - ; choice window -} -.alloc at 0x01db40 { - load_system_menu_text_pointer(treasure.choice_window) - ; label window -} -.alloc at 0x01db46 { - load_system_menu_text_pointer(treasure.header_window) -} -.alloc at 0x01d83d { - load_system_menu_text_pointer(treasure.take_all) -} -.alloc at 0x01db2e { - load_system_menu_text_pointer(treasure.key_items_left_warning) -} -.alloc at 0x01d95b { - load_system_menu_text_pointer(treasure.exchange) -} -.alloc at 0x1d88b { - lda.b #0x48 - 8 -} -.alloc at 0x1d88f { - lda.b #0xb8 - 8 - - ;01D887 A5 60 LDA $60 - ;01D889 D0 04 BNE $01D88F - ;01D88B A9 48 LDA #$48 - ;01D88D 80 02 BRA $01D891 - ;01D88F A9 B8 LDA #$B8 - ;01D891 85 45 STA $45 - ;01D893 A9 0E LDA #$0E - ;01D895 85 46 STA $46 - ;01D897 4C 81 82 JMP $8281 -} -.alloc at 0x01D814 { - load_system_menu_text_pointer(treasure.items_window) -} -.alloc at 0x1d792 { - _treasure_menu_entry: - - ; Test Overrides: - ; would be nice to automate that - ; open menu, set PC to 01d792 - ; starts the menu - ; set 0xee to 0x1804 (Key item baron key.) - - .if INVENTORY_ROLLING_BUFFER { - ; ============================================================================ - ; Single-column patches (moved here to test if they apply) - ; ============================================================================ - ; Scroll limit: 48 items - 10 visible = 38 max scroll position - ; CMP opcode at $A076, operand at $A077 - .alloc at 0x01A077 { - .db 38 ; 38 = new scroll limit - - ; Visible items count - handled in inventory_single_column.s - - ; Disable left button (AND #$00 instead of AND #$02) - } - .alloc at 0x019FF4 { - and #0x00 - - ; Disable right button (AND #$00 instead of AND #$01) - } - .alloc at 0x01A005 { - and #0x00 - - ; Hook swap redraw to reset rolling buffer - } - .alloc at 0x01A401 { - jmp.w swap_redraw_trampoline ; Replace JSR $A172 - } - } +*=0x1a439 + ldy.w #messages.use_on_whom + jsr.w draw_vwf_message_pos_with_bank + +*=0x1a36f + ldy.w #messages.cantuse + jsr.w draw_vwf_message_pos_with_bank + + +; inventory window (22 rows tall for 10 visible items + borders) + +*=0x01dcce + menu_window(0, 0, 30, 23) + +; + +*=0x01dcd6 + menu_window(9, 0, 21, 3) + +; item select character on the left side (selected item in the right column) + +*=0x01dd38 + menu_window(0, 5, 16, 21) + +; item select character on the right side (selected item in the left column) + +*=0x01dd3c + menu_window(14, 5, 16, 21) + +; moves the right item column one tile to the right + +*=0x01a227 + adc.w #0x001c + 2 + +*=0x01a1c4 + adc.w #0x0006 ; +2 tiles to the right + +*=0x1efd7d + _delta_l = 0 + _delta_r = 2 + + .dw 0x039e - _delta_l, 0x019e - _delta_l, 0x059e - _delta_l, 0x029e - _delta_l, 0x049e - _delta_l + .dw 0x0384 - _delta_r, 0x0184 - _delta_r, 0x0584 - _delta_r, 0x0284 - _delta_r, 0x0484 - _delta_r + +*=0x01a4f4 + adc.w #0x0082 + +*=0x01a51a + draw_hp_mp = 0x018a2a + lda.w #0x0046 + 0x40 + ldy.w #0x0007 + jsr.w draw_hp_mp + lda.w #0x0050 + 0x40 + ldy.w #0x0009 + jsr.w draw_hp_mp + lda.w #0x0086 + 0x40 + ldy.w #0x000b + jsr.w draw_hp_mp + lda.w #0x0090 + 0x40 + ldy.w #0x000d + jsr.w draw_hp_mp + +*=0x01aed6 + ldy.w #messages.cant_use_magic - 0x8000 + jsr.w draw_window_and_vwf_message + +; choice window + +*=0x01db40 + load_system_menu_text_pointer(treasure.choice_window) + +; label window + +*=0x01db46 + load_system_menu_text_pointer(treasure.header_window) + +*=0x01d83d + load_system_menu_text_pointer(treasure.take_all) + + +*=0x01db2e + load_system_menu_text_pointer(treasure.key_items_left_warning) + +*=0x01d95b + load_system_menu_text_pointer(treasure.exchange) + +*=0x1d88b + lda.b #0x48 - 8 + +*=0x1d88f + lda.b #0xb8 - 8 + +;01D887 A5 60 LDA $60 +;01D889 D0 04 BNE $01D88F +;01D88B A9 48 LDA #$48 +;01D88D 80 02 BRA $01D891 +;01D88F A9 B8 LDA #$B8 +;01D891 85 45 STA $45 +;01D893 A9 0E LDA #$0E +;01D895 85 46 STA $46 +;01D897 4C 81 82 JMP $8281 + +*=0x01D814 + load_system_menu_text_pointer(treasure.items_window) + +*=0x1d792 +_treasure_menu_entry: + +; Test Overrides: +; would be nice to automate that +; open menu, set PC to 01d792 +; starts the menu +; set 0xee to 0x1804 (Key item baron key.) + +.if INVENTORY_ROLLING_BUFFER { +; ============================================================================ +; Single-column patches (moved here to test if they apply) +; ============================================================================ +; Scroll limit: 48 items - 10 visible = 38 max scroll position +; CMP opcode at $A076, operand at $A077 + *=0x01A077 + .db 38 ; 38 = new scroll limit + +; Visible items count - handled in inventory_single_column.s + +; Disable left button (AND #$00 instead of AND #$02) + *=0x019FF4 + and #0x00 + +; Disable right button (AND #$00 instead of AND #$01) + *=0x01A005 + and #0x00 + +; Hook swap redraw to reset rolling buffer + *=0x01A401 + jmp.w swap_redraw_trampoline ; Replace JSR $A172 } diff --git a/src/ingame/items_menu.s b/src/ingame/items_menu.s index 80e083d..413e849 100644 --- a/src/ingame/items_menu.s +++ b/src/ingame/items_menu.s @@ -16,74 +16,73 @@ go. ; Name field is ITEM_UNLEASHED_TEXT_SIZE chars in items_unleashed ; (records are ITEM_UNLEASHED_RECORD_SIZE bytes = symbol + name). -.alloc at 0x01903F { - lda #ITEM_UNLEASHED_TEXT_SIZE - - ; --- Patch multiply logic --- - - ; Original at $019023-902A (7 bytes): - ; LDA $43, ASL, ASL, ASL, ADC $43, TAX - ; New: JSL to relocated routine (4 bytes) + 3 NOPs -} -.alloc at 0x019023 { - jsr.l multiply_item_index_17 - nop - nop - nop - nop - - ; ===== ITEM TABLE ADDRESS REDIRECTS ===== - - ; --- menu: item symbol --- - ; Original: 01/902E: BF 00 80 0F LDA $0F8000,X -} -.alloc at 0x01902E { - lda.l assets_items_unleashed_dat, x - - ; --- menu: item name (in loop) --- - ; Original: 01/9043: BF 00 80 0F LDA $0F8000,X -} -.alloc at 0x019043 { - lda.l assets_items_unleashed_dat, x - - ; ===== DRAWITEMNAME JSL HOOKS ===== - ; Both vanilla entry points relocate to `items_menu_vwf.draw_field_item_name` - ; in bank $20. Initial stub mirrors the vanilla fixed-font body so the - ; visible output stays identical; subsequent phases will swap in the - ; small_vwf glyph blit + per-slot CHR allocator. - - ; DrawEquipItemName ($01:9013): vanilla `phy ; phx ; lda ($60),y ; bra _9017`. - ; Route through the bank-01 jsr.w trampoline so the patch stays inside - ; the vanilla 4-byte slot and the byte at $01:9017 stays untouched. -} -.alloc at 0x019013 { - lda (0x60), y - jsr.w draw_field_item_name_trampoline - rts - - ; DrawItemName ($01:9060): vanilla `phy ; phy ; bra _9017` -> caller already - ; passed A = item_id. Use the bank-01 jsr.w trampoline (3 bytes) + rts - ; (1 byte) so the FIVE-byte JSL.L + RTS no longer spills into the - ; sprite-render sub-routine at $01:9064 (the save-screen sprite path - ; jsr's $9064 directly). -} -.alloc at 0x019060 { - jsr.w draw_field_item_name_trampoline - rts - - ; ===== COLON/QUANTITY POSITION PATCHES ===== - ; Item names expanded from 9 to 16 bytes (+7 chars = +14 VRAM bytes) - ; Change offset from $0052 to $0060 - - ; --- DrawItemSlot: left column colon/qty position --- - ; Original: 01/A1FC: 69 52 00 ADC #$0052 -} -.alloc at 0x01A1FC { - adc #0x0060 - - ; --- DrawItemSlot: right column colon/qty position --- - ; Original: 01/A236: 69 52 00 ADC #$0052 -} -.alloc at 0x01A236 { - adc #0x0060 -} +*=0x01903F + lda #ITEM_UNLEASHED_TEXT_SIZE + +; --- Patch multiply logic --- + +; Original at $019023-902A (7 bytes): +; LDA $43, ASL, ASL, ASL, ADC $43, TAX +; New: JSL to relocated routine (4 bytes) + 3 NOPs + +*=0x019023 + jsr.l multiply_item_index_17 + nop + nop + nop + nop + +; ===== ITEM TABLE ADDRESS REDIRECTS ===== + +; --- menu: item symbol --- +; Original: 01/902E: BF 00 80 0F LDA $0F8000,X + +*=0x01902E + lda.l assets_items_unleashed_dat, x + +; --- menu: item name (in loop) --- +; Original: 01/9043: BF 00 80 0F LDA $0F8000,X + +*=0x019043 + lda.l assets_items_unleashed_dat, x + +; ===== DRAWITEMNAME JSL HOOKS ===== +; Both vanilla entry points relocate to `items_menu_vwf.draw_field_item_name` +; in bank $20. Initial stub mirrors the vanilla fixed-font body so the +; visible output stays identical; subsequent phases will swap in the +; small_vwf glyph blit + per-slot CHR allocator. + +; DrawEquipItemName ($01:9013): vanilla `phy ; phx ; lda ($60),y ; bra _9017`. +; Route through the bank-01 jsr.w trampoline so the patch stays inside +; the vanilla 4-byte slot and the byte at $01:9017 stays untouched. + +*=0x019013 + lda (0x60), y + jsr.w draw_field_item_name_trampoline + rts + +; DrawItemName ($01:9060): vanilla `phy ; phy ; bra _9017` -> caller already +; passed A = item_id. Use the bank-01 jsr.w trampoline (3 bytes) + rts +; (1 byte) so the FIVE-byte JSL.L + RTS no longer spills into the +; sprite-render sub-routine at $01:9064 (the save-screen sprite path +; jsr's $9064 directly). + +*=0x019060 + jsr.w draw_field_item_name_trampoline + rts + +; ===== COLON/QUANTITY POSITION PATCHES ===== +; Item names expanded from 9 to 16 bytes (+7 chars = +14 VRAM bytes) +; Change offset from $0052 to $0060 + +; --- DrawItemSlot: left column colon/qty position --- +; Original: 01/A1FC: 69 52 00 ADC #$0052 + +*=0x01A1FC + adc #0x0060 + +; --- DrawItemSlot: right column colon/qty position --- +; Original: 01/A236: 69 52 00 ADC #$0052 + +*=0x01A236 + adc #0x0060 diff --git a/src/ingame/key_item_picker_patches.s b/src/ingame/key_item_picker_patches.s index 398f71c..608c8e0 100644 --- a/src/ingame/key_item_picker_patches.s +++ b/src/ingame/key_item_picker_patches.s @@ -30,7 +30,6 @@ Patched: """ -.include "config.i" .if TREASURE_INVENTORY_ROLLING { ; TODO : wire `jsr.l key_item_render_all` at $00:AF4D once the picker ; has a VRAM strategy that doesn't garble the room/map underneath. The @@ -59,91 +58,78 @@ Patched: ; (text buffer is 13 chars/half-row × 2 = 26 wide) which is more ; invasive. Keep 2-col layout for now, single-stride scroll lets ; us walk the filtered $0712 in step with the engine's worldview. -.alloc at 0x00B23C { - nop - - ; Items per page: original `lda #$08` → 4 (single-col 4 rows). -} -.alloc at 0x00B245 { - lda #0x04 - - ; Replace the inline id*9 multiplier at $00:B253-B26C with a - ; jsl multiply_by_17 chain. A is item-id on entry (just loaded via - ; lda $0712,x at $B24B), returns A = id * ITEM_UNLEASHED_RECORD_SIZE. - ; Move into X for the existing inner-loop indexed - ; `lda.l assets_items_unleashed_dat, x` read. The original block was - ; 26 bytes ($B253..$B26C); replacement uses 9 bytes, padded with NOP - ; to keep downstream instruction addresses ($B26F lda#, $B273 lda.l - ; ...) anchored. -} -.alloc at 0x00B253 { - rep #0x10 - jsr.l multiply_by_17 - tax - inx - pad_nop(18) - - ; Inner-name-write loop count at $00:B26F: original `lda #$08` - ; (8 letters per name). Bump to ITEM_UNLEASHED_TEXT_SIZE. -} -.alloc at 0x00B26F { - lda #ITEM_UNLEASHED_TEXT_SIZE - - ; Item-name table source at $00:B273: original `lda.l $0F8000,x` - ; (JP layout). Redirect to assets_items_unleashed_dat. -} -.alloc at 0x00B273 { - lda.l assets_items_unleashed_dat, x - - ; Make both column-toggle branches advance Y by 24 (full text-buffer - ; row, 12 chars). Both → `adc #$18` so every item lands on its own - ; row regardless of which column the toggle picks. Keep at 24 - ; for now ; widening to fit a 16-char name + colon + qty requires - ; revisiting the picker's tilemap row stride too. -} -.alloc at 0x00B2B5 { - adc #0x18 -} -.alloc at 0x00B2BF { - adc #0x18 - - ; Item-text layout post-name: original writes ":" at +8 ($077C), tens - ; at +9 ($077D), ones at +10 ($077E). 12-char names pushed the trio - ; to $0780/81/82. 16-char names need another +4 to land past the name - ; (assets_items_unleashed_dat = symbol + 16 chars), so trio sits at - ; $0784/85/86 with the same 1-tile spacer between name and colon. -} -.alloc at 0x00B28E { - sta 0x0784, y -} -.alloc at 0x00B2A4 { - sta 0x0785, y -} -.alloc at 0x00B2A9 { - sta 0x0786, y - - ; Single-col picker has no col-1 to move cursor to. NOP the JOY_RIGHT - ; check at $00:AFB0 by replacing the AND mask with $00 — beq always - ; taken, right-button branch skipped. Original: - ; AFB0: A5 03 lda $03 - ; AFB2: 29 01 and #$01 ← JOY_RIGHT mask - ; AFB4: F0 1A beq +$1A -} -.alloc at 0x00AFB2 { - and #0x00 - - ; A-select index calc at $00:AF9C: original - ; lda $ba / clc / adc $8c / asl / clc / adc $8b / asl / tax - ; index = (($ba + $8c) * 2 + $8b) * 2 = ($ba+$8c)*4 - ; Single col: drop the col mix-in AND the second asl, so - ; index = ($ba + $8c) * 2 (one item = 2 bytes id+qty). - ; $00:AFA2 clc / adc $8b (3 bytes) → 3 NOPs - ; $00:AFA5 asl (1 byte) → NOP -} -.alloc at 0x00AFA2 { - pad_nop(3) -} -.alloc at 0x00AFA5 { - nop -} + *=0x00B23C + nop + +; Items per page: original `lda #$08` → 4 (single-col 4 rows). + *=0x00B245 + lda #0x04 + +; Replace the inline id*9 multiplier at $00:B253-B26C with a +; jsl multiply_by_17 chain. A is item-id on entry (just loaded via +; lda $0712,x at $B24B), returns A = id * ITEM_UNLEASHED_RECORD_SIZE. +; Move into X for the existing inner-loop indexed +; `lda.l assets_items_unleashed_dat, x` read. The original block was +; 26 bytes ($B253..$B26C); replacement uses 9 bytes, padded with NOP +; to keep downstream instruction addresses ($B26F lda#, $B273 lda.l +; ...) anchored. + *=0x00B253 + rep #0x10 + jsr.l multiply_by_17 + tax + inx + pad_nop(18) + +; Inner-name-write loop count at $00:B26F: original `lda #$08` +; (8 letters per name). Bump to ITEM_UNLEASHED_TEXT_SIZE. + *=0x00B26F + lda #ITEM_UNLEASHED_TEXT_SIZE + +; Item-name table source at $00:B273: original `lda.l $0F8000,x` +; (JP layout). Redirect to assets_items_unleashed_dat. + *=0x00B273 + lda.l assets_items_unleashed_dat, x + +; Make both column-toggle branches advance Y by 24 (full text-buffer +; row, 12 chars). Both → `adc #$18` so every item lands on its own +; row regardless of which column the toggle picks. Keep at 24 +; for now ; widening to fit a 16-char name + colon + qty requires +; revisiting the picker's tilemap row stride too. + *=0x00B2B5 + adc #0x18 + *=0x00B2BF + adc #0x18 + +; Item-text layout post-name: original writes ":" at +8 ($077C), tens +; at +9 ($077D), ones at +10 ($077E). 12-char names pushed the trio +; to $0780/81/82. 16-char names need another +4 to land past the name +; (assets_items_unleashed_dat = symbol + 16 chars), so trio sits at +; $0784/85/86 with the same 1-tile spacer between name and colon. + *=0x00B28E + sta 0x0784, y + *=0x00B2A4 + sta 0x0785, y + *=0x00B2A9 + sta 0x0786, y + +; Single-col picker has no col-1 to move cursor to. NOP the JOY_RIGHT +; check at $00:AFB0 by replacing the AND mask with $00 — beq always +; taken, right-button branch skipped. Original: +; AFB0: A5 03 lda $03 +; AFB2: 29 01 and #$01 ← JOY_RIGHT mask +; AFB4: F0 1A beq +$1A + *=0x00AFB2 + and #0x00 + +; A-select index calc at $00:AF9C: original +; lda $ba / clc / adc $8c / asl / clc / adc $8b / asl / tax +; index = (($ba + $8c) * 2 + $8b) * 2 = ($ba+$8c)*4 +; Single col: drop the col mix-in AND the second asl, so +; index = ($ba + $8c) * 2 (one item = 2 bytes id+qty). +; $00:AFA2 clc / adc $8b (3 bytes) → 3 NOPs +; $00:AFA5 asl (1 byte) → NOP + *=0x00AFA2 + pad_nop(3) + *=0x00AFA5 + nop } diff --git a/src/ingame/magic.s b/src/ingame/magic.s index 07ee0e0..4d0b996 100644 --- a/src/ingame/magic.s +++ b/src/ingame/magic.s @@ -6,136 +6,129 @@ the magic-render path. ; Columns offsets -.alloc at 0x1efebd { - first_column := 0x0248 - 4 - .dw first_column + 10 * 2 * 2, first_column + 10 * 2, first_column +*=0x1efebd +first_column := 0x0248 - 4 +.dw first_column + 10 * 2 * 2, first_column + 10 * 2, first_column - ; columns cursor postion -} -.alloc at 0x01b211 { - .db 0x0, 10 * 8, 10 * 8 * 2 +; columns cursor postion - ; White spells -} -.alloc at 0x01AFA2 { - load_system_menu_text_pointer(spells.white) +*=0x01b211 + .db 0x0, 10 * 8, 10 * 8 * 2 - ; Black spells -} -.alloc at 0x01AFB6 { - load_system_menu_text_pointer(spells.black) +; White spells - ; summons -} -.alloc at 0x01AFCA { - load_system_menu_text_pointer(spells.summon) -} -.alloc at 0x01AFDE { - load_system_menu_text_pointer(spells.ninja) -} -.alloc at 0x1d95e { - load_system_menu_text_pointer(spells.kokan) -} -.alloc at 0x01b0ec { - ldx.w #0x020A - ldy.w #spells.mp_needed & 0xffff - jsr.w copy_text_with_dakuten +*=0x01AFA2 + load_system_menu_text_pointer(spells.white) +; Black spells - ; Grisement des types sorts : 'Blancs' 'Noirs' etc ... -} -.alloc at 0x01B419 { - ldy.w #0x0007 - sta.w 0xC5FF + 2, x +*=0x01AFB6 + load_system_menu_text_pointer(spells.black) - ; Spells type cursor offset -} -.alloc at 0x01B0CE { - lda.b #0x00 +; summons - ; Spells cost before char -} -.alloc at 0x01B0F7 { - sta.w 0xC816 + 0x40 + 2 +*=0x01AFCA + load_system_menu_text_pointer(spells.summon) - ; Spells cost -} -.alloc at 0x01B0E6 { - ldy.w #0x021A + 0x40 + 2 +*=0x01AFDE + load_system_menu_text_pointer(spells.ninja) +*=0x1d95e + load_system_menu_text_pointer(spells.kokan) - ; [use spell] Choose Spell character target window. -} -.alloc at 0x01dd6d { - menu_window(8, 0, 22, 26) +*=0x01b0ec + ldx.w #0x020A + ldy.w #spells.mp_needed & 0xffff + jsr.w copy_text_with_dakuten - ; [use spell] Use spell on whom window. -} -.alloc at 0x01dd71 { - menu_window(0, 8, 8, 5) +; Grisement des types sorts : 'Blancs' 'Noirs' etc ... - ; [use spell] Magic name position. -} -.alloc at 0x01b4a7 { - ldx.w #0x0042 - - ; move character blocks one tile back - .if 0 { - .alloc at 0x01b4c5 { - ldx.w #0x02e0 - 2 - } - .alloc at 0x01b4ce { - ldx.w #0x0060 - 2 - } - .alloc at 0x01b4d7 { - ldx.w #0x0560 - 2 - } - .alloc at 0x01b4e0 { - ldx.w #0x01a0 - 2 - } - .alloc at 0x01b4e9 { - ldx.w #0x0420 - 2 - ; moves character portrait 8 pixels back - } - .alloc at 0x1efea9 { - delta = 8 - .db 0x58 - delta, 0x68 - .db 0x58 - delta, 0x18 - .db 0x58 - delta, 0xb8 - .db 0x60 - delta, 0x40 - .db 0x60 - delta, 0x90 ; 3 front/2 back - .db 0x60 - delta, 0x68 - .db 0x60 - delta, 0x18 - .db 0x60 - delta, 0xb8 - .db 0x58 - delta, 0x40 - .db 0x58 - delta, 0x90 ; 2 front/3 back - } - } - ; do not display on whom window -} -.alloc at 0x01b498 { - nop - nop - nop +*=0x01B419 + ldy.w #0x0007 + sta.w 0xC5FF + 2, x - ; do not display to "on whom ?" text -} -.alloc at 0x01b4ad { - nop - nop - nop - ; load_system_menu_text_pointer(use_spell.use_on_whom) - ;ldy.w #0xdd79 - nop - nop - nop -} -.alloc at 0x01b4b3 { - load_system_menu_text_pointer(use_spell.mp_cost) +; Spells type cursor offset - ; moves the magic target cursor X 8 pixels -} -.alloc at 0x01B5FF { - lda #0x40 + 8 +*=0x01B0CE + lda.b #0x00 + +; Spells cost before char + +*=0x01B0F7 + sta.w 0xC816 + 0x40 + 2 + +; Spells cost + +*=0x01B0E6 + ldy.w #0x021A + 0x40 + 2 + + +; [use spell] Choose Spell character target window. + +*=0x01dd6d + menu_window(8, 0, 22, 26) + + +; [use spell] Use spell on whom window. + +*=0x01dd71 + menu_window(0, 8, 8, 5) + +; [use spell] Magic name position. + +*=0x01b4a7 + ldx.w #0x0042 + +; move character blocks one tile back +.if 0 { + *=0x01b4c5 + ldx.w #0x02e0 - 2 + *=0x01b4ce + ldx.w #0x0060 - 2 + *=0x01b4d7 + ldx.w #0x0560 - 2 + *=0x01b4e0 + ldx.w #0x01a0 - 2 + *=0x01b4e9 + ldx.w #0x0420 - 2 +; moves character portrait 8 pixels back + *=0x1efea9 + delta = 8 + .db 0x58 - delta, 0x68 + .db 0x58 - delta, 0x18 + .db 0x58 - delta, 0xb8 + .db 0x60 - delta, 0x40 + .db 0x60 - delta, 0x90 ; 3 front/2 back + .db 0x60 - delta, 0x68 + .db 0x60 - delta, 0x18 + .db 0x60 - delta, 0xb8 + .db 0x58 - delta, 0x40 + .db 0x58 - delta, 0x90 ; 2 front/3 back } +; do not display on whom window + +*=0x01b498 + nop + nop + nop + +; do not display to "on whom ?" text + +*=0x01b4ad + nop + nop + nop + ; load_system_menu_text_pointer(use_spell.use_on_whom) + ;ldy.w #0xdd79 + nop + nop + nop + +*=0x01b4b3 + load_system_menu_text_pointer(use_spell.mp_cost) + +; moves the magic target cursor X 8 pixels + +*=0x01B5FF + lda #0x40 + 8 diff --git a/src/ingame/main.s b/src/ingame/main.s index fe94e0c..efcf29b 100644 --- a/src/ingame/main.s +++ b/src/ingame/main.s @@ -6,324 +6,311 @@ in-game menu wiring. { -.alloc at 0x01DB61 { - .scope _main_menu { - characters_window: - menu_window(0, 0, 22, 26) - gil_window: - menu_window(22, 23, 8, 3) - time_window: - menu_window(23, 19, 7, 2) - menu: - ; ptr 0xdb6d - menu_window(23, 0, 7, 17) - } -} -.alloc at 0x01dd51 { - menu_window(1, 8, 29, 17) -} -.alloc at 0x01892E { - load_system_menu_text_pointer(in_game_menu.menu) - ; jsr.w draw_window_and_vwf_message + *=0x01DB61 + .scope _main_menu { +characters_window: + menu_window(0, 0, 22, 26) +gil_window: + menu_window(22, 23, 8, 3) +time_window: + menu_window(23, 19, 7, 2) +menu: +; ptr 0xdb6d + menu_window(23, 0, 7, 17) + } - ; Gils -} -.alloc at 0x0187CE { - load_system_menu_text_pointer(in_game_menu.gils) + *=0x01dd51 + menu_window(1, 8, 29, 17) - ; moves gils two chars on the right -} -.alloc at 0x0187DA { - ldy.w #0x062A + 4 + *=0x01892E + load_system_menu_text_pointer(in_game_menu.menu) +; jsr.w draw_window_and_vwf_message - ; TIME -} -.alloc at 0x0187C5 { - ldx.w #0x52E + 2 - load_system_menu_text_pointer(in_game_menu.time) +; Gils + *=0x0187CE + load_system_menu_text_pointer(in_game_menu.gils) - ; disable Save text -} -.alloc at 0x018939 { - jmp.l disable_save +; moves gils two chars on the right + *=0x0187DA + ldy.w #0x062A + 4 - ; Moves the classes on the next line -} -.alloc at 0x018C1A { - adc.w #0x004e +; TIME + *=0x0187C5 + ldx.w #0x52E + 2 + load_system_menu_text_pointer(in_game_menu.time) - ; disable class name -} -.alloc at 0x018b30 { - rts +; disable Save text + *=0x018939 + jmp.l disable_save - ;*=0x0188d0 - ; ldx.w #0x02CE -} -.alloc at 0x018FD3 { - jsr.l load_classes_pointer - nop - sta 0x45 - xba - sta 0x46 - ldx 0x45 - lda #0x0F -} -.alloc at 0x018fe3 { - { - load_next_char: - lda.l assets_classes_dat, x - beq end - ; dakuten - jsr.w 0x8E32 - sta.w 0x0000, y - xba - sta.w 0x0040, y - iny - lda.b 0x34 - sta.w 0x0000, y - sta.w 0x0040, y - inx - iny - - bra load_next_char - end: - rts - } -} -.alloc at 0x0189b9 { - ; Level offset - adc.w #0x0044 - 2 -} -.alloc at 0x018a03 { - draw_hp_mp = 0x018a2a - lda.w #0x0046 + 0x40 - ldy.w #0x0007 ; current hp - jsr.w draw_hp_mp - lda.w #0x0050 + 0x40 - ldy.w #0x0009 ; max hp - jsr.w draw_hp_mp - lda.w #0x0086 + 0x40 - ldy.w #0x000b ; current mp - jsr.w draw_hp_mp - lda.w #0x0090 + 0x40 - ldy.w #0x000d ; max mp - jsr.w draw_hp_mp - - ; LEVEL -} -.alloc at 0x0189C3 { - { - level_offset = 7 * 2 - lda #0xFF - sta.w 0 + level_offset, x - lda #0x4F ; N - sta.w 2 + level_offset, x - lda #0x57 ; V - sta.w 4 + level_offset, x - lda #0xFF - sta.w 6 + level_offset, x - nop - - lda #0x57 ; H 49 V 57 - sta.w 0x40 + 2 + 0x40, x - lda #0x51 ; P - sta.w 0x42 - 2 + 0x40, x - sta.w 0x82 - 2 + 0x40, x - lda #0x4E ; M - sta.w 0x80 + 2 + 0x40, x - lda #0xC7 ; / - sta.w 0x4E + 0x40, x - sta.w 0x8E + 0x40, x - } - - ; Moves the level down in the digest -} -.alloc at 0x0189FA { - sta.w 0x0016, x - xba - sta.w 0x0018, x +; Moves the classes on the next line + *=0x018C1A + adc.w #0x004e - ;; Move character name. -} -.alloc at 0x0183D5 { - sta.w 0x0000, y - xba - sta.w 0x0040, y +; disable class name + *=0x018b30 + rts - ; translate can't fight text -} -.alloc at 0x018B2A { - load_system_menu_text_pointer(in_game_menu.cant_fight) +;*=0x0188d0 +; ldx.w #0x02CE - ; grey out more tiles for the first line in char block -} -.alloc at 0x018C30 { - lda #15 + *=0x018FD3 + jsr.l load_classes_pointer + nop + sta 0x45 + xba + sta 0x46 + ldx 0x45 + lda #0x0F - ;*=0x018b6b - ; lda #0x42 + *=0x018fe3 + { +load_next_char: + lda.l assets_classes_dat, x + beq end +; dakuten + jsr.w 0x8E32 + sta.w 0x0000, y + xba + sta.w 0x0040, y + iny + lda.b 0x34 + sta.w 0x0000, y + sta.w 0x0040, y + inx + iny + bra load_next_char +end: + rts + } - ; Time offset -} -.alloc at 0x018BC1 { - lda.b #0x80 - sta.w 0x0578, y - xba - sta.w 0x057A, y - rep #0x20 - lda.b 0x73 - sep #0x20 - jsr.w 0x81D6 - lda.b 0x5B - sta.w 0x0570, y - lda.b 0x5D - sta.w 0x0572, y - lda.b 0x5E - sta.w 0x0574, y - lda.b #0xC8 - sta.w 0x0576, y -} + *=0x0189b9 +; Level offset + adc.w #0x0044 - 2 + + *=0x018a03 + draw_hp_mp = 0x018a2a + lda.w #0x0046 + 0x40 + ldy.w #0x0007 ; current hp + jsr.w draw_hp_mp + lda.w #0x0050 + 0x40 + ldy.w #0x0009 ; max hp + jsr.w draw_hp_mp + lda.w #0x0086 + 0x40 + ldy.w #0x000b ; current mp + jsr.w draw_hp_mp + lda.w #0x0090 + 0x40 + ldy.w #0x000d ; max mp + jsr.w draw_hp_mp + +; LEVEL + *=0x0189C3 + { + level_offset = 7 * 2 + lda #0xFF + sta.w 0 + level_offset, x + lda #0x4F ; N + sta.w 2 + level_offset, x + lda #0x57 ; V + sta.w 4 + level_offset, x + lda #0xFF + sta.w 6 + level_offset, x + nop + + lda #0x57 ; H 49 V 57 + sta.w 0x40 + 2 + 0x40, x + lda #0x51 ; P + sta.w 0x42 - 2 + 0x40, x + sta.w 0x82 - 2 + 0x40, x + lda #0x4E ; M + sta.w 0x80 + 2 + 0x40, x + lda #0xC7 ; / + sta.w 0x4E + 0x40, x + sta.w 0x8E + 0x40, x + } + +; Moves the level down in the digest + *=0x0189FA + sta.w 0x0016, x + xba + sta.w 0x0018, x + +;; Move character name. + *=0x0183D5 + sta.w 0x0000, y + xba + sta.w 0x0040, y + +; translate can't fight text + + *=0x018B2A + load_system_menu_text_pointer(in_game_menu.cant_fight) + +; grey out more tiles for the first line in char block + *=0x018C30 + lda #15 + + +;*=0x018b6b +; lda #0x42 + + +; Time offset + *=0x018BC1 + lda.b #0x80 + sta.w 0x0578, y + xba + sta.w 0x057A, y + rep #0x20 + lda.b 0x73 + sep #0x20 + jsr.w 0x81D6 + lda.b 0x5B + sta.w 0x0570, y + lda.b 0x5D + sta.w 0x0572, y + lda.b 0x5E + sta.w 0x0574, y + lda.b #0xC8 + sta.w 0x0576, y } ; main menu spells ; length of spells names -.alloc at 0x01B345 { - lda.b #0x08 - - ; compute spell pointer - ;01b319 rep #0x20 - ;01b31b asl a - ;01b31c sta 0x45 - ;01b31e asl a - ;01b31f adc 0x45 - ;01b321 adc #0x8900 - ;01b324 tay - ;01b325 sep #0x20 - ;01b327 lda #0x0f -} -.alloc at 0x01b319 { - rep #0x20 - pha - asl - asl - asl - adc 1, s - nop - nop - ; nop - ; adc.w #assets_magic_dat - tay - pla - sep #0x20 - lda.b #assets_magic_dat >> 16 - - ; instead of adding asset_magic_dat to Y move it to the lda to save 3 bytes -} -.alloc at 0x1b32b { - lda.w assets_magic_dat, y -} -.alloc at 0x1b349 { - lda.w assets_magic_dat, y - - ; Save / restore covers VRAM byte $4000-$5FFF ($2000 bytes) instead of - ; vanilla's $1000. The extra $1000 bytes reach past the static-font / - - ; vanilla BG3 CHR area to cover the full VWF region union : - ; Region 1 $5000-$56A0 (field / treasure item-name CHR) - ; Region 1B $56E0-$5AA0 (drops item-name CHR, treasure popup) - ; Region D $5800-$5FF0 (item description CHR) - ; Without the extension, menu glyph bytes at $5300+ stayed in VRAM - ; forever (overworld never writes those addresses), so any BG tilemap - ; entry referencing VWF tile_ids $100+ rendered the leftover glyphs - ; over the overworld map. SRAM buffer at $70:5000-$70:6FFF stays - ; clear of the battle-magic region at $70:7000. - { - .alloc at 0x14ff62 { - sram_buffer = 0x705000 - save_size = 0x2000 - phb - tdc - pha - plb - lda #0x80 - sta 0x2100 ; screen off - sta 0x88 - lda #0x80 - sta 0x2115 - ldx #0x2000 ; ppu 0x2000 - stx 0x2116 - ldx 0x2139 ; read "dummy" value - lda #0x81 ; single address, auto-increment - sta 0x4300 - lda #0x39 ; source: 0x2139 (vram data read) - sta 0x4301 - ldx.w #sram_buffer & 0xffff ; destination: 0x7ee600 - stx 0x4302 - lda.b #sram_buffer >> 16 - sta 0x4304 - ldx.w #save_size ; size: 0x1000 - stx 0x4305 - lda #0x01 - sta 0x420b - plb - rtl - } - .alloc at 0x14ffd6 { - ;RestoreDlgGfx_ext: - lda #0x00 - pha - plb - ldx #0x2000 - stx 0x011d - ldx.w #sram_buffer & 0xffff - stx 0x011f - lda.b #sram_buffer >> 16 - sta 0x0121 - ldx.w #save_size - stx 0x0122 - rtl - } - } -} -.alloc at 0x018E32 { - jsr.l lookup_dakuten - rts -} -.alloc at 0x00b670 { - jsr.l lookup_dakuten - xba - rts - - ;*=0x00b66e - ;jsr.l lookup_dakuten - ;rts - - ; --------sub start-------- - ;018E32 DA PHX - ;018E33 C9 42 CMP #$42 - ;018E35 B0 15 BCS $018E4C - ;018E37 38 SEC - ;018E38 E9 0F SBC #$0F - ;018E3A 0A ASL - ;018E3B EB XBA - ;018E3C A9 00 LDA #$00 - ;018E3E EB XBA - ;018E3F AA TAX - ;018E40 BF 1F FE 1E LDA $1EFE1F,X - ;018E44 EB XBA - ;018E45 BF 1E FE 1E LDA $1EFE1E,X - ;018E49 EB XBA - ;018E4A FA PLX - ;018E4B 60 RTS - ; ---------------- - ;018E4C EB XBA - ;018E4D A9 FF LDA #$FF - ;018E4F FA PLX - ;018E50 60 RTS - ; ---------------- +*=0x01B345 + lda.b #0x08 + +; compute spell pointer +;01b319 rep #0x20 +;01b31b asl a +;01b31c sta 0x45 +;01b31e asl a +;01b31f adc 0x45 +;01b321 adc #0x8900 +;01b324 tay +;01b325 sep #0x20 +;01b327 lda #0x0f + +*=0x01b319 + rep #0x20 + pha + asl + asl + asl + adc 1, s + nop + nop + ; nop + ; adc.w #assets_magic_dat + tay + pla + sep #0x20 + lda.b #assets_magic_dat >> 16 + +; instead of adding asset_magic_dat to Y move it to the lda to save 3 bytes + +*=0x1b32b + lda.w assets_magic_dat, y + +*=0x1b349 + lda.w assets_magic_dat, y + +; Save / restore covers VRAM byte $4000-$5FFF ($2000 bytes) instead of +; vanilla's $1000. The extra $1000 bytes reach past the static-font / + +; vanilla BG3 CHR area to cover the full VWF region union : +; Region 1 $5000-$56A0 (field / treasure item-name CHR) +; Region 1B $56E0-$5AA0 (drops item-name CHR, treasure popup) +; Region D $5800-$5FF0 (item description CHR) +; Without the extension, menu glyph bytes at $5300+ stayed in VRAM +; forever (overworld never writes those addresses), so any BG tilemap +; entry referencing VWF tile_ids $100+ rendered the leftover glyphs +; over the overworld map. SRAM buffer at $70:5000-$70:6FFF stays +; clear of the battle-magic region at $70:7000. +{ + *=0x14ff62 + sram_buffer = 0x705000 + save_size = 0x2000 + phb + tdc + pha + plb + lda #0x80 + sta 0x2100 ; screen off + sta 0x88 + lda #0x80 + sta 0x2115 + ldx #0x2000 ; ppu 0x2000 + stx 0x2116 + ldx 0x2139 ; read "dummy" value + lda #0x81 ; single address, auto-increment + sta 0x4300 + lda #0x39 ; source: 0x2139 (vram data read) + sta 0x4301 + ldx.w #sram_buffer & 0xffff ; destination: 0x7ee600 + stx 0x4302 + lda.b #sram_buffer >> 16 + sta 0x4304 + ldx.w #save_size ; size: 0x1000 + stx 0x4305 + lda #0x01 + sta 0x420b + plb + rtl + + *=0x14ffd6 +;RestoreDlgGfx_ext: + lda #0x00 + pha + plb + ldx #0x2000 + stx 0x011d + ldx.w #sram_buffer & 0xffff + stx 0x011f + lda.b #sram_buffer >> 16 + sta 0x0121 + ldx.w #save_size + stx 0x0122 + rtl } + +*=0x018E32 + jsr.l lookup_dakuten + rts + +*=0x00b670 + jsr.l lookup_dakuten + xba + rts + +;*=0x00b66e +;jsr.l lookup_dakuten +;rts + +; --------sub start-------- +;018E32 DA PHX +;018E33 C9 42 CMP #$42 +;018E35 B0 15 BCS $018E4C +;018E37 38 SEC +;018E38 E9 0F SBC #$0F +;018E3A 0A ASL +;018E3B EB XBA +;018E3C A9 00 LDA #$00 +;018E3E EB XBA +;018E3F AA TAX +;018E40 BF 1F FE 1E LDA $1EFE1F,X +;018E44 EB XBA +;018E45 BF 1E FE 1E LDA $1EFE1E,X +;018E49 EB XBA +;018E4A FA PLX +;018E4B 60 RTS +; ---------------- +;018E4C EB XBA +;018E4D A9 FF LDA #$FF +;018E4F FA PLX +;018E50 60 RTS +; ---------------- diff --git a/src/ingame/menus.i b/src/ingame/menus.i index 4e46c86..7b9fed1 100644 --- a/src/ingame/menus.i +++ b/src/ingame/menus.i @@ -2,7 +2,6 @@ Aggregator header that pulls in every field-menu patch unit ; controlled by feature flags so unused screens are excluded from the build. """ -.include "config.i" .include "src/ingame/main.s" .include "src/ingame/items.s" .if INVENTORY_ROLLING_BUFFER { diff --git a/src/ingame/new_game.s b/src/ingame/new_game.s index 317cfb2..f01ae34 100644 --- a/src/ingame/new_game.s +++ b/src/ingame/new_game.s @@ -1,4 +1,3 @@ -.include "config.i" """New-game / save-slot screen patches: text-table rewiring and pointer setup for the relocated start-screen strings.""" .include "src/ingame/macros.i" @@ -6,90 +5,84 @@ .table "text/ff4_menus.tbl" { ; new game window -.alloc at 0x01dfc7 { - .db 0x12 ; width - .db 0x02 ; height + *=0x01dfc7 + .db 0x12 ; width + .db 0x02 ; height - ; Cecil sprite position on the new game item -} -.alloc at 0x019904 { - .db 0x85 ; x - .db 0x04 ; y +; Cecil sprite position on the new game item + *=0x019904 + .db 0x85 ; x + .db 0x04 ; y - ; load game message window -} -.alloc at 0x01dfdc { - menu_window(23, 0, 7, 8) +; load game message window + *=0x01dfdc + menu_window(23, 0, 7, 8) - ; LoadTimeWindow: -} -.alloc at 0x01dfe0 { - menu_window(23, 16, 7, 5) +; LoadTimeWindow: + *=0x01dfe0 + menu_window(23, 16, 7, 5) - ; LoadGilWindow: -} -.alloc at 0x01dfe4 { - menu_window(23, 23, 7, 3) +; LoadGilWindow: + *=0x01dfe4 + menu_window(23, 23, 7, 3) - ; save number display -} -.alloc at 0x019A62 { - sta.w 0xC8 - 0x40 + 8, y -} -.alloc at 0x019A55 { - ldx.w #0x82 - 0x40 -} -.alloc at 0x019A52 { - load_system_menu_text_pointer(newgame.save) -} -.alloc at 0x01962E { - load_system_menu_text_pointer(newgame.new_game) +; save number display + *=0x019A62 + sta.w 0xC8 - 0x40 + 8, y - .if DEBUG { - jsr.w display_build_number - } -} -.alloc at 0x019826 { - load_system_menu_text_pointer(newgame.load_this_save) + *=0x019A55 + ldx.w #0x82 - 0x40 - ; for save menu we use the same string. -} -.alloc at 0x01981E { - load_system_menu_text_pointer(newgame.load_this_save) -} -.alloc at 0x01982C { - load_system_menu_text_pointer(newgame.yes_no) -} -.alloc at 0x01983E { - load_system_menu_text_pointer(newgame.time_load_save) -} -.alloc at 0x01984D { - load_system_menu_text_pointer(newgame.gils_load_game) - ; gils text position - ldx.w #0x676 - jsr.w 0x82cd ; menu_draw_text - ; gils count position - ldy #0x062c + 2 - - ; Time position -} -.alloc at 0x019838 { - ldy.w #0xcb2e + 2 -} -.alloc at 0x019AC5 { - load_system_menu_text_pointer(newgame.empty_save) -} -.alloc at 0x01cbad { - load_system_menu_text_pointer(newgame.saves) -} -.alloc at 0x01e050 { - menu_window(7, 10, 19, 2) -} -.alloc at 0x1cc0d { - load_system_menu_text_pointer(newgame.save_completed) -} -.alloc at 0x1cc12 { - load_system_menu_text_pointer(newgame.did_not_save) -} + + *=0x019A52 + load_system_menu_text_pointer(newgame.save) + + *=0x01962E + load_system_menu_text_pointer(newgame.new_game) + + .if DEBUG { + jsr.w display_build_number + } + + *=0x019826 + load_system_menu_text_pointer(newgame.load_this_save) + +; for save menu we use the same string. + *=0x01981E + load_system_menu_text_pointer(newgame.load_this_save) + + + *=0x01982C + load_system_menu_text_pointer(newgame.yes_no) + + *=0x01983E + load_system_menu_text_pointer(newgame.time_load_save) + + *=0x01984D + load_system_menu_text_pointer(newgame.gils_load_game) +; gils text position + ldx.w #0x676 + jsr.w 0x82cd ; menu_draw_text +; gils count position + ldy #0x062c + 2 + +; Time position + *=0x019838 + ldy.w #0xcb2e + 2 + *=0x019AC5 + load_system_menu_text_pointer(newgame.empty_save) + + *=0x01cbad + load_system_menu_text_pointer(newgame.saves) + + *=0x01e050 + menu_window(7, 10, 19, 2) + + + *=0x1cc0d + load_system_menu_text_pointer(newgame.save_completed) + + *=0x1cc12 + load_system_menu_text_pointer(newgame.did_not_save) } diff --git a/src/ingame/options.s b/src/ingame/options.s index 384f16e..7462f84 100644 --- a/src/ingame/options.s +++ b/src/ingame/options.s @@ -2,40 +2,40 @@ ;RGB -> RVB :o) -.alloc at 0x01D1BB { - lda.b #0x57 - - ; déplacement du curseur principal des options -} -.alloc at 0x01D247 { - lda.b #0x00 - - ; Cursor offset in controls menu (x) -} -.alloc at 0x01D4E6 { - lda.b #0x03 - - ; cursor y -} -.alloc at 0x01D4E2 { - adc.b #0x4C -} -.alloc at 0x01D1B0 { - load_system_menu_text_pointer(options.title) -} -.alloc at 0x01D1A4 { - load_system_menu_text_pointer(options.config) - - ; move controls title window -} -.alloc at 0x01E204 { - menu_window(4, 0, 22, 2) -} -.alloc at 0x01D487 { - ldy.w #0xE204 - - ; controles -} -.alloc at 0x01D48D { - load_system_menu_text_pointer(options.controls) -} +*=0x01D1BB + lda.b #0x57 + +; déplacement du curseur principal des options + +*=0x01D247 + lda.b #0x00 + +; Cursor offset in controls menu (x) + +*=0x01D4E6 + lda.b #0x03 + +; cursor y + +*=0x01D4E2 + adc.b #0x4C + +*=0x01D1B0 + load_system_menu_text_pointer(options.title) + +*=0x01D1A4 + load_system_menu_text_pointer(options.config) + +; move controls title window + +*=0x01E204 + menu_window(4, 0, 22, 2) + + +*=0x01D487 + ldy.w #0xE204 + +; controles + +*=0x01D48D + load_system_menu_text_pointer(options.controls) diff --git a/src/ingame/places_names.s b/src/ingame/places_names.s index d57f18d..79964cf 100644 --- a/src/ingame/places_names.s +++ b/src/ingame/places_names.s @@ -4,84 +4,77 @@ pointer table. """ { place_name_length = 0x1A -.alloc at 0x00B90E { - lda.b #place_name_length -} -.alloc at 0x00B922 { - cpx.b #place_name_length -} -.alloc at 0x00B8F1 { - lda.l assets_places_names_dat, x -} -.alloc at 0x00B901 { - lda.l assets_places_names_dat, x -} -.alloc at 0x00B92C { - lda.l assets_places_names_dat, x -} -.alloc at 0x00B938 { - sta.w 0x774 + place_name_length, y -} -.alloc at 0x00B91E { - sta.w 0x774 + place_name_length, x + *=0x00B90E + lda.b #place_name_length + *=0x00B922 + cpx.b #place_name_length - ; window transfer related stuff -} -.alloc at 0x00B963 { - lda.l places_top_window, x -} -.alloc at 0x00B96B { - lda.l places_top_window, x -} -.alloc at 0x00B973 { - cpx.w #0x003C ; place_name_length * 2 + 8 + *=0x00B8F1 + lda.l assets_places_names_dat, x - ;.00:B98D LDA $780,X -} -.alloc at 0x00B98D { - lda.w 0x774 + place_name_length, x -} -.alloc at 0x00B999 { - cpx.w #place_name_length -} -.alloc at 0x00B9D1 { - cpx.w #place_name_length -} -.alloc at 0x00B9F6 { - lda.l places_bottom_window, x -} -.alloc at 0x00B9FE { - lda.l places_bottom_window, x -} -.alloc at 0x00BA06 { - cpx.w #0x003C ; place_name_length + 8 + *=0x00B901 + lda.l assets_places_names_dat, x + *=0x00B92C + lda.l assets_places_names_dat, x - vram_ptr = 0x2840 + 1 -} -.alloc at 0x00B95A { - ;.00:B95A LDX #$2848 ; top window - ldx.w #vram_ptr -} -.alloc at 0x00B978 { - ;.00:B978 LDX #$2868 ; left window piece - ldx.w #vram_ptr + 0x20 -} -.alloc at 0x00B99E { - ;.00:B99E LDX #$2876 ; right window piece - ldx.w #vram_ptr + 0x20 + place_name_length + 2 -} -.alloc at 0x00B9B0 { - ;.00:B9B0 LDX #$2888 ; left window piece - ldx.w #vram_ptr + 0x40 -} -.alloc at 0x00B9D6 { - ;.00:B9D6 LDX #$2896 ; right window piece - ldx.w #vram_ptr + 0x40 + place_name_length + 2 -} -.alloc at 0x00B9ED { - ;.00:B9ED LDX #$28A8 ; bottom window - ldx.w #vram_ptr + 0x60 -} + *=0x00B938 + sta.w 0x774 + place_name_length, y + + *=0x00B91E + sta.w 0x774 + place_name_length, x + + +; window transfer related stuff + *=0x00B963 + lda.l places_top_window, x + + *=0x00B96B + lda.l places_top_window, x + + *=0x00B973 + cpx.w #0x003C ; place_name_length * 2 + 8 + +;.00:B98D LDA $780,X + *=0x00B98D + lda.w 0x774 + place_name_length, x + + *=0x00B999 + cpx.w #place_name_length + + *=0x00B9D1 + cpx.w #place_name_length + + + *=0x00B9F6 + lda.l places_bottom_window, x + + *=0x00B9FE + lda.l places_bottom_window, x + + *=0x00BA06 + cpx.w #0x003C ; place_name_length + 8 + + + vram_ptr = 0x2840 + 1 + + *=0x00B95A +;.00:B95A LDX #$2848 ; top window + ldx.w #vram_ptr + *=0x00B978 +;.00:B978 LDX #$2868 ; left window piece + ldx.w #vram_ptr + 0x20 + *=0x00B99E +;.00:B99E LDX #$2876 ; right window piece + ldx.w #vram_ptr + 0x20 + place_name_length + 2 + *=0x00B9B0 +;.00:B9B0 LDX #$2888 ; left window piece + ldx.w #vram_ptr + 0x40 + *=0x00B9D6 +;.00:B9D6 LDX #$2896 ; right window piece + ldx.w #vram_ptr + 0x40 + place_name_length + 2 + *=0x00B9ED +;.00:B9ED LDX #$28A8 ; bottom window + ldx.w #vram_ptr + 0x60 } diff --git a/src/ingame/shop.s b/src/ingame/shop.s index c22a2fd..6c00557 100644 --- a/src/ingame/shop.s +++ b/src/ingame/shop.s @@ -6,176 +6,173 @@ small-VWF item descriptions. ; move gils window -.alloc at 0x1dea6 { - menu_window(23, 4, 7, 3) +*=0x1dea6 + menu_window(23, 4, 7, 3) - ; move character 1 tile below -} -.alloc at 0x1deba { - menu_window(23, 9, 7, 11) +; move character 1 tile below - ; message window -} -.alloc at 0x01deb2 { - menu_window(8, 0, 20, 2) +*=0x1deba + menu_window(23, 9, 7, 11) - ; shop title -} -.alloc at 0x01deae { - menu_window(0, 0, 8, 2) +; message window - ; actions window -} -.alloc at 0x01deaa { - menu_window(1, 4, 20, 3) +*=0x01deb2 + menu_window(8, 0, 20, 2) - ; list window -} -.alloc at 0x01deb6 { - menu_window(1, 8, 21, 17) +; shop title +*=0x01deae + menu_window(0, 0, 8, 2) - ; Moves gils 7 digits 2 tiles to the right. -} -.alloc at 0x1c3f5 { - ldy.w #0x01a6 + 8 +; actions window - ; ギル : gils -} -.alloc at 0x01C3EC { - load_system_menu_text_pointer(shops.gils) -} -.alloc at 0x01C350 { - load_system_menu_text_pointer(shops.welcome_and_actions) - ; Route the owner greeting ("Puis-je vous aider ?") through the small-VWF - ; description region ; the slimmed welcome_and_actions block holds only the - ; "Achat Vente Sortir" action labels rendered by the vanilla engine. -} -.alloc at 0x01C353 { - jmp.w shop_welcome_text_hook -} -.alloc at 0x01C43F { - load_system_menu_text_pointer(shops.quantity) - ; Route the buy-flow welcome ("Que désirez vous ?") through the small-VWF - ; description region ; vanilla quantity block (Quantité + "1") continues to - ; render via $8301 inside the hook. -} -.alloc at 0x01C442 { - jsr.w shop_quantity_text_hook -} -.alloc at 0x01c7e4 { - load_system_menu_text_pointer(shops.quantity) -} -.alloc at 0x01C7E7 { - jsr.w shop_quantity_text_hook -} -.alloc at 0x01C568 { - load_system_menu_text_pointer(shops.gils + 2) -} -.alloc at 0x01c74e { - load_system_menu_text_pointer(shops.thank_you_window) - ; Route the owner thank-you ("Merci !") through the small-VWF description - ; region ; the window itself still draws via vanilla $82FB inside the hook. -} -.alloc at 0x01C751 { - jsr.w shop_thanks_text_hook -} -.alloc at 0x01c962 { - load_system_menu_text_pointer(shops.sell_window) -} -.alloc at 0x01c41e { - load_system_menu_text_pointer(shops.inventory_full) -} -.alloc at 0x01c700 { - load_system_menu_text_pointer(shops.not_enough_gils) +*=0x01deaa + menu_window(1, 4, 20, 3) +; list window - ; Buy menu - ; quantity hand pointer position "10" -} -.alloc at 0x01cb12 { - ldx #0x3058 + 48 +*=0x01deb6 + menu_window(1, 8, 21, 17) - ; quantity hand pointer position "1" -} -.alloc at 0x01cb17 { - ldx.w #0x3040 + 54 - ; Sell menu -} -.alloc at 0x01c80b { - ldx.w #0x3058 + 48 -} -.alloc at 0x01c810 { - ldx.w #0x3040 + 54 +; Moves gils 7 digits 2 tiles to the right. - { - ; the 10 is drawn using a draw number function while the 1 is in the text. - ; the 10 is dynamic if you place the cursor on 10 and press X it'll increase the number (10 increments) +*=0x1c3f5 + ldy.w #0x01a6 + 8 - _quantity_10_position = 0x019a + 12 +; ギル : gils - ; Sell menu - .alloc at 0x01c81e { - ldy.w #_quantity_10_position +*=0x01C3EC + load_system_menu_text_pointer(shops.gils) - ; Buy menu - } - .alloc at 0x01c464 { - ldy.w #_quantity_10_position - } - } +*=0x01C350 + load_system_menu_text_pointer(shops.welcome_and_actions) + ; Route the owner greeting ("Puis-je vous aider ?") through the small-VWF + ; description region ; the slimmed welcome_and_actions block holds only the + ; "Achat Vente Sortir" action labels rendered by the vanilla engine. +*=0x01C353 + jmp.w shop_welcome_text_hook - ; Changes the offset of the hand pointer -} -.alloc at 0x01C37C { - lda 0x1B79 - asl - asl - asl - asl - sta 0x45 - asl - adc 0x45 - nop - nop - sta 0x45 -} -.alloc at 0x01920a { - ; shop party sprite positions - ; Attack formation 3 front, 2 back - .db 0x00 + 8, 0x1c + 8 - .db 0x00 + 8, 0x00 + 8 - .db 0x00 + 8, 0x38 + 8 - .db 0x18 + 8, 0x0c + 8 - .db 0x18 + 8, 0x2c + 8 - - ; Defense formation 3 back, 2 front - .db 0x18 + 8, 0x1c + 8 - .db 0x18 + 8, 0x00 + 8 - .db 0x18 + 8, 0x38 + 8 - .db 0x00 + 8, 0x0c + 8 - .db 0x00 + 8, 0x2c + 8 -} -.alloc at 0x01debe { - _shop_title_ptr: - .dw shops.weapons_title - 0x8000 - .dw shops.armor_title - 0x8000 - .dw shops.items_title - 0x8000 -} -.alloc at 0x01c336 { - lda.b #0 - xba - lda 0x1a01 - asl - tax - rep #0x20 - lda.l _shop_title_ptr, x - tay - sep #0x20 - nop - nop - nop - ldx.w #0x0042 +*=0x01C43F + load_system_menu_text_pointer(shops.quantity) + ; Route the buy-flow welcome ("Que désirez vous ?") through the small-VWF + ; description region ; vanilla quantity block (Quantité + "1") continues to + ; render via $8301 inside the hook. + +*=0x01C442 + jsr.w shop_quantity_text_hook + +*=0x01c7e4 + load_system_menu_text_pointer(shops.quantity) + +*=0x01C7E7 + jsr.w shop_quantity_text_hook + +*=0x01C568 + load_system_menu_text_pointer(shops.gils + 2) + +*=0x01c74e + load_system_menu_text_pointer(shops.thank_you_window) + ; Route the owner thank-you ("Merci !") through the small-VWF description + ; region ; the window itself still draws via vanilla $82FB inside the hook. + +*=0x01C751 + jsr.w shop_thanks_text_hook + +*=0x01c962 + load_system_menu_text_pointer(shops.sell_window) + +*=0x01c41e + load_system_menu_text_pointer(shops.inventory_full) + +*=0x01c700 + load_system_menu_text_pointer(shops.not_enough_gils) + + +; Buy menu +; quantity hand pointer position "10" + +*=0x01cb12 + ldx #0x3058 + 48 + +; quantity hand pointer position "1" + +*=0x01cb17 + ldx.w #0x3040 + 54 + +; Sell menu + +*=0x01c80b + ldx.w #0x3058 + 48 + +*=0x01c810 + ldx.w #0x3040 + 54 + +{ +; the 10 is drawn using a draw number function while the 1 is in the text. +; the 10 is dynamic if you place the cursor on 10 and press X it'll increase the number (10 increments) + + _quantity_10_position = 0x019a + 12 + +; Sell menu + *=0x01c81e + ldy.w #_quantity_10_position + +; Buy menu + *=0x01c464 + ldy.w #_quantity_10_position } + + +; Changes the offset of the hand pointer + +*=0x01C37C + lda 0x1B79 + asl + asl + asl + asl + sta 0x45 + asl + adc 0x45 + nop + nop + sta 0x45 + +*=0x01920a + ; shop party sprite positions + ; Attack formation 3 front, 2 back + .db 0x00 + 8, 0x1c + 8 + .db 0x00 + 8, 0x00 + 8 + .db 0x00 + 8, 0x38 + 8 + .db 0x18 + 8, 0x0c + 8 + .db 0x18 + 8, 0x2c + 8 + +; Defense formation 3 back, 2 front + .db 0x18 + 8, 0x1c + 8 + .db 0x18 + 8, 0x00 + 8 + .db 0x18 + 8, 0x38 + 8 + .db 0x00 + 8, 0x0c + 8 + .db 0x00 + 8, 0x2c + 8 + +*=0x01debe +_shop_title_ptr: + .dw shops.weapons_title - 0x8000 + .dw shops.armor_title - 0x8000 + .dw shops.items_title - 0x8000 + +*=0x01c336 + lda.b #0 + xba + lda 0x1a01 + asl + tax + rep #0x20 + lda.l _shop_title_ptr, x + tay + sep #0x20 + nop + nop + nop + ldx.w #0x0042 diff --git a/src/ingame/status.s b/src/ingame/status.s index 5700677..ac58834 100644 --- a/src/ingame/status.s +++ b/src/ingame/status.s @@ -6,19 +6,18 @@ attributes). ;*=0x01A9B7 ; ldy.w #0x0044 -.alloc at 0x01A99E { - load_system_menu_text_pointer(status.status) -} -.alloc at 0x01AAE9 { - load_system_menu_text_pointer(status.exp_for_next_level) -} -.alloc at 0x01ABBC { - load_system_menu_text_pointer(status.char_stats) -} -.alloc at 0x01A9CA { - ldy.w #0x15C - 0x80 -} -.alloc at 0x1aab3 { - jsr.l load_dextrelity_pointer - jmp.w 0x1aac9 -} +*=0x01A99E + load_system_menu_text_pointer(status.status) + +*=0x01AAE9 + load_system_menu_text_pointer(status.exp_for_next_level) + +*=0x01ABBC + load_system_menu_text_pointer(status.char_stats) + +*=0x01A9CA + ldy.w #0x15C - 0x80 + +*=0x1aab3 + jsr.l load_dextrelity_pointer + jmp.w 0x1aac9 diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index 7c035d1..984b23d 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -15,7 +15,6 @@ from `inventory_rolling.s` and tuned for the chest UI. ; menus are mutually exclusive on screen. ; Layout (single column) -.include "config.i" TREASURE_VISIBLE_ITEMS := 5 ; Visible items at once TREASURE_BUFFER_SLOTS := 6 ; 6 slots (5 visible + 1 pre-render) TREASURE_TOTAL_ITEMS := 48 ; Total inventory items diff --git a/src/ingame/treasure_rolling_patches.s b/src/ingame/treasure_rolling_patches.s index a1f44a0..537ed35 100644 --- a/src/ingame/treasure_rolling_patches.s +++ b/src/ingame/treasure_rolling_patches.s @@ -18,214 +18,194 @@ ROM patches that wire the treasure inventory rolling buffer in: hooks the treasu ; ; Flag-gated off until the entry/exit/trigger thunks are wired up. -.include "config.i" .if TREASURE_INVENTORY_ROLLING { ; Kill 2-col navigation in the inventory picker (JOY_RIGHT / JOY_LEFT). -.alloc at 0x01DA23 { - .db 0x00 -} -.alloc at 0x01DA34 { - .db 0x00 - - ; Force inventory cursor X to always 0 (left column). - ; Original $01D9F5: `lda $1BB6` (AD B6 1B) → `lda #$00 / nop`. -} -.alloc at 0x01D9F5 { - lda #0x00 - nop - - ; Single-column swap-offset: original _01daac computes - ; index = ((($1bb5 + $1bb7) << 1 + $1bb6) << 1 - ; for the 2-column inventory ($1bb5 = visible row, $1bb7 = scroll row, - ; $1bb6 = column 0/1). The double-shift assumes 2 cols × 2 bytes/item; - ; with our forced single-column ($1bb6=0) it multiplies by 4 instead of - ; the 2 bytes/item we actually need, so the swap reads/writes - ; even-numbered items only and half the inventory becomes unreachable. - ; NOP the second `asl` at $01DAC2 so the offset becomes - ; ($1bb5 + $1bb7) * 2 = byte index into $1440. -} -.alloc at 0x01DAC2 { - nop - - ; Extend $1BB7 max from $14 (20) to $2B (43 = 48 - 5). -} -.alloc at 0x01DA86 { - .db 0x2B - - ; Drops swap byte-index recompute. Original at $01:DAAC computes - ; X = (($1BB3 * 2) + $1BB4) * 2 - ; for the 4-row x 2-col drops grid: cursor row is $1BB3, column $1BB4. - ; With single-column drops + rolling buffer the actual drop slot is - ; (cursor_row + drops_scroll_pos) * 2 bytes into $7E:FF28. - ; Replace the 8-byte sequence in place — same length, no relocation. - ; AD B3 1B lda $1BB3 - ; 18 clc - ; 6D EF 1B adc drops_scroll_pos - ; 0A asl - ; 20 B4 87 jsr $87B4 (sta $43 / ldx $43 — A -> X via scratch) -} -.alloc at 0x01DAAC { - lda.w 0x1BB3 - clc - adc.w drops_scroll_pos - asl - jsr 0x87B4 - - ; Replace `jsr $01A172` (original DrawInventoryList) at TWO call sites: - ; - $01:D81D — treasure menu entry (`_01d7f2` flow), fires once on enter - ; → full init (zero state, render slots 0..5). - ; - $01:D933 — `_01d929` redraw helper, fires after every successful - ; swap. Original rebuilds the whole 48-item list here; we only need - ; to re-render the 6 buffer slots from the mutated $1440. Crucially - ; this MUST NOT reset buffer_pos / $1BB7 / HDMA shadow — otherwise - ; swapping with an item past visible row 4 snaps the scroll back to - ; the top because init re-zeroes the rolling state. -} -.alloc at 0x01D81D { - jsr.w init_treasure_rolling_buffer -} -.alloc at 0x01D933 { - jsr.w treasure_refresh_slots -} -.alloc at 0x01D80E { - jsr.w drops_init -} -.alloc at 0x01D92D { - jsr.w drops_refresh_slots - - ; drops_init draws TreasureItemsWindow on BG4 itself (via its - ; draw_window_hook) so the engine can render items into the freshly - ; drawn frame. Original still has SelectBG4 + ldy + DrawWindow at - ; $01:D811-$01:D819 (9 bytes) which would draw the same window on - ; top of our items, overwriting them with body fill. NOP the whole - ; block — drops_init has already done both steps. SelectBG3 at - ; $01:D81A still runs and primes $29=$D600 for treasure_init at - ; $01:D81D. -} -.alloc at 0x01D811 { - nop - nop - nop - nop - nop - nop - nop - nop - nop - - ; Drops cursor sprite Y base: original `adc #$30` at $01D96F places - ; the hand pointer 16 px below the drops band's first slot (legacy - ; 4x2 grid expected items at row 6+ on screen). With drops bumped - ; to start at tilemap row 4 (+0x80 byte stride from baseline), the - ; sprite needs base $28 so cursor row 0 lines up with item 0. -} -.alloc at 0x01D96F { - .db 0x28 - - ; Drops cursor row clamp + UP/DOWN scroll triggers. Original at - ; $01D9D1: `bmi $D9D6 / sta $1BB3` skips store when dec underflows - ; (clamp at row 0). Original at $01D9E0: `cmp #$04 / beq $D9E7 / - ; sta $1BB3` caps cursor at 4 rows. Hijack both clamp arms so the - ; rolling buffer gets a chance to scroll instead of just clamping. - - ; Drops cursor loop frame-wait at $01:D98B is the per-frame tick site - ; for the cursor-on-drops mode (counterpart to the picker loop's - ; $01:DA08). Replace with our combined main-loop check so the drops - ; scroll state machine advances while DOWN/UP are held. -} -.alloc at 0x01D98B { - jsr.w treasure_main_loop_scroll_check - - ; UP clamp -> drops_up_handler (handler reads N flag from preceding - ; `dec`, scrolls when row underflowed). -} -.alloc at 0x01D9D1 { - jsr.w drops_up_handler - nop - nop - - ; DOWN clamp -> drops_down_handler (handler reads A = row+1, scrolls - ; when at or past the visible cap). -} -.alloc at 0x01D9E0 { - .db 0xEA ; nop (was cmp #$05 byte 1) - .db 0xEA ; nop (was cmp #$05 byte 2) - jsr.w drops_down_handler - nop - nop - - ; Replace the up-scroll blocking 8-frame loop ($01:DA57-$01:DA66 = 16 - ; bytes) with our state-machine trigger. -} -.alloc at 0x01DA57 { - jsr.w treasure_scroll_up_trigger - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - - ; Same for the down-scroll loop at $01:DA8C-$01:DA9B. -} -.alloc at 0x01DA8C { - jsr.w treasure_scroll_down_trigger - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - - ; Main-loop hook replaces `jsr $82C0` at $01:DA08. The hook drives the - ; per-frame scroll animation, freezes input via `stz $01` while - ; animating, and forwards to the original $82C0 so original per-frame - ; work still runs. -} -.alloc at 0x01DA08 { - jsr.w treasure_main_loop_scroll_check - - ; Same hook at $01:DA9C. The down/up scroll branch ends with - ; $DA9C jsr $82C0 / ldx $02 / stx $00 / $DAA3 jmp $DA0B - ; which loops back to the input check WITHOUT passing through $DA08. - ; While DOWN/UP is held, control bounces between $DA0B and $DAA3 - ; forever, so the $DA08 hook never fires and the scroll animation - ; never ticks. Replacing the second $82C0 with our hook drives the - ; state machine on the held-button inner loop too, matching the - ; field-menu scroll cadence (every frame). -} -.alloc at 0x01DA9C { - jsr.w treasure_main_loop_scroll_check - - ; Up-scroll branch: same pattern as the down branch, ends with - ; $DA67 jsr $82C0 / ldx $02 / stx $00 / $DA6E bra $DA0B - ; Tick the state machine here too so held-UP scroll animates at the - ; same cadence as held-DOWN. -} -.alloc at 0x01DA67 { - jsr.w treasure_main_loop_scroll_check - - ; Treasure menu exit. Original: `stz $1BC6` (3 bytes) clears the in-menu flag. - ; Replace with our exit hook (also 3 bytes), which restores original state and - ; additionally tears down the rolling-buffer state + HDMA ch6 registers so - ; the next menu mode (field, key-item picker, battle) starts from a clean - ; slate. The hook itself re-runs the `stz $1BC6` to preserve original contract. -} -.alloc at 0x01D7E6 { - jsr.w treasure_menu_exit_hook -} + *=0x01DA23 + .db 0x00 + + *=0x01DA34 + .db 0x00 + +; Force inventory cursor X to always 0 (left column). +; Original $01D9F5: `lda $1BB6` (AD B6 1B) → `lda #$00 / nop`. + *=0x01D9F5 + lda #0x00 + nop + +; Single-column swap-offset: original _01daac computes +; index = ((($1bb5 + $1bb7) << 1 + $1bb6) << 1 +; for the 2-column inventory ($1bb5 = visible row, $1bb7 = scroll row, +; $1bb6 = column 0/1). The double-shift assumes 2 cols × 2 bytes/item; +; with our forced single-column ($1bb6=0) it multiplies by 4 instead of +; the 2 bytes/item we actually need, so the swap reads/writes +; even-numbered items only and half the inventory becomes unreachable. +; NOP the second `asl` at $01DAC2 so the offset becomes +; ($1bb5 + $1bb7) * 2 = byte index into $1440. + *=0x01DAC2 + nop + +; Extend $1BB7 max from $14 (20) to $2B (43 = 48 - 5). + *=0x01DA86 + .db 0x2B + +; Drops swap byte-index recompute. Original at $01:DAAC computes +; X = (($1BB3 * 2) + $1BB4) * 2 +; for the 4-row x 2-col drops grid: cursor row is $1BB3, column $1BB4. +; With single-column drops + rolling buffer the actual drop slot is +; (cursor_row + drops_scroll_pos) * 2 bytes into $7E:FF28. +; Replace the 8-byte sequence in place — same length, no relocation. +; AD B3 1B lda $1BB3 +; 18 clc +; 6D EF 1B adc drops_scroll_pos +; 0A asl +; 20 B4 87 jsr $87B4 (sta $43 / ldx $43 — A -> X via scratch) + *=0x01DAAC + lda.w 0x1BB3 + clc + adc.w drops_scroll_pos + asl + jsr 0x87B4 + +; Replace `jsr $01A172` (original DrawInventoryList) at TWO call sites: +; - $01:D81D — treasure menu entry (`_01d7f2` flow), fires once on enter +; → full init (zero state, render slots 0..5). +; - $01:D933 — `_01d929` redraw helper, fires after every successful +; swap. Original rebuilds the whole 48-item list here; we only need +; to re-render the 6 buffer slots from the mutated $1440. Crucially +; this MUST NOT reset buffer_pos / $1BB7 / HDMA shadow — otherwise +; swapping with an item past visible row 4 snaps the scroll back to +; the top because init re-zeroes the rolling state. + *=0x01D81D + jsr.w init_treasure_rolling_buffer + *=0x01D933 + jsr.w treasure_refresh_slots + + *=0x01D80E + jsr.w drops_init + *=0x01D92D + jsr.w drops_refresh_slots + +; drops_init draws TreasureItemsWindow on BG4 itself (via its +; draw_window_hook) so the engine can render items into the freshly +; drawn frame. Original still has SelectBG4 + ldy + DrawWindow at +; $01:D811-$01:D819 (9 bytes) which would draw the same window on +; top of our items, overwriting them with body fill. NOP the whole +; block — drops_init has already done both steps. SelectBG3 at +; $01:D81A still runs and primes $29=$D600 for treasure_init at +; $01:D81D. + *=0x01D811 + nop + nop + nop + nop + nop + nop + nop + nop + nop + +; Drops cursor sprite Y base: original `adc #$30` at $01D96F places +; the hand pointer 16 px below the drops band's first slot (legacy +; 4x2 grid expected items at row 6+ on screen). With drops bumped +; to start at tilemap row 4 (+0x80 byte stride from baseline), the +; sprite needs base $28 so cursor row 0 lines up with item 0. + *=0x01D96F + .db 0x28 + +; Drops cursor row clamp + UP/DOWN scroll triggers. Original at +; $01D9D1: `bmi $D9D6 / sta $1BB3` skips store when dec underflows +; (clamp at row 0). Original at $01D9E0: `cmp #$04 / beq $D9E7 / +; sta $1BB3` caps cursor at 4 rows. Hijack both clamp arms so the +; rolling buffer gets a chance to scroll instead of just clamping. + +; Drops cursor loop frame-wait at $01:D98B is the per-frame tick site +; for the cursor-on-drops mode (counterpart to the picker loop's +; $01:DA08). Replace with our combined main-loop check so the drops +; scroll state machine advances while DOWN/UP are held. + *=0x01D98B + jsr.w treasure_main_loop_scroll_check + +; UP clamp -> drops_up_handler (handler reads N flag from preceding +; `dec`, scrolls when row underflowed). + *=0x01D9D1 + jsr.w drops_up_handler + nop + nop + +; DOWN clamp -> drops_down_handler (handler reads A = row+1, scrolls +; when at or past the visible cap). + *=0x01D9E0 + .db 0xEA ; nop (was cmp #$05 byte 1) + .db 0xEA ; nop (was cmp #$05 byte 2) + jsr.w drops_down_handler + nop + nop + +; Replace the up-scroll blocking 8-frame loop ($01:DA57-$01:DA66 = 16 +; bytes) with our state-machine trigger. + *=0x01DA57 + jsr.w treasure_scroll_up_trigger + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + +; Same for the down-scroll loop at $01:DA8C-$01:DA9B. + *=0x01DA8C + jsr.w treasure_scroll_down_trigger + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + +; Main-loop hook replaces `jsr $82C0` at $01:DA08. The hook drives the +; per-frame scroll animation, freezes input via `stz $01` while +; animating, and forwards to the original $82C0 so original per-frame +; work still runs. + *=0x01DA08 + jsr.w treasure_main_loop_scroll_check + +; Same hook at $01:DA9C. The down/up scroll branch ends with +; $DA9C jsr $82C0 / ldx $02 / stx $00 / $DAA3 jmp $DA0B +; which loops back to the input check WITHOUT passing through $DA08. +; While DOWN/UP is held, control bounces between $DA0B and $DAA3 +; forever, so the $DA08 hook never fires and the scroll animation +; never ticks. Replacing the second $82C0 with our hook drives the +; state machine on the held-button inner loop too, matching the +; field-menu scroll cadence (every frame). + *=0x01DA9C + jsr.w treasure_main_loop_scroll_check + +; Up-scroll branch: same pattern as the down branch, ends with +; $DA67 jsr $82C0 / ldx $02 / stx $00 / $DA6E bra $DA0B +; Tick the state machine here too so held-UP scroll animates at the +; same cadence as held-DOWN. + *=0x01DA67 + jsr.w treasure_main_loop_scroll_check + +; Treasure menu exit. Original: `stz $1BC6` (3 bytes) clears the in-menu flag. +; Replace with our exit hook (also 3 bytes), which restores original state and +; additionally tears down the rolling-buffer state + HDMA ch6 registers so +; the next menu mode (field, key-item picker, battle) starts from a clean +; slate. The hook itself re-runs the `stz $1BC6` to preserve original contract. + *=0x01D7E6 + jsr.w treasure_menu_exit_hook } diff --git a/src/ingame/window_animation_patches.s b/src/ingame/window_animation_patches.s index d11f681..40738b7 100644 --- a/src/ingame/window_animation_patches.s +++ b/src/ingame/window_animation_patches.s @@ -8,86 +8,85 @@ menu transitions are immediate. /* --- _open_window Override (@83E3) --- Replaces the 25-frame vertical wipe loop with a single DMA. */ -.alloc at 0x0183E3 { - _open_window: - sep #0x20 ; 8-bit A (shorta) - lda #0x7E ; Source RAM bank for tilemap buffers - sta 0x21 - rep #0x10 ; 16-bit X/Y (longi) - ldx.w 0x35 ; VRAM destination address - stx.w 0x1D - ldx.w 0x29 ; Source tilemap buffer address (RAM) - stx.w 0x1F - rep #0x20 ; 16-bit A (longa) - lda #0x0C80 ; Size for full window buffer (25 rows * 128 bytes) - sta.w 0x22 - sep #0x20 ; 8-bit A - /* jsr WaitVblank */ ; Removed loop delay - jsr.w TfrVRAM ; Perform instant DMA - rts +*=0x0183E3 +_open_window: + sep #0x20 ; 8-bit A (shorta) + lda #0x7E ; Source RAM bank for tilemap buffers + sta 0x21 + rep #0x10 ; 16-bit X/Y (longi) + ldx.w 0x35 ; VRAM destination address + stx.w 0x1D + ldx.w 0x29 ; Source tilemap buffer address (RAM) + stx.w 0x1F + rep #0x20 ; 16-bit A (longa) + lda #0x0C80 ; Size for full window buffer (25 rows * 128 bytes) + sta.w 0x22 + sep #0x20 ; 8-bit A + /* jsr WaitVblank */ ; Removed loop delay + jsr.w TfrVRAM ; Perform instant DMA + rts - /* --- close_window Override (@8417) --- - Clears the VRAM area instantly by pointing to the empty part of the buffer. */ -} -.alloc at 0x018417 { - close_window: - """Override of original close_window: skip per-row wipe, single DMA.""" - sep #0x20 - lda #0x7E - sta 0x21 - rep #0x10 - ldx.w 0x35 ; VRAM destination address - stx.w 0x1D - rep #0x20 - lda.w 0x29 ; Source tilemap buffer address - clc - adc #0x0C00 ; Offset to the 'empty/closed' window state tiles - tax - stx.w 0x1F ; Set source pointer - lda #0x0C80 ; Full size - sta.w 0x22 - sep #0x20 - jsr.w TfrVRAM ; Perform instant DMA - rts +/* --- close_window Override (@8417) --- + Clears the VRAM area instantly by pointing to the empty part of the buffer. */ - /* --- transform_window Override (@84D0) --- - Skips the coordinate growth loop and jumps directly to final dimensions. */ -} -.alloc at 0x0184D0 { - transform_window: - """Kick the window-transform animation: pass source/target window addresses.""" - phb - phk - plb ; Setup Bank Registry for local access - sep #0x20 - /* Snap current coordinates ($63-$66) to target coordinates ($67-$6A) instantly */ - lda.w 0x67 - sta.w 0x63 - lda.w 0x68 - sta.w 0x64 - lda.w 0x69 - sta.w 0x65 - lda.w 0x6A - sta.w 0x66 +*=0x018417 +close_window: +"""Override of original close_window: skip per-row wipe, single DMA.""" + sep #0x20 + lda #0x7E + sta 0x21 + rep #0x10 + ldx.w 0x35 ; VRAM destination address + stx.w 0x1D + rep #0x20 + lda.w 0x29 ; Source tilemap buffer address + clc + adc #0x0C00 ; Offset to the 'empty/closed' window state tiles + tax + stx.w 0x1F ; Set source pointer + lda #0x0C80 ; Full size + sta.w 0x22 + sep #0x20 + jsr.w TfrVRAM ; Perform instant DMA + rts - /* Draw the final static window components */ - jsr.w DrawWindowRowTop - jsr.w DrawWindowRowBtm - jsr.w DrawWindowColLeft - jsr.w DrawWindowColRight +/* --- transform_window Override (@84D0) --- + Skips the coordinate growth loop and jumps directly to final dimensions. */ - /* Sync to PPU once */ - jsr.w WaitVblank - lda.w 0xC3 ; Current menu window BG index - ldx.w #TfrBGTilesTbl ; Address of jump table at @85B8 - jsr.w ExecJumpTbl - jsr.w UpdateScrollRegs_far +*=0x0184D0 +transform_window: +"""Kick the window-transform animation: pass source/target window addresses.""" + phb + phk + plb ; Setup Bank Registry for local access + sep #0x20 + /* Snap current coordinates ($63-$66) to target coordinates ($67-$6A) instantly */ + lda.w 0x67 + sta.w 0x63 + lda.w 0x68 + sta.w 0x64 + lda.w 0x69 + sta.w 0x65 + lda.w 0x6A + sta.w 0x66 - /* Point the engine's transformation pointers to an RTS to finish the state. - Original FF4 uses @858C as the terminal RTS for this routine. */ - ldx.w #0x858C - stx.w 0x01CD - stx.w 0x01D0 - plb - rts -} +/* Draw the final static window components */ + jsr.w DrawWindowRowTop + jsr.w DrawWindowRowBtm + jsr.w DrawWindowColLeft + jsr.w DrawWindowColRight + +/* Sync to PPU once */ + jsr.w WaitVblank + lda.w 0xC3 ; Current menu window BG index + ldx.w #TfrBGTilesTbl ; Address of jump table at @85B8 + jsr.w ExecJumpTbl + jsr.w UpdateScrollRegs_far + +/* Point the engine's transformation pointers to an RTS to finish the state. + Original FF4 uses @858C as the terminal RTS for this routine. */ + ldx.w #0x858C + stx.w 0x01CD + stx.w 0x01D0 + plb + rts diff --git a/src/ingame/windows.s b/src/ingame/windows.s index 4fe40a7..f5749f3 100644 --- a/src/ingame/windows.s +++ b/src/ingame/windows.s @@ -4,80 +4,79 @@ at fixed bank-$01 addresses. """ ; equip main window -.alloc at 0x01dda9 { - menu_window(0, 0, 30, 11) - - ; char 1 -} -.alloc at 0x01dd95 { - menu_window(0, 0, 30, 11) - ; char 2 -} -.alloc at 0x01dd99 { - menu_window(0, 5, 30, 11) - ; char 3 -} -.alloc at 0x01dd9d { - menu_window(0, 10, 30, 11) - ; char 4 -} -.alloc at 0x01dda1 { - menu_window(0, 15, 30, 11) - ; char 5 -} -.alloc at 0x01dda5 { - menu_window(0, 20, 30, 11) - - ; magic - ;*=0x01B010 - ; ldx.w #0xFF18 + 8 -} -.alloc at 0x01dd55 { - menu_window(1, 0, 19, 7) -} -.alloc at 0x01dd59 { - menu_window(1, 5, 19, 7) -} -.alloc at 0x01dd5d { - menu_window(1, 10, 19, 7) -} -.alloc at 0x01dd61 { - menu_window(1, 15, 19, 7) -} -.alloc at 0x01dd65 { - menu_window(1, 20, 19, 7) - - ; magic kind window -} -.alloc at 0x01dd69 { - menu_window(23, 2, 7, 7) - - ; controls the amount of scroll to apply to bg4 to move the magic window kind window -} -.alloc at 0x01af90 { - ; 01/AF90: A9 34 LDA #$34 - ; 01/AF92: 85 AD STA $AD - lda #0x68 - - ; scroll out of the same window. -} -.alloc at 0x01b072 { - lda #0x68 - - ; status -} -.alloc at 0x01de01 { - menu_window(0, 1, 29, 24) - menu_window(18, 6, 12, 4) - - ; clear next line of text in the right menu -} -.alloc at 0x01a974 { - ldy.w #0x270 - lda #7 - - ; item title -} -.alloc at 0x01dcd2 { - menu_window(22, 0, 7, 3) -} +*=0x01dda9 + menu_window(0, 0, 30, 11) + +; char 1 + +*=0x01dd95 + menu_window(0, 0, 30, 11) + ; char 2 + +*=0x01dd99 + menu_window(0, 5, 30, 11) + ; char 3 + +*=0x01dd9d + menu_window(0, 10, 30, 11) + ; char 4 + +*=0x01dda1 + menu_window(0, 15, 30, 11) + ; char 5 + +*=0x01dda5 + menu_window(0, 20, 30, 11) + +; magic +;*=0x01B010 +; ldx.w #0xFF18 + 8 + +*=0x01dd55 + menu_window(1, 0, 19, 7) + +*=0x01dd59 + menu_window(1, 5, 19, 7) + +*=0x01dd5d + menu_window(1, 10, 19, 7) + +*=0x01dd61 + menu_window(1, 15, 19, 7) + +*=0x01dd65 + menu_window(1, 20, 19, 7) + +; magic kind window + +*=0x01dd69 + menu_window(23, 2, 7, 7) + +; controls the amount of scroll to apply to bg4 to move the magic window kind window + +*=0x01af90 + ; 01/AF90: A9 34 LDA #$34 + ; 01/AF92: 85 AD STA $AD + lda #0x68 + +; scroll out of the same window. + +*=0x01b072 + lda #0x68 + +; status + +*=0x01de01 + menu_window(0, 1, 29, 24) + menu_window(18, 6, 12, 4) + +; clear next line of text in the right menu + +*=0x01a974 + ldy.w #0x270 + lda #7 + +; item title + +*=0x01dcd2 + menu_window(22, 0, 7, 3) diff --git a/src/menus/start_screen_text.s b/src/menus/start_screen_text.s index f3f33be..f325e4b 100644 --- a/src/menus/start_screen_text.s +++ b/src/menus/start_screen_text.s @@ -1,4 +1,3 @@ -.include "config.i" """French translated text data for the start screen / save selection.""" .include "src/ingame/macros.i" .include "../bank20.i" diff --git a/src/menus/start_screen_text_en.s b/src/menus/start_screen_text_en.s index a37de43..cef4f58 100644 --- a/src/menus/start_screen_text_en.s +++ b/src/menus/start_screen_text_en.s @@ -1,4 +1,3 @@ -.include "config.i" """English-language counterpart of `start_screen_text.s`.""" .include "src/ingame/macros.i" diff --git a/src/menus/system_menus_text.i b/src/menus/system_menus_text.i index a32b74d..cdebc76 100644 --- a/src/menus/system_menus_text.i +++ b/src/menus/system_menus_text.i @@ -8,16 +8,15 @@ routines. } { -.alloc at 0x018301 { - jmp.l display_text_in_menus -} -.alloc at 0x0182CD { - jmp.l load_text_with_destination_in_x -} -.alloc at 0x0180D9 { - jmp.l display_window_with_text -} -.alloc at 0x018798 { - jmp.l display_time -} + *=0x018301 + jmp.l display_text_in_menus + + *=0x0182CD + jmp.l load_text_with_destination_in_x + + *=0x0180D9 + jmp.l display_window_with_text + + *=0x018798 + jmp.l display_time } diff --git a/src/minimal_vwf_patches.s b/src/minimal_vwf_patches.s index c1407d3..c15737e 100644 --- a/src/minimal_vwf_patches.s +++ b/src/minimal_vwf_patches.s @@ -10,234 +10,229 @@ the VWF layer kicks in without rewriting the message window. .import "dialog" .import "vwf" -.alloc at 0x00B404 { - jsr.l compute_dialog_text_offset - jsr.l get_bank1_1_pointer - sta 0xDD - ldx.b dialog_ptr - stx 0x0772 - rts -} -.alloc at 0x00B41D { - jsr.l compute_dialog_text_offset - jsr.l get_bank1_2_pointer - sta 0xDD - ldx.b dialog_ptr - stx 0x0772 - rts -} -.alloc at 0x00B436 { - jsr.l compute_dialog_text_offset - jsr.l get_bank3_pointer - sta 0xDD - ldx.b dialog_ptr - stx 0x0772 - rts -} -.alloc at 0x00B3BB { - lda 0x1702 - sta.b dialog_ptr - lda 0x1701 - sta.b dialog_ptr + 1 - jsr.l get_bank2_pointer - rts - - ; nukes the first call of display_script because the text - ; has to be rendered before animating the window display -} -.alloc at 0x00B32C { - jsr.w _first_window +*=0x00B404 + jsr.l compute_dialog_text_offset + jsr.l get_bank1_1_pointer + sta 0xDD + ldx.b dialog_ptr + stx 0x0772 + rts + +*=0x00B41D + jsr.l compute_dialog_text_offset + jsr.l get_bank1_2_pointer + sta 0xDD + ldx.b dialog_ptr + stx 0x0772 + rts + +*=0x00B436 + jsr.l compute_dialog_text_offset + jsr.l get_bank3_pointer + sta 0xDD + ldx.b dialog_ptr + stx 0x0772 + rts + +*=0x00B3BB + lda 0x1702 + sta.b dialog_ptr + lda 0x1701 + sta.b dialog_ptr + 1 + jsr.l get_bank2_pointer + rts + +; nukes the first call of display_script because the text +; has to be rendered before animating the window display + +*=0x00B32C + jsr.w _first_window + +; Replace the display_script function by the vwfed one. + +*=0x00B463 + jsr.l vwfstart + rts + +_first_window: + lda 0x01 + sta 0xDE + sta 0xED + jsr.l vwfinit + rts + +_animation_wait_route: + wait_for_nmi_end = 0x912F + jsr.w wait_for_nmi_end + +_wait_for_open_animation: + lda 0x7F + cmp #0x02 + bne _wait_for_open_animation + inc 0xDF + lda 0xDF + cmp #0x08 + bne _animation_wait_route + +; restore tileset position + lda 0x210C + and #0xF0 + clc + adc #0x02 + sta 0x210C + + jmp.w _end_of_animation + +; do not scroll between text blocks + +*=0x00B370 + lda #0x00 + sta 0x07 + jmp.w 0xB398 + +*=0x00B335 + jmp.w _animation_wait_route + +_end_of_animation: + jmp.w 0xB369 ; skip_wait_for_action_button + + +{ +; Oui + + + .table "text/ff4_menus.tbl" + *=0x14F656 + .dw 0x2016 + fill_value(0x2017, 5) + .dw 0x2018 + .dw 0x0000 + *=0x14F666 + .dw 0x2019 + fill_value(0x20ff, 5) + .dw 0x201a + .dw 0x0000 + .dw 0x0000 + *=0x14f676 + .dw 0x2019 + .dw 0x2014 + .text "O" + .db 0x20 + .text "u" + .db 0x20 + .text "i" + .db 0x20 + .dw 0x20ff + .dw 0x201a + .dw 0x0000 +; Non + *=0x14F686 + .dw 0x2019 + fill_value(0x20ff, 5) + .dw 0x201a + .dw 0x0000 + .dw 0x0000 + *=0x14F696 + .dw 0x2019 + .dw 0x20ff + .text "N" + .db 0x20 + .text "o" + .db 0x20 + .text "n" + .db 0x20 + .dw 0x20ff + .dw 0x201a + .dw 0x0000 + *=0x14F6A6 + .dw 0x201b + fill_value(0x201c, 5) + .dw 0x201d + .dw 0x0000 + fill_value(0x0000, 8) +} + + +; yes/no cursor positions +; 0x28c4 0x2904 + +*=0x00ae38 + ldx.w #0x28c4 - 1 + +*=0x00ae51 + ldx.w #0x2904 - 1 + +; Palette changes for allowing shadows + +*=0x15c229 + ; 15/C229: BF D0 87 0D LDA $0D87D0,X ; window palette + lda.l window_palette, x + +*=0x15c236 + jsr.l update_palette + nop + nop + +; Update secondary palette window background + +*=0x00823B + jsr.l update_palette + nop + nop + +;AE AA 16 LDX $16AA +;00823E 8E DD 0C STX $0CDD +;008241 20 13 8A JSR $8A13 + +; update the text palette used in the intro + +*=0x8ff04 + .dw 0x0463 - ; Replace the display_script function by the vwfed one. -} -.alloc at 0x00B463 { - jsr.l vwfstart - rts - - _first_window: - lda 0x01 - sta 0xDE - sta 0xED - jsr.l vwfinit - rts - - _animation_wait_route: - wait_for_nmi_end = 0x912F - jsr.w wait_for_nmi_end - - _wait_for_open_animation: - lda 0x7F - cmp #0x02 - bne _wait_for_open_animation - inc 0xDF - lda 0xDF - cmp #0x08 - bne _animation_wait_route - - ; restore tileset position - lda 0x210C - and #0xF0 - clc - adc #0x02 - sta 0x210C - - jmp.w _end_of_animation - - ; do not scroll between text blocks -} -.alloc at 0x00B370 { - lda #0x00 - sta 0x07 - jmp.w 0xB398 -} -.alloc at 0x00B335 { - jmp.w _animation_wait_route - - _end_of_animation: - jmp.w 0xB369 ; skip_wait_for_action_button - - - { - ; Oui - - - .table "text/ff4_menus.tbl" - .alloc at 0x14F656 { - .dw 0x2016 - fill_value(0x2017, 5) - .dw 0x2018 - .dw 0x0000 - } - .alloc at 0x14F666 { - .dw 0x2019 - fill_value(0x20ff, 5) - .dw 0x201a - .dw 0x0000 - .dw 0x0000 - } - .alloc at 0x14f676 { - .dw 0x2019 - .dw 0x2014 - .text "O" - .db 0x20 - .text "u" - .db 0x20 - .text "i" - .db 0x20 - .dw 0x20ff - .dw 0x201a - .dw 0x0000 - ; Non - } - .alloc at 0x14F686 { - .dw 0x2019 - fill_value(0x20ff, 5) - .dw 0x201a - .dw 0x0000 - .dw 0x0000 - } - .alloc at 0x14F696 { - .dw 0x2019 - .dw 0x20ff - .text "N" - .db 0x20 - .text "o" - .db 0x20 - .text "n" - .db 0x20 - .dw 0x20ff - .dw 0x201a - .dw 0x0000 - } - .alloc at 0x14F6A6 { - .dw 0x201b - fill_value(0x201c, 5) - .dw 0x201d - .dw 0x0000 - fill_value(0x0000, 8) - } - } - - - ; yes/no cursor positions - ; 0x28c4 0x2904 -} -.alloc at 0x00ae38 { - ldx.w #0x28c4 - 1 -} -.alloc at 0x00ae51 { - ldx.w #0x2904 - 1 - ; Palette changes for allowing shadows -} -.alloc at 0x15c229 { - ; 15/C229: BF D0 87 0D LDA $0D87D0,X ; window palette - lda.l window_palette, x -} -.alloc at 0x15c236 { - jsr.l update_palette - nop - nop +*=0x00B363 + jsr.l wait_for_action_button + nop + nop + +; Make gils window bigger + gils_line_size = 0x18 + +*=0x00ad28 + lda.b #gils_window_tilemap_1 >> 16 + ;00/AD26: A9 14 LDA #$14 + +*=0x00ad2d + ldx.w #gils_window_tilemap_1 & 0xffff + +*=0x00ad4b + ldx.w #gils_window_tilemap_2 & 0xffff + + +*=0x00ad39 + ldx.w #gils_line_size + +*=0x00ad63 + ldx.w #gils_window_tilemap_3 - ; Update secondary palette window background -} -.alloc at 0x00823B { - jsr.l update_palette - nop - nop +*=0x00ad69 + ldx.w #gils_line_size - ;AE AA 16 LDX $16AA - ;00823E 8E DD 0C STX $0CDD - ;008241 20 13 8A JSR $8A13 +*=0x00ad51 + ldx.w #gils_line_size - ; update the text palette used in the intro -} -.alloc at 0x8ff04 { - .dw 0x0463 -} -.alloc at 0x00B363 { - jsr.l wait_for_action_button - nop - nop +*=0x00ad7b + ldx.w #gils_window_tilemap_4 & 0xffff - ; Make gils window bigger - gils_line_size = 0x18 -} -.alloc at 0x00ad28 { - lda.b #gils_window_tilemap_1 >> 16 - ;00/AD26: A9 14 LDA #$14 -} -.alloc at 0x00ad2d { - ldx.w #gils_window_tilemap_1 & 0xffff -} -.alloc at 0x00ad4b { - ldx.w #gils_window_tilemap_2 & 0xffff -} -.alloc at 0x00ad39 { - ldx.w #gils_line_size -} -.alloc at 0x00ad63 { - ldx.w #gils_window_tilemap_3 -} -.alloc at 0x00ad69 { - ldx.w #gils_line_size -} -.alloc at 0x00ad51 { - ldx.w #gils_line_size -} -.alloc at 0x00ad7b { - ldx.w #gils_window_tilemap_4 & 0xffff -} -.alloc at 0x00ad81 { - ldx.w #( gils_window_tilemap_4_end - gils_window_tilemap_4 ) & 0xffff +*=0x00ad81 + ldx.w #( gils_window_tilemap_4_end - gils_window_tilemap_4 ) & 0xffff - ; clear up longer gils window -} -.alloc at 0x00addd { - ldx.w #0x100 + 0x80 +; clear up longer gils window - ; gils value vram position -} -.alloc at 0x00ad8a { - ldx.w #0x28d3 + 2 -} +*=0x00addd + ldx.w #0x100 + 0x80 + +; gils value vram position + +*=0x00ad8a + ldx.w #0x28d3 + 2 diff --git a/src/small_vwf/init.s b/src/small_vwf/init.s index cf5a99d..fe396a6 100644 --- a/src/small_vwf/init.s +++ b/src/small_vwf/init.s @@ -2,7 +2,6 @@ Small (8x8) VWF init routine: prepares the menu tile buffer, runs the renderer init and wires up the long-form RTL entry points for cross-bank callers. """ -.include "config.i" .include "src/vwf.i" .include "../bank20.i" .include "src/libmz.i" diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 62492c1..4287e7a 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -1,4 +1,3 @@ -.include "config.i" """Small (8x8) menu VWF renderer.""" .include "src/vwf_state.i" diff --git a/src/vwf.s b/src/vwf.s index e3edb9b..656f209 100644 --- a/src/vwf.s +++ b/src/vwf.s @@ -2,7 +2,6 @@ Dialog/text VWF rendering engine: control-code parser (`parse`), per-glyph blit (`vwf_putchar`), tile-position tracking (`TILEPOS`/`BITSLEFT`), button-glyph + ending-symbol drawing, and the gil-window tilemaps. """ -.include "config.i" .include "src/definitions.s" .include "bank20.i" .include "src/libmz.i" From c8434378985ae8c994834d4ca4eb1d4571888287 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Mon, 25 May 2026 10:22:58 +0200 Subject: [PATCH 124/127] Checkpoint charlie. --- ff4.s | 75 ++- src/assets.s | 116 ++-- src/battle/commands_patches.s | 122 +++-- src/battle/commands_reloc.s | 3 + src/battle/debug_always_drop.s | 8 +- src/battle/equip_window.s | 2 + src/battle/graphics.s | 2 + src/battle/graphics_patches.s | 175 +++--- src/battle/inventory_rolling.s | 3 + src/battle/inventory_rolling_patches.s | 262 ++++----- src/battle/items_patches.s | 209 +++++--- src/battle/magic/patches.s | 350 ++++++------ src/battle/magic_patches.s | 475 ++++++++--------- src/battle/magic_reloc.s | 2 + src/battle/math_patches.s | 33 +- src/battle/math_reloc.s | 2 + src/battle/message.s | 1 + src/battle/message_patches.s | 181 ++++--- src/battle/monsters_patches.s | 70 +-- src/battle/monsters_reloc.s | 2 + src/battle/redraw_gates.s | 2 + src/battle/redraw_writer_patches.s | 137 ++--- src/battle/sram_patches.s | 73 ++- src/dakuten.s | 85 +-- src/ingame/credits.s | 31 +- src/ingame/equip.s | 74 +-- src/ingame/free_space.s | 1 + src/ingame/init_bg_scroll_hdma_patches.s | 5 +- src/ingame/inventory_rolling.s | 1 + src/ingame/inventory_rolling_patches.s | 216 ++++---- src/ingame/inventory_rolling_trampolines.s | 1 + src/ingame/inventory_single_column.s | 479 ++++++++--------- src/ingame/items.s | 137 ++--- src/ingame/items_menu.s | 141 ++--- src/ingame/key_item_picker_patches.s | 162 +++--- src/ingame/magic.s | 114 ++-- src/ingame/main.s | 584 +++++++++++---------- src/ingame/new_game.s | 151 +++--- src/ingame/options.s | 74 +-- src/ingame/places_names.s | 143 ++--- src/ingame/shop.s | 293 ++++++----- src/ingame/status.s | 31 +- src/ingame/treasure_rolling.s | 1 + src/ingame/treasure_rolling_patches.s | 396 +++++++------- src/ingame/window_animation_patches.s | 155 +++--- src/ingame/windows.s | 153 +++--- src/menus/start_screen_text.s | 1 + src/menus/start_screen_text_en.s | 1 + src/menus/system_menus_text.i | 23 +- src/minimal_vwf_patches.s | 416 +++++++-------- src/small_vwf/init.s | 1 + src/small_vwf/render.s | 1 + src/vwf.s | 1 + 53 files changed, 3226 insertions(+), 2951 deletions(-) diff --git a/ff4.s b/ff4.s index bf319ae..a58f849 100644 --- a/ff4.s +++ b/ff4.s @@ -4,8 +4,35 @@ Final Fantasy IV the new hack. ---------------- """ -; Forward declaration - conditional_bg1_vofs is at start of relocated region ($208000) -conditional_bg1_vofs := 0x208000 +; Auto-prepended: imports must precede .include'd patches +.import "assets" +.import "battle/commands_reloc" +.import "battle/equip_window" +.import "battle/graphics" +.import "battle/inventory_rolling" +.import "battle/items_reloc" +.import "battle/magic_reloc" +.import "battle/math_reloc" +.import "battle/monsters_reloc" +.import "battle/redraw_gates" +.import "battle/sram" +.import "dakuten" +.import "dialog" +.import "ingame/init_bg_scroll_hdma" +.import "ingame/items_menu_vwf" +.import "ingame/places_names_window" +.import "intro" +.import "kerning" +.import "libmz" +.import "menus/in_game_text" +.import "menus/start_screen_text" +.import "menus/system_menus_text" +.import "menus/tools_shop_text" +.import "small_vwf/init" +.import "vwf" + +.include "config.i" + .include "src/libmz.i" .include "src/items.i" @@ -54,28 +81,32 @@ dialog_bank_ptr_base = 0x218000 .alloc at 0x00FFC0 { - ; patch snes cartridge type - ; original PCB: SHVC-1A3B ; target PCB: SHVC-1A5B +; patch snes cartridge type +; original PCB: SHVC-1A3B ; target PCB: SHVC-1A5B .ascii "Final Fantasy IV " } .alloc at 0x00FFD6 { - ; FFD5 20H / 30H Map Mode +; FFD5 20H / 30H Map Mode .db 0x02 ; Cartridge Type .db 0x0B ; ~ 0BH ROM Size .db 0x07 ; RAM Size } .if ENABLE_BRK_HANDLER { - ; JML trampoline in vector-table padding; native/emu BRK vectors point here. +; JML trampoline in vector-table padding; native/emu BRK vectors point here. .alloc at 0x00FFE0 { - jmp.l brk_handler + jmp.l brk_handler } + + .alloc at 0x00FFE6 { - .dw 0xFFE0 + .dw 0xFFE0 } + + .alloc at 0x00FFFE { - .dw 0xFFE0 + .dw 0xFFE0 } } @@ -83,9 +114,9 @@ dialog_bank_ptr_base = 0x218000 ; déroutage pour ajouter le splash screen .alloc at 0x008031 { .if ENABLE_INTRO { - jsr.l start_splash_screen + jsr.l start_splash_screen } else { - jsr.l clear_ram + jsr.l clear_ram } } @@ -119,6 +150,7 @@ dialog_bank_ptr_base = 0x218000 ; Address is pinned by `conditional_bg1_vofs := 0x208000` at the top of ; this file ; `strategy order` keeps it first in the pool. .if INVENTORY_ROLLING_BUFFER { +conditional_bg1_vofs: lda.l 0x7E0000 + menu_hdma_enable bne _cond_skip_bg1vofs ; HDMA not active - do original BG1VOFS writes @@ -282,7 +314,7 @@ signature byte sits at PB:(PC - 1). ; and matches the legacy `*=0x208000` chain so .import modules without ; their own `*=` directive land in bank-20 as expected. - ; --- Imported modules --------------------------------------------------- +; --- Imported modules --------------------------------------------------- .import "libmz" .import "dialog" @@ -336,33 +368,22 @@ signature byte sits at PB:(PC - 1). ; --- Binary text assets ------------------------------------------------- -.incbin "assets/attack_names.ptr" -.incbin "assets/attack_names.dat" -.incbin "assets/monsters_long.ptr" -.incbin "assets/monsters_long.dat" -.incbin "assets/battle_commands_nul.ptr" -.incbin "assets/battle_commands_nul.dat" -.incbin "assets/magic.dat" -.incbin "assets/places_names.dat" -.incbin "assets/classes.ptr" -.incbin "assets/classes.dat" -.incbin "assets/items.dat" -.incbin "assets/item_descriptions.dat" .if TREASURE_INVENTORY_ROLLING { .include "src/ingame/key_item_picker_patches.s" } .if TRIGGER_ENDING_CUTSCENE { ; all effects are the Ending cutscene - *=0xc436 + .alloc at 0xc436 { lda #0x39 nop + } } .if DEBUG_SHOW_ITEM_WINDOW { ; Hijack ExecEvent to always run F7 (select item) with Baron Key ; EventCmd_f7 at $00ED96 expects: X points to script, $09d5+X+1 = item ID - *=0x00E1EB + .alloc at 0x00E1EB { lda #0xD1 sta 0x09d6 lda #0xFF @@ -370,6 +391,7 @@ signature byte sits at PB:(PC - 1). ldx #0x0000 stx 0xb3 jmp.w 0xED96 + } } ; Park the 17-byte-stride items_unleashed.dat in an empty bank so the @@ -380,3 +402,4 @@ signature byte sits at PB:(PC - 1). .alloc at 0x238000 { .incbin "assets/items_unleashed.dat" } + diff --git a/src/assets.s b/src/assets.s index ad3f503..dd061bf 100644 --- a/src/assets.s +++ b/src/assets.s @@ -7,47 +7,40 @@ plus the `font_table` pointer table indexed by font id. ; Pinned binary blobs (fonts, scripts, tilemaps). ; ---------------------------------------------------------------- -*=0x0AF000 -.incbin "fonts/8x8.bin" - -*=0x0FA710 -.incbin "assets/characters_names.dat" - -*=0x0E9800 -.incbin "assets/monsters.dat" - -*=0x218000 -.incbin "assets/bank1_1.ptr" - -.incbin "assets/bank1_2.ptr" - -.incbin "assets/bank2.ptr" - -*=0x228000 -.incbin "assets/bank1_1.dat" - -*=0x24A000 -.incbin "assets/bank1_2.dat" - -*=0x25A000 -.incbin "assets/bank2.dat" - -*=0x27B000 -.incbin "assets/battle_statuses.dat" - -*=0x288000 -.incbin "assets/menu_font.dat" - -.incbin "assets/font.dat" - -.incbin "assets/wicked_font.dat" - -.incbin "assets/book_font.dat" - -.incbin "assets/bold_font.dat" - -.incbin "assets/battle_commands.dat" - +.include "config.i" +.alloc at 0x0AF000 { + .incbin "fonts/8x8.bin" +} +.alloc at 0x0FA710 { + .incbin "assets/characters_names.dat" +} +.alloc at 0x0E9800 { + .incbin "assets/monsters.dat" +} +.alloc at 0x218000 { + .incbin "assets/bank1_1.ptr" + .incbin "assets/bank1_2.ptr" + .incbin "assets/bank2.ptr" +} +.alloc at 0x228000 { + .incbin "assets/bank1_1.dat" +} +.alloc at 0x24A000 { + .incbin "assets/bank1_2.dat" +} +.alloc at 0x25A000 { + .incbin "assets/bank2.dat" +} +.alloc at 0x27B000 { + .incbin "assets/battle_statuses.dat" +} +.alloc at 0x288000 { + .incbin "assets/menu_font.dat" + .incbin "assets/font.dat" + .incbin "assets/wicked_font.dat" + .incbin "assets/book_font.dat" + .incbin "assets/bold_font.dat" + .incbin "assets/battle_commands.dat" font_table: """24-bit pointer table indexed by font id (0=dialog, 1=wicked, 2=book, 3=bold).""" .pointer assets_font_dat @@ -56,19 +49,44 @@ font_table: .pointer assets_bold_font_dat -.incbin "assets/credits_text.bin" + .incbin "assets/credits_text.bin" +} +.alloc at 0x298000 { + .incbin "assets/battle_messages.ptr" + .incbin "assets/battle_messages.dat" +} +.alloc at 0x299900 { + .incbin "assets/battle_text.ptr" + .incbin "assets/battle_text.dat" +} -*=0x298000 -.incbin "assets/battle_messages.ptr" +.pool assets { + range 0x2e8000 0x2effff + range 0x318000 0x31ffff + strategy pack +} -.incbin "assets/battle_messages.dat" +.alloc __assets_stupid_mandatory_symbol in assets { + .incbin "assets/attack_names.ptr" + .incbin "assets/attack_names.dat" + .incbin "assets/monsters_long.ptr" + .incbin "assets/monsters_long.dat" + .incbin "assets/battle_commands_nul.ptr" + .incbin "assets/battle_commands_nul.dat" + .incbin "assets/magic.dat" + .incbin "assets/places_names.dat" + .incbin "assets/classes.ptr" + .incbin "assets/classes.dat" + .incbin "assets/items.dat" + .incbin "assets/item_descriptions.dat" + .incbin "assets/dakuten.bin" +} -*=0x299900 -.incbin "assets/battle_text.ptr" -.incbin "assets/battle_text.dat" .if ENABLE_INTRO { - *=0x318000 + .alloc _intro_assets in assets { .incbin "assets/intro.map" .incbin "assets/intro.col" .incbin "assets/intro.set" + } } + diff --git a/src/battle/commands_patches.s b/src/battle/commands_patches.s index 39767d5..6d162b3 100644 --- a/src/battle/commands_patches.s +++ b/src/battle/commands_patches.s @@ -2,77 +2,85 @@ In-place patches that resize the battle command-window layout when `BATTLE_CMD_VWF` is enabled (shorter slot stride, command-id base, format-buffer pointer). """ +.include "config.i" command_buffer_ptr = 0x97a6 + 0x601 ; old spell lists buffers .if BATTLE_CMD_VWF { command_length = 6 ; Command window - *=0x16fe5a + 6 * 2 - .db 0x05, 0x00, command_length + 2, 0x0d - - *=0x2b990 - lda.b #0x18 + 8 +.alloc at 0x16fe5a + 6 * 2 { + .db 0x05, 0x00, command_length + 2, 0x0d +} +.alloc at 0x2b990 { + lda.b #0x18 + 8 +} } else { command_length = 10 ; move command cursor on the moved window - *=0x2b990 - lda.b #0x18 - *=0x029CD6 - lda.b #command_length - - *=0x029D15 - lda.b #command_length - - *=0x029D42 - cpy.w #command_length + 2 - - *=0x029D5A - cpy.w #command_length + 2 - - *=0x029D39 - lda.l assets_battle_commands_dat, x - - *=0x029CE0 - lda.b #command_length * 4 - -; patches source & length of battle commands used in display attack window. - *=0x02cb49 - lda.b #command_length +.alloc at 0x2b990 { + lda.b #0x18 +} +.alloc at 0x029CD6 { + lda.b #command_length +} +.alloc at 0x029D15 { + lda.b #command_length +} +.alloc at 0x029D42 { + cpy.w #command_length + 2 +} +.alloc at 0x029D5A { + cpy.w #command_length + 2 +} +.alloc at 0x029D39 { + lda.l assets_battle_commands_dat, x +} +.alloc at 0x029CE0 { + lda.b #command_length * 4 -; attack window kick for example ends up there - *=0x02cb54 - lda.l assets_battle_commands_dat, x + ; patches source & length of battle commands used in display attack window. +} +.alloc at 0x02cb49 { + lda.b #command_length - *=0x02cb5d - cpy.w #command_length + ; attack window kick for example ends up there +} +.alloc at 0x02cb54 { + lda.l assets_battle_commands_dat, x +} +.alloc at 0x02cb5d { + cpy.w #command_length -; Command window - *=0x16fe5a + 6 * 2 - .db 0x04, 0x00, command_length + 2, 0x0d + ; Command window +} +.alloc at 0x16fe5a + 6 * 2 { + .db 0x04, 0x00, command_length + 2, 0x0d +} } { ; ram position of the prebuilt battle windows - *=0x16FEAD -cmd_text_buf_ptrs: - battle_data_size = command_length * 4 * 5 - .dw command_buffer_ptr - .dw command_buffer_ptr + battle_data_size - .dw command_buffer_ptr + battle_data_size * 2 - .dw command_buffer_ptr + battle_data_size * 3 - .dw command_buffer_ptr + battle_data_size * 4 - - *=0x16FE54 - .db command_length * 2 - .db 0x0a - .dw command_buffer_ptr ; read address - .if BATTLE_CMD_VWF { - .dw 0xC1F4 - 2 ; write address - } else { - .dw 0xC1F4 - 4 ; write address - } - - *=0x02999F - ldx.w #battle_data_size +.alloc at 0x16FEAD { + cmd_text_buf_ptrs: + battle_data_size = command_length * 4 * 5 + .dw command_buffer_ptr + .dw command_buffer_ptr + battle_data_size + .dw command_buffer_ptr + battle_data_size * 2 + .dw command_buffer_ptr + battle_data_size * 3 + .dw command_buffer_ptr + battle_data_size * 4 +} +.alloc at 0x16FE54 { + .db command_length * 2 + .db 0x0a + .dw command_buffer_ptr ; read address + .if BATTLE_CMD_VWF { + .dw 0xC1F4 - 2 ; write address + } else { + .dw 0xC1F4 - 4 ; write address + } +} +.alloc at 0x02999F { + ldx.w #battle_data_size +} } diff --git a/src/battle/commands_reloc.s b/src/battle/commands_reloc.s index 2bb0861..2f723a7 100644 --- a/src/battle/commands_reloc.s +++ b/src/battle/commands_reloc.s @@ -4,6 +4,7 @@ Relocated battle-command-list renderer (`draw_command_list_for_character`) plus its private command-build loop, called by the patched bank-$02 hook. """ +.include "config.i" .extern messages_vwf .extern messages_vwf.init_commands_list .extern _draw_text_battle_far @@ -16,6 +17,8 @@ loop, called by the patched bank-$02 hook. mult8_far := 0x2855c +.include "../bank20.i" + .alloc battle_commands_reloc_block in bank20_reloc { .if BATTLE_CMD_VWF { command_length = 6 diff --git a/src/battle/debug_always_drop.s b/src/battle/debug_always_drop.s index 5fbd990..52170e8 100644 --- a/src/battle/debug_always_drop.s +++ b/src/battle/debug_always_drop.s @@ -11,8 +11,10 @@ NOPing the random-roll gate at $03:ED0D. ; because forcing it pulls drop-table index 0 (empty) and produces an ; "no item" treasure prompt instead of an actual drop. +.include "config.i" .if TREASURE_DEBUG_ALWAYS_DROP { - *=0x03ED0D - nop - nop +.alloc at 0x03ED0D { + nop + nop +} } diff --git a/src/battle/equip_window.s b/src/battle/equip_window.s index d97b403..49e3150 100644 --- a/src/battle/equip_window.s +++ b/src/battle/equip_window.s @@ -26,6 +26,8 @@ Tilemap dest bases (set by hooks in items_patches.s): .extern load_menu_tfr_data_trampoline +.include "../bank20.i" + .alloc battle_equip_window_block in bank20_reloc { tfr_equip_window_new: """ diff --git a/src/battle/graphics.s b/src/battle/graphics.s index 702e88b..03f4c0e 100644 --- a/src/battle/graphics.s +++ b/src/battle/graphics.s @@ -5,6 +5,8 @@ Hard-coded battle command graphics: tile-id rows used when the row/defend comman from ROM. """ +.include "../bank20.i" + .alloc battle_graphics_block in bank20_reloc { .scope defend_row { """Two glyph rows for the Defend / Row battle command labels.""" diff --git a/src/battle/graphics_patches.s b/src/battle/graphics_patches.s index 31dc3bf..46b41ca 100644 --- a/src/battle/graphics_patches.s +++ b/src/battle/graphics_patches.s @@ -6,98 +6,95 @@ piggyback on `defend_row` data. ; MISS sprite graphics -*=0x0cfc60 -.incbin "fonts/miss.bin" - -*=0x16fb87 -{ -; chars to copy from the font to the 4bpp tileset in battle - - - .table "text/ff4_menus.tbl" - .db 0x76, 0x77 - .text "/" - .text "GRadeginqrsu" - .db 0x8c, 0x90, 0x7f - .db 0x80, 0x81, 0x82 - .db 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x16, 0x17, 0x18, 0xfa, 0xfb, 0xfc, 0xfd, 0xfe, 0xff +.alloc at 0x0cfc60 { + .incbin "fonts/miss.bin" } +.alloc at 0x16fb87 { + { + ; chars to copy from the font to the 4bpp tileset in battle + + + .table "text/ff4_menus.tbl" + .db 0x76, 0x77 + .text "/" + .text "GRadeginqrsu" + .db 0x8c, 0x90, 0x7f + .db 0x80, 0x81, 0x82 + .db 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x16, 0x17, 0x18, 0xfa, 0xfb, 0xfc, 0xfd, 0xfe, 0xff + } +} +.alloc at 0x02975d { + ; PM Needed + .db 223, 226, 230, 233, 228, 232, 0xff - -*=0x02975d - ; PM Needed - .db 223, 226, 230, 233, 228, 232, 0xff - -; Defend / Row window content -; moves the row destination back a few bytes - -*=0x29a90 - ldx.w #0xd618 - -*=0x29a8b - ldx.w #0xd5e8 - -*=0x029a98 - lda.l defend_row.defend_text, x - -*=0x029a9e - lda.l defend_row.row_text, x - -*=0x029aa7 - cpx.w #defend_row.defend_row_length * 2 - -*=0x029aac - cpx.w #defend_row.defend_row_length - -*=0x02b96a ; moves row pointer back 8 pixels. - lda.b #0x0c - - -*=0x16fe5a + 6 * 8 ; moves row pointer back 8 pixels. - .db 0x00, 0x09, 0x08, 0x04 - - -*=0x16fe5a + 6 * 9 - ; row window - .db 0x18, 0x09, 0x08, 0x04 - -; switches around small mp to pm in the MP Needed battle window. - -*=0x02a1e3 - lda #0xdc - sta 0xba94, y - dec - sta 0xba96, y - - -; Hands text -; (Layout handled by relocated tfr_equip_window_new in src/battle/equip_window.s) - -*=0x16fed5 -{ - .table "text/ff4_menus.tbl" -hand_text: - .text "Droite " - .text "Gauche " - .text "Droite " - .text "Principale" - .text "Principale" - .text "Gauche " - .text "Principale" - .text "Principale" + ; Defend / Row window content + ; moves the row destination back a few bytes +} +.alloc at 0x29a90 { + ldx.w #0xd618 +} +.alloc at 0x29a8b { + ldx.w #0xd5e8 +} +.alloc at 0x029a98 { + lda.l defend_row.defend_text, x +} +.alloc at 0x029a9e { + lda.l defend_row.row_text, x +} +.alloc at 0x029aa7 { + cpx.w #defend_row.defend_row_length * 2 } +.alloc at 0x029aac { + cpx.w #defend_row.defend_row_length +} +.alloc at 0x02b96a { + lda.b #0x0c +} +.alloc at 0x16fe5a + 6 * 8 { + .db 0x00, 0x09, 0x08, 0x04 +} +.alloc at 0x16fe5a + 6 * 9 { + ; row window + .db 0x18, 0x09, 0x08, 0x04 + ; switches around small mp to pm in the MP Needed battle window. +} +.alloc at 0x02a1e3 { + lda #0xdc + sta 0xba94, y + dec + sta 0xba96, y -*=0x02A51C - lda.l assets_battle_statuses_dat, x - sta.b 0x00 - lda.l assets_battle_statuses_dat + 1, x - sta.b 0x01 - lda.b #assets_battle_statuses_dat >> 16 -*=0x02A32A - lda.l assets_battle_statuses_dat, x - sta.b 0x00 - lda.l assets_battle_statuses_dat + 1, x - sta.b 0x01 - lda.b #assets_battle_statuses_dat >> 16 + ; Hands text + ; (Layout handled by relocated tfr_equip_window_new in src/battle/equip_window.s) +} +.alloc at 0x16fed5 { + { + .table "text/ff4_menus.tbl" + hand_text: + .text "Droite " + .text "Gauche " + .text "Droite " + .text "Principale" + .text "Principale" + .text "Gauche " + .text "Principale" + .text "Principale" + } +} +.alloc at 0x02A51C { + lda.l assets_battle_statuses_dat, x + sta.b 0x00 + lda.l assets_battle_statuses_dat + 1, x + sta.b 0x01 + lda.b #assets_battle_statuses_dat >> 16 +} +.alloc at 0x02A32A { + lda.l assets_battle_statuses_dat, x + sta.b 0x00 + lda.l assets_battle_statuses_dat + 1, x + sta.b 0x01 + lda.b #assets_battle_statuses_dat >> 16 +} diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index f46d73f..521ee30 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -3,6 +3,7 @@ Battle inventory rolling-buffer engine (single column, 5 visible rows + 1 prefet `InitInventoryTextBuf` / `TfrInventoryList`, hooks scroll up/down, rebuilds the wrapped HDMA scroll table and runs the field-menu NMI DMA check. """ +.include "config.i" .extern assets_items_dat .extern assets_items_unleashed_dat .extern mult8_trampoline @@ -13,6 +14,8 @@ runs the field-menu NMI DMA check. .extern return_to_bank02 .extern render.flush_chr_to_vram +.include "../bank20.i" + .alloc battle_inventory_rolling_block in bank20_reloc { .if BATTLE_ITEMS_VWF { .extern messages_vwf.init_inventory diff --git a/src/battle/inventory_rolling_patches.s b/src/battle/inventory_rolling_patches.s index 4ace658..647d288 100644 --- a/src/battle/inventory_rolling_patches.s +++ b/src/battle/inventory_rolling_patches.s @@ -2,6 +2,7 @@ ROM patches that wire the battle inventory rolling-buffer engine into bank $02 (JSL trampolines for cross-bank calls, JML hooks for the scroll animation, surgical NOPs / RTS overrides). """ +.include "config.i" .extern init_inventory_text_buf_rolling .extern tfr_inventory_list_rolling .extern scroll_list_down_hook @@ -42,32 +43,32 @@ calls, JML hooks for the scroll animation, surgical NOPs / RTS overrides). ; PATCH: InitInventoryTextBuf ($029E9C) ; ============================================================================ -*=0x029E9C - jsr.l init_inventory_text_buf_rolling - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - rts - -; ============================================================================ -; PATCH: TfrInventoryList ($0298FA) -; ============================================================================ -; Original function is $98FA-$9982 (136 bytes). We replace with JSL+RTS (5 bytes) -; This frees $98FF-$9982 (131 bytes) for our trampolines. - -*=0x0298FA - jsr.l tfr_inventory_list_rolling - rts - -; ============================================================================ -; TRAMPOLINES (Bank $02 free space: $98FF-$9982) -; ============================================================================ -; These are called via JSL from bank $20, return via RTL -.pool bank02_trampolines { - range 0x0298ff 0x029982 - strategy order +.alloc at 0x029E9C { + jsr.l init_inventory_text_buf_rolling + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + rts + + ; ============================================================================ + ; PATCH: TfrInventoryList ($0298FA) + ; ============================================================================ + ; Original function is $98FA-$9982 (136 bytes). We replace with JSL+RTS (5 bytes) + ; This frees $98FF-$9982 (131 bytes) for our trampolines. +} +.alloc at 0x0298FA { + jsr.l tfr_inventory_list_rolling + rts + + ; ============================================================================ + ; TRAMPOLINES (Bank $02 free space: $98FF-$9982) + ; ============================================================================ + ; These are called via JSL from bank $20, return via RTL + .pool bank02_trampolines { + range 0x0298ff 0x029982 + strategy order + } } - .alloc bank02_trampolines_block in bank02_trampolines { draw_text_rolling_trampoline: """ @@ -195,110 +196,111 @@ return_to_bank02: ; Redirect callers of $9989 to relocated function ; Must use JSR (not JSL) since function ends with JMP, not RTL -*=0x0296CB - jsr.w _draw_battle_command_window_relocated - -*=0x029983 - jsr.w _draw_battle_command_window_relocated - -; ============================================================================ -; PATCHES in ascending address order (assembler requires this) -; ============================================================================ - -; Scroll animation end - wrap $EF65 (4 bytes each) -; Must use JMP (not JMP.L) - 3 bytes + 1 NOP = 4 bytes - -*=0x02A86E - jmp.w wrap_and_clear_trampoline - nop - -; Animation loop DECrement path ($02A872-$02A87B) - 10 bytes -; Original: LDX $EF71 / DEX / STX $EF71 / JMP CheckListCursorVisible -; NOP the LDX/DEX/STX, replace JMP with RTS (skips CheckListCursorVisible) -; CheckListCursorVisible can incorrectly hide cursor 2 with our circular buffer scroll values - -*=0x02A872 -_nop_patch_dec: - nop - nop - nop - nop - nop - nop - nop - rts ; Skip CheckListCursorVisible (was JMP $A82D) - nop ; Fill remaining 2 bytes of JMP - nop - -*=0x02A8AA - jmp.w wrap_and_clear_trampoline - nop - -; Animation loop INCrement path ($02A8AE-$02A8B7) - 10 bytes -; Original: LDX $EF71 / INX / STX $EF71 / JMP CheckListCursorVisible -; NOP the LDX/INX/STX, replace JMP with RTS (skips CheckListCursorVisible) -; CheckListCursorVisible can incorrectly hide cursor 2 with our circular buffer scroll values - -*=0x02A8AE -_nop_patch_inc: - nop - nop - nop - nop - nop - nop - nop - rts ; Skip CheckListCursorVisible (was JMP $A82D) - nop ; Fill remaining 2 bytes of JMP - nop - -; Scroll hooks - use JMP.L to bank $20 functions - -*=0x02A8B8 - jmp.l scroll_list_down_hook - -*=0x02A8CA - jmp.l scroll_list_up_hook - -; ============================================================================ -; PATCH: UpdateListScrollHDMA ($02A7F1) -; ============================================================================ -; This is the KEY patch for true FF6-style circular buffer. -; Original code builds HDMA table with unbounded scroll values. -; Our replacement wraps scroll values at 96 pixels (6 rows). -; -; Original function is 32 bytes ($02A7F1-$02A810). -; We replace with JMP.L (4 bytes) + NOPs. - -*=0x02A7F1 - jmp.l update_list_scroll_hdma_wrapped - ; Fill remaining bytes with NOPs (32 - 4 = 28 bytes) - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 - -; ============================================================================ -; PATCH: Cursor scroll limit for single-column mode -; ============================================================================ - -; Original code at $02B517 checks if at end of list: -; lda $ef85 / cmp #$17 / bne @b521 -; The #$17 (23) is for 2-column mode (24 items per column). -; For single-column (48 items), change to #$2B (43 = 48-5). - -*=0x02B519 - .db 0x2B ; CMP #$2B instead of CMP #$17 +.alloc at 0x0296CB { + jsr.w _draw_battle_command_window_relocated +} +.alloc at 0x029983 { + jsr.w _draw_battle_command_window_relocated -; ============================================================================ -; PATCH: ResetListScrollHDMA ($02AAB8) -; ============================================================================ -; Fill BOTH $7F74 (active table) AND $81F4 (swap table) with our converted -; scroll values. This prevents the menu animation from swapping in bad values. -; -; Original fills only $81F4 with 371-based values. -; We fill both with our 132-based values so animation swap is a no-op. + ; ============================================================================ + ; PATCHES in ascending address order (assembler requires