Remove c1x*/c2x* comments, use struct offset constants

This commit is contained in:
Rangi 2020-07-07 11:57:03 -04:00
parent 13129459f1
commit 1e593d8f8c
12 changed files with 304 additions and 247 deletions

View file

@ -1,3 +1,43 @@
; spritestatedata1 struct members (see macros/wram.asm)
const_def
const SPRITESTATEDATA1_PICTUREID ; 0
const SPRITESTATEDATA1_MOVEMENTSTATUS ; 1
const SPRITESTATEDATA1_IMAGEINDEX ; 2
const SPRITESTATEDATA1_YSTEPVECTOR ; 3
const SPRITESTATEDATA1_YPIXELS ; 4
const SPRITESTATEDATA1_XSTEPVECTOR ; 5
const SPRITESTATEDATA1_XPIXELS ; 6
const SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER ; 7
const SPRITESTATEDATA1_ANIMFRAMECOUNTER ; 8
const SPRITESTATEDATA1_FACINGDIRECTION ; 9
const SPRITESTATEDATA1_YADJUSTED ; a
const SPRITESTATEDATA1_XADJUSTED ; b
const SPRITESTATEDATA1_COLLISIONDATA ; c
const SPRITESTATEDATA1_0D ; d
const SPRITESTATEDATA1_0E ; e
const SPRITESTATEDATA1_0F ; f
SPRITESTATEDATA1_LENGTH EQU const_value
; spritestatedata2 struct members (see macros/wram.asm)
const_def
const SPRITESTATEDATA2_WALKANIMATIONCOUNTER ; 0
const SPRITESTATEDATA2_01 ; 1
const SPRITESTATEDATA2_YDISPLACEMENT ; 2
const SPRITESTATEDATA2_XDISPLACEMENT ; 3
const SPRITESTATEDATA2_MAPY ; 4
const SPRITESTATEDATA2_MAPX ; 5
const SPRITESTATEDATA2_MOVEMENTBYTE1 ; 6
const SPRITESTATEDATA2_GRASSPRIORITY ; 7
const SPRITESTATEDATA2_MOVEMENTDELAY ; 8
const SPRITESTATEDATA2_09 ; 9
const SPRITESTATEDATA2_0A ; a
const SPRITESTATEDATA2_0B ; b
const SPRITESTATEDATA2_0C ; c
const SPRITESTATEDATA2_PICTUREID ; d
const SPRITESTATEDATA2_IMAGEBASEOFFSET ; e
const SPRITESTATEDATA2_0F ; f
SPRITESTATEDATA2_LENGTH EQU const_value
; different kinds of people events
ITEM EQU $80
TRAINER EQU $40

View file

@ -21,13 +21,13 @@ PrepareOAMData::
ld d, HIGH(wSpriteStateData1)
ldh a, [hSpriteOffset2]
ld e, a
ld a, [de] ; c1x0
ld a, [de] ; [x#SPRITESTATEDATA1_PICTUREID]
and a
jp z, .nextSprite
inc e
inc e
ld a, [de] ; c1x2 (facing/anim)
ld a, [de] ; [x#SPRITESTATEDATA1_IMAGEINDEX]
ld [wd5cd], a
cp $ff ; off-screen (don't draw)
jr nz, .visible
@ -56,7 +56,7 @@ PrepareOAMData::
ld a, e
add $5
ld e, a
ld a, [de] ; c2x7
ld a, [de] ; [x#SPRITESTATEDATA2_GRASSPRIORITY]
and $80
ldh [hSpritePriority], a ; temp store sprite priority
pop de
@ -98,7 +98,7 @@ PrepareOAMData::
push bc
ld b, a
ld a, [wd5cd] ; temp copy of c1x2
ld a, [wd5cd] ; temp copy of [x#SPRITESTATEDATA1_IMAGEINDEX]
swap a ; high nybble determines sprite used (0 is always player sprite, next are some npcs)
and $f
@ -169,11 +169,11 @@ PrepareOAMData::
GetSpriteScreenXY:
inc e
inc e
ld a, [de] ; c1x4
ld a, [de] ; [x#SPRITESTATEDATA1_YPIXELS]
ldh [hSpriteScreenY], a
inc e
inc e
ld a, [de] ; c1x6
ld a, [de] ; [x#SPRITESTATEDATA1_XPIXELS]
ldh [hSpriteScreenX], a
ld a, 4
add e
@ -181,9 +181,9 @@ GetSpriteScreenXY:
ldh a, [hSpriteScreenY]
add 4
and $f0
ld [de], a ; c1xa (y)
ld [de], a ; [x#SPRITESTATEDATA1_YADJUSTED]
inc e
ldh a, [hSpriteScreenX]
and $f0
ld [de], a ; c1xb (x)
ld [de], a ; [x#SPRITESTATEDATA1_XADJUSTED]
ret

