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Remove c1x*/c2x* comments, use struct offset constants
This commit is contained in:
parent
13129459f1
commit
1e593d8f8c
12 changed files with 304 additions and 247 deletions
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@ -1,3 +1,43 @@
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; spritestatedata1 struct members (see macros/wram.asm)
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const_def
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const SPRITESTATEDATA1_PICTUREID ; 0
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const SPRITESTATEDATA1_MOVEMENTSTATUS ; 1
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const SPRITESTATEDATA1_IMAGEINDEX ; 2
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const SPRITESTATEDATA1_YSTEPVECTOR ; 3
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const SPRITESTATEDATA1_YPIXELS ; 4
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const SPRITESTATEDATA1_XSTEPVECTOR ; 5
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const SPRITESTATEDATA1_XPIXELS ; 6
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const SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER ; 7
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const SPRITESTATEDATA1_ANIMFRAMECOUNTER ; 8
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const SPRITESTATEDATA1_FACINGDIRECTION ; 9
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const SPRITESTATEDATA1_YADJUSTED ; a
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const SPRITESTATEDATA1_XADJUSTED ; b
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const SPRITESTATEDATA1_COLLISIONDATA ; c
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const SPRITESTATEDATA1_0D ; d
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const SPRITESTATEDATA1_0E ; e
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const SPRITESTATEDATA1_0F ; f
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SPRITESTATEDATA1_LENGTH EQU const_value
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; spritestatedata2 struct members (see macros/wram.asm)
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const_def
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const SPRITESTATEDATA2_WALKANIMATIONCOUNTER ; 0
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const SPRITESTATEDATA2_01 ; 1
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const SPRITESTATEDATA2_YDISPLACEMENT ; 2
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const SPRITESTATEDATA2_XDISPLACEMENT ; 3
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const SPRITESTATEDATA2_MAPY ; 4
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const SPRITESTATEDATA2_MAPX ; 5
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const SPRITESTATEDATA2_MOVEMENTBYTE1 ; 6
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const SPRITESTATEDATA2_GRASSPRIORITY ; 7
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const SPRITESTATEDATA2_MOVEMENTDELAY ; 8
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const SPRITESTATEDATA2_09 ; 9
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const SPRITESTATEDATA2_0A ; a
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const SPRITESTATEDATA2_0B ; b
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const SPRITESTATEDATA2_0C ; c
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const SPRITESTATEDATA2_PICTUREID ; d
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const SPRITESTATEDATA2_IMAGEBASEOFFSET ; e
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const SPRITESTATEDATA2_0F ; f
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SPRITESTATEDATA2_LENGTH EQU const_value
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; different kinds of people events
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ITEM EQU $80
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TRAINER EQU $40
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@ -21,13 +21,13 @@ PrepareOAMData::
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ld d, HIGH(wSpriteStateData1)
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ldh a, [hSpriteOffset2]
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ld e, a
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ld a, [de] ; c1x0
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ld a, [de] ; [x#SPRITESTATEDATA1_PICTUREID]
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and a
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jp z, .nextSprite
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inc e
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inc e
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ld a, [de] ; c1x2 (facing/anim)
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ld a, [de] ; [x#SPRITESTATEDATA1_IMAGEINDEX]
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ld [wd5cd], a
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cp $ff ; off-screen (don't draw)
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jr nz, .visible
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@ -56,7 +56,7 @@ PrepareOAMData::
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ld a, e
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add $5
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ld e, a
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ld a, [de] ; c2x7
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ld a, [de] ; [x#SPRITESTATEDATA2_GRASSPRIORITY]
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and $80
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ldh [hSpritePriority], a ; temp store sprite priority
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pop de
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@ -98,7 +98,7 @@ PrepareOAMData::
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push bc
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ld b, a
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ld a, [wd5cd] ; temp copy of c1x2
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ld a, [wd5cd] ; temp copy of [x#SPRITESTATEDATA1_IMAGEINDEX]
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swap a ; high nybble determines sprite used (0 is always player sprite, next are some npcs)
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and $f
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@ -169,11 +169,11 @@ PrepareOAMData::
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GetSpriteScreenXY:
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inc e
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inc e
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ld a, [de] ; c1x4
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ld a, [de] ; [x#SPRITESTATEDATA1_YPIXELS]
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ldh [hSpriteScreenY], a
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inc e
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inc e
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ld a, [de] ; c1x6
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ld a, [de] ; [x#SPRITESTATEDATA1_XPIXELS]
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ldh [hSpriteScreenX], a
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ld a, 4
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add e
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@ -181,9 +181,9 @@ GetSpriteScreenXY:
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ldh a, [hSpriteScreenY]
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add 4
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and $f0
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ld [de], a ; c1xa (y)
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ld [de], a ; [x#SPRITESTATEDATA1_YADJUSTED]
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inc e
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ldh a, [hSpriteScreenX]
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and $f0
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ld [de], a ; c1xb (x)
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ld [de], a ; [x#SPRITESTATEDATA1_XADJUSTED]
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ret
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@ -38,7 +38,8 @@ DisplayTextIDInit::
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jr nz, .skipMovingSprites
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call UpdateSprites
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.skipMovingSprites
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; loop to copy C1X9 (direction the sprite is facing) to C2X9 for each sprite
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; loop to copy [x#SPRITESTATEDATA1_FACINGDIRECTION] to [x#SPRITESTATEDATA2_09]
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; for each sprite from x=01 to x=15
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; this is done because when you talk to an NPC, they turn to look your way
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; the original direction they were facing must be restored after the dialogue is over
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ld hl, wSprite01StateData1FacingDirection
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@ -4,20 +4,21 @@
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; This is also called after displaying text because loading
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; text tile patterns overwrites half of the sprite tile pattern data.
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; Note on notation:
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; $C1X* and $C2X* are used to denote wSpriteStateData1-wSpriteStateData1 + $ff and wSpriteStateData2 + $00-wSpriteStateData2 + $ff sprite slot
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; fields, respectively, within loops. The X is the loop index.
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; If there is an inner loop, Y is the inner loop index, i.e. $C1Y* and $C2Y*
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; denote fields of the sprite slots iterated over in the inner loop.
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; x#SPRITESTATEDATA1_* and x#SPRITESTATEDATA2_* are used to denote wSpriteStateData1 and
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; wSpriteStateData2 sprite slot, respectively, within loops. The X is the loop index.
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; If there is an inner loop, Y is the inner loop index, i.e. y#SPRITESTATEDATA1_* and
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; y#SPRITESTATEDATA2_* denote fields of the sprite slots iterated over in the inner loop.
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InitMapSprites::
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call InitOutsideMapSprites
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ret c ; return if the map is an outside map (already handled by above call)
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; if the map is an inside map (i.e. mapID >= $25)
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ld hl, wSpritePlayerStateData1PictureID
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ld de, wSpritePlayerStateData2PictureID
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; Loop to copy picture ID's from $C1X0 to $C2XD for LoadMapSpriteTilePatterns.
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; Loop to copy picture IDs from [x#SPRITESTATEDATA1_PICTUREID]
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; to [x#SPRITESTATEDATA2_PICTUREID] for LoadMapSpriteTilePatterns.
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.copyPictureIDLoop
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ld a, [hl] ; $C1X0 (picture ID)
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ld [de], a ; $C2XD
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ld a, [hl] ; a = [x#SPRITESTATEDATA1_PICTUREID]
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ld [de], a ; [x#SPRITESTATEDATA2_PICTUREID] = a
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ld a, $10
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add e
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ld e, a
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@ -40,9 +41,11 @@ LoadMapSpriteTilePatterns:
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ld hl, wSpritePlayerStateData2PictureID
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xor a
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ldh [hFourTileSpriteCount], a
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.copyPictureIDLoop ; loop to copy picture ID from $C2XD to $C2XE
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ld a, [hli] ; $C2XD (sprite picture ID)
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ld [hld], a ; $C2XE
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; Loop to copy picture IDs from [x#SPRITESTATEDATA2_PICTUREID]
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; to [x#SPRITESTATEDATA2_IMAGEBASEOFFSET].
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.copyPictureIDLoop
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ld a, [hli] ; a = [x#SPRITESTATEDATA2_PICTUREID]
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ld [hld], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET] = a
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ld a, l
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add $10
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ld l, a
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@ -81,7 +84,7 @@ LoadMapSpriteTilePatterns:
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ld a, l
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cp e ; reached current slot?
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jr z, .foundNextVRAMSlot
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ld a, [de] ; $C2YE (VRAM slot)
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ld a, [de] ; y#SPRITESTATEDATA2_IMAGEBASEOFFSET
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cp 11 ; is it one of the first 10 slots?
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jr nc, .findNextVRAMSlotLoop
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cp b ; compare the slot being checked to the current max
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@ -93,7 +96,7 @@ LoadMapSpriteTilePatterns:
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inc b ; increment previous max value to get next VRAM tile pattern slot
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ld a, b ; a = next VRAM tile pattern slot
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push af
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ld a, [hl] ; $C2XE (sprite picture ID)
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ld a, [hl] ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET]
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ld b, a ; b = current sprite picture ID
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cp SPRITE_BALL ; is it a 4-tile sprite?
