switch to pret short-types and tabs vs spaces

This commit is contained in:
Missingmew
2020-05-21 00:26:10 +02:00
parent 10d672da0d
commit d632fb08b4
+130 -130
View File
@@ -117,148 +117,148 @@ static void Unused_LZDecompressWramIndirect(const void **src, void *dest)
LZ77UnCompWram(*src, dest); LZ77UnCompWram(*src, dest);
} }
static void sub_800EDDC(int object_size, int object_count, unsigned char *src_tiles, unsigned char *dest_tiles) static void sub_800EDDC(s32 object_size, s32 object_count, u8 *src_tiles, u8 *dest_tiles)
{ {
/* /*
This function appears to emulate behaviour found in the GB(C) versions regarding how the Pokemon images This function appears to emulate behaviour found in the GB(C) versions regarding how the Pokemon images
are stitched together to be displayed on the battle screen. are stitched together to be displayed on the battle screen.
Given "compacted" tiles, an object count and a bounding box/object size, place the tiles in such a way Given "compacted" tiles, an object count and a bounding box/object size, place the tiles in such a way
that the result will have each object centered in a 8x8 tile canvas. that the result will have each object centered in a 8x8 tile canvas.
*/ */
int i, j, k, l; s32 i, j, k, l;
unsigned char *src = src_tiles, *dest = dest_tiles; u8 *src = src_tiles, *dest = dest_tiles;
unsigned char bottom_off; u8 bottom_off;
if (object_size & 1) if (object_size & 1)
{ {
// Object size is odd // Object size is odd
bottom_off = (object_size >> 1) + 4; bottom_off = (object_size >> 1) + 4;
for (l = 0; l < object_count; l++) for (l = 0; l < object_count; l++)
{ {
// Clear all unused rows of tiles plus the half-tile required due to centering // Clear all unused rows of tiles plus the half-tile required due to centering
for (j = 0; j < 8-object_size; j++) for (j = 0; j < 8-object_size; j++)
{ {
for (k = 0; k < 8; k++) for (k = 0; k < 8; k++)
{ {
for (i = 0; i < 16; i++) for (i = 0; i < 16; i++)
{ {
if (j % 2 == 0) if (j % 2 == 0)
{ {
// Clear top half of top tile and bottom half of bottom tile when on even j // Clear top half of top tile and bottom half of bottom tile when on even j
((dest+i) + (k << 5))[((j >> 1) << 8)] = 0; ((dest+i) + (k << 5))[((j >> 1) << 8)] = 0;
((bottom_off << 8) + (dest+i) + (k << 5) + 16)[((j >> 1) << 8)] = 0; ((bottom_off << 8) + (dest+i) + (k << 5) + 16)[((j >> 1) << 8)] = 0;
} }
else else
{ {
// Clear bottom half of top tile and top half of tile following bottom tile when on odd j // Clear bottom half of top tile and top half of tile following bottom tile when on odd j
((dest+i) + (k << 5) + 16)[((j >> 1) << 8)] = 0; ((dest+i) + (k << 5) + 16)[((j >> 1) << 8)] = 0;
((bottom_off << 8) + (dest+i) + (k << 5) + 256)[((j >> 1) << 8)] = 0; ((bottom_off << 8) + (dest+i) + (k << 5) + 256)[((j >> 1) << 8)] = 0;
} }
} }
} }
} }
// Clear the columns to the left and right that wont be used completely // Clear the columns to the left and right that wont be used completely
// Unlike the previous loops, this will clear the later used space as well // Unlike the previous loops, this will clear the later used space as well
for (j = 0; j < 2; j++) for (j = 0; j < 2; j++)
{ {
for (i = 0; i < 8; i++) for (i = 0; i < 8; i++)
{ {
for (k = 0; k < 32; k++) for (k = 0; k < 32; k++)
{ {
// Left side // Left side
((dest+k) + (i << 8))[(j << 5)] = 0; ((dest+k) + (i << 8))[(j << 5)] = 0;
// Right side // Right side
((dest+k) + (i << 8))[(j << 5)+192] = 0; ((dest+k) + (i << 8))[(j << 5)+192] = 0;
