;; ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ;; ██░▄▄▄░█░▄▄▀███▄█░▄▄█▀▄▀█▄░▄███░▄▄▀█▄░▄█▄░▄█░▄▄▀██▄██░▄▄▀█░██░█▄░▄█░▄▄████░▄▀▄░█░▄▄█░▄▀▄░█▀▄▄▀█░▄▄▀█░██░██ ;; ██░███░█░▄▄▀███░█░▄▄█░█▀██░████░▀▀░██░███░██░▀▀▄██░▄█░▄▄▀█░██░██░██░▄▄████░█░█░█░▄▄█░█▄█░█░██░█░▀▀▄█░▀▀░██ ;; ██░▀▀▀░█▄▄▄▄█░▀░█▄▄▄██▄███▄████░██░██▄███▄██▄█▄▄█▄▄▄█▄▄▄▄██▄▄▄██▄██▄▄▄████░███░█▄▄▄█▄███▄██▄▄██▄█▄▄█▀▀▀▄██ ;; ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ;; Contains functions to manage the object attribute memory (OAM). ;; We do not write to this area directly, but use a copy in the working memory. ;; During a v-blank, the OAM is updated using direct memory access (DMA). ;; Note: the Game Boy can only handle a total of 40 objects, and only 10 can be displayed on a line. ; Fill the whole OAM copy with zero to prevent artifacts ; <- [objects] init_oam_copy: ld b, 160 ld a, 0 ld hl, obj_start .copy_loop ld [hl+], a dec b jp nz, .copy_loop ret ; Update the OAM via DMA ; -> [objects] ; <- [OAM] update_oam: ; start DMA ld a, $c0 ld [DMA_REGISTER], a ; wait 160 cycles ld a, 40 .loop: dec a jp nz, .loop ret