View file

@ -38,7 +38,8 @@ DisplayTextIDInit::
jr nz, .skipMovingSprites
call UpdateSprites
.skipMovingSprites
; loop to copy C1X9 (direction the sprite is facing) to C2X9 for each sprite
; loop to copy [x#SPRITESTATEDATA1_FACINGDIRECTION] to [x#SPRITESTATEDATA2_09]
; for each sprite from x=01 to x=15
; this is done because when you talk to an NPC, they turn to look your way
; the original direction they were facing must be restored after the dialogue is over
ld hl, wSprite01StateData1FacingDirection

View file

@ -4,20 +4,21 @@
; This is also called after displaying text because loading
; text tile patterns overwrites half of the sprite tile pattern data.
; Note on notation:
; $C1X* and $C2X* are used to denote wSpriteStateData1-wSpriteStateData1 + $ff and wSpriteStateData2 + $00-wSpriteStateData2 + $ff sprite slot
; fields, respectively, within loops. The X is the loop index.
; If there is an inner loop, Y is the inner loop index, i.e. $C1Y* and $C2Y*
; denote fields of the sprite slots iterated over in the inner loop.
; x#SPRITESTATEDATA1_* and x#SPRITESTATEDATA2_* are used to denote wSpriteStateData1 and
; wSpriteStateData2 sprite slot, respectively, within loops. The X is the loop index.
; If there is an inner loop, Y is the inner loop index, i.e. y#SPRITESTATEDATA1_* and
; y#SPRITESTATEDATA2_* denote fields of the sprite slots iterated over in the inner loop.
InitMapSprites::
call InitOutsideMapSprites
ret c ; return if the map is an outside map (already handled by above call)
; if the map is an inside map (i.e. mapID >= $25)
ld hl, wSpritePlayerStateData1PictureID
ld de, wSpritePlayerStateData2PictureID
; Loop to copy picture ID's from $C1X0 to $C2XD for LoadMapSpriteTilePatterns.
; Loop to copy picture IDs from [x#SPRITESTATEDATA1_PICTUREID]
; to [x#SPRITESTATEDATA2_PICTUREID] for LoadMapSpriteTilePatterns.
.copyPictureIDLoop
ld a, [hl] ; $C1X0 (picture ID)
ld [de], a ; $C2XD
ld a, [hl] ; a = [x#SPRITESTATEDATA1_PICTUREID]
ld [de], a ; [x#SPRITESTATEDATA2_PICTUREID] = a
ld a, $10
add e
ld e, a
@ -40,9 +41,11 @@ LoadMapSpriteTilePatterns:
ld hl, wSpritePlayerStateData2PictureID
xor a
ldh [hFourTileSpriteCount], a
.copyPictureIDLoop ; loop to copy picture ID from $C2XD to $C2XE
ld a, [hli] ; $C2XD (sprite picture ID)
ld [hld], a ; $C2XE
; Loop to copy picture IDs from [x#SPRITESTATEDATA2_PICTUREID]
; to [x#SPRITESTATEDATA2_IMAGEBASEOFFSET].
.copyPictureIDLoop
ld a, [hli] ; a = [x#SPRITESTATEDATA2_PICTUREID]
ld [hld], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET] = a
ld a, l
add $10
ld l, a
@ -81,7 +84,7 @@ LoadMapSpriteTilePatterns:
ld a, l
cp e ; reached current slot?
jr z, .foundNextVRAMSlot
ld a, [de] ; $C2YE (VRAM slot)
ld a, [de] ; y#SPRITESTATEDATA2_IMAGEBASEOFFSET
cp 11 ; is it one of the first 10 slots?
jr nc, .findNextVRAMSlotLoop
cp b ; compare the slot being checked to the current max
@ -93,7 +96,7 @@ LoadMapSpriteTilePatterns:
inc b ; increment previous max value to get next VRAM tile pattern slot
ld a, b ; a = next VRAM tile pattern slot
push af
ld a, [hl] ; $C2XE (sprite picture ID)