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jr c, .notFourTileSprite
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@ -104,7 +107,7 @@ LoadMapSpriteTilePatterns:
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.notFourTileSprite
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pop af
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.storeVRAMSlot
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ld [hl], a ; store VRAM slot at $C2XE
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ld [hl], a ; store VRAM slot at [x#SPRITESTATEDATA2_IMAGEBASEOFFSET]
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ldh [hVRAMSlot], a ; used to determine if it's 4-tile sprite later
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ld a, b ; a = current sprite picture ID
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dec a
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@ -207,8 +210,8 @@ LoadMapSpriteTilePatterns:
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jr .nextSpriteSlot
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.alreadyLoaded ; if the current picture ID has already had its tile patterns loaded
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inc de
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ld a, [de] ; a = VRAM slot for the current picture ID (from $C2YE)
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ld [hl], a ; store VRAM slot in current wSpriteStateData2 sprite slot (at $C2XE)
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ld a, [de] ; a = [y#SPRITESTATEDATA2_IMAGEBASEOFFSET]
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ld [hl], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET] = a
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.nextSpriteSlot
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ld a, l
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add $10
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@ -217,10 +220,11 @@ LoadMapSpriteTilePatterns:
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jp nz, .loadTilePatternLoop
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ld hl, wSpritePlayerStateData2PictureID
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ld b, $10
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; the pictures ID's stored at $C2XD are no longer needed, so zero them
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; the pictures IDs stored at [x#SPRITESTATEDATA2_PICTUREID] are no longer needed,
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; so zero them
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.zeroStoredPictureIDLoop
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xor a
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ld [hl], a ; $C2XD
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ld [hl], a ; [x#SPRITESTATEDATA2_PICTUREID]
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ld a, $10
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add l
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ld l, a
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@ -292,15 +296,15 @@ InitOutsideMapSprites:
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ld [hl], a
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ld bc, wSpriteSet
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; Load the sprite set into RAM.
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; This loop also fills $C2XD (sprite picture ID) where X is from $0 to $A
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; with picture ID's. This is done so that LoadMapSpriteTilePatterns will
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; This loop also fills [x#SPRITESTATEDATA2_PICTUREID] where X is from $0 to $A
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; with picture IDs. This is done so that LoadMapSpriteTilePatterns will
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; load tile patterns for all sprite pictures in the sprite set.
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.loadSpriteSetLoop
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ld a, $10
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add l
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ld l, a
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ld a, [de] ; sprite picture ID from sprite set
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ld [hl], a ; $C2XD (sprite picture ID)
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ld [hl], a ; [x#SPRITESTATEDATA2_PICTUREID]
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ld [bc], a
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inc de
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inc bc
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@ -313,7 +317,7 @@ InitOutsideMapSprites:
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add l
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ld l, a
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xor a
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ld [hl], a ; $C2XD (sprite picture ID)
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ld [hl], a ; [x#SPRITESTATEDATA2_PICTUREID]
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dec b
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jr nz, .zeroRemainingSlotsLoop
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ld a, [wNumSprites]
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@ -330,7 +334,7 @@ InitOutsideMapSprites:
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; for the current map. So, they are not needed and are zeroed by this loop.
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.zeroVRAMSlotsLoop
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xor a
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ld [hl], a ; $C2XE (VRAM slot)
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ld [hl], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET]
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ld a, $10
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add l
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ld l, a
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@ -347,7 +351,7 @@ InitOutsideMapSprites:
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; VRAM tile pattern slot.
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.storeVRAMSlotsLoop
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ld c, 0
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ld a, [hl] ; $C1X0 (picture ID) (zero if sprite slot is not used)
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ld a, [hl] ; [x#SPRITESTATEDATA1_PICTUREID] (zero if sprite slot is not used)
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and a ; is the sprite slot used?
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jr z, .skipGettingPictureIndex ; if the sprite slot is not used
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ld b, a ; b = picture ID
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@ -367,7 +371,7 @@ InitOutsideMapSprites:
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add l
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ld l, a
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ld a, c ; a = VRAM slot (zero if sprite slot is not used)
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ld [hl], a ; $C2XE (VRAM slot)
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ld [hl], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET]
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pop hl
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ld a, $10
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add l
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@ -121,20 +121,20 @@ UpdateNPCSprite:
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ld l, a
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ld a, [hl] ; read movement byte 2
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ld [wCurSpriteMovement2], a
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ld h, $c1
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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ld l, a
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inc l
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ld a, [hl] ; c1x1
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ld a, [hl] ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
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and a
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jp z, InitializeSpriteStatus
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call CheckSpriteAvailability
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ret c ; if sprite is invisible, on tile >=MAP_TILESET_SIZE, in grass or player is currently walking
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ld h, $c1
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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ld l, a
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inc l
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ld a, [hl] ; c1x1
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ld a, [hl] ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
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bit 7, a ; is the face player flag set?
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jp nz, MakeNPCFacePlayer
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ld b, a
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@ -143,9 +143,9 @@ UpdateNPCSprite:
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jp nz, notYetMoving
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ld a, b
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cp $2
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jp z, UpdateSpriteMovementDelay ; c1x1 == 2
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jp z, UpdateSpriteMovementDelay ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] == 2
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cp $3
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jp z, UpdateSpriteInWalkingAnimation ; c1x1 == 3
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jp z, UpdateSpriteInWalkingAnimation ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] == 3
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ld a, [wWalkCounter]
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and a
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ret nz ; don't do anything yet if player is currently moving (redundant, already tested in CheckSpriteAvailability)
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ldh a, [hCurrentSpriteOffset]
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add $6
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ld l, a
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ld a, [hl] ; c2x6: movement byte 1
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ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
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inc a
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jr z, .randomMovement ; value $FF
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inc a
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@ -263,18 +263,18 @@ ChangeFacingDirection:
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; set carry on failure, clears carry on success
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TryWalking:
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push hl
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ld h, $c1
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ld h, HIGH(wSpriteStateData1)
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ldh a, [hCurrentSpriteOffset]
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add $9
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ld l, a
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ld [hl], c ; c1x9 (update facing direction)
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ld [hl], c ; x#SPRITESTATEDATA1_FACINGDIRECTION
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ldh a, [hCurrentSpriteOffset]
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add $3
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ld l, a
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ld [hl], d ; c1x3 (update Y movement delta)
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ld [hl], d ; x#SPRITESTATEDATA1_YSTEPVECTOR
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inc l
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inc l
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ld [hl], e ; c1x5 (update X movement delta)
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ld [hl], e ; x#SPRITESTATEDATA1_XSTEPVECTOR
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pop hl
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push de
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ld c, [hl] ; read tile to walk onto
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@ -285,18 +285,18 @@ TryWalking:
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ldh a, [hCurrentSpriteOffset]
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add $4
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ld l, a
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ld a, [hl] ; c2x4: Y position
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ld a, [hl] ; x#SPRITESTATEDATA2_MAPY
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add d
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ld [hli], a ; update Y position
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ld a, [hl] ; c2x5: X position
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ld a, [hl] ; x#SPRITESTATEDATA2_MAPX
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add e
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ld [hl], a ; update X position
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ldh a, [hCurrentSpriteOffset]
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ld l, a
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ld [hl], $10 ; c2x0=16: walk animation counter
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ld [hl], $10 ; [x#SPRITESTATEDATA2_WALKANIMATIONCOUNTER] = 16
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dec h
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inc l
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ld [hl], $3 ; c1x1: set movement status to walking
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ld [hl], $3 ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
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jp UpdateSpriteImage
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; update the walking animation parameters for a sprite that is currently walking
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@ -304,15 +304,15 @@ UpdateSpriteInWalkingAnimation:
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ldh a, [hCurrentSpriteOffset]
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add $7
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ld l, a
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ld a, [hl] ; c1x7 (counter until next walk animation frame)
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ld a, [hl] ; x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER
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inc a
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ld [hl], a ; c1x7 += 1
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ld [hl], a ; [x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER]++
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cp $4
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jr nz, .noNextAnimationFrame
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xor a
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ld [hl], a ; c1x7 = 0
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ld [hl], a ; [x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER] = 0
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inc l
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ld a, [hl] ; c1x8 (walk animation frame)
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ld a, [hl] ; x#SPRITESTATEDATA1_ANIMFRAMECOUNTER
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inc a
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and $3
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ld [hl], a ; advance to next animation frame every 4 ticks (16 ticks total for one step)
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@ -320,34 +320,34 @@ UpdateSpriteInWalkingAnimation:
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ldh a, [hCurrentSpriteOffset]
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add $3
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ld l, a
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ld a, [hli] ; c1x3 (movement Y delta)
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ld a, [hli] ; x#SPRITESTATEDATA1_YSTEPVECTOR
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ld b, a
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ld a, [hl] ; c1x4 (screen Y position)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_YPIXELS
|
||||
add b
|
||||
ld [hli], a ; update screen Y position
|
||||
ld a, [hli] ; c1x5 (movement X delta)
|
||||
ld [hli], a ; update [x#SPRITESTATEDATA1_YPIXELS]
|
||||
ld a, [hli] ; x#SPRITESTATEDATA1_XSTEPVECTOR
|
||||
ld b, a
|
||||
ld a, [hl] ; c1x6 (screen X position)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
|
||||
add b
|
||||
ld [hl], a ; update screen X position
|
||||
ld [hl], a ; update [x#SPRITESTATEDATA1_XPIXELS]
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
ld l, a
|
||||
inc h
|
||||
ld a, [hl] ; c2x0 (walk animation counter)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA2_WALKANIMATIONCOUNTER
|
||||
dec a
|
||||
ld [hl], a ; update walk animation counter
|
||||
ret nz
|
||||
ld a, $6 ; walking finished, update state
|
||||
add l
|
||||
ld l, a
|
||||
ld a, [hl] ; c2x6 (movement byte 1)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
|
||||
cp $fe
|
||||
jr nc, .initNextMovementCounter ; values $fe and $ff
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
inc a
|
||||
ld l, a
|
||||
dec h
|
||||
ld [hl], $1 ; c1x1 = 1 (movement status ready)
|
||||
ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 1 (movement status ready)
|
||||
ret
|
||||
.initNextMovementCounter
|
||||
call Random
|
||||
|
@ -356,29 +356,31 @@ UpdateSpriteInWalkingAnimation:
|
|||
ld l, a
|
||||
ldh a, [hRandomAdd]
|
||||
and $7f
|
||||
ld [hl], a ; c2x8: set next movement delay to a random value in [0,$7f]
|
||||
dec h ; note that value 0 actually makes the delay $100 (bug?)