} }
} }
} }
// Skip the top row and first tile on the second row for objects of size 5 // Skip the top row and first tile on the second row for objects of size 5
if (object_size == 5) dest += 0x120; if (object_size == 5) dest += 0x120;
// Copy tile data // Copy tile data
for (j = 0; j < object_size; j++) for (j = 0; j < object_size; j++)
{ {
for (k = 0; k < object_size; k++) for (k = 0; k < object_size; k++)
{ {
for (i = 0; i < 4; i++) for (i = 0; i < 4; i++)
{ {
// Offset the tile by +4px in both x and y directions // Offset the tile by +4px in both x and y directions
(dest + (i << 2))[18] = (src + (i << 2))[0]; (dest + (i << 2))[18] = (src + (i << 2))[0];
(dest + (i << 2))[19] = (src + (i << 2))[1]; (dest + (i << 2))[19] = (src + (i << 2))[1];
(dest + (i << 2))[48] = (src + (i << 2))[2]; (dest + (i << 2))[48] = (src + (i << 2))[2];
(dest + (i << 2))[49] = (src + (i << 2))[3]; (dest + (i << 2))[49] = (src + (i << 2))[3];
(dest + (i << 2))[258] = (src + (i << 2))[16]; (dest + (i << 2))[258] = (src + (i << 2))[16];
(dest + (i << 2))[259] = (src + (i << 2))[17]; (dest + (i << 2))[259] = (src + (i << 2))[17];
(dest + (i << 2))[288] = (src + (i << 2))[18]; (dest + (i << 2))[288] = (src + (i << 2))[18];
(dest + (i << 2))[289] = (src + (i << 2))[19]; (dest + (i << 2))[289] = (src + (i << 2))[19];
} }
src += 32; src += 32;
dest += 32; dest += 32;
} }
// At the end of a row, skip enough tiles to get to the beginning of the next row // At the end of a row, skip enough tiles to get to the beginning of the next row
if (object_size == 7) dest += 0x20; if (object_size == 7) dest += 0x20;
else if (object_size == 5) dest += 0x60; else if (object_size == 5) dest += 0x60;
} }
// Skip remaining unused space to go to the beginning of the next object // Skip remaining unused space to go to the beginning of the next object
if (object_size == 7) dest += 0x100; if (object_size == 7) dest += 0x100;
else if (object_size == 5) dest += 0x1e0; else if (object_size == 5) dest += 0x1e0;
} }
} }
else else
{ {
// Object size is even // Object size is even
for (i = 0; i < object_count; i++) for (i = 0; i < object_count; i++)
{ {
// For objects of size 6, the first and last row and column will be cleared // For objects of size 6, the first and last row and column will be cleared
// While the remaining space will be filled with actual data // While the remaining space will be filled with actual data
if (object_size == 6) if (object_size == 6)
{ {
for (k = 0; k < 256; k++) { for (k = 0; k < 256; k++) {
*dest = 0; *dest = 0;
dest++; dest++;
} }
} }
for (j = 0; j < object_size; j++) for (j = 0; j < object_size; j++)
{ {
if (object_size == 6) if (object_size == 6)
{ {
for (k = 0; k < 32; k++) { for (k = 0; k < 32; k++) {
*dest = 0; *dest = 0;
dest++; dest++;
} }
} }
// Copy tile data // Copy tile data
for (k = 0; k < 32 * object_size; k++) { for (k = 0; k < 32 * object_size; k++) {
*dest = *src; *dest = *src;
src++; src++;
dest++; dest++;
} }
if (object_size == 6) if (object_size == 6)
{ {
for (k = 0; k < 32; k++) { for (k = 0; k < 32; k++) {
*dest = 0; *dest = 0;
dest++; dest++;
} }
} }
} }
if (object_size == 6) if (object_size == 6)
{ {
for (k = 0; k < 256; k++) { for (k = 0; k < 256; k++) {
*dest = 0; *dest = 0;
dest++; dest++;
} }
} }
} }
} }
} }
bool8 LoadCompressedSpriteSheetUsingHeap(const struct CompressedSpriteSheet* src) bool8 LoadCompressedSpriteSheetUsingHeap(const struct CompressedSpriteSheet* src)