ld a, [hl] ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET]
ld b, a ; b = current sprite picture ID
cp SPRITE_BALL ; is it a 4-tile sprite?
jr c, .notFourTileSprite
@ -104,7 +107,7 @@ LoadMapSpriteTilePatterns:
.notFourTileSprite
pop af
.storeVRAMSlot
ld [hl], a ; store VRAM slot at $C2XE
ld [hl], a ; store VRAM slot at [x#SPRITESTATEDATA2_IMAGEBASEOFFSET]
ldh [hVRAMSlot], a ; used to determine if it's 4-tile sprite later
ld a, b ; a = current sprite picture ID
dec a
@ -207,8 +210,8 @@ LoadMapSpriteTilePatterns:
jr .nextSpriteSlot
.alreadyLoaded ; if the current picture ID has already had its tile patterns loaded
inc de
ld a, [de] ; a = VRAM slot for the current picture ID (from $C2YE)
ld [hl], a ; store VRAM slot in current wSpriteStateData2 sprite slot (at $C2XE)
ld a, [de] ; a = [y#SPRITESTATEDATA2_IMAGEBASEOFFSET]
ld [hl], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET] = a
.nextSpriteSlot
ld a, l
add $10
@ -217,10 +220,11 @@ LoadMapSpriteTilePatterns:
jp nz, .loadTilePatternLoop
ld hl, wSpritePlayerStateData2PictureID
ld b, $10
; the pictures ID's stored at $C2XD are no longer needed, so zero them
; the pictures IDs stored at [x#SPRITESTATEDATA2_PICTUREID] are no longer needed,
; so zero them
.zeroStoredPictureIDLoop
xor a
ld [hl], a ; $C2XD
ld [hl], a ; [x#SPRITESTATEDATA2_PICTUREID]
ld a, $10
add l
ld l, a
@ -292,15 +296,15 @@ InitOutsideMapSprites:
ld [hl], a
ld bc, wSpriteSet
; Load the sprite set into RAM.
; This loop also fills $C2XD (sprite picture ID) where X is from $0 to $A
; with picture ID's. This is done so that LoadMapSpriteTilePatterns will
; This loop also fills [x#SPRITESTATEDATA2_PICTUREID] where X is from $0 to $A
; with picture IDs. This is done so that LoadMapSpriteTilePatterns will
; load tile patterns for all sprite pictures in the sprite set.
.loadSpriteSetLoop
ld a, $10
add l
ld l, a
ld a, [de] ; sprite picture ID from sprite set
ld [hl], a ; $C2XD (sprite picture ID)
ld [hl], a ; [x#SPRITESTATEDATA2_PICTUREID]
ld [bc], a
inc de
inc bc
@ -313,7 +317,7 @@ InitOutsideMapSprites:
add l
ld l, a
xor a
ld [hl], a ; $C2XD (sprite picture ID)
ld [hl], a ; [x#SPRITESTATEDATA2_PICTUREID]
dec b
jr nz, .zeroRemainingSlotsLoop
ld a, [wNumSprites]
@ -330,7 +334,7 @@ InitOutsideMapSprites:
; for the current map. So, they are not needed and are zeroed by this loop.
.zeroVRAMSlotsLoop
xor a
ld [hl], a ; $C2XE (VRAM slot)
ld [hl], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET]
ld a, $10
add l
ld l, a
@ -347,7 +351,7 @@ InitOutsideMapSprites:
; VRAM tile pattern slot.
.storeVRAMSlotsLoop
ld c, 0
ld a, [hl] ; $C1X0 (picture ID) (zero if sprite slot is not used)
ld a, [hl] ; [x#SPRITESTATEDATA1_PICTUREID] (zero if sprite slot is not used)
and a ; is the sprite slot used?
jr z, .skipGettingPictureIndex ; if the sprite slot is not used
ld b, a ; b = picture ID
@ -367,7 +371,7 @@ InitOutsideMapSprites:
add l
ld l, a
ld a, c ; a = VRAM slot (zero if sprite slot is not used)
ld [hl], a ; $C2XE (VRAM slot)
ld [hl], a ; [x#SPRITESTATEDATA2_IMAGEBASEOFFSET]
pop hl
ld a, $10
add l