|
||||
ld [hl], a ; x#SPRITESTATEDATA2_MOVEMENTDELAY:
|
||||
; set next movement delay to a random value in [0,$7f]
|
||||
; note that value 0 actually makes the delay $100 (bug?)
|
||||
dec h ; HIGH(wSpriteStateData1)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
inc a
|
||||
ld l, a
|
||||
ld [hl], $2 ; c1x1 = 2 (movement status)
|
||||
ld [hl], $2 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 2 (movement status)
|
||||
inc l
|
||||
inc l
|
||||
xor a
|
||||
ld b, [hl] ; c1x3 (movement Y delta)
|
||||
ld [hli], a ; reset movement Y delta
|
||||
ld b, [hl] ; x#SPRITESTATEDATA1_YSTEPVECTOR
|
||||
ld [hli], a ; [x#SPRITESTATEDATA1_YSTEPVECTOR] = 0
|
||||
inc l
|
||||
ld c, [hl] ; c1x5 (movement X delta)
|
||||
ld [hl], a ; reset movement X delta
|
||||
ld c, [hl] ; x#SPRITESTATEDATA1_XSTEPVECTOR
|
||||
ld [hl], a ; [x#SPRITESTATEDATA1_XSTEPVECTOR] = 0
|
||||
ret
|
||||
|
||||
; update delay value (c2x8) for sprites in the delayed state (c1x1)
|
||||
; update [x#SPRITESTATEDATA2_MOVEMENTDELAY] for sprites in the delayed state (x#SPRITESTATEDATA1_MOVEMENTSTATUS)
|
||||
UpdateSpriteMovementDelay:
|
||||
ld h, $c2
|
||||
ld h, HIGH(wSpriteStateData2)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add $6
|
||||
ld l, a
|
||||
ld a, [hl] ; c2x6: movement byte 1
|
||||
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
|
||||
inc l
|
||||
inc l
|
||||
cp $fe
|
||||
|
@ -386,20 +388,20 @@ UpdateSpriteMovementDelay:
|
|||
ld [hl], $0
|
||||
jr .moving
|
||||
.tickMoveCounter
|
||||
dec [hl] ; c2x8: frame counter until next movement
|
||||
dec [hl] ; x#SPRITESTATEDATA2_MOVEMENTDELAY
|
||||
jr nz, notYetMoving
|
||||
.moving
|
||||
dec h
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
inc a
|
||||
ld l, a
|
||||
ld [hl], $1 ; c1x1 = 1 (mark as ready to move)
|
||||
ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 1 (mark as ready to move)
|
||||
notYetMoving:
|
||||
ld h, HIGH(wSpriteStateData1)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData1AnimFrameCounter - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_ANIMFRAMECOUNTER
|
||||
ld l, a
|
||||
ld [hl], $0 ; c1x8 = 0 (walk animation frame)
|
||||
ld [hl], $0 ; [x#SPRITESTATEDATA1_ANIMFRAMECOUNTER] = 0 (walk animation frame)
|
||||
jp UpdateSpriteImage
|
||||
|
||||
MakeNPCFacePlayer:
|
||||
|
@ -432,44 +434,44 @@ MakeNPCFacePlayer:
|
|||
ldh a, [hCurrentSpriteOffset]
|
||||
add $9
|
||||
ld l, a
|
||||
ld [hl], c ; c1x9: set facing direction
|
||||
ld [hl], c ; [x#SPRITESTATEDATA1_FACINGDIRECTION]: set facing direction
|
||||
jr notYetMoving
|
||||
|
||||
InitializeSpriteStatus:
|
||||
ld [hl], $1 ; $c1x1: set movement status to ready
|
||||
ld [hl], $1 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = ready
|
||||
inc l
|
||||
ld [hl], $ff ; $c1x2: set sprite image to $ff (invisible/off screen)
|
||||
inc h
|
||||
ld [hl], $ff ; [x#SPRITESTATEDATA1_IMAGEINDEX] = invisible/off screen
|
||||
inc h ; HIGH(wSpriteStateData2)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add $2
|
||||
ld l, a
|
||||
ld a, $8
|
||||
ld [hli], a ; $c2x2: set Y displacement to 8
|
||||
ld [hl], a ; $c2x3: set X displacement to 8
|
||||
ld [hli], a ; [x#SPRITESTATEDATA2_YDISPLACEMENT] = 8
|
||||
ld [hl], a ; [x#SPRITESTATEDATA2_XDISPLACEMENT] = 8
|
||||
ret
|
||||
|
||||
; calculates the sprite's screen position form its map position and the player position
|
||||
; calculates the sprite's screen position from its map position and the player position
|
||||
InitializeSpriteScreenPosition:
|
||||
ld h, HIGH(wSpriteStateData2)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData2MapY - wSpritePlayerStateData2
|
||||
add SPRITESTATEDATA2_MAPY
|
||||
ld l, a
|
||||
ld a, [wYCoord]
|
||||
ld b, a
|
||||
ld a, [hl] ; c2x4 (Y position + 4)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA2_MAPY
|
||||
sub b ; relative to player position
|
||||
swap a ; * 16
|
||||
sub $4 ; - 4
|
||||
dec h
|
||||
ld [hli], a ; c1x4 (screen Y position)
|
||||
ld [hli], a ; [x#SPRITESTATEDATA1_YPIXELS]
|
||||
inc h
|
||||
ld a, [wXCoord]
|
||||
ld b, a
|
||||
ld a, [hli] ; c2x6 (X position + 4)
|
||||
ld a, [hli] ; x#SPRITESTATEDATA2_MAPX
|
||||
sub b ; relative to player position
|
||||
swap a ; * 16
|
||||
dec h
|
||||
ld [hl], a ; c1x6 (screen X position)
|
||||
ld [hl], a ; [x#SPRITESTATEDATA1_XPIXELS]
|
||||
ret
|
||||
|
||||
; tests if sprite is off screen or otherwise unable to do anything
|
||||
|
@ -480,15 +482,15 @@ CheckSpriteAvailability:
|
|||
jp nz, .spriteInvisible
|
||||
ld h, HIGH(wSpriteStateData2)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
|
||||
add SPRITESTATEDATA2_MOVEMENTBYTE1
|
||||
ld l, a
|
||||
ld a, [hl] ; c2x6: movement byte 1
|
||||
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
|
||||
cp $fe
|
||||
jr c, .skipXVisibilityTest ; movement byte 1 < $fe (i.e. the sprite's movement is scripted)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData2MapY - wSpritePlayerStateData2
|
||||
add SPRITESTATEDATA2_MAPY
|
||||
ld l, a
|
||||
ld b, [hl] ; c2x4: Y pos (+4)
|
||||
ld b, [hl] ; x#SPRITESTATEDATA2_MAPY
|
||||
ld a, [wYCoord]
|
||||
cp b
|
||||
jr z, .skipYVisibilityTest
|
||||
|
@ -498,7 +500,7 @@ CheckSpriteAvailability:
|
|||
jr c, .spriteInvisible ; below screen region
|
||||
.skipYVisibilityTest
|
||||
inc l
|
||||
ld b, [hl] ; c2x5: X pos (+4)
|
||||
ld b, [hl] ; x#SPRITESTATEDATA2_MAPX
|
||||
ld a, [wXCoord]
|
||||
cp b
|
||||
jr z, .skipXVisibilityTest
|
||||
|
@ -528,9 +530,9 @@ CheckSpriteAvailability:
|
|||
.spriteInvisible
|
||||
ld h, HIGH(wSpriteStateData1)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_IMAGEINDEX
|
||||
ld l, a
|
||||
ld [hl], $ff ; c1x2
|
||||
ld [hl], $ff ; x#SPRITESTATEDATA1_IMAGEINDEX
|
||||
scf
|
||||
jr .done
|
||||
.spriteVisible
|
||||
|
@ -549,19 +551,19 @@ CheckSpriteAvailability:
|
|||
jr nz, .notInGrass
|
||||
ld a, $80
|
||||
.notInGrass
|
||||
ld [hl], a ; c2x7
|
||||
ld [hl], a ; x#SPRITESTATEDATA2_GRASSPRIORITY
|
||||
and a
|
||||
.done
|
||||
ret
|
||||
|
||||
UpdateSpriteImage:
|
||||
ld h, $c1
|
||||
ld h, HIGH(wSpriteStateData1)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add $8
|
||||
ld l, a
|
||||
ld a, [hli] ; c1x8: walk animation frame
|
||||
ld a, [hli] ; x#SPRITESTATEDATA1_ANIMFRAMECOUNTER