this) + ; ============================================================================ -*=0x02AAB8 - jsr.l reset_list_scroll_hdma_rolling - rts + ; Scroll animation end - wrap $EF65 (4 bytes each) + ; Must use JMP (not JMP.L) - 3 bytes + 1 NOP = 4 bytes +} +.alloc at 0x02A86E { + jmp.w wrap_and_clear_trampoline + nop + + ; Animation loop DECrement path ($02A872-$02A87B) - 10 bytes + ; Original: LDX $EF71 / DEX / STX $EF71 / JMP CheckListCursorVisible + ; NOP the LDX/DEX/STX, replace JMP with RTS (skips CheckListCursorVisible) + ; CheckListCursorVisible can incorrectly hide cursor 2 with our circular buffer scroll values +} +.alloc at 0x02A872 { + _nop_patch_dec: + nop + nop + nop + nop + nop + nop + nop + rts ; Skip CheckListCursorVisible (was JMP $A82D) + nop ; Fill remaining 2 bytes of JMP + nop +} +.alloc at 0x02A8AA { + jmp.w wrap_and_clear_trampoline + nop + + ; Animation loop INCrement path ($02A8AE-$02A8B7) - 10 bytes + ; Original: LDX $EF71 / INX / STX $EF71 / JMP CheckListCursorVisible + ; NOP the LDX/INX/STX, replace JMP with RTS (skips CheckListCursorVisible) + ; CheckListCursorVisible can incorrectly hide cursor 2 with our circular buffer scroll values +} +.alloc at 0x02A8AE { + _nop_patch_inc: + nop + nop + nop + nop + nop + nop + nop + rts ; Skip CheckListCursorVisible (was JMP $A82D) + nop ; Fill remaining 2 bytes of JMP + nop + + ; Scroll hooks - use JMP.L to bank $20 functions +} +.alloc at 0x02A8B8 { + jmp.l scroll_list_down_hook +} +.alloc at 0x02A8CA { + jmp.l scroll_list_up_hook + + ; ============================================================================ + ; PATCH: UpdateListScrollHDMA ($02A7F1) + ; ============================================================================ + ; This is the KEY patch for true FF6-style circular buffer. + ; Original code builds HDMA table with unbounded scroll values. + ; Our replacement wraps scroll values at 96 pixels (6 rows). + ; + ; Original function is 32 bytes ($02A7F1-$02A810). + ; We replace with JMP.L (4 bytes) + NOPs. +} +.alloc at 0x02A7F1 { + jmp.l update_list_scroll_hdma_wrapped + ; Fill remaining bytes with NOPs (32 - 4 = 28 bytes) + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + .db 0xEA, 0xEA, 0xEA, 0xEA ; nop x 4 + + ; ============================================================================ + ; PATCH: Cursor scroll limit for single-column mode + ; ============================================================================ + + ; Original code at $02B517 checks if at end of list: + ; lda $ef85 / cmp #$17 / bne @b521 + ; The #$17 (23) is for 2-column mode (24 items per column). + ; For single-column (48 items), change to #$2B (43 = 48-5). +} +.alloc at 0x02B519 { + .db 0x2B ; CMP #$2B instead of CMP #$17 + + ; ============================================================================ + ; PATCH: ResetListScrollHDMA ($02AAB8) + ; ============================================================================ + ; Fill BOTH $7F74 (active table) AND $81F4 (swap table) with our converted + ; scroll values. This prevents the menu animation from swapping in bad values. + ; + ; Original fills only $81F4 with 371-based values. + ; We fill both with our 132-based values so animation swap is a no-op. +} +.alloc at 0x02AAB8 { + jsr.l reset_list_scroll_hdma_rolling + rts +} diff --git a/src/battle/items_patches.s b/src/battle/items_patches.s index 8eb7eb7..0ecfe36 100644 --- a/src/battle/items_patches.s +++ b/src/battle/items_patches.s @@ -11,111 +11,112 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; --- multiplier --- ; Original: 02/9E1A: A9 09 LDA #0x09 -*=0x029E1A +.include "config.i" +.alloc at 0x029E1A { lda #ITEM_NAME_RECORD_SIZE ; --- item symbol --- ; Original: 02/9E44: BF 00 80 0F LDA 0x0F8000,X - -*=0x029E44 +} +.alloc at 0x029E44 { lda.l assets_items_dat, x ; --- loop counter --- ; Original: 02/9E58: A9 08 LDA #0x08 - -*=0x029E58 +} +.alloc at 0x029E58 { lda #ITEM_NAME_TEXT_SIZE ; --- item name (+1 skip symbol) --- ; Original: 02/9E5C: BF 01 80 0F LDA 0x0F8001,X - -*=0x029E5C +} +.alloc at 0x029E5C { lda.l assets_items_dat + 1, x ; ===== BTLGFX/MENU: LOCATION 2 ===== ; --- multiplier --- ; Original: 02/9FEF: A9 09 LDA #0x09 - -*=0x029FEF +} +.alloc at 0x029FEF { lda #ITEM_NAME_RECORD_SIZE ; --- item symbol --- ; Original: 02/A00C: BF 00 80 0F LDA 0x0F8000,X - -*=0x02A00C +} +.alloc at 0x02A00C { lda.l assets_items_dat, x ; --- loop counter --- ; Original: 02/A020: A9 08 LDA #0x08 - -*=0x02A020 +} +.alloc at 0x02A020 { lda #ITEM_NAME_TEXT_SIZE ; --- item name (+1 skip symbol) --- ; Original: 02/A024: BF 01 80 0F LDA 0x0F8001,X - -*=0x02A024 +} +.alloc at 0x02A024 { lda.l assets_items_dat + 1, x ; ===== TEXTVAR_03: BATTLE MESSAGE ITEM NAME ===== ; --- multiplier --- ; Original: 02/A594: A9 09 LDA #0x09 - -*=0x02A594 +} +.alloc at 0x02A594 { lda #ITEM_NAME_RECORD_SIZE ; --- loop counter --- ; Original: 02/A5A1: A9 08 LDA #0x08 - -*=0x02A5A1 +} +.alloc at 0x02A5A1 { lda #ITEM_NAME_TEXT_SIZE ; --- item name --- ; Original: 02/A5A5: BF 00 80 0F LDA 0x0F8000,X - -*=0x02A5A5 +} +.alloc at 0x02A5A5 { lda.l assets_items_dat, x ; ===== BTLGFX/BTLGFX: ITEM DISPLAY ===== ; --- multiplier --- ; Original: 02/CB77: A9 09 LDA #0x09 - -*=0x02CB77 +} +.alloc at 0x02CB77 { lda #ITEM_NAME_RECORD_SIZE ; --- item name --- ; Original: 02/CB83: BF 00 80 0F LDA 0x0F8000,X - -*=0x02CB83 +} +.alloc at 0x02CB83 { lda.l assets_items_dat, x ; --- loop counter --- ; Original: 02/CB8C: C0 08 00 CPY #0x0008 - -*=0x02CB8C +} +.alloc at 0x02CB8C { cpy #0x000b ; ===== EQUIPPED ITEMS DISPLAY WIDTH ===== ; --- equipped items width 1 --- ; Original: 02/AB47: A9 09 LDA #0x09 - -*=0x02AB47 +} +.alloc at 0x02AB47 { lda #ITEM_NAME_RECORD_SIZE ; --- equipped items width 2 --- ; Original: 02/B442: A9 09 LDA #0x09 - -*=0x02B442 +} +.alloc at 0x02B442 { lda #ITEM_NAME_RECORD_SIZE ; --- equipped items width 3 --- ; Original: 02/B698: A9 09 LDA #0x09 - -*=0x02B698 +} +.alloc at 0x02B698 { lda #ITEM_NAME_RECORD_SIZE ; ===== INVENTORY BUFFER STRIDE EXPANSION ===== @@ -124,43 +125,56 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; --- DrawInventoryItemText: buffer stride --- ; Original: 02/9FAF: A9 30 LDA #0x30 - -*=0x029FAF +} +.alloc at 0x029FAF { lda #0x3c ; 60 bytes per item instead of 48 ; --- DrawInventoryItemText: line length --- ; Original: 02/9FC4: A9 0C LDA #0x0C - -*=0x029FC4 +} +.alloc at 0x029FC4 { lda #0x0f ; 15 tiles per line instead of 12 - +} ; ===== TfrInventoryList PATCHES ===== ; Skip when rolling buffer enabled - it has its own transfer routine .if INVENTORY_ROLLING_BUFFER == 0 { ; --- right column buffer offset --- ; Original: 02/9923: BD D6 8E LDA 0x8ED6,X - *=0x029923 + .alloc at 0x029923 { lda.w 0x8EE2, x ; 0x8EA6 + 0x3C = 0x8EE2 ; --- loop 1 end (first tilemap row) --- ; Original: 02/992A: C0 1A 00 CPY #0x001A - *=0x02992A + } + + + .alloc at 0x02992A { cpy #0x0020 ; copy 30 bytes (Y: 2 to 32) instead of 24 ; --- right column buffer offset (line 2) --- ; Original: 02/9937: BD D6 8E LDA 0x8ED6,X - *=0x029937 + } + + + .alloc at 0x029937 { lda.w 0x8EE2, x ; --- loop 2 end (second tilemap row) --- ; Original: 02/993E: C0 5A 00 CPY #0x005A - *=0x02993E + } + + + .alloc at 0x02993E { cpy #0x0060 ; copy 30 bytes (Y: 0x42 to 0x60) instead of 24 ; --- X stride after each row --- ; Original: 02/9947: 69 30 00 ADC #0x0030 - *=0x029947 + } + + + .alloc at 0x029947 { adc #0x003c ; advance 60 bytes instead of 48 + } } ; end !INVENTORY_ROLLING_BUFFER @@ -169,54 +183,54 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; --- tile count (using item) --- ; Original: 02/9F2B: A9 0C LDA #0x0C - -*=0x029F2B +.alloc at 0x029F2B { lda #0x0f ; 15 tiles instead of 12 ; --- row 2 attribute offset (using item) --- ; Original: 02/9F47: 99 BF 8E STA 0x8EBF,Y - -*=0x029F47 +} +.alloc at 0x029F47 { sta.w 0x8EC5, y ; 0x8EA7 + 0x1E = 0x8EC5 ; --- Y stride (using item) --- ; Original: 02/9F54: 69 18 00 ADC #0x0018 - -*=0x029F54 +} +.alloc at 0x029F54 { adc #0x001e ; advance 30 bytes instead of 24 ; ===== UpdateEnabledItems PATCHES (throw mode) ===== ; --- tile count (throw) --- ; Original: 02/9F68: A9 0C LDA #0x0C - -*=0x029F68 +} +.alloc at 0x029F68 { lda #0x0f ; 15 tiles instead of 12 ; --- row 2 attribute offset (throw) --- ; Original: 02/9F86: 99 BF 8E STA 0x8EBF,Y - -*=0x029F86 +} +.alloc at 0x029F86 { sta.w 0x8EC5, y ; --- Y stride (throw) --- ; Original: 02/9F93: 69 18 00 ADC #0x0018 - -*=0x029F93 +} +.alloc at 0x029F93 { adc #0x001e ; advance 30 bytes instead of 24 - +} ; ===== INVENTORY WINDOW SIZE ===== ; MenuWindowTbl entry 5 (inventory) at 0x16FE5A + 5*6 = 0x16FE78 ; Format: x, y, width, height ; Original: 0x01, 0x00, 0x1E, 0x33 .if INVENTORY_ROLLING_BUFFER { - *=0x16FE78 + .alloc at 0x16FE78 { .db 0x00, 0x00, 0x20, 0x0F ; x=0, y=0, width=32, height=15 (6 items × 2 + 3 border) + } } else { - *=0x16FE78 + .alloc at 0x16FE78 { .db 0x00, 0x00, 0x20, 0x33 ; x=0 (edge), y=0, width=32, height=51 + } } - ; ===== TILEMAP BASE POINTERS ===== ; Skip when rolling buffer enabled - these addresses are used for hooks/trampoline .if INVENTORY_ROLLING_BUFFER == 0 { @@ -225,24 +239,34 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; --- TfrInventoryList: left column base pointer --- ; Original: 02/98FD: A2 2A C5 LDX #0xC52A - *=0x0298FD + .alloc at 0x0298FD { ldx #0xC526 ; 2 tiles left ; --- NOP out 0xFF border writes that now overwrite content --- ; Original: 02/9910: 91 00 STA ($00),Y (left col Y=0) - *=0x029910 + } + + + .alloc at 0x029910 { nop nop ; Original: 02/9917: 91 00 STA ($00),Y (left col Y=$40) - *=0x029917 + } + + + .alloc at 0x029917 { nop nop ; --- TfrInventoryList: right column base pointer --- ; Original: 02/9902: A2 46 C5 LDX #0xC546 - *=0x029902 + } + + + .alloc at 0x029902 { ldx #0xC544 ; 1 tile left + } } ; end !INVENTORY_ROLLING_BUFFER @@ -251,25 +275,25 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; --- Hand cursor X positions --- ; Original: 16/FC59: 0x0C, 0x7C (left=12px, right=124px) -*=0x16FC59 +.alloc at 0x16FC59 { .db 0x0C, 0x7C ; Keep original positions (left=12px, right=124px) ; --- Arrow sprite positions (X, Y, tile, attr) --- ; Original: 16/FC3C - -*=0x16FC3C +} +.alloc at 0x16FC3C { .db 0xec + 10, 0x90, 0x4f, 0xb1 ; up arrow 1 (X was 0xec) .db 0xec + 10, 0x98, 0x4e, 0xb1 ; up arrow 2 .db 0xec + 10, 0xcc, 0x4e, 0x31 ; down arrow 1 .db 0xec + 10, 0xd4, 0x4f, 0x31 ; down arrow 2 - +} ; ===== 1D CURSOR NAVIGATION (ROLLING BUFFER ONLY) ===== .if INVENTORY_ROLLING_BUFFER { ; Disable left/right button handling for single-column scrolling mode ; Original at $02B541: CMP #$02 / BNE $B55A (left button check) ; Replace with BRA to common exit at $B579 ; BRA opcode=$80, offset=$36 ($B579-$B543=54) - *=0x02B541 + .alloc at 0x02B541 { .db 0x80, 0x36 ; bra $B579 (skip left/right handlers) nop ; Fill remaining bytes nop @@ -280,22 +304,34 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; NOP the second INC/DEC $63 in each up/down handler. ; UP button - scroll case: $02B500-B503 has DEC $63 / DEC $63 - *=0x02B502 + } +} + +.alloc at 0x02B502 { nop ; NOP second DEC $63 nop ; UP button - non-scroll case: $02B508-B50B has DEC $63 / DEC $63 - *=0x02B50A +} + + +.alloc at 0x02B50A { nop ; NOP second DEC $63 nop ; DOWN button - scroll case: $02B530-B533 has INC $63 / INC $63 - *=0x02B532 +} + + +.alloc at 0x02B532 { nop ; NOP second INC $63 nop ; DOWN button - non-scroll case: $02B538-B53B has INC $63 / INC $63 - *=0x02B53A +} + + +.alloc at 0x02B53A { nop ; NOP second INC $63 nop } @@ -305,14 +341,13 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; --- Window 1 left edge: 8 → 0 --- ; Original: 02/8A1D: A9 08 LDA #$08 - -*=0x028A1D +.alloc at 0x028A1D { lda #0x00 ; left edge at pixel 0 ; --- Window 1 right edge: 248 → 255 --- ; Original: 02/8A22: A9 F8 LDA #$F8 - -*=0x028A22 +} +.alloc at 0x028A22 { lda #0xff ; right edge at pixel 255 ; ===== EQUIPPED ITEMS BUFFER EXPANSION ===== @@ -321,8 +356,8 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; --- DrawEquipItemText: tile count --- ; Original: 02/9DD3: A9 0C LDA #$0C - -*=0x029DD3 +} +.alloc at 0x029DD3 { lda #0x0f ; 15 tiles instead of 12 ; --- TfrEquipWindow: replace entire body with JSL to relocated routine --- @@ -330,23 +365,23 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; pattern. New routine in bank $20 walks label/item per hand row-by-row. ; Trampoline overwrites the entry; obsolete in-body patches removed. .extern tfr_equip_window_new - -*=0x0297A6 +} +.alloc at 0x0297A6 { jsr.l tfr_equip_window_new rts ; --- EquipHandPtrs: item offset within buffer --- ; Original: 02/9D67: 00 30 (item 1 at 0, item 2 at 48) - -*=0x029D67 +} +.alloc at 0x029D67 { .db 0x00, 0x3c ; item 1 at 0, item 2 at 60 ; --- EquipTextBufPtrs: relocate to freed magic buffer space --- ; Original buffer at $BC86 is too small (96 bytes per char) ; New: 120 bytes per char (2 items × 60 bytes) at $9A00 ; Original: 16/FEC1: BC86, BCE6, BD46, BDA6, BE06 (stride $60) - -*=0x16FEC1 +} +.alloc at 0x16FEC1 { .dw 0x9A00 ; char 0 .dw 0x9A00 + 0x78 ; char 1 ($9A78) .dw 0x9A00 + 0x78 * 2 ; char 2 ($9AF0) @@ -359,6 +394,8 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; MenuWindowTbl entry 6 (equipped items) at 0x16FE5A + 6*6 = 0x16FE7E ; Format: x, y, width, height ; Original: 0x01, 0x00, 0x1E, 0x07 - -*=0x16FE7E +} +.alloc at 0x16FE7E { .db 0x00, 0x00, 0x20, 0x07 ; x=0 (edge), y=0, width=32, height=7 +} + diff --git a/src/battle/magic/patches.s b/src/battle/magic/patches.s index 822a6f6..61325bf 100644 --- a/src/battle/magic/patches.s +++ b/src/battle/magic/patches.s @@ -5,178 +5,178 @@ long-form attack-name copier. .extern draw_magic_list_direct .extern magic_list_ptrs -*=0x029A69 ; do not initalize the magic text buffers - ; 029A69 20 70 A0 JSR $A070 - nop - nop - nop - -*=0x029834 ; Black magic - ldx.w #24 * 4 - -*=0x02982F ; summon - ldx.w #24 * 4 * 2 - -*=0x16fe1c ; patches the transfer size - .dw 0x600 ; 0x400 - -*=0x029839 -_transfer_white_magic: - ldx.w #0x0000 ; white magic - phx - stx 0x06 - lda 0x1822 - sta 0x00 - jsr.l draw_magic_list_direct - lda #0x02 ; spell list - ldy.w #0x0002 - jsr.w 0x9738 ; LoadMenuTfrData - lda #0x01 - sta 0x1825 ; 1 transfer - sta 0x1824 ; enable menu tilemap vram transfer - plx - rts - -*=0x029ead -_draw_magic_list: - lda 0x00 ; character slot - asl - tax - rep #0x20 - lda.l magic_list_ptrs, x ; pointers to spell lists - clc - adc 0x06 ; add magic type offset - sta 0x00 - tdc - sep #0x20 - rts - -draw_letter_far: -"""Far-callable wrapper around original draw_letter ($02A497).""" - pha - tdc - sta.l 0x7FFFFF - pla - jsr.w 0xa497 ; Original draw_letter - rtl - -; attack name window - -*=0x02cbcc ; patches for display attack name - lda.b #battle_magic_length - -*=0x02cbdd - lda.l assets_magic_dat, x - -*=0x02cbe6 - cpy.w #battle_magic_length + 1 - -*=0x02cba2 - sec - sbc #0x48 - - rep #0x20 - and.w #0x00ff - asl - tax - ; force the longest one. - ; ldx.w #51* 2 - lda.l assets_attack_names_ptr, x - tax - sep #0x20 - - tdc - tay - -loop: -"""Inner loop of the attack-name copier: stream attack-name bytes into the format buffer.""" - lda.l assets_attack_names_dat, x - sta 0x74fd, y - beq exit - iny - inx - bra loop - -exit: -"""Tail of `loop`: jump to original attack-name window display.""" - jmp.w 0xbca2 ; display monster? attack name window - -; attack window position - -*=0x029369 - ldx.w #0x0009 - -; attack window size - -*=0x02936f - ldx.w #0x040e - -*=0x029382 - ldx.w #0xdb50 - 4 - 2 - 16 - - -; cursor and scrolling - -*=0x16fe1c ; patches the spell menu vram transfer - ;destination_buffer - .dw 0x600 ; 0x400 - -*=0x02B72B ; number of lines to scroll ? - cmp #11 - -*=0x02B781 ; items per line for cursor dpad right - cmp #1 - - -*=0x02B712 ; dpad up - nop - nop - -*=0x02B71C - nop - nop - -*=0x02B751 ; dpad down - ; INC D,$63 - nop - nop - -*=0x02B742 - nop - nop - -*=0x16FC56 ; magic list cursor x position - .db 8 - 8 - .db 0x3C + 8 * 3 + 4 - 8 - -*=0x02B764 ; up and down should only inc /dec once ? - inc 0x5F - ;inc 0x5F - nop - nop - inc 0x63 - ;inc 0x63 - nop - nop - -*=0x02B785 - dec 0x5F - ;dec 0x5F - nop - nop - dec 0x63 - ;dec 0x63 - nop - nop - -*=0x02A567 ; display magic name in battle messages. - lda #9 - -*=0x02A573 - lda.l assets_magic_dat, x - -*=0x02A57E - lda.l assets_magic_dat + 1, x - -*=0x02A57A - lda #9 - 1 +.alloc at 0x029A69 { + ; 029A69 20 70 A0 JSR $A070 + nop + nop + nop +} +.alloc at 0x029834 { + ldx.w #24 * 4 +} +.alloc at 0x02982F { + ldx.w #24 * 4 * 2 +} +.alloc at 0x16fe1c { + .dw 0x600 ; 0x400 +} +.alloc at 0x029839 { + _transfer_white_magic: + ldx.w #0x0000 ; white magic + phx + stx 0x06 + lda 0x1822 + sta 0x00 + jsr.l draw_magic_list_direct + lda #0x02 ; spell list + ldy.w #0x0002 + jsr.w 0x9738 ; LoadMenuTfrData + lda #0x01 + sta 0x1825 ; 1 transfer + sta 0x1824 ; enable menu tilemap vram transfer + plx + rts +} +.alloc at 0x029ead { + _draw_magic_list: + lda 0x00 ; character slot + asl + tax + rep #0x20 + lda.l magic_list_ptrs, x ; pointers to spell lists + clc + adc 0x06 ; add magic type offset + sta 0x00 + tdc + sep #0x20 + rts + + draw_letter_far: + """Far-callable wrapper around original draw_letter ($02A497).""" + pha + tdc + sta.l 0x7FFFFF + pla + jsr.w 0xa497 ; Original draw_letter + rtl + + ; attack name window +} +.alloc at 0x02cbcc { + lda.b #battle_magic_length +} +.alloc at 0x02cbdd { + lda.l assets_magic_dat, x +} +.alloc at 0x02cbe6 { + cpy.w #battle_magic_length + 1 +} +.alloc at 0x02cba2 { + sec + sbc #0x48 + + rep #0x20 + and.w #0x00ff + asl + tax + ; force the longest one. + ; ldx.w #51* 2 + lda.l assets_attack_names_ptr, x + tax + sep #0x20 + + tdc + tay + + loop: + """Inner loop of the attack-name copier: stream attack-name bytes into the format buffer.""" + lda.l assets_attack_names_dat, x + sta 0x74fd, y + beq exit + iny + inx + bra loop + + exit: + """Tail of `loop`: jump to original attack-name window display.""" + jmp.w 0xbca2 ; display monster? attack name window + + ; attack window position +} +.alloc at 0x029369 { + ldx.w #0x0009 + + ; attack window size +} +.alloc at 0x02936f { + ldx.w #0x040e +} +.alloc at 0x029382 { + ldx.w #0xdb50 - 4 - 2 - 16 + + + ; cursor and scrolling +} +.alloc at 0x16fe1c { + ;destination_buffer + .dw 0x600 ; 0x400 +} +.alloc at 0x02B72B { + cmp #11 +} +.alloc at 0x02B781 { + cmp #1 +} +.alloc at 0x02B712 { + nop + nop +} +.alloc at 0x02B71C { + nop + nop +} +.alloc at 0x02B751 { + ; INC D,$63 + nop + nop +} +.alloc at 0x02B742 { + nop + nop +} +.alloc at 0x16FC56 { + .db 8 - 8 + .db 0x3C + 8 * 3 + 4 - 8 +} +.alloc at 0x02B764 { + inc 0x5F + ;inc 0x5F + nop + nop + inc 0x63 + ;inc 0x63 + nop + nop +} +.alloc at 0x02B785 { + dec 0x5F + ;dec 0x5F + nop + nop + dec 0x63 + ;dec 0x63 + nop + nop +} +.alloc at 0x02A567 { + lda #9 +} +.alloc at 0x02A573 { + lda.l assets_magic_dat, x +} +.alloc at 0x02A57E { + lda.l assets_magic_dat + 1, x +} +.alloc at 0x02A57A { + lda #9 - 1 +} diff --git a/src/battle/magic_patches.s b/src/battle/magic_patches.s index 1d9ce49..f719f10 100644 --- a/src/battle/magic_patches.s +++ b/src/battle/magic_patches.s @@ -4,249 +4,252 @@ In-place patches for the battle magic-list code (slot stride / spell-id width ch """ battle_magic_length = 8 -*=0x02984D - ; where originally it was 3. clear related - - ldx.w #0x0018 - -; used for the copy for the dakuten offset - -*=0x02A094 - ; _ _ _ _ _ _ - ; A B B B B B - lda.b #battle_magic_length - -*=0x02A0E2 - lda.b #battle_magic_length - -*=0x02a113 - lda.b #battle_magic_length - 1 - -*=0x02A0FF - lda.l assets_magic_dat, x - -*=0x02A117 - lda.l assets_magic_dat + 1, x - -*=0x02A09E - lda.b #battle_magic_length * 4 - -*=0x02986C - ldx #0xC52A - stx 0x00 - ldx.w #0xC52A + 2 + battle_magic_length * 2 - stx 0x02 - ldx #0xC546 - stx 0x04 - -;original - magic_data_base = 0x909A + 0x60 - -;magic_data_base = 0x703720 - -*=0x029893 - lda.w magic_data_base, x - sta (0x00), y - lda.w magic_data_base + battle_magic_length * 4, x - sta (0x02), y - nop - nop - nop - ;LDA 0x97D6,X - nop - nop - ;STA (0x4),Y - iny - inx - cpy.w #battle_magic_length * 2 - - -*=0x0298AC - lda.w magic_data_base, x - sta (0x00), y - lda.w magic_data_base + battle_magic_length * 4, x - sta (0x02), y - ;LDA $97D6,X - nop - nop - nop - ;STA (D,4),Y - nop - nop - iny - inx - cpy.w #0x40 + battle_magic_length * 2 - -*=0x0298C6 - adc.w #battle_magic_length * 2 * 2 - -*=0x02988D - lda.b #12 - - -; 0x240 * 3 = 0x6C0 +.alloc at 0x02984D { + ; where originally it was 3. clear related + + ldx.w #0x0018 + + ; used for the copy for the dakuten offset +} +.alloc at 0x02A094 { + ; _ _ _ _ _ _ + ; A B B B B B + lda.b #battle_magic_length +} +.alloc at 0x02A0E2 { + lda.b #battle_magic_length +} +.alloc at 0x02a113 { + lda.b #battle_magic_length - 1 +} +.alloc at 0x02A0FF { + lda.l assets_magic_dat, x +} +.alloc at 0x02A117 { + lda.l assets_magic_dat + 1, x +} +.alloc at 0x02A09E { + lda.b #battle_magic_length * 4 +} +.alloc at 0x02986C { + ldx #0xC52A + stx 0x00 + ldx.w #0xC52A + 2 + battle_magic_length * 2 + stx 0x02 + ldx #0xC546 + stx 0x04 + + ;original + magic_data_base = 0x909A + 0x60 + + ;magic_data_base = 0x703720 +} +.alloc at 0x029893 { + lda.w magic_data_base, x + sta (0x00), y + lda.w magic_data_base + battle_magic_length * 4, x + sta (0x02), y + nop + nop + nop + ;LDA 0x97D6,X + nop + nop + ;STA (0x4),Y + iny + inx + cpy.w #battle_magic_length * 2 +} +.alloc at 0x0298AC { + lda.w magic_data_base, x + sta (0x00), y + lda.w magic_data_base + battle_magic_length * 4, x + sta (0x02), y + ;LDA $97D6,X + nop + nop + nop + ;STA (D,4),Y + nop + nop + iny + inx + cpy.w #0x40 + battle_magic_length * 2 +} +.alloc at 0x0298C6 { + adc.w #battle_magic_length * 2 * 2 +} +.alloc at 0x02988D { + lda.b #12 + + + ; 0x240 * 3 = 0x6C0 +} { size = 0x120 ;fsize = size * 4 ;fsize = 0x6C0 ; original fsize = 0x900 - *=0x029825 - .dw 0x0000 - .dw fsize - .dw fsize * 2 - .dw fsize * 3 - .dw fsize * 4 - - *=0x16FF2F - .dw magic_data_base & 0xFFFF - .dw ( magic_data_base + fsize ) & 0xFFFF - .dw ( magic_data_base + fsize * 2 ) & 0xFFFF - .dw ( magic_data_base + fsize * 3 ) & 0xFFFF - .dw ( magic_data_base + fsize * 4 ) & 0xFFFF - -; Black magic - *=0x029834 - ldx.w #0x300 ; 0x240 - -; summon - *=0x02982F - ldx.w #0x600 ; 0x480 - -; patches the transfer size - *=0x16fe1c - .dw 0x600 ; 0x400 +.alloc at 0x029825 { + .dw 0x0000 + .dw fsize + .dw fsize * 2 + .dw fsize * 3 + .dw fsize * 4 +} +.alloc at 0x16FF2F { + .dw magic_data_base & 0xFFFF + .dw ( magic_data_base + fsize ) & 0xFFFF + .dw ( magic_data_base + fsize * 2 ) & 0xFFFF + .dw ( magic_data_base + fsize * 3 ) & 0xFFFF + .dw ( magic_data_base + fsize * 4 ) & 0xFFFF + + ; Black magic +} +.alloc at 0x029834 { + ldx.w #0x300 ; 0x240 + + ; summon +} +.alloc at 0x02982F { + ldx.w #0x600 ; 0x480 + + ; patches the transfer size +} +.alloc at 0x16fe1c { + .dw 0x600 ; 0x400 +} } ; number of lines to scroll ? -*=0x02B72B - cmp #11 +.alloc at 0x02B72B { + cmp #11 + + ; items per line for cursor dpad right +} +.alloc at 0x02B781 { + cmp #1 + -; items per line for cursor dpad right + ; dpad up +} +.alloc at 0x02B712 { + nop + nop +} +.alloc at 0x02B71C { + nop + nop -*=0x02B781 - cmp #1 - - -; dpad up - -*=0x02B712 - nop - nop - -*=0x02B71C - nop - nop - -; dpad down - -*=0x02B751 - ; INC D,$63 - nop - nop - -*=0x02B742 - nop - nop - - -*=0x16FC56 - .db 2 - .db 0x3C + 14 - .db 0x74 - -*=0x16FC5B - .db 0x9C - .db 0xA8 - .db 0xB4 - - -*=0x02B764 - inc 0x5F - ;inc 0x5F - nop - nop - inc 0x63 - ;inc 0x63 - nop - nop - -*=0x02B785 - dec 0x5F - ;dec 0x5F - nop - nop - dec 0x63 - ;dec 0x63 - nop - nop - -*=0x02A567 - lda.b #battle_magic_length - -*=0x02A573 - lda.l assets_magic_dat, x - -*=0x02A57E - lda.l assets_magic_dat + 1, x - -; sets the palette for disabled spells (Not enough MP) - -*=0x029EC8 - lda #0x48 - sta 7 - -_loc_29ecc: - ldy.w #1 - lda (0) - bmi _loc_29edb - lda #0 - sta 6 - lda #0 - bra _loc_29ee3 - -_loc_29edb: - lda #4 - sta 6 - bra _loc_29ee3 - -_loc_29ee1: - lda 6 - -_loc_29ee3: - - sta (2), y - sta (4), y - iny - iny - cpy.w #battle_magic_length * 2 + 1 ; len * 2 + 1 : 0x0D - bne _loc_29ee1 - rep #0x20 ; ' ' - ;.A16 - lda 2 - clc - adc.w #battle_magic_length * 4 ; next word len * 4 : 0x18 - sta 2 - clc - adc.w #battle_magic_length * 2 ; len * 2 0x0c - sta 4 - lda 0 - clc - adc.w #4 ; next magic struct - sta 0 - tdc - sep #0x20 - ;.A8 - dec 7 ; loop on all magic - bne _loc_29ecc - rts - -; patches for display attack name - -*=0x02cbcc - lda.b #battle_magic_length - -*=0x02cbdd - lda.l assets_magic_dat, x - -*=0x02cbe6 - cpy.w #battle_magic_length + 1 + ; dpad down +} +.alloc at 0x02B751 { + ; INC D,$63 + nop + nop +} +.alloc at 0x02B742 { + nop + nop +} +.alloc at 0x16FC56 { + .db 2 + .db 0x3C + 14 + .db 0x74 +} +.alloc at 0x16FC5B { + .db 0x9C + .db 0xA8 + .db 0xB4 +} +.alloc at 0x02B764 { + inc 0x5F + ;inc 0x5F + nop + nop + inc 0x63 + ;inc 0x63 + nop + nop +} +.alloc at 0x02B785 { + dec 0x5F + ;dec 0x5F + nop + nop + dec 0x63 + ;dec 0x63 + nop + nop +} +.alloc at 0x02A567 { + lda.b #battle_magic_length +} +.alloc at 0x02A573 { + lda.l assets_magic_dat, x +} +.alloc at 0x02A57E { + lda.l assets_magic_dat + 1, x + + ; sets the palette for disabled spells (Not enough MP) +} +.alloc at 0x029EC8 { + lda #0x48 + sta 7 + + _loc_29ecc: + ldy.w #1 + lda (0) + bmi _loc_29edb + lda #0 + sta 6 + lda #0 + bra _loc_29ee3 + + _loc_29edb: + lda #4 + sta 6 + bra _loc_29ee3 + + _loc_29ee1: + lda 6 + + _loc_29ee3: + + sta (2), y + sta (4), y + iny + iny + cpy.w #battle_magic_length * 2 + 1 ; len * 2 + 1 : 0x0D + bne _loc_29ee1 + rep #0x20 ; ' ' + ;.A16 + lda 2 + clc + adc.w #battle_magic_length * 4 ; next word len * 4 : 0x18 + sta 2 + clc + adc.w #battle_magic_length * 2 ; len * 2 0x0c + sta 4 + lda 0 + clc + adc.w #4 ; next magic struct + sta 0 + tdc + sep #0x20 + ;.A8 + dec 7 ; loop on all magic + bne _loc_29ecc + rts + + ; patches for display attack name +} +.alloc at 0x02cbcc { + lda.b #battle_magic_length +} +.alloc at 0x02cbdd { + lda.l assets_magic_dat, x +} +.alloc at 0x02cbe6 { + cpy.w #battle_magic_length + 1 +} diff --git a/src/battle/magic_reloc.s b/src/battle/magic_reloc.s index 7708e1a..f28cc36 100644 --- a/src/battle/magic_reloc.s +++ b/src/battle/magic_reloc.s @@ -13,6 +13,8 @@ left_column_base = destination_buffer - 4 right_column_base = destination_buffer + 18 - 2 +.include "../bank20.i" + .alloc battle_magic_reloc_block in bank20_reloc { draw_magic_list_direct: """Relocated battle spell-list renderer: walks the per-character spell-list pointer table.""" diff --git a/src/battle/math_patches.s b/src/battle/math_patches.s index a28a037..1e6e9e3 100644 --- a/src/battle/math_patches.s +++ b/src/battle/math_patches.s @@ -9,19 +9,20 @@ trampoline at $83B9 jumping into `_hw_mult16`. ; Uses same pattern as existing MultHW at $85D2 (26 bytes, fits in 28) ; =========================================================================== -*=0x028560 - phx ; Preserve X (original does this) - lda 0x26 - sta.l 0x004202 ; Multiplicand - lda 0x28 - sta.l 0x004203 ; Multiplier (triggers multiply) - ; Wait using bank switch (same as MultHW) - phb ; 3 cycles - lda #0x00 ; 2 cycles - pha ; 3 cycles - plb ; 4 cycles (DB=0 now, 12 cycles waited) - ldx 0x4216 ; 16-bit X reads RDMPYL/H (X is 16-bit) - stx 0x2a ; Store 16-bit result to $2a/$2b - plb ; Restore data bank - plx - rts +.alloc at 0x028560 { + phx ; Preserve X (original does this) + lda 0x26 + sta.l 0x004202 ; Multiplicand + lda 0x28 + sta.l 0x004203 ; Multiplier (triggers multiply) + ; Wait using bank switch (same as MultHW) + phb ; 3 cycles + lda #0x00 ; 2 cycles + pha ; 3 cycles + plb ; 4 cycles (DB=0 now, 12 cycles waited) + ldx 0x4216 ; 16-bit X reads RDMPYL/H (X is 16-bit) + stx 0x2a ; Store 16-bit result to $2a/$2b + plb ; Restore data bank + plx + rts +} diff --git a/src/battle/math_reloc.s b/src/battle/math_reloc.s index 615abe4..dbf3fc6 100644 --- a/src/battle/math_reloc.s +++ b/src/battle/math_reloc.s @@ -8,6 +8,8 @@ Input: $393D (16-bit) * $393F (16-bit). Output: $3941 (low 16-bit), $3943 (high """ +.include "../bank20.i" + .alloc battle_math_reloc_block in bank20_reloc { .macro shorta() { """Switch A to 8-bit (`SEP #$20`).""" diff --git a/src/battle/message.s b/src/battle/message.s index 199340d..8983928 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -2,6 +2,7 @@ Battle-message tile renderer + VWF parser scopes (`battle_render` low-level blitter, `messages_vwf` high-level dialog-stream consumer). """ +.include "config.i" .include "src/battle/inventory_budget.i" .include "src/vwf_state.i" .if 0 { diff --git a/src/battle/message_patches.s b/src/battle/message_patches.s index e184047..cd16512 100644 --- a/src/battle/message_patches.s +++ b/src/battle/message_patches.s @@ -7,92 +7,107 @@ translated-string tables. .scope message_patches { """Pinned-address overlay scope rewriting original battle-message pointer loads to relocated tables.""" ; pointers to battle dialog - *=0x02c909 - lda.l assets_battle_messages_ptr, x - sta 0x00 - lda.l assets_battle_messages_ptr + 1, x - sta 0x01 - lda.w #assets_battle_messages_ptr >> 16 - sta 0x02 -; pointers to battle messages - *=0x02cc07 - lda.l assets_battle_text_ptr, x - sta 0x00 - tdc - sep #0x20 - lda.b #assets_battle_text_ptr >> 16 - sta 0x02 -; |tileset 0xb000 -> 0xbfff bg3 tiles -; |------------------- -; |tilemap bg2 64*32 -; |0xb000, 0x1000 -; |------------------- -; |tile map bg1 64*64 -; |0xc0000, 0x2000 -; |------------------- -; |tilemap bg3 64*64 -; |0xe0000, 0x2000 -; |------------------- -; resize bg1 to 32x64 and moves it to v:0xd000 - *=0x0382f5 -; bg 1 - lda.b #( 0xd000 >> 9 | 0b01 ) - sta 0x2107 - lda.b #( 0xc000 >> 9 | 0b01 ) - sta 0x2108 -; Fix teleport resizing bg 1 & 2, that reverted them to their original addresses. - *=0x02f11a -; bg 1 - lda.b #( 0xd000 >> 9 | 0b01 ) - sta.l 0x002107 - lda.b #( 0xc000 >> 9 | 0b01 ) - sta.l 0x002108 -; bg1 move - *=0x028B3B - ldy.w #0x6000 + 0x800 - *=0x02bcad - ldy.w #0x6000 + 0x800 - *=0x02BCB2 - ldy.w #0x6400 + 0x800 -; 029429 A0 39 5F LDY #$5F39 -; MP cost transfer destination - *=0x029429 - ldy.w #0x5f39 + 0x800 -; kick animation -; 02/C6A8: A0 40 61 LDY #$6140 - *=0x02c6a8 - ldy.w #0x6140 + 0x800 -; bg1 move -;02/91FE: A0 00 58 LDY #$5800 - *=0x0291FE - ldy.w #0x6000 -;02/921F: A0 00 5C LDY #$5C00 - *=0x02921F - ldy.w #0x6400 -; Menu defend row mp cost init - *=0x16fdd6 + 6 * 6 -; wram vram size - .dw 0xd366, 0x6400 + 0x260, 0x0340 - *=0x16fe0c + 6 * 6 - .dw 0xd366, 0x6400 + 0x260, 0x0140 - *=0x0292F8 -; move the text buffer pointer back 3 entries - ldx.w #0xDB2E - 3 * 2 - stx 0xEF52 - jsr.w msg_window_draw_text_trampoline +.alloc at 0x02c909 { + lda.l assets_battle_messages_ptr, x + sta 0x00 + lda.l assets_battle_messages_ptr + 1, x + sta 0x01 + lda.w #assets_battle_messages_ptr >> 16 + sta 0x02 + ; pointers to battle messages +} +.alloc at 0x02cc07 { + lda.l assets_battle_text_ptr, x + sta 0x00 + tdc + sep #0x20 + lda.b #assets_battle_text_ptr >> 16 + sta 0x02 + ; |tileset 0xb000 -> 0xbfff bg3 tiles + ; |------------------- + ; |tilemap bg2 64*32 + ; |0xb000, 0x1000 + ; |------------------- + ; |tile map bg1 64*64 + ; |0xc0000, 0x2000 + ; |------------------- + ; |tilemap bg3 64*64 + ; |0xe0000, 0x2000 + ; |------------------- + ; resize bg1 to 32x64 and moves it to v:0xd000 +} +.alloc at 0x0382f5 { + ; bg 1 + lda.b #( 0xd000 >> 9 | 0b01 ) + sta 0x2107 + lda.b #( 0xc000 >> 9 | 0b01 ) + sta 0x2108 + ; Fix teleport resizing bg 1 & 2, that reverted them to their original addresses. +} +.alloc at 0x02f11a { + ; bg 1 + lda.b #( 0xd000 >> 9 | 0b01 ) + sta.l 0x002107 + lda.b #( 0xc000 >> 9 | 0b01 ) + sta.l 0x002108 + ; bg1 move +} +.alloc at 0x028B3B { + ldy.w #0x6000 + 0x800 +} +.alloc at 0x02bcad { + ldy.w #0x6000 + 0x800 +} +.alloc at 0x02BCB2 { + ldy.w #0x6400 + 0x800 + ; 029429 A0 39 5F LDY #$5F39 + ; MP cost transfer destination +} +.alloc at 0x029429 { + ldy.w #0x5f39 + 0x800 + ; kick animation + ; 02/C6A8: A0 40 61 LDY #$6140 +} +.alloc at 0x02c6a8 { + ldy.w #0x6140 + 0x800 + ; bg1 move + ;02/91FE: A0 00 58 LDY #$5800 +} +.alloc at 0x0291FE { + ldy.w #0x6000 + ;02/921F: A0 00 5C LDY #$5C00 +} +.alloc at 0x02921F { + ldy.w #0x6400 + ; Menu defend row mp cost init +} +.alloc at 0x16fdd6 + 6 * 6 { + ; wram vram size + .dw 0xd366, 0x6400 + 0x260, 0x0340 +} +.alloc at 0x16fe0c + 6 * 6 { + .dw 0xd366, 0x6400 + 0x260, 0x0140 +} +.alloc at 0x0292F8 { + ; move the text buffer pointer back 3 entries + ldx.w #0xDB2E - 3 * 2 + stx 0xEF52 + jsr.w msg_window_draw_text_trampoline +} } ; patch the battle nmi routine to transfer the battle render buffer. -*=0x02836e - jsr.l messages_vwf.dma_transfer - -; make the message window bigger +.alloc at 0x02836e { + jsr.l messages_vwf.dma_transfer -*=0x0292DF - ; (0, 3) (26, 4) - ldx.w #0x0000 - stx.w 0xEF56 - ldx.w #0x041A + 6 - stx.w 0xEF58 + ; make the message window bigger +} +.alloc at 0x0292DF { + ; (0, 3) (26, 4) + ldx.w #0x0000 + stx.w 0xEF56 + ldx.w #0x041A + 6 + stx.w 0xEF58 +} diff --git a/src/battle/monsters_patches.s b/src/battle/monsters_patches.s index cc5f7bb..4a4994c 100644 --- a/src/battle/monsters_patches.s +++ b/src/battle/monsters_patches.s @@ -8,40 +8,40 @@ names) and forward to `load_monster_pointer`. ; transform the monster names loading routine from fixed size to pointed. -*=0x02a7d7 -{ - jsr.l load_monster_pointer - -_loop: - lda.l assets_monsters_long_dat, x - beq _exit - jsr.w 0xA497 -; draw text -; jsr.w msg_monster_window_trampoline - inx - bra _loop - -_exit: - rts - -_end: - .debug '{_end} < 0x02A7F0 ?' +.alloc at 0x02a7d7 { + { + jsr.l load_monster_pointer + + _loop: + lda.l assets_monsters_long_dat, x + beq _exit + jsr.w 0xA497 + ; draw text + ; jsr.w msg_monster_window_trampoline + inx + bra _loop + + _exit: + rts + + _end: + .debug '{_end} < 0x02A7F0 ?' + } } +.alloc at 0x02a7c2 { + jsr.l initialize_monster_slot + rts - -*=0x02a7c2 - jsr.l initialize_monster_slot - rts - -; escape code 0x05 tab followed by a number of chars - -*=0x02A6B3 - jsr.l tab_escape_code - nop - -; dec 0 - nop - nop - ; bne a6b3 - nop - nop + ; escape code 0x05 tab followed by a number of chars +} +.alloc at 0x02A6B3 { + jsr.l tab_escape_code + nop + + ; dec 0 + nop + nop + ; bne a6b3 + nop + nop +} diff --git a/src/battle/monsters_reloc.s b/src/battle/monsters_reloc.s index eb7c06f..7396c3b 100644 --- a/src/battle/monsters_reloc.s +++ b/src/battle/monsters_reloc.s @@ -7,6 +7,8 @@ resulting string into the active slot. .extern assets_monsters_long_ptr +.include "../bank20.i" + .alloc battle_monsters_reloc_block in bank20_reloc { load_monster_pointer: """Resolve a long-form monster name pointer from `assets_monsters_long_ptr[A*2]` and render it into the current slot.""" diff --git a/src/battle/redraw_gates.s b/src/battle/redraw_gates.s index 910b3f1..c765ad8 100644 --- a/src/battle/redraw_gates.s +++ b/src/battle/redraw_gates.s @@ -26,6 +26,8 @@ battle_monster_dirty := 0x7EEF9B ; bits 0-7 = per-monster-slot name redraw scp_active_slot := 0x7EEF9C ; scratch for set_active_char_palette scp_pal_byte := 0x7EEF9D ; current palette byte being applied +.include "../bank20.i" + .alloc battle_redraw_gates_block in bank20_reloc { status_hash := 0x7EEF9E ; hash of char-status bytes; gates DrawStatusText obj_names_hash := 0x7EEF9F ; hash of monster slots + $1822; gates DrawObjNames diff --git a/src/battle/redraw_writer_patches.s b/src/battle/redraw_writer_patches.s index ceba5a1..771b8af 100644 --- a/src/battle/redraw_writer_patches.s +++ b/src/battle/redraw_writer_patches.s @@ -40,61 +40,61 @@ follow-up patches. ; monsters at $703C01 so the queue-gated init paths re-render after ; an ATB rotation. -*=0x03A482 - jsr.l set_active_char_and_dirty - .db 0xEA ; nop padding so $03:A487 still aligns to `jsr ValidateArrows` - -; --- Monster-death dirty hook: `UpdateDead` entry at $03:B1A0 --- -; Replaces the 4-byte prelude (`tdc; tax; stx $a9`) with a JSL to -; the bank-20 shim that ORs in REGION_DIRTY_MONSTERS, replays the -; prelude, and RTLs. Engine reaches B1A4 with identical state to -; vanilla. Fires every time the engine applies dead-status to a -; battle slot (post-attack, regen tick, etc.) ; the gated monster- -; name trampoline picks up the dirty bit on the next frame. - -*=0x03B1A0 - jsr.l mark_monsters_dirty_and_init - -; --- Phase 2: NMI-safe UpdateFlyingHDMA --- -; Vanilla `UpdateFlyingHDMA` ($02:82E1) spin-waits on the IRQ flag -; `$f353` at $02:82E8 (5 bytes: `lda $f353; beq -5`) to avoid HDMA -; mid-fetch tearing in main-loop context. In NMI/vblank the HDMA -; engine is idle, so the wait is safe to skip and required to -; avoid hanging when called from NMI (the IRQ won't fire while we're -; in vblank). NOP out the 5 bytes ; main-loop callers still work -; (just take the wait-loop hit one less time per frame). - -*=0x0282E8 - nop - nop - nop - nop - nop - -; --- Phase 5: deduplicate UpdateFlyingHDMA --- -; Main-loop `UpdateObjPos` ($02:82B9) calls UpdateFlyingHDMA at -; $02:82BC ; our NMI hook in `messages_vwf.dma_transfer` already -; fires it every vblank, so the main-loop call is redundant. -; NOP the 3-byte JSR to reclaim ~5K cycles/NMI. - -*=0x0282BC - nop - nop - nop - -; --- Bank-02 free-space pool: vanilla TfrEquipWindow body --- -; TfrEquipWindow was relocated to bank-20 (see items_patches.s) -; leaving $02:97AB..$02:9824 free. Pool-allocate our helpers here -; instead of hand-placing each via `*=` ; `strategy order` keeps -; symbols in declaration order so external `jsr.w`/`jsr.l` from -; bank-02 (sram_patches.s, message.s, RedrawMainMenu redirects, -; etc.) resolve to stable in-bank addresses. - -.pool bank02_battle_redraw_helpers { - range 0x0297AB 0x029824 - strategy order +.alloc at 0x03A482 { + jsr.l set_active_char_and_dirty + .db 0xEA ; nop padding so $03:A487 still aligns to `jsr ValidateArrows` + + ; --- Monster-death dirty hook: `UpdateDead` entry at $03:B1A0 --- + ; Replaces the 4-byte prelude (`tdc; tax; stx $a9`) with a JSL to + ; the bank-20 shim that ORs in REGION_DIRTY_MONSTERS, replays the + ; prelude, and RTLs. Engine reaches B1A4 with identical state to + ; vanilla. Fires every time the engine applies dead-status to a + ; battle slot (post-attack, regen tick, etc.) ; the gated monster- + ; name trampoline picks up the dirty bit on the next frame. +} +.alloc at 0x03B1A0 { + jsr.l mark_monsters_dirty_and_init + + ; --- Phase 2: NMI-safe UpdateFlyingHDMA --- + ; Vanilla `UpdateFlyingHDMA` ($02:82E1) spin-waits on the IRQ flag + ; `$f353` at $02:82E8 (5 bytes: `lda $f353; beq -5`) to avoid HDMA + ; mid-fetch tearing in main-loop context. In NMI/vblank the HDMA + ; engine is idle, so the wait is safe to skip and required to + ; avoid hanging when called from NMI (the IRQ won't fire while we're + ; in vblank). NOP out the 5 bytes ; main-loop callers still work + ; (just take the wait-loop hit one less time per frame). +} +.alloc at 0x0282E8 { + nop + nop + nop + nop + nop + + ; --- Phase 5: deduplicate UpdateFlyingHDMA --- + ; Main-loop `UpdateObjPos` ($02:82B9) calls UpdateFlyingHDMA at + ; $02:82BC ; our NMI hook in `messages_vwf.dma_transfer` already + ; fires it every vblank, so the main-loop call is redundant. + ; NOP the 3-byte JSR to reclaim ~5K cycles/NMI. +} +.alloc at 0x0282BC { + nop + nop + nop + + ; --- Bank-02 free-space pool: vanilla TfrEquipWindow body --- + ; TfrEquipWindow was relocated to bank-20 (see items_patches.s) + ; leaving $02:97AB..$02:9824 free. Pool-allocate our helpers here + ; instead of hand-placing each via `*=` ; `strategy order` keeps + ; symbols in declaration order so external `jsr.w`/`jsr.l` from + ; bank-02 (sram_patches.s, message.s, RedrawMainMenu redirects, + ; etc.) resolve to stable in-bank addresses. + + .pool bank02_battle_redraw_helpers { + range 0x0297AB 0x029824 + strategy order + } } - .alloc battle_redraw_helpers in bank02_battle_redraw_helpers { ; --- Names + monster gated trampolines (slice 2, queue-side bits) --- ; The init -> DrawText -> deinit pipeline still fires every frame so @@ -219,20 +219,21 @@ _mnwg_done: ; Redirect `Battle_ext` entry to our seed helper. -*=0x038000 - jmp.l _battle_ext_seed - -; Redirect RedrawMainMenu's `jsr DrawStatusText` to our gate. - -*=0x0296C8 - jsr.w gate_draw_status_text +.alloc at 0x038000 { + jmp.l _battle_ext_seed -; Redirect RedrawMainMenu's `jsr DrawObjNames` to our gate. - -*=0x0296CE - jsr.w gate_draw_obj_names + ; Redirect RedrawMainMenu's `jsr DrawStatusText` to our gate. +} +.alloc at 0x0296C8 { + jsr.w gate_draw_status_text -; Battle-init palette stamp (replaces noop'd InitMagicListTextBuf jsr). + ; Redirect RedrawMainMenu's `jsr DrawObjNames` to our gate. +} +.alloc at 0x0296CE { + jsr.w gate_draw_obj_names -*=0x029A69 - jsr.w walker_helper + ; Battle-init palette stamp (replaces noop'd InitMagicListTextBuf jsr). +} +.alloc at 0x029A69 { + jsr.w walker_helper +} diff --git a/src/battle/sram_patches.s b/src/battle/sram_patches.s index a98e2b7..78442a8 100644 --- a/src/battle/sram_patches.s +++ b/src/battle/sram_patches.s @@ -2,6 +2,7 @@ ROM patches that route every battle-text draw call (commands, monster names, char names, attack names, message window) through our messages-VWF init/deinit trampolines. """ +.include "config.i" .extern draw_command_list_for_character .extern battle_display_char .extern battle_display_dakuten_char @@ -38,19 +39,19 @@ window) through our messages-VWF init/deinit trampolines. ; nop ; disable dakuten check ? -*=0x02A497 +.alloc at 0x02A497 { cmp #0xA0 bcs 0x02A4AC ; patch normal display_char to include 7FFFFF based switch - -*=0x02A49B +} +.alloc at 0x02A49B { jsr.l battle_display_char rts ; patch normal display_dakuten_char to include 7FFFFF based switch - -*=0x02A4AC +} +.alloc at 0x02A4AC { jsr.l battle_display_dakuten_char rts @@ -65,10 +66,10 @@ window) through our messages-VWF init/deinit trampolines. ; patches show attack window - -*=0x02c99c + 4 +} +.alloc at 0x02c99c + 4 { .dw attack_names - +} ; disable menu forced update every loop that might be too much ;*=0x028230 @@ -78,31 +79,44 @@ window) through our messages-VWF init/deinit trampolines. .if BATTLE_MONSTERS_VWF { ;; monster names vwf try but being clear at every monster ;; needs a way to have immortal renders and temporary ones (used only for a few instants) - *=0x02a40d + .alloc at 0x02a40d { jsr.w _msg_monster_window_gated + } + - *=0x029486 + 12 + .alloc at 0x029486 + 12 { .dw 0x949a ; noop for monster names + } } .if BATTLE_NAMES_VWF { ; this gets redrawn quite often ; char names - *=0x02A29D + .alloc at 0x02A29D { jsr.w _msg_names_window_gated ; wait frame runs a shite load of updates - *=0x029486 + 2 + } + + + .alloc at 0x029486 + 2 { .dw 0x949a ; noop for char names + } - *=0x0296c0 + + .alloc at 0x0296c0 { .dw 0x949a ; noop for periodic names update + } + - *=0x0296b0 + 16 + .alloc at 0x0296b0 + 16 { .dw 0x949a ; noop for periodic names update + } + - *=0x02A299 + .alloc at 0x02A299 { jsr.l gated_clear_names_window_buffer + } } ; that's battle graphics 0xf that's a wait frame ;*=0x028517 @@ -127,14 +141,15 @@ window) through our messages-VWF init/deinit trampolines. .if BATTLE_NAMES_VWF + BATTLE_MONSTERS_VWF + BATTLE_CMD_VWF > 0 { ; patches the newline control code handler to clear bitsleft on the current tile, ; allowing the monster string to be rendered. - *=0x02a637 + .alloc at 0x02a637 { jsr.l messages_vwf.new_line_escape_code_handler rts + } } .if BATTLE_CMD_VWF { - *=0x0296b0 + 2 + .alloc at 0x0296b0 + 2 { .dw 0x949a ; noop for periodic cmd window ;*=0x029CBF @@ -142,24 +157,30 @@ window) through our messages-VWF init/deinit trampolines. ; rts ; nukes the draw all command list (pre renders all the windows) - *=0x029ca1 + } + + + .alloc at 0x029ca1 { rts ; always use the same buffer for all chars command list, ; the buffer shall be updated if before the window is opened ; due to those updates being quite costly now, we may want to avoid to re render too often + } - *=0x0299f1 + + .alloc at 0x0299f1 { pha lda #0 nop + } + - *=0x029989 + .alloc at 0x029989 { jsr.w draw_window_render_hook + } } - - -*=0x02FFC2 +.alloc at 0x02FFC2 { draw_window_render_hook: """Battle-command-window render hook: render command list, then load X with original loop count.""" jsr.w _draw_command_list @@ -176,7 +197,7 @@ msg_monster_window_trampoline: bra _draw_text_battle _msg_names_window_trampoline: - ; Skip names rendering if inventory is active (bit 2 of $4A) +; Skip names rendering if inventory is active (bit 2 of $4A) lda 0x4A and #0x04 bne _skip_names @@ -205,7 +226,9 @@ attack_names: jsr 0xcb32 jsr.l messages_vwf.deinit rts -{ + { _end: .debug '{_end} < 0x02FFFF ?' + } } + diff --git a/src/dakuten.s b/src/dakuten.s index 30c24cc..eb15f03 100755 --- a/src/dakuten.s +++ b/src/dakuten.s @@ -6,59 +6,60 @@ dakuten/handakuten composite tile pair. """ - -.alloc dakuten_block in bank20_reloc { - .incbin "assets/dakuten.bin" - - lookup_dakuten: - """ +.include "bank20.i" +.import "assets" +.alloc lookup_dakuten in bank20_reloc { +""" input: A 8bit: current char output: A 16bits: the resolved char - """ +""" + + { - php - sep #0x20 - cmp.l assets_dakuten_bin - bmi _char_out_of_range - cmp.l assets_dakuten_bin + 2 - bpl _char_out_of_range + php + sep #0x20 + cmp.l assets_dakuten_bin + bmi _char_out_of_range + cmp.l assets_dakuten_bin + 2 + bpl _char_out_of_range - phx - rep #0x20 - and.w #0x00ff - sec - sbc.l assets_dakuten_bin - asl - tax + phx + rep #0x20 + and.w #0x00ff + sec + sbc.l assets_dakuten_bin + asl + tax - lda.l assets_dakuten_bin + 4, x + lda.l assets_dakuten_bin + 4, x - sep #0x20 - plx - bra _exit - _char_out_of_range: - xba - lda #0xff + sep #0x20 + plx + bra _exit +_char_out_of_range: + xba + lda #0xff - _exit: - plp - rtl +_exit: + plp + rtl } - _store_char_with_dakuten: +_store_char_with_dakuten: { - jsr.l lookup_dakuten - cmp #0xff - beq _skip - sta.l 0x7E0000, x - _skip: + jsr.l lookup_dakuten + cmp #0xff + beq _skip + sta.l 0x7E0000, x +_skip: - sta.l 0x7E0040, x + sta.l 0x7E0040, x - ;0187A9 9F 00 00 7E STA $7E0000,X - ;0187AD E8 INX - ;0187AE E8 INX - ;0187AF C8 INY - rtl +;0187A9 9F 00 00 7E STA $7E0000,X +;0187AD E8 INX +;0187AE E8 INX +;0187AF C8 INY + rtl } } + diff --git a/src/ingame/credits.s b/src/ingame/credits.s index e0734ac..e8d3571 100644 --- a/src/ingame/credits.s +++ b/src/ingame/credits.s @@ -3,19 +3,20 @@ In-place patches for the staff credits screen: re-point the credits text loader `assets_credits_text_bin` block. """ -*=0x13d7ef - ldx.w #assets_credits_text_bin & 0xffff +.alloc at 0x13d7ef { + ldx.w #assets_credits_text_bin & 0xffff +} +.alloc at 0x13d7f5 { + lda.b #assets_credits_text_bin >> 16 -*=0x13d7f5 - lda.b #assets_credits_text_bin >> 16 - -; Augments cutscene duration to show the additional text. - -*=0x13d61d - lda.b #0x20 - -*=0x13d623 - lda.b #0x0b - -*=0x13f016 -.incbin "assets/the_end_gfx.bin" + ; Augments cutscene duration to show the additional text. +} +.alloc at 0x13d61d { + lda.b #0x20 +} +.alloc at 0x13d623 { + lda.b #0x0b +} +.alloc at 0x13f016 { + .incbin "assets/the_end_gfx.bin" +} diff --git a/src/ingame/equip.s b/src/ingame/equip.s index d04d207..6f26eae 100644 --- a/src/ingame/equip.s +++ b/src/ingame/equip.s @@ -3,40 +3,40 @@ In-place patches for the equip menu: load the system-menu text pointer for the e character-name row up so it does not collide with the dextrality string. """ -*=0x01bd0f - load_system_menu_text_pointer(equip.menu) - -; Moves Character name one line up to avoid colision with dextrality text. - -*=0x01bd54 - ldy.w #0x01c6 - 0x40 - 2 - - _item_delta = 8 - -*=0x01bd7b - ldx.w #0x0164 + _item_delta - -*=0x01bd82 - ldx.w #0x01e4 + _item_delta - -*=0x01bd89 - ldx.w #0x0264 + _item_delta - -*=0x01bd92 - ldx.w #0x0064 + _item_delta - -*=0x01bda8 - ldx.w #0x00e4 + _item_delta - - -*=0x1bd5c - jsr.l load_dextrelity_pointer - destrelity_return = 0x1bd73 - ldx.w #0x244 - jmp.w destrelity_return - -*=0x01e2d9 - .dw ( dextrality.string_0 & 0xFFFF ) - 0x8000 - .dw ( dextrality.string_1 & 0xFFFF ) - 0x8000 - .dw ( dextrality.string_2 & 0xFFFF ) - 0x8000 - .dw ( dextrality.string_3 & 0xFFFF ) - 0x8000 +.alloc at 0x01bd0f { + load_system_menu_text_pointer(equip.menu) + + ; Moves Character name one line up to avoid colision with dextrality text. +} +.alloc at 0x01bd54 { + ldy.w #0x01c6 - 0x40 - 2 + + _item_delta = 8 +} +.alloc at 0x01bd7b { + ldx.w #0x0164 + _item_delta +} +.alloc at 0x01bd82 { + ldx.w #0x01e4 + _item_delta +} +.alloc at 0x01bd89 { + ldx.w #0x0264 + _item_delta +} +.alloc at 0x01bd92 { + ldx.w #0x0064 + _item_delta +} +.alloc at 0x01bda8 { + ldx.w #0x00e4 + _item_delta +} +.alloc at 0x1bd5c { + jsr.l load_dextrelity_pointer + destrelity_return = 0x1bd73 + ldx.w #0x244 + jmp.w destrelity_return +} +.alloc at 0x01e2d9 { + .dw ( dextrality.string_0 & 0xFFFF ) - 0x8000 + .dw ( dextrality.string_1 & 0xFFFF ) - 0x8000 + .dw ( dextrality.string_2 & 0xFFFF ) - 0x8000 + .dw ( dextrality.string_3 & 0xFFFF ) - 0x8000 +} diff --git a/src/ingame/free_space.s b/src/ingame/free_space.s index e5fd5f6..9874a94 100644 --- a/src/ingame/free_space.s +++ b/src/ingame/free_space.s @@ -6,6 +6,7 @@ relocating other code. ; Bank $01 Free Space - starts at $01FF35 ; ============================================================================ +.include "config.i" .pool bank01_slack { range 0x01ff35 0x01ffff strategy order diff --git a/src/ingame/init_bg_scroll_hdma_patches.s b/src/ingame/init_bg_scroll_hdma_patches.s index dd9cd8e..fb9d797 100644 --- a/src/ingame/init_bg_scroll_hdma_patches.s +++ b/src/ingame/init_bg_scroll_hdma_patches.s @@ -7,5 +7,6 @@ after the original's ROM space is reclaimed. ;; (In LoROM bank $21 is the only thing that changes; offset $EBD2 within ;; the bank is identical so internal in-bank JSR/JMP targets stay valid.) -*=0x02818A - jsr.l init_bg_scroll_hdma +.alloc at 0x02818A { + jsr.l init_bg_scroll_hdma +} diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 6542d98..41dcd68 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -14,6 +14,7 @@ approach for the main menu items list with HDMA-based circular scrolling. ; CONSTANTS ; Layout (single column) +.include "config.i" MENU_VISIBLE_ITEMS := 10 ; Visible items at once MENU_BUFFER_SLOTS := 11 ; 11 slots (10 visible + 1 pre-render) MENU_TOTAL_ITEMS := 48 ; Total inventory items diff --git a/src/ingame/inventory_rolling_patches.s b/src/ingame/inventory_rolling_patches.s index 63a05f0..b372dec 100644 --- a/src/ingame/inventory_rolling_patches.s +++ b/src/ingame/inventory_rolling_patches.s @@ -13,111 +13,125 @@ machine, scroll up/down hooks, redraw and exit-cleanup hooks). ; ; ============================================================================ +.include "config.i" .if INVENTORY_ROLLING_BUFFER { ; ============================================================================ ; MAIN LOOP HOOK - Process scroll animation frames ; ============================================================================ ; Hook at $019FF2 - the start of the input processing loop in SelectItem. - *=0x019FF2 - jmp.w main_loop_scroll_check -; 3 bytes - replaces LDA $01 - *=0x019FF5 - nop - nop - nop -; ============================================================================ -; SCROLL DOWN - Replace blocking loop with state machine -; ============================================================================ - *=0x01A076 - jsr.w scroll_down_trigger - jmp.w 0xA0BC -; Skip to after scroll block (A button check) -; ============================================================================ -; SCROLL UP - Replace blocking loop with state machine -; ============================================================================ - *=0x01A01F - jsr.w scroll_up_trigger - jmp.w 0xA066 -; Skip to after scroll block (down button check) -; ============================================================================ -; Menu Entry/Exit Hooks -; ============================================================================ - *=0x019F27 - jsr.w menu_entry_hook - *=0x019F87 - jsr.w menu_exit_hook -; ============================================================================ -; NMI HDMA Hook -; ============================================================================ - *=0x018081 - jsr.w hdma_enable_hook - nop -; ============================================================================ -; UpdateScrollRegs BG1VOFS Hook - Skip when menu HDMA is active -; ============================================================================ - *=0x14FF2D - jsr.l conditional_bg1_vofs - nop - nop - nop - nop - nop - nop -; ============================================================================ -; Refresh inventory after SelectItem2 (swap OR use) -; ============================================================================ -; After SelectItem2 completes (swap or use item), we need to refresh the -; display. For swaps, swap_redraw_hook_impl already handled it. For item use, -; we need to refresh the current slot to show updated quantity. -; Call our refresh hook instead of the original DrawInventoryList. - *=0x01A0D2 - jsr.w item_use_refresh_hook -; ============================================================================ -; DrawItemSlot Column Check Patch - Force single column mode -; ============================================================================ - *=0x01A1F0 - .db 0x00 -; Change operand from $01 to $00 -; ============================================================================ -; Replace DrawInventoryList with our rolling buffer init -; ============================================================================ - *=0x019F7B - jsr.w init_menu_rolling_buffer -; Replace JSR DrawInventoryList -; ============================================================================ -; DrawItemSlot - Clear count display for item ID 0 (empty slot) -; ============================================================================ -; Original code at $A202: lda ($5a); cmp #$fe; beq @a222 -; We replace with JSR that handles clearing for empty slots -; Original bytes: B2 5A C9 FE F0 1A (6 bytes at $A202-$A207) - *=0x01A202 - jsr.w check_and_clear_count -; 3 bytes - checks item, clears if empty - nop -; 1 byte - padding - nop -; 1 byte - padding - nop -; 1 byte - padding -; ============================================================================ -; Patch $A1BA: Replace sequential Y calculation with circular buffer version -; ============================================================================ +.alloc at 0x019FF2 { + jmp.w main_loop_scroll_check + ; 3 bytes - replaces LDA $01 +} +.alloc at 0x019FF5 { + nop + nop + nop + ; ============================================================================ + ; SCROLL DOWN - Replace blocking loop with state machine + ; ============================================================================ +} +.alloc at 0x01A076 { + jsr.w scroll_down_trigger + jmp.w 0xA0BC + ; Skip to after scroll block (A button check) + ; ============================================================================ + ; SCROLL UP - Replace blocking loop with state machine + ; ============================================================================ +} +.alloc at 0x01A01F { + jsr.w scroll_up_trigger + jmp.w 0xA066 + ; Skip to after scroll block (down button check) + ; ============================================================================ + ; Menu Entry/Exit Hooks + ; ============================================================================ +} +.alloc at 0x019F27 { + jsr.w menu_entry_hook +} +.alloc at 0x019F87 { + jsr.w menu_exit_hook + ; ============================================================================ + ; NMI HDMA Hook + ; ============================================================================ +} +.alloc at 0x018081 { + jsr.w hdma_enable_hook + nop + ; ============================================================================ + ; UpdateScrollRegs BG1VOFS Hook - Skip when menu HDMA is active + ; ============================================================================ +} +.alloc at 0x14FF2D { + jsr.l conditional_bg1_vofs + nop + nop + nop + nop + nop + nop + ; ============================================================================ + ; Refresh inventory after SelectItem2 (swap OR use) + ; ============================================================================ + ; After SelectItem2 completes (swap or use item), we need to refresh the + ; display. For swaps, swap_redraw_hook_impl already handled it. For item use, + ; we need to refresh the current slot to show updated quantity. + ; Call our refresh hook instead of the original DrawInventoryList. +} +.alloc at 0x01A0D2 { + jsr.w item_use_refresh_hook + ; ============================================================================ + ; DrawItemSlot Column Check Patch - Force single column mode + ; ============================================================================ +} +.alloc at 0x01A1F0 { + .db 0x00 + ; Change operand from $01 to $00 + ; ============================================================================ + ; Replace DrawInventoryList with our rolling buffer init + ; ============================================================================ +} +.alloc at 0x019F7B { + jsr.w init_menu_rolling_buffer + ; Replace JSR DrawInventoryList + ; ============================================================================ + ; DrawItemSlot - Clear count display for item ID 0 (empty slot) + ; ============================================================================ + ; Original code at $A202: lda ($5a); cmp #$fe; beq @a222 + ; We replace with JSR that handles clearing for empty slots + ; Original bytes: B2 5A C9 FE F0 1A (6 bytes at $A202-$A207) +} +.alloc at 0x01A202 { + jsr.w check_and_clear_count + ; 3 bytes - checks item, clears if empty + nop + ; 1 byte - padding + nop + ; 1 byte - padding + nop + ; 1 byte - padding + ; ============================================================================ + ; Patch $A1BA: Replace sequential Y calculation with circular buffer version + ; ============================================================================ -; Original code at $A1BA-$A1C7 (14 bytes): -; LDA $5D / LSR / ASL×7 / ADC #$0004 / TAY -; Replace with JSL to CircularSlotCalc_ext trampoline + NOPs -; - *=0x01A1BA - jsr.l circular_slot_calc_ext -; 4 bytes - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop + ; Original code at $A1BA-$A1C7 (14 bytes): + ; LDA $5D / LSR / ASL×7 / ADC #$0004 / TAY + ; Replace with JSL to CircularSlotCalc_ext trampoline + NOPs + ; +} +.alloc at 0x01A1BA { + jsr.l circular_slot_calc_ext + ; 4 bytes + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop +} } diff --git a/src/ingame/inventory_rolling_trampolines.s b/src/ingame/inventory_rolling_trampolines.s index ae43c03..c3bca38 100644 --- a/src/ingame/inventory_rolling_trampolines.s +++ b/src/ingame/inventory_rolling_trampolines.s @@ -2,6 +2,7 @@ Bank-$01 trampolines (jsr.l + rts) into the inventory rolling routines that live in bank $21, plus small wrappers around original bank-$01 helpers used by the rolling code. """ +.include "config.i" .include "src/ingame/macros.i" .extern items_menu_vwf.draw_field_item_name diff --git a/src/ingame/inventory_single_column.s b/src/ingame/inventory_single_column.s index 77db14e..987e7a8 100644 --- a/src/ingame/inventory_single_column.s +++ b/src/ingame/inventory_single_column.s @@ -46,251 +46,252 @@ SCROLL_LIMIT := 38 ; 48 - 10 = 38 (max scroll position) ; Original: lda #$30 at A17D-A17E (a9 30) ; Just patch the operand byte at A17E, not the full instruction -*=0x01A17E - .db VISIBLE_ITEMS + 1 ; Draw 11 items (10 visible + 1 pre-render slot) - -; ============================================================================ -; DrawItemSlot - Single Column Version -; ============================================================================ -; Original checks odd/even item index for left/right column -; Single column always uses left column position -; - -; Original at $01A1ED: -; @a1ed: lda $5d -; and #$01 -; bne @a223 ; Branch if right column -; -; Patch: Always use left column code path (never branch) - -*=0x01A1EF - ; Change BNE to BRA skip (effectively disable right-column branch) - ; Original: AND #$01 / BNE @a223 - ; New: AND #$00 / BNE @a223 (always zero, never branches) - and #0x00 - -; ============================================================================ -; Tilemap Y Position - Single Column Fix -; ============================================================================ - -; Original code at $01A1B9 calculates tilemap Y position: -; LDA $5D ; item index (0-47) -; LSR ; divide by 2 (for 2-column: items 0,1→row 0, items 2,3→row 1) -; ASL x7 ; multiply by 128 (tilemap row offset) -; ADC #$0002 ; base offset -; -; For single column, each item needs its own row, so remove the LSR. -; This makes Y = item_index * 128 + 2 instead of (item_index/2) * 128 + 2 - -*=0x01A1BC - nop ; Replace LSR with NOP - -; ============================================================================ -; Scroll Limit Patch -; ============================================================================ - -; Original scroll down limit check at $01A076: -; @a076: cmp #$0e ; 14 = 24 items - 10 visible -; beq @a0bc ; Don't scroll if at limit -; -; The CMP opcode is at $A076, operand at $A077 -; New limit for single column: 48 - 10 = 38 - -*=0x01A077 - .db SCROLL_LIMIT ; 38 instead of 14 - -; Also patch the cursor Y limit check - -; Original at $01A071: -; @a06c: lda $1b23 ; cursor Y -; cmp #$09 ; max Y = 9 (for 10 visible rows) -; -; This stays the same for 10 visible items, so no change needed - -; ============================================================================ -; Cursor Drawing - Fixed X Position -; ============================================================================ -; Original at $01A105 checks $1b22 (X position) for left/right column -; Single column: always use left position -; - -; Original: -; @a105: ... -; @a116: lda $1b22 ; cursor 1 x position -; beq @a11b -; lda #$6c ; right column X -; @a11b: clc -; adc #$04 -; -; Patch: Skip the X position check, always use left column - -*=0x01A114 - lda #0x00 ; Always 0 (left column) - replaces LDA $1B22 (3 bytes) - nop ; Was high byte of $1B22 address - nop ; Skip BEQ opcode - nop ; Skip BEQ offset - nop ; Skip LDA #$6c opcode - nop ; Skip LDA #$6c operand - -; ============================================================================ -; Input Handling - Disable Left/Right Toggle -; ============================================================================ -; Original at $01A003 and $01A014 handle left/right button presses -; to switch columns. We disable this for single column. -; - -; Left button handler at @9ff2: -; @9ff2: lda $01 -; and #JOY_LEFT -; beq @a003 -; lda $1b22 ; toggle x position -; inc -; and #$01 -; sta $1b22 -; bne @a01a ; move up -; -; Right button handler similar at @a003 -; -; Patch: Make left/right do nothing (skip to down button check) - -*=0x019FF4 - ; Change AND #JOY_LEFT to AND #0x00 (never matches) - and #0x00 - -*=0x01A005 - ; Change AND #JOY_RIGHT to AND #0x00 (never matches) - and #0x00 - -; ============================================================================ -; Scroll Position Adjustment for Drawing -; ============================================================================ -; When drawing, need to start from scroll position, not always item 0 -; This requires adding $1B1A (scroll position) to the item pointer -; - -; Original _a181 loop at $01A181: -; _a181: stz $5d ; item counter = 0 -; stz $5e -; -; We need to initialize $5d to scroll_pos * 2 (since items are 2 bytes each) -; But actually, the loop uses $5a as a pointer, and $5d as a counter -; The pointer $5a = $1440 + (scroll_pos * 2) -; -; Add patch to adjust $5a before the loop - -*=0x01A181 - jsr.w adjust_inventory_pointer - nop - -; ============================================================================ -; Cursor Y Limit for Scroll Down -; ============================================================================ -; Original at $01A071: cmp #$09 for 10 visible rows -; This is correct for single column with 10 visible items -; No change needed - -; ============================================================================ -; Second Cursor (for item swap) -; ============================================================================ -; The second cursor also uses $1b24 (X position) and $1b25 (Y position) -; For single column, $1b24 should always be 0 -; - -; When storing first item selection at $01A2C3: -; @a2c3: lda $1b1a -; clc -; adc $1b23 -; sta $1b25 -; lda $1b22 -; sta $1b24 ; Store X position -; -; Patch: Always store 0 for X position +.alloc at 0x01A17E { + .db VISIBLE_ITEMS + 1 ; Draw 11 items (10 visible + 1 pre-render slot) + + ; ============================================================================ + ; DrawItemSlot - Single Column Version + ; ============================================================================ + ; Original checks odd/even item index for left/right column + ; Single column always uses left column position + ; -; $1B25 stores absolute position (scroll + cursor) - keep original storage -; Just patch $A2CD to store 0 for X position + ; Original at $01A1ED: + ; @a1ed: lda $5d + ; and #$01 + ; bne @a223 ; Branch if right column + ; + ; Patch: Always use left column code path (never branch) +} +.alloc at 0x01A1EF { + ; Change BNE to BRA skip (effectively disable right-column branch) + ; Original: AND #$01 / BNE @a223 + ; New: AND #$00 / BNE @a223 (always zero, never branches) + and #0x00 + + ; ============================================================================ + ; Tilemap Y Position - Single Column Fix + ; ============================================================================ + + ; Original code at $01A1B9 calculates tilemap Y position: + ; LDA $5D ; item index (0-47) + ; LSR ; divide by 2 (for 2-column: items 0,1→row 0, items 2,3→row 1) + ; ASL x7 ; multiply by 128 (tilemap row offset) + ; ADC #$0002 ; base offset + ; + ; For single column, each item needs its own row, so remove the LSR. + ; This makes Y = item_index * 128 + 2 instead of (item_index/2) * 128 + 2 +} +.alloc at 0x01A1BC { + nop ; Replace LSR with NOP + + ; ============================================================================ + ; Scroll Limit Patch + ; ============================================================================ + + ; Original scroll down limit check at $01A076: + ; @a076: cmp #$0e ; 14 = 24 items - 10 visible + ; beq @a0bc ; Don't scroll if at limit + ; + ; The CMP opcode is at $A076, operand at $A077 + ; New limit for single column: 48 - 10 = 38 +} +.alloc at 0x01A077 { + .db SCROLL_LIMIT ; 38 instead of 14 -*=0x01A2CD - lda #0x00 ; Always 0 for single column X (was LDA $1B22) - nop ; Pad to 3 bytes + ; Also patch the cursor Y limit check -; ============================================================================ -; Item Index Calculation for Selection -; ============================================================================ -; Original two-column: ((Y + scroll) * 2 + X) * 2 = item_index * 2 -; Single column: (Y + scroll) * 2 -; Need to remove one ASL at each calculation - -; First item (current cursor) at $A398 -; Original: ASL / ADC $1B22 / ASL -> ((val*2)+col)*2 -; New: CLC / ADC $1B22 / ASL -> (val+col)*2 -; MUST use CLC because the previous CMP leaves carry set! - -*=0x01A398 - clc ; Clear carry (was ASL which also clears carry) - -; Second item (swap target) at $A3A6 -; $1B25 already has absolute position -; Original: ASL / ADC $1B24 / ASL -> ((val*2)+col)*2 -; New: CLC / ADC $1B24 / ASL -> (val+col)*2 - -*=0x01A3A6 - clc ; Clear carry (was ASL which also clears carry) - -; Another second item calculation at $A320 -; Used when selecting same item twice to use it -; CRITICAL: CMP $1B24 at $A318 sets carry if $1B22 >= $1B24 (always true when both are 0) -; Original ASL would clear carry, but NOP leaves carry SET, causing ADC to add +1! - -*=0x01A320 - clc ; Clear carry (was ASL which also clears carry) - ; Original calculates: (scroll_pos + cursor_y) * 2 + cursor_x * 2 - ; For single column: (scroll_pos + cursor_y) * 2 + ; Original at $01A071: + ; @a06c: lda $1b23 ; cursor Y + ; cmp #$09 ; max Y = 9 (for 10 visible rows) ; + ; This stays the same for 10 visible items, so no change needed -; At $01A309 (SelectItem2): -; @a309: lda $1b23 -; clc -; adc $1b1a -; cmp $1b25 -; bne _a38e ; items don't match -; lda $1b22 -; cmp $1b24 -; bne _a38e -; -; The X position compare should always match for single column -; Already handled by setting both to 0 - -; At $01A320 to calculate item offset: -; @a320: lda $1b25 -; asl -; adc $1b24 ; +0 or +1 for column -; asl ; x2 for 2 bytes per slot -; -; For single column, $1b24=0, so this simplifies to: $1b25 * 2 -; No patch needed if $1b24 is always 0 + ; ============================================================================ + ; Cursor Drawing - Fixed X Position + ; ============================================================================ + ; Original at $01A105 checks $1b22 (X position) for left/right column + ; Single column: always use left position + ; -; ============================================================================ -; DrawItemDesc - Single Column Fix -; ============================================================================ + ; Original: + ; @a105: ... + ; @a116: lda $1b22 ; cursor 1 x position + ; beq @a11b + ; lda #$6c ; right column X + ; @a11b: clc + ; adc #$04 + ; + ; Patch: Skip the X position check, always use left column +} +.alloc at 0x01A114 { + lda #0x00 ; Always 0 (left column) - replaces LDA $1B22 (3 bytes) + nop ; Was high byte of $1B22 address + nop ; Skip BEQ opcode + nop ; Skip BEQ offset + nop ; Skip LDA #$6c opcode + nop ; Skip LDA #$6c operand + + ; ============================================================================ + ; Input Handling - Disable Left/Right Toggle + ; ============================================================================ + ; Original at $01A003 and $01A014 handle left/right button presses + ; to switch columns. We disable this for single column. + ; -; Original at $01A7C8 uses two-column calculation (ABSOLUTE addressing): -; $A7C8: LDA.W $1B23 (AD 23 1B) - cursor_y -; $A7CB: CLC (18) -; $A7CC: ADC.W $1B1A (6D 1A 1B) - + scroll_pos -; $A7CF: ASL (0A) - * 2 (for two columns per row) <-- PATCH HERE -; $A7D0: ADC.W $1B22 (6D 22 1B) - + column -; $A7D3: ASL (0A) - * 2 (for 2 bytes per item) -; -; For single column: remove first ASL at $A7CF -; This matches the patches at $A398, $A3A6, $A320 + ; Left button handler at @9ff2: + ; @9ff2: lda $01 + ; and #JOY_LEFT + ; beq @a003 + ; lda $1b22 ; toggle x position + ; inc + ; and #$01 + ; sta $1b22 + ; bne @a01a ; move up + ; + ; Right button handler similar at @a003 + ; + ; Patch: Make left/right do nothing (skip to down button check) +} +.alloc at 0x019FF4 { + ; Change AND #JOY_LEFT to AND #0x00 (never matches) + and #0x00 +} +.alloc at 0x01A005 { + ; Change AND #JOY_RIGHT to AND #0x00 (never matches) + and #0x00 + + ; ============================================================================ + ; Scroll Position Adjustment for Drawing + ; ============================================================================ + ; When drawing, need to start from scroll position, not always item 0 + ; This requires adding $1B1A (scroll position) to the item pointer + ; -*=0x01A7CF - nop ; Remove first ASL for single column + ; Original _a181 loop at $01A181: + ; _a181: stz $5d ; item counter = 0 + ; stz $5e + ; + ; We need to initialize $5d to scroll_pos * 2 (since items are 2 bytes each) + ; But actually, the loop uses $5a as a pointer, and $5d as a counter + ; The pointer $5a = $1440 + (scroll_pos * 2) + ; + ; Add patch to adjust $5a before the loop +} +.alloc at 0x01A181 { + jsr.w adjust_inventory_pointer + nop + + ; ============================================================================ + ; Cursor Y Limit for Scroll Down + ; ============================================================================ + ; Original at $01A071: cmp #$09 for 10 visible rows + ; This is correct for single column with 10 visible items + ; No change needed + + ; ============================================================================ + ; Second Cursor (for item swap) + ; ============================================================================ + ; The second cursor also uses $1b24 (X position) and $1b25 (Y position) + ; For single column, $1b24 should always be 0 + ; -; ============================================================================ -; Initialize $1B22 (cursor column) to 0 on menu entry -; ============================================================================ -; Ensure $1b22 starts at 0 even if it had a value from a previous menu. -; Patch at $01A181 which runs after SelectClearBG1 and before DrawInventoryList. -; We already have adjust_inventory_pointer at $A181, so add $1b22 init there. -; Actually, we'll add it to the menu_entry_hook_impl in inventory_rolling.s + ; When storing first item selection at $01A2C3: + ; @a2c3: lda $1b1a + ; clc + ; adc $1b23 + ; sta $1b25 + ; lda $1b22 + ; sta $1b24 ; Store X position + ; + ; Patch: Always store 0 for X position + + ; $1B25 stores absolute position (scroll + cursor) - keep original storage + ; Just patch $A2CD to store 0 for X position +} +.alloc at 0x01A2CD { + lda #0x00 ; Always 0 for single column X (was LDA $1B22) + nop ; Pad to 3 bytes + + ; ============================================================================ + ; Item Index Calculation for Selection + ; ============================================================================ + ; Original two-column: ((Y + scroll) * 2 + X) * 2 = item_index * 2 + ; Single column: (Y + scroll) * 2 + ; Need to remove one ASL at each calculation + + ; First item (current cursor) at $A398 + ; Original: ASL / ADC $1B22 / ASL -> ((val*2)+col)*2 + ; New: CLC / ADC $1B22 / ASL -> (val+col)*2 + ; MUST use CLC because the previous CMP leaves carry set! +} +.alloc at 0x01A398 { + clc ; Clear carry (was ASL which also clears carry) + + ; Second item (swap target) at $A3A6 + ; $1B25 already has absolute position + ; Original: ASL / ADC $1B24 / ASL -> ((val*2)+col)*2 + ; New: CLC / ADC $1B24 / ASL -> (val+col)*2 +} +.alloc at 0x01A3A6 { + clc ; Clear carry (was ASL which also clears carry) + + ; Another second item calculation at $A320 + ; Used when selecting same item twice to use it + ; CRITICAL: CMP $1B24 at $A318 sets carry if $1B22 >= $1B24 (always true when both are 0) + ; Original ASL would clear carry, but NOP leaves carry SET, causing ADC to add +1! +} +.alloc at 0x01A320 { + clc ; Clear carry (was ASL which also clears carry) + ; Original calculates: (scroll_pos + cursor_y) * 2 + cursor_x * 2 + ; For single column: (scroll_pos + cursor_y) * 2 + ; + + ; At $01A309 (SelectItem2): + ; @a309: lda $1b23 + ; clc + ; adc $1b1a + ; cmp $1b25 + ; bne _a38e ; items don't match + ; lda $1b22 + ; cmp $1b24 + ; bne _a38e + ; + ; The X position compare should always match for single column + ; Already handled by setting both to 0 + + ; At $01A320 to calculate item offset: + ; @a320: lda $1b25 + ; asl + ; adc $1b24 ; +0 or +1 for column + ; asl ; x2 for 2 bytes per slot + ; + ; For single column, $1b24=0, so this simplifies to: $1b25 * 2 + ; No patch needed if $1b24 is always 0 + + ; ============================================================================ + ; DrawItemDesc - Single Column Fix + ; ============================================================================ + + ; Original at $01A7C8 uses two-column calculation (ABSOLUTE addressing): + ; $A7C8: LDA.W $1B23 (AD 23 1B) - cursor_y + ; $A7CB: CLC (18) + ; $A7CC: ADC.W $1B1A (6D 1A 1B) - + scroll_pos + ; $A7CF: ASL (0A) - * 2 (for two columns per row) <-- PATCH HERE + ; $A7D0: ADC.W $1B22 (6D 22 1B) - + column + ; $A7D3: ASL (0A) - * 2 (for 2 bytes per item) + ; + ; For single column: remove first ASL at $A7CF + ; This matches the patches at $A398, $A3A6, $A320 +} +.alloc at 0x01A7CF { + nop ; Remove first ASL for single column + + ; ============================================================================ + ; Initialize $1B22 (cursor column) to 0 on menu entry + ; ============================================================================ + ; Ensure $1b22 starts at 0 even if it had a value from a previous menu. + ; Patch at $01A181 which runs after SelectClearBG1 and before DrawInventoryList. + ; We already have adjust_inventory_pointer at $A181, so add $1b22 init there. + ; Actually, we'll add it to the menu_entry_hook_impl in inventory_rolling.s +} diff --git a/src/ingame/items.s b/src/ingame/items.s index 2c7baef..4bbc201 100644 --- a/src/ingame/items.s +++ b/src/ingame/items.s @@ -2,35 +2,35 @@ Field-menu item screen patches: scroll-region tweaks, layout fixes and entry-point hooks (separate from rolling-buffer code which lives in `inventory_rolling.s`). """ +.include "config.i" .include "src/ingame/macros.i" ; during scroll -*=0x01A814 +.alloc at 0x01A814 { load_system_menu_text_pointer(items_menu.item) ; when scroll done - -*=0x019F56 +} +.alloc at 0x019F56 { load_system_menu_text_pointer(items_menu.item) - -*=0x1a750 +} +.alloc at 0x1a750 { load_system_menu_text_pointer(items_menu.item) ; patching find description setup bank and offset - -*=0x01a7f6 +} +.alloc at 0x01a7f6 { ldx.w #assets_item_descriptions_dat & 0xffff - -*=0x01a7fc +} +.alloc at 0x01a7fc { addr = ( assets_item_descriptions_dat & 0xff0000 ) lda.l addr, x - - -*=0x01a7da - ; In the original code the item description is rendered multiple times (once per tick ?) - ; rendering the variable width font that often cause noticeable slowdowns, we are trying to render the text only - ; when the description should change. Because the draw window clears the tilemap the check must happen before it. +} +.alloc at 0x01a7da { +; In the original code the item description is rendered multiple times (once per tick ?) +; rendering the variable width font that often cause noticeable slowdowns, we are trying to render the text only +; when the description should change. Because the draw window clears the tilemap the check must happen before it. jmp.w check_if_description_was_rendered nop @@ -38,61 +38,60 @@ _back: ; Hook in the display_item_description function, draw the window and render the string - -*=0x01a808 +} +.alloc at 0x01a808 { lda.b #assets_item_descriptions_dat >> 16 ldx.w #0x0054 jsr.w draw_vwf_message - - -*=0x1a439 +} +.alloc at 0x1a439 { ldy.w #messages.use_on_whom jsr.w draw_vwf_message_pos_with_bank - -*=0x1a36f +} +.alloc at 0x1a36f { ldy.w #messages.cantuse jsr.w draw_vwf_message_pos_with_bank ; inventory window (22 rows tall for 10 visible items + borders) - -*=0x01dcce +} +.alloc at 0x01dcce { menu_window(0, 0, 30, 23) ; - -*=0x01dcd6 +} +.alloc at 0x01dcd6 { menu_window(9, 0, 21, 3) ; item select character on the left side (selected item in the right column) - -*=0x01dd38 +} +.alloc at 0x01dd38 { menu_window(0, 5, 16, 21) ; item select character on the right side (selected item in the left column) - -*=0x01dd3c +} +.alloc at 0x01dd3c { menu_window(14, 5, 16, 21) ; moves the right item column one tile to the right - -*=0x01a227 +} +.alloc at 0x01a227 { adc.w #0x001c + 2 - -*=0x01a1c4 +} +.alloc at 0x01a1c4 { adc.w #0x0006 ; +2 tiles to the right - -*=0x1efd7d +} +.alloc at 0x1efd7d { _delta_l = 0 _delta_r = 2 .dw 0x039e - _delta_l, 0x019e - _delta_l, 0x059e - _delta_l, 0x029e - _delta_l, 0x049e - _delta_l .dw 0x0384 - _delta_r, 0x0184 - _delta_r, 0x0584 - _delta_r, 0x0284 - _delta_r, 0x0484 - _delta_r - -*=0x01a4f4 +} +.alloc at 0x01a4f4 { adc.w #0x0082 - -*=0x01a51a +} +.alloc at 0x01a51a { draw_hp_mp = 0x018a2a lda.w #0x0046 + 0x40 ldy.w #0x0007 @@ -106,35 +105,34 @@ _back: lda.w #0x0090 + 0x40 ldy.w #0x000d jsr.w draw_hp_mp - -*=0x01aed6 +} +.alloc at 0x01aed6 { ldy.w #messages.cant_use_magic - 0x8000 jsr.w draw_window_and_vwf_message ; choice window - -*=0x01db40 +} +.alloc at 0x01db40 { load_system_menu_text_pointer(treasure.choice_window) ; label window - -*=0x01db46 +} +.alloc at 0x01db46 { load_system_menu_text_pointer(treasure.header_window) - -*=0x01d83d +} +.alloc at 0x01d83d { load_system_menu_text_pointer(treasure.take_all) - - -*=0x01db2e +} +.alloc at 0x01db2e { load_system_menu_text_pointer(treasure.key_items_left_warning) - -*=0x01d95b +} +.alloc at 0x01d95b { load_system_menu_text_pointer(treasure.exchange) - -*=0x1d88b +} +.alloc at 0x1d88b { lda.b #0x48 - 8 - -*=0x1d88f +} +.alloc at 0x1d88f { lda.b #0xb8 - 8 ;01D887 A5 60 LDA $60 @@ -146,12 +144,13 @@ _back: ;01D893 A9 0E LDA #$0E ;01D895 85 46 STA $46 ;01D897 4C 81 82 JMP $8281 - -*=0x01D814 +} +.alloc at 0x01D814 { load_system_menu_text_pointer(treasure.items_window) - -*=0x1d792 +} +.alloc at 0x1d792 { _treasure_menu_entry: +} ; Test Overrides: ; would be nice to automate that @@ -165,20 +164,28 @@ _treasure_menu_entry: ; ============================================================================ ; Scroll limit: 48 items - 10 visible = 38 max scroll position ; CMP opcode at $A076, operand at $A077 - *=0x01A077 + .alloc at 0x01A077 { .db 38 ; 38 = new scroll limit ; Visible items count - handled in inventory_single_column.s ; Disable left button (AND #$00 instead of AND #$02) - *=0x019FF4 + } + + .alloc at 0x019FF4 { and #0x00 ; Disable right button (AND #$00 instead of AND #$01) - *=0x01A005 + } + + .alloc at 0x01A005 { and #0x00 ; Hook swap redraw to reset rolling buffer - *=0x01A401 + } + + .alloc at 0x01A401 { jmp.w swap_redraw_trampoline ; Replace JSR $A172 + } } + diff --git a/src/ingame/items_menu.s b/src/ingame/items_menu.s index 413e849..80e083d 100644 --- a/src/ingame/items_menu.s +++ b/src/ingame/items_menu.s @@ -16,73 +16,74 @@ go. ; Name field is ITEM_UNLEASHED_TEXT_SIZE chars in items_unleashed ; (records are ITEM_UNLEASHED_RECORD_SIZE bytes = symbol + name). -*=0x01903F - lda #ITEM_UNLEASHED_TEXT_SIZE - -; --- Patch multiply logic --- - -; Original at $019023-902A (7 bytes): -; LDA $43, ASL, ASL, ASL, ADC $43, TAX -; New: JSL to relocated routine (4 bytes) + 3 NOPs - -*=0x019023 - jsr.l multiply_item_index_17 - nop - nop - nop - nop - -; ===== ITEM TABLE ADDRESS REDIRECTS ===== - -; --- menu: item symbol --- -; Original: 01/902E: BF 00 80 0F LDA $0F8000,X - -*=0x01902E - lda.l assets_items_unleashed_dat, x - -; --- menu: item name (in loop) --- -; Original: 01/9043: BF 00 80 0F LDA $0F8000,X - -*=0x019043 - lda.l assets_items_unleashed_dat, x - -; ===== DRAWITEMNAME JSL HOOKS ===== -; Both vanilla entry points relocate to `items_menu_vwf.draw_field_item_name` -; in bank $20. Initial stub mirrors the vanilla fixed-font body so the -; visible output stays identical; subsequent phases will swap in the -; small_vwf glyph blit + per-slot CHR allocator. - -; DrawEquipItemName ($01:9013): vanilla `phy ; phx ; lda ($60),y ; bra _9017`. -; Route through the bank-01 jsr.w trampoline so the patch stays inside -; the vanilla 4-byte slot and the byte at $01:9017 stays untouched. - -*=0x019013 - lda (0x60), y - jsr.w draw_field_item_name_trampoline - rts - -; DrawItemName ($01:9060): vanilla `phy ; phy ; bra _9017` -> caller already -; passed A = item_id. Use the bank-01 jsr.w trampoline (3 bytes) + rts -; (1 byte) so the FIVE-byte JSL.L + RTS no longer spills into the -; sprite-render sub-routine at $01:9064 (the save-screen sprite path -; jsr's $9064 directly). - -*=0x019060 - jsr.w draw_field_item_name_trampoline - rts - -; ===== COLON/QUANTITY POSITION PATCHES ===== -; Item names expanded from 9 to 16 bytes (+7 chars = +14 VRAM bytes) -; Change offset from $0052 to $0060 - -; --- DrawItemSlot: left column colon/qty position --- -; Original: 01/A1FC: 69 52 00 ADC #$0052 - -*=0x01A1FC - adc #0x0060 - -; --- DrawItemSlot: right column colon/qty position --- -; Original: 01/A236: 69 52 00 ADC #$0052 - -*=0x01A236 - adc #0x0060 +.alloc at 0x01903F { + lda #ITEM_UNLEASHED_TEXT_SIZE + + ; --- Patch multiply logic --- + + ; Original at $019023-902A (7 bytes): + ; LDA $43, ASL, ASL, ASL, ADC $43, TAX + ; New: JSL to relocated routine (4 bytes) + 3 NOPs +} +.alloc at 0x019023 { + jsr.l multiply_item_index_17 + nop + nop + nop + nop + + ; ===== ITEM TABLE ADDRESS REDIRECTS ===== + + ; --- menu: item symbol --- + ; Original: 01/902E: BF 00 80 0F LDA $0F8000,X +} +.alloc at 0x01902E { + lda.l assets_items_unleashed_dat, x + + ; --- menu: item name (in loop) --- + ; Original: 01/9043: BF 00 80 0F LDA $0F8000,X +} +.alloc at 0x019043 { + lda.l assets_items_unleashed_dat, x + + ; ===== DRAWITEMNAME JSL HOOKS ===== + ; Both vanilla entry points relocate to `items_menu_vwf.draw_field_item_name` + ; in bank $20. Initial stub mirrors the vanilla fixed-font body so the + ; visible output stays identical; subsequent phases will swap in the + ; small_vwf glyph blit + per-slot CHR allocator. + + ; DrawEquipItemName ($01:9013): vanilla `phy ; phx ; lda ($60),y ; bra _9017`. + ; Route through the bank-01 jsr.w trampoline so the patch stays inside + ; the vanilla 4-byte slot and the byte at $01:9017 stays untouched. +} +.alloc at 0x019013 { + lda (0x60), y + jsr.w draw_field_item_name_trampoline + rts + + ; DrawItemName ($01:9060): vanilla `phy ; phy ; bra _9017` -> caller already + ; passed A = item_id. Use the bank-01 jsr.w trampoline (3 bytes) + rts + ; (1 byte) so the FIVE-byte JSL.L + RTS no longer spills into the + ; sprite-render sub-routine at $01:9064 (the save-screen sprite path + ; jsr's $9064 directly). +} +.alloc at 0x019060 { + jsr.w draw_field_item_name_trampoline + rts + + ; ===== COLON/QUANTITY POSITION PATCHES ===== + ; Item names expanded from 9 to 16 bytes (+7 chars = +14 VRAM bytes) + ; Change offset from $0052 to $0060 + + ; --- DrawItemSlot: left column colon/qty position --- + ; Original: 01/A1FC: 69 52 00 ADC #$0052 +} +.alloc at 0x01A1FC { + adc #0x0060 + + ; --- DrawItemSlot: right column colon/qty position --- + ; Original: 01/A236: 69 52 00 ADC #$0052 +} +.alloc at 0x01A236 { + adc #0x0060 +} diff --git a/src/ingame/key_item_picker_patches.s b/src/ingame/key_item_picker_patches.s index 608c8e0..398f71c 100644 --- a/src/ingame/key_item_picker_patches.s +++ b/src/ingame/key_item_picker_patches.s @@ -30,6 +30,7 @@ Patched: """ +.include "config.i" .if TREASURE_INVENTORY_ROLLING { ; TODO : wire `jsr.l key_item_render_all` at $00:AF4D once the picker ; has a VRAM strategy that doesn't garble the room/map underneath. The @@ -58,78 +59,91 @@ Patched: ; (text buffer is 13 chars/half-row × 2 = 26 wide) which is more ; invasive. Keep 2-col layout for now, single-stride scroll lets ; us walk the filtered $0712 in step with the engine's worldview. - *=0x00B23C - nop - -; Items per page: original `lda #$08` → 4 (single-col 4 rows). - *=0x00B245 - lda #0x04 - -; Replace the inline id*9 multiplier at $00:B253-B26C with a -; jsl multiply_by_17 chain. A is item-id on entry (just loaded via -; lda $0712,x at $B24B), returns A = id * ITEM_UNLEASHED_RECORD_SIZE. -; Move into X for the existing inner-loop indexed -; `lda.l assets_items_unleashed_dat, x` read. The original block was -; 26 bytes ($B253..$B26C); replacement uses 9 bytes, padded with NOP -; to keep downstream instruction addresses ($B26F lda#, $B273 lda.l -; ...) anchored. - *=0x00B253 - rep #0x10 - jsr.l multiply_by_17 - tax - inx - pad_nop(18) - -; Inner-name-write loop count at $00:B26F: original `lda #$08` -; (8 letters per name). Bump to ITEM_UNLEASHED_TEXT_SIZE. - *=0x00B26F - lda #ITEM_UNLEASHED_TEXT_SIZE - -; Item-name table source at $00:B273: original `lda.l $0F8000,x` -; (JP layout). Redirect to assets_items_unleashed_dat. - *=0x00B273 - lda.l assets_items_unleashed_dat, x - -; Make both column-toggle branches advance Y by 24 (full text-buffer -; row, 12 chars). Both → `adc #$18` so every item lands on its own -; row regardless of which column the toggle picks. Keep at 24 -; for now ; widening to fit a 16-char name + colon + qty requires -; revisiting the picker's tilemap row stride too. - *=0x00B2B5 - adc #0x18 - *=0x00B2BF - adc #0x18 - -; Item-text layout post-name: original writes ":" at +8 ($077C), tens -; at +9 ($077D), ones at +10 ($077E). 12-char names pushed the trio -; to $0780/81/82. 16-char names need another +4 to land past the name -; (assets_items_unleashed_dat = symbol + 16 chars), so trio sits at -; $0784/85/86 with the same 1-tile spacer between name and colon. - *=0x00B28E - sta 0x0784, y - *=0x00B2A4 - sta 0x0785, y - *=0x00B2A9 - sta 0x0786, y - -; Single-col picker has no col-1 to move cursor to. NOP the JOY_RIGHT -; check at $00:AFB0 by replacing the AND mask with $00 — beq always -; taken, right-button branch skipped. Original: -; AFB0: A5 03 lda $03 -; AFB2: 29 01 and #$01 ← JOY_RIGHT mask -; AFB4: F0 1A beq +$1A - *=0x00AFB2 - and #0x00 - -; A-select index calc at $00:AF9C: original -; lda $ba / clc / adc $8c / asl / clc / adc $8b / asl / tax -; index = (($ba + $8c) * 2 + $8b) * 2 = ($ba+$8c)*4 -; Single col: drop the col mix-in AND the second asl, so -; index = ($ba + $8c) * 2 (one item = 2 bytes id+qty). -; $00:AFA2 clc / adc $8b (3 bytes) → 3 NOPs -; $00:AFA5 asl (1 byte) → NOP - *=0x00AFA2 - pad_nop(3) - *=0x00AFA5 - nop +.alloc at 0x00B23C { + nop + + ; Items per page: original `lda #$08` → 4 (single-col 4 rows). +} +.alloc at 0x00B245 { + lda #0x04 + + ; Replace the inline id*9 multiplier at $00:B253-B26C with a + ; jsl multiply_by_17 chain. A is item-id on entry (just loaded via + ; lda $0712,x at $B24B), returns A = id * ITEM_UNLEASHED_RECORD_SIZE. + ; Move into X for the existing inner-loop indexed + ; `lda.l assets_items_unleashed_dat, x` read. The original block was + ; 26 bytes ($B253..$B26C); replacement uses 9 bytes, padded with NOP + ; to keep downstream instruction addresses ($B26F lda#, $B273 lda.l + ; ...) anchored. +} +.alloc at 0x00B253 { + rep #0x10 + jsr.l multiply_by_17 + tax + inx + pad_nop(18) + + ; Inner-name-write loop count at $00:B26F: original `lda #$08` + ; (8 letters per name). Bump to ITEM_UNLEASHED_TEXT_SIZE. +} +.alloc at 0x00B26F { + lda #ITEM_UNLEASHED_TEXT_SIZE + + ; Item-name table source at $00:B273: original `lda.l $0F8000,x` + ; (JP layout). Redirect to assets_items_unleashed_dat. +} +.alloc at 0x00B273 { + lda.l assets_items_unleashed_dat, x + + ; Make both column-toggle branches advance Y by 24 (full text-buffer + ; row, 12 chars). Both → `adc #$18` so every item lands on its own + ; row regardless of which column the toggle picks. Keep at 24 + ; for now ; widening to fit a 16-char name + colon + qty requires + ; revisiting the picker's tilemap row stride too. +} +.alloc at 0x00B2B5 { + adc #0x18 +} +.alloc at 0x00B2BF { + adc #0x18 + + ; Item-text layout post-name: original writes ":" at +8 ($077C), tens + ; at +9 ($077D), ones at +10 ($077E). 12-char names pushed the trio + ; to $0780/81/82. 16-char names need another +4 to land past the name + ; (assets_items_unleashed_dat = symbol + 16 chars), so trio sits at + ; $0784/85/86 with the same 1-tile spacer between name and colon. +} +.alloc at 0x00B28E { + sta 0x0784, y +} +.alloc at 0x00B2A4 { + sta 0x0785, y +} +.alloc at 0x00B2A9 { + sta 0x0786, y + + ; Single-col picker has no col-1 to move cursor to. NOP the JOY_RIGHT + ; check at $00:AFB0 by replacing the AND mask with $00 — beq always + ; taken, right-button branch skipped. Original: + ; AFB0: A5 03 lda $03 + ; AFB2: 29 01 and #$01 ← JOY_RIGHT mask + ; AFB4: F0 1A beq +$1A +} +.alloc at 0x00AFB2 { + and #0x00 + + ; A-select index calc at $00:AF9C: original + ; lda $ba / clc / adc $8c / asl / clc / adc $8b / asl / tax + ; index = (($ba + $8c) * 2 + $8b) * 2 = ($ba+$8c)*4 + ; Single col: drop the col mix-in AND the second asl, so + ; index = ($ba + $8c) * 2 (one item = 2 bytes id+qty). + ; $00:AFA2 clc / adc $8b (3 bytes) → 3 NOPs + ; $00:AFA5 asl (1 byte) → NOP +} +.alloc at 0x00AFA2 { + pad_nop(3) +} +.alloc at 0x00AFA5 { + nop +} } diff --git a/src/ingame/magic.s b/src/ingame/magic.s index 4d0b996..ea89ca2 100644 --- a/src/ingame/magic.s +++ b/src/ingame/magic.s @@ -6,94 +6,109 @@ the magic-render path. ; Columns offsets -*=0x1efebd -first_column := 0x0248 - 4 -.dw first_column + 10 * 2 * 2, first_column + 10 * 2, first_column +.alloc at 0x1efebd { + first_column := 0x0248 - 4 + .dw first_column + 10 * 2 * 2, first_column + 10 * 2, first_column ; columns cursor postion - -*=0x01b211 +} +.alloc at 0x01b211 { .db 0x0, 10 * 8, 10 * 8 * 2 ; White spells - -*=0x01AFA2 +} +.alloc at 0x01AFA2 { load_system_menu_text_pointer(spells.white) ; Black spells - -*=0x01AFB6 +} +.alloc at 0x01AFB6 { load_system_menu_text_pointer(spells.black) ; summons - -*=0x01AFCA +} +.alloc at 0x01AFCA { load_system_menu_text_pointer(spells.summon) - -*=0x01AFDE +} +.alloc at 0x01AFDE { load_system_menu_text_pointer(spells.ninja) - -*=0x1d95e +} +.alloc at 0x1d95e { load_system_menu_text_pointer(spells.kokan) - -*=0x01b0ec +} +.alloc at 0x01b0ec { ldx.w #0x020A ldy.w #spells.mp_needed & 0xffff jsr.w copy_text_with_dakuten ; Grisement des types sorts : 'Blancs' 'Noirs' etc ... - -*=0x01B419 +} +.alloc at 0x01B419 { ldy.w #0x0007 sta.w 0xC5FF + 2, x ; Spells type cursor offset - -*=0x01B0CE +} +.alloc at 0x01B0CE { lda.b #0x00 ; Spells cost before char - -*=0x01B0F7 +} +.alloc at 0x01B0F7 { sta.w 0xC816 + 0x40 + 2 ; Spells cost - -*=0x01B0E6 +} +.alloc at 0x01B0E6 { ldy.w #0x021A + 0x40 + 2 ; [use spell] Choose Spell character target window. - -*=0x01dd6d +} +.alloc at 0x01dd6d { menu_window(8, 0, 22, 26) ; [use spell] Use spell on whom window. - -*=0x01dd71 +} +.alloc at 0x01dd71 { menu_window(0, 8, 8, 5) ; [use spell] Magic name position. - -*=0x01b4a7 +} +.alloc at 0x01b4a7 { ldx.w #0x0042 - +} ; move character blocks one tile back .if 0 { - *=0x01b4c5 + .alloc at 0x01b4c5 { ldx.w #0x02e0 - 2 - *=0x01b4ce + } + + + .alloc at 0x01b4ce { ldx.w #0x0060 - 2 - *=0x01b4d7 + } + + + .alloc at 0x01b4d7 { ldx.w #0x0560 - 2 - *=0x01b4e0 + } + + + .alloc at 0x01b4e0 { ldx.w #0x01a0 - 2 - *=0x01b4e9 + } + + + .alloc at 0x01b4e9 { ldx.w #0x0420 - 2 ; moves character portrait 8 pixels back - *=0x1efea9 + } + + + .alloc at 0x1efea9 { delta = 8 .db 0x58 - delta, 0x68 .db 0x58 - delta, 0x18 @@ -105,30 +120,33 @@ first_column := 0x0248 - 4 .db 0x60 - delta, 0xb8 .db 0x58 - delta, 0x40 .db 0x58 - delta, 0x90 ; 2 front/3 back + } } -; do not display on whom window -*=0x01b498 +; do not display on whom window +.alloc at 0x01b498 { nop nop nop ; do not display to "on whom ?" text - -*=0x01b4ad +} +.alloc at 0x01b4ad { nop nop nop - ; load_system_menu_text_pointer(use_spell.use_on_whom) - ;ldy.w #0xdd79 +; load_system_menu_text_pointer(use_spell.use_on_whom) +;ldy.w #0xdd79 nop nop nop - -*=0x01b4b3 +} +.alloc at 0x01b4b3 { load_system_menu_text_pointer(use_spell.mp_cost) ; moves the magic target cursor X 8 pixels - -*=0x01B5FF +} +.alloc at 0x01B5FF { lda #0x40 + 8 +} + diff --git a/src/ingame/main.s b/src/ingame/main.s index efcf29b..8aba45c 100644 --- a/src/ingame/main.s +++ b/src/ingame/main.s @@ -6,311 +6,325 @@ in-game menu wiring. { - *=0x01DB61 - .scope _main_menu { -characters_window: - menu_window(0, 0, 22, 26) -gil_window: - menu_window(22, 23, 8, 3) -time_window: - menu_window(23, 19, 7, 2) -menu: -; ptr 0xdb6d - menu_window(23, 0, 7, 17) - } - - *=0x01dd51 - menu_window(1, 8, 29, 17) - - *=0x01892E - load_system_menu_text_pointer(in_game_menu.menu) -; jsr.w draw_window_and_vwf_message - -; Gils - *=0x0187CE - load_system_menu_text_pointer(in_game_menu.gils) - -; moves gils two chars on the right - *=0x0187DA - ldy.w #0x062A + 4 - -; TIME - *=0x0187C5 - ldx.w #0x52E + 2 - load_system_menu_text_pointer(in_game_menu.time) - -; disable Save text - *=0x018939 - jmp.l disable_save - -; Moves the classes on the next line - *=0x018C1A - adc.w #0x004e - -; disable class name - *=0x018b30 - rts - -;*=0x0188d0 -; ldx.w #0x02CE - - - *=0x018FD3 - jsr.l load_classes_pointer - nop - sta 0x45 - xba - sta 0x46 - ldx 0x45 - lda #0x0F - - *=0x018fe3 - { -load_next_char: - lda.l assets_classes_dat, x - beq end -; dakuten - jsr.w 0x8E32 - sta.w 0x0000, y - xba - sta.w 0x0040, y - iny - lda.b 0x34 - sta.w 0x0000, y - sta.w 0x0040, y - inx - iny +.alloc at 0x01DB61 { + .scope _main_menu { + characters_window: + menu_window(0, 0, 22, 26) + gil_window: + menu_window(22, 23, 8, 3) + time_window: + menu_window(23, 19, 7, 2) + menu: + ; ptr 0xdb6d + menu_window(23, 0, 7, 17) + } +} +.alloc at 0x01dd51 { + menu_window(1, 8, 29, 17) +} +.alloc at 0x01892E { + load_system_menu_text_pointer(in_game_menu.menu) + ; jsr.w draw_window_and_vwf_message - bra load_next_char -end: - rts - } + ; Gils +} +.alloc at 0x0187CE { + load_system_menu_text_pointer(in_game_menu.gils) - *=0x0189b9 -; Level offset - adc.w #0x0044 - 2 + ; moves gils two chars on the right +} +.alloc at 0x0187DA { + ldy.w #0x062A + 4 - *=0x018a03 - draw_hp_mp = 0x018a2a - lda.w #0x0046 + 0x40 - ldy.w #0x0007 ; current hp - jsr.w draw_hp_mp - lda.w #0x0050 + 0x40 - ldy.w #0x0009 ; max hp - jsr.w draw_hp_mp - lda.w #0x0086 + 0x40 - ldy.w #0x000b ; current mp - jsr.w draw_hp_mp - lda.w #0x0090 + 0x40 - ldy.w #0x000d ; max mp - jsr.w draw_hp_mp + ; TIME +} +.alloc at 0x0187C5 { + ldx.w #0x52E + 2 + load_system_menu_text_pointer(in_game_menu.time) -; LEVEL - *=0x0189C3 - { - level_offset = 7 * 2 - lda #0xFF - sta.w 0 + level_offset, x - lda #0x4F ; N - sta.w 2 + level_offset, x - lda #0x57 ; V - sta.w 4 + level_offset, x - lda #0xFF - sta.w 6 + level_offset, x - nop + ; disable Save text +} +.alloc at 0x018939 { + jmp.l disable_save - lda #0x57 ; H 49 V 57 - sta.w 0x40 + 2 + 0x40, x - lda #0x51 ; P - sta.w 0x42 - 2 + 0x40, x - sta.w 0x82 - 2 + 0x40, x - lda #0x4E ; M - sta.w 0x80 + 2 + 0x40, x - lda #0xC7 ; / - sta.w 0x4E + 0x40, x - sta.w 0x8E + 0x40, x - } + ; Moves the classes on the next line +} +.alloc at 0x018C1A { + adc.w #0x004e -; Moves the level down in the digest - *=0x0189FA - sta.w 0x0016, x - xba - sta.w 0x0018, x + ; disable class name +} +.alloc at 0x018b30 { + rts -;; Move character name. - *=0x0183D5 - sta.w 0x0000, y - xba - sta.w 0x0040, y + ;*=0x0188d0 + ; ldx.w #0x02CE +} +.alloc at 0x018FD3 { + jsr.l load_classes_pointer + nop + sta 0x45 + xba + sta 0x46 + ldx 0x45 + lda #0x0F +} +.alloc at 0x018fe3 { + { + load_next_char: + lda.l assets_classes_dat, x + beq end + ; dakuten + jsr.w 0x8E32 + sta.w 0x0000, y + xba + sta.w 0x0040, y + iny + lda.b 0x34 + sta.w 0x0000, y + sta.w 0x0040, y + inx + iny + + bra load_next_char + end: + rts + } +} +.alloc at 0x0189b9 { + ; Level offset + adc.w #0x0044 - 2 +} +.alloc at 0x018a03 { + draw_hp_mp = 0x018a2a + lda.w #0x0046 + 0x40 + ldy.w #0x0007 ; current hp + jsr.w draw_hp_mp + lda.w #0x0050 + 0x40 + ldy.w #0x0009 ; max hp + jsr.w draw_hp_mp + lda.w #0x0086 + 0x40 + ldy.w #0x000b ; current mp + jsr.w draw_hp_mp + lda.w #0x0090 + 0x40 + ldy.w #0x000d ; max mp + jsr.w draw_hp_mp + + ; LEVEL +} +.alloc at 0x0189C3 { + { + level_offset = 7 * 2 + lda #0xFF + sta.w 0 + level_offset, x + lda #0x4F ; N + sta.w 2 + level_offset, x + lda #0x57 ; V + sta.w 4 + level_offset, x + lda #0xFF + sta.w 6 + level_offset, x + nop + + lda #0x57 ; H 49 V 57 + sta.w 0x40 + 2 + 0x40, x + lda #0x51 ; P + sta.w 0x42 - 2 + 0x40, x + sta.w 0x82 - 2 + 0x40, x + lda #0x4E ; M + sta.w 0x80 + 2 + 0x40, x + lda #0xC7 ; / + sta.w 0x4E + 0x40, x + sta.w 0x8E + 0x40, x + } + + ; Moves the level down in the digest +} +.alloc at 0x0189FA { + sta.w 0x0016, x + xba + sta.w 0x0018, x -; translate can't fight text + ;; Move character name. +} +.alloc at 0x0183D5 { + sta.w 0x0000, y + xba + sta.w 0x0040, y - *=0x018B2A - load_system_menu_text_pointer(in_game_menu.cant_fight) + ; translate can't fight text +} +.alloc at 0x018B2A { + load_system_menu_text_pointer(in_game_menu.cant_fight) -; grey out more tiles for the first line in char block - *=0x018C30 - lda #15 + ; grey out more tiles for the first line in char block +} +.alloc at 0x018C30 { + lda #15 -;*=0x018b6b -; lda #0x42 + ;*=0x018b6b + ; lda #0x42 -; Time offset - *=0x018BC1 - lda.b #0x80 - sta.w 0x0578, y - xba - sta.w 0x057A, y - rep #0x20 - lda.b 0x73 - sep #0x20 - jsr.w 0x81D6 - lda.b 0x5B - sta.w 0x0570, y - lda.b 0x5D - sta.w 0x0572, y - lda.b 0x5E - sta.w 0x0574, y - lda.b #0xC8 - sta.w 0x0576, y + ; Time offset +} +.alloc at 0x018BC1 { + lda.b #0x80 + sta.w 0x0578, y + xba + sta.w 0x057A, y + rep #0x20 + lda.b 0x73 + sep #0x20 + jsr.w 0x81D6 + lda.b 0x5B + sta.w 0x0570, y + lda.b 0x5D + sta.w 0x0572, y + lda.b 0x5E + sta.w 0x0574, y + lda.b #0xC8 + sta.w 0x0576, y +} } ; main menu spells ; length of spells names -*=0x01B345 - lda.b #0x08 - -; compute spell pointer -;01b319 rep #0x20 -;01b31b asl a -;01b31c sta 0x45 -;01b31e asl a -;01b31f adc 0x45 -;01b321 adc #0x8900 -;01b324 tay -;01b325 sep #0x20 -;01b327 lda #0x0f - -*=0x01b319 - rep #0x20 - pha - asl - asl - asl - adc 1, s - nop - nop - ; nop - ; adc.w #assets_magic_dat - tay - pla - sep #0x20 - lda.b #assets_magic_dat >> 16 - -; instead of adding asset_magic_dat to Y move it to the lda to save 3 bytes - -*=0x1b32b - lda.w assets_magic_dat, y - -*=0x1b349 - lda.w assets_magic_dat, y - -; Save / restore covers VRAM byte $4000-$5FFF ($2000 bytes) instead of -; vanilla's $1000. The extra $1000 bytes reach past the static-font / - -; vanilla BG3 CHR area to cover the full VWF region union : -; Region 1 $5000-$56A0 (field / treasure item-name CHR) -; Region 1B $56E0-$5AA0 (drops item-name CHR, treasure popup) -; Region D $5800-$5FF0 (item description CHR) -; Without the extension, menu glyph bytes at $5300+ stayed in VRAM -; forever (overworld never writes those addresses), so any BG tilemap -; entry referencing VWF tile_ids $100+ rendered the leftover glyphs -; over the overworld map. SRAM buffer at $70:5000-$70:6FFF stays -; clear of the battle-magic region at $70:7000. +.alloc at 0x01B345 { + lda.b #0x08 + + ; compute spell pointer + ;01b319 rep #0x20 + ;01b31b asl a + ;01b31c sta 0x45 + ;01b31e asl a + ;01b31f adc 0x45 + ;01b321 adc #0x8900 + ;01b324 tay + ;01b325 sep #0x20 + ;01b327 lda #0x0f +} +.alloc at 0x01b319 { + rep #0x20 + pha + asl + asl + asl + adc 1, s + nop + nop + ; nop + ; adc.w #assets_magic_dat + tay + pla + sep #0x20 + lda.b #assets_magic_dat >> 16 + + ; instead of adding asset_magic_dat to Y move it to the lda to save 3 bytes +} +.alloc at 0x1b32b { + lda.w assets_magic_dat, y +} +.alloc at 0x1b349 { + lda.w assets_magic_dat, y + + ; Save / restore covers VRAM byte $4000-$5FFF ($2000 bytes) instead of + ; vanilla's $1000. The extra $1000 bytes reach past the static-font / + + ; vanilla BG3 CHR area to cover the full VWF region union : + ; Region 1 $5000-$56A0 (field / treasure item-name CHR) + ; Region 1B $56E0-$5AA0 (drops item-name CHR, treasure popup) + ; Region D $5800-$5FF0 (item description CHR) + ; Without the extension, menu glyph bytes at $5300+ stayed in VRAM + ; forever (overworld never writes those addresses), so any BG tilemap + ; entry referencing VWF tile_ids $100+ rendered the leftover glyphs + ; over the overworld map. SRAM buffer at $70:5000-$70:6FFF stays + ; clear of the battle-magic region at $70:7000. +} { - *=0x14ff62 - sram_buffer = 0x705000 - save_size = 0x2000 - phb - tdc - pha - plb - lda #0x80 - sta 0x2100 ; screen off - sta 0x88 - lda #0x80 - sta 0x2115 - ldx #0x2000 ; ppu 0x2000 - stx 0x2116 - ldx 0x2139 ; read "dummy" value - lda #0x81 ; single address, auto-increment - sta 0x4300 - lda #0x39 ; source: 0x2139 (vram data read) - sta 0x4301 - ldx.w #sram_buffer & 0xffff ; destination: 0x7ee600 - stx 0x4302 - lda.b #sram_buffer >> 16 - sta 0x4304 - ldx.w #save_size ; size: 0x1000 - stx 0x4305 - lda #0x01 - sta 0x420b - plb - rtl - - *=0x14ffd6 -;RestoreDlgGfx_ext: - lda #0x00 - pha - plb - ldx #0x2000 - stx 0x011d - ldx.w #sram_buffer & 0xffff - stx 0x011f - lda.b #sram_buffer >> 16 - sta 0x0121 - ldx.w #save_size - stx 0x0122 - rtl +.alloc at 0x14ff62 { + sram_buffer = 0x705000 + save_size = 0x2000 + phb + tdc + pha + plb + lda #0x80 + sta 0x2100 ; screen off + sta 0x88 + lda #0x80 + sta 0x2115 + ldx #0x2000 ; ppu 0x2000 + stx 0x2116 + ldx 0x2139 ; read "dummy" value + lda #0x81 ; single address, auto-increment + sta 0x4300 + lda #0x39 ; source: 0x2139 (vram data read) + sta 0x4301 + ldx.w #sram_buffer & 0xffff ; destination: 0x7ee600 + stx 0x4302 + lda.b #sram_buffer >> 16 + sta 0x4304 + ldx.w #save_size ; size: 0x1000 + stx 0x4305 + lda #0x01 + sta 0x420b + plb + rtl +} +.alloc at 0x14ffd6 { + ;RestoreDlgGfx_ext: + lda #0x00 + pha + plb + ldx #0x2000 + stx 0x011d + ldx.w #sram_buffer & 0xffff + stx 0x011f + lda.b #sram_buffer >> 16 + sta 0x0121 + ldx.w #save_size + stx 0x0122 + rtl +} } -*=0x018E32 - jsr.l lookup_dakuten - rts - -*=0x00b670 - jsr.l lookup_dakuten - xba - rts - -;*=0x00b66e -;jsr.l lookup_dakuten -;rts - -; --------sub start-------- -;018E32 DA PHX -;018E33 C9 42 CMP #$42 -;018E35 B0 15 BCS $018E4C -;018E37 38 SEC -;018E38 E9 0F SBC #$0F -;018E3A 0A ASL -;018E3B EB XBA -;018E3C A9 00 LDA #$00 -;018E3E EB XBA -;018E3F AA TAX -;018E40 BF 1F FE 1E LDA $1EFE1F,X -;018E44 EB XBA -;018E45 BF 1E FE 1E LDA $1EFE1E,X -;018E49 EB XBA -;018E4A FA PLX -;018E4B 60 RTS -; ---------------- -;018E4C EB XBA -;018E4D A9 FF LDA #$FF -;018E4F FA PLX -;018E50 60 RTS -; ---------------- +.alloc at 0x018E32 { + jsr.l lookup_dakuten + rts +} +.alloc at 0x00b670 { + jsr.l lookup_dakuten + xba + rts + + ;*=0x00b66e + ;jsr.l lookup_dakuten + ;rts + + ; --------sub start-------- + ;018E32 DA PHX + ;018E33 C9 42 CMP #$42 + ;018E35 B0 15 BCS $018E4C + ;018E37 38 SEC + ;018E38 E9 0F SBC #$0F + ;018E3A 0A ASL + ;018E3B EB XBA + ;018E3C A9 00 LDA #$00 + ;018E3E EB XBA + ;018E3F AA TAX + ;018E40 BF 1F FE 1E LDA $1EFE1F,X + ;018E44 EB XBA + ;018E45 BF 1E FE 1E LDA $1EFE1E,X + ;018E49 EB XBA + ;018E4A FA PLX + ;018E4B 60 RTS + ; ---------------- + ;018E4C EB XBA + ;018E4D A9 FF LDA #$FF + ;018E4F FA PLX + ;018E50 60 RTS + ; ---------------- +} diff --git a/src/ingame/new_game.s b/src/ingame/new_game.s index f01ae34..317cfb2 100644 --- a/src/ingame/new_game.s +++ b/src/ingame/new_game.s @@ -1,3 +1,4 @@ +.include "config.i" """New-game / save-slot screen patches: text-table rewiring and pointer setup for the relocated start-screen strings.""" .include "src/ingame/macros.i" @@ -5,84 +6,90 @@ .table "text/ff4_menus.tbl" { ; new game window - *=0x01dfc7 - .db 0x12 ; width - .db 0x02 ; height +.alloc at 0x01dfc7 { + .db 0x12 ; width + .db 0x02 ; height -; Cecil sprite position on the new game item - *=0x019904 - .db 0x85 ; x - .db 0x04 ; y - - -; load game message window - *=0x01dfdc - menu_window(23, 0, 7, 8) - -; LoadTimeWindow: - *=0x01dfe0 - menu_window(23, 16, 7, 5) - -; LoadGilWindow: - *=0x01dfe4 - menu_window(23, 23, 7, 3) - -; save number display - *=0x019A62 - sta.w 0xC8 - 0x40 + 8, y - - *=0x019A55 - ldx.w #0x82 - 0x40 - - - *=0x019A52 - load_system_menu_text_pointer(newgame.save) - - *=0x01962E - load_system_menu_text_pointer(newgame.new_game) - - .if DEBUG { - jsr.w display_build_number - } - - *=0x019826 - load_system_menu_text_pointer(newgame.load_this_save) - -; for save menu we use the same string. - *=0x01981E - load_system_menu_text_pointer(newgame.load_this_save) - - - *=0x01982C - load_system_menu_text_pointer(newgame.yes_no) - - *=0x01983E - load_system_menu_text_pointer(newgame.time_load_save) + ; Cecil sprite position on the new game item +} +.alloc at 0x019904 { + .db 0x85 ; x + .db 0x04 ; y - *=0x01984D - load_system_menu_text_pointer(newgame.gils_load_game) -; gils text position - ldx.w #0x676 - jsr.w 0x82cd ; menu_draw_text -; gils count position - ldy #0x062c + 2 -; Time position - *=0x019838 - ldy.w #0xcb2e + 2 - *=0x019AC5 - load_system_menu_text_pointer(newgame.empty_save) + ; load game message window +} +.alloc at 0x01dfdc { + menu_window(23, 0, 7, 8) - *=0x01cbad - load_system_menu_text_pointer(newgame.saves) + ; LoadTimeWindow: +} +.alloc at 0x01dfe0 { + menu_window(23, 16, 7, 5) - *=0x01e050 - menu_window(7, 10, 19, 2) + ; LoadGilWindow: +} +.alloc at 0x01dfe4 { + menu_window(23, 23, 7, 3) + ; save number display +} +.alloc at 0x019A62 { + sta.w 0xC8 - 0x40 + 8, y +} +.alloc at 0x019A55 { + ldx.w #0x82 - 0x40 +} +.alloc at 0x019A52 { + load_system_menu_text_pointer(newgame.save) +} +.alloc at 0x01962E { + load_system_menu_text_pointer(newgame.new_game) - *=0x1cc0d - load_system_menu_text_pointer(newgame.save_completed) + .if DEBUG { + jsr.w display_build_number + } +} +.alloc at 0x019826 { + load_system_menu_text_pointer(newgame.load_this_save) - *=0x1cc12 - load_system_menu_text_pointer(newgame.did_not_save) + ; for save menu we use the same string. +} +.alloc at 0x01981E { + load_system_menu_text_pointer(newgame.load_this_save) +} +.alloc at 0x01982C { + load_system_menu_text_pointer(newgame.yes_no) +} +.alloc at 0x01983E { + load_system_menu_text_pointer(newgame.time_load_save) +} +.alloc at 0x01984D { + load_system_menu_text_pointer(newgame.gils_load_game) + ; gils text position + ldx.w #0x676 + jsr.w 0x82cd ; menu_draw_text + ; gils count position + ldy #0x062c + 2 + + ; Time position +} +.alloc at 0x019838 { + ldy.w #0xcb2e + 2 +} +.alloc at 0x019AC5 { + load_system_menu_text_pointer(newgame.empty_save) +} +.alloc at 0x01cbad { + load_system_menu_text_pointer(newgame.saves) +} +.alloc at 0x01e050 { + menu_window(7, 10, 19, 2) +} +.alloc at 0x1cc0d { + load_system_menu_text_pointer(newgame.save_completed) +} +.alloc at 0x1cc12 { + load_system_menu_text_pointer(newgame.did_not_save) +} } diff --git a/src/ingame/options.s b/src/ingame/options.s index 7462f84..384f16e 100644 --- a/src/ingame/options.s +++ b/src/ingame/options.s @@ -2,40 +2,40 @@ ;RGB -> RVB :o) -*=0x01D1BB - lda.b #0x57 - -; déplacement du curseur principal des options - -*=0x01D247 - lda.b #0x00 - -; Cursor offset in controls menu (x) - -*=0x01D4E6 - lda.b #0x03 - -; cursor y - -*=0x01D4E2 - adc.b #0x4C - -*=0x01D1B0 - load_system_menu_text_pointer(options.title) - -*=0x01D1A4 - load_system_menu_text_pointer(options.config) - -; move controls title window - -*=0x01E204 - menu_window(4, 0, 22, 2) - - -*=0x01D487 - ldy.w #0xE204 - -; controles - -*=0x01D48D - load_system_menu_text_pointer(options.controls) +.alloc at 0x01D1BB { + lda.b #0x57 + + ; déplacement du curseur principal des options +} +.alloc at 0x01D247 { + lda.b #0x00 + + ; Cursor offset in controls menu (x) +} +.alloc at 0x01D4E6 { + lda.b #0x03 + + ; cursor y +} +.alloc at 0x01D4E2 { + adc.b #0x4C +} +.alloc at 0x01D1B0 { + load_system_menu_text_pointer(options.title) +} +.alloc at 0x01D1A4 { + load_system_menu_text_pointer(options.config) + + ; move controls title window +} +.alloc at 0x01E204 { + menu_window(4, 0, 22, 2) +} +.alloc at 0x01D487 { + ldy.w #0xE204 + + ; controles +} +.alloc at 0x01D48D { + load_system_menu_text_pointer(options.controls) +} diff --git a/src/ingame/places_names.s b/src/ingame/places_names.s index 79964cf..d57f18d 100644 --- a/src/ingame/places_names.s +++ b/src/ingame/places_names.s @@ -4,77 +4,84 @@ pointer table. """ { place_name_length = 0x1A - *=0x00B90E - lda.b #place_name_length - - *=0x00B922 - cpx.b #place_name_length - - *=0x00B8F1 - lda.l assets_places_names_dat, x - - *=0x00B901 - lda.l assets_places_names_dat, x - - *=0x00B92C - lda.l assets_places_names_dat, x - - *=0x00B938 - sta.w 0x774 + place_name_length, y - - *=0x00B91E - sta.w 0x774 + place_name_length, x - - -; window transfer related stuff - *=0x00B963 - lda.l places_top_window, x - - *=0x00B96B - lda.l places_top_window, x - - *=0x00B973 - cpx.w #0x003C ; place_name_length * 2 + 8 - -;.00:B98D LDA $780,X - *=0x00B98D - lda.w 0x774 + place_name_length, x - - *=0x00B999 - cpx.w #place_name_length - - *=0x00B9D1 - cpx.w #place_name_length - - - *=0x00B9F6 - lda.l places_bottom_window, x +.alloc at 0x00B90E { + lda.b #place_name_length +} +.alloc at 0x00B922 { + cpx.b #place_name_length +} +.alloc at 0x00B8F1 { + lda.l assets_places_names_dat, x +} +.alloc at 0x00B901 { + lda.l assets_places_names_dat, x +} +.alloc at 0x00B92C { + lda.l assets_places_names_dat, x +} +.alloc at 0x00B938 { + sta.w 0x774 + place_name_length, y +} +.alloc at 0x00B91E { + sta.w 0x774 + place_name_length, x - *=0x00B9FE - lda.l places_bottom_window, x - *=0x00BA06 - cpx.w #0x003C ; place_name_length + 8 + ; window transfer related stuff +} +.alloc at 0x00B963 { + lda.l places_top_window, x +} +.alloc at 0x00B96B { + lda.l places_top_window, x +} +.alloc at 0x00B973 { + cpx.w #0x003C ; place_name_length * 2 + 8 + ;.00:B98D LDA $780,X +} +.alloc at 0x00B98D { + lda.w 0x774 + place_name_length, x +} +.alloc at 0x00B999 { + cpx.w #place_name_length +} +.alloc at 0x00B9D1 { + cpx.w #place_name_length +} +.alloc at 0x00B9F6 { + lda.l places_bottom_window, x +} +.alloc at 0x00B9FE { + lda.l places_bottom_window, x +} +.alloc at 0x00BA06 { + cpx.w #0x003C ; place_name_length + 8 - vram_ptr = 0x2840 + 1 - *=0x00B95A -;.00:B95A LDX #$2848 ; top window - ldx.w #vram_ptr - *=0x00B978 -;.00:B978 LDX #$2868 ; left window piece - ldx.w #vram_ptr + 0x20 - *=0x00B99E -;.00:B99E LDX #$2876 ; right window piece - ldx.w #vram_ptr + 0x20 + place_name_length + 2 - *=0x00B9B0 -;.00:B9B0 LDX #$2888 ; left window piece - ldx.w #vram_ptr + 0x40 - *=0x00B9D6 -;.00:B9D6 LDX #$2896 ; right window piece - ldx.w #vram_ptr + 0x40 + place_name_length + 2 - *=0x00B9ED -;.00:B9ED LDX #$28A8 ; bottom window - ldx.w #vram_ptr + 0x60 + vram_ptr = 0x2840 + 1 +} +.alloc at 0x00B95A { + ;.00:B95A LDX #$2848 ; top window + ldx.w #vram_ptr +} +.alloc at 0x00B978 { + ;.00:B978 LDX #$2868 ; left window piece + ldx.w #vram_ptr + 0x20 +} +.alloc at 0x00B99E { + ;.00:B99E LDX #$2876 ; right window piece + ldx.w #vram_ptr + 0x20 + place_name_length + 2 +} +.alloc at 0x00B9B0 { + ;.00:B9B0 LDX #$2888 ; left window piece + ldx.w #vram_ptr + 0x40 +} +.alloc at 0x00B9D6 { + ;.00:B9D6 LDX #$2896 ; right window piece + ldx.w #vram_ptr + 0x40 + place_name_length + 2 +} +.alloc at 0x00B9ED { + ;.00:B9ED LDX #$28A8 ; bottom window + ldx.w #vram_ptr + 0x60 +} } diff --git a/src/ingame/shop.s b/src/ingame/shop.s index 6c00557..de2c907 100644 --- a/src/ingame/shop.s +++ b/src/ingame/shop.s @@ -6,109 +6,109 @@ small-VWF item descriptions. ; move gils window -*=0x1dea6 - menu_window(23, 4, 7, 3) +.alloc at 0x1dea6 { + menu_window(23, 4, 7, 3) -; move character 1 tile below - -*=0x1deba - menu_window(23, 9, 7, 11) - -; message window - -*=0x01deb2 - menu_window(8, 0, 20, 2) - -; shop title - -*=0x01deae - menu_window(0, 0, 8, 2) - -; actions window - -*=0x01deaa - menu_window(1, 4, 20, 3) - -; list window - -*=0x01deb6 - menu_window(1, 8, 21, 17) - - -; Moves gils 7 digits 2 tiles to the right. - -*=0x1c3f5 - ldy.w #0x01a6 + 8 - -; ギル : gils - -*=0x01C3EC - load_system_menu_text_pointer(shops.gils) - -*=0x01C350 - load_system_menu_text_pointer(shops.welcome_and_actions) - ; Route the owner greeting ("Puis-je vous aider ?") through the small-VWF - ; description region ; the slimmed welcome_and_actions block holds only the - ; "Achat Vente Sortir" action labels rendered by the vanilla engine. - -*=0x01C353 - jmp.w shop_welcome_text_hook - -*=0x01C43F - load_system_menu_text_pointer(shops.quantity) - ; Route the buy-flow welcome ("Que désirez vous ?") through the small-VWF - ; description region ; vanilla quantity block (Quantité + "1") continues to - ; render via $8301 inside the hook. - -*=0x01C442 - jsr.w shop_quantity_text_hook - -*=0x01c7e4 - load_system_menu_text_pointer(shops.quantity) - -*=0x01C7E7 - jsr.w shop_quantity_text_hook - -*=0x01C568 - load_system_menu_text_pointer(shops.gils + 2) - -*=0x01c74e - load_system_menu_text_pointer(shops.thank_you_window) - ; Route the owner thank-you ("Merci !") through the small-VWF description - ; region ; the window itself still draws via vanilla $82FB inside the hook. - -*=0x01C751 - jsr.w shop_thanks_text_hook - -*=0x01c962 - load_system_menu_text_pointer(shops.sell_window) + ; move character 1 tile below +} +.alloc at 0x1deba { + menu_window(23, 9, 7, 11) -*=0x01c41e - load_system_menu_text_pointer(shops.inventory_full) + ; message window +} +.alloc at 0x01deb2 { + menu_window(8, 0, 20, 2) -*=0x01c700 - load_system_menu_text_pointer(shops.not_enough_gils) + ; shop title +} +.alloc at 0x01deae { + menu_window(0, 0, 8, 2) + ; actions window +} +.alloc at 0x01deaa { + menu_window(1, 4, 20, 3) -; Buy menu -; quantity hand pointer position "10" + ; list window +} +.alloc at 0x01deb6 { + menu_window(1, 8, 21, 17) -*=0x01cb12 - ldx #0x3058 + 48 -; quantity hand pointer position "1" + ; Moves gils 7 digits 2 tiles to the right. +} +.alloc at 0x1c3f5 { + ldy.w #0x01a6 + 8 -*=0x01cb17 - ldx.w #0x3040 + 54 + ; ギル : gils +} +.alloc at 0x01C3EC { + load_system_menu_text_pointer(shops.gils) +} +.alloc at 0x01C350 { + load_system_menu_text_pointer(shops.welcome_and_actions) + ; Route the owner greeting ("Puis-je vous aider ?") through the small-VWF + ; description region ; the slimmed welcome_and_actions block holds only the + ; "Achat Vente Sortir" action labels rendered by the vanilla engine. +} +.alloc at 0x01C353 { + jmp.w shop_welcome_text_hook +} +.alloc at 0x01C43F { + load_system_menu_text_pointer(shops.quantity) + ; Route the buy-flow welcome ("Que désirez vous ?") through the small-VWF + ; description region ; vanilla quantity block (Quantité + "1") continues to + ; render via $8301 inside the hook. +} +.alloc at 0x01C442 { + jsr.w shop_quantity_text_hook +} +.alloc at 0x01c7e4 { + load_system_menu_text_pointer(shops.quantity) +} +.alloc at 0x01C7E7 { + jsr.w shop_quantity_text_hook +} +.alloc at 0x01C568 { + load_system_menu_text_pointer(shops.gils + 2) +} +.alloc at 0x01c74e { + load_system_menu_text_pointer(shops.thank_you_window) + ; Route the owner thank-you ("Merci !") through the small-VWF description + ; region ; the window itself still draws via vanilla $82FB inside the hook. +} +.alloc at 0x01C751 { + jsr.w shop_thanks_text_hook +} +.alloc at 0x01c962 { + load_system_menu_text_pointer(shops.sell_window) +} +.alloc at 0x01c41e { + load_system_menu_text_pointer(shops.inventory_full) +} +.alloc at 0x01c700 { + load_system_menu_text_pointer(shops.not_enough_gils) -; Sell menu -*=0x01c80b - ldx.w #0x3058 + 48 + ; Buy menu + ; quantity hand pointer position "10" +} +.alloc at 0x01cb12 { + ldx #0x3058 + 48 -*=0x01c810 - ldx.w #0x3040 + 54 + ; quantity hand pointer position "1" +} +.alloc at 0x01cb17 { + ldx.w #0x3040 + 54 + ; Sell menu +} +.alloc at 0x01c80b { + ldx.w #0x3058 + 48 +} +.alloc at 0x01c810 { + ldx.w #0x3040 + 54 +} { ; the 10 is drawn using a draw number function while the 1 is in the text. ; the 10 is dynamic if you place the cursor on 10 and press X it'll increase the number (10 increments) @@ -116,63 +116,66 @@ small-VWF item descriptions. _quantity_10_position = 0x019a + 12 ; Sell menu - *=0x01c81e - ldy.w #_quantity_10_position +.alloc at 0x01c81e { + ldy.w #_quantity_10_position -; Buy menu - *=0x01c464 - ldy.w #_quantity_10_position + ; Buy menu +} +.alloc at 0x01c464 { + ldy.w #_quantity_10_position +} } ; Changes the offset of the hand pointer -*=0x01C37C - lda 0x1B79 - asl - asl - asl - asl - sta 0x45 - asl - adc 0x45 - nop - nop - sta 0x45 - -*=0x01920a - ; shop party sprite positions - ; Attack formation 3 front, 2 back - .db 0x00 + 8, 0x1c + 8 - .db 0x00 + 8, 0x00 + 8 - .db 0x00 + 8, 0x38 + 8 - .db 0x18 + 8, 0x0c + 8 - .db 0x18 + 8, 0x2c + 8 - -; Defense formation 3 back, 2 front - .db 0x18 + 8, 0x1c + 8 - .db 0x18 + 8, 0x00 + 8 - .db 0x18 + 8, 0x38 + 8 - .db 0x00 + 8, 0x0c + 8 - .db 0x00 + 8, 0x2c + 8 - -*=0x01debe -_shop_title_ptr: - .dw shops.weapons_title - 0x8000 - .dw shops.armor_title - 0x8000 - .dw shops.items_title - 0x8000 - -*=0x01c336 - lda.b #0 - xba - lda 0x1a01 - asl - tax - rep #0x20 - lda.l _shop_title_ptr, x - tay - sep #0x20 - nop - nop - nop - ldx.w #0x0042 +.alloc at 0x01C37C { + lda 0x1B79 + asl + asl + asl + asl + sta 0x45 + asl + adc 0x45 + nop + nop + sta 0x45 +} +.alloc at 0x01920a { + ; shop party sprite positions + ; Attack formation 3 front, 2 back + .db 0x00 + 8, 0x1c + 8 + .db 0x00 + 8, 0x00 + 8 + .db 0x00 + 8, 0x38 + 8 + .db 0x18 + 8, 0x0c + 8 + .db 0x18 + 8, 0x2c + 8 + + ; Defense formation 3 back, 2 front + .db 0x18 + 8, 0x1c + 8 + .db 0x18 + 8, 0x00 + 8 + .db 0x18 + 8, 0x38 + 8 + .db 0x00 + 8, 0x0c + 8 + .db 0x00 + 8, 0x2c + 8 +} +.alloc at 0x01debe { + _shop_title_ptr: + .dw shops.weapons_title - 0x8000 + .dw shops.armor_title - 0x8000 + .dw shops.items_title - 0x8000 +} +.alloc at 0x01c336 { + lda.b #0 + xba + lda 0x1a01 + asl + tax + rep #0x20 + lda.l _shop_title_ptr, x + tay + sep #0x20 + nop + nop + nop + ldx.w #0x0042 +} diff --git a/src/ingame/status.s b/src/ingame/status.s index ac58834..5700677 100644 --- a/src/ingame/status.s +++ b/src/ingame/status.s @@ -6,18 +6,19 @@ attributes). ;*=0x01A9B7 ; ldy.w #0x0044 -*=0x01A99E - load_system_menu_text_pointer(status.status) - -*=0x01AAE9 - load_system_menu_text_pointer(status.exp_for_next_level) - -*=0x01ABBC - load_system_menu_text_pointer(status.char_stats) - -*=0x01A9CA - ldy.w #0x15C - 0x80 - -*=0x1aab3 - jsr.l load_dextrelity_pointer - jmp.w 0x1aac9 +.alloc at 0x01A99E { + load_system_menu_text_pointer(status.status) +} +.alloc at 0x01AAE9 { + load_system_menu_text_pointer(status.exp_for_next_level) +} +.alloc at 0x01ABBC { + load_system_menu_text_pointer(status.char_stats) +} +.alloc at 0x01A9CA { + ldy.w #0x15C - 0x80 +} +.alloc at 0x1aab3 { + jsr.l load_dextrelity_pointer + jmp.w 0x1aac9 +} diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index 984b23d..7c035d1 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -15,6 +15,7 @@ from `inventory_rolling.s` and tuned for the chest UI. ; menus are mutually exclusive on screen. ; Layout (single column) +.include "config.i" TREASURE_VISIBLE_ITEMS := 5 ; Visible items at once TREASURE_BUFFER_SLOTS := 6 ; 6 slots (5 visible + 1 pre-render) TREASURE_TOTAL_ITEMS := 48 ; Total inventory items diff --git a/src/ingame/treasure_rolling_patches.s b/src/ingame/treasure_rolling_patches.s index 537ed35..a1f44a0 100644 --- a/src/ingame/treasure_rolling_patches.s +++ b/src/ingame/treasure_rolling_patches.s @@ -18,194 +18,214 @@ ROM patches that wire the treasure inventory rolling buffer in: hooks the treasu ; ; Flag-gated off until the entry/exit/trigger thunks are wired up. +.include "config.i" .if TREASURE_INVENTORY_ROLLING { ; Kill 2-col navigation in the inventory picker (JOY_RIGHT / JOY_LEFT). - *=0x01DA23 - .db 0x00 - - *=0x01DA34 - .db 0x00 - -; Force inventory cursor X to always 0 (left column). -; Original $01D9F5: `lda $1BB6` (AD B6 1B) → `lda #$00 / nop`. - *=0x01D9F5 - lda #0x00 - nop - -; Single-column swap-offset: original _01daac computes -; index = ((($1bb5 + $1bb7) << 1 + $1bb6) << 1 -; for the 2-column inventory ($1bb5 = visible row, $1bb7 = scroll row, -; $1bb6 = column 0/1). The double-shift assumes 2 cols × 2 bytes/item; -; with our forced single-column ($1bb6=0) it multiplies by 4 instead of -; the 2 bytes/item we actually need, so the swap reads/writes -; even-numbered items only and half the inventory becomes unreachable. -; NOP the second `asl` at $01DAC2 so the offset becomes -; ($1bb5 + $1bb7) * 2 = byte index into $1440. - *=0x01DAC2 - nop - -; Extend $1BB7 max from $14 (20) to $2B (43 = 48 - 5). - *=0x01DA86 - .db 0x2B - -; Drops swap byte-index recompute. Original at $01:DAAC computes -; X = (($1BB3 * 2) + $1BB4) * 2 -; for the 4-row x 2-col drops grid: cursor row is $1BB3, column $1BB4. -; With single-column drops + rolling buffer the actual drop slot is -; (cursor_row + drops_scroll_pos) * 2 bytes into $7E:FF28. -; Replace the 8-byte sequence in place — same length, no relocation. -; AD B3 1B lda $1BB3 -; 18 clc -; 6D EF 1B adc drops_scroll_pos -; 0A asl -; 20 B4 87 jsr $87B4 (sta $43 / ldx $43 — A -> X via scratch) - *=0x01DAAC - lda.w 0x1BB3 - clc - adc.w drops_scroll_pos - asl - jsr 0x87B4 - -; Replace `jsr $01A172` (original DrawInventoryList) at TWO call sites: -; - $01:D81D — treasure menu entry (`_01d7f2` flow), fires once on enter -; → full init (zero state, render slots 0..5). -; - $01:D933 — `_01d929` redraw helper, fires after every successful -; swap. Original rebuilds the whole 48-item list here; we only need -; to re-render the 6 buffer slots from the mutated $1440. Crucially -; this MUST NOT reset buffer_pos / $1BB7 / HDMA shadow — otherwise -; swapping with an item past visible row 4 snaps the scroll back to -; the top because init re-zeroes the rolling state. - *=0x01D81D - jsr.w init_treasure_rolling_buffer - *=0x01D933 - jsr.w treasure_refresh_slots - - *=0x01D80E - jsr.w drops_init - *=0x01D92D - jsr.w drops_refresh_slots - -; drops_init draws TreasureItemsWindow on BG4 itself (via its -; draw_window_hook) so the engine can render items into the freshly -; drawn frame. Original still has SelectBG4 + ldy + DrawWindow at -; $01:D811-$01:D819 (9 bytes) which would draw the same window on -; top of our items, overwriting them with body fill. NOP the whole -; block — drops_init has already done both steps. SelectBG3 at -; $01:D81A still runs and primes $29=$D600 for treasure_init at -; $01:D81D. - *=0x01D811 - nop - nop - nop - nop - nop - nop - nop - nop - nop - -; Drops cursor sprite Y base: original `adc #$30` at $01D96F places -; the hand pointer 16 px below the drops band's first slot (legacy -; 4x2 grid expected items at row 6+ on screen). With drops bumped -; to start at tilemap row 4 (+0x80 byte stride from baseline), the -; sprite needs base $28 so cursor row 0 lines up with item 0. - *=0x01D96F - .db 0x28 - -; Drops cursor row clamp + UP/DOWN scroll triggers. Original at -; $01D9D1: `bmi $D9D6 / sta $1BB3` skips store when dec underflows -; (clamp at row 0). Original at $01D9E0: `cmp #$04 / beq $D9E7 / -; sta $1BB3` caps cursor at 4 rows. Hijack both clamp arms so the -; rolling buffer gets a chance to scroll instead of just clamping. - -; Drops cursor loop frame-wait at $01:D98B is the per-frame tick site -; for the cursor-on-drops mode (counterpart to the picker loop's -; $01:DA08). Replace with our combined main-loop check so the drops -; scroll state machine advances while DOWN/UP are held. - *=0x01D98B - jsr.w treasure_main_loop_scroll_check - -; UP clamp -> drops_up_handler (handler reads N flag from preceding -; `dec`, scrolls when row underflowed). - *=0x01D9D1 - jsr.w drops_up_handler - nop - nop - -; DOWN clamp -> drops_down_handler (handler reads A = row+1, scrolls -; when at or past the visible cap). - *=0x01D9E0 - .db 0xEA ; nop (was cmp #$05 byte 1) - .db 0xEA ; nop (was cmp #$05 byte 2) - jsr.w drops_down_handler - nop - nop - -; Replace the up-scroll blocking 8-frame loop ($01:DA57-$01:DA66 = 16 -; bytes) with our state-machine trigger. - *=0x01DA57 - jsr.w treasure_scroll_up_trigger - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - -; Same for the down-scroll loop at $01:DA8C-$01:DA9B. - *=0x01DA8C - jsr.w treasure_scroll_down_trigger - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - nop - -; Main-loop hook replaces `jsr $82C0` at $01:DA08. The hook drives the -; per-frame scroll animation, freezes input via `stz $01` while -; animating, and forwards to the original $82C0 so original per-frame -; work still runs. - *=0x01DA08 - jsr.w treasure_main_loop_scroll_check - -; Same hook at $01:DA9C. The down/up scroll branch ends with -; $DA9C jsr $82C0 / ldx $02 / stx $00 / $DAA3 jmp $DA0B -; which loops back to the input check WITHOUT passing through $DA08. -; While DOWN/UP is held, control bounces between $DA0B and $DAA3 -; forever, so the $DA08 hook never fires and the scroll animation -; never ticks. Replacing the second $82C0 with our hook drives the -; state machine on the held-button inner loop too, matching the -; field-menu scroll cadence (every frame). - *=0x01DA9C - jsr.w treasure_main_loop_scroll_check - -; Up-scroll branch: same pattern as the down branch, ends with -; $DA67 jsr $82C0 / ldx $02 / stx $00 / $DA6E bra $DA0B -; Tick the state machine here too so held-UP scroll animates at the -; same cadence as held-DOWN. - *=0x01DA67 - jsr.w treasure_main_loop_scroll_check - -; Treasure menu exit. Original: `stz $1BC6` (3 bytes) clears the in-menu flag. -; Replace with our exit hook (also 3 bytes), which restores original state and -; additionally tears down the rolling-buffer state + HDMA ch6 registers so -; the next menu mode (field, key-item picker, battle) starts from a clean -; slate. The hook itself re-runs the `stz $1BC6` to preserve original contract. - *=0x01D7E6 - jsr.w treasure_menu_exit_hook +.alloc at 0x01DA23 { + .db 0x00 +} +.alloc at 0x01DA34 { + .db 0x00 + + ; Force inventory cursor X to always 0 (left column). + ; Original $01D9F5: `lda $1BB6` (AD B6 1B) → `lda #$00 / nop`. +} +.alloc at 0x01D9F5 { + lda #0x00 + nop + + ; Single-column swap-offset: original _01daac computes + ; index = ((($1bb5 + $1bb7) << 1 + $1bb6) << 1 + ; for the 2-column inventory ($1bb5 = visible row, $1bb7 = scroll row, + ; $1bb6 = column 0/1). The double-shift assumes 2 cols × 2 bytes/item; + ; with our forced single-column ($1bb6=0) it multiplies by 4 instead of + ; the 2 bytes/item we actually need, so the swap reads/writes + ; even-numbered items only and half the inventory becomes unreachable. + ; NOP the second `asl` at $01DAC2 so the offset becomes + ; ($1bb5 + $1bb7) * 2 = byte index into $1440. +} +.alloc at 0x01DAC2 { + nop + + ; Extend $1BB7 max from $14 (20) to $2B (43 = 48 - 5). +} +.alloc at 0x01DA86 { + .db 0x2B + + ; Drops swap byte-index recompute. Original at $01:DAAC computes + ; X = (($1BB3 * 2) + $1BB4) * 2 + ; for the 4-row x 2-col drops grid: cursor row is $1BB3, column $1BB4. + ; With single-column drops + rolling buffer the actual drop slot is + ; (cursor_row + drops_scroll_pos) * 2 bytes into $7E:FF28. + ; Replace the 8-byte sequence in place — same length, no relocation. + ; AD B3 1B lda $1BB3 + ; 18 clc + ; 6D EF 1B adc drops_scroll_pos + ; 0A asl + ; 20 B4 87 jsr $87B4 (sta $43 / ldx $43 — A -> X via scratch) +} +.alloc at 0x01DAAC { + lda.w 0x1BB3 + clc + adc.w drops_scroll_pos + asl + jsr 0x87B4 + + ; Replace `jsr $01A172` (original DrawInventoryList) at TWO call sites: + ; - $01:D81D — treasure menu entry (`_01d7f2` flow), fires once on enter + ; → full init (zero state, render slots 0..5). + ; - $01:D933 — `_01d929` redraw helper, fires after every successful + ; swap. Original rebuilds the whole 48-item list here; we only need + ; to re-render the 6 buffer slots from the mutated $1440. Crucially + ; this MUST NOT reset buffer_pos / $1BB7 / HDMA shadow — otherwise + ; swapping with an item past visible row 4 snaps the scroll back to + ; the top because init re-zeroes the rolling state. +} +.alloc at 0x01D81D { + jsr.w init_treasure_rolling_buffer +} +.alloc at 0x01D933 { + jsr.w treasure_refresh_slots +} +.alloc at 0x01D80E { + jsr.w drops_init +} +.alloc at 0x01D92D { + jsr.w drops_refresh_slots + + ; drops_init draws TreasureItemsWindow on BG4 itself (via its + ; draw_window_hook) so the engine can render items into the freshly + ; drawn frame. Original still has SelectBG4 + ldy + DrawWindow at + ; $01:D811-$01:D819 (9 bytes) which would draw the same window on + ; top of our items, overwriting them with body fill. NOP the whole + ; block — drops_init has already done both steps. SelectBG3 at + ; $01:D81A still runs and primes $29=$D600 for treasure_init at + ; $01:D81D. +} +.alloc at 0x01D811 { + nop + nop + nop + nop + nop + nop + nop + nop + nop + + ; Drops cursor sprite Y base: original `adc #$30` at $01D96F places + ; the hand pointer 16 px below the drops band's first slot (legacy + ; 4x2 grid expected items at row 6+ on screen). With drops bumped + ; to start at tilemap row 4 (+0x80 byte stride from baseline), the + ; sprite needs base $28 so cursor row 0 lines up with item 0. +} +.alloc at 0x01D96F { + .db 0x28 + + ; Drops cursor row clamp + UP/DOWN scroll triggers. Original at + ; $01D9D1: `bmi $D9D6 / sta $1BB3` skips store when dec underflows + ; (clamp at row 0). Original at $01D9E0: `cmp #$04 / beq $D9E7 / + ; sta $1BB3` caps cursor at 4 rows. Hijack both clamp arms so the + ; rolling buffer gets a chance to scroll instead of just clamping. + + ; Drops cursor loop frame-wait at $01:D98B is the per-frame tick site + ; for the cursor-on-drops mode (counterpart to the picker loop's + ; $01:DA08). Replace with our combined main-loop check so the drops + ; scroll state machine advances while DOWN/UP are held. +} +.alloc at 0x01D98B { + jsr.w treasure_main_loop_scroll_check + + ; UP clamp -> drops_up_handler (handler reads N flag from preceding + ; `dec`, scrolls when row underflowed). +} +.alloc at 0x01D9D1 { + jsr.w drops_up_handler + nop + nop + + ; DOWN clamp -> drops_down_handler (handler reads A = row+1, scrolls + ; when at or past the visible cap). +} +.alloc at 0x01D9E0 { + .db 0xEA ; nop (was cmp #$05 byte 1) + .db 0xEA ; nop (was cmp #$05 byte 2) + jsr.w drops_down_handler + nop + nop + + ; Replace the up-scroll blocking 8-frame loop ($01:DA57-$01:DA66 = 16 + ; bytes) with our state-machine trigger. +} +.alloc at 0x01DA57 { + jsr.w treasure_scroll_up_trigger + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + + ; Same for the down-scroll loop at $01:DA8C-$01:DA9B. +} +.alloc at 0x01DA8C { + jsr.w treasure_scroll_down_trigger + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + nop + + ; Main-loop hook replaces `jsr $82C0` at $01:DA08. The hook drives the + ; per-frame scroll animation, freezes input via `stz $01` while + ; animating, and forwards to the original $82C0 so original per-frame + ; work still runs. +} +.alloc at 0x01DA08 { + jsr.w treasure_main_loop_scroll_check + + ; Same hook at $01:DA9C. The down/up scroll branch ends with + ; $DA9C jsr $82C0 / ldx $02 / stx $00 / $DAA3 jmp $DA0B + ; which loops back to the input check WITHOUT passing through $DA08. + ; While DOWN/UP is held, control bounces between $DA0B and $DAA3 + ; forever, so the $DA08 hook never fires and the scroll animation + ; never ticks. Replacing the second $82C0 with our hook drives the + ; state machine on the held-button inner loop too, matching the + ; field-menu scroll cadence (every frame). +} +.alloc at 0x01DA9C { + jsr.w treasure_main_loop_scroll_check + + ; Up-scroll branch: same pattern as the down branch, ends with + ; $DA67 jsr $82C0 / ldx $02 / stx $00 / $DA6E bra $DA0B + ; Tick the state machine here too so held-UP scroll animates at the + ; same cadence as held-DOWN. +} +.alloc at 0x01DA67 { + jsr.w treasure_main_loop_scroll_check + + ; Treasure menu exit. Original: `stz $1BC6` (3 bytes) clears the in-menu flag. + ; Replace with our exit hook (also 3 bytes), which restores original state and + ; additionally tears down the rolling-buffer state + HDMA ch6 registers so + ; the next menu mode (field, key-item picker, battle) starts from a clean + ; slate. The hook itself re-runs the `stz $1BC6` to preserve original contract. +} +.alloc at 0x01D7E6 { + jsr.w treasure_menu_exit_hook +} } diff --git a/src/ingame/window_animation_patches.s b/src/ingame/window_animation_patches.s index 40738b7..d11f681 100644 --- a/src/ingame/window_animation_patches.s +++ b/src/ingame/window_animation_patches.s @@ -8,85 +8,86 @@ menu transitions are immediate. /* --- _open_window Override (@83E3) --- Replaces the 25-frame vertical wipe loop with a single DMA. */ -*=0x0183E3 -_open_window: - sep #0x20 ; 8-bit A (shorta) - lda #0x7E ; Source RAM bank for tilemap buffers - sta 0x21 - rep #0x10 ; 16-bit X/Y (longi) - ldx.w 0x35 ; VRAM destination address - stx.w 0x1D - ldx.w 0x29 ; Source tilemap buffer address (RAM) - stx.w 0x1F - rep #0x20 ; 16-bit A (longa) - lda #0x0C80 ; Size for full window buffer (25 rows * 128 bytes) - sta.w 0x22 - sep #0x20 ; 8-bit A - /* jsr WaitVblank */ ; Removed loop delay - jsr.w TfrVRAM ; Perform instant DMA - rts +.alloc at 0x0183E3 { + _open_window: + sep #0x20 ; 8-bit A (shorta) + lda #0x7E ; Source RAM bank for tilemap buffers + sta 0x21 + rep #0x10 ; 16-bit X/Y (longi) + ldx.w 0x35 ; VRAM destination address + stx.w 0x1D + ldx.w 0x29 ; Source tilemap buffer address (RAM) + stx.w 0x1F + rep #0x20 ; 16-bit A (longa) + lda #0x0C80 ; Size for full window buffer (25 rows * 128 bytes) + sta.w 0x22 + sep #0x20 ; 8-bit A + /* jsr WaitVblank */ ; Removed loop delay + jsr.w TfrVRAM ; Perform instant DMA + rts -/* --- close_window Override (@8417) --- - Clears the VRAM area instantly by pointing to the empty part of the buffer. */ + /* --- close_window Override (@8417) --- + Clears the VRAM area instantly by pointing to the empty part of the buffer. */ +} +.alloc at 0x018417 { + close_window: + """Override of original close_window: skip per-row wipe, single DMA.""" + sep #0x20 + lda #0x7E + sta 0x21 + rep #0x10 + ldx.w 0x35 ; VRAM destination address + stx.w 0x1D + rep #0x20 + lda.w 0x29 ; Source tilemap buffer address + clc + adc #0x0C00 ; Offset to the 'empty/closed' window state tiles + tax + stx.w 0x1F ; Set source pointer + lda #0x0C80 ; Full size + sta.w 0x22 + sep #0x20 + jsr.w TfrVRAM ; Perform instant DMA + rts -*=0x018417 -close_window: -"""Override of original close_window: skip per-row wipe, single DMA.""" - sep #0x20 - lda #0x7E - sta 0x21 - rep #0x10 - ldx.w 0x35 ; VRAM destination address - stx.w 0x1D - rep #0x20 - lda.w 0x29 ; Source tilemap buffer address - clc - adc #0x0C00 ; Offset to the 'empty/closed' window state tiles - tax - stx.w 0x1F ; Set source pointer - lda #0x0C80 ; Full size - sta.w 0x22 - sep #0x20 - jsr.w TfrVRAM ; Perform instant DMA - rts + /* --- transform_window Override (@84D0) --- + Skips the coordinate growth loop and jumps directly to final dimensions. */ +} +.alloc at 0x0184D0 { + transform_window: + """Kick the window-transform animation: pass source/target window addresses.""" + phb + phk + plb ; Setup Bank Registry for local access + sep #0x20 + /* Snap current coordinates ($63-$66) to target coordinates ($67-$6A) instantly */ + lda.w 0x67 + sta.w 0x63 + lda.w 0x68 + sta.w 0x64 + lda.w 0x69 + sta.w 0x65 + lda.w 0x6A + sta.w 0x66 -/* --- transform_window Override (@84D0) --- - Skips the coordinate growth loop and jumps directly to final dimensions. */ + /* Draw the final static window components */ + jsr.w DrawWindowRowTop + jsr.w DrawWindowRowBtm + jsr.w DrawWindowColLeft + jsr.w DrawWindowColRight -*=0x0184D0 -transform_window: -"""Kick the window-transform animation: pass source/target window addresses.""" - phb - phk - plb ; Setup Bank Registry for local access - sep #0x20 - /* Snap current coordinates ($63-$66) to target coordinates ($67-$6A) instantly */ - lda.w 0x67 - sta.w 0x63 - lda.w 0x68 - sta.w 0x64 - lda.w 0x69 - sta.w 0x65 - lda.w 0x6A - sta.w 0x66 + /* Sync to PPU once */ + jsr.w WaitVblank + lda.w 0xC3 ; Current menu window BG index + ldx.w #TfrBGTilesTbl ; Address of jump table at @85B8 + jsr.w ExecJumpTbl + jsr.w UpdateScrollRegs_far -/* Draw the final static window components */ - jsr.w DrawWindowRowTop - jsr.w DrawWindowRowBtm - jsr.w DrawWindowColLeft - jsr.w DrawWindowColRight - -/* Sync to PPU once */ - jsr.w WaitVblank - lda.w 0xC3 ; Current menu window BG index - ldx.w #TfrBGTilesTbl ; Address of jump table at @85B8 - jsr.w ExecJumpTbl - jsr.w UpdateScrollRegs_far - -/* Point the engine's transformation pointers to an RTS to finish the state. - Original FF4 uses @858C as the terminal RTS for this routine. */ - ldx.w #0x858C - stx.w 0x01CD - stx.w 0x01D0 - plb - rts + /* Point the engine's transformation pointers to an RTS to finish the state. + Original FF4 uses @858C as the terminal RTS for this routine. */ + ldx.w #0x858C + stx.w 0x01CD + stx.w 0x01D0 + plb + rts +} diff --git a/src/ingame/windows.s b/src/ingame/windows.s index f5749f3..4fe40a7 100644 --- a/src/ingame/windows.s +++ b/src/ingame/windows.s @@ -4,79 +4,80 @@ at fixed bank-$01 addresses. """ ; equip main window -*=0x01dda9 - menu_window(0, 0, 30, 11) - -; char 1 - -*=0x01dd95 - menu_window(0, 0, 30, 11) - ; char 2 - -*=0x01dd99 - menu_window(0, 5, 30, 11) - ; char 3 - -*=0x01dd9d - menu_window(0, 10, 30, 11) - ; char 4 - -*=0x01dda1 - menu_window(0, 15, 30, 11) - ; char 5 - -*=0x01dda5 - menu_window(0, 20, 30, 11) - -; magic -;*=0x01B010 -; ldx.w #0xFF18 + 8 - -*=0x01dd55 - menu_window(1, 0, 19, 7) - -*=0x01dd59 - menu_window(1, 5, 19, 7) - -*=0x01dd5d - menu_window(1, 10, 19, 7) - -*=0x01dd61 - menu_window(1, 15, 19, 7) - -*=0x01dd65 - menu_window(1, 20, 19, 7) - -; magic kind window - -*=0x01dd69 - menu_window(23, 2, 7, 7) - -; controls the amount of scroll to apply to bg4 to move the magic window kind window - -*=0x01af90 - ; 01/AF90: A9 34 LDA #$34 - ; 01/AF92: 85 AD STA $AD - lda #0x68 - -; scroll out of the same window. - -*=0x01b072 - lda #0x68 - -; status - -*=0x01de01 - menu_window(0, 1, 29, 24) - menu_window(18, 6, 12, 4) - -; clear next line of text in the right menu - -*=0x01a974 - ldy.w #0x270 - lda #7 - -; item title - -*=0x01dcd2 - menu_window(22, 0, 7, 3) +.alloc at 0x01dda9 { + menu_window(0, 0, 30, 11) + + ; char 1 +} +.alloc at 0x01dd95 { + menu_window(0, 0, 30, 11) + ; char 2 +} +.alloc at 0x01dd99 { + menu_window(0, 5, 30, 11) + ; char 3 +} +.alloc at 0x01dd9d { + menu_window(0, 10, 30, 11) + ; char 4 +} +.alloc at 0x01dda1 { + menu_window(0, 15, 30, 11) + ; char 5 +} +.alloc at 0x01dda5 { + menu_window(0, 20, 30, 11) + + ; magic + ;*=0x01B010 + ; ldx.w #0xFF18 + 8 +} +.alloc at 0x01dd55 { + menu_window(1, 0, 19, 7) +} +.alloc at 0x01dd59 { + menu_window(1, 5, 19, 7) +} +.alloc at 0x01dd5d { + menu_window(1, 10, 19, 7) +} +.alloc at 0x01dd61 { + menu_window(1, 15, 19, 7) +} +.alloc at 0x01dd65 { + menu_window(1, 20, 19, 7) + + ; magic kind window +} +.alloc at 0x01dd69 { + menu_window(23, 2, 7, 7) + + ; controls the amount of scroll to apply to bg4 to move the magic window kind window +} +.alloc at 0x01af90 { + ; 01/AF90: A9 34 LDA #$34 + ; 01/AF92: 85 AD STA $AD + lda #0x68 + + ; scroll out of the same window. +} +.alloc at 0x01b072 { + lda #0x68 + + ; status +} +.alloc at 0x01de01 { + menu_window(0, 1, 29, 24) + menu_window(18, 6, 12, 4) + + ; clear next line of text in the right menu +} +.alloc at 0x01a974 { + ldy.w #0x270 + lda #7 + + ; item title +} +.alloc at 0x01dcd2 { + menu_window(22, 0, 7, 3) +} diff --git a/src/menus/start_screen_text.s b/src/menus/start_screen_text.s index f325e4b..f3f33be 100644 --- a/src/menus/start_screen_text.s +++ b/src/menus/start_screen_text.s @@ -1,3 +1,4 @@ +.include "config.i" """French translated text data for the start screen / save selection.""" .include "src/ingame/macros.i" .include "../bank20.i" diff --git a/src/menus/start_screen_text_en.s b/src/menus/start_screen_text_en.s index cef4f58..a37de43 100644 --- a/src/menus/start_screen_text_en.s +++ b/src/menus/start_screen_text_en.s @@ -1,3 +1,4 @@ +.include "config.i" """English-language counterpart of `start_screen_text.s`.""" .include "src/ingame/macros.i" diff --git a/src/menus/system_menus_text.i b/src/menus/system_menus_text.i index cdebc76..a32b74d 100644 --- a/src/menus/system_menus_text.i +++ b/src/menus/system_menus_text.i @@ -8,15 +8,16 @@ routines. } { - *=0x018301 - jmp.l display_text_in_menus - - *=0x0182CD - jmp.l load_text_with_destination_in_x - - *=0x0180D9 - jmp.l display_window_with_text - - *=0x018798 - jmp.l display_time +.alloc at 0x018301 { + jmp.l display_text_in_menus +} +.alloc at 0x0182CD { + jmp.l load_text_with_destination_in_x +} +.alloc at 0x0180D9 { + jmp.l display_window_with_text +} +.alloc at 0x018798 { + jmp.l display_time +} } diff --git a/src/minimal_vwf_patches.s b/src/minimal_vwf_patches.s index c15737e..9ef2c07 100644 --- a/src/minimal_vwf_patches.s +++ b/src/minimal_vwf_patches.s @@ -10,229 +10,233 @@ the VWF layer kicks in without rewriting the message window. .import "dialog" .import "vwf" -*=0x00B404 - jsr.l compute_dialog_text_offset - jsr.l get_bank1_1_pointer - sta 0xDD - ldx.b dialog_ptr - stx 0x0772 - rts - -*=0x00B41D - jsr.l compute_dialog_text_offset - jsr.l get_bank1_2_pointer - sta 0xDD - ldx.b dialog_ptr - stx 0x0772 - rts - -*=0x00B436 - jsr.l compute_dialog_text_offset - jsr.l get_bank3_pointer - sta 0xDD - ldx.b dialog_ptr - stx 0x0772 - rts - -*=0x00B3BB - lda 0x1702 - sta.b dialog_ptr - lda 0x1701 - sta.b dialog_ptr + 1 - jsr.l get_bank2_pointer - rts - -; nukes the first call of display_script because the text -; has to be rendered before animating the window display - -*=0x00B32C - jsr.w _first_window - -; Replace the display_script function by the vwfed one. - -*=0x00B463 - jsr.l vwfstart - rts - -_first_window: - lda 0x01 - sta 0xDE - sta 0xED - jsr.l vwfinit - rts - -_animation_wait_route: - wait_for_nmi_end = 0x912F - jsr.w wait_for_nmi_end - -_wait_for_open_animation: - lda 0x7F - cmp #0x02 - bne _wait_for_open_animation - inc 0xDF - lda 0xDF - cmp #0x08 - bne _animation_wait_route - -; restore tileset position - lda 0x210C - and #0xF0 - clc - adc #0x02 - sta 0x210C - - jmp.w _end_of_animation - -; do not scroll between text blocks - -*=0x00B370 - lda #0x00 - sta 0x07 - jmp.w 0xB398 - -*=0x00B335 - jmp.w _animation_wait_route - -_end_of_animation: - jmp.w 0xB369 ; skip_wait_for_action_button +.alloc at 0x00B404 { + jsr.l compute_dialog_text_offset + jsr.l get_bank1_1_pointer + sta 0xDD + ldx.b dialog_ptr + stx 0x0772 + rts +} +.alloc at 0x00B41D { + jsr.l compute_dialog_text_offset + jsr.l get_bank1_2_pointer + sta 0xDD + ldx.b dialog_ptr + stx 0x0772 + rts +} +.alloc at 0x00B436 { + jsr.l compute_dialog_text_offset + jsr.l get_bank3_pointer + sta 0xDD + ldx.b dialog_ptr + stx 0x0772 + rts +} +.alloc at 0x00B3BB { + lda 0x1702 + sta.b dialog_ptr + lda 0x1701 + sta.b dialog_ptr + 1 + jsr.l get_bank2_pointer + rts + + ; nukes the first call of display_script because the text + ; has to be rendered before animating the window display +} +.alloc at 0x00B32C { + jsr.w _first_window + ; Replace the display_script function by the vwfed one. +} +.alloc at 0x00B463 { + jsr.l vwfstart + rts + + _first_window: + lda 0x01 + sta 0xDE + sta 0xED + jsr.l vwfinit + rts + + _animation_wait_route: + wait_for_nmi_end = 0x912F + jsr.w wait_for_nmi_end + + _wait_for_open_animation: + lda 0x7F + cmp #0x02 + bne _wait_for_open_animation + inc 0xDF + lda 0xDF + cmp #0x08 + bne _animation_wait_route + + ; restore tileset position + lda 0x210C + and #0xF0 + clc + adc #0x02 + sta 0x210C + + jmp.w _end_of_animation + + ; do not scroll between text blocks +} +.alloc at 0x00B370 { + lda #0x00 + sta 0x07 + jmp.w 0xB398 +} +.alloc at 0x00B335 { + jmp.w _animation_wait_route + _end_of_animation: + jmp.w 0xB369 ; skip_wait_for_action_button +} { ; Oui .table "text/ff4_menus.tbl" - *=0x14F656 - .dw 0x2016 - fill_value(0x2017, 5) - .dw 0x2018 - .dw 0x0000 - *=0x14F666 - .dw 0x2019 - fill_value(0x20ff, 5) - .dw 0x201a - .dw 0x0000 - .dw 0x0000 - *=0x14f676 - .dw 0x2019 - .dw 0x2014 - .text "O" - .db 0x20 - .text "u" - .db 0x20 - .text "i" - .db 0x20 - .dw 0x20ff - .dw 0x201a - .dw 0x0000 -; Non - *=0x14F686 - .dw 0x2019 - fill_value(0x20ff, 5) - .dw 0x201a - .dw 0x0000 - .dw 0x0000 - *=0x14F696 - .dw 0x2019 - .dw 0x20ff - .text "N" - .db 0x20 - .text "o" - .db 0x20 - .text "n" - .db 0x20 - .dw 0x20ff - .dw 0x201a - .dw 0x0000 - *=0x14F6A6 - .dw 0x201b - fill_value(0x201c, 5) - .dw 0x201d - .dw 0x0000 - fill_value(0x0000, 8) +.alloc at 0x14F656 { + .dw 0x2016 + fill_value(0x2017, 5) + .dw 0x2018 + .dw 0x0000 +} +.alloc at 0x14F666 { + .dw 0x2019 + fill_value(0x20ff, 5) + .dw 0x201a + .dw 0x0000 + .dw 0x0000 +} +.alloc at 0x14f676 { + .dw 0x2019 + .dw 0x2014 + .text "O" + .db 0x20 + .text "u" + .db 0x20 + .text "i" + .db 0x20 + .dw 0x20ff + .dw 0x201a + .dw 0x0000 + ; Non +} +.alloc at 0x14F686 { + .dw 0x2019 + fill_value(0x20ff, 5) + .dw 0x201a + .dw 0x0000 + .dw 0x0000 +} +.alloc at 0x14F696 { + .dw 0x2019 + .dw 0x20ff + .text "N" + .db 0x20 + .text "o" + .db 0x20 + .text "n" + .db 0x20 + .dw 0x20ff + .dw 0x201a + .dw 0x0000 +} +.alloc at 0x14F6A6 { + .dw 0x201b + fill_value(0x201c, 5) + .dw 0x201d + .dw 0x0000 + fill_value(0x0000, 8) +} } ; yes/no cursor positions ; 0x28c4 0x2904 -*=0x00ae38 - ldx.w #0x28c4 - 1 - -*=0x00ae51 - ldx.w #0x2904 - 1 - -; Palette changes for allowing shadows - -*=0x15c229 - ; 15/C229: BF D0 87 0D LDA $0D87D0,X ; window palette - lda.l window_palette, x - -*=0x15c236 - jsr.l update_palette - nop - nop - -; Update secondary palette window background - -*=0x00823B - jsr.l update_palette - nop - nop - -;AE AA 16 LDX $16AA -;00823E 8E DD 0C STX $0CDD -;008241 20 13 8A JSR $8A13 - -; update the text palette used in the intro - -*=0x8ff04 - .dw 0x0463 - - -*=0x00B363 - jsr.l wait_for_action_button - nop - nop - -; Make gils window bigger - gils_line_size = 0x18 - -*=0x00ad28 - lda.b #gils_window_tilemap_1 >> 16 - ;00/AD26: A9 14 LDA #$14 - -*=0x00ad2d - ldx.w #gils_window_tilemap_1 & 0xffff - -*=0x00ad4b - ldx.w #gils_window_tilemap_2 & 0xffff - - -*=0x00ad39 - ldx.w #gils_line_size - -*=0x00ad63 - ldx.w #gils_window_tilemap_3 - -*=0x00ad69 - ldx.w #gils_line_size +.alloc at 0x00ae38 { + ldx.w #0x28c4 - 1 +} +.alloc at 0x00ae51 { + ldx.w #0x2904 - 1 -*=0x00ad51 - ldx.w #gils_line_size + ; Palette changes for allowing shadows +} +.alloc at 0x15c229 { + ; 15/C229: BF D0 87 0D LDA $0D87D0,X ; window palette + lda.l window_palette, x +} +.alloc at 0x15c236 { + jsr.l update_palette + nop + nop -*=0x00ad7b - ldx.w #gils_window_tilemap_4 & 0xffff + ; Update secondary palette window background +} +.alloc at 0x00823B { + jsr.l update_palette + nop + nop -*=0x00ad81 - ldx.w #( gils_window_tilemap_4_end - gils_window_tilemap_4 ) & 0xffff + ;AE AA 16 LDX $16AA + ;00823E 8E DD 0C STX $0CDD + ;008241 20 13 8A JSR $8A13 -; clear up longer gils window + ; update the text palette used in the intro +} +.alloc at 0x8ff04 { + .dw 0x0463 +} +.alloc at 0x00B363 { + jsr.l wait_for_action_button + nop + nop -*=0x00addd - ldx.w #0x100 + 0x80 + ; Make gils window bigger + gils_line_size = 0x18 +} +.alloc at 0x00ad28 { + lda.b #gils_window_tilemap_1 >> 16 + ;00/AD26: A9 14 LDA #$14 +} +.alloc at 0x00ad2d { + ldx.w #gils_window_tilemap_1 & 0xffff +} +.alloc at 0x00ad4b { + ldx.w #gils_window_tilemap_2 & 0xffff +} +.alloc at 0x00ad39 { + ldx.w #gils_line_size +} +.alloc at 0x00ad63 { + ldx.w #gils_window_tilemap_3 +} +.alloc at 0x00ad69 { + ldx.w #gils_line_size +} +.alloc at 0x00ad51 { + ldx.w #gils_line_size +} +.alloc at 0x00ad7b { + ldx.w #gils_window_tilemap_4 & 0xffff +} +.alloc at 0x00ad81 { + ldx.w #( gils_window_tilemap_4_end - gils_window_tilemap_4 ) & 0xffff -; gils value vram position + ; clear up longer gils window +} +.alloc at 0x00addd { + ldx.w #0x100 + 0x80 -*=0x00ad8a - ldx.w #0x28d3 + 2 + ; gils value vram position +} +.alloc at 0x00ad8a { + ldx.w #0x28d3 + 2 +} diff --git a/src/small_vwf/init.s b/src/small_vwf/init.s index fe396a6..cf5a99d 100644 --- a/src/small_vwf/init.s +++ b/src/small_vwf/init.s @@ -2,6 +2,7 @@ Small (8x8) VWF init routine: prepares the menu tile buffer, runs the renderer init and wires up the long-form RTL entry points for cross-bank callers. """ +.include "config.i" .include "src/vwf.i" .include "../bank20.i" .include "src/libmz.i" diff --git a/src/small_vwf/render.s b/src/small_vwf/render.s index 4287e7a..62492c1 100644 --- a/src/small_vwf/render.s +++ b/src/small_vwf/render.s @@ -1,3 +1,4 @@ +.include "config.i" """Small (8x8) menu VWF renderer.""" .include "src/vwf_state.i" diff --git a/src/vwf.s b/src/vwf.s index 656f209..e3edb9b 100644 --- a/src/vwf.s +++ b/src/vwf.s @@ -2,6 +2,7 @@ Dialog/text VWF rendering engine: control-code parser (`parse`), per-glyph blit (`vwf_putchar`), tile-position tracking (`TILEPOS`/`BITSLEFT`), button-glyph + ending-symbol drawing, and the gil-window tilemaps. """ +.include "config.i" .include "src/definitions.s" .include "bank20.i" .include "src/libmz.i" From 22b09e5840b21fe6627848060e583127908ab999 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 27 Jun 2026 22:53:50 +0200 Subject: [PATCH 125/127] Migrate rolling-inventory state to typed struct casts and surface cross-module symbols Replace per-field := alias chains (drops_rolling_top_row, ...) with a single (addr as RollingBufferState) cast per menu, referencing fields as .. Add the field_menu_rolling typed view in items.i and move all four rolling bases into the clean $7E:9C00 arena. Surface cross-module labels so .extern resolves: drop the leading _ from cross-bank trampolines/entries (draw_text_battle_far, draw_battle_command_window_relocated, msg_*_window_gated, battle_ext_seed, tfr_bg{3,4}_tiles_vblank_trampoline, item_desc_back, first_window, ...) and hoist .extern declarations out of .alloc/.scope bodies to root scope, where they actually register. Extract the battle redraw dirty-bit / tilemap-pending constants into render_defs.i, shared by message.s and redraw_gates.s via .include. Add a816.toml for the module pipeline build. Replace em-dashes with ASCII hyphens in touched comment lines. --- a816.toml | 3 + ff4.s | 4 +- src/battle/commands_reloc.s | 6 +- src/battle/inventory_rolling.s | 48 +- src/battle/inventory_rolling_patches.s | 6 +- src/battle/items_patches.s | 6 +- src/battle/message.s | 33 +- src/battle/redraw_gates.s | 18 +- src/battle/redraw_writer_patches.s | 8 +- src/battle/render_defs.i | 27 + src/battle/sram.s | 2 + src/battle/sram_patches.s | 10 +- src/ingame/drops_rolling.s | 921 +++++---- src/ingame/equip.s | 12 +- src/ingame/free_space.s | 8 +- src/ingame/inventory_rolling.s | 155 +- src/ingame/inventory_rolling_trampolines.s | 62 +- src/ingame/items.s | 2 +- src/ingame/key_item_picker.s | 975 +++++---- src/ingame/shop.s | 4 +- src/ingame/treasure_rolling.s | 2105 ++++++++++---------- src/items.i | 35 +- src/lib/rolling_inventory_engine.s | 4 +- src/minimal_vwf_patches.s | 14 +- src/small_vwf/init.s | 12 +- src/vwf.s | 3 + 26 files changed, 2243 insertions(+), 2240 deletions(-) create mode 100644 a816.toml create mode 100644 src/battle/render_defs.i diff --git a/a816.toml b/a816.toml new file mode 100644 index 0000000..fcab65d --- /dev/null +++ b/a816.toml @@ -0,0 +1,3 @@ +entrypoint = "ff4.s" +module-paths = ["build/obj", "src"] +include-paths = ["src"] diff --git a/ff4.s b/ff4.s index a58f849..7aa4c97 100644 --- a/ff4.s +++ b/ff4.s @@ -69,7 +69,7 @@ Final Fantasy IV the new hack. .include "src/ingame/items_menu.s" ; Relocated init_bg_scroll_hdma (was at $01:EBD2, frees 566 bytes in bank $01). -; Blob with internal absolute references — pinned to offset $EBD2 within an +; Blob with internal absolute references - pinned to offset $EBD2 within an ; expansion bank. Caller patch