@no_near_right:
ret
+ ; optional:
+ ; clear oam and redraw only UI
+ ; should be run when the actor turns
+map_full_draw_oam_clear:
+ ; first clear nearby actors from oam
+ call shadow_oam_clear
+ ; draw UI again
+ call compass_draw
+ call next_vblank_wait
+ ; dma empty oam
+ call OAMDMAFN
+ ret
+
; draws a full map copy into the current map view buffer
; bsed on the current location the player is facing
; the map render buffer is then written to the screen
; render_buffer: new map data to be drawn
; transferts to redraw state
map_full_draw:
+ ; now we can draw the map
call map_full_draw_count_forward_attributes
ld a, [tmp_map_forward]
and a, ~ACT_DIR_MASK & 0xFF
or a, b
ld [player+act_dir], a
+
+ call map_full_draw_oam_clear
call map_full_draw
@not_left:
and a, ~ACT_DIR_MASK & 0xFF
or a, b
ld [player+act_dir], a
+
+ call map_full_draw_oam_clear
call map_full_draw
@not_right:
call ui_update
+
+ ; draws visible act and props
+ ; for the current frame
+update_game_draw_act_and_prop:
; TODO: update map routine
_update_game_draw_act near
_update_game_draw_act far