|
||||
ld b, a
|
||||
ld a, [hl] ; c1x9: facing direction
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_FACINGDIRECTION
|
||||
add b
|
||||
ld b, a
|
||||
ldh a, [hTilePlayerStandingOn]
|
||||
|
@ -570,7 +572,7 @@ UpdateSpriteImage:
|
|||
ldh a, [hCurrentSpriteOffset]
|
||||
add $2
|
||||
ld l, a
|
||||
ld [hl], b ; c1x2: sprite to display
|
||||
ld [hl], b ; x#SPRITESTATEDATA1_IMAGEINDEX
|
||||
ret
|
||||
|
||||
; tests if sprite can walk the specified direction
|
||||
|
@ -582,9 +584,9 @@ UpdateSpriteImage:
|
|||
CanWalkOntoTile:
|
||||
ld h, HIGH(wSpriteStateData2)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData2MovementByte1 - wSpritePlayerStateData2
|
||||
add SPRITESTATEDATA2_MOVEMENTBYTE1
|
||||
ld l, a
|
||||
ld a, [hl] ; c2x6 (movement byte 1)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
|
||||
cp $fe
|
||||
jr nc, .notScripted ; values $fe and $ff
|
||||
; always allow walking if the movement is scripted
|
||||
|
@ -605,20 +607,20 @@ CanWalkOntoTile:
|
|||
ldh a, [hCurrentSpriteOffset]
|
||||
add $6
|
||||
ld l, a
|
||||
ld a, [hl] ; $c2x6 (movement byte 1)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
|
||||
inc a
|
||||
jr z, .impassable ; if $ff, no movement allowed (however, changing direction is)
|
||||
ld h, HIGH(wSpriteStateData1)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_YPIXELS
|
||||
ld l, a
|
||||
ld a, [hli] ; c1x4 (screen Y pos)
|
||||
ld a, [hli] ; x#SPRITESTATEDATA1_YPIXELS
|
||||
add $4 ; align to blocks (Y pos is always 4 pixels off)
|
||||
add d ; add Y delta
|
||||
cp $80 ; if value is >$80, the destination is off screen (either $81 or $FF underflow)
|
||||
jr nc, .impassable ; don't walk off screen
|
||||
inc l
|
||||
ld a, [hl] ; c1x6 (screen X pos)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
|
||||
add e ; add X delta
|
||||
cp $90 ; if value is >$90, the destination is off screen (either $91 or $FF underflow)
|
||||
jr nc, .impassable ; don't walk off screen
|
||||
|
@ -631,26 +633,31 @@ CanWalkOntoTile:
|
|||
ldh a, [hCurrentSpriteOffset]
|
||||
add $c
|
||||
ld l, a
|
||||
ld a, [hl] ; c1xc (directions in which sprite collision would occur)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_COLLISIONDATA (directions in which sprite collision would occur)
|
||||
and b ; check against chosen direction (1,2,4 or 8)
|
||||
jr nz, .impassable ; collision between sprites, don't go there
|
||||
ld h, HIGH(wSpriteStateData2)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData2YDisplacement - wSpritePlayerStateData2
|
||||
add SPRITESTATEDATA2_YDISPLACEMENT
|
||||
ld l, a
|
||||
ld a, [hli] ; c2x2 (sprite Y displacement, initialized at $8, keep track of where a sprite did go)
|
||||
ld a, [hli] ; x#SPRITESTATEDATA2_YDISPLACEMENT (initialized at $8, keep track of where a sprite did go)
|
||||
bit 7, d ; check if going upwards (d=$ff)
|
||||
jr nz, .upwards
|
||||
add d
|
||||
; bug: these tests against $5 probably were supposed to prevent
|
||||
; sprites from walking out too far, but this line makes sprites get
|
||||
; stuck whenever they walked upwards 5 steps
|
||||
; on the other hand, the amount a sprite can walk out to the
|
||||
; right of bottom is not limited (until the counter overflows)
|
||||
cp $5
|
||||
jr c, .impassable ; if c2x2+d < 5, don't go ;bug: this tests probably were supposed to prevent sprites
|
||||
jr .checkHorizontal ; from walking out too far, but this line makes sprites get stuck
|
||||
.upwards ; whenever they walked upwards 5 steps
|
||||
sub $1 ; on the other hand, the amount a sprite can walk out to the
|
||||
jr c, .impassable ; if d2x2 == 0, don't go ; right of bottom is not limited (until the counter overflows)
|
||||
jr c, .impassable ; if [x#SPRITESTATEDATA2_YDISPLACEMENT]+d < 5, don't go
|
||||
jr .checkHorizontal
|
||||
.upwards
|
||||
sub $1
|
||||
jr c, .impassable ; if [x#SPRITESTATEDATA2_YDISPLACEMENT] == 0, don't go
|
||||
.checkHorizontal
|
||||
ld d, a
|
||||
ld a, [hl] ; c2x3 (sprite X displacement, initialized at $8, keep track of where a sprite did go)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA2_XDISPLACEMENT (initialized at $8, keep track of where a sprite did go)
|
||||
bit 7, e ; check if going left (e=$ff)
|
||||
jr nz, .left
|
||||
add e
|
||||
|
@ -658,10 +665,10 @@ CanWalkOntoTile:
|
|||
jr .passable
|
||||
.left
|
||||
sub $1
|
||||
jr c, .impassable ; if d2x3 == 0, don't go
|
||||
jr c, .impassable ; if [x#SPRITESTATEDATA2_XDISPLACEMENT] == 0, don't go
|
||||
.passable
|
||||
ld [hld], a ; update c2x3
|
||||
ld [hl], d ; update c2x2
|
||||
ld [hld], a ; update x#SPRITESTATEDATA2_XDISPLACEMENT
|
||||
ld [hl], d ; update x#SPRITESTATEDATA2_YDISPLACEMENT
|
||||
and a ; clear carry (marking success)
|
||||
ret
|
||||
.impassable
|
||||
|
@ -669,13 +676,13 @@ CanWalkOntoTile:
|
|||
ldh a, [hCurrentSpriteOffset]
|
||||
inc a
|
||||
ld l, a
|
||||
ld [hl], $2 ; c1x1 = 2 (set movement status to delayed)
|
||||
ld [hl], $2 ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] = 2 (delayed)
|
||||
inc l
|
||||
inc l
|
||||
xor a
|
||||
ld [hli], a ; c1x3 = 0 (clear Y movement delta)
|
||||
ld [hli], a ; [x#SPRITESTATEDATA1_YSTEPVECTOR] = 0
|
||||
inc l
|
||||
ld [hl], a ; c1x5 = 0 (clear X movement delta)
|
||||
ld [hl], a ; [x#SPRITESTATEDATA1_XSTEPVECTOR] = 0
|
||||
inc h
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add $8
|
||||
|
@ -683,7 +690,7 @@ CanWalkOntoTile:
|
|||
call Random
|
||||
ldh a, [hRandomAdd]
|
||||
and $7f
|
||||
ld [hl], a ; c2x8: set next movement delay to a random value in [0,$7f] (again with delay $100 if value is 0)
|
||||
ld [hl], a ; x#SPRITESTATEDATA2_MOVEMENTDELAY: set to a random value in [0,$7f] (again with delay $100 if value is 0)
|
||||
scf ; set carry (marking failure to walk)
|
||||
ret
|
||||
|
||||
|
@ -693,16 +700,16 @@ CanWalkOntoTile:
|
|||
GetTileSpriteStandsOn:
|
||||
ld h, HIGH(wSpriteStateData1)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_YPIXELS
|
||||
ld l, a
|
||||
ld a, [hli] ; c1x4: screen Y position
|
||||
ld a, [hli] ; x#SPRITESTATEDATA1_YPIXELS
|
||||
add $4 ; align to 2*2 tile blocks (Y position is always off 4 pixels to the top)
|
||||
and $f0 ; in case object is currently moving
|
||||
srl a ; screen Y tile * 4