retargets the single JSL at $02:818A. .if INVENTORY_ROLLING_BUFFER { .include "src/ingame/init_bg_scroll_hdma_patches.s" @@ -151,7 +151,7 @@ dialog_bank_ptr_base = 0x218000 ; this file ; `strategy order` keeps it first in the pool. .if INVENTORY_ROLLING_BUFFER { conditional_bg1_vofs: - lda.l 0x7E0000 + menu_hdma_enable + lda.l field_menu_rolling.hdma_enable bne _cond_skip_bg1vofs ; HDMA not active - do original BG1VOFS writes ; Menu context: D=$0100, so $93 reads from $0193 diff --git a/src/battle/commands_reloc.s b/src/battle/commands_reloc.s index 2f723a7..19f8d52 100644 --- a/src/battle/commands_reloc.s +++ b/src/battle/commands_reloc.s @@ -7,7 +7,7 @@ loop, called by the patched bank-$02 hook. .include "config.i" .extern messages_vwf .extern messages_vwf.init_commands_list -.extern _draw_text_battle_far +.extern draw_text_battle_far .extern assets_battle_commands_nul_ptr .extern assets_battle_commands_nul_dat .extern command_buffer_ptr @@ -30,7 +30,7 @@ mult8_far := 0x2855c """ Public RTL entry: render the per-character battle command list for the active character. Dirty-bit gating moved up to the bank-02 thunk - (`_draw_battle_command_window_relocated`) which clears CMD_DIRTY_BIT + (`draw_battle_command_window_relocated`) which clears CMD_DIRTY_BIT before calling here ; gating twice would leave the inner buffer filled with $00FF blanks. Inventory-open short-circuit stays. """ @@ -137,7 +137,7 @@ mult8_far := 0x2855c sta 0xef54 jsr.l messages_vwf.init_commands_list - jsr.l _draw_text_battle_far + jsr.l draw_text_battle_far rts } diff --git a/src/battle/inventory_rolling.s b/src/battle/inventory_rolling.s index 521ee30..e2048a6 100644 --- a/src/battle/inventory_rolling.s +++ b/src/battle/inventory_rolling.s @@ -4,6 +4,7 @@ Battle inventory rolling-buffer engine (single column, 5 visible rows + 1 prefet runs the field-menu NMI DMA check. """ .include "config.i" +.include "../items.i" .extern assets_items_dat .extern assets_items_unleashed_dat .extern mult8_trampoline @@ -14,13 +15,17 @@ runs the field-menu NMI DMA check. .extern return_to_bank02 .extern render.flush_chr_to_vram +; externs live at root scope: a816 registers `.extern` only in the scope it is +; declared in, and an `.alloc` body opens its own scope, so an extern declared +; inside never resolves at the use site. +.if BATTLE_ITEMS_VWF { + .extern messages_vwf.init_inventory + .extern messages_vwf.deinit +} + .include "../bank20.i" .alloc battle_inventory_rolling_block in bank20_reloc { - .if BATTLE_ITEMS_VWF { - .extern messages_vwf.init_inventory - .extern messages_vwf.deinit - } ; ============================================================================ ; Rolling Buffer Implementation for Battle Inventory (Single Column) @@ -2463,21 +2468,18 @@ runs the field-menu NMI DMA check. ; ============================================================================ ; Field Menu NMI Handler (relocated from bank $01 to save space) ; ============================================================================ - ; Constants for field menu HDMA (duplicated here for bank $20 access) - field_menu_hdma_enable := 0x1BAE - field_menu_hdma_copy_pending := 0x1BB6 - field_menu_transfer_pending := 0x1BB3 + ; Field + drops state aliases - use the cast'd struct views from + ; items.i / src/ingame/drops_rolling.s. Field is `field_menu_rolling` + ; (defined in items.i, visible at module scope). Drops state at + ; $7E:9C30 isn't exported from its defining module, so re-cast it + ; locally to get drops_rolling.hdma_copy_pending et al. + drops_rolling := (0x7E9C30 as RollingBufferState) FIELD_HDMA_TABLE := 0x7E9800 FIELD_HDMA_SHADOW := 0x7E9840 FIELD_HDMA_TABLE_SIZE := 40 - - ; Drops profile HDMA constants (mirror src/ingame/drops_rolling.s - ; definitions; duplicated here so the NMI handler can reference them - ; without crossing the bank-$01 / bank-$20 import boundary). DROPS_HDMA_TABLE := 0x7E9880 DROPS_HDMA_SHADOW := 0x7E98C0 DROPS_HDMA_TABLE_SIZE := 40 - drops_hdma_copy_pending := 0x9C3E ; drops_rolling + 0x0E (drops_rolling moved to $9C30) ; Called via JSL from bank $01 nmi_dma_transfer_check @@ -2491,17 +2493,17 @@ runs the field-menu NMI DMA check. ; === GUARD: Only run if menu HDMA is enabled === ; This prevents field menu DMA from corrupting battle VRAM - lda.l 0x7E0000 + field_menu_hdma_enable + lda.l field_menu_rolling.hdma_enable bne _field_nmi_active jmp.w _field_nmi_done _field_nmi_active: ; === HDMA table copy: shadow -> active === - lda.l 0x7E0000 + field_menu_hdma_copy_pending + lda.l field_menu_rolling.hdma_copy_pending beq _field_nmi_hdma_copy_done lda #0x00 - sta.l 0x7E0000 + field_menu_hdma_copy_pending + sta.l field_menu_rolling.hdma_copy_pending ; Copy 40 bytes from shadow ($9840) to active ($9800) rep #0x30 ; 16-bit A, X, Y @@ -2520,16 +2522,16 @@ runs the field-menu NMI DMA check. ; === Drops HDMA table copy: $7E:98C0 shadow -> $7E:9880 active === ; Drops uses ch4 driving BG4VOFS with its own 64-byte table, so the ; shadow→active copy needs a parallel block keyed off - ; drops_hdma_copy_pending. Skip if drops HDMA is disabled in + ; drops_rolling.hdma_copy_pending. Skip if drops HDMA is disabled in ; $1BAE bit 4. sep #0x20 - lda.l 0x7E1BAE + lda.l field_menu_rolling.hdma_enable and #0x10 beq _drops_nmi_hdma_copy_done - lda.l 0x7E0000 + drops_hdma_copy_pending + lda.l drops_rolling.hdma_copy_pending beq _drops_nmi_hdma_copy_done lda #0x00 - sta.l 0x7E0000 + drops_hdma_copy_pending + sta.l drops_rolling.hdma_copy_pending rep #0x30 ldx.w #0x0000 @@ -2550,10 +2552,10 @@ runs the field-menu NMI DMA check. ; and clearing it would snap the drops cursor back to row 0. lda.l 0x7E1BC6 bne _field_nmi_check_treasure - lda.l 0x7E0000 + field_menu_transfer_pending + lda.l field_menu_rolling.transfer_pending beq _field_nmi_check_treasure lda #0x00 - sta.l 0x7E0000 + field_menu_transfer_pending + sta.l field_menu_rolling.transfer_pending sep #0x20 lda #0x01 @@ -2578,7 +2580,7 @@ runs the field-menu NMI DMA check. _field_nmi_check_treasure: .if TREASURE_INVENTORY_ROLLING { ; === Tilemap DMA transfer (treasure menu = BG3) === - lda.l 0x7E0000 + 0x9C0B ; treasure_transfer_pending + lda.l 0x7E0000 + 0x9C0B ; treasure_rolling.transfer_pending beq _field_nmi_done lda #0x00 sta.l 0x7E0000 + 0x9C0B diff --git a/src/battle/inventory_rolling_patches.s b/src/battle/inventory_rolling_patches.s index 647d288..590f113 100644 --- a/src/battle/inventory_rolling_patches.s +++ b/src/battle/inventory_rolling_patches.s @@ -129,7 +129,7 @@ _update_enabled_items_trampoline: ; ============================================================================ ; Original function was overwritten. This must fit in bank $02 free space. -_draw_battle_command_window_relocated: +draw_battle_command_window_relocated: ; Drop the CMD_DIRTY_BIT gate. The cmd-window tilemap region at ; $C1A5+ is a mirror of the main view ($BE65+) overlaid with cmd ; tiles. ATB rotation / monster death / HP ticks etc. only write to @@ -197,10 +197,10 @@ return_to_bank02: ; Must use JSR (not JSL) since function ends with JMP, not RTL .alloc at 0x0296CB { - jsr.w _draw_battle_command_window_relocated + jsr.w draw_battle_command_window_relocated } .alloc at 0x029983 { - jsr.w _draw_battle_command_window_relocated + jsr.w draw_battle_command_window_relocated ; ============================================================================ ; PATCHES in ascending address order (assembler requires this) diff --git a/src/battle/items_patches.s b/src/battle/items_patches.s index 0ecfe36..28a6e8a 100644 --- a/src/battle/items_patches.s +++ b/src/battle/items_patches.s @@ -12,6 +12,11 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; Original: 02/9E1A: A9 09 LDA #0x09 .include "config.i" + +; root-scope extern: `.alloc` bodies open their own scope, so an extern +; declared inside one never resolves at the use site. +.extern tfr_equip_window_new + .alloc at 0x029E1A { lda #ITEM_NAME_RECORD_SIZE @@ -364,7 +369,6 @@ every $0F8000 item-data reference to land on `assets_items_dat`. ; Vanilla body $0297A6..$029824 (126 bytes) hard-coded a side-by-side dual-write ; pattern. New routine in bank $20 walks label/item per hand row-by-row. ; Trampoline overwrites the entry; obsolete in-body patches removed. - .extern tfr_equip_window_new } .alloc at 0x0297A6 { jsr.l tfr_equip_window_new diff --git a/src/battle/message.s b/src/battle/message.s index 8983928..1e216ba 100644 --- a/src/battle/message.s +++ b/src/battle/message.s @@ -164,27 +164,9 @@ _not_found: ; slice instead of the full 4KB CHR region, fits in vblank without ; forced blank. dma_dirty_slots = 0x703f10 -; --- Per-region dirty bits (normal sense: 1 = dirty, 0 = clean) --- -; Sits next to the DMA queue byte; writers SET bits on state change. - region_dirty_bits = 0x703f01 - REGION_DIRTY_MESSAGES = 0x01 - REGION_DIRTY_MONSTERS = 0x02 - REGION_DIRTY_NAMES = 0x04 - REGION_DIRTY_COMMANDS = 0x08 -; Transient marker: $FF if `init_*_with_gate` short-circuited -; because the region was clean; $00 if it ran the full init. -; Used by deinit_with_gate to decide whether to signal DMA, and -; by the gated trampoline to decide whether to skip DrawText. - render_skipped = 0x703f02 -; Per-region tilemap-DMA pending bitmask. Set by `init_*_gated` -; on the render path ; consumed by `dma_transfer` in NMI to fire -; a per-region tilemap DMA (WRAM tilemap -> BG VRAM). Decouples -; tilemap upload from the vanilla `TfrCmdWindow` / `TfrMainMenu` -; periodic queue so the tile-data + tilemap transfers stay in -; sync on the same NMI as the render. - tilemap_pending_mask = 0x703f03 - TILEMAP_PENDING_COMMANDS = 0x01 - TILEMAP_PENDING_MAIN = 0x02 + ; Dirty-bit / render-skipped / tilemap-pending interface: shared with + ; redraw_gates.s and the writer-site shims via a compile-time include. + .include "render_defs.i" bits_left_on_tile = 0xA9 tilemap_offset = bits_left_on_tile + 2 temp = bits_left_on_tile + 4 @@ -210,7 +192,7 @@ Reset the allocator to the inventory tile_id base (0xC0) once per rolling render pass. Subsequent per-item DrawText calls let the allocator increment naturally, so each item owns its own tile range (item N uses 0xC0 + N * width_in_tiles). Skips clear_buffer for the -reasons noted on the other inventory entry — tile_id 0xC0+ would +reasons noted on the other inventory entry - tile_id 0xC0+ would overrun the shared buffer into the state words at $703C00+. """ @@ -735,7 +717,7 @@ found_pair_cleanup: lda.w assets_menu_font_dat, y ; Load adjustment value (8-bit) - matches original and.w #0x00ff ; Ensure high byte is clear -; Clean up stack — use ply so A (adjustment) is preserved. +; Clean up stack - use ply so A (adjustment) is preserved. ply ; Remove target_char ply ; Remove low bound ply ; Remove high bound @@ -801,7 +783,7 @@ Write a 10-bit tile_id reference at tilemap_offset. Low 8 bits of tile_id go in the entry's low byte ; bits 8-9 ride the entry's high byte alongside the palette / flip / priority bits. With the 16-bit allocator, the entry's high byte is just -(palette | allocator_high_byte) — no hardcoded +0x100 shift, so +(palette | allocator_high_byte) - no hardcoded +0x100 shift, so inventory tile_ids past 0xFF reach the upper half of BG3 CHR cleanly instead of wrapping back into the messages region. """ @@ -834,7 +816,8 @@ tilemap_write: rts } -.extern flying_hdma_trampoline +; (flying_hdma_trampoline extern lives at sram.s root: message.s is .include'd +; inside an .alloc body, whose scope can't host an extern.) .scope messages_vwf { """High-level battle-message VWF parser: consumes the dialog stream and feeds glyphs into battle_render.""" diff --git a/src/battle/redraw_gates.s b/src/battle/redraw_gates.s index c765ad8..ca3da54 100644 --- a/src/battle/redraw_gates.s +++ b/src/battle/redraw_gates.s @@ -26,6 +26,16 @@ battle_monster_dirty := 0x7EEF9B ; bits 0-7 = per-monster-slot name redraw scp_active_slot := 0x7EEF9C ; scratch for set_active_char_palette scp_pal_byte := 0x7EEF9D ; current palette byte being applied +; Cross-module LABEL: extern at root scope (`.extern` only registers in its own +; scope, and an `.alloc` body opens its own). +.extern clear_names_window_buffer + +; Cross-module CONSTANTS are compile-time, not link symbols: share the same +; definitions message.s uses via the include, under the same scope name. +.scope battle_render { + .include "render_defs.i" +} + .include "../bank20.i" .alloc battle_redraw_gates_block in bank20_reloc { @@ -139,14 +149,6 @@ scp_pal_byte := 0x7EEF9D ; current palette byte being applied sta.l battle_monster_dirty rtl - .extern clear_names_window_buffer - .extern battle_render.REGION_DIRTY_MONSTERS - .extern battle_render.REGION_DIRTY_NAMES - .extern battle_render.region_dirty_bits - .extern battle_render.render_skipped - .extern battle_render.tilemap_pending_mask - .extern battle_render.TILEMAP_PENDING_MAIN - reset_queue_dirty_bits: """ Seed all redraw-gate state for a fresh battle. Called once per diff --git a/src/battle/redraw_writer_patches.s b/src/battle/redraw_writer_patches.s index 771b8af..6d09c66 100644 --- a/src/battle/redraw_writer_patches.s +++ b/src/battle/redraw_writer_patches.s @@ -106,7 +106,7 @@ follow-up patches. ; `deinit_gated` skips the DMA-signal. The WRAM tile buffer is left ; untouched, no DMA fires from this region's deinit, and the VRAM ; tilemap persists from the previous render. -_msg_monster_window_gated: +msg_monster_window_gated: """Gated DrawMonsterNames trampoline (slice-2 queue-side bit).""" jsr.l messages_vwf.init_monsters_gated lda.l battle_render.render_skipped @@ -151,7 +151,7 @@ Bank-02 RTL wrapper around vanilla `UpdateFlyingHDMA` ($02:82E1). ; Original `Battle_ext` was `jmp ExecBattle` (3 bytes). JML is 4 ; bytes so we clobber 1 byte of `Battle_ext2` at $03:8003. Decomp ; grep confirms zero callers of Battle_ext2 anywhere. -_battle_ext_seed: +battle_ext_seed: """Battle_ext root tail: seed redraw-gate state then jump ExecBattle.""" jsr.l reset_queue_dirty_bits jmp.l 0x038009 @@ -198,7 +198,7 @@ walker_helper: """5-byte bank-02 trampoline: JSL bank-20 walker, RTS to caller.""" jsr.l walker_rtl rts -_msg_names_window_gated: +msg_names_window_gated: """Gated DrawCharNames trampoline (slice-2 queue-side bit).""" lda.b 0x4A and.b 0x04 @@ -220,7 +220,7 @@ _mnwg_done: ; Redirect `Battle_ext` entry to our seed helper. .alloc at 0x038000 { - jmp.l _battle_ext_seed + jmp.l battle_ext_seed ; Redirect RedrawMainMenu's `jsr DrawStatusText` to our gate. } diff --git a/src/battle/render_defs.i b/src/battle/render_defs.i new file mode 100644 index 0000000..9885976 --- /dev/null +++ b/src/battle/render_defs.i @@ -0,0 +1,27 @@ +""" +Shared battle_render WRAM-layout + bit constants. + +Compile-time definitions consumed by more than one module (message.s owns the +renderer; redraw_gates.s and the writer-site shims read the same dirty-bit and +tilemap-pending interface). Included inside `.scope battle_render { ... }` so +every consumer sees them as `battle_render.`. Constants don't link, so +sharing them via `.include` (not `.extern`) is the correct, link-free idiom. +""" + +; --- Per-region dirty bits (normal sense: 1 = dirty, 0 = clean) --- +; Sits next to the DMA queue byte; writers SET bits on state change. +region_dirty_bits = 0x703f01 +REGION_DIRTY_MESSAGES = 0x01 +REGION_DIRTY_MONSTERS = 0x02 +REGION_DIRTY_NAMES = 0x04 +REGION_DIRTY_COMMANDS = 0x08 + +; Transient marker: $FF if `init_*_with_gate` short-circuited because the +; region was clean; $00 if it ran the full init. +render_skipped = 0x703f02 + +; Per-region tilemap-DMA pending bitmask. Set by `init_*_gated` on the render +; path; consumed by `dma_transfer` in NMI to fire a per-region tilemap DMA. +tilemap_pending_mask = 0x703f03 +TILEMAP_PENDING_COMMANDS = 0x01 +TILEMAP_PENDING_MAIN = 0x02 diff --git a/src/battle/sram.s b/src/battle/sram.s index e7bba76..cce3ccd 100644 --- a/src/battle/sram.s +++ b/src/battle/sram.s @@ -12,6 +12,8 @@ helper. BATTLE_DAKUTEN_TABLE = 0x16FA40 +; root-scope extern for the included message.s (an .alloc body can't host one). +.extern flying_hdma_trampoline .alloc battle_sram_block in bank20_reloc { .scope battle_flags { diff --git a/src/battle/sram_patches.s b/src/battle/sram_patches.s index 78442a8..c23fcbc 100644 --- a/src/battle/sram_patches.s +++ b/src/battle/sram_patches.s @@ -9,8 +9,8 @@ window) through our messages-VWF init/deinit trampolines. .extern clear_names_window_buffer .extern battle_render .extern messages_vwf -.extern _msg_monster_window_gated -.extern _msg_names_window_gated +.extern msg_monster_window_gated +.extern msg_names_window_gated .extern gated_clear_names_window_buffer ; inventory buffer @@ -80,7 +80,7 @@ window) through our messages-VWF init/deinit trampolines. ;; monster names vwf try but being clear at every monster ;; needs a way to have immortal renders and temporary ones (used only for a few instants) .alloc at 0x02a40d { - jsr.w _msg_monster_window_gated + jsr.w msg_monster_window_gated } @@ -94,7 +94,7 @@ window) through our messages-VWF init/deinit trampolines. ; this gets redrawn quite often ; char names .alloc at 0x02A29D { - jsr.w _msg_names_window_gated + jsr.w msg_names_window_gated ; wait frame runs a shite load of updates } @@ -216,7 +216,7 @@ _draw_text_battle: jsr.l messages_vwf.deinit rts -_draw_text_battle_far: +draw_text_battle_far: jsr.w _draw_text_battle rtl diff --git a/src/ingame/drops_rolling.s b/src/ingame/drops_rolling.s index 50769f1..a70c058 100644 --- a/src/ingame/drops_rolling.s +++ b/src/ingame/drops_rolling.s @@ -7,7 +7,7 @@ Drops are the 8-item array at $7E:FF28 shown in the upper window of the treasure menu (Tente / Baguette / etc.). Original renders them as a 4-row x 2-col grid via DrawTreasureList ($01:A15C). Item names in French don't fit two columns, so drops moves to a single-column -rolling buffer matching the treasure inventory below it — engine +rolling buffer matching the treasure inventory below it - engine configured with 4 visible / 8 total / 5 buffer slots. The drops buffer lives on BG3 alongside the treasure inventory ; both @@ -39,7 +39,6 @@ State RAM layout (12 bytes from $1BE0, struct: RollingBufferState): $1BEE hdma_copy_pending """ - DROPS_VISIBLE_ITEMS := 5 DROPS_BUFFER_SLOTS := 6 DROPS_TOTAL_ITEMS := 8 @@ -51,19 +50,7 @@ DROPS_SCROLL_TOTAL_PIXELS := 16 ; code writes to bytes past $1BEB) to clean $7E:9C30. Engine path needs ; the full 35-byte struct ; the macro path only ever touched the first ; 12 bytes so the original $1BE0 base worked there. -drops_rolling := 0x9C30 -drops_rolling_top_row := drops_rolling + RollingBufferState.top_row -drops_rolling_buffer_pos := drops_rolling + RollingBufferState.buffer_pos -drops_rolling_edge_row := drops_rolling + RollingBufferState.edge_row -drops_rolling_slot_index := drops_rolling + RollingBufferState.slot_index -drops_rolling_base_scroll := drops_rolling + RollingBufferState.base_scroll -drops_hdma_enable := drops_rolling + RollingBufferState.hdma_enable -drops_scroll_state := drops_rolling + RollingBufferState.scroll_state -drops_scroll_remaining := drops_rolling + RollingBufferState.scroll_remaining -drops_scroll_direction := drops_rolling + RollingBufferState.scroll_direction -drops_transfer_pending := drops_rolling + RollingBufferState.transfer_pending -drops_scroll_anim_offset := drops_rolling + RollingBufferState.scroll_anim_offset -drops_hdma_copy_pending := drops_rolling + RollingBufferState.hdma_copy_pending +drops_rolling := (0x7E9C30 as RollingBufferState) ; Drops scroll position lives one byte past the state block so it ; doesn't collide with the engine's RollingBufferState fields. Other @@ -93,282 +80,285 @@ DROPS_HDMA_BANK := 0x7E DROPS_SCROLL_STATE_IDLE := 0 DROPS_SCROLL_STATE_SCROLLING := 1 - ; --- Profile hooks (stubs, real implementations land alongside the ; drops geometry + tilemap layout work) ----------------------------------- .include "../bank20.i" .alloc drops_rolling_block in bank20_reloc { - drops_ensure_hdma_initialized: - """Lazy init: pin BG4VOFS shadow to 0 + configure ch4 driving BG4VOFS on first scroll.""" - rep #0x20 - lda.w drops_rolling_base_scroll - cmp.w #0xFFFF - bne _drops_hdma_already_init - - ; treasure_drops_window is anchored at BG (0, 0): top border at BG - ; row 0 = BG line 0. The HDMA header band offsets BG4VOFS so the - ; window appears on screen at y=24 (matching where the original - ; TreasureItemsWindow at $01:E275 lived). Items render at staging - ; rows 4,6,8,10 — engine body math uses base_scroll=0 so screen - ; y=32..95 reads exactly those rows. - lda.w #0xFFE8 - ; -24: drops band starts at screen y=24. Items render at staging - ; rows 2,4,6,8 (DrawItemName lays glyphs into the row pointed at by - ; $1d = $29 + $40, so slot 0 with Y=$44 lands at row 2, not row 1). - ; Engine body math `scroll = base + slot*16 - row*16` collapses to - ; base for visible row 0..3 with buffer_pos=0; VOFS=-24 maps screen - ; y=32..95 to BG lines 8..71. Item 0 at BG row 2 = lines 16..23 lies - ; in the upper half of the body row 0 band (y=32..47). - sta.w drops_rolling_base_scroll - - ; Configure HDMA channel 4: DIRECT mode 2 bytes, dest BG4VOFS ($2114), - ; src $7E:9880 (drops active table). - sep #0x20 - lda #0x02 - sta.l DROPS_HDMA4_CTRL - lda #0x14 - sta.l DROPS_HDMA4_DEST - rep #0x20 - lda.w #DROPS_HDMA_TABLE_ADDR - sta.l DROPS_HDMA4_SRC_LO - sep #0x20 - lda #DROPS_HDMA_BANK - sta.l DROPS_HDMA4_SRC_BANK - - ; Enable ch4 (BG4VOFS) only. TM HDMA mask via ch1 disabled — writes - ; to $212C per-scanline blank the screen for reasons not yet - ; understood (probably PPU/HDMA timing quirk in BGMODE 0). For now - ; rely on BG4 staging being zero-filled past the drops content (tile - ; 0 = transparent if CHR slot 0 is blank); residual bleed is the - ; trade-off. - lda.l 0x7E1BAE - ora #0x10 - sta.l 0x7E1BAE - sta.w drops_hdma_enable - ; Build the initial HDMA shadow table + signal the NMI shadow→active - ; copy so ch4 has valid scroll values on the very first frame, not - ; just after the first scroll-trigger update. - jsr.w update_drops_scroll_hdma - rts - - _drops_hdma_already_init: - sep #0x20 - rts - - drops_render_item_to_slot: - """Render one drops item from $7E:FF28 + edge_row*Item.__size into the BG3 buffer at $7E:D600 + slot_index*128 + 4.""" - php - phb - lda #0x7E - pha - plb - rep #0x30 - pha - phx - phy - lda.b 0x5a - pha - lda.b 0x29 - pha - lda.b 0x45 - pha - lda.b 0x33 - pha - sep #0x20 - lda.b 0x5d - pha - lda.b 0xDB - pha - rep #0x20 - ; Pin $29 = $C600 (BG4 staging). TreasureItemsWindow is already - ; drawn on BG4 by original at $01:D817, so rendering drops items - ; INTO that same BG4 frame keeps the layout self-contained: one - ; window + items on one layer, one DMA path to VRAM. - lda.w #0xC600 - sta.b 0x29 - sep #0x20 - lda.w drops_rolling_edge_row - asl - clc - adc #0x28 - sta.b 0x5a - lda #0xFF - adc #0x00 - sta.b 0x5b - rep #0x20 - lda.b 0x5a - tax - sep #0x20 - lda.l 0x7E0000 + Item.id, x - pha - lda.l 0x7E0000 + Item.qty, x - sta.b 0x5C - stz.b 0x34 - pla - jsr.l check_can_use_item_trampoline - ; --- VWF tile-id offset for drops (disjoint from treasure inventory) --- - ; `items_menu_vwf.draw_field_item_name` computes - ; `tile_id_base = FIELD_ITEM_VWF_TILE_BASE + $5D * K`. Treasure inventory - ; calls the same helper with $5D = treasure_slot_index ; if drops were - ; to pass its raw slot_index too, both panels would land on the same - ; tile_ids in BG3 CHR ($5000..$56E0) and the second renderer of each - ; frame would overwrite the first one's glyphs (the garbage-tiles bug - ; visible in the chest-with-monster-drop screen). Offset by 11 so - ; drops slots 0..5 land at tile_ids $16E..$1A9 (CHR $56E0..$5A90), - ; past treasure's 6-buffer-slot region at $100..$13B. drops's tilemap - ; target stays at $7E:C600 (its own BG3 staging surface) so the offset - ; only affects CHR allocation, not where the glyphs land on screen. - ; - ; VWF_CALLER_CTX=1 also tells items_menu_vwf to write the SECONDARY - ; flush descriptor (DROPS_VWF_VRAM_DEST_WORD + DROPS_VWF_BYTE_COUNT + - ; DROPS_VWF_CHR_SRC_OFFSET) and redirect VWF_CHR_DIRTY -> DIRTY_B so - ; the NMI flush hits drops's VRAM range without trampling treasure's - ; primary descriptor. Cleared after the render so subsequent - ; treasure-side calls fall back to primary. - lda.w drops_rolling_slot_index - clc - adc #DROPS_VWF_TILE_SLOT_OFFSET - sta.b 0x5d - lda #0x01 - sta.l VWF_CALLER_CTX - rep #0x20 - lda.w drops_rolling_slot_index - and.w #0x00FF - xba - lsr - clc - adc.w #0x0044 - tay - sep #0x20 - jsr.l draw_item_slot_inner_trampoline - lda #0x00 - sta.l VWF_CALLER_CTX - pla - sta.b 0xDB - pla - sta.b 0x5d - rep #0x20 - pla - sta.b 0x33 - pla - sta.b 0x45 - pla - sta.b 0x29 - pla - sta.b 0x5a - rep #0x10 - ply - plx - pla - plb - plp - rts - - clear_drops_slot: - """Blank a single drops tilemap slot. STUB.""" - rts - - update_drops_scroll_hdma: - """Build the drops HDMA shadow table via the shared engine.""" - ; Build drops HDMA scroll table. Inlined from the former - ; engine_update_scroll_hdma macro for the same reason as treasure. +drops_ensure_hdma_initialized: +"""Lazy init: pin BG4VOFS shadow to 0 + configure ch4 driving BG4VOFS on first scroll.""" +; Long addressing on every state read/write - engine `_engine_call_hook` +; jumps in with DB unchanged from the vanilla caller (DB=$00), so abs +; reads would hit ROM and the gate would always read "not $FFFF" → +; bail. Same fix shape as treasure_ensure_hdma_initialized. + rep #0x20 + lda.l drops_rolling.base_scroll + cmp.w #0xFFFF + bne _drops_hdma_already_init + +; treasure_drops_window is anchored at BG (0, 0): top border at BG +; row 0 = BG line 0. The HDMA header band offsets BG4VOFS so the +; window appears on screen at y=24 (matching where the original +; TreasureItemsWindow at $01:E275 lived). Items render at staging +; rows 4,6,8,10 - engine body math uses base_scroll=0 so screen +; y=32..95 reads exactly those rows. + lda.w #0xFFE8 +; -24: drops band starts at screen y=24. Items render at staging +; rows 2,4,6,8 (DrawItemName lays glyphs into the row pointed at by +; $1d = $29 + $40, so slot 0 with Y=$44 lands at row 2, not row 1). +; Engine body math `scroll = base + slot*16 - row*16` collapses to +; base for visible row 0..3 with buffer_pos=0; VOFS=-24 maps screen +; y=32..95 to BG lines 8..71. Item 0 at BG row 2 = lines 16..23 lies +; in the upper half of the body row 0 band (y=32..47). + sta.l drops_rolling.base_scroll + +; Configure HDMA channel 4: DIRECT mode 2 bytes, dest BG4VOFS ($2114), +; src $7E:9880 (drops active table). + sep #0x20 + lda #0x02 + sta.l DROPS_HDMA4_CTRL + lda #0x14 + sta.l DROPS_HDMA4_DEST + rep #0x20 + lda.w #DROPS_HDMA_TABLE_ADDR + sta.l DROPS_HDMA4_SRC_LO + sep #0x20 + lda #DROPS_HDMA_BANK + sta.l DROPS_HDMA4_SRC_BANK + +; Enable ch4 (BG4VOFS) only. TM HDMA mask via ch1 disabled - writes +; to $212C per-scanline blank the screen for reasons not yet +; understood (probably PPU/HDMA timing quirk in BGMODE 0). For now +; rely on BG4 staging being zero-filled past the drops content (tile +; 0 = transparent if CHR slot 0 is blank); residual bleed is the +; trade-off. + lda.l field_menu_rolling.hdma_enable + ora #0x10 + sta.l field_menu_rolling.hdma_enable + sta.l drops_rolling.hdma_enable +; Build the initial HDMA shadow table + signal the NMI shadow→active +; copy so ch4 has valid scroll values on the very first frame, not +; just after the first scroll-trigger update. + jsr.w update_drops_scroll_hdma + rts + +_drops_hdma_already_init: + sep #0x20 + rts + +drops_render_item_to_slot: +"""Render one drops item from $7E:FF28 + edge_row*Item.__size into the BG3 buffer at $7E:D600 + slot_index*128 + 4.""" + php + phb + lda #0x7E + pha + plb + rep #0x30 + pha + phx + phy + lda.b 0x5a + pha + lda.b 0x29 + pha + lda.b 0x45 + pha + lda.b 0x33 + pha + sep #0x20 + lda.b 0x5d + pha + lda.b 0xDB + pha + rep #0x20 +; Pin $29 = $C600 (BG4 staging). TreasureItemsWindow is already +; drawn on BG4 by original at $01:D817, so rendering drops items +; INTO that same BG4 frame keeps the layout self-contained: one +; window + items on one layer, one DMA path to VRAM. + lda.w #0xC600 + sta.b 0x29 + sep #0x20 + lda.w drops_rolling.edge_row + asl + clc + adc #0x28 + sta.b 0x5a + lda #0xFF + adc #0x00 + sta.b 0x5b + rep #0x20 + lda.b 0x5a + tax + sep #0x20 + lda.l 0x7E0000 + Item.id, x + pha + lda.l 0x7E0000 + Item.qty, x + sta.b 0x5C + stz.b 0x34 + pla + jsr.l check_can_use_item_trampoline +; --- VWF tile-id offset for drops (disjoint from treasure inventory) --- +; `items_menu_vwf.draw_field_item_name` computes +; `tile_id_base = FIELD_ITEM_VWF_TILE_BASE + $5D * K`. Treasure inventory +; calls the same helper with $5D = treasure_rolling.slot_index ; if drops were +; to pass its raw slot_index too, both panels would land on the same +; tile_ids in BG3 CHR ($5000..$56E0) and the second renderer of each +; frame would overwrite the first one's glyphs (the garbage-tiles bug +; visible in the chest-with-monster-drop screen). Offset by 11 so +; drops slots 0..5 land at tile_ids $16E..$1A9 (CHR $56E0..$5A90), +; past treasure's 6-buffer-slot region at $100..$13B. drops's tilemap +; target stays at $7E:C600 (its own BG3 staging surface) so the offset +; only affects CHR allocation, not where the glyphs land on screen. +; +; VWF_CALLER_CTX=1 also tells items_menu_vwf to write the SECONDARY +; flush descriptor (DROPS_VWF_VRAM_DEST_WORD + DROPS_VWF_BYTE_COUNT + +; DROPS_VWF_CHR_SRC_OFFSET) and redirect VWF_CHR_DIRTY -> DIRTY_B so +; the NMI flush hits drops's VRAM range without trampling treasure's +; primary descriptor. Cleared after the render so subsequent +; treasure-side calls fall back to primary. + lda.w drops_rolling.slot_index + clc + adc #DROPS_VWF_TILE_SLOT_OFFSET + sta.b 0x5d + lda #0x01 + sta.l VWF_CALLER_CTX + rep #0x20 + lda.w drops_rolling.slot_index + and.w #0x00FF + xba + lsr + clc + adc.w #0x0044 + tay + sep #0x20 + jsr.l draw_item_slot_inner_trampoline + lda #0x00 + sta.l VWF_CALLER_CTX + pla + sta.b 0xDB + pla + sta.b 0x5d + rep #0x20 + pla + sta.b 0x33 + pla + sta.b 0x45 + pla + sta.b 0x29 + pla + sta.b 0x5a + rep #0x10 + ply + plx + pla + plb + plp + rts + +clear_drops_slot: +"""Blank a single drops tilemap slot. STUB.""" + rts + +update_drops_scroll_hdma: +"""Build the drops HDMA shadow table via the shared engine.""" +; Build drops HDMA scroll table. Inlined from the former +; engine_update_scroll_hdma macro for the same reason as treasure. { - php - rep #0x30 - pha - phx - phy - lda.b 0x40 - pha - lda.b 0x42 - pha - ldx.w #0x0000 - jsr.w _drops_hdma_header - stz.b 0x42 - - _row_loop: - lda.w drops_rolling + RollingBufferState.buffer_pos - and.w #0x00FF - clc - adc.b 0x42 - - _mod_loop: - cmp.w #DROPS_BUFFER_SLOTS - bcc _mod_done - sec - sbc.w #DROPS_BUFFER_SLOTS - bra _mod_loop - - _mod_done: - asl - asl - asl - asl - sta.b 0x40 - lda.b 0x42 - and.w #0x00FF - asl - asl - asl - asl - eor.w #0xFFFF - inc - clc - adc.b 0x40 - clc - adc.w drops_rolling + RollingBufferState.base_scroll - sta.b 0x40 - sep #0x20 - lda #16 - sta.l DROPS_HDMA_SHADOW, x - inx - rep #0x20 - lda.b 0x40 - sta.l DROPS_HDMA_SHADOW, x - inx - inx - rep #0x20 - inc.b 0x42 - lda.b 0x42 - cmp.w #DROPS_VISIBLE_ITEMS - bcs _row_loop_done - jmp.w _row_loop - - _row_loop_done: - jsr.w _drops_hdma_footer - sep #0x20 - lda #0x00 - sta.l DROPS_HDMA_SHADOW, x - jsr.w _drops_hdma_signal - rep #0x20 - pla - sta.b 0x42 - pla - sta.b 0x40 - ply - plx - pla - plp - rts + php + rep #0x30 + pha + phx + phy + lda.b 0x40 + pha + lda.b 0x42 + pha + ldx.w #0x0000 + jsr.w _drops_hdma_header + stz.b 0x42 + +_row_loop: + lda.w drops_rolling + RollingBufferState.buffer_pos + and.w #0x00FF + clc + adc.b 0x42 + +_mod_loop: + cmp.w #DROPS_BUFFER_SLOTS + bcc _mod_done + sec + sbc.w #DROPS_BUFFER_SLOTS + bra _mod_loop + +_mod_done: + asl + asl + asl + asl + sta.b 0x40 + lda.b 0x42 + and.w #0x00FF + asl + asl + asl + asl + eor.w #0xFFFF + inc + clc + adc.b 0x40 + clc + adc.w drops_rolling + RollingBufferState.base_scroll + sta.b 0x40 + sep #0x20 + lda #16 + sta.l DROPS_HDMA_SHADOW, x + inx + rep #0x20 + lda.b 0x40 + sta.l DROPS_HDMA_SHADOW, x + inx + inx + rep #0x20 + inc.b 0x42 + lda.b 0x42 + cmp.w #DROPS_VISIBLE_ITEMS + bcs _row_loop_done + jmp.w _row_loop + +_row_loop_done: + jsr.w _drops_hdma_footer + sep #0x20 + lda #0x00 + sta.l DROPS_HDMA_SHADOW, x + jsr.w _drops_hdma_signal + rep #0x20 + pla + sta.b 0x42 + pla + sta.b 0x40 + ply + plx + pla + plp + rts } - _drops_hdma_header: - """Header: 32 lines at base (-24) — off-screen 24 lines + 8 lines top border.""" - sep #0x20 - lda #32 - sta.l DROPS_HDMA_SHADOW, x - inx - rep #0x20 - lda.w drops_rolling_base_scroll - sta.l DROPS_HDMA_SHADOW, x - inx - inx - rts - - _drops_hdma_footer: - """ +_drops_hdma_header: +"""Header: 32 lines at base (-24) - off-screen 24 lines + 8 lines top border.""" + sep #0x20 + lda #32 + sta.l DROPS_HDMA_SHADOW, x + inx + rep #0x20 + lda.w drops_rolling.base_scroll + sta.l DROPS_HDMA_SHADOW, x + inx + inx + rts + +_drops_hdma_footer: +""" Footer: 25 lines bottom border + 87 lines trail keeping BG4 off content. Header (32) + body (5 visible × 16 = 80) + footer (25 + 87 = 112) = 224 visible scanlines. @@ -376,199 +366,198 @@ DROPS_SCROLL_STATE_SCROLLING := 1 The border zone runs 25 lines (vs the natural 16) to step the trail's starting BG line past the bottom-border row. With the border zone @ -8, scanlines y=112..136 read BG rows 13..15 (border + 2 blank padding rows). The trail @ -24 then starts at y=137, reading BG row 14 - — past the border row 13 — so the border tile doesn't get repeated for several scanlines as + - past the border row 13 - so the border tile doesn't get repeated for several scanlines as the trail kicks in. The +1 odd count (25 vs even) shifts the trail boundary to y=137 instead of y=136. ch6 (treasure BG3VOFS) has a band boundary at y=136 (border-to-body) ; the +1 keeps ch4 (drops) and ch6 from reloading on the same scanline. - """ - - - sep #0x20 - lda #25 - sta.l DROPS_HDMA_SHADOW, x - inx - rep #0x20 - lda.w #0xFFF8 - ; -8: bottom border (BG row 13) at screen y=112..137. 25 lines covers BG rows 13..15 - ; (border + 2 blank padding) so the trail @ -24 starts at y=137 reading BG row 14 - ; instead of looping back to row 13 — prevents the border tile repeating visually. - sta.l DROPS_HDMA_SHADOW, x - inx - inx - sep #0x20 - lda #87 - sta.l DROPS_HDMA_SHADOW, x - inx - rep #0x20 - lda.w #0xFFE8 - ; -24 again: y=137..223 reads BG rows 14..24 (empty padding) so BG4 stays off content. - sta.l DROPS_HDMA_SHADOW, x - inx - inx - rts - - _drops_hdma_signal: - """NMI shadow-copy signal for the drops ch4 table.""" - sep #0x20 - lda #0x01 - sta.w drops_hdma_copy_pending - rts - - - ; --- Engine instantiations ------------------------------------------------- - - drops_init_impl: - """ +""" + + sep #0x20 + lda #25 + sta.l DROPS_HDMA_SHADOW, x + inx + rep #0x20 + lda.w #0xFFF8 +; -8: bottom border (BG row 13) at screen y=112..137. 25 lines covers BG rows 13..15 +; (border + 2 blank padding) so the trail @ -24 starts at y=137 reading BG row 14 +; instead of looping back to row 13 - prevents the border tile repeating visually. + sta.l DROPS_HDMA_SHADOW, x + inx + inx + sep #0x20 + lda #87 + sta.l DROPS_HDMA_SHADOW, x + inx + rep #0x20 + lda.w #0xFFE8 +; -24 again: y=137..223 reads BG rows 14..24 (empty padding) so BG4 stays off content. + sta.l DROPS_HDMA_SHADOW, x + inx + inx + rts + +_drops_hdma_signal: +"""NMI shadow-copy signal for the drops ch4 table.""" + sep #0x20 + lda #0x01 + sta.l drops_rolling.hdma_copy_pending + rts + +; --- Engine instantiations ------------------------------------------------- + +drops_init_impl: +""" Init drops rolling buffer via the bank-20 engine. State + hook far-ptrs live at $7E:9C30 (relocated out of $1B00-$1BFF). Drops render onto BG4 staging ($7E:C600) alongside TreasureItemsWindow ($01:E275 def_window 1, 3, 27, 10) which the draw_window hook redraws first so the engine can write items into the just-drawn frame without the original $01:D817 DrawWindow call clobbering them. - """ - php - rep #0x30 - sep #0x20 - lda.b #DROPS_VISIBLE_ITEMS - sta.l 0x7E0000 + drops_rolling + RollingBufferState.visible_rows - lda.b #0x02 - sta.l 0x7E0000 + drops_rolling + RollingBufferState.slot_height_tiles - ; item_list_ptr = $7E:FF28 (treasure drops table) - lda.b #0x28 - sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_list_ptr - lda.b #0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_list_ptr + 1 - lda.b #0x7E - sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_list_ptr + 2 - lda.b #DROPS_TOTAL_ITEMS - sta.l 0x7E0000 + drops_rolling + RollingBufferState.item_count - lda.b #0x04 - sta.l 0x7E0000 + drops_rolling + RollingBufferState.hdma_channel - lda.b #0x80 - sta.l 0x7E0000 + drops_rolling + RollingBufferState.vwf_cfg_ptr - lda.b #0x70 - sta.l 0x7E0000 + drops_rolling + RollingBufferState.vwf_cfg_ptr + 1 - lda.b #0x70 - sta.l 0x7E0000 + drops_rolling + RollingBufferState.vwf_cfg_ptr + 2 - lda.b #drops_fn_render_slot_trampoline & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_render_slot - lda.b #( drops_fn_render_slot_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_render_slot + 1 - lda.b #( drops_fn_render_slot_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_render_slot + 2 - lda.b #drops_fn_update_hdma_trampoline & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_update_hdma - lda.b #( drops_fn_update_hdma_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_update_hdma + 1 - lda.b #( drops_fn_update_hdma_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_update_hdma + 2 - lda.b #drops_fn_draw_window_trampoline & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window - lda.b #( drops_fn_draw_window_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window + 1 - lda.b #( drops_fn_draw_window_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + drops_rolling + RollingBufferState.fn_draw_window + 2 - lda.b #ROLLING_MENU_ID_DROPS - sta.l 0x7E0000 + drops_rolling + RollingBufferState.menu_id - plp - php - rep #0x10 - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_init - plp - rtl - - drops_fn_render_slot_trampoline: - """Bank-20 RTL wrapper around `drops_render_item_to_slot`.""" - php - jsr.w drops_render_item_to_slot - plp - rtl - - drops_fn_update_hdma_trampoline: - """Bank-20 RTL wrapper around `drops_ensure_hdma_initialized`.""" - php - jsr.w drops_ensure_hdma_initialized - plp - rtl - - drops_fn_draw_window_trampoline: - """Bank-20 RTL wrapper around `_drops_draw_window`.""" - php - jsr.w _drops_draw_window - plp - rtl - - - _drops_draw_window: - """Pre-render hook: SelectBG4 + DrawWindow(treasure_drops_window) so $29=$C600 is live before items render.""" - sep #0x20 - jsr.l _drops_select_bg4_trampoline - rep #0x10 - ldy.w #treasure_drops_window - jsr.l draw_window_trampoline - sep #0x10 - rts - - drops_start_scroll_down_impl: - """Drops profile: kick scroll-down state machine via the engine.""" - php - rep #0x10 - lda.l 0x7E0000 + drops_scroll_pos - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_down - plp - rtl - - drops_start_scroll_up_impl: - """Drops profile: kick scroll-up state machine via the engine.""" - php - rep #0x10 - lda.l 0x7E0000 + drops_scroll_pos - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_up - plp - rtl - - drops_update_scroll_frame_impl: - """Drops profile: per-frame scroll animation tick.""" - php - rep #0x10 - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_update_scroll_frame - plp - rtl - - drops_finish_scroll_impl: - """Drops profile: end-of-animation cleanup via the bank-20 engine.""" - php - rep #0x10 - lda.l 0x7E0000 + drops_scroll_pos - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_finish_scroll - plp - rtl - - drops_refresh_slots_impl: - """Drops profile: re-render all 6 slots via the bank-20 engine.""" - php - sep #0x20 - rep #0x10 - lda.l 0x7E0000 + drops_scroll_pos - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_refresh_slots - plp - rtl - - drops_swap_redraw_impl: - """Drops profile: post-swap re-render via the engine.""" - php - rep #0x10 - lda.l 0x7E0000 + drops_scroll_pos - ldx.w #drops_rolling - jsr.l rolling_engine.rolling_engine_swap_redraw - plp - rtl +""" + + php + rep #0x30 + sep #0x20 + lda.b #DROPS_VISIBLE_ITEMS + sta.l drops_rolling + RollingBufferState.visible_rows + lda.b #0x02 + sta.l drops_rolling + RollingBufferState.slot_height_tiles +; item_list_ptr = $7E:FF28 (treasure drops table) + lda.b #0x28 + sta.l drops_rolling + RollingBufferState.item_list_ptr + lda.b #0xFF + sta.l drops_rolling + RollingBufferState.item_list_ptr + 1 + lda.b #0x7E + sta.l drops_rolling + RollingBufferState.item_list_ptr + 2 + lda.b #DROPS_TOTAL_ITEMS + sta.l drops_rolling + RollingBufferState.item_count + lda.b #0x04 + sta.l drops_rolling + RollingBufferState.hdma_channel + lda.b #0x80 + sta.l drops_rolling + RollingBufferState.vwf_cfg_ptr + lda.b #0x70 + sta.l drops_rolling + RollingBufferState.vwf_cfg_ptr + 1 + lda.b #0x70 + sta.l drops_rolling + RollingBufferState.vwf_cfg_ptr + 2 + lda.b #drops_fn_render_slot_trampoline & 0xFF + sta.l drops_rolling + RollingBufferState.fn_render_slot + lda.b #( drops_fn_render_slot_trampoline >> 8 ) & 0xFF + sta.l drops_rolling + RollingBufferState.fn_render_slot + 1 + lda.b #( drops_fn_render_slot_trampoline >> 16 ) & 0xFF + sta.l drops_rolling + RollingBufferState.fn_render_slot + 2 + lda.b #drops_fn_update_hdma_trampoline & 0xFF + sta.l drops_rolling + RollingBufferState.fn_update_hdma + lda.b #( drops_fn_update_hdma_trampoline >> 8 ) & 0xFF + sta.l drops_rolling + RollingBufferState.fn_update_hdma + 1 + lda.b #( drops_fn_update_hdma_trampoline >> 16 ) & 0xFF + sta.l drops_rolling + RollingBufferState.fn_update_hdma + 2 + lda.b #drops_fn_draw_window_trampoline & 0xFF + sta.l drops_rolling + RollingBufferState.fn_draw_window + lda.b #( drops_fn_draw_window_trampoline >> 8 ) & 0xFF + sta.l drops_rolling + RollingBufferState.fn_draw_window + 1 + lda.b #( drops_fn_draw_window_trampoline >> 16 ) & 0xFF + sta.l drops_rolling + RollingBufferState.fn_draw_window + 2 + lda.b #ROLLING_MENU_ID_DROPS + sta.l drops_rolling + RollingBufferState.menu_id + plp + php + rep #0x10 + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_init + plp + rtl + +drops_fn_render_slot_trampoline: +"""Bank-20 RTL wrapper around `drops_render_item_to_slot`.""" + php + jsr.w drops_render_item_to_slot + plp + rtl + +drops_fn_update_hdma_trampoline: +"""Bank-20 RTL wrapper around `drops_ensure_hdma_initialized`.""" + php + jsr.w drops_ensure_hdma_initialized + plp + rtl + +drops_fn_draw_window_trampoline: +"""Bank-20 RTL wrapper around `_drops_draw_window`.""" + php + jsr.w _drops_draw_window + plp + rtl + +_drops_draw_window: +"""Pre-render hook: SelectBG4 + DrawWindow(treasure_drops_window) so $29=$C600 is live before items render.""" + sep #0x20 + jsr.l drops_select_bg4_trampoline + rep #0x10 + ldy.w #treasure_drops_window + jsr.l draw_window_trampoline + sep #0x10 + rts + +drops_start_scroll_down_impl: +"""Drops profile: kick scroll-down state machine via the engine.""" + php + rep #0x10 + lda.l drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_down + plp + rtl + +drops_start_scroll_up_impl: +"""Drops profile: kick scroll-up state machine via the engine.""" + php + rep #0x10 + lda.l drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_up + plp + rtl + +drops_update_scroll_frame_impl: +"""Drops profile: per-frame scroll animation tick.""" + php + rep #0x10 + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_update_scroll_frame + plp + rtl + +drops_finish_scroll_impl: +"""Drops profile: end-of-animation cleanup via the bank-20 engine.""" + php + rep #0x10 + lda.l drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_finish_scroll + plp + rtl + +drops_refresh_slots_impl: +"""Drops profile: re-render all 6 slots via the bank-20 engine.""" + php + sep #0x20 + rep #0x10 + lda.l drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_refresh_slots + plp + rtl + +drops_swap_redraw_impl: +"""Drops profile: post-swap re-render via the engine.""" + php + rep #0x10 + lda.l drops_scroll_pos + ldx.w #drops_rolling + jsr.l rolling_engine.rolling_engine_swap_redraw + plp + rtl } + diff --git a/src/ingame/equip.s b/src/ingame/equip.s index 6f26eae..4d3ae60 100644 --- a/src/ingame/equip.s +++ b/src/ingame/equip.s @@ -11,22 +11,22 @@ character-name row up so it does not collide with the dextrality string. .alloc at 0x01bd54 { ldy.w #0x01c6 - 0x40 - 2 - _item_delta = 8 + item_delta = 8 } .alloc at 0x01bd7b { - ldx.w #0x0164 + _item_delta + ldx.w #0x0164 + item_delta } .alloc at 0x01bd82 { - ldx.w #0x01e4 + _item_delta + ldx.w #0x01e4 + item_delta } .alloc at 0x01bd89 { - ldx.w #0x0264 + _item_delta + ldx.w #0x0264 + item_delta } .alloc at 0x01bd92 { - ldx.w #0x0064 + _item_delta + ldx.w #0x0064 + item_delta } .alloc at 0x01bda8 { - ldx.w #0x00e4 + _item_delta + ldx.w #0x00e4 + item_delta } .alloc at 0x1bd5c { jsr.l load_dextrelity_pointer diff --git a/src/ingame/free_space.s b/src/ingame/free_space.s index 9874a94..5803e05 100644 --- a/src/ingame/free_space.s +++ b/src/ingame/free_space.s @@ -43,7 +43,7 @@ _continue: pha ldy.w #0xdcd6 - jmp _back + jmp item_desc_back draw_vwf_message: """Render the VWF message at the current text pointer via the items_description trampoline.""" @@ -128,10 +128,10 @@ main_loop_scroll_check: """Called from $019FF2 via jmp.w""" - lda.w menu_scroll_state + lda.w menu_rolling.scroll_state beq _main_loop_do_input jsr.w update_scroll_frame - lda.w menu_scroll_remaining + lda.w menu_rolling.scroll_remaining bne _main_loop_skip_input jsr.w finish_scroll jmp.w _main_loop_skip_input ; Skip input on the frame scroll finishes @@ -191,7 +191,7 @@ Must copy shadow -> active HDMA table BEFORE enabling HDMA jsr.w nmi_dma_transfer_check ; Copy shadow table to active (if pending) .db 0xAF ; LDA.L opcode - .dw menu_hdma_enable ; $1BAE + .dw menu_rolling.hdma_enable ; $1BAE .db 0x7E ; Bank $7E sta.w 0x420C rts diff --git a/src/ingame/inventory_rolling.s b/src/ingame/inventory_rolling.s index 41dcd68..1a07150 100644 --- a/src/ingame/inventory_rolling.s +++ b/src/ingame/inventory_rolling.s @@ -35,23 +35,17 @@ MENU_ITEM_LIST_HEIGHT := 160 ; 10 items × 16 pixels = 160 scanlines ; RAM VARIABLES ; Using menu RAM area (unused bytes) -; Field rolling-buffer state RAM block (12 bytes from $1BA8). Each -; named symbol below is just a typed offset into the shared struct -; — keeps existing call sites working byte-for-byte while making the -; layout self-documenting (and trivially relocatable later). -menu_rolling := 0x1BA8 -menu_rolling_top_row := menu_rolling + RollingBufferState.top_row -menu_rolling_buffer_pos := menu_rolling + RollingBufferState.buffer_pos -menu_rolling_edge_row := menu_rolling + RollingBufferState.edge_row -menu_rolling_slot_index := menu_rolling + RollingBufferState.slot_index -menu_rolling_base_scroll := menu_rolling + RollingBufferState.base_scroll -menu_hdma_enable := menu_rolling + RollingBufferState.hdma_enable -menu_scroll_state := menu_rolling + RollingBufferState.scroll_state -menu_scroll_remaining := menu_rolling + RollingBufferState.scroll_remaining -menu_scroll_direction := menu_rolling + RollingBufferState.scroll_direction -menu_transfer_pending := menu_rolling + RollingBufferState.transfer_pending -menu_scroll_anim_offset := menu_rolling + RollingBufferState.scroll_anim_offset -menu_hdma_copy_pending := menu_rolling + RollingBufferState.hdma_copy_pending +; Field rolling-buffer state RAM block. Base lives in items.i as +; FIELD_MENU_ROLLING_BASE so the bank-$20 NMI handler can derive its +; HDMA-flag addresses from the same struct typedef. Previously at +; $7E:1BA8 where it collided with vanilla DrawItemCharSelect scratch +; ($1BC1 / $1BC3) - char-target screen during item-use stomped +; dirty_mask and fn_render_slot mid byte, sending the hook into ROM +; padding. +; Module scope can't see items.i's FIELD_MENU_ROLLING_BASE constant +; so bind to the literal addr here. items.i mirrors this base under +; the name `field_menu_rolling` for cross-module struct access. +menu_rolling := (0x7E9C90 as RollingBufferState) ; Scroll State Constants SCROLL_STATE_IDLE := 0 @@ -104,7 +98,6 @@ HDMAEN := 0x420C ; HDMA enable register Table format: count_byte, lo_byte, hi_byte per entry, $00 to end """ - php sep #0x20 ; 8-bit A @@ -129,7 +122,7 @@ HDMAEN := 0x420C ; HDMA enable register lda #MENU_HDMA_BANK ; $7E sta.l HDMA5_SRC_BANK ; $004354 - ; HDMA channel 5 is now enabled via shadow variable (menu_hdma_enable) + ; HDMA channel 5 is now enabled via shadow variable (menu_rolling.hdma_enable) ; The NMI hook at $8083 reads the shadow and writes to HDMAEN plp @@ -171,7 +164,7 @@ HDMAEN := 0x420C ; HDMA enable register sta.l MENU_HDMA_TABLE, x inx rep #0x20 ; 16-bit A for value - lda.w menu_rolling_base_scroll + lda.w menu_rolling.base_scroll sta.l MENU_HDMA_TABLE, x inx inx @@ -187,7 +180,7 @@ HDMAEN := 0x420C ; HDMA enable register sta.l MENU_HDMA_TABLE, x inx rep #0x20 ; 16-bit A for value - lda.w menu_rolling_base_scroll + lda.w menu_rolling.base_scroll sta.l MENU_HDMA_TABLE, x inx inx @@ -205,7 +198,7 @@ HDMAEN := 0x420C ; HDMA enable register sta.l MENU_HDMA_TABLE, x inx rep #0x20 - lda.w menu_rolling_base_scroll + lda.w menu_rolling.base_scroll clc adc.w #16 ; Lock at base + 16 sta.l MENU_HDMA_TABLE, x @@ -320,7 +313,7 @@ HDMAEN := 0x420C ; HDMA enable register sta.l MENU_HDMA_SHADOW, x inx rep #0x20 - lda.w menu_rolling_base_scroll + lda.w menu_rolling.base_scroll sta.l MENU_HDMA_SHADOW, x inx inx @@ -333,7 +326,7 @@ HDMAEN := 0x420C ; HDMA enable register sta.l MENU_HDMA_SHADOW, x inx rep #0x20 - lda.w menu_rolling_base_scroll + lda.w menu_rolling.base_scroll clc adc.w #16 sta.l MENU_HDMA_SHADOW, x @@ -345,7 +338,7 @@ HDMAEN := 0x420C ; HDMA enable register """Field profile NMI signal: set copy-pending shadow flag.""" sep #0x20 lda #0x01 - sta.w menu_hdma_copy_pending + sta.w menu_rolling.hdma_copy_pending rts init_menu_rolling_buffer_impl: @@ -360,58 +353,57 @@ HDMAEN := 0x420C ; HDMA enable register ABI surface to port against. """ - php rep #0x30 ; M=16, X=16 sep #0x20 ; M=8 (X stays 16) ; visible_rows + slot_height_tiles lda.b #MENU_VISIBLE_ITEMS - sta.l 0x7E0000 + menu_rolling + RollingBufferState.visible_rows + sta.l menu_rolling.visible_rows lda.b #0x02 ; 2 BG rows per slot - sta.l 0x7E0000 + menu_rolling + RollingBufferState.slot_height_tiles + sta.l menu_rolling.slot_height_tiles ; item_list_ptr = $7E:1440 (vanilla inventory array) lda.b #0x40 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_list_ptr + sta.l menu_rolling.item_list_ptr lda.b #0x14 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_list_ptr + 1 + sta.l menu_rolling.item_list_ptr + 1 lda.b #0x7E - sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_list_ptr + 2 + sta.l menu_rolling.item_list_ptr + 2 ; item_count = 48 (vanilla field inventory) lda.b #0x30 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.item_count + sta.l menu_rolling.item_count ; hdma_channel = 5 (BG1VOFS HDMA used by field-items rolling buffer) lda.b #0x05 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.hdma_channel + sta.l menu_rolling.hdma_channel ; vwf_cfg_ptr = $70:7080 (VWF_CONFIG_BASE) lda.b #0x80 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.vwf_cfg_ptr + sta.l menu_rolling.vwf_cfg_ptr lda.b #0x70 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.vwf_cfg_ptr + 1 + sta.l menu_rolling.vwf_cfg_ptr + 1 lda.b #0x70 - sta.l 0x7E0000 + menu_rolling + RollingBufferState.vwf_cfg_ptr + 2 + sta.l menu_rolling.vwf_cfg_ptr + 2 ; fn_render_slot = menu_fn_render_slot_trampoline (bank-20 RTL wrapper) lda.b #menu_fn_render_slot_trampoline & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_render_slot + sta.l menu_rolling.fn_render_slot lda.b #( menu_fn_render_slot_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_render_slot + 1 + sta.l menu_rolling.fn_render_slot + 1 lda.b #( menu_fn_render_slot_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_render_slot + 2 + sta.l menu_rolling.fn_render_slot + 2 ; fn_update_hdma = menu_fn_update_hdma_trampoline lda.b #menu_fn_update_hdma_trampoline & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_update_hdma + sta.l menu_rolling.fn_update_hdma lda.b #( menu_fn_update_hdma_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_update_hdma + 1 + sta.l menu_rolling.fn_update_hdma + 1 lda.b #( menu_fn_update_hdma_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_update_hdma + 2 + sta.l menu_rolling.fn_update_hdma + 2 ; fn_draw_window = menu_fn_draw_window_trampoline lda.b #menu_fn_draw_window_trampoline & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + sta.l menu_rolling.fn_draw_window lda.b #( menu_fn_draw_window_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 1 + sta.l menu_rolling.fn_draw_window + 1 lda.b #( menu_fn_draw_window_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + menu_rolling + RollingBufferState.fn_draw_window + 2 + sta.l menu_rolling.fn_draw_window + 2 lda.b #ROLLING_MENU_ID_FIELD - sta.l 0x7E0000 + menu_rolling + RollingBufferState.menu_id + sta.l menu_rolling.menu_id plp php rep #0x10 @@ -431,7 +423,6 @@ HDMAEN := 0x420C ; HDMA enable register addresses. """ - php jsr.w _menu_render_item_to_slot plp @@ -450,7 +441,6 @@ HDMAEN := 0x420C ; HDMA enable register php/plp guards the engine's X-flag = 16 from inner sep/rep. """ - php jsr.w ensure_hdma_initialized plp @@ -466,7 +456,6 @@ HDMAEN := 0x420C ; HDMA enable register state writes downstream of the hook in the engine_init body. """ - php jsr.w _menu_draw_inventory_window plp @@ -483,8 +472,8 @@ HDMAEN := 0x420C ; HDMA enable register ; _menu_render_item_to_slot ; Renders an item to a specific circular buffer slot in the tilemap. ; - ; Input: menu_rolling_edge_row = item index (0-47) for data lookup - ; menu_rolling_slot_index = slot index (0-11) for destination + ; Input: menu_rolling.edge_row = item index (0-47) for data lookup + ; menu_rolling.slot_index = slot index (0-11) for destination ; ; Strategy: Set up $5d = slot_index (for Y position calculation), ; $5a = pointer to item data, then call game's DrawItemSlot. @@ -526,7 +515,7 @@ HDMAEN := 0x420C ; HDMA enable register sep #0x20 ; 8-bit A ; Calculate item data pointer: $1440 + (edge_row * Item.