Improve new constants and comment based on feedback

This commit is contained in:
SatoMew 2020-11-29 22:07:26 +00:00
parent 083cb38e33
commit 3756ec6dd9
3 changed files with 35 additions and 35 deletions

View file

@ -4,13 +4,13 @@ MAP_BORDER EQU 3
; connection directions
const_def
shift_const EAST ; 1
shift_const WEST ; 2
shift_const SOUTH ; 4
shift_const NORTH ; 8
shift_const EAST ; 1
shift_const WEST ; 2
shift_const SOUTH ; 4
shift_const NORTH ; 8
; flower and water tile animations
const_def
const STATIC_FLOWERS_WATER ; 0
const STATIC_FLOWERS_ANIMATED_WATER ; 1
const ANIMATED_FLOWERS_WATER ; 2
const TILEANIM_NONE ; 0
const TILEANIM_WATER ; 1
const TILEANIM_WATER_FLOWER ; 2

View file

@ -8,27 +8,27 @@ ENDM
Tilesets:
; block, gfx, coll, 3 counter tiles, grass tile, permission
tileset Overworld_Block, Overworld_GFX, Overworld_Coll, $FF,$FF,$FF, $52, ANIMATED_FLOWERS_WATER
tileset RedsHouse1_Block, RedsHouse1_GFX, RedsHouse1_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
tileset Mart_Block, Mart_GFX, Mart_Coll, $18,$19,$1E, $FF, STATIC_FLOWERS_WATER
tileset Forest_Block, Forest_GFX, Forest_Coll, $FF,$FF,$FF, $20, STATIC_FLOWERS_ANIMATED_WATER
tileset RedsHouse2_Block, RedsHouse2_GFX, RedsHouse2_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
tileset Dojo_Block, Dojo_GFX, Dojo_Coll, $3A,$FF,$FF, $FF, ANIMATED_FLOWERS_WATER
tileset Pokecenter_Block, Pokecenter_GFX, Pokecenter_Coll, $18,$19,$1E, $FF, STATIC_FLOWERS_WATER
tileset Gym_Block, Gym_GFX, Gym_Coll, $3A,$FF,$FF, $FF, ANIMATED_FLOWERS_WATER
tileset House_Block, House_GFX, House_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
tileset ForestGate_Block, ForestGate_GFX, ForestGate_Coll, $17,$32,$FF, $FF, STATIC_FLOWERS_WATER
tileset Museum_Block, Museum_GFX, Museum_Coll, $17,$32,$FF, $FF, STATIC_FLOWERS_WATER
tileset Underground_Block, Underground_GFX, Underground_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
tileset Gate_Block, Gate_GFX, Gate_Coll, $17,$32,$FF, $FF, STATIC_FLOWERS_WATER
tileset Ship_Block, Ship_GFX, Ship_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_ANIMATED_WATER
tileset ShipPort_Block, ShipPort_GFX, ShipPort_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_ANIMATED_WATER
tileset Cemetery_Block, Cemetery_GFX, Cemetery_Coll, $12,$FF,$FF, $FF, STATIC_FLOWERS_WATER
tileset Interior_Block, Interior_GFX, Interior_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
tileset Cavern_Block, Cavern_GFX, Cavern_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_ANIMATED_WATER
tileset Lobby_Block, Lobby_GFX, Lobby_Coll, $15,$36,$FF, $FF, STATIC_FLOWERS_WATER
tileset Mansion_Block, Mansion_GFX, Mansion_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
tileset Lab_Block, Lab_GFX, Lab_Coll, $FF,$FF,$FF, $FF, STATIC_FLOWERS_WATER
tileset Club_Block, Club_GFX, Club_Coll, $07,$17,$FF, $FF, STATIC_FLOWERS_WATER
tileset Facility_Block, Facility_GFX, Facility_Coll, $12,$FF,$FF, $FF, STATIC_FLOWERS_ANIMATED_WATER
tileset Plateau_Block, Plateau_GFX, Plateau_Coll, $FF,$FF,$FF, $45, STATIC_FLOWERS_ANIMATED_WATER
tileset Overworld_Block, Overworld_GFX, Overworld_Coll, $FF,$FF,$FF, $52, TILEANIM_WATER_FLOWER
tileset RedsHouse1_Block, RedsHouse1_GFX, RedsHouse1_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
tileset Mart_Block, Mart_GFX, Mart_Coll, $18,$19,$1E, $FF, TILEANIM_NONE
tileset Forest_Block, Forest_GFX, Forest_Coll, $FF,$FF,$FF, $20, TILEANIM_WATER
tileset RedsHouse2_Block, RedsHouse2_GFX, RedsHouse2_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
tileset Dojo_Block, Dojo_GFX, Dojo_Coll, $3A,$FF,$FF, $FF, TILEANIM_WATER_FLOWER
tileset Pokecenter_Block, Pokecenter_GFX, Pokecenter_Coll, $18,$19,$1E, $FF, TILEANIM_NONE
tileset Gym_Block, Gym_GFX, Gym_Coll, $3A,$FF,$FF, $FF, TILEANIM_WATER_FLOWER
tileset House_Block, House_GFX, House_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
tileset ForestGate_Block, ForestGate_GFX, ForestGate_Coll, $17,$32,$FF, $FF, TILEANIM_NONE
tileset Museum_Block, Museum_GFX, Museum_Coll, $17,$32,$FF, $FF, TILEANIM_NONE
tileset Underground_Block, Underground_GFX, Underground_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
tileset Gate_Block, Gate_GFX, Gate_Coll, $17,$32,$FF, $FF, TILEANIM_NONE
tileset Ship_Block, Ship_GFX, Ship_Coll, $FF,$FF,$FF, $FF, TILEANIM_WATER
tileset ShipPort_Block, ShipPort_GFX, ShipPort_Coll, $FF,$FF,$FF, $FF, TILEANIM_WATER
tileset Cemetery_Block, Cemetery_GFX, Cemetery_Coll, $12,$FF,$FF, $FF, TILEANIM_NONE
tileset Interior_Block, Interior_GFX, Interior_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
tileset Cavern_Block, Cavern_GFX, Cavern_Coll, $FF,$FF,$FF, $FF, TILEANIM_WATER
tileset Lobby_Block, Lobby_GFX, Lobby_Coll, $15,$36,$FF, $FF, TILEANIM_NONE
tileset Mansion_Block, Mansion_GFX, Mansion_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
tileset Lab_Block, Lab_GFX, Lab_Coll, $FF,$FF,$FF, $FF, TILEANIM_NONE
tileset Club_Block, Club_GFX, Club_Coll, $07,$17,$FF, $FF, TILEANIM_NONE
tileset Facility_Block, Facility_GFX, Facility_Coll, $12,$FF,$FF, $FF, TILEANIM_WATER
tileset Plateau_Block, Plateau_GFX, Plateau_Coll, $FF,$FF,$FF, $45, TILEANIM_WATER

View file

@ -277,10 +277,10 @@ hFrameCounter:: db ; decremented every V-blank (used for delays)
; you can detect that the V-blank handler has run since then.
hVBlankOccurred:: db
; Controls whether flower and water tiles are animated.
; 00 = flowers and water are static (breaks Surf)
; 01 = flowers are static, water is animated
; 02 = flowers and water are animated
; Controls which tiles are animated.
; 0 = no animations (breaks Surf)
; 1 = water tile $14 is animated
; 2 = water tile $14 and flower tile $03 are animated
hTileAnimations:: db
hMovingBGTilesCounter1:: db