|
||||
ld c, a
|
||||
ld b, $0
|
||||
inc l
|
||||
ld a, [hl] ; c1x6: screen X position
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
|
||||
srl a
|
||||
srl a
|
||||
srl a ; screen X tile
|
||||
|
@ -807,12 +814,12 @@ InitScriptedNPCMovement:
|
|||
jp AnimScriptedNPCMovement
|
||||
|
||||
GetSpriteScreenYPointer:
|
||||
ld a, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld a, SPRITESTATEDATA1_YPIXELS
|
||||
ld b, a
|
||||
jr GetSpriteScreenXYPointerCommon
|
||||
|
||||
GetSpriteScreenXPointer:
|
||||
ld a, wSpritePlayerStateData1XPixels - wSpritePlayerStateData1
|
||||
ld a, SPRITESTATEDATA1_XPIXELS
|
||||
ld b, a
|
||||
|
||||
GetSpriteScreenXYPointerCommon:
|
||||
|
@ -826,7 +833,7 @@ GetSpriteScreenXYPointerCommon:
|
|||
AnimScriptedNPCMovement:
|
||||
ld hl, wSpriteStateData2
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2
|
||||
add SPRITESTATEDATA2_IMAGEBASEOFFSET
|
||||
ld l, a
|
||||
ld a, [hl] ; VRAM slot
|
||||
dec a
|
||||
|
@ -834,7 +841,7 @@ AnimScriptedNPCMovement:
|
|||
ld b, a
|
||||
ld hl, wSpriteStateData1
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData1FacingDirection - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_FACINGDIRECTION
|
||||
ld l, a
|
||||
ld a, [hl] ; facing direction
|
||||
cp SPRITE_FACING_DOWN
|
||||
|
@ -853,7 +860,7 @@ AnimScriptedNPCMovement:
|
|||
call AdvanceScriptedNPCAnimFrameCounter
|
||||
ld hl, wSpriteStateData1
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_IMAGEINDEX
|
||||
ld l, a
|
||||
ldh a, [hSpriteVRAMSlotAndFacing]
|
||||
ld b, a
|
||||
|
|
|
@ -84,7 +84,7 @@ CalcPositionOfPlayerRelativeToNPC:
|
|||
ld hl, wSpriteStateData1
|
||||
ldh a, [hNPCSpriteOffset]
|
||||
add l
|
||||
add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_YPIXELS
|
||||
ld l, a
|
||||
jr nc, .noCarry
|
||||
inc h
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
_UpdateSprites::
|
||||
ld h, $c1
|
||||
inc h
|
||||
ld a, wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2
|
||||
ld a, SPRITESTATEDATA2_IMAGEBASEOFFSET
|
||||
.spriteLoop
|
||||
ld l, a
|
||||
sub wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2
|
||||
sub SPRITESTATEDATA2_IMAGEBASEOFFSET
|
||||
ld c, a
|
||||
ldh [hCurrentSpriteOffset], a
|
||||
ld a, [hl]
|
||||
and a
|
||||
jr z, .skipSprite ; tests $c2Xe
|
||||
jr z, .skipSprite ; tests SPRITESTATEDATA2_IMAGEBASEOFFSET
|
||||
push hl
|
||||
push de
|
||||
push bc
|
||||
|
@ -20,7 +20,7 @@ _UpdateSprites::
|
|||
.skipSprite
|
||||
ld a, l
|
||||
add $10 ; move to next sprite
|
||||
cp wSpritePlayerStateData2ImageBaseOffset - wSpritePlayerStateData2 ; test for overflow (back at beginning)
|
||||
cp SPRITESTATEDATA2_IMAGEBASEOFFSET ; test for overflow (back at beginning)
|
||||
jr nz, .spriteLoop
|
||||
ret
|
||||
.updateCurrentSprite
|
||||
|
@ -43,11 +43,12 @@ UpdateNonPlayerSprite:
|
|||
|
||||
; This detects if the current sprite (whose offset is at hCurrentSpriteOffset)
|
||||
; is going to collide with another sprite by looping over the other sprites.
|
||||
; The current sprite's offset will be labelled with i (e.g. $c1i0).
|
||||
; The loop sprite's offset will labelled with j (e.g. $c1j0).
|
||||
; The current sprite's offset will be labelled with i (e.g. i#SPRITESTATEDATA1_PICTUREID).
|
||||
; The loop sprite's offset will labelled with j (e.g. j#SPRITESTATEDATA1_PICTUREID).
|
||||
;
|
||||
; Note that the Y coordinate of the sprite (in [$c1k4]) is one of the following
|
||||
; 9 values when the sprite is aligned with the grid: $fc, $0c, $1c, $2c, ..., $7c.
|
||||
; Note that the Y coordinate of the sprite (in [k#SPRITESTATEDATA1_YPIXELS])
|
||||
; is one of the following 9 values when the sprite is aligned with the grid:
|
||||
; $fc, $0c, $1c, $2c, ..., $7c.
|
||||
; The reason that 4 is added below to the coordinate is to make it align with a
|
||||
; multiple of $10 to make comparisons easier.
|
||||
DetectCollisionBetweenSprites:
|
||||
|
@ -58,7 +59,7 @@ DetectCollisionBetweenSprites:
|
|||
add LOW(wSpriteStateData1)
|
||||
ld l, a
|
||||
|
||||
ld a, [hl] ; a = [$c1i0] (picture) (0 if slot is unused)
|
||||
ld a, [hl] ; a = [i#SPRITESTATEDATA1_PICTUREID] (0 if slot is unused)
|
||||
and a ; is this sprite slot slot used?
|
||||
ret z ; return if not used
|
||||
|
||||
|
@ -66,10 +67,10 @@ DetectCollisionBetweenSprites:
|
|||
add 3
|
||||
ld l, a
|
||||
|
||||
ld a, [hli] ; a = [$c1i3] (delta Y) (-1, 0, or 1)
|
||||
ld a, [hli] ; a = [i#SPRITESTATEDATA1_YSTEPVECTOR] (-1, 0, or 1)
|
||||
call SetSpriteCollisionValues
|
||||
|
||||
ld a, [hli] ; a = [$C1i4] (Y screen coordinate)
|
||||
ld a, [hli] ; a = [i#SPRITESTATEDATA1_YPIXELS]
|
||||
add 4 ; align with multiple of $10
|
||||
|
||||
; The effect of the following 3 lines is to
|
||||
|
@ -81,9 +82,9 @@ DetectCollisionBetweenSprites:
|
|||
|
||||
ldh [hFF90], a ; store Y coordinate adjusted for direction of movement
|
||||
|
||||
ld a, [hli] ; a = [$c1i5] (delta X) (-1, 0, or 1)
|
||||
ld a, [hli] ; a = [i#SPRITESTATEDATA1_XSTEPVECTOR] (-1, 0, or 1)
|
||||
call SetSpriteCollisionValues
|
||||
ld a, [hl] ; a = [$C1i6] (X screen coordinate)
|
||||
ld a, [hl] ; a = [i#SPRITESTATEDATA1_XPIXELS]
|
||||
|
||||
; The effect of the following 3 lines is to
|
||||
; add 7 to a if moving east or
|
||||
|
@ -99,13 +100,13 @@ DetectCollisionBetweenSprites:
|
|||
ld l, a
|
||||
|
||||
xor a
|
||||
ld [hld], a ; zero [$c1id] XXX what's [$c1id] for?
|
||||
ld [hld], a ; zero [$c1ic] (directions in which collisions occurred)
|
||||
ld [hld], a ; zero [i#SPRITESTATEDATA1_0D] XXX what's this for?
|
||||
ld [hld], a ; zero [i#SPRITESTATEDATA1_COLLISIONDATA]
|
||||
|
||||
ldh a, [hFF91]
|
||||
ld [hld], a ; [$c1ib] = adjusted X coordinate
|
||||
ld [hld], a ; [i#SPRITESTATEDATA1_XADJUSTED]
|
||||
ldh a, [hFF90]
|
||||
ld [hl], a ; [$c1ia] = adjusted Y coordinate
|
||||
ld [hl], a ; [i#SPRITESTATEDATA1_YADJUSTED]
|
||||
|
||||
xor a ; zero the loop counter
|
||||
|
||||
|
@ -118,13 +119,13 @@ DetectCollisionBetweenSprites:
|
|||
jp z, .next ; go to the next sprite if they match
|
||||
|
||||
ld d, h
|
||||
ld a, [de] ; a = [$c1j0] (picture) (0 if slot is unused)
|
||||
ld a, [de] ; a = [j#SPRITESTATEDATA1_PICTUREID] (0 if slot is unused)
|
||||
and a ; is this sprite slot slot used?