View file

@ -121,20 +121,20 @@ UpdateNPCSprite:
ld l, a
ld a, [hl] ; read movement byte 2
ld [wCurSpriteMovement2], a
ld h, $c1
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
ld l, a
inc l
ld a, [hl] ; c1x1
ld a, [hl] ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
and a
jp z, InitializeSpriteStatus
call CheckSpriteAvailability
ret c ; if sprite is invisible, on tile >=MAP_TILESET_SIZE, in grass or player is currently walking
ld h, $c1
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
ld l, a
inc l
ld a, [hl] ; c1x1
ld a, [hl] ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
bit 7, a ; is the face player flag set?
jp nz, MakeNPCFacePlayer
ld b, a
@ -143,9 +143,9 @@ UpdateNPCSprite:
jp nz, notYetMoving
ld a, b
cp $2
jp z, UpdateSpriteMovementDelay ; c1x1 == 2
jp z, UpdateSpriteMovementDelay ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] == 2
cp $3
jp z, UpdateSpriteInWalkingAnimation ; c1x1 == 3
jp z, UpdateSpriteInWalkingAnimation ; [x#SPRITESTATEDATA1_MOVEMENTSTATUS] == 3
ld a, [wWalkCounter]
and a
ret nz ; don't do anything yet if player is currently moving (redundant, already tested in CheckSpriteAvailability)
@ -154,7 +154,7 @@ UpdateNPCSprite:
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, .randomMovement ; value $FF
inc a
@ -263,18 +263,18 @@ ChangeFacingDirection:
; set carry on failure, clears carry on success
TryWalking:
push hl
ld h, $c1
ld h, HIGH(wSpriteStateData1)
ldh a, [hCurrentSpriteOffset]
add $9
ld l, a
ld [hl], c ; c1x9 (update facing direction)
ld [hl], c ; x#SPRITESTATEDATA1_FACINGDIRECTION
ldh a, [hCurrentSpriteOffset]
add $3
ld l, a
ld [hl], d ; c1x3 (update Y movement delta)
ld [hl], d ; x#SPRITESTATEDATA1_YSTEPVECTOR
inc l
inc l
ld [hl], e ; c1x5 (update X movement delta)
ld [hl], e ; x#SPRITESTATEDATA1_XSTEPVECTOR
pop hl
push de
ld c, [hl] ; read tile to walk onto
@ -285,18 +285,18 @@ TryWalking:
ldh a, [hCurrentSpriteOffset]
add $4
ld l, a
ld a, [hl] ; c2x4: Y position
ld a, [hl] ; x#SPRITESTATEDATA2_MAPY
add d
ld [hli], a ; update Y position
ld a, [hl] ; c2x5: X position
ld a, [hl] ; x#SPRITESTATEDATA2_MAPX
add e
ld [hl], a ; update X position
ldh a, [hCurrentSpriteOffset]
ld l, a
ld [hl], $10 ; c2x0=16: walk animation counter
ld [hl], $10 ; [x#SPRITESTATEDATA2_WALKANIMATIONCOUNTER] = 16
dec h
inc l
ld [hl], $3 ; c1x1: set movement status to walking
ld [hl], $3 ; x#SPRITESTATEDATA1_MOVEMENTSTATUS
jp UpdateSpriteImage
; update the walking animation parameters for a sprite that is currently walking
@ -304,15 +304,15 @@ UpdateSpriteInWalkingAnimation:
ldh a, [hCurrentSpriteOffset]
add $7
ld l, a
ld a, [hl] ; c1x7 (counter until next walk animation frame)
ld a, [hl] ; x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER
inc a
ld [hl], a ; c1x7 += 1
ld [hl], a ; [x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER]++
cp $4
jr nz, .noNextAnimationFrame
xor a
ld [hl], a ; c1x7 = 0
ld [hl], a ; [x#SPRITESTATEDATA1_INTRAANIMFRAMECOUNTER] = 0
inc l
ld a, [hl] ; c1x8 (walk animation frame)
ld a, [hl] ; x#SPRITESTATEDATA1_ANIMFRAMECOUNTER
inc a
and $3
ld [hl], a ; advance to next animation frame every 4 ticks (16 ticks total for one step)
@ -320,34 +320,34 @@ UpdateSpriteInWalkingAnimation:
ldh a, [hCurrentSpriteOffset]
add $3
ld l, a
ld a, [hli] ; c1x3 (movement Y delta)
ld a, [hli] ; x#SPRITESTATEDATA1_YSTEPVECTOR
ld b, a
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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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]

View file

@ -71,7 +71,8 @@ spritestatedata1: MACRO
\1IntraAnimFrameCounter:: db
\1AnimFrameCounter:: db
\1FacingDirection:: db
ds 2
\1YAdjusted:: db
\1XAdjusted:: db
\1CollisionData:: db
ds 3
\1End::

View file

@ -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