__size) - lda.w menu_rolling_edge_row + lda.w menu_rolling.edge_row asl ; * Item.__size (2 bytes per Item) clc adc #0x40 ; Low byte of $1440 @@ -553,7 +542,7 @@ HDMAEN := 0x420C ; HDMA enable register jsr.l check_can_use_item_trampoline ; bank-$01 trampoline for original @ $A25D (sets $DB) ; Set $5d = slot_index (for AND #$01 check, but we patched to AND #$00) - lda.w menu_rolling_slot_index + lda.w menu_rolling.slot_index sta.b 0x5d ; Calculate Y = slot_index * 128 + 70 @@ -561,7 +550,7 @@ HDMAEN := 0x420C ; HDMA enable register ; +64 for window border (1 tile row = 32 tiles × 2 bytes) ; +6 for left margin (3 tiles) rep #0x20 ; 16-bit A (X/Y already 16-bit) - lda.w menu_rolling_slot_index + lda.w menu_rolling.slot_index and.w #0x00FF ; Clear high byte xba ; Swap bytes: A = slot * 256 lsr ; A = slot * 128 @@ -619,7 +608,7 @@ HDMAEN := 0x420C ; HDMA enable register ; Check if already initialized (base_scroll != 0xFFFF) rep #0x20 ; 16-bit A - lda.w menu_rolling_base_scroll + lda.w menu_rolling.base_scroll cmp.w #0xFFFF bne _hdma_already_init @@ -627,7 +616,7 @@ HDMAEN := 0x420C ; HDMA enable register ; Use long addressing to ensure we read from WRAM .db 0xAF ; LDA.L opcode .db 0x93, 0x01, 0x7E ; $7E0193 - sta.w menu_rolling_base_scroll + sta.w menu_rolling.base_scroll ; Initialize HDMA channel configuration sep #0x20 ; Back to 8-bit for InitMenuInventoryHDMA @@ -637,7 +626,7 @@ HDMAEN := 0x420C ; HDMA enable register ; Force long addressing: STA.L $7E1BAE lda #0x20 ; Channel 5 .db 0x8F ; STA.L opcode - .dw menu_hdma_enable ; $1BAE + .dw menu_rolling.hdma_enable ; $1BAE .db 0x7E ; Bank $7E rts @@ -656,19 +645,18 @@ HDMAEN := 0x420C ; HDMA enable register Carry set = skip input (still scrolling) """ - php sep #0x20 ; 8-bit A ; Check if we're scrolling - lda.w menu_scroll_state + lda.w menu_rolling.scroll_state beq _scroll_state_idle ; We're scrolling - process one animation frame jsr.l update_scroll_frame_impl ; Check if scroll finished - lda.w menu_scroll_remaining + lda.w menu_rolling.scroll_remaining bne _scroll_still_active ; Scroll finished - clean up and return to idle @@ -731,17 +719,17 @@ HDMAEN := 0x420C ; HDMA enable register """Field-menu entry hook: lazy-init HDMA + force shadow flush before first frame.""" stz.w 0x1B1F lda #0x00 - sta.l 0x7E1BAE - ; menu_hdma_enable - stz.w menu_scroll_state - stz.w menu_scroll_remaining - stz.w menu_scroll_direction - stz.w menu_transfer_pending - stz.w menu_hdma_copy_pending + sta.l menu_rolling.hdma_enable + ; menu_rolling.hdma_enable + stz.w menu_rolling.scroll_state + stz.w menu_rolling.scroll_remaining + stz.w menu_rolling.scroll_direction + stz.w menu_rolling.transfer_pending + stz.w menu_rolling.hdma_copy_pending ; Clear HDMA copy flag - stz.w menu_scroll_anim_offset + stz.w menu_rolling.scroll_anim_offset ; Clear low byte - stz.w menu_scroll_anim_offset + 1 + stz.w menu_rolling.scroll_anim_offset + 1 ; Clear high byte ; Initialize cursor column to 0 for single-column mode ; This ensures $1b22 is always 0 even if it had a value from previous menu @@ -755,8 +743,8 @@ HDMAEN := 0x420C ; HDMA enable register php sep #0x20 lda #0x00 - sta.l 0x7E1BAE - ; menu_hdma_enable shadow off so NMI writes 0 to HDMAEN this frame + sta.l menu_rolling.hdma_enable + ; menu_rolling.hdma_enable shadow off so NMI writes 0 to HDMAEN this frame sta.l 0x004350 sta.l 0x004351 sta.l 0x004352 @@ -789,13 +777,12 @@ HDMAEN := 0x420C ; HDMA enable register plp rtl - - ; _clear_inventory_slot + ; clear_inventory_slot ; Clears a single inventory slot in the tilemap buffer. - ; Input: menu_rolling_slot_index = slot to clear (0-10) + ; Input: menu_rolling.slot_index = slot to clear (0-10) ; Used when item index is out of bounds (>= 48) - _clear_inventory_slot: + clear_inventory_slot: php phb ; Set data bank to $7E for WRAM access @@ -814,7 +801,7 @@ HDMAEN := 0x420C ; HDMA enable register lda.w #0xB600 sta.b 0x29 ; Calculate Y = slot_index * 128 + 70 - lda.w menu_rolling_slot_index + lda.w menu_rolling.slot_index and.w #0x00FF xba ; A = slot * 256 @@ -905,19 +892,17 @@ HDMAEN := 0x420C ; HDMA enable register draw_trash_single_column: - """ Draws the trash can 2x2 tile graphic for single-column inventory. Input: Y = tilemap offset (from slot calculation) ($29) = tilemap base ($B600) - menu_rolling_slot_index = current slot + menu_rolling.slot_index = current slot Tiles: $04 (top-left), $05 (top-right), $06 (bottom-left), $07 (bottom-right) Tilemap format: [tile_number, attributes] pairs Each row is 64 bytes (32 tiles × 2 bytes) """ - ; Y points to start of item slot area ; Draw 2x2 trash can icon, then clear remaining 10 tiles per row ; Save starting Y for second row calculation @@ -1080,7 +1065,6 @@ HDMAEN := 0x420C ; HDMA enable register circular_slot_calc: - """ Calculate tilemap Y offset using circular buffer position. Called from patched code at $A1BA via CircularSlotCalc_ext. @@ -1091,7 +1075,6 @@ HDMAEN := 0x420C ; HDMA enable register Preserves: 16-bit A mode on exit """ - sep #0x20 ; 8-bit A ; Drops list at $FF28 reuses _a181 but doesn't have any rolling state. @@ -1119,13 +1102,13 @@ HDMAEN := 0x420C ; HDMA enable register tay rts _circ_slot_not_drops: - ; Inventory in treasure context uses treasure_rolling_buffer_pos. - lda.l 0x7E0000 + 0x9C06 ; treasure_hdma_enable (treasure_rolling + 0x06) + ; Inventory in treasure context uses treasure_rolling.buffer_pos. + lda.l 0x7E0000 + 0x9C06 ; treasure_rolling.hdma_enable (treasure_rolling + 0x06) beq _circ_check_field lda.b 0x5d lsr clc - adc.l 0x7E0000 + 0x9C01 ; treasure_rolling_buffer_pos (treasure_rolling + 0x01) + adc.l 0x7E0000 + 0x9C01 ; treasure_rolling.buffer_pos (treasure_rolling + 0x01) _t_circ_mod: cmp #6 ; TREASURE_BUFFER_SLOTS bcc _t_circ_done @@ -1143,7 +1126,7 @@ HDMAEN := 0x420C ; HDMA enable register rts _circ_check_field: ; Check if circular buffer mode is active (HDMA enabled) - lda.l 0x7E0000 + menu_hdma_enable + lda.l menu_rolling.hdma_enable beq _circ_slot_original ; Not active, use original calculation ; Circular buffer Y calculation @@ -1154,7 +1137,7 @@ HDMAEN := 0x420C ; HDMA enable register lsr ; Divide by 2 to get visual slot (0-9) clc - adc.l 0x7E0000 + menu_rolling_buffer_pos + adc.l menu_rolling.buffer_pos ; Add buffer_pos _circ_slot_mod: diff --git a/src/ingame/inventory_rolling_trampolines.s b/src/ingame/inventory_rolling_trampolines.s index c3bca38..df90189 100644 --- a/src/ingame/inventory_rolling_trampolines.s +++ b/src/ingame/inventory_rolling_trampolines.s @@ -90,27 +90,27 @@ tfr_bg2_tiles_vblank_trampoline: ; original @ $01:9420 rtl -_tfr_bg3_tiles_vblank_trampoline: +tfr_bg3_tiles_vblank_trampoline: jsr 0x9447 -; original @ $01:9447 — pushes BG3 buffer at $7E:D600 to VRAM $7000 +; original @ $01:9447 - pushes BG3 buffer at $7E:D600 to VRAM $7000 ; over a vblank-bounded chunked DMA. Used by the treasure rolling ; buffer: render writes go to the BG3 staging area but original's ; treasure main loop only refreshes BG2/sprites mid-menu, so without ; this call the rolling-buffer slot updates never make it on screen. rtl -_tfr_bg4_tiles_vblank_trampoline: +tfr_bg4_tiles_vblank_trampoline: jsr 0x943A -; original @ $01:943A — pushes BG4 buffer at $7E:C600 to VRAM $7800. +; original @ $01:943A - pushes BG4 buffer at $7E:C600 to VRAM $7800. ; Used by the drops rolling buffer: drops items render into the BG4 ; frame that already holds TreasureItemsWindow, but the treasure main ; loop never re-DMAs BG4 mid-menu so swap/scroll updates would stay ; in WRAM without this call. rtl -_drops_select_bg4_trampoline: +drops_select_bg4_trampoline: jsr 0x8485 -; original SelectClearBG4 at $01:8485 — wipes BG4 staging to blank +; original SelectClearBG4 at $01:8485 - wipes BG4 staging to blank ; tiles before falling through to SelectBG4 ($8488). Without the ; clear, $C600..$CDFF holds whatever the previous menu/screen left ; there, which gets DMA'd to BG4 VRAM and bleeds across the screen @@ -211,14 +211,14 @@ _treasure_finish_scroll: ; machine so the existing field NMI hook copies the shadow→active table ; even when the rolling-buffer init at $01:D933 never ran (some treasure ; flows skip the redraw helper). -; Original writes $1BB7 each frame DOWN/UP is held — no built-in debounce +; Original writes $1BB7 each frame DOWN/UP is held - no built-in debounce ; once the blocking scroll loop is gone. Gate the trigger on -; `treasure_scroll_state == 0` and undo original's $1BB7 update when an +; `treasure_rolling.scroll_state == 0` and undo original's $1BB7 update when an ; animation is still in flight, so the rolling buffer steps once per ; press instead of advancing dozens of times per held button. treasure_scroll_down_trigger: """Treasure profile: input-driven scroll-down trigger.""" - lda.w treasure_scroll_state + lda.w treasure_rolling.scroll_state bne _t_down_abort lda.w treasure_scroll_cooldown bne _t_down_abort @@ -234,7 +234,7 @@ _t_down_abort: treasure_scroll_up_trigger: """Treasure profile: input-driven scroll-up trigger.""" - lda.w treasure_scroll_state + lda.w treasure_rolling.scroll_state bne _t_up_abort lda.w treasure_scroll_cooldown bne _t_up_abort @@ -275,23 +275,23 @@ _t_setup_in_treasure: lda #0x7E sta.l 0x004364 ; HDMA6 src bank rep #0x20 -; Capture original BG3VOFS shadow ($9F) — original treasure draws inventory +; Capture original BG3VOFS shadow ($9F) - original treasure draws inventory ; rows starting at screen scanline ~120 with $9F = -120, which keeps the ; existing window/dialog tilemap content visible on the header band. lda.l 0x7E019F - sta.w treasure_rolling_base_scroll + sta.w treasure_rolling.base_scroll sep #0x20 ; Original treasure ROM enables HDMAEN=$AD = ch7|ch5|ch3|ch2|ch0. ch2 ; is an HDMA INDIRECT mode-3 channel that writes BG3HOFS+BG3VOFS for ; the drops-band parallax. Even with our scroll moved to ch6 (which ; iterates after ch2 and should "win" the BG3VOFS at scanlines past ; the drops band), the rolling buffer scroll never takes effect while -; ch2 is enabled — likely because ch2 keeps reloading entries via its +; ch2 is enabled - likely because ch2 keeps reloading entries via its ; indirect table past scanline 128. Mask ch2 entirely; the drops-band ; original parallax is purely cosmetic and the drops list still lands ; at the right scanline without it. lda #0xF9 ; $AD & ~0x04 | $40 | $10 = ch7|ch6|ch5|ch4|ch3|ch0 (drops on ch4) - sta.l 0x7E1BAE + sta.l field_menu_rolling.hdma_enable rts treasure_main_loop_scroll_check: @@ -317,42 +317,42 @@ by calling the original $82C0 so original per-frame work still runs. dec.w treasure_scroll_cooldown _t_main_cd_done: - lda.w treasure_scroll_state + lda.w treasure_rolling.scroll_state beq _treasure_main_check_drops_tick jsr.w _treasure_update_scroll_frame - lda.w treasure_scroll_remaining + lda.w treasure_rolling.scroll_remaining bne _treasure_main_block_input jsr.w _treasure_finish_scroll _treasure_main_check_drops_tick: ; Drops scroll state machine shares the treasure menu's per-frame ; tick. While drops is animating, zero $01 (input mask) so cursor -; input is frozen until the scroll lands — same shape as the +; input is frozen until the scroll lands - same shape as the ; treasure-inventory branch above. - lda.w drops_scroll_state + lda.w drops_rolling.scroll_state beq _treasure_main_check_xfer jsr.l drops_update_scroll_frame_impl - lda.w drops_scroll_remaining + lda.w drops_rolling.scroll_remaining bne _treasure_main_block_input jsr.l drops_finish_scroll_impl _treasure_main_check_xfer: -; Drain treasure_transfer_pending — the rolling buffer renderer writes +; Drain treasure_rolling.transfer_pending - the rolling buffer renderer writes ; to the BG3 staging buffer at $7E:D600, but original's treasure main ; loop only DMAs BG2 + sprites each frame, so we have to push the BG3 ; tilemap to VRAM ourselves whenever a slot was just re-rendered. - lda.w treasure_transfer_pending + lda.w treasure_rolling.transfer_pending beq _treasure_main_after_bg3 - jsr.l _tfr_bg3_tiles_vblank_trampoline - stz.w treasure_transfer_pending + jsr.l tfr_bg3_tiles_vblank_trampoline + stz.w treasure_rolling.transfer_pending _treasure_main_after_bg3: -; Drain drops_transfer_pending — drops render into BG4 staging at +; Drain drops_rolling.transfer_pending - drops render into BG4 staging at ; $7E:C600 (alongside TreasureItemsWindow), so push BG4 to VRAM ; whenever drops re-rendered. - lda.w drops_transfer_pending + lda.w drops_rolling.transfer_pending beq _treasure_main_after_xfer - jsr.l _tfr_bg4_tiles_vblank_trampoline - stz.w drops_transfer_pending + jsr.l tfr_bg4_tiles_vblank_trampoline + stz.w drops_rolling.transfer_pending _treasure_main_after_xfer: - lda.w treasure_scroll_state + lda.w treasure_rolling.scroll_state beq _treasure_main_call_orig _treasure_main_block_input: stz.b 0x01 @@ -394,7 +394,7 @@ reveal. Returns with the row stored or an animation kicked. cmp #DROPS_VISIBLE_ITEMS bcc _drops_down_store pha - lda.l drops_scroll_state + lda.l drops_rolling.scroll_state bne _drops_down_busy ; Clamp scroll_pos at TOTAL - VISIBLE (3 for 8-total / 5-visible). lda.l drops_scroll_pos @@ -429,7 +429,7 @@ a fresh top row down. rts _drops_up_scroll: pha - lda.l drops_scroll_state + lda.l drops_rolling.scroll_state bne _drops_up_busy lda.l drops_scroll_pos beq _drops_up_busy ; already at top @@ -457,7 +457,7 @@ treasure_inventory_window: ; -24 so the window appears on screen at y=24 (matching where the ; original TreasureItemsWindow at $01:E275 lived). Anchoring at the ; tilemap origin keeps the per-row HDMA offsets consistent with the -; treasure-inventory layout — same shape, easier math. +; treasure-inventory layout - same shape, easier math. treasure_drops_window: """ Bank-$01 window data for the treasure drops list (5 visible rows, BG4). diff --git a/src/ingame/items.s b/src/ingame/items.s index 4bbc201..d66d98e 100644 --- a/src/ingame/items.s +++ b/src/ingame/items.s @@ -34,7 +34,7 @@ rolling-buffer code which lives in `inventory_rolling.s`). jmp.w check_if_description_was_rendered nop -_back: +item_desc_back: ; Hook in the display_item_description function, draw the window and render the string diff --git a/src/ingame/key_item_picker.s b/src/ingame/key_item_picker.s index 94e2d05..ecaed3e 100644 --- a/src/ingame/key_item_picker.s +++ b/src/ingame/key_item_picker.s @@ -44,7 +44,6 @@ State RAM layout (12 bytes from $1BF0, struct: RollingBufferState): $1BFE hdma_copy_pending """ - KEY_ITEM_VISIBLE_ITEMS := 6 KEY_ITEM_BUFFER_SLOTS := 7 KEY_ITEM_TOTAL_ITEMS := 48 @@ -56,19 +55,7 @@ KEY_ITEM_SCROLL_TOTAL_PIXELS := 16 ; the same reason as treasure ($9C00) + drops ($9C30) : engine path ; needs 35 bytes per instance, $1B00-$1BFF is too small and vanilla ; sprite code stomps past $1BEB. -key_item_rolling := 0x9C60 -key_item_rolling_top_row := key_item_rolling + RollingBufferState.top_row -key_item_rolling_buffer_pos := key_item_rolling + RollingBufferState.buffer_pos -key_item_rolling_edge_row := key_item_rolling + RollingBufferState.edge_row -key_item_rolling_slot_index := key_item_rolling + RollingBufferState.slot_index -key_item_rolling_base_scroll := key_item_rolling + RollingBufferState.base_scroll -key_item_hdma_enable := key_item_rolling + RollingBufferState.hdma_enable -key_item_scroll_state := key_item_rolling + RollingBufferState.scroll_state -key_item_scroll_remaining := key_item_rolling + RollingBufferState.scroll_remaining -key_item_scroll_direction := key_item_rolling + RollingBufferState.scroll_direction -key_item_transfer_pending := key_item_rolling + RollingBufferState.transfer_pending -key_item_scroll_anim_offset := key_item_rolling + RollingBufferState.scroll_anim_offset -key_item_hdma_copy_pending := key_item_rolling + RollingBufferState.hdma_copy_pending +key_item_rolling := (0x7E9C60 as RollingBufferState) key_item_scroll_pos := 0x9C8F @@ -80,511 +67,509 @@ KEY_ITEM_HDMA_BANK := 0x7E KEY_ITEM_FILTER_BUFFER := 0x0712 - KEY_ITEM_HDMA_CHANNEL_BIT := 0x10 KEY_ITEM_HDMA4_CTRL := 0x4340 KEY_ITEM_HDMA4_DEST := 0x4341 KEY_ITEM_HDMA4_SRC_LO := 0x4342 KEY_ITEM_HDMA4_SRC_BANK := 0x4344 - .include "../bank20.i" .alloc key_item_picker_block in bank20_reloc { - key_item_ensure_hdma_initialized: - """ +key_item_ensure_hdma_initialized: +""" Lazy-capture $9F (BG3VOFS shadow) on first call, stash in base_scroll. HDMA channel enable deferred until the - picker has its own window draw + visible loop wired — leaving ch4 enabled here corrupts the field BG3 layer + picker has its own window draw + visible loop wired - leaving ch4 enabled here corrupts the field BG3 layer (Cecil walks on a split screen) since the engine's RTL goes back to the field via EventCmd_f7 without any teardown. - """ - rep #0x20 - lda.w key_item_rolling_base_scroll - cmp.w #0xFFFF - bne _key_item_hdma_already_init - lda.l 0x7E019F - sta.w key_item_rolling_base_scroll - sep #0x20 - jsr.w _key_item_init_hdma_channel - lda #KEY_ITEM_HDMA_CHANNEL_BIT - sta.l 0x7E1BAE - sta.w key_item_hdma_enable - rts - - _key_item_hdma_already_init: - sep #0x20 - rts - - - _key_item_init_hdma_channel: - """Configure HDMA ch4: DIRECT mode, dest BG3VOFS ($2112), source = picker shadow table at $7E:9900.""" - php - sep #0x20 - jsr.w update_key_item_scroll_hdma - lda #0x02 - sta.l KEY_ITEM_HDMA4_CTRL - lda #0x12 - sta.l KEY_ITEM_HDMA4_DEST - rep #0x20 - lda.w #KEY_ITEM_HDMA_TABLE_ADDR - sta.l KEY_ITEM_HDMA4_SRC_LO - sep #0x20 - lda #KEY_ITEM_HDMA_BANK - sta.l KEY_ITEM_HDMA4_SRC_BANK - plp - rts - - - key_item_render_item_to_slot: - """Render filtered item from $7E:0712 + edge_row*Item.__size into BG3 buffer at $7E:D600 + slot_index*128 + 0x44.""" - php - phb - lda #0x7E - pha - plb - rep #0x30 - pha - phx - phy - lda.b 0x5a - pha - lda.b 0x29 - pha - lda.b 0x45 - pha - lda.b 0x33 - pha - sep #0x20 - lda.b 0x5d - pha - lda.b 0xDB - pha - rep #0x20 - lda.w #0xD600 - sta.b 0x29 - sep #0x20 - lda.w key_item_rolling_edge_row - asl - clc - adc #0x12 - sta.b 0x5a - lda #0x07 - adc #0x00 - sta.b 0x5b - rep #0x20 - lda.b 0x5a - tax - sep #0x20 - lda.l 0x7E0000 + Item.id, x - pha - lda.l 0x7E0000 + Item.qty, x - sta.b 0x5C - stz.b 0x34 - pla - jsr.l check_can_use_item_trampoline - lda.w key_item_rolling_slot_index - sta.b 0x5d - rep #0x20 - lda.w key_item_rolling_slot_index - and.w #0x00FF - xba - lsr - clc - adc.w #0x0444 - tay - sep #0x20 - jsr.l draw_item_slot_inner_trampoline - pla - sta.b 0xDB - pla - sta.b 0x5d - rep #0x20 - pla - sta.b 0x33 - pla - sta.b 0x45 - pla - sta.b 0x29 - pla - sta.b 0x5a - rep #0x10 - ply - plx - pla - plb - plp - rts - - - key_item_render_all: - """ +""" + + rep #0x20 + lda.w key_item_rolling.base_scroll + cmp.w #0xFFFF + bne _key_item_hdma_already_init + lda.l 0x7E019F + sta.w key_item_rolling.base_scroll + sep #0x20 + jsr.w _key_item_init_hdma_channel + lda #KEY_ITEM_HDMA_CHANNEL_BIT + sta.l field_menu_rolling.hdma_enable + sta.w key_item_rolling.hdma_enable + rts + +_key_item_hdma_already_init: + sep #0x20 + rts + +_key_item_init_hdma_channel: +"""Configure HDMA ch4: DIRECT mode, dest BG3VOFS ($2112), source = picker shadow table at $7E:9900.""" + php + sep #0x20 + jsr.w update_key_item_scroll_hdma + lda #0x02 + sta.l KEY_ITEM_HDMA4_CTRL + lda #0x12 + sta.l KEY_ITEM_HDMA4_DEST + rep #0x20 + lda.w #KEY_ITEM_HDMA_TABLE_ADDR + sta.l KEY_ITEM_HDMA4_SRC_LO + sep #0x20 + lda #KEY_ITEM_HDMA_BANK + sta.l KEY_ITEM_HDMA4_SRC_BANK + plp + rts + +key_item_render_item_to_slot: +"""Render filtered item from $7E:0712 + edge_row*Item.__size into BG3 buffer at $7E:D600 + slot_index*128 + 0x44.""" + php + phb + lda #0x7E + pha + plb + rep #0x30 + pha + phx + phy + lda.b 0x5a + pha + lda.b 0x29 + pha + lda.b 0x45 + pha + lda.b 0x33 + pha + sep #0x20 + lda.b 0x5d + pha + lda.b 0xDB + pha + rep #0x20 + lda.w #0xD600 + sta.b 0x29 + sep #0x20 + lda.w key_item_rolling.edge_row + asl + clc + adc #0x12 + sta.b 0x5a + lda #0x07 + adc #0x00 + sta.b 0x5b + rep #0x20 + lda.b 0x5a + tax + sep #0x20 + lda.l 0x7E0000 + Item.id, x + pha + lda.l 0x7E0000 + Item.qty, x + sta.b 0x5C + stz.b 0x34 + pla + jsr.l check_can_use_item_trampoline + lda.w key_item_rolling.slot_index + sta.b 0x5d + rep #0x20 + lda.w key_item_rolling.slot_index + and.w #0x00FF + xba + lsr + clc + adc.w #0x0444 + tay + sep #0x20 + jsr.l draw_item_slot_inner_trampoline + pla + sta.b 0xDB + pla + sta.b 0x5d + rep #0x20 + pla + sta.b 0x33 + pla + sta.b 0x45 + pla + sta.b 0x29 + pla + sta.b 0x5a + rep #0x10 + ply + plx + pla + plb + plp + rts + +key_item_render_all: +""" Replacement for original UpdateItemText. Original just clears $0774 (text-buffer scratch) and walks $0712 to lay out 4x4 grid into the BG3 buffer at $7E:D600. We replace with engine_init_rolling_buffer which renders 6 single-col slots from $0712 into the same buffer. Original NMI's BG3 transfer then pushes them to VRAM as part of the existing item-window flow ($EB=$01 latched by original preamble at $00:AF53). - """ - php - rep #0x10 - sep #0x20 - jsr.l key_item_init_impl - ; engine's ensure_hdma turned $1BAE bit 4 on; clear so original NMI - ; doesn't try to drive HDMA we haven't fully wired (per-scanline - ; bands not yet matched to the picker rows). - lda #0x00 - sta.l 0x7E1BAE - lda #0x00 - sta.l 0x00420C - plp - rtl - - - clear_key_item_slot: - """Blank one tilemap row at slot_index in the BG3 buffer.""" - php - phb - lda #0x7E - pha - plb - rep #0x30 - pha - phx - phy - lda.b 0x29 - pha - lda.w #0xD600 - sta.b 0x29 - lda.w key_item_rolling_slot_index - and.w #0x00FF - xba - lsr - clc - adc.w #0x0044 - tay - sep #0x20 - ldx.w #0x0000 - - _clear_key_loop: - lda #0x00 - sta (0x29), y - iny - inx - cpx.w #0x0040 - bne _clear_key_loop - rep #0x20 - pla - sta.b 0x29 - rep #0x10 - ply - plx - pla - plb - plp - rts - - key_item_init_filter: - """ +""" + + php + rep #0x10 + sep #0x20 + jsr.l key_item_init_impl +; engine's ensure_hdma turned $1BAE bit 4 on; clear so original NMI +; doesn't try to drive HDMA we haven't fully wired (per-scanline +; bands not yet matched to the picker rows). + lda #0x00 + sta.l field_menu_rolling.hdma_enable + lda #0x00 + sta.l 0x00420C + plp + rtl + +clear_key_item_slot: +"""Blank one tilemap row at slot_index in the BG3 buffer.""" + php + phb + lda #0x7E + pha + plb + rep #0x30 + pha + phx + phy + lda.b 0x29 + pha + lda.w #0xD600 + sta.b 0x29 + lda.w key_item_rolling.slot_index + and.w #0x00FF + xba + lsr + clc + adc.w #0x0044 + tay + sep #0x20 + ldx.w #0x0000 + +_clear_key_loop: + lda #0x00 + sta (0x29), y + iny + inx + cpx.w #0x0040 + bne _clear_key_loop + rep #0x20 + pla + sta.b 0x29 + rep #0x10 + ply + plx + pla + plb + plp + rts + +key_item_init_filter: +""" Filter $1440 -> $0712. Faithful inline port of original InitItemList ($00:B2D5 in actual ROM, off-by-2 from ff4decomp notes). Clears the 96-byte filter buffer, walks 48 inventory items, copies (id, qty) pairs whose IDs are key items: [$CE..$E6] u [$EB..$FD]. - """ - php - phb - sep #0x20 - rep #0x10 - lda #0x7E - pha - plb - ldx.w #0x0000 - - _filter_clear: - stz.w 0x0712, x - inx - cpx.w #0x0060 - bne _filter_clear - ldx.w #0x0000 - ldy.w #0x0000 - - _filter_walk: - lda.w 0x1440, x - cmp #0xCE - bcc _filter_next - cmp #0xE7 - bcc _filter_accept - cmp #0xEB - bcc _filter_next - cmp #0xFE - bcs _filter_next - - _filter_accept: - sta.w 0x0712, y - lda.w 0x1441, x - sta.w 0x0713, y - iny - iny - - _filter_next: - inx - inx - cpx.w #0x0060 - bne _filter_walk - plb - plp - rts - - update_key_item_scroll_hdma: - """Build the key-item HDMA shadow table via the shared engine.""" - ; Build key-item picker HDMA scroll table. Inlined from the former - ; engine_update_scroll_hdma macro for the same reason as treasure. +""" + + php + phb + sep #0x20 + rep #0x10 + lda #0x7E + pha + plb + ldx.w #0x0000 + +_filter_clear: + stz.w 0x0712, x + inx + cpx.w #0x0060 + bne _filter_clear + ldx.w #0x0000 + ldy.w #0x0000 + +_filter_walk: + lda.w 0x1440, x + cmp #0xCE + bcc _filter_next + cmp #0xE7 + bcc _filter_accept + cmp #0xEB + bcc _filter_next + cmp #0xFE + bcs _filter_next + +_filter_accept: + sta.w 0x0712, y + lda.w 0x1441, x + sta.w 0x0713, y + iny + iny + +_filter_next: + inx + inx + cpx.w #0x0060 + bne _filter_walk + plb + plp + rts + +update_key_item_scroll_hdma: +"""Build the key-item HDMA shadow table via the shared engine.""" +; Build key-item picker HDMA scroll table. Inlined from the former +; engine_update_scroll_hdma macro for the same reason as treasure. { - php - rep #0x30 - pha - phx - phy - lda.b 0x40 - pha - lda.b 0x42 - pha - ldx.w #0x0000 - jsr.w _key_item_hdma_header - stz.b 0x42 - - _row_loop: - lda.w key_item_rolling + RollingBufferState.buffer_pos - and.w #0x00FF - clc - adc.b 0x42 - - _mod_loop: - cmp.w #KEY_ITEM_BUFFER_SLOTS - bcc _mod_done - sec - sbc.w #KEY_ITEM_BUFFER_SLOTS - bra _mod_loop - - _mod_done: - asl - asl - asl - asl - sta.b 0x40 - lda.b 0x42 - and.w #0x00FF - asl - asl - asl - asl - eor.w #0xFFFF - inc - clc - adc.b 0x40 - clc - adc.w key_item_rolling + RollingBufferState.base_scroll - sta.b 0x40 - sep #0x20 - lda #16 - sta.l KEY_ITEM_HDMA_SHADOW, x - inx - rep #0x20 - lda.b 0x40 - sta.l KEY_ITEM_HDMA_SHADOW, x - inx - inx - rep #0x20 - inc.b 0x42 - lda.b 0x42 - cmp.w #KEY_ITEM_VISIBLE_ITEMS - bcs _row_loop_done - jmp.w _row_loop - - _row_loop_done: - jsr.w _key_item_hdma_footer - sep #0x20 - lda #0x00 - sta.l KEY_ITEM_HDMA_SHADOW, x - jsr.w _key_item_hdma_signal - rep #0x20 - pla - sta.b 0x42 - pla - sta.b 0x40 - ply - plx - pla - plp - rts + php + rep #0x30 + pha + phx + phy + lda.b 0x40 + pha + lda.b 0x42 + pha + ldx.w #0x0000 + jsr.w _key_item_hdma_header + stz.b 0x42 + +_row_loop: + lda.w key_item_rolling + RollingBufferState.buffer_pos + and.w #0x00FF + clc + adc.b 0x42 + +_mod_loop: + cmp.w #KEY_ITEM_BUFFER_SLOTS + bcc _mod_done + sec + sbc.w #KEY_ITEM_BUFFER_SLOTS + bra _mod_loop + +_mod_done: + asl + asl + asl + asl + sta.b 0x40 + lda.b 0x42 + and.w #0x00FF + asl + asl + asl + asl + eor.w #0xFFFF + inc + clc + adc.b 0x40 + clc + adc.w key_item_rolling + RollingBufferState.base_scroll + sta.b 0x40 + sep #0x20 + lda #16 + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + rep #0x20 + lda.b 0x40 + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + inx + rep #0x20 + inc.b 0x42 + lda.b 0x42 + cmp.w #KEY_ITEM_VISIBLE_ITEMS + bcs _row_loop_done + jmp.w _row_loop + +_row_loop_done: + jsr.w _key_item_hdma_footer + sep #0x20 + lda #0x00 + sta.l KEY_ITEM_HDMA_SHADOW, x + jsr.w _key_item_hdma_signal + rep #0x20 + pla + sta.b 0x42 + pla + sta.b 0x40 + ply + plx + pla + plp + rts } - _key_item_hdma_header: - """Picker HDMA header — 112 lines at BASE (top half = field map preserved).""" - sep #0x20 - lda #112 - sta.l KEY_ITEM_HDMA_SHADOW, x - inx - rep #0x20 - lda.w key_item_rolling_base_scroll - sta.l KEY_ITEM_HDMA_SHADOW, x - inx - inx - rts - - _key_item_hdma_footer: - """Picker HDMA footer — 16 lines at BASE+16 to hide prefetch slot.""" - sep #0x20 - lda #16 - sta.l KEY_ITEM_HDMA_SHADOW, x - inx - rep #0x20 - lda.w key_item_rolling_base_scroll - clc - adc.w #16 - sta.l KEY_ITEM_HDMA_SHADOW, x - inx - inx - rts - - _key_item_hdma_signal: - """NMI shadow-copy signal — set both picker copy_pending + shared $1BB6 mirror.""" - sep #0x20 - lda #0x01 - sta.w key_item_hdma_copy_pending - rts - - - key_item_init_impl: - """ +_key_item_hdma_header: +"""Picker HDMA header - 112 lines at BASE (top half = field map preserved).""" + sep #0x20 + lda #112 + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + rep #0x20 + lda.w key_item_rolling.base_scroll + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + inx + rts + +_key_item_hdma_footer: +"""Picker HDMA footer - 16 lines at BASE+16 to hide prefetch slot.""" + sep #0x20 + lda #16 + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + rep #0x20 + lda.w key_item_rolling.base_scroll + clc + adc.w #16 + sta.l KEY_ITEM_HDMA_SHADOW, x + inx + inx + rts + +_key_item_hdma_signal: +"""NMI shadow-copy signal - set both picker copy_pending + shared $1BB6 mirror.""" + sep #0x20 + lda #0x01 + sta.w key_item_rolling.hdma_copy_pending + rts + +key_item_init_impl: +""" Init key-item picker (filter $1440 -> $0712 then engine init). State + hook far-ptrs live at $7E:9C60 (relocated out of $1B00-$1BFF). - """ - jsr.w key_item_init_filter - php - rep #0x30 - sep #0x20 - lda.b #KEY_ITEM_BUFFER_SLOTS - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.visible_rows - lda.b #0x02 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.slot_height_tiles - ; item_list_ptr = $7E:0712 (filtered key-item array) - lda.b #0x12 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_list_ptr - lda.b #0x07 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_list_ptr + 1 - lda.b #0x7E - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_list_ptr + 2 - lda.b #KEY_ITEM_TOTAL_ITEMS - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.item_count - lda.b #0x04 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.hdma_channel - lda.b #0x80 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.vwf_cfg_ptr - lda.b #0x70 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.vwf_cfg_ptr + 1 - lda.b #0x70 - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.vwf_cfg_ptr + 2 - lda.b #key_item_fn_render_slot_trampoline & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_render_slot - lda.b #( key_item_fn_render_slot_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_render_slot + 1 - lda.b #( key_item_fn_render_slot_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_render_slot + 2 - lda.b #key_item_fn_update_hdma_trampoline & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_update_hdma - lda.b #( key_item_fn_update_hdma_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_update_hdma + 1 - lda.b #( key_item_fn_update_hdma_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_update_hdma + 2 - lda.b #key_item_fn_draw_window_trampoline & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window - lda.b #( key_item_fn_draw_window_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window + 1 - lda.b #( key_item_fn_draw_window_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.fn_draw_window + 2 - lda.b #ROLLING_MENU_ID_KEY_ITEM - sta.l 0x7E0000 + key_item_rolling + RollingBufferState.menu_id - plp - php - rep #0x10 - ldx.w #key_item_rolling - jsr.l rolling_engine.rolling_engine_init - plp - rtl - - key_item_fn_render_slot_trampoline: - """Bank-20 RTL wrapper around `key_item_render_item_to_slot`.""" - php - jsr.w key_item_render_item_to_slot - plp - rtl - - key_item_fn_update_hdma_trampoline: - """Bank-20 RTL wrapper around `key_item_ensure_hdma_initialized`.""" - php - jsr.w key_item_ensure_hdma_initialized - plp - rtl - - key_item_fn_draw_window_trampoline: - """Bank-20 RTL wrapper around `_key_item_draw_window`.""" - php - jsr.w _key_item_draw_window - plp - rtl - - - _key_item_draw_window: - """ +""" + + jsr.w key_item_init_filter + php + rep #0x30 + sep #0x20 + lda.b #KEY_ITEM_BUFFER_SLOTS + sta.l key_item_rolling + RollingBufferState.visible_rows + lda.b #0x02 + sta.l key_item_rolling + RollingBufferState.slot_height_tiles +; item_list_ptr = $7E:0712 (filtered key-item array) + lda.b #0x12 + sta.l key_item_rolling + RollingBufferState.item_list_ptr + lda.b #0x07 + sta.l key_item_rolling + RollingBufferState.item_list_ptr + 1 + lda.b #0x7E + sta.l key_item_rolling + RollingBufferState.item_list_ptr + 2 + lda.b #KEY_ITEM_TOTAL_ITEMS + sta.l key_item_rolling + RollingBufferState.item_count + lda.b #0x04 + sta.l key_item_rolling + RollingBufferState.hdma_channel + lda.b #0x80 + sta.l key_item_rolling + RollingBufferState.vwf_cfg_ptr + lda.b #0x70 + sta.l key_item_rolling + RollingBufferState.vwf_cfg_ptr + 1 + lda.b #0x70 + sta.l key_item_rolling + RollingBufferState.vwf_cfg_ptr + 2 + lda.b #key_item_fn_render_slot_trampoline & 0xFF + sta.l key_item_rolling + RollingBufferState.fn_render_slot + lda.b #( key_item_fn_render_slot_trampoline >> 8 ) & 0xFF + sta.l key_item_rolling + RollingBufferState.fn_render_slot + 1 + lda.b #( key_item_fn_render_slot_trampoline >> 16 ) & 0xFF + sta.l key_item_rolling + RollingBufferState.fn_render_slot + 2 + lda.b #key_item_fn_update_hdma_trampoline & 0xFF + sta.l key_item_rolling + RollingBufferState.fn_update_hdma + lda.b #( key_item_fn_update_hdma_trampoline >> 8 ) & 0xFF + sta.l key_item_rolling + RollingBufferState.fn_update_hdma + 1 + lda.b #( key_item_fn_update_hdma_trampoline >> 16 ) & 0xFF + sta.l key_item_rolling + RollingBufferState.fn_update_hdma + 2 + lda.b #key_item_fn_draw_window_trampoline & 0xFF + sta.l key_item_rolling + RollingBufferState.fn_draw_window + lda.b #( key_item_fn_draw_window_trampoline >> 8 ) & 0xFF + sta.l key_item_rolling + RollingBufferState.fn_draw_window + 1 + lda.b #( key_item_fn_draw_window_trampoline >> 16 ) & 0xFF + sta.l key_item_rolling + RollingBufferState.fn_draw_window + 2 + lda.b #ROLLING_MENU_ID_KEY_ITEM + sta.l key_item_rolling + RollingBufferState.menu_id + plp + php + rep #0x10 + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_init + plp + rtl + +key_item_fn_render_slot_trampoline: +"""Bank-20 RTL wrapper around `key_item_render_item_to_slot`.""" + php + jsr.w key_item_render_item_to_slot + plp + rtl + +key_item_fn_update_hdma_trampoline: +"""Bank-20 RTL wrapper around `key_item_ensure_hdma_initialized`.""" + php + jsr.w key_item_ensure_hdma_initialized + plp + rtl + +key_item_fn_draw_window_trampoline: +"""Bank-20 RTL wrapper around `_key_item_draw_window`.""" + php + jsr.w _key_item_draw_window + plp + rtl + +_key_item_draw_window: +""" Picker is invoked from inside original ShowItemWindow which already drew the picker frame via its IRQ slide. No-op. - """ - rts - - key_item_start_scroll_down_impl: - """Picker: kick scroll-down state machine via the engine.""" - php - rep #0x10 - lda.l 0x7E0000 + key_item_scroll_pos - ldx.w #key_item_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_down - plp - rtl - - key_item_start_scroll_up_impl: - """Picker: kick scroll-up state machine via the engine.""" - php - rep #0x10 - lda.l 0x7E0000 + key_item_scroll_pos - ldx.w #key_item_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_up - plp - rtl - - key_item_update_scroll_frame_impl: - """Picker: per-frame scroll animation tick.""" - php - rep #0x10 - ldx.w #key_item_rolling - jsr.l rolling_engine.rolling_engine_update_scroll_frame - plp - rtl - - key_item_finish_scroll_impl: - """Picker: end-of-animation cleanup via the bank-20 engine.""" - php - rep #0x10 - lda.l 0x7E0000 + key_item_scroll_pos - ldx.w #key_item_rolling - jsr.l rolling_engine.rolling_engine_finish_scroll - plp - rtl - - key_item_refresh_slots_impl: - """Picker: re-render all slots via the bank-20 engine.""" - php - sep #0x20 - rep #0x10 - lda.l 0x7E0000 + key_item_scroll_pos - ldx.w #key_item_rolling - jsr.l rolling_engine.rolling_engine_refresh_slots - plp - rtl +""" + + rts + +key_item_start_scroll_down_impl: +"""Picker: kick scroll-down state machine via the engine.""" + php + rep #0x10 + lda.l key_item_scroll_pos + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_down + plp + rtl + +key_item_start_scroll_up_impl: +"""Picker: kick scroll-up state machine via the engine.""" + php + rep #0x10 + lda.l key_item_scroll_pos + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_up + plp + rtl + +key_item_update_scroll_frame_impl: +"""Picker: per-frame scroll animation tick.""" + php + rep #0x10 + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_update_scroll_frame + plp + rtl + +key_item_finish_scroll_impl: +"""Picker: end-of-animation cleanup via the bank-20 engine.""" + php + rep #0x10 + lda.l key_item_scroll_pos + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_finish_scroll + plp + rtl + +key_item_refresh_slots_impl: +"""Picker: re-render all slots via the bank-20 engine.""" + php + sep #0x20 + rep #0x10 + lda.l key_item_scroll_pos + ldx.w #key_item_rolling + jsr.l rolling_engine.rolling_engine_refresh_slots + plp + rtl } + diff --git a/src/ingame/shop.s b/src/ingame/shop.s index de2c907..fa8ee3f 100644 --- a/src/ingame/shop.s +++ b/src/ingame/shop.s @@ -159,7 +159,7 @@ small-VWF item descriptions. .db 0x00 + 8, 0x2c + 8 } .alloc at 0x01debe { - _shop_title_ptr: + shop_title_ptr: .dw shops.weapons_title - 0x8000 .dw shops.armor_title - 0x8000 .dw shops.items_title - 0x8000 @@ -171,7 +171,7 @@ small-VWF item descriptions. asl tax rep #0x20 - lda.l _shop_title_ptr, x + lda.l shop_title_ptr, x tay sep #0x20 nop diff --git a/src/ingame/treasure_rolling.s b/src/ingame/treasure_rolling.s index 7c035d1..aa07094 100644 --- a/src/ingame/treasure_rolling.s +++ b/src/ingame/treasure_rolling.s @@ -38,7 +38,7 @@ TREASURE_ITEM_LIST_HEIGHT := 80 ; 5 items × 16 pixels ; channel + tilemap buffer + shadow table are shared (re-init on entry). ; Treasure rolling-buffer state RAM block (12 bytes from $1BD0). Same -; struct layout as the field-menu state block — fields resolved via +; struct layout as the field-menu state block - fields resolved via ; `RollingBufferState` from src/items.i so any layout change applies ; uniformly across profiles. ; Treasure rolling state moved out of $1B00-$1BFF (which vanilla menu / @@ -46,19 +46,8 @@ TREASURE_ITEM_LIST_HEIGHT := 80 ; 5 items × 16 pixels ; region. Engine path needs the full 35-byte struct (state + config + ; hook far-ptrs) ; the macro path only ever touched the first 12 bytes ; so the original $1BD0 base worked despite vanilla's later collisions. -treasure_rolling := 0x9C00 -treasure_rolling_top_row := treasure_rolling + RollingBufferState.top_row -treasure_rolling_buffer_pos := treasure_rolling + RollingBufferState.buffer_pos -treasure_rolling_edge_row := treasure_rolling + RollingBufferState.edge_row -treasure_rolling_slot_index := treasure_rolling + RollingBufferState.slot_index -treasure_rolling_base_scroll := treasure_rolling + RollingBufferState.base_scroll -treasure_hdma_enable := treasure_rolling + RollingBufferState.hdma_enable -treasure_scroll_state := treasure_rolling + RollingBufferState.scroll_state -treasure_scroll_remaining := treasure_rolling + RollingBufferState.scroll_remaining -treasure_scroll_direction := treasure_rolling + RollingBufferState.scroll_direction -treasure_transfer_pending := treasure_rolling + RollingBufferState.transfer_pending -treasure_scroll_anim_offset := treasure_rolling + RollingBufferState.scroll_anim_offset -treasure_hdma_copy_pending := treasure_rolling + RollingBufferState.hdma_copy_pending +treasure_rolling := (0x7E9C00 as RollingBufferState) + ; Cooldown counter sitting one byte past the shared struct so the ; engine layout stays untouched. Decremented each frame in ; treasure_scroll_state_check ; non-zero means treasure_scroll_*_trigger @@ -101,15 +90,16 @@ TREASURE_SCROLL_TOTAL_PIXELS := INVENTORY_SCROLL_TOTAL_PIXELS ; Share field-menu HDMA tables (mutually exclusive on screen). ; Active (read by HDMA channel 5): $7E:9800 ; Shadow (written by game): $7E:9840 -; NMI hook copies shadow → active during VBlank when `menu_hdma_copy_pending` -; ($1BB6) is set, gated on `menu_hdma_enable` ($1BAE) being non-zero. +; NMI hook copies shadow → active during VBlank when `menu_rolling.hdma_copy_pending` +; ($1BB6) is set, gated on `menu_rolling.hdma_enable` ($1BAE) being non-zero. TREASURE_HDMA_TABLE_ADDR := 0x9800 TREASURE_HDMA_TABLE := 0x7E9800 TREASURE_HDMA_SHADOW_ADDR := 0x9840 TREASURE_HDMA_SHADOW := 0x7E9840 TREASURE_HDMA_TABLE_SIZE := 40 TREASURE_HDMA_BANK := 0x7E -treasure_hdma_copy_pending_shared := 0x1BB6 ; field-menu copy-pending flag +; Shared menu HDMA signals defined in src/items.i - referenced here as +; field_menu_rolling.hdma_enable / field_menu_rolling.hdma_copy_pending. ; HDMA channel 6 for the treasure rolling buffer. Original treasure ; enables HDMAEN=$AD (ch7|ch5|ch3|ch2|ch0); ch2 in particular is an @@ -129,1097 +119,1096 @@ HDMAEN := 0x420C ; HDMA enable register .include "../bank20.i" .alloc treasure_rolling_block in bank20_reloc { - init_treasure_inventory_hdma: - """ +init_treasure_inventory_hdma: +""" Sets up HDMA channel 5 for per-scanline BG1 vertical scroll control Called when entering the item menu HDMA mode: $02 = write 2 bytes to same register, DIRECT mode (like FF6) Register: $210E (BG1VOFS) Table format: count_byte, lo_byte, hi_byte per entry, $00 to end - """ - +""" - php - sep #0x20 ; 8-bit A + php + sep #0x20 ; 8-bit A - ; Build the HDMA data table in WRAM - ; Use UpdateMenuScrollHDMA directly - InitMenuHDMATable is redundant - ; since UpdateMenuScrollHDMA is called immediately after anyway - jsr.w update_treasure_scroll_hdma +; Build the HDMA data table in WRAM +; Use UpdateMenuScrollHDMA directly - InitMenuHDMATable is redundant +; since UpdateMenuScrollHDMA is called immediately after anyway + jsr.w update_treasure_scroll_hdma - ; Configure HDMA channel 6 for DIRECT mode - ; Must use long addressing - DB may be $7E but registers are at $00:43xx - lda #0x02 ; Mode: DIRECT, write 2 bytes to same PPU reg - sta.l TREASURE_HDMA6_CTRL ; $004360 +; Configure HDMA channel 6 for DIRECT mode +; Must use long addressing - DB may be $7E but registers are at $00:43xx + lda #0x02 ; Mode: DIRECT, write 2 bytes to same PPU reg + sta.l TREASURE_HDMA6_CTRL ; $004360 - lda #0x12 ; BG3VOFS register ($2112) — treasure inventory is on BG3 - sta.l TREASURE_HDMA6_DEST ; $004361 + lda #0x12 ; BG3VOFS register ($2112) - treasure inventory is on BG3 + sta.l TREASURE_HDMA6_DEST ; $004361 - ; Source = HDMA table in WRAM at $7E9800 - rep #0x20 ; 16-bit A - lda.w #TREASURE_HDMA_TABLE_ADDR ; $9800 - sta.l TREASURE_HDMA6_SRC_LO ; $004362-$004363 - sep #0x20 ; 8-bit A - lda #TREASURE_HDMA_BANK ; $7E - sta.l TREASURE_HDMA6_SRC_BANK ; $004364 +; Source = HDMA table in WRAM at $7E9800 + rep #0x20 ; 16-bit A + lda.w #TREASURE_HDMA_TABLE_ADDR ; $9800 + sta.l TREASURE_HDMA6_SRC_LO ; $004362-$004363 + sep #0x20 ; 8-bit A + lda #TREASURE_HDMA_BANK ; $7E + sta.l TREASURE_HDMA6_SRC_BANK ; $004364 - ; HDMA channel 5 is now enabled via shadow variable (treasure_hdma_enable) - ; The NMI hook at $8083 reads the shadow and writes to HDMAEN +; HDMA channel 5 is now enabled via shadow variable (treasure_rolling.hdma_enable) +; The NMI hook at $8083 reads the shadow and writes to HDMAEN - plp - rts + plp + rts - disable_treasure_inventory_hdma: - """ +disable_treasure_inventory_hdma: +""" Disables HDMA channel 5 when leaving item menu The shadow variable is cleared by menu_exit_hook - """ - php - sep #0x20 ; 8-bit A - ; Shadow variable cleared by caller, NMI will write 0 to HDMAEN - plp - rts - - init_treasure_hdma_table: - """ +""" + + php + sep #0x20 ; 8-bit A +; Shadow variable cleared by caller, NMI will write 0 to HDMAEN + plp + rts + +init_treasure_hdma_table: +""" Builds direct mode HDMA table in WRAM at $7E9800 Format: count, lo, hi per entry, $00 to end Initial state: all rows at BASE scroll (no circular buffer offset) - """ - rep #0x30 ; 16-bit A, X, Y - php - pha ; Save A - phx ; Save X - phy ; Save Y - - ; Save DP bytes we'll use as scratch - lda.b 0x40 - pha ; Save $40-$41 - - ; X = table write offset - ldx.w #0x0000 - - ; Entry 0: Border area - 48 scanlines at BASE scroll - sep #0x20 ; 8-bit A for count byte - lda #48 ; 48 scanlines - sta.l TREASURE_HDMA_TABLE, x - inx - rep #0x20 ; 16-bit A for value - lda.w treasure_rolling_base_scroll - sta.l TREASURE_HDMA_TABLE, x - inx - inx - - ; Entries 1-10: Item rows - 16 scanlines each at BASE scroll (initial) - ; For init, all rows use BASE (no circular buffer offset yet) - lda.w #0x0000 - sta.b 0x40 ; Row counter - - _t_init_item_rows: - sep #0x20 ; 8-bit A for count - lda #16 ; 16 scanlines per item row - sta.l TREASURE_HDMA_TABLE, x - inx - rep #0x20 ; 16-bit A for value - lda.w treasure_rolling_base_scroll - sta.l TREASURE_HDMA_TABLE, x - inx - inx - - inc.b 0x40 - lda.b 0x40 - - cmp.w #1 ; 10 rows - bcc _t_init_item_rows - - ; Entry 11: Below items - 16 scanlines at BASE + 16 - ; Lock to show the bottom window border area - sep #0x20 - lda #16 ; 16 scanlines - sta.l TREASURE_HDMA_TABLE, x - inx - rep #0x20 - lda.w treasure_rolling_base_scroll - clc - adc.w #16 ; Lock at base + 16 - sta.l TREASURE_HDMA_TABLE, x - inx - inx - - ; End marker - sep #0x20 - lda #0x00 - sta.l TREASURE_HDMA_TABLE, x - - ; Restore DP bytes - rep #0x20 - pla - sta.b 0x40 ; Restore $40-$41 - - ; Restore registers - ply - plx - pla - plp - rts - - update_treasure_scroll_hdma: - """Build the treasure-menu HDMA scroll table via the shared engine.""" - ; Build treasure HDMA scroll table. Inlined from the former - ; `engine_update_scroll_hdma` macro since its per-row writes use - ; compile-time state_base + hdma_shadow_addr ; routing through the - ; bank-20 engine would need menu_id dispatch at every state read, - ; which costs more than the modest 80-line duplication across the - ; four menus. +""" + + rep #0x30 ; 16-bit A, X, Y + php + pha ; Save A + phx ; Save X + phy ; Save Y + +; Save DP bytes we'll use as scratch + lda.b 0x40 + pha ; Save $40-$41 + +; X = table write offset + ldx.w #0x0000 + +; Entry 0: Border area - 48 scanlines at BASE scroll + sep #0x20 ; 8-bit A for count byte + lda #48 ; 48 scanlines + sta.l TREASURE_HDMA_TABLE, x + inx + rep #0x20 ; 16-bit A for value + lda.w treasure_rolling.base_scroll + sta.l TREASURE_HDMA_TABLE, x + inx + inx + +; Entries 1-10: Item rows - 16 scanlines each at BASE scroll (initial) +; For init, all rows use BASE (no circular buffer offset yet) + lda.w #0x0000 + sta.b 0x40 ; Row counter + +_t_init_item_rows: + sep #0x20 ; 8-bit A for count + lda #16 ; 16 scanlines per item row + sta.l TREASURE_HDMA_TABLE, x + inx + rep #0x20 ; 16-bit A for value + lda.w treasure_rolling.base_scroll + sta.l TREASURE_HDMA_TABLE, x + inx + inx + + inc.b 0x40 + lda.b 0x40 + + cmp.w #1 ; 10 rows + bcc _t_init_item_rows + +; Entry 11: Below items - 16 scanlines at BASE + 16 +; Lock to show the bottom window border area + sep #0x20 + lda #16 ; 16 scanlines + sta.l TREASURE_HDMA_TABLE, x + inx + rep #0x20 + lda.w treasure_rolling.base_scroll + clc + adc.w #16 ; Lock at base + 16 + sta.l TREASURE_HDMA_TABLE, x + inx + inx + +; End marker + sep #0x20 + lda #0x00 + sta.l TREASURE_HDMA_TABLE, x + +; Restore DP bytes + rep #0x20 + pla + sta.b 0x40 ; Restore $40-$41 + +; Restore registers + ply + plx + pla + plp + rts + +update_treasure_scroll_hdma: +"""Build the treasure-menu HDMA scroll table via the shared engine.""" +; Build treasure HDMA scroll table. Inlined from the former +; `engine_update_scroll_hdma` macro since its per-row writes use +; compile-time state_base + hdma_shadow_addr ; routing through the +; bank-20 engine would need menu_id dispatch at every state read, +; which costs more than the modest 80-line duplication across the +; four menus. { - php - rep #0x30 - pha - phx - phy - lda.b 0x40 - pha - lda.b 0x42 - pha - ldx.w #0x0000 - jsr.w _treasure_hdma_header - stz.b 0x42 - - _row_loop: - lda.w treasure_rolling + RollingBufferState.buffer_pos - and.w #0x00FF - clc - adc.b 0x42 - - _mod_loop: - cmp.w #TREASURE_BUFFER_SLOTS - bcc _mod_done - sec - sbc.w #TREASURE_BUFFER_SLOTS - bra _mod_loop - - _mod_done: - asl - asl - asl - asl - sta.b 0x40 - lda.b 0x42 - and.w #0x00FF - asl - asl - asl - asl - eor.w #0xFFFF - inc - clc - adc.b 0x40 - clc - adc.w treasure_rolling + RollingBufferState.base_scroll - sta.b 0x40 - sep #0x20 - lda #16 - sta.l TREASURE_HDMA_SHADOW, x - inx - rep #0x20 - lda.b 0x40 - sta.l TREASURE_HDMA_SHADOW, x - inx - inx - rep #0x20 - inc.b 0x42 - lda.b 0x42 - cmp.w #TREASURE_VISIBLE_ITEMS - bcs _row_loop_done - jmp.w _row_loop - - _row_loop_done: - jsr.w _treasure_hdma_footer - sep #0x20 - lda #0x00 - sta.l TREASURE_HDMA_SHADOW, x - jsr.w _treasure_hdma_signal - rep #0x20 - pla - sta.b 0x42 - pla - sta.b 0x40 - ply - plx - pla - plp - rts + php + rep #0x30 + pha + phx + phy + lda.b 0x40 + pha + lda.b 0x42 + pha + ldx.w #0x0000 + jsr.w _treasure_hdma_header + stz.b 0x42 + +_row_loop: + lda.w treasure_rolling + RollingBufferState.buffer_pos + and.w #0x00FF + clc + adc.b 0x42 + +_mod_loop: + cmp.w #TREASURE_BUFFER_SLOTS + bcc _mod_done + sec + sbc.w #TREASURE_BUFFER_SLOTS + bra _mod_loop + +_mod_done: + asl + asl + asl + asl + sta.b 0x40 + lda.b 0x42 + and.w #0x00FF + asl + asl + asl + asl + eor.w #0xFFFF + inc + clc + adc.b 0x40 + clc + adc.w treasure_rolling + RollingBufferState.base_scroll + sta.b 0x40 + sep #0x20 + lda #16 + sta.l TREASURE_HDMA_SHADOW, x + inx + rep #0x20 + lda.b 0x40 + sta.l TREASURE_HDMA_SHADOW, x + inx + inx + rep #0x20 + inc.b 0x42 + lda.b 0x42 + cmp.w #TREASURE_VISIBLE_ITEMS + bcs _row_loop_done + jmp.w _row_loop + +_row_loop_done: + jsr.w _treasure_hdma_footer + sep #0x20 + lda #0x00 + sta.l TREASURE_HDMA_SHADOW, x + jsr.w _treasure_hdma_signal + rep #0x20 + pla + sta.b 0x42 + pla + sta.b 0x40 + ply + plx + pla + plp + rts } - _treasure_hdma_header: - """Treasure profile header: drops band (120 lines at BASE-16) + inventory border (8 lines at BASE).""" - - - sep #0x20 - lda #120 - sta.l TREASURE_HDMA_SHADOW, x - inx - rep #0x20 - lda.w treasure_rolling_base_scroll - sec - sbc.w #16 - sta.l TREASURE_HDMA_SHADOW, x - inx - inx - sep #0x20 - lda #8 - sta.l TREASURE_HDMA_SHADOW, x - inx - rep #0x20 - lda.w treasure_rolling_base_scroll - sta.l TREASURE_HDMA_SHADOW, x - inx - inx - rts - - _treasure_hdma_footer: - """Treasure profile footer: 16 scanlines at BASE+16 (hides prefetch slot).""" - - - sep #0x20 - lda #16 - sta.l TREASURE_HDMA_SHADOW, x - inx - rep #0x20 - lda.w treasure_rolling_base_scroll - clc - adc.w #16 - sta.l TREASURE_HDMA_SHADOW, x - inx - inx - rts - - _treasure_hdma_signal: - """Treasure profile signal: set both treasure flag and shared $1BB6 mirror.""" - sep #0x20 - lda #0x01 - sta.w treasure_hdma_copy_pending - sta.w treasure_hdma_copy_pending_shared - rts - - ; Re-render all BUFFER_SLOTS (6) entries from $1440 using current - ; $1BB7 (scroll_pos) and the existing buffer_pos rotation. Called from - ; the redraw helper at $01:D933 after a swap completes — the swap - ; mutates $1440 in place and original's DrawInventoryList would redraw - ; the whole 48-item list, but we only need to refresh the 5 visible - ; slots + 1 prefetch. Crucially does NOT touch buffer_pos or any of - ; the state-machine bytes, so the cursor/scroll position the user - ; was on before the swap survives. - - treasure_refresh_slots_impl: - """Treasure profile: re-render all 6 slots via the bank-20 engine (post-swap redraw at $01:D933).""" - php - sep #0x20 - rep #0x10 - lda.l 0x7E0000 + 0x1BB7 ; treasure scroll_pos (shared with vanilla cursor row) - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_refresh_slots - plp - rtl - - init_treasure_rolling_buffer_impl: - """ +_treasure_hdma_header: +"""Treasure profile header: drops band (120 lines at BASE-16) + inventory border (8 lines at BASE).""" + + sep #0x20 + lda #120 + sta.l TREASURE_HDMA_SHADOW, x + inx + rep #0x20 + lda.w treasure_rolling.base_scroll + sec + sbc.w #16 + sta.l TREASURE_HDMA_SHADOW, x + inx + inx + sep #0x20 + lda #8 + sta.l TREASURE_HDMA_SHADOW, x + inx + rep #0x20 + lda.w treasure_rolling.base_scroll + sta.l TREASURE_HDMA_SHADOW, x + inx + inx + rts + +_treasure_hdma_footer: +"""Treasure profile footer: 16 scanlines at BASE+16 (hides prefetch slot).""" + + sep #0x20 + lda #16 + sta.l TREASURE_HDMA_SHADOW, x + inx + rep #0x20 + lda.w treasure_rolling.base_scroll + clc + adc.w #16 + sta.l TREASURE_HDMA_SHADOW, x + inx + inx + rts + +_treasure_hdma_signal: +"""Treasure profile signal: set both treasure flag and shared $1BB6 mirror.""" + sep #0x20 + lda #0x01 + sta.l treasure_rolling.hdma_copy_pending + sta.l field_menu_rolling.hdma_copy_pending + rts + +; Re-render all BUFFER_SLOTS (6) entries from $1440 using current +; $1BB7 (scroll_pos) and the existing buffer_pos rotation. Called from +; the redraw helper at $01:D933 after a swap completes - the swap +; mutates $1440 in place and original's DrawInventoryList would redraw +; the whole 48-item list, but we only need to refresh the 5 visible +; slots + 1 prefetch. Crucially does NOT touch buffer_pos or any of +; the state-machine bytes, so the cursor/scroll position the user +; was on before the swap survives. + +treasure_refresh_slots_impl: +"""Treasure profile: re-render all 6 slots via the bank-20 engine (post-swap redraw at $01:D933).""" + php + sep #0x20 + rep #0x10 + lda.l 0x7E0000 + 0x1BB7 ; treasure scroll_pos (shared with vanilla cursor row) + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_refresh_slots + plp + rtl + +init_treasure_rolling_buffer_impl: +""" Init treasure rolling buffer (5 visible + prefetch slot 6) via the bank-20 rolling-inventory engine. State + hook far-ptrs live at $7E:9C00 ; the engine writes the config block then JSLs into `rolling_engine.rolling_engine_init` to zero the scratch, stamp `base_scroll = $FFFF`, fire draw_window + ensure_hdma hooks, and render `visible_rows` slots. - """ - php - rep #0x30 - sep #0x20 - lda.b #TREASURE_BUFFER_SLOTS - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.visible_rows - lda.b #0x02 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.slot_height_tiles - lda.b #0x40 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_list_ptr - lda.b #0x14 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_list_ptr + 1 - lda.b #0x7E - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_list_ptr + 2 - lda.b #TREASURE_TOTAL_ITEMS - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.item_count - lda.b #0x06 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.hdma_channel - lda.b #0x80 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.vwf_cfg_ptr - lda.b #0x70 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.vwf_cfg_ptr + 1 - lda.b #0x70 - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.vwf_cfg_ptr + 2 - lda.b #treasure_fn_render_slot_trampoline & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_render_slot - lda.b #( treasure_fn_render_slot_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_render_slot + 1 - lda.b #( treasure_fn_render_slot_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_render_slot + 2 - lda.b #treasure_fn_update_hdma_trampoline & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_update_hdma - lda.b #( treasure_fn_update_hdma_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_update_hdma + 1 - lda.b #( treasure_fn_update_hdma_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_update_hdma + 2 - lda.b #treasure_fn_draw_window_trampoline & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window - lda.b #( treasure_fn_draw_window_trampoline >> 8 ) & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window + 1 - lda.b #( treasure_fn_draw_window_trampoline >> 16 ) & 0xFF - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.fn_draw_window + 2 - lda.b #ROLLING_MENU_ID_TREASURE - sta.l 0x7E0000 + treasure_rolling + RollingBufferState.menu_id - plp - php - rep #0x10 - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_init - plp - rtl - - treasure_fn_render_slot_trampoline: - """Bank-20 RTL wrapper around `_treasure_render_item_to_slot`.""" - php - jsr.w _treasure_render_item_to_slot - plp - rtl - - treasure_fn_update_hdma_trampoline: - """Bank-20 RTL wrapper around `treasure_ensure_hdma_initialized`.""" - php - jsr.w treasure_ensure_hdma_initialized - plp - rtl - - treasure_fn_draw_window_trampoline: - """Bank-20 RTL wrapper around `_treasure_draw_inventory_window`.""" - php - jsr.w _treasure_draw_inventory_window - plp - rtl - - _treasure_draw_inventory_window: - """Treasure menu draws a 5-row inventory window so the bottom border lands on the rolling-buffer footer scanlines.""" - rep #0x10 - ldy.w #treasure_inventory_window - jsr.l draw_window_trampoline - sep #0x10 - rts - - ; _treasure_render_item_to_slot - ; Renders an item to a specific circular buffer slot in the tilemap. - ; - ; Input: treasure_rolling_edge_row = item index (0-47) for data lookup - ; treasure_rolling_slot_index = slot index (0-11) for destination - ; - ; Strategy: Set up $5d = slot_index (for Y position calculation), - ; $5a = pointer to item data, then call game's DrawItemSlot. - - _treasure_render_item_to_slot: - php - phb - - ; Set data bank to $7E for WRAM access - lda #0x7E - pha - plb - - ; Set 16-bit A and X/Y for consistent register handling - rep #0x30 ; 16-bit A and X/Y - - ; Save registers and key direct page variables - pha - phx ; Save X (16-bit) - phy ; Save Y (16-bit) - lda.b 0x5a - pha - lda.b 0x29 ; Save tilemap buffer pointer - pha - lda.b 0x45 ; Save $45-$46 (used by game routines) - pha - lda.b 0x33 ; Save $33-$34 (used for tile attributes) - pha - sep #0x20 ; 8-bit A - lda.b 0x5d - pha - lda.b 0xDB ; Save tile attribute byte - pha - - ; Set $29 = $B600 for BG1 tilemap buffer - rep #0x20 ; 16-bit A (X/Y still 16-bit) - lda.w #0xD600 ; BG3 screen buffer (treasure inventory lives on BG3) - sta.b 0x29 - sep #0x20 ; 8-bit A - - ; Calculate item data pointer: $1440 + (edge_row * Item.__size) - lda.w treasure_rolling_edge_row - asl ; * Item.__size (2 bytes per Item) - clc - adc #0x40 ; Low byte of $1440 - sta.b 0x5a - lda #0x14 ; High byte of $1440 - adc #0x00 ; Add carry - sta.b 0x5b - - ; Load Item.id and Item.qty from ($5A) via long-addressing into WRAM. - rep #0x20 - lda.b 0x5a ; Pointer value = $1440 + edge_row * Item.__size - tax - sep #0x20 - lda.l 0x7E0000 + Item.id, x - pha ; Save Item.id for CheckCanUseItem - lda.l 0x7E0000 + Item.qty, x - sta.b 0x5C ; Store qty in $5C - - ; Call CheckCanUseItem to set palette in $DB - ; Input: A = item ID - ; Output: $DB = $00 (usable) or $04 (not usable) - stz.b 0x34 ; Clear $34 (no priority/flip bits) - pla ; Restore item ID - jsr.l check_can_use_item_trampoline ; bank-$01 trampoline for original @ $A25D (sets $DB) - - ; Set $5d = slot_index (for AND #$01 check, but we patched to AND #$00) - lda.w treasure_rolling_slot_index - sta.b 0x5d - - ; Calculate Y = slot_index * 128 + $44 - ; Y is the tilemap offset for this slot - ; +64 = 1 BG row (top window border at staging row 0) - ; +4 for left margin (2 tiles) - rep #0x20 ; 16-bit A (X/Y already 16-bit) - lda.w treasure_rolling_slot_index - and.w #0x00FF ; Clear high byte - xba ; Swap bytes: A = slot * 256 - lsr ; A = slot * 128 - clc - adc.w #0x0044 ; + 68 (64 border + 4 margin) - tay ; Y = tilemap offset (16-bit transfer) - sep #0x20 ; 8-bit A - - ; Check for trash can item ($FF) - needs special 2x2 tile graphic - lda (0x5a) ; Load item ID - cmp #0xFF - bne _t_not_trash_item - jsr.w draw_trash_treasure ; Draw trash icon - bra _t_skip_draw_item_slot - - _t_not_trash_item: - ; Clear the 2x2 trash can area first (in case we scrolled from trash position) - jsr.w _clear_treasure_trash_area - - ; Call DrawItemSlot inner at $A1ED - ; Expects: Y = tilemap offset, ($5A) = item pointer, ($29) = tilemap base - jsr.l draw_item_slot_inner_trampoline ; bank-$01 trampoline for original @ $A1ED - - _t_skip_draw_item_slot: - - ; Restore direct page variables and registers (reverse order) - pla - sta.b 0xDB ; Restore tile attribute byte - pla - sta.b 0x5d - rep #0x20 ; 16-bit A - pla - sta.b 0x33 ; Restore $33-$34 (tile attributes) - pla - sta.b 0x45 ; Restore $45-$46 (used by game routines) - pla - sta.b 0x29 ; Restore tilemap buffer pointer - pla - sta.b 0x5a - rep #0x10 ; 16-bit X/Y for pop (match push) - ply ; Restore Y (16-bit) - plx ; Restore X (16-bit) - pla ; Restore A (16-bit - still in 16-bit A from above) - - plb - plp - rts - - treasure_ensure_hdma_initialized: - """ +""" + + php + rep #0x30 + sep #0x20 + lda.b #TREASURE_BUFFER_SLOTS + sta.l treasure_rolling + RollingBufferState.visible_rows + lda.b #0x02 + sta.l treasure_rolling + RollingBufferState.slot_height_tiles + lda.b #0x40 + sta.l treasure_rolling + RollingBufferState.item_list_ptr + lda.b #0x14 + sta.l treasure_rolling + RollingBufferState.item_list_ptr + 1 + lda.b #0x7E + sta.l treasure_rolling + RollingBufferState.item_list_ptr + 2 + lda.b #TREASURE_TOTAL_ITEMS + sta.l treasure_rolling + RollingBufferState.item_count + lda.b #0x06 + sta.l treasure_rolling + RollingBufferState.hdma_channel + lda.b #0x80 + sta.l treasure_rolling + RollingBufferState.vwf_cfg_ptr + lda.b #0x70 + sta.l treasure_rolling + RollingBufferState.vwf_cfg_ptr + 1 + lda.b #0x70 + sta.l treasure_rolling + RollingBufferState.vwf_cfg_ptr + 2 + lda.b #treasure_fn_render_slot_trampoline & 0xFF + sta.l treasure_rolling + RollingBufferState.fn_render_slot + lda.b #( treasure_fn_render_slot_trampoline >> 8 ) & 0xFF + sta.l treasure_rolling + RollingBufferState.fn_render_slot + 1 + lda.b #( treasure_fn_render_slot_trampoline >> 16 ) & 0xFF + sta.l treasure_rolling + RollingBufferState.fn_render_slot + 2 + lda.b #treasure_fn_update_hdma_trampoline & 0xFF + sta.l treasure_rolling + RollingBufferState.fn_update_hdma + lda.b #( treasure_fn_update_hdma_trampoline >> 8 ) & 0xFF + sta.l treasure_rolling + RollingBufferState.fn_update_hdma + 1 + lda.b #( treasure_fn_update_hdma_trampoline >> 16 ) & 0xFF + sta.l treasure_rolling + RollingBufferState.fn_update_hdma + 2 + lda.b #treasure_fn_draw_window_trampoline & 0xFF + sta.l treasure_rolling + RollingBufferState.fn_draw_window + lda.b #( treasure_fn_draw_window_trampoline >> 8 ) & 0xFF + sta.l treasure_rolling + RollingBufferState.fn_draw_window + 1 + lda.b #( treasure_fn_draw_window_trampoline >> 16 ) & 0xFF + sta.l treasure_rolling + RollingBufferState.fn_draw_window + 2 + lda.b #ROLLING_MENU_ID_TREASURE + sta.l treasure_rolling + RollingBufferState.menu_id + plp + php + rep #0x10 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_init + plp + rtl + +treasure_fn_render_slot_trampoline: +"""Bank-20 RTL wrapper around `_treasure_render_item_to_slot`.""" + php + jsr.w _treasure_render_item_to_slot + plp + rtl + +treasure_fn_update_hdma_trampoline: +"""Bank-20 RTL wrapper around `treasure_ensure_hdma_initialized`.""" + php + jsr.w treasure_ensure_hdma_initialized + plp + rtl + +treasure_fn_draw_window_trampoline: +"""Bank-20 RTL wrapper around `_treasure_draw_inventory_window`.""" + php + jsr.w _treasure_draw_inventory_window + plp + rtl + +_treasure_draw_inventory_window: +"""Treasure menu draws a 5-row inventory window so the bottom border lands on the rolling-buffer footer scanlines.""" + rep #0x10 + ldy.w #treasure_inventory_window + jsr.l draw_window_trampoline + sep #0x10 + rts + +; _treasure_render_item_to_slot +; Renders an item to a specific circular buffer slot in the tilemap. +; +; Input: treasure_rolling.edge_row = item index (0-47) for data lookup +; treasure_rolling.slot_index = slot index (0-11) for destination +; +; Strategy: Set up $5d = slot_index (for Y position calculation), +; $5a = pointer to item data, then call game's DrawItemSlot. + +_treasure_render_item_to_slot: + php + phb + +; Set data bank to $7E for WRAM access + lda #0x7E + pha + plb + +; Set 16-bit A and X/Y for consistent register handling + rep #0x30 ; 16-bit A and X/Y + +; Save registers and key direct page variables + pha + phx ; Save X (16-bit) + phy ; Save Y (16-bit) + lda.b 0x5a + pha + lda.b 0x29 ; Save tilemap buffer pointer + pha + lda.b 0x45 ; Save $45-$46 (used by game routines) + pha + lda.b 0x33 ; Save $33-$34 (used for tile attributes) + pha + sep #0x20 ; 8-bit A + lda.b 0x5d + pha + lda.b 0xDB ; Save tile attribute byte + pha + +; Set $29 = $B600 for BG1 tilemap buffer + rep #0x20 ; 16-bit A (X/Y still 16-bit) + lda.w #0xD600 ; BG3 screen buffer (treasure inventory lives on BG3) + sta.b 0x29 + sep #0x20 ; 8-bit A + +; Calculate item data pointer: $1440 + (edge_row * Item.__size) + lda.w treasure_rolling.edge_row + asl ; * Item.__size (2 bytes per Item) + clc + adc #0x40 ; Low byte of $1440 + sta.b 0x5a + lda #0x14 ; High byte of $1440 + adc #0x00 ; Add carry + sta.b 0x5b + +; Load Item.id and Item.qty from ($5A) via long-addressing into WRAM. + rep #0x20 + lda.b 0x5a ; Pointer value = $1440 + edge_row * Item.__size + tax + sep #0x20 + lda.l 0x7E0000 + Item.id, x + pha ; Save Item.id for CheckCanUseItem + lda.l 0x7E0000 + Item.qty, x + sta.b 0x5C ; Store qty in $5C + +; Call CheckCanUseItem to set palette in $DB +; Input: A = item ID +; Output: $DB = $00 (usable) or $04 (not usable) + stz.b 0x34 ; Clear $34 (no priority/flip bits) + pla ; Restore item ID + jsr.l check_can_use_item_trampoline ; bank-$01 trampoline for original @ $A25D (sets $DB) + +; Set $5d = slot_index (for AND #$01 check, but we patched to AND #$00) + lda.w treasure_rolling.slot_index + sta.b 0x5d + +; Calculate Y = slot_index * 128 + $44 +; Y is the tilemap offset for this slot +; +64 = 1 BG row (top window border at staging row 0) +; +4 for left margin (2 tiles) + rep #0x20 ; 16-bit A (X/Y already 16-bit) + lda.w treasure_rolling.slot_index + and.w #0x00FF ; Clear high byte + xba ; Swap bytes: A = slot * 256 + lsr ; A = slot * 128 + clc + adc.w #0x0044 ; + 68 (64 border + 4 margin) + tay ; Y = tilemap offset (16-bit transfer) + sep #0x20 ; 8-bit A + +; Check for trash can item ($FF) - needs special 2x2 tile graphic + lda (0x5a) ; Load item ID + cmp #0xFF + bne _t_not_trash_item + jsr.w draw_trash_treasure ; Draw trash icon + bra _t_skip_draw_item_slot + +_t_not_trash_item: +; Clear the 2x2 trash can area first (in case we scrolled from trash position) + jsr.w _clear_treasure_trash_area + +; Call DrawItemSlot inner at $A1ED +; Expects: Y = tilemap offset, ($5A) = item pointer, ($29) = tilemap base + jsr.l draw_item_slot_inner_trampoline ; bank-$01 trampoline for original @ $A1ED + +_t_skip_draw_item_slot: + +; Restore direct page variables and registers (reverse order) + pla + sta.b 0xDB ; Restore tile attribute byte + pla + sta.b 0x5d + rep #0x20 ; 16-bit A + pla + sta.b 0x33 ; Restore $33-$34 (tile attributes) + pla + sta.b 0x45 ; Restore $45-$46 (used by game routines) + pla + sta.b 0x29 ; Restore tilemap buffer pointer + pla + sta.b 0x5a + rep #0x10 ; 16-bit X/Y for pop (match push) + ply ; Restore Y (16-bit) + plx ; Restore X (16-bit) + pla ; Restore A (16-bit - still in 16-bit A from above) + + plb + plp + rts + +treasure_ensure_hdma_initialized: +""" Lazy initialization: captures $93 and sets up HDMA on first scroll. Called from scroll prepare functions. Checks if base_scroll == 0xFFFF (sentinel) and if so, initializes. - """ - - ; Check if already initialized (base_scroll != 0xFFFF) - rep #0x20 ; 16-bit A - lda.w treasure_rolling_base_scroll - cmp.w #0xFFFF - bne _t_hdma_already_init - - ; Capture original BG3VOFS shadow ($9F). Original treasure menu uses - ; $9F = -120 to position items at screen scanline 120; we mirror that. - lda.l 0x7E019F - sta.w treasure_rolling_base_scroll - ; Clear the held-DOWN debounce counter ; engine_init_rolling_buffer - ; zeros the 12-byte engine struct but cooldown lives one byte past, - ; so explicitly nuke it here so the very first scroll trigger fires - ; immediately after popup-open. - sep #0x20 - lda #0x00 - sta.w treasure_scroll_cooldown - rep #0x20 - - ; Initialize HDMA channel configuration - sep #0x20 ; Back to 8-bit for InitMenuInventoryHDMA - jsr.w init_treasure_inventory_hdma - - ; Enable HDMA via the SHARED field-menu shadow at $1BAE. The existing - ; field NMI hook (`field_menu_nmi_dma_transfer_check_impl`) reads this - ; byte and copies the HDMA shadow→active table each frame. - ; Treasure-only `treasure_hdma_enable` ($1BD6) is kept as a tracking - ; flag but isn't read by the NMI path. - ; OR-in ch6 enable bit ($40) so drops's ch4 bit ($10) — set by - ; drops_ensure_hdma_initialized at menu open — survives. Plain - ; `sta` would clobber the drops enable; same lazy-init order issue - ; as treasure_force_hdma_setup which uses $F9 (= ch7|ch6|ch5|ch4|ch3|ch0). - lda.l 0x7E1BAE - ora #0x40 ; Channel 6 enable (treasure rolling buffer) - sta.l 0x7E1BAE - sta.w treasure_hdma_enable - ; Push the enable straight to HDMAEN ($420C) so the very first frame - ; after popup-open has ch6 active. Without this immediate write, the - ; field NMI hook only copies $1BAE -> $420C on the NEXT vblank, which - ; left the first rendered frame with HDMA off and BG3VOFS at whatever - ; the previous menu left in $93 / $9F. Treasure inventory items then - ; rendered at the WRONG vertical scanline and looked like garbled - ; stride for a frame before settling. - lda.l 0x00420C - ora #0x40 - sta.l 0x00420C - rts - - _t_hdma_already_init: - sep #0x20 ; Restore 8-bit mode - rts - - ; STATE MACHINE ROUTINES (FF6-style non-blocking scroll) - - treasure_scroll_state_check: - """ +""" + +; Check if already initialized (base_scroll != 0xFFFF). Use long +; addressing - engine `_engine_call_hook` jumps in with DB unchanged +; from the vanilla caller (DB=$00), so abs reads would hit ROM and the +; gate would always read "not $FFFF" → bail. Hits every DB-relative +; access in this routine. + rep #0x20 ; 16-bit A + lda.l treasure_rolling.base_scroll + cmp.w #0xFFFF + bne _t_hdma_already_init + +; Capture original BG3VOFS shadow ($9F). Original treasure menu uses +; $9F = -120 to position items at screen scanline 120; we mirror that. + lda.l 0x7E019F + sta.l treasure_rolling.base_scroll +; Clear the held-DOWN debounce counter ; engine_init_rolling_buffer +; zeros the 12-byte engine struct but cooldown lives one byte past, +; so explicitly nuke it here so the very first scroll trigger fires +; immediately after popup-open. + sep #0x20 + lda #0x00 + sta.l treasure_scroll_cooldown + rep #0x20 + +; Initialize HDMA channel configuration + sep #0x20 ; Back to 8-bit for InitMenuInventoryHDMA + jsr.w init_treasure_inventory_hdma + +; Enable HDMA via the SHARED field-menu shadow at $1BAE. The existing +; field NMI hook (`field_menu_nmi_dma_transfer_check_impl`) reads this +; byte and copies the HDMA shadow→active table each frame. +; Treasure-only `treasure_rolling.hdma_enable` ($1BD6) is kept as a tracking +; flag but isn't read by the NMI path. +; OR-in ch6 enable bit ($40) so drops's ch4 bit ($10) - set by +; drops_ensure_hdma_initialized at menu open - survives. Plain +; `sta` would clobber the drops enable; same lazy-init order issue +; as treasure_force_hdma_setup which uses $F9 (= ch7|ch6|ch5|ch4|ch3|ch0). + lda.l field_menu_rolling.hdma_enable + ora #0x40 ; Channel 6 enable (treasure rolling buffer) + sta.l field_menu_rolling.hdma_enable + sta.l treasure_rolling.hdma_enable +; Push the enable straight to HDMAEN ($420C) so the very first frame +; after popup-open has ch6 active. Without this immediate write, the +; field NMI hook only copies $1BAE -> $420C on the NEXT vblank, which +; left the first rendered frame with HDMA off and BG3VOFS at whatever +; the previous menu left in $93 / $9F. Treasure inventory items then +; rendered at the WRONG vertical scanline and looked like garbled +; stride for a frame before settling. + lda.l 0x00420C + ora #0x40 + sta.l 0x00420C + rts + +_t_hdma_already_init: + sep #0x20 ; Restore 8-bit mode + rts + +; STATE MACHINE ROUTINES (FF6-style non-blocking scroll) + +treasure_scroll_state_check: +""" Called at main loop entry ($019FF2) to handle scroll animation frames. If scrolling is active, processes one frame and skips input handling. Returns: Carry clear = process input normally Carry set = skip input (still scrolling) - """ - - - php - sep #0x20 ; 8-bit A - - ; Tick cooldown counter so the next held-DOWN scroll is debounced. - lda.w treasure_scroll_cooldown - beq _t_scroll_cd_done - dec.w treasure_scroll_cooldown - - _t_scroll_cd_done: - ; Check if we're scrolling - lda.w treasure_scroll_state - beq _t_scroll_state_idle - - ; We're scrolling - process one animation frame - jsr.l treasure_update_scroll_frame_impl - - ; Check if scroll finished - lda.w treasure_scroll_remaining - bne _t_scroll_still_active - - ; Scroll finished - clean up and return to idle - jsr.l treasure_finish_scroll_impl - - _t_scroll_state_idle: - plp - clc ; Carry clear = process input - rts - - _t_scroll_still_active: - plp - sec ; Carry set = skip input - rts - - treasure_start_scroll_down_impl: - """Treasure profile: kick scroll-down state machine via the engine.""" - php - rep #0x10 - lda.l 0x7E1BB7 ; treasure scroll_pos (shared with vanilla cursor) - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_down - plp - rtl - - treasure_start_scroll_up_impl: - """Treasure profile: kick scroll-up state machine via the engine.""" - php - rep #0x10 - lda.l 0x7E1BB7 - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_start_scroll_up - plp - rtl - - treasure_update_scroll_frame_impl: - """Treasure profile: per-frame scroll animation tick.""" - php - rep #0x10 - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_update_scroll_frame - plp - rtl - - treasure_finish_scroll_impl: - """Treasure profile: end-of-animation cleanup via the bank-20 engine.""" - php - rep #0x10 - lda.l 0x7E1BB7 - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_finish_scroll - plp - rtl - - ; Inventory Rolling Buffer Patches - Relocated to Bank $20 - ; These routines are called via JSL from bank $01 hooks. +""" + + php + sep #0x20 ; 8-bit A + +; Tick cooldown counter so the next held-DOWN scroll is debounced. + lda.w treasure_scroll_cooldown + beq _t_scroll_cd_done + dec.w treasure_scroll_cooldown + +_t_scroll_cd_done: +; Check if we're scrolling + lda.w treasure_rolling.scroll_state + beq _t_scroll_state_idle + +; We're scrolling - process one animation frame + jsr.l treasure_update_scroll_frame_impl + +; Check if scroll finished + lda.w treasure_rolling.scroll_remaining + bne _t_scroll_still_active + +; Scroll finished - clean up and return to idle + jsr.l treasure_finish_scroll_impl + +_t_scroll_state_idle: + plp + clc ; Carry clear = process input + rts + +_t_scroll_still_active: + plp + sec ; Carry set = skip input + rts + +treasure_start_scroll_down_impl: +"""Treasure profile: kick scroll-down state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E1BB7 ; treasure scroll_pos (shared with vanilla cursor) + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_down + plp + rtl + +treasure_start_scroll_up_impl: +"""Treasure profile: kick scroll-up state machine via the engine.""" + php + rep #0x10 + lda.l 0x7E1BB7 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_start_scroll_up + plp + rtl + +treasure_update_scroll_frame_impl: +"""Treasure profile: per-frame scroll animation tick.""" + php + rep #0x10 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_update_scroll_frame + plp + rtl + +treasure_finish_scroll_impl: +"""Treasure profile: end-of-animation cleanup via the bank-20 engine.""" + php + rep #0x10 + lda.l 0x7E1BB7 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_finish_scroll + plp + rtl + +; Inventory Rolling Buffer Patches - Relocated to Bank $20 +; These routines are called via JSL from bank $01 hooks. .if INVENTORY_ROLLING_BUFFER { - treasure_menu_entry_hook_impl: - """Treasure profile: menu-entry implementation (HDMA capture + flush).""" - stz.w 0x1B1F - lda #0x00 - sta.l 0x7E1BAE - ; treasure_hdma_enable - stz.w treasure_scroll_state - stz.w treasure_scroll_remaining - stz.w treasure_scroll_direction - stz.w treasure_transfer_pending - stz.w treasure_hdma_copy_pending - ; Clear HDMA copy flag - stz.w treasure_scroll_anim_offset - ; Clear low byte - stz.w treasure_scroll_anim_offset + 1 - ; Clear high byte - ; Initialize cursor column to 0 for single-column mode - ; This ensures $1b22 is always 0 even if it had a value from previous menu - stz.w 0x1B22 - ; cursor_x = 0 - ; InitMenuRollingBuffer_Impl is called later via patched JSR at $9F7B - rtl - - treasure_menu_exit_hook_impl: - """Treasure menu teardown: zero HDMA shadow, full 12-byte state, ch6 regs, original $1BC6 flag.""" - php - sep #0x20 - lda #0x00 - sta.l 0x7E1BAE - ; treasure_hdma_enable shadow off - sta.l 0x7E1BC6 - ; restore original "in treasure menu" flag (was original `stz $1BC6` at $01:D7E6 before the hook patch) - sta.l 0x004360 - sta.l 0x004361 - sta.l 0x004362 - sta.l 0x004363 - sta.l 0x004364 - ; HDMA6 ctrl/dest/src cleared - rep #0x20 - lda.w #0x0000 - sta.w treasure_rolling - sta.w treasure_rolling + 2 - sta.w treasure_rolling + 4 - sta.w treasure_rolling + 6 - sta.w treasure_rolling + 8 - sta.w treasure_rolling + 10 - plp - jsr.l reset_sprites_trampoline - rtl - ; treasure_swap_redraw_hook_impl_body - ; Called after item swap to redraw visible items correctly. - ; Must render to the correct circular buffer slots based on current buffer_pos. - ; Does NOT reset buffer_pos - we stay at the current scroll position. - - treasure_swap_redraw_hook_impl_body: - """Treasure profile: post-swap re-render of all 6 slots via the engine.""" - php - rep #0x10 - lda.l 0x7E1BB7 - ldx.w #treasure_rolling - jsr.l rolling_engine.rolling_engine_swap_redraw - plp - rtl - - - ; _clear_treasure_slot - ; Clears a single inventory slot in the tilemap buffer. - ; Input: treasure_rolling_slot_index = slot to clear (0-10) - ; Used when item index is out of bounds (>= 48) - - _clear_treasure_slot: - php - phb - ; Set data bank to $7E for WRAM access - lda #0x7E - pha - plb - ; Save registers - use 16-bit mode for consistent push/pop - rep #0x30 - ; 16-bit A and X/Y - pha - phx - phy - lda.b 0x29 - pha - ; Set $29 = $B600 for BG1 tilemap buffer - lda.w #0xD600 ; BG3 screen buffer (treasure inventory lives on BG3) - sta.b 0x29 - ; Calculate Y = slot_index * 128 + 70 - lda.w treasure_rolling_slot_index - and.w #0x00FF - xba - ; A = slot * 256 - lsr - ; A = slot * 128 - clc - adc.w #0x0044 - ; + 68 (64 border + 4 margin) - tay - ; Y = tilemap offset (16-bit) - sep #0x20 - ; 8-bit A for tile writes (X/Y stay 16-bit) - ; Clear the item name area (12 tiles = 24 bytes) - ; Use $FF as blank tile - ; Note: X is 16-bit but we only use low byte; loop works correctly - ldx.w #12 - ; 12 tiles for item name + quantity (force 16-bit immediate) - - _t_clear_slot_loop: - lda #0xFF - ; Blank tile - sta (0x29), y - iny - lda #0x04 - ; Palette 4 (matches normal items) - sta (0x29), y - iny - dex - bne _t_clear_slot_loop - ; Restore registers - must match push mode - rep #0x20 - ; 16-bit A for pop (X/Y already 16-bit) - pla - sta.b 0x29 - ply - plx - pla - plb - plp - rts - ; _clear_treasure_trash_area - ; Clears the 2x2 trash can area with blank tiles ($FF). - ; Called before drawing normal items to remove any leftover trash icon. - ; Input: Y = tilemap offset - ; ($29) = tilemap base - ; - - _clear_treasure_trash_area: - phy - ; Save Y - ; First row: 2 tiles - lda #0xFF - sta (0x29), y - iny - lda #0x00 - sta (0x29), y - iny - lda #0xFF - sta (0x29), y - iny - lda #0x00 - sta (0x29), y - ; Second row: Y + 64 from start - ply - ; Restore original Y - phy - ; Save again - rep #0x20 - tya - clc - adc.w #64 - tay - sep #0x20 - lda #0xFF - sta (0x29), y - iny - lda #0x00 - sta (0x29), y - iny - lda #0xFF - sta (0x29), y - iny - lda #0x00 - sta (0x29), y - ply - ; Restore Y - rts - - draw_trash_treasure: - - - """ +treasure_menu_entry_hook_impl: +"""Treasure profile: menu-entry implementation (HDMA capture + flush).""" + stz.w 0x1B1F + lda #0x00 + sta.l field_menu_rolling.hdma_enable +; treasure_rolling.hdma_enable + stz.w treasure_rolling.scroll_state + stz.w treasure_rolling.scroll_remaining + stz.w treasure_rolling.scroll_direction + stz.w treasure_rolling.transfer_pending + stz.w treasure_rolling.hdma_copy_pending +; Clear HDMA copy flag + stz.w treasure_rolling.scroll_anim_offset +; Clear low byte + stz.w treasure_rolling.scroll_anim_offset + 1 +; Clear high byte +; Initialize cursor column to 0 for single-column mode +; This ensures $1b22 is always 0 even if it had a value from previous menu + stz.w 0x1B22 +; cursor_x = 0 +; InitMenuRollingBuffer_Impl is called later via patched JSR at $9F7B + rtl + +treasure_menu_exit_hook_impl: +"""Treasure menu teardown: zero HDMA shadow, full 12-byte state, ch6 regs, original $1BC6 flag.""" + php + sep #0x20 + lda #0x00 + sta.l field_menu_rolling.hdma_enable +; treasure_rolling.hdma_enable shadow off + sta.l 0x7E1BC6 +; restore original "in treasure menu" flag (was original `stz $1BC6` at $01:D7E6 before the hook patch) + sta.l 0x004360 + sta.l 0x004361 + sta.l 0x004362 + sta.l 0x004363 + sta.l 0x004364 +; HDMA6 ctrl/dest/src cleared + rep #0x20 + lda.w #0x0000 + sta.w treasure_rolling + sta.w treasure_rolling + 2 + sta.w treasure_rolling + 4 + sta.w treasure_rolling + 6 + sta.w treasure_rolling + 8 + sta.w treasure_rolling + 10 + plp + jsr.l reset_sprites_trampoline + rtl +; treasure_swap_redraw_hook_impl_body +; Called after item swap to redraw visible items correctly. +; Must render to the correct circular buffer slots based on current buffer_pos. +; Does NOT reset buffer_pos - we stay at the current scroll position. + +treasure_swap_redraw_hook_impl_body: +"""Treasure profile: post-swap re-render of all 6 slots via the engine.""" + php + rep #0x10 + lda.l 0x7E1BB7 + ldx.w #treasure_rolling + jsr.l rolling_engine.rolling_engine_swap_redraw + plp + rtl + +; _clear_treasure_slot +; Clears a single inventory slot in the tilemap buffer. +; Input: treasure_rolling.slot_index = slot to clear (0-10) +; Used when item index is out of bounds (>= 48) + +_clear_treasure_slot: + php + phb +; Set data bank to $7E for WRAM access + lda #0x7E + pha + plb +; Save registers - use 16-bit mode for consistent push/pop + rep #0x30 +; 16-bit A and X/Y + pha + phx + phy + lda.b 0x29 + pha +; Set $29 = $B600 for BG1 tilemap buffer + lda.w #0xD600 ; BG3 screen buffer (treasure inventory lives on BG3) + sta.b 0x29 +; Calculate Y = slot_index * 128 + 70 + lda.w treasure_rolling.slot_index + and.w #0x00FF + xba +; A = slot * 256 + lsr +; A = slot * 128 + clc + adc.w #0x0044 +; + 68 (64 border + 4 margin) + tay +; Y = tilemap offset (16-bit) + sep #0x20 +; 8-bit A for tile writes (X/Y stay 16-bit) +; Clear the item name area (12 tiles = 24 bytes) +; Use $FF as blank tile +; Note: X is 16-bit but we only use low byte; loop works correctly + ldx.w #12 +; 12 tiles for item name + quantity (force 16-bit immediate) + +_t_clear_slot_loop: + lda #0xFF +; Blank tile + sta (0x29), y + iny + lda #0x04 +; Palette 4 (matches normal items) + sta (0x29), y + iny + dex + bne _t_clear_slot_loop +; Restore registers - must match push mode + rep #0x20 +; 16-bit A for pop (X/Y already 16-bit) + pla + sta.b 0x29 + ply + plx + pla + plb + plp + rts +; _clear_treasure_trash_area +; Clears the 2x2 trash can area with blank tiles ($FF). +; Called before drawing normal items to remove any leftover trash icon. +; Input: Y = tilemap offset +; ($29) = tilemap base +; + +_clear_treasure_trash_area: + phy +; Save Y +; First row: 2 tiles + lda #0xFF + sta (0x29), y + iny + lda #0x00 + sta (0x29), y + iny + lda #0xFF + sta (0x29), y + iny + lda #0x00 + sta (0x29), y +; Second row: Y + 64 from start + ply +; Restore original Y + phy +; Save again + rep #0x20 + tya + clc + adc.w #64 + tay + sep #0x20 + lda #0xFF + sta (0x29), y + iny + lda #0x00 + sta (0x29), y + iny + lda #0xFF + sta (0x29), y + iny + lda #0x00 + sta (0x29), y + ply +; Restore Y + rts + +draw_trash_treasure: + +""" Draws the trash can 2x2 tile graphic for single-column inventory. Input: Y = tilemap offset (from slot calculation) ($29) = tilemap base ($B600) - treasure_rolling_slot_index = current slot + treasure_rolling.slot_index = current slot Tiles: $04 (top-left), $05 (top-right), $06 (bottom-left), $07 (bottom-right) Tilemap format: [tile_number, attributes] pairs Each row is 64 bytes (32 tiles × 2 bytes) - """ - - - ; Y points to start of item slot area - ; Draw 2x2 trash can icon, then clear remaining 10 tiles per row - ; Save starting Y for second row calculation - rep #0x20 - ; 16-bit for push - phy - ; Save starting Y - sep #0x20 - ; 8-bit A - ; First row: tiles $04, $05 - lda #0x04 - ; Tile $04 (top-left of trash can) - sta (0x29), y - iny - lda #0x00 - ; Attribute: palette 0, no flip - sta (0x29), y - iny - lda #0x05 - ; Tile $05 (top-right) - sta (0x29), y - iny - lda #0x00 - ; Attribute - sta (0x29), y - iny - ; Clear remaining 13 tiles on first row (10 name + colon + 2 digits) - ldx.w #13 - - _t_clear_row1: - lda #0xFF - ; Blank tile - sta (0x29), y - iny - lda #0x00 - ; Attribute - sta (0x29), y - iny - dex - bne _t_clear_row1 - ; Restore starting Y and add 64 for second row - rep #0x20 - ; 16-bit A - pla - ; Get starting Y - clc - adc.w #64 - ; +64 bytes = next tilemap row - tay - sep #0x20 - ; 8-bit A - ; Second row: tiles $06, $07 - lda #0x06 - ; Tile $06 (bottom-left) - sta (0x29), y - iny - lda #0x00 - ; Attribute - sta (0x29), y - iny - lda #0x07 - ; Tile $07 (bottom-right) - sta (0x29), y - iny - lda #0x00 - ; Attribute - sta (0x29), y - iny - ; Clear remaining 13 tiles on second row (10 name + colon + 2 digits) - ldx.w #13 - - _t_clear_row2: - lda #0xFF - ; Blank tile - sta (0x29), y - iny - lda #0x00 - ; Attribute - sta (0x29), y - iny - dex - bne _t_clear_row2 - rts - ; NmiDmaTransferCheck_Impl moved to bank $20 (battle/inventory_rolling.s) - ; as field_menu_nmi_dma_transfer_check_impl to save space in bank $01 - ; treasure_check_and_clear_count_impl - ; Called from DrawItemSlot to check item ID and handle count display. - ; - If item ID is 0: writes $FF tiles to clear count, skips to RTS - ; - If item ID is $FE: skips to RTS (no clearing needed) - ; - Otherwise: returns normally to draw count - ; - ; Input: $5a = pointer to item data, Y = tilemap offset, $29 = tilemap ptr - ; Modifies: A, return address on stack if skipping - - treasure_check_and_clear_count_impl: - """Treasure profile: drop the count column for empty/used slots (impl).""" - lda (0x5a) - ; Load item ID - beq _t_clear_count - ; If 0, clear and skip - cmp #0xFE - ; Check for special item $FE - bne _t_normal_return - ; If not $FE, return normally to draw count - ; Item is $FE - skip count but don't clear - bra _t_skip_to_rts - - _t_clear_count: - ; Write $FF (blank tiles) to count area: colon + 2 digits = 3 tiles - lda #0xFF - ; Blank tile - sta (0x29), y - ; Colon position - iny - lda.b 0xdb - ; Attribute byte - sta (0x29), y - iny - lda #0xFF - sta (0x29), y - ; First digit position - iny - lda.b 0xdb - sta (0x29), y - iny - lda #0xFF - sta (0x29), y - ; Second digit position - iny - lda.b 0xdb - sta (0x29), y - - _t_skip_to_rts: - ; Replace the entire DrawItemSlot return chain so we land on the RTS at $01:A222 - ; instead of falling back to $A205 (NOPs + colon write). - ; - ; Stack on entry to Impl (pushed by trampoline + caller, top first): - ; [JSL Impl return: PCL, PCH, PB ($01)] - ; [JSR check_and_clear_count return: PCL, PCH ($A204)] - ; [DrawItemSlot caller's return ...] - ; - ; Pop both the JSL Impl return (3 bytes) AND the JSR trampoline return (2 bytes), - ; then push a synthetic return to $01:A222 (RTS) for our RTL. - pla ; PCL of JSL Impl return - pla ; PCH of JSL Impl return - pla ; PB of JSL Impl return - pla ; PCL of JSR check_and_clear_count return - pla ; PCH of JSR check_and_clear_count return - ; Stack top now = DrawItemSlot's own caller return. - ; Push return for RTL: $01:A221 (so RTL lands PC=$01:A222 = RTS). - lda #0x01 - pha - lda #0xA2 - pha - lda #0x21 - pha - - _t_normal_return: - rtl - - treasure_circular_slot_calc: - - - """ +""" + +; Y points to start of item slot area +; Draw 2x2 trash can icon, then clear remaining 10 tiles per row +; Save starting Y for second row calculation + rep #0x20 +; 16-bit for push + phy +; Save starting Y + sep #0x20 +; 8-bit A +; First row: tiles $04, $05 + lda #0x04 +; Tile $04 (top-left of trash can) + sta (0x29), y + iny + lda #0x00 +; Attribute: palette 0, no flip + sta (0x29), y + iny + lda #0x05 +; Tile $05 (top-right) + sta (0x29), y + iny + lda #0x00 +; Attribute + sta (0x29), y + iny +; Clear remaining 13 tiles on first row (10 name + colon + 2 digits) + ldx.w #13 + +_t_clear_row1: + lda #0xFF +; Blank tile + sta (0x29), y + iny + lda #0x00 +; Attribute + sta (0x29), y + iny + dex + bne _t_clear_row1 +; Restore starting Y and add 64 for second row + rep #0x20 +; 16-bit A + pla +; Get starting Y + clc + adc.w #64 +; +64 bytes = next tilemap row + tay + sep #0x20 +; 8-bit A +; Second row: tiles $06, $07 + lda #0x06 +; Tile $06 (bottom-left) + sta (0x29), y + iny + lda #0x00 +; Attribute + sta (0x29), y + iny + lda #0x07 +; Tile $07 (bottom-right) + sta (0x29), y + iny + lda #0x00 +; Attribute + sta (0x29), y + iny +; Clear remaining 13 tiles on second row (10 name + colon + 2 digits) + ldx.w #13 + +_t_clear_row2: + lda #0xFF +; Blank tile + sta (0x29), y + iny + lda #0x00 +; Attribute + sta (0x29), y + iny + dex + bne _t_clear_row2 + rts +; NmiDmaTransferCheck_Impl moved to bank $20 (battle/inventory_rolling.s) +; as field_menu_nmi_dma_transfer_check_impl to save space in bank $01 +; treasure_check_and_clear_count_impl +; Called from DrawItemSlot to check item ID and handle count display. +; - If item ID is 0: writes $FF tiles to clear count, skips to RTS +; - If item ID is $FE: skips to RTS (no clearing needed) +; - Otherwise: returns normally to draw count +; +; Input: $5a = pointer to item data, Y = tilemap offset, $29 = tilemap ptr +; Modifies: A, return address on stack if skipping + +treasure_check_and_clear_count_impl: +"""Treasure profile: drop the count column for empty/used slots (impl).""" + lda (0x5a) +; Load item ID + beq _t_clear_count +; If 0, clear and skip + cmp #0xFE +; Check for special item $FE + bne _t_normal_return +; If not $FE, return normally to draw count +; Item is $FE - skip count but don't clear + bra _t_skip_to_rts + +_t_clear_count: +; Write $FF (blank tiles) to count area: colon + 2 digits = 3 tiles + lda #0xFF +; Blank tile + sta (0x29), y +; Colon position + iny + lda.b 0xdb +; Attribute byte + sta (0x29), y + iny + lda #0xFF + sta (0x29), y +; First digit position + iny + lda.b 0xdb + sta (0x29), y + iny + lda #0xFF + sta (0x29), y +; Second digit position + iny + lda.b 0xdb + sta (0x29), y + +_t_skip_to_rts: +; Replace the entire DrawItemSlot return chain so we land on the RTS at $01:A222 +; instead of falling back to $A205 (NOPs + colon write). +; +; Stack on entry to Impl (pushed by trampoline + caller, top first): +; [JSL Impl return: PCL, PCH, PB ($01)] +; [JSR check_and_clear_count return: PCL, PCH ($A204)] +; [DrawItemSlot caller's return ...] +; +; Pop both the JSL Impl return (3 bytes) AND the JSR trampoline return (2 bytes), +; then push a synthetic return to $01:A222 (RTS) for our RTL. + pla ; PCL of JSL Impl return + pla ; PCH of JSL Impl return + pla ; PB of JSL Impl return + pla ; PCL of JSR check_and_clear_count return + pla ; PCH of JSR check_and_clear_count return +; Stack top now = DrawItemSlot's own caller return. +; Push return for RTL: $01:A221 (so RTL lands PC=$01:A222 = RTS). + lda #0x01 + pha + lda #0xA2 + pha + lda #0x21 + pha + +_t_normal_return: + rtl + +treasure_circular_slot_calc: + +""" Calculate tilemap Y offset using circular buffer position. Called from patched code at $A1BA via CircularSlotCalc_ext. Input: $5D = game's slot counter (0, 2, 4, 6... incremented by 2 per row) Output: Y = tilemap offset for circular buffer slot Preserves: 16-bit A mode on exit - """ - - - sep #0x20 - ; 8-bit A - ; Check if circular buffer mode is active (HDMA enabled) - lda.l 0x7E0000 + treasure_hdma_enable - beq _t_circ_slot_original - ; Not active, use original calculation - ; Circular buffer Y calculation - ; NOTE: Game increments $5D by 2 for each row (0, 2, 4, 6, 8, 10, 12, 14, 16, 18) - ; We must divide by 2 first to get the visual slot (0-9) - lda.b 0x5d - ; Load slot counter (0, 2, 4...) - lsr - ; Divide by 2 to get visual slot (0-9) - clc - adc.l 0x7E0000 + treasure_rolling_buffer_pos - ; Add buffer_pos - - _t_circ_slot_mod: - cmp #TREASURE_BUFFER_SLOTS - ; >= 11? - bcc _t_circ_slot_done - sec - sbc #TREASURE_BUFFER_SLOTS - ; Subtract 11 to wrap - bra _t_circ_slot_mod - - _t_circ_slot_done: - ; A = circular slot (0-10) - rep #0x20 - ; 16-bit A - and.w #0x00FF - ; Clear high byte (force 16-bit immediate) - xba - ; A = slot * 256 - lsr - ; A = slot * 128 - clc - adc.w #0x0004 - ; + 4 (margin only, $29 already includes border) - tay - ; Y = tilemap offset - rts - - _t_circ_slot_original: - ; Original game calculation: Y = ($5D / 2) * 128 + 4 - lda.b 0x5d - lsr - ; /2 - rep #0x20 - ; 16-bit A - and.w #0x00FF - ; Clear high byte (force 16-bit immediate) - xba - ; *256 - lsr - ; *128 - clc - adc.w #0x0004 - ; +4 - tay - rts - - treasure_circular_slot_calc_ext: - """Trampoline to call CircularSlotCalc from bank $01 patch at $A1BA""" - jsr.w treasure_circular_slot_calc - rtl +""" + + sep #0x20 +; 8-bit A +; Check if circular buffer mode is active (HDMA enabled) + lda.l treasure_rolling.hdma_enable + beq _t_circ_slot_original +; Not active, use original calculation +; Circular buffer Y calculation +; NOTE: Game increments $5D by 2 for each row (0, 2, 4, 6, 8, 10, 12, 14, 16, 18) +; We must divide by 2 first to get the visual slot (0-9) + lda.b 0x5d +; Load slot counter (0, 2, 4...) + lsr +; Divide by 2 to get visual slot (0-9) + clc + adc.l treasure_rolling.buffer_pos +; Add buffer_pos + +_t_circ_slot_mod: + cmp #TREASURE_BUFFER_SLOTS +; >= 11? + bcc _t_circ_slot_done + sec + sbc #TREASURE_BUFFER_SLOTS +; Subtract 11 to wrap + bra _t_circ_slot_mod + +_t_circ_slot_done: +; A = circular slot (0-10) + rep #0x20 +; 16-bit A + and.w #0x00FF +; Clear high byte (force 16-bit immediate) + xba +; A = slot * 256 + lsr +; A = slot * 128 + clc + adc.w #0x0004 +; + 4 (margin only, $29 already includes border) + tay +; Y = tilemap offset + rts + +_t_circ_slot_original: +; Original game calculation: Y = ($5D / 2) * 128 + 4 + lda.b 0x5d + lsr +; /2 + rep #0x20 +; 16-bit A + and.w #0x00FF +; Clear high byte (force 16-bit immediate) + xba +; *256 + lsr +; *128 + clc + adc.w #0x0004 +; +4 + tay + rts + +treasure_circular_slot_calc_ext: +"""Trampoline to call CircularSlotCalc from bank $01 patch at $A1BA""" + jsr.w treasure_circular_slot_calc + rtl } } + diff --git a/src/items.i b/src/items.i index 6c00e25..6693527 100644 --- a/src/items.i +++ b/src/items.i @@ -121,9 +121,26 @@ FIELD_VWF_PRIMARY_BYTE_COUNT := 0x0700 ; 12-byte block at a known WRAM base; routines reference fields via ; ` + RollingBufferState.` instead of hardcoded offsets. ; -; Field menu base: $7E:1BA8 -; Treasure inventory: $7E:1BD0 -; (Drops + key-item bases will be assigned during Phase 4-5.) + +; Bases (all in clean $7E:9C00 arena, off vanilla scratch $1B**): +; Treasure inv: $7E:9C00 +; Drops: $7E:9C30 +; Key-item picker: $7E:9C60 +; Field menu: $7E:9C90 (FIELD_MENU_ROLLING_BASE below) +; +; The whole arena lives inside the spell-list text buffers that the +; magic-direct-render rewrite freed (see battle/inventory_rolling.s +; comment: "freed by magic direct rendering: $97A6, $9E66, …"). Battle +; reuses the low end ($97A6 ring + $9DA7 command buffer), leaving the +; $990E..$9DA7 gap free - that's where our four rolling states sit. +; Menus are mutually exclusive with battle, and init re-seeds the +; struct on every menu open, so battle-side overwrites don't matter. +; +; Only the field base lives here for now - the other three are still +; defined inside their respective modules. Migrate them into shared +; constants when the singleton arena refactor lands. +FIELD_MENU_ROLLING_BASE := 0x7E9C90 + .struct RollingBufferState { byte top_row byte buffer_pos @@ -155,3 +172,15 @@ ROLLING_MENU_ID_FIELD := 0 ROLLING_MENU_ID_TREASURE := 1 ROLLING_MENU_ID_DROPS := 2 ROLLING_MENU_ID_KEY_ITEM := 3 + +; Typed view onto the field state - gives field_menu_rolling.hdma_enable, +; field_menu_rolling.fn_render_slot, etc. as flat symbols (a816 cast, +; eager-expanded in symbols.py::_try_expand_typed_cast). +; +; The field hdma_enable / hdma_copy_pending bytes also act as the +; SHARED menu HDMA signals - all four rolling menus poke them to ask +; the field-menu NMI hook (field_menu_nmi_dma_transfer_check_impl) to +; copy shadow→active during the next vblank. Reference directly as +; `field_menu_rolling.hdma_enable` / `.hdma_copy_pending` everywhere. +field_menu_rolling := (FIELD_MENU_ROLLING_BASE as RollingBufferState) + diff --git a/src/lib/rolling_inventory_engine.s b/src/lib/rolling_inventory_engine.s index 190fb44..f40f2af 100644 --- a/src/lib/rolling_inventory_engine.s +++ b/src/lib/rolling_inventory_engine.s @@ -1,5 +1,5 @@ """ -Unified rolling-inventory engine — bank-20 entry points. +Unified rolling-inventory engine - bank-20 entry points. Phase 1 skeleton : declares the JSL-callable entry points specified in plans/rolling_inventory_engine.md. Each entry currently delegates to @@ -539,7 +539,7 @@ sites that remain in the per-menu source files. ; RTS no-ops, so skip the call entirely unless menu_id == 0. lda.l 0x7E0000 + RollingBufferState.menu_id, x bne _swap_next - jsr.w _clear_inventory_slot + jsr.w clear_inventory_slot _swap_next: pla diff --git a/src/minimal_vwf_patches.s b/src/minimal_vwf_patches.s index 9ef2c07..0daf555 100644 --- a/src/minimal_vwf_patches.s +++ b/src/minimal_vwf_patches.s @@ -46,7 +46,7 @@ the VWF layer kicks in without rewriting the message window. ; has to be rendered before animating the window display } .alloc at 0x00B32C { - jsr.w _first_window + jsr.w first_window ; Replace the display_script function by the vwfed one. } @@ -54,14 +54,14 @@ the VWF layer kicks in without rewriting the message window. jsr.l vwfstart rts - _first_window: + first_window: lda 0x01 sta 0xDE sta 0xED jsr.l vwfinit rts - _animation_wait_route: + animation_wait_route: wait_for_nmi_end = 0x912F jsr.w wait_for_nmi_end @@ -72,7 +72,7 @@ the VWF layer kicks in without rewriting the message window. inc 0xDF lda 0xDF cmp #0x08 - bne _animation_wait_route + bne animation_wait_route ; restore tileset position lda 0x210C @@ -81,7 +81,7 @@ the VWF layer kicks in without rewriting the message window. adc #0x02 sta 0x210C - jmp.w _end_of_animation + jmp.w end_of_animation ; do not scroll between text blocks } @@ -91,9 +91,9 @@ the VWF layer kicks in without rewriting the message window. jmp.w 0xB398 } .alloc at 0x00B335 { - jmp.w _animation_wait_route + jmp.w animation_wait_route - _end_of_animation: + end_of_animation: jmp.w 0xB369 ; skip_wait_for_action_button } { diff --git a/src/small_vwf/init.s b/src/small_vwf/init.s index cf5a99d..11bfbc5 100644 --- a/src/small_vwf/init.s +++ b/src/small_vwf/init.s @@ -10,12 +10,14 @@ RTL entry points for cross-bank callers. .import "assets" .import "libmz" -.alloc small_vwf_init_block in bank20_reloc { - .if BATTLE_ENABLED { - .extern battle_render - .extern battle_render.clear_buffer - } +; root-scope externs: `.alloc` bodies open their own scope, so an extern +; declared inside never resolves at the use site. +.if BATTLE_ENABLED { + .extern battle_render + .extern battle_render.clear_buffer +} +.alloc small_vwf_init_block in bank20_reloc { .include "src/small_vwf/render.s" .include "src/small_vwf/item_description.s" } diff --git a/src/vwf.s b/src/vwf.s index e3edb9b..b9e05c4 100644 --- a/src/vwf.s +++ b/src/vwf.s @@ -13,6 +13,9 @@ tracking (`TILEPOS`/`BITSLEFT`), button-glyph + ending-symbol drawing, and the g .import "assets" .import "kerning" +; `.import` links kerning but doesn't surface its alloc-body GLOBALs by name; +; declare the ones used here at root scope. +.extern dialog_get_kerning_adjustment_binary_search .alloc vwf_block in bank20_reloc { wait_for_action_button: From 5f78c396ff2151c674f70df978ccaf8c6f37e569 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 27 Jun 2026 22:56:07 +0200 Subject: [PATCH 126/127] Ignore a816 build artifacts (ROM, a.out, object files) --- .gitignore | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/.gitignore b/.gitignore index f1cccbe..fbdc6fc 100644 --- a/.gitignore +++ b/.gitignore @@ -1,7 +1,13 @@ build/** *.smc +*.sfc oldies +# a816 build artifacts +a.out +a.out.adbg +*.o + # Generated build assets (keep intro source files) assets/* !assets/intro.col From 6b2d67300807a365aeacea2d91fb1db0d1148785 Mon Sep 17 00:00:00 2001 From: Emmanuel Peralta Date: Sat, 27 Jun 2026 22:57:33 +0200 Subject: [PATCH 127/127] Bump a816 pin to 1.1.0a30 --- requirements.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/requirements.txt b/requirements.txt index 7fff9ba..ff40071 100644 --- a/requirements.txt +++ b/requirements.txt @@ -1,2 +1,2 @@ -a816==1.1.0a22 +a816==1.1.0a30 kintsuki[visual]==0.0.0a13