|
||||
jp z, .next ; go the next sprite if not used
|
||||
|
||||
inc e
|
||||
inc e
|
||||
ld a, [de] ; a = [$c1j2] ($ff means the sprite is offscreen)
|
||||
ld a, [de] ; a = [j#SPRITESTATEDATA1_IMAGEINDEX] ($ff means the sprite is offscreen)
|
||||
inc a
|
||||
jp z, .next ; go the next sprite if offscreen
|
||||
|
||||
|
@ -133,11 +134,11 @@ DetectCollisionBetweenSprites:
|
|||
ld l, a
|
||||
|
||||
inc e
|
||||
ld a, [de] ; a = [$c1j3] (delta Y)
|
||||
ld a, [de] ; a = [j#SPRITESTATEDATA1_YSTEPVECTOR]
|
||||
call SetSpriteCollisionValues
|
||||
|
||||
inc e
|
||||
ld a, [de] ; a = [$C1j4] (Y screen coordinate)
|
||||
ld a, [de] ; a = [j#SPRITESTATEDATA1_YPIXELS]
|
||||
add 4 ; align with multiple of $10
|
||||
|
||||
; The effect of the following 3 lines is to
|
||||
|
@ -147,7 +148,7 @@ DetectCollisionBetweenSprites:
|
|||
and $f0
|
||||
or c
|
||||
|
||||
sub [hl] ; subtract the adjusted Y coordinate of sprite i ([$c1ia]) from that of sprite j
|
||||
sub [hl] ; subtract [i#SPRITESTATEDATA1_YADJUSTED] from [j#SPRITESTATEDATA1_YADJUSTED]
|
||||
|
||||
; calculate the absolute value of the difference to get the distance
|
||||
jr nc, .noCarry1
|
||||
|
@ -157,8 +158,8 @@ DetectCollisionBetweenSprites:
|
|||
ldh [hFF90], a ; store the distance between the two sprites' adjusted Y values
|
||||
|
||||
; Use the carry flag set by the above subtraction to determine which sprite's
|
||||
; Y coordinate is larger. This information is used later to set [$c1ic],
|
||||
; which stores which direction the collision occurred in.
|
||||
; Y coordinate is larger. This information is used later to set
|
||||
; [i#SPRITESTATEDATA1_COLLISIONDATA].
|
||||
; The following 5 lines set the lowest 2 bits of c, which are later shifted left by 2.
|
||||
; If sprite i's Y is larger, set lowest 2 bits of c to 10.
|
||||
; If sprite j's Y is larger or both are equal, set lowest 2 bits of c to 01.
|
||||
|
@ -170,7 +171,7 @@ DetectCollisionBetweenSprites:
|
|||
|
||||
; If sprite i's delta Y is 0, then b = 7, else b = 9.
|
||||
ld b, 7
|
||||
ld a, [hl] ; a = [$c1ia] (adjusted Y coordinate)
|
||||
ld a, [hl] ; a = [i#SPRITESTATEDATA1_YADJUSTED]
|
||||
and $f
|
||||
jr z, .next1
|
||||
ld b, 9
|
||||
|
@ -186,7 +187,7 @@ DetectCollisionBetweenSprites:
|
|||
; If sprite j's delta Y is 0, then b = 7, else b = 9.
|
||||
ld b, 7
|
||||
dec e
|
||||
ld a, [de] ; a = [$c1j3] (delta Y)
|
||||
ld a, [de] ; a = [j#SPRITESTATEDATA1_YSTEPVECTOR]
|
||||
inc e
|
||||
and a
|
||||
jr z, .next2
|
||||
|
@ -201,13 +202,13 @@ DetectCollisionBetweenSprites:
|
|||
.checkXDistance
|
||||
inc e
|
||||
inc l
|
||||
ld a, [de] ; a = [$c1j5] (delta X)
|
||||
ld a, [de] ; a = [j#SPRITESTATEDATA1_XSTEPVECTOR]
|
||||
|
||||
push bc
|
||||
|
||||
call SetSpriteCollisionValues
|
||||
inc e
|
||||
ld a, [de] ; a = [$c1j6] (X screen coordinate)
|
||||
ld a, [de] ; a = [j#SPRITESTATEDATA1_XPIXELS]
|
||||
|
||||
; The effect of the following 3 lines is to
|
||||
; add 7 to a if moving east or
|
||||
|
@ -218,7 +219,7 @@ DetectCollisionBetweenSprites:
|
|||
|
||||
pop bc
|
||||
|
||||
sub [hl] ; subtract the adjusted X coordinate of sprite i ([$c1ib]) from that of sprite j
|
||||
sub [hl] ; subtract [i#SPRITESTATEDATA1_XADJUSTED] from [j#SPRITESTATEDATA1_XADJUSTED]
|
||||
|
||||
; calculate the absolute value of the difference to get the distance
|
||||
jr nc, .noCarry2
|
||||
|
@ -228,8 +229,8 @@ DetectCollisionBetweenSprites:
|
|||
ldh [hFF91], a ; store the distance between the two sprites' adjusted X values
|
||||
|
||||
; Use the carry flag set by the above subtraction to determine which sprite's
|
||||
; X coordinate is larger. This information is used later to set [$c1ic],
|
||||
; which stores which direction the collision occurred in.
|
||||
; X coordinate is larger. This information is used later to set
|
||||
; [i#SPRITESTATEDATA1_COLLISIONDATA].
|
||||
; The following 5 lines set the lowest 2 bits of c.
|
||||
; If sprite i's X is larger, set lowest 2 bits of c to 10.
|
||||
; If sprite j's X is larger or both are equal, set lowest 2 bits of c to 01.
|
||||
|
@ -241,7 +242,7 @@ DetectCollisionBetweenSprites:
|
|||
|
||||
; If sprite i's delta X is 0, then b = 7, else b = 9.
|
||||
ld b, 7
|
||||
ld a, [hl] ; a = [$c1ib] (adjusted X coordinate)
|
||||
ld a, [hl] ; a = [i#SPRITESTATEDATA1_XADJUSTED]
|
||||
and $f
|
||||
jr z, .next3
|
||||
ld b, 9
|
||||
|
@ -257,7 +258,7 @@ DetectCollisionBetweenSprites:
|
|||
; If sprite j's delta X is 0, then b = 7, else b = 9.
|
||||
ld b, 7
|
||||
dec e
|
||||
ld a, [de] ; a = [$c1j5] (delta X)
|
||||
ld a, [de] ; a = [j#SPRITESTATEDATA1_XSTEPVECTOR]
|
||||
inc e
|
||||
and a
|
||||
jr z, .next4
|
||||
|
@ -287,11 +288,12 @@ DetectCollisionBetweenSprites:
|
|||
.next6
|
||||
ld a, c ; c has 2 bits set (one of bits 0-1 is set for the X axis and one of bits 2-3 for the Y axis)
|
||||
and b ; we select either the bit in bits 0-1 or bits 2-3 based on the calculation immediately above
|
||||
or [hl] ; or with existing collision direction bits in [$c1ic]
|
||||
or [hl] ; or with existing collision direction bits in [i#SPRITESTATEDATA1_COLLISIONDATA]
|
||||
ld [hl], a ; store new value
|
||||
ld a, c ; useless code because a is overwritten before being used again
|
||||
|
||||
; set bit in [$c1ie] or [$c1if] to indicate which sprite the collision occurred with
|
||||
; set bit in [i#SPRITESTATEDATA1_0E] or [i#SPRITESTATEDATA1_0F]
|
||||
; to indicate which sprite the collision occurred with
|
||||
inc l
|
||||
inc l
|
||||
ldh a, [hFF8F] ; a = loop counter
|
||||
|
|
|
@ -1,77 +1,77 @@
|
|||
_GetSpritePosition1::
|
||||
ld hl, wSpriteStateData1
|
||||
ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld de, SPRITESTATEDATA1_YPIXELS
|
||||
ld a, [wSpriteIndex]
|
||||
ldh [hSpriteIndex], a
|
||||
call GetSpriteDataPointer
|
||||
ld a, [hli] ; c1x4 (screen Y pos)
|
||||
ld a, [hli] ; x#SPRITESTATEDATA1_YPIXELS
|
||||
ldh [hSpriteScreenYCoord], a
|
||||
inc hl
|
||||
ld a, [hl] ; c1x6 (screen X pos)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
|
||||
ldh [hSpriteScreenXCoord], a
|
||||
ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
|
||||
add hl, de
|
||||
ld a, [hli] ; c2x4 (map Y pos)
|
||||
ld a, [hli] ; x#SPRITESTATEDATA2_MAPY
|
||||
ldh [hSpriteMapYCoord], a
|
||||
ld a, [hl] ; c2x5 (map X pos)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA2_MAPX
|
||||
ldh [hSpriteMapXCoord], a
|
||||
ret
|
||||
|
||||
_GetSpritePosition2::
|
||||
ld hl, wSpriteStateData1
|
||||
ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld de, SPRITESTATEDATA1_YPIXELS
|
||||
ld a, [wSpriteIndex]
|
||||
ldh [hSpriteIndex], a
|
||||
call GetSpriteDataPointer
|
||||
ld a, [hli] ; c1x4 (screen Y pos)
|
||||
ld a, [hli] ; x#SPRITESTATEDATA1_YPIXELS
|
||||
ld [wSavedSpriteScreenY], a
|
||||
inc hl
|
||||
ld a, [hl] ; c1x6 (screen X pos)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
|
||||
ld [wSavedSpriteScreenX], a
|
||||
ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
|
||||
add hl, de
|
||||
ld a, [hli] ; c2x4 (map Y pos)
|
||||
ld a, [hli] ; x#SPRITESTATEDATA2_MAPY
|
||||
ld [wSavedSpriteMapY], a
|
||||
ld a, [hl] ; c2x5 (map X pos)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA2_MAPX
|
||||
ld [wSavedSpriteMapX], a
|
||||
ret
|
||||
|
||||
_SetSpritePosition1::
|
||||
ld hl, wSpriteStateData1
|
||||
ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld de, SPRITESTATEDATA1_YPIXELS
|
||||
ld a, [wSpriteIndex]
|
||||
ldh [hSpriteIndex], a
|
||||
call GetSpriteDataPointer
|
||||
ldh a, [hSpriteScreenYCoord] ; c1x4 (screen Y pos)
|
||||
ldh a, [hSpriteScreenYCoord] ; x#SPRITESTATEDATA1_YPIXELS
|
||||
ld [hli], a
|
||||
inc hl
|
||||
ldh a, [hSpriteScreenXCoord] ; c1x6 (screen X pos)
|
||||
ldh a, [hSpriteScreenXCoord] ; x#SPRITESTATEDATA1_XPIXELS
|
||||
ld [hl], a
|
||||
ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
|
||||
add hl, de
|
||||
ldh a, [hSpriteMapYCoord] ; c2x4 (map Y pos)
|
||||
ldh a, [hSpriteMapYCoord] ; x#SPRITESTATEDATA2_MAPY
|
||||
ld [hli], a
|
||||
ldh a, [hSpriteMapXCoord] ; c2x5 (map X pos)
|
||||
ldh a, [hSpriteMapXCoord] ; x#SPRITESTATEDATA2_MAPX
|
||||
ld [hl], a
|
||||
ret
|
||||
|
||||
_SetSpritePosition2::
|
||||
ld hl, wSpriteStateData1
|
||||
ld de, wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
ld de, SPRITESTATEDATA1_YPIXELS
|
||||
ld a, [wSpriteIndex]
|
||||
ldh [hSpriteIndex], a
|
||||
call GetSpriteDataPointer
|
||||
ld a, [wSavedSpriteScreenY]
|
||||
ld [hli], a ; c1x4 (screen Y pos)
|
||||
ld [hli], a ; x#SPRITESTATEDATA1_YPIXELS
|
||||
inc hl
|
||||
ld a, [wSavedSpriteScreenX]
|
||||
ld [hl], a ; c1x6 (screen X pos)
|
||||
ld [hl], a ; x#SPRITESTATEDATA1_XPIXELS
|
||||
ld de, wSpritePlayerStateData2MapY - wSpritePlayerStateData1XPixels
|
||||
add hl, de
|
||||
ld a, [wSavedSpriteMapY]
|
||||
ld [hli], a ; c2x4 (map Y pos)
|
||||
ld [hli], a ; x#SPRITESTATEDATA2_MAPY
|
||||
ld a, [wSavedSpriteMapX]
|
||||
ld [hl], a ; c2x5 (map X pos)
|
||||
ld [hl], a ; x#SPRITESTATEDATA2_MAPX
|
||||
ret
|
||||
|
||||
TrainerWalkUpToPlayer::
|
||||
|
@ -165,23 +165,23 @@ TrainerEngage:
|
|||
push hl
|
||||
push de
|
||||
ld a, [wTrainerSpriteOffset]
|
||||
add wSpritePlayerStateData1ImageIndex - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_IMAGEINDEX
|
||||
ld d, $0
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData1
|
||||
add hl, de
|
||||
ld a, [hl] ; c1x2: sprite image index
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_IMAGEINDEX
|
||||
sub $ff
|
||||
jr nz, .spriteOnScreen ; test if sprite is on screen
|
||||
jp .noEngage
|
||||
.spriteOnScreen
|
||||
ld a, [wTrainerSpriteOffset]
|
||||
add wSpritePlayerStateData1FacingDirection - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_FACINGDIRECTION
|
||||
ld d, $0
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData1
|
||||
add hl, de
|
||||
ld a, [hl] ; c1x9: facing direction
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_FACINGDIRECTION
|
||||
ld [wTrainerFacingDirection], a
|
||||
call ReadTrainerScreenPosition
|
||||
ld a, [wTrainerScreenY] ; sprite screen Y pos
|
||||
|
@ -234,20 +234,20 @@ TrainerEngage:
|
|||
; reads trainer's Y position to wTrainerScreenY and X position to wTrainerScreenX
|
||||
ReadTrainerScreenPosition:
|
||||
ld a, [wTrainerSpriteOffset]
|
||||
add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_YPIXELS
|
||||
ld d, $0
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData1
|
||||
add hl, de
|
||||
ld a, [hl] ; c1x4 (sprite Y pos)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_YPIXELS
|
||||
ld [wTrainerScreenY], a
|
||||
ld a, [wTrainerSpriteOffset]
|
||||
add wSpritePlayerStateData1XPixels - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_XPIXELS
|
||||
ld d, $0
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData1
|
||||
add hl, de
|
||||
ld a, [hl] ; c1x6 (sprite X pos)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
|
||||
ld [wTrainerScreenX], a
|
||||
ret
|
||||
|
||||
|
@ -295,24 +295,24 @@ CheckPlayerIsInFrontOfSprite:
|
|||
cp POWER_PLANT
|
||||
jp z, .engage ; bypass this for power plant to get voltorb fake items to work
|
||||
ld a, [wTrainerSpriteOffset]
|
||||
add wSpritePlayerStateData1YPixels - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_YPIXELS
|
||||
ld d, $0
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData1
|
||||
add hl, de
|
||||
ld a, [hl] ; c1x4 (sprite screen Y pos)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_YPIXELS
|
||||
cp $fc
|
||||
jr nz, .notOnTopmostTile ; special case if sprite is on topmost tile (Y = $fc (-4)), make it come down a block
|
||||
ld a, $c
|
||||
.notOnTopmostTile
|
||||
ld [wTrainerScreenY], a
|
||||
ld a, [wTrainerSpriteOffset]
|
||||
add wSpritePlayerStateData1XPixels - wSpritePlayerStateData1
|
||||
add SPRITESTATEDATA1_XPIXELS
|
||||
ld d, $0
|
||||
ld e, a
|
||||
ld hl, wSpriteStateData1
|
||||
add hl, de
|
||||
ld a, [hl] ; c1x6 (sprite screen X pos)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_XPIXELS
|
||||
ld [wTrainerScreenX], a
|
||||
ld a, [wTrainerFacingDirection] ; facing direction
|
||||
cp SPRITE_FACING_DOWN
|
||||
|
|
|
@ -1,25 +1,25 @@
|
|||
UpdateSpriteFacingOffsetAndDelayMovement::
|
||||
ld h, $c2
|
||||
ld h, HIGH(wSpriteStateData2)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add $8
|
||||
ld l, a
|
||||
ld a, $7f ; maximum movement delay
|
||||
ld [hl], a ; c2x8 (movement delay)
|
||||
dec h
|
||||
ld [hl], a ; x#SPRITESTATEDATA2_MOVEMENTDELAY
|
||||
dec h ; HIGH(wSpriteStateData1)
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add $9
|
||||
ld l, a
|
||||
ld a, [hld] ; c1x9 (facing direction)
|
||||
ld a, [hld] ; x#SPRITESTATEDATA1_FACINGDIRECTION
|
||||
ld b, a
|
||||
xor a
|
||||
ld [hld], a
|
||||
ld [hl], a ; c1x8 (walk animation frame)
|
||||
ld [hl], a ; x#SPRITESTATEDATA1_ANIMFRAMECOUNTER
|
||||
ldh a, [hCurrentSpriteOffset]
|
||||
add $2
|
||||
add SPRITESTATEDATA1_IMAGEINDEX
|
||||
ld l, a
|
||||
ld a, [hl] ; c1x2 (facing and animation table offset)
|
||||
ld a, [hl] ; x#SPRITESTATEDATA1_IMAGEINDEX
|
||||
or b ; or in the facing direction
|
||||
ld [hld], a
|
||||
ld a, $2 ; delayed movement status
|
||||
ld [hl], a ; c1x1 (movement status)
|
||||
ld [hl], a ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
|
||||
ret
|
||||
|
|
|
@ -678,7 +678,7 @@ CheckMapConnections::
|
|||
ld b, SET_PAL_OVERWORLD
|
||||
call RunPaletteCommand
|
||||
; Since the sprite set shouldn't change, this will just update VRAM slots at
|
||||
; $C2XE without loading any tile patterns.
|
||||
; x#SPRITESTATEDATA2_IMAGEBASEOFFSET without loading any tile patterns.
|
||||
farcall InitMapSprites
|
||||
call LoadTileBlockMap
|
||||
jp OverworldLoopLessDelay
|
||||
|
@ -1210,7 +1210,7 @@ IsSpriteInFrontOfPlayer2::
|
|||
ld a, l
|
||||
and $f0
|
||||
inc a
|
||||
ld l, a ; hl = $c1x1
|
||||
ld l, a ; hl = x#SPRITESTATEDATA1_MOVEMENTSTATUS
|
||||
set 7, [hl] ; set flag to make the sprite face the player
|
||||
ld a, e
|
||||
ldh [hSpriteIndexOrTextID], a
|
||||
|
@ -2167,7 +2167,7 @@ LoadMapHeader::
|
|||
ld a, [hli]
|
||||
ld [wNumSprites], a ; save the number of sprites
|
||||
push hl
|
||||
; zero C110-C1FF and C210-C2FF
|
||||
; zero out sprite state data for sprites 01-15
|
||||
ld hl, wSprite01StateData1
|
||||
ld de, wSprite01StateData2
|
||||
xor a
|
||||
|
@ -2178,7 +2178,7 @@ LoadMapHeader::
|
|||
inc e
|
||||
dec b
|
||||
jr nz, .zeroSpriteDataLoop
|
||||
; initialize all C100-C1FF sprite entries to disabled (other than player's)
|
||||
; disable SPRITESTATEDATA1_IMAGEINDEX (set to $ff) for sprites 01-15
|
||||
ld hl, wSprite01StateData1ImageIndex
|
||||
ld de, $10
|
||||
ld c, $0f
|
||||
|
@ -2196,19 +2196,19 @@ LoadMapHeader::
|
|||
ld c, $00
|
||||
.loadSpriteLoop
|
||||
ld a, [hli]
|
||||
ld [de], a ; store picture ID at C1X0
|
||||
ld [de], a ; x#SPRITESTATEDATA1_PICTUREID
|
||||
inc d
|
||||
ld a, $04
|
||||
add e
|
||||
ld e, a
|
||||
ld a, [hli]
|
||||
ld [de], a ; store Y position at C2X4
|
||||
ld [de], a ; x#SPRITESTATEDATA2_MAPY
|
||||
inc e
|
||||
ld a, [hli]
|
||||
ld [de], a ; store X position at C2X5
|
||||
ld [de], a ; x#SPRITESTATEDATA2_MAPX
|
||||
inc e
|
||||
ld a, [hli]
|
||||
ld [de], a ; store movement byte 1 at C2X6
|
||||
ld [de], a ; x#SPRITESTATEDATA2_MOVEMENTBYTE1
|
||||
ld a, [hli]
|
||||
ldh [hLoadSpriteTemp1], a ; save movement byte 2
|
||||
ld a, [hli]
|
||||
|
|
|
@ -71,7 +71,8 @@ spritestatedata1: MACRO
|
|||
\1IntraAnimFrameCounter:: db
|
||||
\1AnimFrameCounter:: db
|
||||
\1FacingDirection:: db
|
||||
ds 2
|
||||
\1YAdjusted:: db
|
||||
\1XAdjusted:: db
|
||||
\1CollisionData:: db
|
||||
ds 3
|
||||
\1End::
|
||||
|
|
68
wram.asm
68
wram.asm
|
@ -158,22 +158,23 @@ wSpriteStateData1::
|
|||
; data for all sprites on the current map
|
||||
; holds info for 16 sprites with $10 bytes each
|
||||
; player sprite is always sprite 0
|
||||
; C1x0: picture ID (fixed, loaded at map init)
|
||||
; C1x1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving)
|
||||
; C1x2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset)
|
||||
; C1x3: Y screen position delta (-1,0 or 1; added to c1x4 on each walking animation update)
|
||||
; C1x4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile)
|
||||
; C1x5: X screen position delta (-1,0 or 1; added to c1x6 on each walking animation update)
|
||||
; C1x6: X screen position (in pixels, snaps to grid if not currently walking)
|
||||
; C1x7: intra-animation-frame counter (counting upwards to 4 until c1x8 is incremented)
|
||||
; C1x8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames)
|
||||
; C1x9: facing direction (0: down, 4: up, 8: left, $c: right)
|
||||
; C1xA
|
||||
; C1xB
|
||||
; C1xC
|
||||
; C1xD
|
||||
; C1xE
|
||||
; C1xF
|
||||
; struct fields:
|
||||
; - 0: picture ID (fixed, loaded at map init)
|
||||
; - 1: movement status (0: uninitialized, 1: ready, 2: delayed, 3: moving)
|
||||
; - 2: sprite image index (changed on update, $ff if off screen, includes facing direction, progress in walking animation and a sprite-specific offset)
|
||||
; - 3: Y screen position delta (-1,0 or 1; added to Y pixels on each walking animation update)
|
||||
; - 4: Y screen position (in pixels, always 4 pixels above grid which makes sprites appear to be in the center of a tile)
|
||||
; - 5: X screen position delta (-1,0 or 1; added to field X pixels on each walking animation update)
|
||||
; - 6: X screen position (in pixels, snaps to grid if not currently walking)
|
||||
; - 7: intra-animation-frame counter (counting upwards to 4 until animation frame counter is incremented)
|
||||
; - 8: animation frame counter (increased every 4 updates, hold four states (totalling to 16 walking frames)
|
||||
; - 9: facing direction ($0: down, $4: up, $8: left, $c: right)
|
||||
; - A: adjusted Y coordinate
|
||||
; - B: adjusted X coordinate
|
||||
; - C: direction of collision
|
||||
; - D
|
||||
; - E
|
||||
; - F
|
||||
wSpritePlayerStateData1:: spritestatedata1 wSpritePlayerStateData1
|
||||
wSprite01StateData1:: spritestatedata1 wSprite01StateData1
|
||||
wSprite02StateData1:: spritestatedata1 wSprite02StateData1
|
||||
|
@ -195,22 +196,23 @@ wSpriteStateData2::
|
|||
; more data for all sprites on the current map
|
||||
; holds info for 16 sprites with $10 bytes each
|
||||
; player sprite is always sprite 0
|
||||
; C2x0: walk animation counter (counting from $10 backwards when moving)
|
||||
; C2x1:
|
||||
; C2x2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
|
||||
; C2x3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
|
||||
; C2x4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4)
|
||||
; C2x5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4)
|
||||
; C2x6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown)
|
||||
; C2x7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite)
|
||||
; C2x8: delay until next movement (counted downwards, status (c1x1) is set to ready if reached 0)
|
||||
; C2x9
|
||||
; C2xA
|
||||
; C2xB
|
||||
; C2xC
|
||||
; C2xD
|
||||
; C2xE: sprite image base offset (in video ram, player always has value 1, used to compute c1x2)
|
||||
; C2xF
|
||||
; struct fields:
|
||||
; - 0: walk animation counter (counting from $10 backwards when moving)
|
||||
; - 1:
|
||||
; - 2: Y displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
|
||||
; - 3: X displacement (initialized at 8, supposed to keep moving sprites from moving too far, but bugged)
|
||||
; - 4: Y position (in 2x2 tile grid steps, topmost 2x2 tile has value 4)
|
||||
; - 5: X position (in 2x2 tile grid steps, leftmost 2x2 tile has value 4)
|
||||
; - 6: movement byte 1 (determines whether a sprite can move, $ff:not moving, $fe:random movements, others unknown)
|
||||
; - 7: (?) (set to $80 when in grass, else $0; may be used to draw grass above the sprite)
|
||||
; - 8: delay until next movement (counted downwards, movement status is set to ready if reached 0)
|
||||
; - 9
|
||||
; - A
|
||||
; - B
|
||||
; - C
|
||||
; - D: picture ID
|
||||
; - E: sprite image base offset (in video ram, player always has value 1, used to compute sprite image index)
|
||||
; - F
|
||||
wSpritePlayerStateData2:: spritestatedata2 wSpritePlayerStateData2
|
||||
wSprite01StateData2:: spritestatedata2 wSprite01StateData2
|
||||
wSprite02StateData2:: spritestatedata2 wSprite02StateData2
|
||||
|
@ -2577,7 +2579,7 @@ wMissableObjectFlagsEnd::
|
|||
|
||||
ds 7
|
||||
|
||||
wd5cd:: ds 1 ; temp copy of c1x2 (sprite facing/anim)
|
||||
wd5cd:: ds 1 ; temp copy of SPRITESTATEDATA1_IMAGEINDEX (used for sprite facing/anim)
|
||||
|
||||
wMissableObjectList::
|
||||
; each entry consists of 2 bytes
|
||||
|
|
Loading…
Reference in a new issue